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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

* some work on hero crossover; still buggy

This commit is contained in:
mateuszb
2013-02-05 23:16:13 +00:00
parent 3f309f0c5e
commit dc091a1ce1
7 changed files with 62 additions and 95 deletions

View File

@@ -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;