mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Fixed desync problem with Creature Banks and some other glitches.
The game is still unstable though. Please let me know if your game tends to crash when starting new map.
This commit is contained in:
parent
5f2d6b5e4c
commit
af0cfe13a4
@ -3718,7 +3718,6 @@ void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const
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void CBank::initObj()
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{
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index = 0;
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switch (ID) //find apriopriate key
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{
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case 16: //bank
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@ -3735,44 +3734,47 @@ void CBank::initObj()
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bc = NULL;
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daycounter = 0;
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multiplier = 1;
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//reset();
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}
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void CBank::reset()
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void CBank::reset(ui16 var1, ui16 var2) //prevents desync
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{
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int val1 = ran()%100;
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int chance = 0;
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for (ui8 i = 0; i < VLC->objh->banksInfo[index].size(); i++)
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{
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if (val1 < (chance += VLC->objh->banksInfo[index][i].chance))
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if (var1 < (chance += VLC->objh->banksInfo[index][i].chance))
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{
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bc = &VLC->objh->banksInfo[index][i];
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break;
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}
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}
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artifacts.clear();
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std::vector<CArtifact*> arts;
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for (ui8 i = 1; i <= 4; i++)
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for (ui8 i = 0; i <= 3; i++)
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{
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for (ui8 n = 1; n <= bc->artifacts[i - 1]; n++)
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std::vector<CArtifact*> arts; //to avoid addition of different tiers
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for (ui8 n = 0; n < bc->artifacts[i]; n++)
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{
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switch (i)
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{
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case 1:
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case 0:
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cb->getAllowed (arts, CArtifact::ART_TREASURE);
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break;
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case 2:
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case 1:
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cb->getAllowed (arts, CArtifact::ART_MINOR);
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break;
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case 3:
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case 2:
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cb->getAllowed (arts, CArtifact::ART_MAJOR);
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break;
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case 4:
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case 3:
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cb->getAllowed (arts, CArtifact::ART_RELIC);
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break;
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}
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artifacts.push_back (arts[ran() % arts.size()]->id);
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artifacts.push_back (arts[var2 % arts.size()]->id);
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var2 *= (var1 + n * i); //almost like random
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}
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}
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}
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void CBank::setPropertyDer (ui8 what, ui32 val)
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/// random values are passed as arguments and processed identically on all clients
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{
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switch (what)
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{
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@ -3782,14 +3784,14 @@ void CBank::setPropertyDer (ui8 what, ui32 val)
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else
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daycounter++;
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break;
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case 12: //multiplier
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case 12: //multiplier, in percent
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multiplier = ((float)val)/100;
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break;
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case 13: //bank preset
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bc = &VLC->objh->banksInfo[index][val];
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break;
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case 14:
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reset();
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reset (val%100, val);
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break;
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case 15:
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bc = NULL;
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@ -3797,6 +3799,31 @@ void CBank::setPropertyDer (ui8 what, ui32 val)
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case 16:
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artifacts.clear();
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break;
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case 17: //set ArmedInstance army
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int upgraded = 0;
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if (val%100 < bc->upgradeChance) //once again anti-desync
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upgraded = 1;
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switch (bc->guards.size())
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{
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case 1:
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for (int i = 0; i <= 4; i++)
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army.setCreature (i, bc->guards[0].first + upgraded, bc->guards[0].second / 5 );
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break;
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case 4:
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{
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std::vector< std::pair <ui16, ui32> >::const_iterator it;
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for (it = bc->guards.begin(); it != bc->guards.end(); it++)
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{
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int n = army.slots.size(); //debug
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army.setCreature (n, it->first, it->second);
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}
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}
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break;
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default:
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tlog1 << "Error: Unexpected army data: " << bc->guards.size() <<" items found";
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return;
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}
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break;
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}
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}
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@ -3806,15 +3833,15 @@ void CBank::newTurn() const
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{
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if (daycounter >= 28 || cb->getDate(0) == 1)
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{
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cb->setObjProperty (id,11,0); //daycounter 0
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cb->setObjProperty (id,14,0); //reset
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cb->setObjProperty (id, 11, 0); //daycounter 0
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cb->setObjProperty (id, 14, ran()); //reset
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if (ID == 24 && cb->getDate(0) > 1)
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{
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cb->setObjProperty (id,16,0);; //derelict ships are usable only once
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cb->setObjProperty (id, 16, 0);; //derelict ships are usable only once
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}
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}
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else
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cb->setObjProperty (id,11,1); //daycounter++
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cb->setObjProperty (id, 11, 1); //daycounter++
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}
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}
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void CBank::onHeroVisit (const CGHeroInstance * h) const
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@ -3876,27 +3903,8 @@ void CBank::fightGuards (const CGHeroInstance * h, ui32 accept) const
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{
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if (accept)
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{
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int upgraded = 0;
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if (ran()%100 < bc->upgradeChance) upgraded = 1;
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CCreatureSet ourArmy;
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switch (bc->guards.size())
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{
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case 1:
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for (int i = 1; i <= 5; i++)
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ourArmy.setCreature (i, bc->guards[0].first + upgraded, bc->guards[0].second / 5 );
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break;
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case 4:
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{
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std::vector< std::pair <ui16, ui32> >::const_iterator it;
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for (it = bc->guards.begin(); it != bc->guards.end(); it++)
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ourArmy.setCreature (ourArmy.slots.size() + 1, it->first, it->second );
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}
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break;
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default:
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tlog1 << "Error: Unexpected army data: " << bc->guards.size() <<" items found";
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return;
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}
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cb->startBattleI (h, this, true, boost::bind (&CBank::endBattle, this, h, _1));
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cb->setObjProperty (id, 17, ran()); //get army
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cb->startBattleI (h, this, true, boost::bind (&CBank::endBattle, this, h, _1));
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}
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}
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void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) const
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@ -3936,19 +3944,19 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
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break;
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}
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iw.text.addTxt (MetaString::ADVOB_TXT, textID);
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iw.player = cb->getCurrentPlayer();
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iw.player = h->getOwner();
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//grant resources
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for (int it = 0; it < bc->resources.size(); ++it)
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for (int it = 0; it < bc->resources.size(); it++)
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{
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iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
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cb->giveResource (cb->getCurrentPlayer(), it, bc->resources[it]);
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cb->giveResource (h->getOwner(), it, bc->resources[it]);
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}
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//grant artifacts
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for (std::vector<si32>::const_iterator it = artifacts.begin(); it != artifacts.end(); it++)
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for (std::vector<ui32>::const_iterator it = artifacts.begin(); it != artifacts.end(); it++)
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{
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iw.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));
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iw.text.addReplacement (MetaString::ART_NAMES, *it);
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cb->giveHeroArtifact (*it, cb->getSelectedHero() ,-2);
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cb->giveHeroArtifact (*it, h->id ,-2);
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}
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//grant creatures
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CCreatureSet ourArmy;
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@ -3961,7 +3969,7 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
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cb->setObjProperty (id, 15, 0); //bc = NULL
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}
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else
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cb->setObjProperty (id, 14, 0); //reset
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cb->setObjProperty (id, 14, ran()); //reset
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}
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void CGKeys::setPropertyDer (ui8 what, ui32 val) //101-108 - enable key for player 1-8
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@ -369,7 +369,7 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & visitors & town;
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h & visitors;
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}
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};
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class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard
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@ -872,13 +872,13 @@ class DLL_EXPORT CBank : public CArmedInstance
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public:
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int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
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BankConfig *bc;
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float multiplier; //for improved banks script, in percent
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std::vector<si32> artifacts; //fixed and deterministic
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float multiplier; //for improved banks script
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std::vector<ui32> artifacts; //fixed and deterministic
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ui32 daycounter;
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void initObj();
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void setPropertyDer (ui8 what, ui32 val);
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void reset();
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void reset(ui16 var1, ui16 var2);
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void newTurn() const;
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void onHeroVisit (const CGHeroInstance * h) const;
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void fightGuards (const CGHeroInstance *h, ui32 accept) const;
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@ -935,7 +935,7 @@ struct BankConfig
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ui8 level; //1 - 4, how hard the battle will be
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ui8 chance; //chance for this level being chosen
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ui8 upgradeChance; //chance for creatures to be in upgraded versions
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std::vector< std::pair <ui16, ui32> > guards; //creature ID -> amount
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std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
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ui32 combatValue; //how hard are guards of this level
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std::vector<si32> resources; //resources given in case of victory
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std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory
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2
int3.h
2
int3.h
@ -20,7 +20,7 @@ class CCreatureSet //seven combined creatures
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public:
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std::map<si32, std::pair<ui32,si32> > slots; //slots[slot_id]=> pair(creature_id,creature_quantity)
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bool formation; //false - wide, true - tight
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bool setCreature (si32 slot, ui32 type, si32 quantity) //slots 1 to 7
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bool setCreature (si32 slot, ui32 type, si32 quantity) //slots 0 to 6
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{
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slots[slot] = std::pair<ui32, si32>(type, quantity); //brutal force
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if (slots.size() > 7) return false;
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@ -938,7 +938,7 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet
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{
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int pos;
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if(creatureBank)
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pos = defenderCreBank[army1.slots.size()-1][k];
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pos = defenderCreBank[army2.slots.size()-1][k];
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else if(army2.formation)
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pos = defenderTight[army2.slots.size()-1][k];
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else
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