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https://github.com/vcmi/vcmi.git
synced 2025-07-17 01:32:21 +02:00
Rumors: use enum instead of magic numbers and avoid potential crash
This commit is contained in:
@ -575,14 +575,14 @@ EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bo
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std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const
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std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTavern) const
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{
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{
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std::string text = "", extraText = "";
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std::string text = "", extraText = "";
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if(gs->rumor.type == RumorState::RUMOR_NONE) // (version < 755 backward compatability
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if(gs->rumor.type == RumorState::TYPE_NONE) // (version < 755 backward compatability
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return text;
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return text;
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auto rumor = gs->rumor.last[gs->rumor.type];
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auto rumor = gs->rumor.last[gs->rumor.type];
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switch(gs->rumor.type)
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switch(gs->rumor.type)
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{
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{
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case RumorState::RUMOR_STATS:
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case RumorState::TYPE_SPECIAL:
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if(rumor.first == 212)
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if(rumor.first == RumorState::RUMOR_GRAIL)
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extraText = VLC->generaltexth->arraytxt[158 + rumor.second];
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extraText = VLC->generaltexth->arraytxt[158 + rumor.second];
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else
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else
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extraText = VLC->generaltexth->capColors[rumor.second];
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extraText = VLC->generaltexth->capColors[rumor.second];
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@ -590,11 +590,11 @@ std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTav
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text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);
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text = boost::str(boost::format(VLC->generaltexth->allTexts[rumor.first]) % extraText);
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break;
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break;
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case RumorState::RUMOR_MAP:
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case RumorState::TYPE_MAP:
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text = gs->map->rumors[rumor.first].text;
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text = gs->map->rumors[rumor.first].text;
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break;
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break;
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case RumorState::RUMOR_RAND:
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case RumorState::TYPE_RAND:
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text = VLC->generaltexth->tavernRumors[rumor.first];
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text = VLC->generaltexth->tavernRumors[rumor.first];
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break;
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break;
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}
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}
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@ -2135,25 +2135,28 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
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void CGameState::updateRumor()
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void CGameState::updateRumor()
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{
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{
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static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::RUMOR_MAP, RumorState::RUMOR_STATS, RumorState::RUMOR_RAND, RumorState::RUMOR_RAND};
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static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
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static std::vector<int> statsRumorTypes = {208, 209, 210, 211, 212};
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std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
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RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
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if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
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sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
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int rumorId = -1, rumorExtra = -1;
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int rumorId = -1, rumorExtra = -1;
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auto & rand = gs->getRandomGenerator();
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auto & rand = getRandomGenerator();
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rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
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rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
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if(!gs->map->rumors.size() && rumor.type == RumorState::RUMOR_MAP)
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if(!map->rumors.size() && rumor.type == RumorState::TYPE_MAP)
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rumor.type = RumorState::RUMOR_RAND;
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rumor.type = RumorState::TYPE_RAND;
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do
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do
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{
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{
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switch(rumor.type)
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switch(rumor.type)
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{
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{
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case RumorState::RUMOR_STATS:
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case RumorState::TYPE_SPECIAL:
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{
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{
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SThievesGuildInfo tgi;
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SThievesGuildInfo tgi;
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gs->obtainPlayersStats(tgi, 20);
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obtainPlayersStats(tgi, 20);
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rumorId = *RandomGeneratorUtil::nextItem(statsRumorTypes, rand);
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rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
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if(rumorId == 212)
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if(rumorId == RumorState::RUMOR_GRAIL)
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{
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{
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rumorExtra = getTile(map->grailPos)->terType;
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rumorExtra = getTile(map->grailPos)->terType;
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break;
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break;
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@ -2162,19 +2165,19 @@ void CGameState::updateRumor()
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std::vector<PlayerColor> players = {};
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std::vector<PlayerColor> players = {};
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switch(rumorId)
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switch(rumorId)
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{
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{
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case 208:
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case RumorState::RUMOR_OBELISKS:
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players = tgi.obelisks[0];
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players = tgi.obelisks[0];
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break;
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break;
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case 209:
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case RumorState::RUMOR_ARTIFACTS:
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players = tgi.artifacts[0];
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players = tgi.artifacts[0];
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break;
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break;
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case 210:
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case RumorState::RUMOR_ARMY:
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players = tgi.army[0];
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players = tgi.army[0];
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break;
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break;
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case 211:
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case RumorState::RUMOR_INCOME:
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players = tgi.income[0];
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players = tgi.income[0];
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break;
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break;
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}
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}
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@ -2182,12 +2185,12 @@ void CGameState::updateRumor()
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break;
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break;
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}
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}
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case RumorState::RUMOR_MAP:
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case RumorState::TYPE_MAP:
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rumorId = rand.nextInt(gs->map->rumors.size() - 1);
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rumorId = rand.nextInt(map->rumors.size() - 1);
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break;
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break;
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case RumorState::RUMOR_RAND:
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case RumorState::TYPE_RAND:
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do
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do
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{
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{
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rumorId = rand.nextInt(VLC->generaltexth->tavernRumors.size() - 1);
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rumorId = rand.nextInt(VLC->generaltexth->tavernRumors.size() - 1);
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@ -212,13 +212,22 @@ struct DLL_LINKAGE RumorState
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{
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{
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enum ERumorType : ui8
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enum ERumorType : ui8
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{
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{
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RUMOR_NONE = 0, RUMOR_RAND, RUMOR_STATS, RUMOR_MAP
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TYPE_NONE = 0, TYPE_RAND, TYPE_SPECIAL, TYPE_MAP
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};
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enum ERumorTypeSpecial : ui8
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{
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RUMOR_OBELISKS = 208,
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RUMOR_ARTIFACTS = 209,
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RUMOR_ARMY = 210,
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RUMOR_INCOME = 211,
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RUMOR_GRAIL = 212
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};
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};
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ERumorType type;
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ERumorType type;
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std::map<ERumorType, std::pair<int, int>> last;
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std::map<ERumorType, std::pair<int, int>> last;
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RumorState(){type = RUMOR_NONE; last = {};};
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RumorState(){type = TYPE_NONE; last = {};};
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bool update(int id, int extra);
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bool update(int id, int extra);
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template <typename Handler> void serialize(Handler &h, const int version)
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template <typename Handler> void serialize(Handler &h, const int version)
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