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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
Imprisoned heroes as well as their commanders will get full level ups, with updated specialty, mana and movement.
This commit is contained in:
DjWarmonger 2013-02-04 12:32:53 +00:00
parent d264f17b76
commit e63747d2d2
7 changed files with 107 additions and 50 deletions

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@ -481,6 +481,19 @@ namespace vstd
return vf(lhs) < vf(rhs); return vf(lhs) < vf(rhs);
}); });
} }
static int retreiveRandNum(const boost::function<int()> &randGen)
{
if (randGen)
return randGen();
else
return rand();
}
template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
{
return v.at(retreiveRandNum(randGen) % v.size());
}
} }
using std::shared_ptr; using std::shared_ptr;

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@ -537,6 +537,8 @@ void HeroLevelUp::applyCl( CClient *cl )
{ {
cl->playerint[h->tempOwner]->heroGotLevel(h, static_cast<int>(primskill), skills, queryID); cl->playerint[h->tempOwner]->heroGotLevel(h, static_cast<int>(primskill), skills, queryID);
} }
//else
// cb->selectionMade(0, queryID);
} }
void CommanderLevelUp::applyCl( CClient *cl ) void CommanderLevelUp::applyCl( CClient *cl )

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@ -1011,19 +1011,6 @@ CCreatureHandler::~CCreatureHandler()
{ {
} }
static int retreiveRandNum(const boost::function<int()> &randGen)
{
if(randGen)
return randGen();
else
return rand();
}
template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
{
return v.at(retreiveRandNum(randGen) % v.size());
}
int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
{ {
int r = 0; int r = 0;
@ -1031,7 +1018,7 @@ int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, i
{ {
do do
{ {
r = pickRandomElementOf(creatures, randGen)->idNumber; r = vstd::pickRandomElementOf(creatures, randGen)->idNumber;
} while (vstd::contains(VLC->creh->notUsedMonsters,r)); } while (vstd::contains(VLC->creh->notUsedMonsters,r));
} }
else else
@ -1052,7 +1039,7 @@ int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, i
return 0; return 0;
} }
return pickRandomElementOf(allowed, randGen); return vstd::pickRandomElementOf(allowed, randGen);
} }
return r; return r;
} }

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@ -1317,7 +1317,7 @@ void CGameState::init(StartInfo * si)
} }
/*************************FOG**OF**WAR******************************************/ /*************************FOG**OF**WAR******************************************/
tlog4 << "\tFog of war"; tlog4 << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
for(auto k=teams.begin(); k!=teams.end(); ++k) for(auto k=teams.begin(); k!=teams.end(); ++k)
{ {
k->second.fogOfWarMap.resize(map->width); k->second.fogOfWarMap.resize(map->width);
@ -1520,8 +1520,6 @@ void CGameState::init(StartInfo * si)
BOOST_FOREACH(CGObjectInstance *obj, map->objects) BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{ {
obj->initObj(); obj->initObj();
if(obj->ID == Obj::PRISON) //prison also needs to initialize hero
static_cast<CGHeroInstance*>(obj)->initHero();
} }
BOOST_FOREACH(CGObjectInstance *obj, map->objects) BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{ {

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@ -758,14 +758,6 @@ void CGHeroInstance::initHero()
secSkills = type->secSkillsInit; secSkills = type->secSkillsInit;
if (!name.length()) if (!name.length())
name = type->name; name = type->name;
if (exp == 0xffffffff)
{
initExp();
}
else
{
level = VLC->heroh->level(exp);
}
if (sex == 0xFF)//sex is default if (sex == 0xFF)//sex is default
sex = type->sex; sex = type->sex;
@ -781,6 +773,20 @@ void CGHeroInstance::initHero()
{ {
commander = new CCommanderInstance (VLC->townh->factions[type->heroClass->faction].commander); commander = new CCommanderInstance (VLC->townh->factions[type->heroClass->faction].commander);
commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
commander->giveStackExp (exp);
}
if (exp == 0xffffffff)
{
initExp();
}
else if (ID != Obj::PRISON)
{
level = VLC->heroh->level(exp);
}
else //warp hero at the beginning of next turn
{
level = 1;
} }
hoverName = VLC->generaltexth->allTexts[15]; hoverName = VLC->generaltexth->allTexts[15];
@ -897,9 +903,16 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
{ {
int txt_id; int txt_id;
if(cb->getHeroCount(h->tempOwner,false) < 8) //free hero slot if(cb->getHeroCount(h->tempOwner,false) < GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
{ {
cb->changeObjPos(id,pos+int3(1,0,0),0); cb->changeObjPos(id,pos+int3(1,0,0),0);
//update hero parameters
SetMovePoints smp;
smp.hid = id;
smp.val = maxMovePoints (true); //TODO: hota prison on water?
cb->setMovePoints (&smp);
cb->setManaPoints (id, manaLimit());
cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
@ -928,7 +941,7 @@ void CGHeroInstance::initObj() //TODO: use bonus system
attachTo(hs); //do we ever need to detach it? attachTo(hs); //do we ever need to detach it?
if(!type) if(!type)
return; //TODO: support prison initHero(); //TODO: set up everything for prison before specialties are configured
BOOST_FOREACH(const auto &spec, type->spec) //TODO: unfity with bonus system BOOST_FOREACH(const auto &spec, type->spec) //TODO: unfity with bonus system
{ {

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@ -94,7 +94,8 @@ namespace GameConstants
// Enum declarations // Enum declarations
namespace PrimarySkill namespace PrimarySkill
{ {
enum PrimarySkill { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE}; enum PrimarySkill { ATTACK, DEFENSE, SPELL_POWER, KNOWLEDGE,
EXPERIENCE = 4}; //for some reason changePrimSkill uses it
} }
namespace EVictoryConditionType namespace EVictoryConditionType

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@ -275,9 +275,25 @@ void CGameHandler::levelUpHero(int ID)
hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
} }
if (hero->tempOwner == GameConstants::NEUTRAL_PLAYER) //choose skill automatically
{
sendAndApply (&hlu);
if (hlu.skills.size())
{
levelUpHero (ID, vstd::pickRandomElementOf (hlu.skills, rand));
}
else //apply and send info
{
levelUpHero(ID);
}
}
else
{
if(hlu.skills.size() > 1) //apply and ask for secondary skill if(hlu.skills.size() > 1) //apply and ask for secondary skill
{ {
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1)); boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind
(callWith<ui16>, hlu.skills, boost::function<void(ui16)>(boost::bind
(&CGameHandler::levelUpHero, this, ID,_1) ), _1));
applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
} }
else if(hlu.skills.size() == 1) //apply, give only possible skill and send info else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
@ -291,6 +307,7 @@ void CGameHandler::levelUpHero(int ID)
levelUpHero(ID); levelUpHero(ID);
} }
} }
}
void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill) void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
{ {
@ -407,6 +424,20 @@ void CGameHandler::levelUpCommander(const CCommanderInstance * c)
} }
int skillAmount = clu.skills.size(); int skillAmount = clu.skills.size();
if (hero->tempOwner == GameConstants::NEUTRAL_PLAYER) //choose skill automatically
{
sendAndApply(&clu);
if (clu.skills.size())
{
levelUpCommander(c, vstd::pickRandomElementOf (clu.skills, rand));
}
else //apply and send info
{
levelUpCommander(c);
}
}
else
{
if (skillAmount > 1) //apply and ask for secondary skill if (skillAmount > 1) //apply and ask for secondary skill
{ {
auto callback = boost::function<void(ui32)>(boost::bind(callWith<ui32>, clu.skills, boost::function<void(ui32)>(boost::bind(&CGameHandler::levelUpCommander, this, c, _1)), _1)); auto callback = boost::function<void(ui32)>(boost::bind(callWith<ui32>, clu.skills, boost::function<void(ui32)>(boost::bind(&CGameHandler::levelUpCommander, this, c, _1)), _1));
@ -423,6 +454,7 @@ void CGameHandler::levelUpCommander(const CCommanderInstance * c)
levelUpCommander(c); levelUpCommander(c);
} }
} }
}
void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs) void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
{ {
@ -1133,6 +1165,17 @@ void CGameHandler::newTurn()
std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
srand(time(NULL)); srand(time(NULL));
if (firstTurn)
{
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
{
changePrimSkill (obj->id, PrimarySkill::EXPERIENCE, 0);
}
}
}
if (newWeek && !firstTurn) if (newWeek && !firstTurn)
{ {
n.specialWeek = NewTurn::NORMAL; n.specialWeek = NewTurn::NORMAL;