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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* a bit of campaign support

This commit is contained in:
mateuszb 2010-05-08 18:56:38 +00:00
parent adf7c1f561
commit adbc142ff0
13 changed files with 115 additions and 40 deletions

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@ -1629,6 +1629,7 @@ int3 CAdvMapInt::verifyPos(int3 ver)
void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
{
assert(sel);
LOCPLINT->cb->setSelection(sel);
selection = sel;
if(centerView)

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@ -601,15 +601,17 @@ void startGame(StartInfo * options)
setResolution = true;
client = new CClient;
if(options->mode == 0) //new game
switch(options->mode) //new game
{
case 0:
case 2:
client->newGame(NULL, options);
}
else //load game
{
break;
case 1:
std::string fname = options->mapname;
boost::algorithm::erase_last(fname,".vlgm1");
client->loadGame(fname);
break;
}
CGI->musich->stopMusic();

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@ -2204,7 +2204,7 @@ CBonusSelection::CBonusSelection( const CCampaign * _ourCampaign, int _whichMap
blitAt(panel, 456, 6, background);
startB = new AdventureMapButton("", "", 0 /*cb*/, 475, 536, "SCNRBEG.DEF", SDLK_RETURN);
startB = new AdventureMapButton("", "", bind(&CBonusSelection::startMap, this), 475, 536, "SCNRBEG.DEF", SDLK_RETURN);
backB = new AdventureMapButton("", "", bind(&CBonusSelection::goBack, this), 624, 536, "SCNRBACK.DEF", SDLK_ESCAPE);
//campaign name
@ -2320,7 +2320,7 @@ void CBonusSelection::loadPositionsOfGraphics()
void CBonusSelection::selectMap( int whichOne )
{
sInfo.difficulty = ourCampaign->scenarios[whichOne].difficulty;
sInfo.mapname = ourCampaign->header.name;
sInfo.mapname = ourCampaign->header.filename;
sInfo.mode = 2;
//get header
@ -2328,9 +2328,12 @@ void CBonusSelection::selectMap( int whichOne )
delete ourHeader;
ourHeader = new CMapHeader();
ourHeader->initFromMemory((const unsigned char*)ourCampaign->mapPieces[whichOne].c_str(), i);
const_cast<CMapInfo *>(curMap)->playerAmnt = ourHeader->players.size();
CMapInfo *mapInfo = const_cast<CMapInfo *>(curMap);
mapInfo->mapHeader = ourHeader;
mapInfo->countPlayers();
mapInfo->mapHeader = NULL;
CSelectionScreen::updateStartInfo(curMap, *curOpts, ourHeader);
CSelectionScreen::updateStartInfo(curMap, sInfo, ourHeader);
sInfo.turnTime = 0;
sInfo.whichMapInCampaign = whichOne;
}
@ -2409,6 +2412,14 @@ void CBonusSelection::updateBonusSelection()
}
void CBonusSelection::startMap()
{
StartInfo *si = new StartInfo(sInfo);
GH.popInts(3);
curOpts = NULL;
::startGame(si);
}
CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber )
: owner(_owner), accessible(_accessible), selectable(_selectable), myNumber(_myNumber)
{

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@ -1,3 +1,4 @@
#include "../hch/CCampaignHandler.h"
#include "../CCallback.h"
#include "../CConsoleHandler.h"
#include "CGameInfo.h"
@ -375,32 +376,21 @@ void CClient::newGame( CConnection *con, StartInfo *si )
ui32 seed, sum;
std::string mapname;
c >> mapname >> sum >> seed;
delete si;
c >> si >> sum >> seed;
tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
Mapa * mapa = new Mapa(mapname);
tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
if(mapa->checksum != sum)
{
tlog1 << "Wrong map checksum!!!" << std::endl;
throw std::string("Wrong checksum");
}
tlog0 << "\tUsing random seed: "<<seed << std::endl;
gs = CGI->state;
gs->scenarioOps = si;
gs->init(si,mapa,seed);
gs->init(si, sum, seed);
CGI->mh = new CMapHandler();
tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
CGI->mh->map = mapa;
CGI->mh->map = gs->map;
tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
CGI->mh->init();
pathInfo = new CPathsInfo(int3(mapa->width, mapa->height, mapa->twoLevel+1));
pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
int humanPlayers = 0;

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@ -75,7 +75,7 @@ void CGuiHandler::popInts( int howMany )
{
if(!howMany) return; //senseless but who knows...
assert(listInt.size() > howMany);
assert(listInt.size() >= howMany);
listInt.front()->deactivate();
for(int i=0; i < howMany; i++)
{
@ -83,8 +83,12 @@ void CGuiHandler::popInts( int howMany )
delete listInt.front();
listInt.pop_front();
}
if(listInt.size())
{
listInt.front()->activate();
totalRedraw();
}
}
IShowActivable * CGuiHandler::topInt()

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@ -1504,7 +1504,7 @@ void CHeroList::draw(SDL_Surface * to)
blitAt(mana->ourImages[pom].bitmap,posmanx,posmany+i*32,to); //mana
SDL_Surface * temp = graphics->portraitSmall[cur->portrait];
blitAt(temp,posporx,pospory+i*32,to);
if ((selected == iT) && (adventureInt->selection->ID == HEROI_TYPE))
if (adventureInt->selection && (selected == iT) && (adventureInt->selection->ID == HEROI_TYPE))
{
blitAt(selection,posporx,pospory+i*32,to);
}
@ -1745,7 +1745,7 @@ void CTownList::draw(SDL_Surface * to)
blitAt(graphics->getPic(LOCPLINT->towns[iT]->subID,LOCPLINT->towns[iT]->hasFort(),LOCPLINT->towns[iT]->builded),posporx,pospory+i*32,to);
if ((selected == iT) && (adventureInt->selection->ID == TOWNI_TYPE))
if (adventureInt->selection && (selected == iT) && (adventureInt->selection->ID == TOWNI_TYPE))
{
blitAt(graphics->getPic(-2),posporx,pospory+i*32,to);
}

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@ -436,3 +436,8 @@ bool CCampaign::conquerable( int whichScenario ) const
}
return true;
}
CCampaign::CCampaign()
{
}

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@ -114,6 +114,8 @@ public:
}
bool conquerable(int whichScenario) const;
CCampaign();
};
class DLL_EXPORT CCampaignHandler

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@ -1,4 +1,5 @@
#define VCMI_DLL
#include "../hch/CCampaignHandler.h"
#include <algorithm>
#include <queue>
#include <fstream>
@ -1162,6 +1163,7 @@ CGameState::CGameState()
scenarioOps = NULL;
applierGs = new CGSApplier;
objCaller = new CObjectCallersHandler;
campaign = NULL;
}
CGameState::~CGameState()
{
@ -1172,13 +1174,40 @@ CGameState::~CGameState()
delete applierGs;
delete objCaller;
}
void CGameState::init(StartInfo * si, Mapa * map, int Seed)
void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
{
switch(si->mode)
{
case 0:
map = new Mapa(si->mapname);
break;
case 2:
campaign = new CCampaignState();
campaign->initNewCampaign(*si);
std::string &mapContent = campaign->camp->mapPieces[si->whichMapInCampaign];
map = new Mapa();
map->initFromBytes((const unsigned char*)mapContent.c_str());
break;
}
tlog0 << "Map loaded!" << std::endl;
//tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
if(checksum)
{
tlog0 << "\tServer checksum for " << si->mapname <<": "<< checksum << std::endl;
tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;
if(map->checksum != checksum)
{
tlog1 << "Wrong map checksum!!!" << std::endl;
throw std::string("Wrong checksum");
}
}
day = 0;
seed = Seed;
ran.seed((boost::int32_t)seed);
scenarioOps = si;
this->map = map;
loadTownDInfos();
//pick grail location
@ -3798,3 +3827,14 @@ InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
assign(iah);
return *this;
}
void CCampaignState::initNewCampaign( const StartInfo &si )
{
assert(si.mode == 2);
campaignName = si.mapname;
currentMap = si.whichMapInCampaign;
camp = CCampaignHandler::getCampaign(campaignName, true); //TODO lod???
for (ui8 i = 0; i < camp->mapPieces.size(); i++)
mapsRemaining.push_back(i);
}

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@ -58,6 +58,7 @@ struct CPack;
class CSpell;
struct TerrainTile;
class CHeroClass;
class CCampaign;
namespace boost
{
@ -345,10 +346,27 @@ struct DLL_EXPORT CPathsInfo
~CPathsInfo();
};
class DLL_EXPORT CCampaignState
{
public:
CCampaign *camp;
std::string campaignName;
std::vector<ui8> mapsConquered, mapsRemaining;
ui8 currentMap;
void initNewCampaign(const StartInfo &si);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & camp & campaignName & mapsRemaining & mapsConquered & currentMap;
}
};
class DLL_EXPORT CGameState
{
public:
StartInfo* scenarioOps;
CCampaignState *campaign;
ui32 seed;
ui8 currentPlayer; //ID of player currently having turn
BattleInfo *curB; //current battle
@ -375,7 +393,7 @@ public:
boost::shared_mutex *mx;
PlayerState *getPlayer(ui8 color, bool verbose = true);
const PlayerState *getPlayer(ui8 color, bool verbose = true) const;
void init(StartInfo * si, Mapa * map, int Seed);
void init(StartInfo * si, ui32 checksum, int Seed);
void loadTownDInfos();
void randomizeObject(CGObjectInstance *cur);
std::pair<int,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
@ -419,7 +437,7 @@ public:
int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
template <typename Handler> void serialize(Handler &h, const int version)
{
h & scenarioOps & seed & currentPlayer & day & map & players & resVals & hpool & globalEffects;
h & scenarioOps & seed & currentPlayer & day & map & players & resVals & hpool & globalEffects & campaign;
if(!h.saving)
{
loadTownDInfos();

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@ -21,7 +21,7 @@
#include <boost/mpl/int.hpp>
#include <boost/mpl/identity.hpp>
const ui32 version = 719;
const ui32 version = 720;
class CConnection;
class CGObjectInstance;
class CGameState;

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@ -1,3 +1,4 @@
#include "../hch/CCampaignHandler.h"
#include "../StartInfo.h"
#include "../hch/CArtHandler.h"
#include "../hch/CBuildingHandler.h"
@ -851,11 +852,9 @@ CGameHandler::~CGameHandler(void)
void CGameHandler::init(StartInfo *si, int Seed)
{
Mapa *map = new Mapa(si->mapname);
tlog0 << "Map loaded!" << std::endl;
gs = new CGameState();
tlog0 << "Gamestate created!" << std::endl;
gs->init(si,map,Seed);
gs->init(si, 0, Seed);
tlog0 << "Gamestate initialized!" << std::endl;
for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
@ -1044,7 +1043,7 @@ void CGameHandler::run(bool resume)
ui8 quantity, pom;
//ui32 seed;
if(!resume)
(*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
(*cc) << gs->scenarioOps << gs->map->checksum << gs->seed;
(*cc) >> quantity; //how many players will be handled at that client
for(int i=0;i<quantity;i++)

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@ -1,3 +1,4 @@
#include "../hch/CCampaignHandler.h"
#include <iostream>
#include <string>
#include <boost/asio.hpp>
@ -71,6 +72,7 @@ void CVCMIServer::newGame(CConnection *c)
*c >> clients; //how many clients should be connected - TODO: support more than one
*c >> *si; //get start options
int problem;
#ifdef _MSC_VER
FILE *f;
problem = fopen_s(&f,si->mapname.c_str(),"r");
@ -78,13 +80,14 @@ void CVCMIServer::newGame(CConnection *c)
FILE * f = fopen(si->mapname.c_str(),"r");
problem = !f;
#endif
if(problem)
if(problem && si->mode == 0) //TODO some checking for campaigns
{
*c << ui8(problem); //WRONG!
return;
}
else
{
if(f)
fclose(f);
*c << ui8(0); //OK!
}