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Rumors: use enum instead of magic numbers and avoid potential crash

This commit is contained in:
ArseniyShestakov 2015-12-04 22:58:14 +03:00
parent 2a63ba148a
commit d856fde73f
3 changed files with 35 additions and 23 deletions

View File

@ -575,14 +575,14 @@ EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bo
std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const
{
std::string text = "", extraText = "";
if(gs->rumor.type == RumorState::RUMOR_NONE) // (version < 755 backward compatability
if(gs->rumor.type == RumorState::TYPE_NONE) // (version < 755 backward compatability
return text;
auto rumor = gs->rumor.last[gs->rumor.type];
switch(gs->rumor.type)
{
case RumorState::RUMOR_STATS:
if(rumor.first == 212)
case RumorState::TYPE_SPECIAL:
if(rumor.first == RumorState::RUMOR_GRAIL)
extraText = VLC->generaltexth->arraytxt[158 + rumor.second];
else
extraText = VLC->generaltexth->capColors[rumor.second];
@ -590,11 +590,11 @@ std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTav
text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);
break;
case RumorState::RUMOR_MAP:
case RumorState::TYPE_MAP:
text = gs->map->rumors[rumor.first].text;
break;
case RumorState::RUMOR_RAND:
case RumorState::TYPE_RAND:
text = VLC->generaltexth->tavernRumors[rumor.first];
break;
}

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@ -2135,25 +2135,28 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
void CGameState::updateRumor()
{
static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::RUMOR_MAP, RumorState::RUMOR_STATS, RumorState::RUMOR_RAND, RumorState::RUMOR_RAND};
static std::vector<int> statsRumorTypes = {208, 209, 210, 211, 212};
static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
int rumorId = -1, rumorExtra = -1;
auto & rand = gs->getRandomGenerator();
auto & rand = getRandomGenerator();
rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
if(!gs->map->rumors.size() && rumor.type == RumorState::RUMOR_MAP)
rumor.type = RumorState::RUMOR_RAND;
if(!map->rumors.size() && rumor.type == RumorState::TYPE_MAP)
rumor.type = RumorState::TYPE_RAND;
do
{
switch(rumor.type)
{
case RumorState::RUMOR_STATS:
case RumorState::TYPE_SPECIAL:
{
SThievesGuildInfo tgi;
gs->obtainPlayersStats(tgi, 20);
rumorId = *RandomGeneratorUtil::nextItem(statsRumorTypes, rand);
if(rumorId == 212)
obtainPlayersStats(tgi, 20);
rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
if(rumorId == RumorState::RUMOR_GRAIL)
{
rumorExtra = getTile(map->grailPos)->terType;
break;
@ -2162,19 +2165,19 @@ void CGameState::updateRumor()
std::vector<PlayerColor> players = {};
switch(rumorId)
{
case 208:
case RumorState::RUMOR_OBELISKS:
players = tgi.obelisks[0];
break;
case 209:
case RumorState::RUMOR_ARTIFACTS:
players = tgi.artifacts[0];
break;
case 210:
case RumorState::RUMOR_ARMY:
players = tgi.army[0];
break;
case 211:
case RumorState::RUMOR_INCOME:
players = tgi.income[0];
break;
}
@ -2182,12 +2185,12 @@ void CGameState::updateRumor()
break;
}
case RumorState::RUMOR_MAP:
rumorId = rand.nextInt(gs->map->rumors.size() - 1);
case RumorState::TYPE_MAP:
rumorId = rand.nextInt(map->rumors.size() - 1);
break;
case RumorState::RUMOR_RAND:
case RumorState::TYPE_RAND:
do
{
rumorId = rand.nextInt(VLC->generaltexth->tavernRumors.size() - 1);

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@ -212,13 +212,22 @@ struct DLL_LINKAGE RumorState
{
enum ERumorType : ui8
{
RUMOR_NONE = 0, RUMOR_RAND, RUMOR_STATS, RUMOR_MAP
TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
};
enum ERumorTypeSpecial : ui8
{
RUMOR_OBELISKS = 208,
RUMOR_ARTIFACTS = 209,
RUMOR_ARMY = 210,
RUMOR_INCOME = 211,
RUMOR_GRAIL = 212
};
ERumorType type;
std::map<ERumorType, std::pair<int, int>> last;
RumorState(){type = RUMOR_NONE; last = {};};
RumorState(){type = TYPE_NONE; last = {};};
bool update(int id, int extra);
template <typename Handler> void serialize(Handler &h, const int version)