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- Fixed custom main hero handling (map options)

- Refactoring
This commit is contained in:
beegee1
2013-12-23 15:59:37 +00:00
parent 362a54b4df
commit 11ca1ec1f8
5 changed files with 41 additions and 41 deletions

View File

@@ -68,24 +68,28 @@ struct DLL_LINKAGE PlayerInfo
/// Gets the default hero id or -1 for a random hero.
si8 defaultHero() const;
bool canAnyonePlay() const;
bool hasCustomMainHero() const;
bool canHumanPlay;
bool canComputerPlay;
EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
std::set<TFaction> allowedFactions;
bool isFactionRandom;
si32 mainHeroPortrait; /// The default value is -1.
std::string mainHeroName;
std::vector<SHeroName> heroesNames; /// List of renamed heroes.
si32 mainCustomHeroPortrait; /// The default value is -1.
std::string mainCustomHeroName;
si32 mainCustomHeroId; /// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
std::vector<SHeroName> heroesNames; /// list of placed heroes on the map
bool hasMainTown; /// The default value is false.
bool generateHeroAtMainTown; /// The default value is false.
int3 posOfMainTown;
TeamID team; /// The default value is 255 representing that the player belongs to no team.
bool hasRandomHero; /// Player has a random hero
bool generateHero; /// Unused.
si32 p7; /// Unknown and unused.
bool hasHero; /// Player has a (custom?) hero
si32 customHeroID; /// ID of custom hero, -1 if none
/// Unused. Count of hero placeholders containing hero type.
/// WARNING: powerPlaceholders sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning ???
ui8 powerPlaceholders;
@@ -93,8 +97,8 @@ struct DLL_LINKAGE PlayerInfo
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & p7 & hasHero & customHeroID & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom &
mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
h & p7 & hasRandomHero & mainCustomHeroId & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom &
mainCustomHeroPortrait & mainCustomHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
posOfMainTown & team & generateHero;
}
};
@@ -374,13 +378,13 @@ public:
std::vector< ConstTransitivePtr<CGHeroInstance> > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc.
//Helper lists
std::vector< ConstTransitivePtr<CGHeroInstance> > heroesOnMap;
/// associative list to identify which hero/creature id belongs to which object id(index for objects)
std::map<si32, ObjectInstanceID> questIdentifierToId;
unique_ptr<CMapEditManager> editManager;
std::vector< ConstTransitivePtr<CGHeroInstance> > heroesOnMap;
/// associative list to identify which hero/creature id belongs to which object id(index for objects)
std::map<si32, ObjectInstanceID> questIdentifierToId;
unique_ptr<CMapEditManager> editManager;
private:
/// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
TerrainTile*** terrain;