mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* some work on hero crossover; still buggy
This commit is contained in:
parent
3f309f0c5e
commit
dc091a1ce1
@ -92,6 +92,19 @@
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='RD|Win32'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='RD|x64'" />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<IncludePath>C:\Program Files %28x86%29\Microsoft SDKs\Windows\v7.0A\Include;C:\Program Files %28x86%29\Microsoft SDKs\Windows\v7.0A\Include;$(SolutionDir)..\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Microsoft SDKs\Windows\v7.0A\Lib;$(SolutionDir)..\libs\$(PlatformShortName);$(VCMI_Out);$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RD|Win32'">
|
||||
<IncludePath>C:\Program Files %28x86%29\Microsoft SDKs\Windows\v7.0A\Include;C:\Program Files %28x86%29\Microsoft SDKs\Windows\v7.0A\Include;$(SolutionDir)..\include;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<IncludePath>C:\Program Files %28x86%29\Microsoft SDKs\Windows\v7.0A\Include;C:\Program Files %28x86%29\Microsoft SDKs\Windows\v7.0A\Include;$(SolutionDir)..\include;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RD|x64'">
|
||||
<IncludePath>C:\Program Files %28x86%29\Microsoft SDKs\Windows\v7.0A\Include;C:\Program Files %28x86%29\Microsoft SDKs\Windows\v7.0A\Include;$(SolutionDir)..\include;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<AdditionalOptions>/MP4 %(AdditionalOptions)</AdditionalOptions>
|
||||
|
@ -588,6 +588,9 @@ std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
|
||||
{
|
||||
for(ui32 i=0;i<map->objects.size();i++)
|
||||
{
|
||||
if(!map->objects[i])
|
||||
continue;
|
||||
|
||||
if(map->objects[i]->ID==Obj::RANDOM_TOWN
|
||||
&& dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
|
||||
{
|
||||
@ -853,13 +856,6 @@ void CGameState::init(StartInfo * si)
|
||||
return ret;
|
||||
};
|
||||
|
||||
auto replaceHero = [&](int objId, CGHeroInstance * ghi)
|
||||
{
|
||||
ghi->id = objId;
|
||||
gs->map->objects[objId] = ghi;
|
||||
gs->map->heroes.push_back(ghi);
|
||||
};
|
||||
|
||||
tlog0 << "\tUsing random seed: "<< si->seedToBeUsed << std::endl;
|
||||
ran.seed((boost::int32_t)si->seedToBeUsed);
|
||||
scenarioOps = new StartInfo(*si);
|
||||
@ -995,7 +991,7 @@ void CGameState::init(StartInfo * si)
|
||||
|
||||
//remove tiles with holes
|
||||
for(ui32 no=0; no<map->objects.size(); ++no)
|
||||
if(map->objects[no]->ID == Obj::HOLE)
|
||||
if(map->objects[no] && map->objects[no]->ID == Obj::HOLE)
|
||||
allowedPos -= map->objects[no]->pos;
|
||||
|
||||
if(allowedPos.size())
|
||||
@ -1023,6 +1019,9 @@ void CGameState::init(StartInfo * si)
|
||||
tlog4 << "\tRandomizing objects";
|
||||
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
||||
{
|
||||
if(!obj)
|
||||
continue;
|
||||
|
||||
randomizeObject(obj);
|
||||
obj->hoverName = VLC->generaltexth->names[obj->ID];
|
||||
|
||||
@ -1095,6 +1094,14 @@ void CGameState::init(StartInfo * si)
|
||||
tlog4 << "\tReplacing hero placeholders";
|
||||
if (scenarioOps->campState)
|
||||
{
|
||||
auto replaceHero = [&](int objId, CGHeroInstance * ghi)
|
||||
{
|
||||
ghi->tempOwner = getHumanPlayerInfo()[0]->color;
|
||||
ghi->id = objId;
|
||||
gs->map->objects[objId] = ghi;
|
||||
gs->map->heroes.push_back(ghi);
|
||||
};
|
||||
|
||||
auto campaign = scenarioOps->campState;
|
||||
auto bonus = campaign->getBonusForCurrentMap();
|
||||
|
||||
@ -1158,7 +1165,12 @@ void CGameState::init(StartInfo * si)
|
||||
if(Xheroes.size() > hp->power - 1)
|
||||
replaceHero(g, Xheroes[hp->power - 1]);
|
||||
else
|
||||
tlog2 << "Warning, no hero to replace!\n";
|
||||
{
|
||||
tlog3 << "Warning, no hero to replace!\n";
|
||||
map->removeBlockVisTiles(hp, true);
|
||||
delete hp;
|
||||
map->objects[g] = NULL;
|
||||
}
|
||||
//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
|
||||
}
|
||||
}
|
||||
@ -1235,15 +1247,18 @@ void CGameState::init(StartInfo * si)
|
||||
tlog2 << "Warning - hero with uninitialized owner!\n";
|
||||
continue;
|
||||
}
|
||||
CGHeroInstance * vhi = (map->heroes[i]);
|
||||
vhi->initHero();
|
||||
players.find(vhi->getOwner())->second.heroes.push_back(vhi);
|
||||
hids.erase(vhi->subID);
|
||||
CGHeroInstance * vhi = map->heroes[i];
|
||||
if(vhi->sex == 0xff) //campaign heroes already come initialized -- I hope this will skip them
|
||||
{
|
||||
vhi->initHero();
|
||||
players.find(vhi->getOwner())->second.heroes.push_back(vhi);
|
||||
hids.erase(vhi->subID);
|
||||
}
|
||||
}
|
||||
|
||||
for (ui32 i=0; i<map->objects.size();i++) //prisons
|
||||
{
|
||||
if (map->objects[i]->ID == Obj::PRISON)
|
||||
if (map->objects[i] && map->objects[i]->ID == Obj::PRISON)
|
||||
hids.erase(map->objects[i]->subID);
|
||||
}
|
||||
|
||||
@ -1337,7 +1352,7 @@ void CGameState::init(StartInfo * si)
|
||||
|
||||
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
||||
{
|
||||
if( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
|
||||
if(!obj || !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object
|
||||
|
||||
boost::unordered_set<int3, ShashInt3> tiles;
|
||||
obj->getSightTiles(tiles);
|
||||
@ -1521,10 +1536,14 @@ void CGameState::init(StartInfo * si)
|
||||
objCaller->preInit();
|
||||
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
||||
{
|
||||
obj->initObj();
|
||||
if(obj)
|
||||
obj->initObj();
|
||||
}
|
||||
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
||||
{
|
||||
if(!obj)
|
||||
continue;
|
||||
|
||||
switch (obj->ID)
|
||||
{
|
||||
case Obj::QUEST_GUARD:
|
||||
@ -1542,7 +1561,7 @@ void CGameState::init(StartInfo * si)
|
||||
|
||||
for(auto k=players.begin(); k!=players.end(); ++k)
|
||||
{
|
||||
if(k->first==255)
|
||||
if(k->first==GameConstants::NEUTRAL_PLAYER)
|
||||
continue;
|
||||
|
||||
//init visiting and garrisoned heroes
|
||||
@ -2590,30 +2609,10 @@ void CGameState::giveHeroArtifact(CGHeroInstance *h, int aid)
|
||||
ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
|
||||
}
|
||||
|
||||
int3 CPath::startPos() const
|
||||
{
|
||||
return nodes[nodes.size()-1].coord;
|
||||
}
|
||||
void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
|
||||
{
|
||||
if (mode==0)
|
||||
{
|
||||
for (ui32 i=0;i<nodes.size();i++)
|
||||
{
|
||||
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int3 CPath::endPos() const
|
||||
{
|
||||
return nodes[0].coord;
|
||||
}
|
||||
|
||||
CGPathNode::CGPathNode()
|
||||
:coord(-1,-1,-1)
|
||||
{
|
||||
accessible = 0;
|
||||
accessible = NOT_SET;
|
||||
land = 0;
|
||||
moveRemains = 0;
|
||||
turns = 255;
|
||||
|
@ -222,26 +222,18 @@ struct UpgradeInfo
|
||||
UpgradeInfo(){oldID = -1;};
|
||||
};
|
||||
|
||||
struct CPathNode
|
||||
{
|
||||
bool accessible; //true if a hero can be on this node
|
||||
int dist; //distance from the first node of searching; -1 is infinity
|
||||
CPathNode * theNodeBefore;
|
||||
int3 coord; //coordiantes
|
||||
bool visited;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPathNode
|
||||
{
|
||||
enum EAccessibility
|
||||
{
|
||||
ACCESSIBLE=1, //tile can be entered and passed
|
||||
NOT_SET = 0,
|
||||
ACCESSIBLE = 1, //tile can be entered and passed
|
||||
VISITABLE, //tile can be entered as the last tile in path
|
||||
BLOCKVIS, //visitable from neighbouring tile but not passable
|
||||
BLOCKED //tile can't be entered nor visited
|
||||
};
|
||||
|
||||
ui8 accessible; //the enum above
|
||||
EAccessibility accessible;
|
||||
ui8 land;
|
||||
ui8 turns;
|
||||
ui32 moveRemains;
|
||||
@ -252,16 +244,6 @@ struct DLL_LINKAGE CGPathNode
|
||||
bool reachable() const;
|
||||
};
|
||||
|
||||
|
||||
struct DLL_LINKAGE CPath
|
||||
{
|
||||
std::vector<CPathNode> nodes; //just get node by node
|
||||
|
||||
int3 startPos() const; // start point
|
||||
int3 endPos() const; //destination point
|
||||
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPath
|
||||
{
|
||||
std::vector<CGPathNode> nodes; //just get node by node
|
||||
|
@ -424,32 +424,6 @@ std::vector < std::string > CGameInfoCallback::getObjDescriptions(int3 pos) cons
|
||||
ret.push_back(obj->getHoverText());
|
||||
return ret;
|
||||
}
|
||||
bool CGameInfoCallback::verifyPath(CPath * path, bool blockSea) const
|
||||
{
|
||||
for (size_t i=0; i < path->nodes.size(); ++i)
|
||||
{
|
||||
const TerrainTile *t = getTile(path->nodes[i].coord); //current tile
|
||||
ERROR_RET_VAL_IF(!t, "Path contains not visible tile: " << path->nodes[i].coord << "!", false);
|
||||
if (t->blocked && !t->visitable)
|
||||
return false; //path is wrong - one of the tiles is blocked
|
||||
|
||||
if (blockSea)
|
||||
{
|
||||
if (i==0)
|
||||
continue;
|
||||
|
||||
const TerrainTile *prev = getTile(path->nodes[i-1].coord); //tile of previous node on the path
|
||||
if (( t->terType == ETerrainType::WATER && prev->terType != ETerrainType::WATER)
|
||||
|| (t->terType != ETerrainType::WATER && prev->terType == ETerrainType::WATER)
|
||||
|| prev->terType == ETerrainType::ROCK
|
||||
)
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::isVisible(int3 pos, int Player) const
|
||||
{
|
||||
|
@ -101,7 +101,6 @@ public:
|
||||
bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
|
||||
int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
|
||||
int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
|
||||
bool verifyPath(CPath * path, bool blockSea)const;
|
||||
const CGHeroInstance* getSelectedHero(int player) const; //NULL if no hero is selected
|
||||
const CGHeroInstance* getSelectedHero() const; //of current (active) player
|
||||
|
||||
|
@ -1170,7 +1170,7 @@ void CGameHandler::newTurn()
|
||||
{
|
||||
BOOST_FOREACH (auto obj, gs->map->objects)
|
||||
{
|
||||
if (obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
|
||||
if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
|
||||
{
|
||||
changePrimSkill (obj->id, PrimarySkill::EXPERIENCE, 0);
|
||||
}
|
||||
@ -5006,7 +5006,7 @@ void CGameHandler::winLoseHandle(ui8 players )
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::checkLossVictory( ui8 player )
|
||||
void CGameHandler::checkLossVictory( TPlayerColor player )
|
||||
{
|
||||
const PlayerState *p = gs->getPlayer(player);
|
||||
if(p->status) //player already won / lost
|
||||
@ -5046,11 +5046,11 @@ void CGameHandler::checkLossVictory( ui8 player )
|
||||
}
|
||||
else //player lost -> all his objects become unflagged (neutral)
|
||||
{
|
||||
std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
|
||||
for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
|
||||
auto hlp = p->heroes;
|
||||
for (auto i = hlp.cbegin(); i != hlp.cend(); i++) //eliminate heroes
|
||||
removeObject((*i)->id);
|
||||
|
||||
for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
|
||||
for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
|
||||
{
|
||||
if(*i && (*i)->tempOwner == player)
|
||||
setOwner((**i).id,GameConstants::NEUTRAL_PLAYER);
|
||||
@ -5060,7 +5060,7 @@ void CGameHandler::checkLossVictory( ui8 player )
|
||||
winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player));
|
||||
}
|
||||
|
||||
if(vic)
|
||||
if(vic && p->human)
|
||||
{
|
||||
end2 = true;
|
||||
|
||||
@ -5069,7 +5069,7 @@ void CGameHandler::checkLossVictory( ui8 player )
|
||||
std::vector<CGHeroInstance *> hes;
|
||||
BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
|
||||
{
|
||||
if (ghi->tempOwner == vic)
|
||||
if (ghi->tempOwner == player)
|
||||
{
|
||||
hes.push_back(ghi);
|
||||
}
|
||||
@ -5194,7 +5194,7 @@ void CGameHandler::getLossVicMessage( ui8 player, si8 standard, bool victory, In
|
||||
|
||||
bool CGameHandler::dig( const CGHeroInstance *h )
|
||||
{
|
||||
for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
|
||||
for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
|
||||
{
|
||||
if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
|
||||
{
|
||||
|
@ -107,7 +107,7 @@ public:
|
||||
int moveStack(int stack, BattleHex dest); //returned value - travelled distance
|
||||
void startBattle(const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
|
||||
void runBattle();
|
||||
void checkLossVictory(ui8 player);
|
||||
void checkLossVictory(TPlayerColor player);
|
||||
void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
|
||||
void getLossVicMessage(ui8 player, si8 standard, bool victory, InfoWindow &out) const;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user