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* minor campaign related improvements
This commit is contained in:
parent
8f936cd34d
commit
82e21f8b6e
@ -2871,12 +2871,7 @@ CBonusSelection::CBonusSelection(shared_ptr<CCampaignState> _ourCampaign)
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CBonusSelection::CBonusSelection( std::string campaignFName )
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{
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ourCampaign = make_shared<CCampaignState>();
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ourCampaign->camp = CCampaignHandler::getCampaign(campaignFName);
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for(int i = 0; i < ourCampaign->camp->scenarios.size(); i++)
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{
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ourCampaign->mapsRemaining.push_back(i);
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}
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ourCampaign = make_shared<CCampaignState>(CCampaignHandler::getCampaign(campaignFName));
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sInfo.campState = ourCampaign;
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init();
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@ -708,7 +708,7 @@ CConnection * CServerHandler::connectToServer()
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if(!shared->sr->ready)
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waitForServer();
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th.update();
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th.update(); //put breakpoint here to attach to server before it does something stupid
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CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
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if(verbose)
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@ -179,50 +179,50 @@ CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buff
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//hero: FFFD means 'most powerful' and FFFE means 'generated'
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switch(bonus.type)
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{
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case 0: //spell
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case CScenarioTravel::STravelBonus::SPELL:
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = buffer[outIt++]; //spell ID
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break;
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}
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case 1: //monster
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case CScenarioTravel::STravelBonus::MONSTER:
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
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bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
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break;
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}
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case 2: //building
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case CScenarioTravel::STravelBonus::BUILDING:
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{
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bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
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break;
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}
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case 3: //artifact
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case CScenarioTravel::STravelBonus::ARTIFACT:
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
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break;
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}
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case 4: //spell scroll
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case CScenarioTravel::STravelBonus::SPELL_SCROLL:
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = buffer[outIt++]; //spell ID
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break;
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}
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case 5: //prim skill
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case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
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break;
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}
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case 6: //sec skills
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case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = buffer[outIt++]; //skill ID
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bonus.info3 = buffer[outIt++]; //skill level
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break;
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}
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case 7: //resources
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case CScenarioTravel::STravelBonus::RESOURCE:
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{
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bonus.info1 = buffer[outIt++]; //type
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//FD - wood+ore
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@ -241,7 +241,7 @@ CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buff
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for (int g=0; g<numOfBonuses; ++g)
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{
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CScenarioTravel::STravelBonus bonus;
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bonus.type = 8;
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bonus.type = CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO;
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bonus.info1 = buffer[outIt++]; //player color
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bonus.info2 = buffer[outIt++]; //from what scenario
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@ -255,7 +255,7 @@ CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buff
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for (int g=0; g<numOfBonuses; ++g)
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{
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CScenarioTravel::STravelBonus bonus;
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bonus.type = 9;
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bonus.type = CScenarioTravel::STravelBonus::HERO;
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bonus.info1 = buffer[outIt++]; //player color
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bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
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@ -409,7 +409,8 @@ void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> he
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bool CScenarioTravel::STravelBonus::isBonusForHero() const
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{
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return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
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return type == SPELL || type == MONSTER || type == ARTIFACT || type == SPELL_SCROLL || type == PRIMARY_SKILL
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|| type == SECONDARY_SKILL;
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}
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// void CCampaignState::initNewCampaign( const StartInfo &si )
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@ -446,3 +447,14 @@ ui8 CCampaignState::currentBonusID() const
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{
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return chosenCampaignBonuses[currentMap];
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}
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CCampaignState::CCampaignState()
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{}
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CCampaignState::CCampaignState( unique_ptr<CCampaign> _camp ) : camp(std::move(_camp))
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{
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for(int i = 0; i < camp->scenarios.size(); i++)
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{
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mapsRemaining.push_back(i);
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}
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}
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@ -55,8 +55,9 @@ public:
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struct DLL_LINKAGE STravelBonus
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{
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ui8 type; //0 - spell, 1 - monster, 2 - building, 3 - artifact, 4 - spell scroll, 5 - prim skill, 6 - sec skill, 7 - resource,
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//8 - player from previous scenario, 9 - hero [???]
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enum EBonusType {SPELL, MONSTER, BUILDING, ARTIFACT, SPELL_SCROLL, PRIMARY_SKILL, SECONDARY_SKILL, RESOURCE,
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PLAYER_PREV_SCENARIO, HERO /*???*/};
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ui8 type; //uses EBonusType
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si32 info1, info2, info3; //purpose depends on type
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bool isBonusForHero() const;
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@ -152,6 +153,8 @@ public:
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const CCampaignScenario &getCurrentScenario() const;
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ui8 currentBonusID() const;
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CCampaignState();
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CCampaignState(unique_ptr<CCampaign> _camp);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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@ -748,88 +748,78 @@ BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2],
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void CGameState::init(StartInfo * si)
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{
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struct HLP
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auto giveCampaignBonusToHero = [&](CGHeroInstance * hero)
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{
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//it's assumed that given hero should receive the bonus
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static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st, CGameState *gs )
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const CScenarioTravel::STravelBonus & curBonus = scenarioOps->campState->getBonusForCurrentMap();
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if(curBonus.isBonusForHero())
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{
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const CScenarioTravel::STravelBonus & curBonus = si->campState->getBonusForCurrentMap();
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if(curBonus.isBonusForHero())
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//apply bonus
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switch (curBonus.type)
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{
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//apply bonus
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switch (curBonus.type)
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case CScenarioTravel::STravelBonus::SPELL:
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hero->spells.insert(curBonus.info2);
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break;
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case CScenarioTravel::STravelBonus::MONSTER:
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{
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case 0: //spell
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hero->spells.insert(curBonus.info2);
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break;
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case 1: //monster
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for(int i=0; i<GameConstants::ARMY_SIZE; i++)
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{
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for(int i=0; i<GameConstants::ARMY_SIZE; i++)
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if(hero->slotEmpty(i))
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{
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if(hero->slotEmpty(i))
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{
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hero->addToSlot(i, curBonus.info2, curBonus.info3);
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break;
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}
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hero->addToSlot(i, curBonus.info2, curBonus.info3);
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break;
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}
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}
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break;
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case 3: //artifact
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gs->giveHeroArtifact(hero, curBonus.info2);
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break;
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case 4: //spell scroll
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{
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CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus.info2]);
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scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
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}
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break;
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case 5: //prim skill
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{
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const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus.info2);
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for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
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{
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int val = ptr[g];
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if (val == 0)
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{
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continue;
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}
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Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->campState->currentMap, g);
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hero->addNewBonus(bb);
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}
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}
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break;
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case 6: //sec skills
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hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curBonus.info2), curBonus.info3, true);
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break;
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}
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break;
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case CScenarioTravel::STravelBonus::ARTIFACT:
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gs->giveHeroArtifact(hero, curBonus.info2);
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break;
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case CScenarioTravel::STravelBonus::SPELL_SCROLL:
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{
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CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus.info2]);
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scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
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}
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break;
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case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
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{
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const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus.info2);
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for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
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{
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int val = ptr[g];
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if (val == 0)
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{
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continue;
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}
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Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, scenarioOps->campState->currentMap, g);
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hero->addNewBonus(bb);
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}
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}
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break;
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case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
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hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curBonus.info2), curBonus.info3, true);
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break;
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}
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}
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};
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static std::vector<const PlayerSettings *> getHumanPlayerInfo(const StartInfo * si)
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auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
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{
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std::vector<const PlayerSettings *> ret;
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for(auto it = scenarioOps->playerInfos.cbegin();
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it != scenarioOps->playerInfos.cend(); ++it)
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{
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std::vector<const PlayerSettings *> ret;
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for(std::map<int, PlayerSettings>::const_iterator it = si->playerInfos.begin();
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it != si->playerInfos.end(); ++it)
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{
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if(it->second.human)
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ret.push_back(&it->second);
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}
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return ret;
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if(it->second.human)
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ret.push_back(&it->second);
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}
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static void replaceHero( CGameState * gs, int objId, CGHeroInstance * ghi )
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{
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ghi->id = objId;
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gs->map->objects[objId] = ghi;
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gs->map->heroes.push_back(ghi);
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}
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return ret;
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};
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//sort in descending order by power
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static bool heroPowerSorter(const CGHeroInstance * a, const CGHeroInstance * b)
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{
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return a->getHeroStrength() > b->getHeroStrength();
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}
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auto replaceHero = [&](int objId, CGHeroInstance * ghi)
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{
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ghi->id = objId;
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gs->map->objects[objId] = ghi;
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gs->map->heroes.push_back(ghi);
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};
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tlog0 << "\tUsing random seed: "<< si->seedToBeUsed << std::endl;
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@ -881,6 +871,8 @@ void CGameState::init(StartInfo * si)
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day = 0;
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loadTownDInfos();
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tlog4 << "Initialization:";
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tlog4 << "\tPicking grail position";
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//pick grail location
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if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
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{
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@ -920,6 +912,7 @@ void CGameState::init(StartInfo * si)
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}
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//picking random factions for players
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tlog4 << "\tPicking random factions for players";
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for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
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it != scenarioOps->playerInfos.end(); ++it)
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{
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@ -935,6 +928,7 @@ void CGameState::init(StartInfo * si)
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}
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//randomizing objects
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tlog4 << "\tRandomizing objects";
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BOOST_FOREACH(CGObjectInstance *obj, map->objects)
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{
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randomizeObject(obj);
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@ -953,6 +947,7 @@ void CGameState::init(StartInfo * si)
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//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
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/*********creating players entries in gs****************************************/
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tlog4 << "\tCreating player entries in gs";
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for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();
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it != scenarioOps->playerInfos.end(); ++it)
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{
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@ -966,6 +961,7 @@ void CGameState::init(StartInfo * si)
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}
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/*********give starting hero****************************************/
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tlog4 << "\tGiving starting hero";
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for(int i=0;i<GameConstants::PLAYER_LIMIT;i++)
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{
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const PlayerInfo &p = map->players[i];
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@ -989,7 +985,7 @@ void CGameState::init(StartInfo * si)
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}
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/*************************replace hero placeholders*****************************/
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tlog4 << "\tReplacing hero placeholders";
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if (scenarioOps->campState)
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{
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auto campaign = scenarioOps->campState;
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@ -997,7 +993,7 @@ void CGameState::init(StartInfo * si)
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std::vector<CGHeroInstance *> Xheroes;
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if (bonus.type == 8) //hero crossover
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if (bonus.type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO) //hero crossover
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{
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Xheroes = campaign->camp->scenarios[bonus.info2].crossoverHeroes;
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}
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@ -1020,7 +1016,7 @@ void CGameState::init(StartInfo * si)
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if (ghi->subID == hp->subID)
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{
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found = true;
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HLP::replaceHero(this, g, ghi);
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replaceHero(g, ghi);
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Xheroes -= ghi;
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break;
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}
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@ -1034,7 +1030,10 @@ void CGameState::init(StartInfo * si)
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//selecting heroes by power
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std::sort(Xheroes.begin(), Xheroes.end(), HLP::heroPowerSorter);
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std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)
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{
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return a->getHeroStrength() > b->getHeroStrength();
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}); //sort, descending strength
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for(int g=0; g<map->objects.size(); ++g)
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{
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CGObjectInstance * obj = map->objects[g];
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@ -1047,7 +1046,7 @@ void CGameState::init(StartInfo * si)
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if (hp->subID == 0xFF) //select by power
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{
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if(Xheroes.size() > hp->power - 1)
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HLP::replaceHero(this, g, Xheroes[hp->power - 1]);
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replaceHero(g, Xheroes[hp->power - 1]);
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else
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tlog2 << "Warning, to hero to replace!\n";
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//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
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@ -1056,6 +1055,7 @@ void CGameState::init(StartInfo * si)
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}
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/******************RESOURCES****************************************************/
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tlog4 << "\tSetting up resources";
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const JsonNode config(ResourceID("config/startres.json"));
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const JsonVector &vector = config["difficulty"].Vector();
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const JsonNode &level = vector[scenarioOps->difficulty];
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@ -1077,9 +1077,9 @@ void CGameState::init(StartInfo * si)
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if (scenarioOps->mode == StartInfo::CAMPAIGN)
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{
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CScenarioTravel::STravelBonus chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
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if(chosenBonus.type == 7) //resource
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if(chosenBonus.type == CScenarioTravel::STravelBonus::RESOURCE)
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{
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std::vector<const PlayerSettings *> people = HLP::getHumanPlayerInfo(scenarioOps); //players we will give resource bonus
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std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
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BOOST_FOREACH(const PlayerSettings *ps, people)
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{
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std::vector<int> res; //resources we will give
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@ -1109,6 +1109,7 @@ void CGameState::init(StartInfo * si)
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/*************************HEROES************************************************/
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tlog4 << "\tSetting up heroes";
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std::set<int> hids; //hero ids to create pool
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for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
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@ -1190,7 +1191,7 @@ void CGameState::init(StartInfo * si)
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if(maxB < 0)
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tlog2 << "Warning - cannot give bonus to hero cause there are no heroes!\n";
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else
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HLP::giveCampaignBonusToHero(heroes[maxB], scenarioOps, scenarioOps->campState->getCurrentScenario().travelOptions, this);
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giveCampaignBonusToHero(heroes[maxB]);
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}
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else //specific hero
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{
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@ -1198,7 +1199,7 @@ void CGameState::init(StartInfo * si)
|
||||
{
|
||||
if (heroes[b]->subID == chosenBonus.info1)
|
||||
{
|
||||
HLP::giveCampaignBonusToHero(heroes[b], scenarioOps, scenarioOps->campState->getCurrentScenario().travelOptions, this);
|
||||
giveCampaignBonusToHero(heroes[b]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -1207,6 +1208,7 @@ void CGameState::init(StartInfo * si)
|
||||
}
|
||||
|
||||
/*************************FOG**OF**WAR******************************************/
|
||||
tlog4 << "\tFog of war";
|
||||
for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)
|
||||
{
|
||||
k->second.fogOfWarMap.resize(map->width);
|
||||
@ -1235,6 +1237,7 @@ void CGameState::init(StartInfo * si)
|
||||
}
|
||||
}
|
||||
|
||||
tlog4 << "\tStarting bonuses";
|
||||
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
|
||||
{
|
||||
//starting bonus
|
||||
@ -1276,6 +1279,7 @@ void CGameState::init(StartInfo * si)
|
||||
}
|
||||
}
|
||||
/****************************TOWNS************************************************/
|
||||
tlog4 << "\tTowns";
|
||||
for ( int i=0; i<4; i++)
|
||||
CGTownInstance::universitySkills.push_back(14+i);//skills for university
|
||||
|
||||
@ -1375,7 +1379,7 @@ void CGameState::init(StartInfo * si)
|
||||
{
|
||||
CScenarioTravel::STravelBonus chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
|
||||
|
||||
if (chosenBonus.type == 2)
|
||||
if (chosenBonus.type == CScenarioTravel::STravelBonus::BUILDING)
|
||||
{
|
||||
for (int g=0; g<map->towns.size(); ++g)
|
||||
{
|
||||
@ -1396,7 +1400,7 @@ void CGameState::init(StartInfo * si)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
tlog4 << "\tObject initialization";
|
||||
objCaller->preInit();
|
||||
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
||||
{
|
||||
@ -1448,6 +1452,7 @@ void CGameState::init(StartInfo * si)
|
||||
}
|
||||
|
||||
|
||||
tlog4 << "\tChecking objectives";
|
||||
map->checkForObjectives(); //needs to be run when all objects are properly placed
|
||||
|
||||
int seedAfterInit = ran();
|
||||
|
Loading…
Reference in New Issue
Block a user