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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* hopefully last bugfix for Pandora's Box

* fixed blockmap for generated hero
* one can't choose already disposed hero in pregame
* fixes in heroes and towns picking
* improved hero selection in pregame
* version changed to 0.53
* CGI will be in debug mode a global pointer (much more convenient debugging)
This commit is contained in:
Michał W. Urbańczyk 2008-02-10 09:35:52 +00:00
parent 2b91d6129b
commit ec072972ee
8 changed files with 104 additions and 23 deletions

21
CMT.cpp
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@ -58,9 +58,11 @@
#else
# define SET_BINARY_MODE(file)
#endif
#ifdef _DEBUG
CGameInfo* CGI;
#endif
#define CHUNK 16384
const char * NAME = "VCMI 0.52 \"Tirion\" Techdemo";
const char * NAME = "VCMI 0.53 \"Tirion\" Techdemo";
SDL_Surface * ekran, * screen, * screen2;
extern SDL_Surface * CSDL_Ext::std32bppSurface;
@ -353,7 +355,10 @@ int _tmain(int argc, _TCHAR* argv[])
SDL_WM_SetCaption(NAME,""); //set window title
CGameInfo * cgi = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
CGameInfo::mainObj = cgi;
CGameInfo::mainObj = cgi;
#ifdef _DEBUG
CGI = cgi;
#endif
cgi->consoleh = new CConsoleHandler;
cgi->mush = mush;
cgi->curh = new CCursorHandler;
@ -761,16 +766,6 @@ int _tmain(int argc, _TCHAR* argv[])
}
std::cout<<"done."<<std::endl;
for(int pru=0;pru<cgi->scenarioOps.playerInfos.size();pru++)
{
if(cgi->scenarioOps.playerInfos[pru].castle<0)
cgi->scenarioOps.playerInfos[pru].castle = rand()%F_NUMBER;
if(cgi->scenarioOps.playerInfos[pru].hero<0)
cgi->scenarioOps.playerInfos[pru].hero= cgi->scenarioOps.playerInfos[pru].castle*HEROES_PER_TYPE*2+(rand()%(HEROES_PER_TYPE*2));//cgi->scenarioOps.playerInfos[pru].hero = cgi->
}
#define CHOOSE
#ifdef CHOOSE
CAmbarCendamo * ac = new CAmbarCendamo(initTable); //4gryf

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@ -1,5 +1,7 @@
#ifndef CPREGAME_H
#define CPREGAME_H
#include "global.h"
#include <set>
#include "SDL.h"
#include "StartInfo.h"
#include "hch\CSemiDefHandler.h"
@ -156,6 +158,7 @@ class Options : public PreGameTab
int nr;
};
public:
std::set<int> usedHeroes;
Slider<> * turnLength;
SDL_Surface * bg,
* rHero, * rCastle, * nHero, * nCastle;
@ -169,6 +172,8 @@ public:
void hide();
void init();
void showIcon (int what, int nr, bool abs); //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute
bool canUseThisHero(int ID);
int nextAllowedHero(int min, int max, int incl, int dir); //incl 0 - wlacznie; incl 1 - wylacznie; min-max - zakres szukania
Options(){inited=showed=false;};
~Options();
};

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@ -22,7 +22,12 @@ enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HERO_ALCHE
HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD,
HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST};
#ifdef _DEBUG
class CGameInfo;
extern CGameInfo* CGI;
#else
#define CGI (CGameInfo::mainObj)
#endif
#define CURPLINT (((CPlayerInterface*)((CGameInfo::mainObj)->playerint[(CGameInfo::mainObj)->state->currentPlayer])))
#define LOCPLINT (((CPlayerInterface*)((CGameInfo::mainObj)->playerint[(CGameInfo::mainObj)->localPlayer])))
//CURPLINT gives pointer to the interface of human player which is currently making turn,
@ -60,6 +65,7 @@ const int MAX_BUILDING_PER_TURN = 1;
#define DEFBYPASS
#define HANDLE_EXCEPTION \
catch (const std::exception& e) { \
std::cerr << e.what() << std::endl; \

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@ -210,6 +210,12 @@ void CAmbarCendamo::deh3m()
map.players[pom].generateHeroAtMainTown = bufor[i++];
map.players[pom].generateHero = bufor[i++];
}
else
{
map.players[pom].generateHeroAtMainTown = false;
map.players[pom].generateHero = false;
}
map.players[pom].posOfMainTown.x = bufor[i++];
map.players[pom].posOfMainTown.y = bufor[i++];
map.players[pom].posOfMainTown.z = bufor[i++];
@ -1824,7 +1830,9 @@ void CAmbarCendamo::deh3m()
spec->spells.push_back(&(CGameInfo::mainObj->spellh->spells[readNormalNr(i, 1)])); ++i;
}
int gcre = readNormalNr(i, 1); ++i; //number of gained creatures
spec->creatures = readCreatureSet(i, gcre); i+=4*gcre;
spec->creatures = readCreatureSet(i, gcre); i+=3*gcre;
if(map.version > RoE)
i+=gcre;
i+=8;
nobj->info = spec;
///////end of copied fragment

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@ -45,7 +45,7 @@ public:
std::vector<CCastleEvent> events;
unsigned char alignment; //what the hell is that??
unsigned char alignment; //255 - same as owner/random, 0 - same as red, 1 - same as blue, etc
};
#endif //CCASTLEHANDLER_H

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@ -38,6 +38,30 @@ void alphaTransformDef(CGDefInfo * defInfo)
}
SDL_FreeSurface(alphaTransSurf);
}
int CMapHandler::pickHero(int owner)
{
if(usedHeroes.find(CGI->scenarioOps.getIthPlayersSettings(owner).hero)==usedHeroes.end()) //we haven't used selected hero
{
int h = CGI->scenarioOps.getIthPlayersSettings(owner).hero;
usedHeroes.insert(h);
return h;
}
int f = CGI->scenarioOps.getIthPlayersSettings(owner).castle;
int i=0, h;
do //try to find free hero of our faction
{
i++;
h = CGI->scenarioOps.getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(rand()%(HEROES_PER_TYPE*2));//cgi->scenarioOps.playerInfos[pru].hero = cgi->
} while((usedHeroes.find(h)!=usedHeroes.end()) && i<175);
if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
{
for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
if(usedHeroes.find(j)==usedHeroes.end())
h=j;
}
usedHeroes.insert(h);
return h;
}
std::pair<int,int> CMapHandler::pickObject(CGObjectInstance *obj)
{
switch(obj->ID)
@ -53,7 +77,9 @@ std::pair<int,int> CMapHandler::pickObject(CGObjectInstance *obj)
case 69: //random relic artifact
return std::pair<int,int>(5,CGI->arth->relics[rand()%CGI->arth->relics.size()]->id);
case 70: //random hero
return std::pair<int,int>(34,rand()%CGI->heroh->heroes.size());
{
return std::pair<int,int>(34,pickHero(obj->tempOwner));
}
case 71: //random monster
return std::pair<int,int>(54,rand()%(CGI->creh->creatures.size()));
case 72: //random monster lvl1
@ -67,7 +93,23 @@ std::pair<int,int> CMapHandler::pickObject(CGObjectInstance *obj)
case 76: //random resource
return std::pair<int,int>(79,rand()%7); //now it's OH3 style, use %8 for mithril
case 77: //random town
return std::pair<int,int>(98,rand()%CGI->townh->towns.size());
{
int align = ((CCastleObjInfo*)obj->info)->alignment,
f;
if(align>PLAYER_LIMIT-1)//same as owner / random
{
if(obj->tempOwner > PLAYER_LIMIT-1)
f = -1; //random
else
f = CGI->scenarioOps.getIthPlayersSettings(obj->tempOwner).castle;
}
else
{
f = CGI->scenarioOps.getIthPlayersSettings(align).castle;
}
if(f<0) f = rand()%CGI->townh->towns.size();
return std::pair<int,int>(98,f);
}
case 162: //random monster lvl5
return std::pair<int,int>(54,CGI->creh->levelCreatures[5][rand()%CGI->creh->levelCreatures[5].size()]->idNumber);
case 163: //random monster lvl6
@ -704,6 +746,7 @@ void CMapHandler::calculateBlockedPos()
}
void CMapHandler::init()
{
//loading castles' defs
std::ifstream ifs("config/townsDefs.txt");
int ccc;
ifs>>ccc;
@ -720,9 +763,29 @@ void CMapHandler::init()
alphaTransformDef(n);
}
for(int i=0;i<CGI->scenarioOps.playerInfos.size();i++)
{
if(CGI->scenarioOps.playerInfos[i].castle==-1)
{
int f;
do
{
f = rand()%F_NUMBER;
}while(!(reader->map.players[CGI->scenarioOps.playerInfos[i].color].allowedFactions & 1<<f));
CGI->scenarioOps.playerInfos[i].castle = f;
}
}
for(int i=0;i<PLAYER_LIMIT;i++)
{
for(int j=0; j<reader->map.players[i].heroesNames.size();j++)
{
usedHeroes.insert(reader->map.players[i].heroesNames[j].heroID);
}
}
timeHandler th;
th.getDif();
randomizeObjects();//randomizing objects on map
std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
@ -752,7 +815,10 @@ void CMapHandler::init()
break;
if(j==CGI->scenarioOps.playerInfos.size())
continue;
CGHeroInstance * nnn = (CGHeroInstance*)createObject(34,CGI->scenarioOps.playerInfos[j].hero,hpos,i);
int h = CGI->scenarioOps.playerInfos[j].hero;
if(h<0)
h=pickHero(i);
CGHeroInstance * nnn = (CGHeroInstance*)createObject(34,h,hpos,i);
nnn->defInfo->handler = CGI->heroh->flags1[0];
CGI->heroh->heroInstances.push_back(nnn);
CGI->objh->objInstances.push_back(nnn);
@ -1339,14 +1405,14 @@ CGObjectInstance * CMapHandler::createObject(int id, int subid, int3 pos, int ow
nobj->type = CGI->heroh->heroes[subid];
for(int i=0;i<6;i++)
{
nobj->defInfo->blockMap[i]=1;
nobj->defInfo->blockMap[i]=255;
nobj->defInfo->visitMap[i]=0;
}
nobj->ID = id;
nobj->subID = subid;
nobj->defInfo->handler=NULL;
nobj->defInfo->blockMap[5] = 0x7f;
nobj->defInfo->visitMap[5] = 0x80;
nobj->defInfo->blockMap[5] = 253;
nobj->defInfo->visitMap[5] = 2;
nobj->artifWorn.resize(20);
nobj->artifacts.resize(20);
nobj->artifWorn[16] = &CGI->arth->artifacts[3];

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@ -62,7 +62,7 @@ public:
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles;
int3 sizes;
CAmbarCendamo * reader;
std::set<int> usedHeroes;
CDefHandler * fullHide;
CDefHandler * partialHide;
@ -92,6 +92,7 @@ public:
bool recalculateHideVisPos(int3& pos); //recalculates position for hidden / visitable positions
bool recalculateHideVisPosUnderObj(CGObjectInstance * obj, bool withBorder = false); //recalculates position for hidden / visitable positions under given object
void init();
int pickHero(int owner);
std::pair<int,int> pickObject(CGObjectInstance *obj);
void randomizeObject(CGObjectInstance *cur);
void calculateBlockedPos();