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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

@ -174,21 +174,13 @@ void updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader *
pset.castle = pinfo.defaultCastle(); pset.castle = pinfo.defaultCastle();
pset.hero = pinfo.defaultHero(); pset.hero = pinfo.defaultHero();
if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
if(pinfo.customHeroID >= 0)
{ {
pset.hero = pinfo.customHeroID; pset.hero = pinfo.mainCustomHeroId;
pset.heroName = pinfo.mainCustomHeroName;
if (!pinfo.mainHeroName.empty()) pset.heroPortrait = pinfo.mainCustomHeroPortrait;
pset.heroName = pinfo.mainHeroName;
else
pset.heroName = CGI->heroh->heroes[pinfo.customHeroID]->name;
if (pinfo.mainHeroPortrait >= 0)
pset.heroPortrait = pinfo.mainHeroPortrait;
else
pset.heroPortrait = pinfo.customHeroID;
} }
pset.handicap = PlayerSettings::NO_HANDICAP; pset.handicap = PlayerSettings::NO_HANDICAP;
} }
} }
@ -2299,7 +2291,7 @@ void OptionsTab::nextCastle( PlayerColor player, int dir )
} }
} }
if(s.hero >= 0 && SEL->current->mapHeader->players[s.color.getNum()].customHeroID < 0) // remove hero unless it set to fixed one in map editor if(s.hero >= 0 && !SEL->current->mapHeader->players[s.color.getNum()].hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
s.hero = PlayerSettings::RANDOM; s.hero = PlayerSettings::RANDOM;
if(cur < 0 && s.bonus == PlayerSettings::RESOURCE) if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
s.bonus = PlayerSettings::RANDOM; s.bonus = PlayerSettings::RANDOM;
@ -2938,7 +2930,7 @@ void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
// cases when we do not need to display a message // cases when we do not need to display a message
if (settings.castle == -2 && CPlayerSettingsHelper::type == TOWN ) if (settings.castle == -2 && CPlayerSettingsHelper::type == TOWN )
return; return;
if (settings.hero == -2 && SEL->current->mapHeader->players[settings.color.getNum()].customHeroID == -1 && CPlayerSettingsHelper::type == HERO) if (settings.hero == -2 && !SEL->current->mapHeader->players[settings.color.getNum()].hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
return; return;
GH.pushInt(new CPregameTooltipBox(*this)); GH.pushInt(new CPregameTooltipBox(*this));

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@ -265,7 +265,6 @@ void CConnection::prepareForSendingHeroes()
savedPointers.clear(); savedPointers.clear();
disableSmartVectorMemberSerialization(); disableSmartVectorMemberSerialization();
enableSmartPointerSerializatoin(); enableSmartPointerSerializatoin();
//disableSmartPointerSerializatoin();
disableStackSendingByID(); disableStackSendingByID();
} }

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@ -15,8 +15,8 @@ SHeroName::SHeroName() : heroId(-1)
} }
PlayerInfo::PlayerInfo(): canHumanPlay(false), canComputerPlay(false), PlayerInfo::PlayerInfo(): canHumanPlay(false), canComputerPlay(false),
aiTactic(EAiTactic::RANDOM), isFactionRandom(false), mainHeroPortrait(-1), hasMainTown(false), aiTactic(EAiTactic::RANDOM), isFactionRandom(false), mainCustomHeroPortrait(-1), mainCustomHeroId(-1), hasMainTown(false),
generateHeroAtMainTown(false), team(255), generateHero(false), p7(0), hasHero(false), customHeroID(-1), powerPlaceholders(-1) generateHeroAtMainTown(false), team(255), hasRandomHero(false), /* following are unused */ generateHero(false), p7(0), powerPlaceholders(-1)
{ {
auto allowed = VLC->townh->getDefaultAllowed(); auto allowed = VLC->townh->getDefaultAllowed();
for (size_t i=0; i<allowed.size(); i++) for (size_t i=0; i<allowed.size(); i++)
@ -40,7 +40,7 @@ si8 PlayerInfo::defaultCastle() const
si8 PlayerInfo::defaultHero() const si8 PlayerInfo::defaultHero() const
{ {
// we will generate hero in front of main town // we will generate hero in front of main town
if((generateHeroAtMainTown && hasMainTown) || hasHero) if((generateHeroAtMainTown && hasMainTown) || hasRandomHero)
{ {
//random hero //random hero
return -1; return -1;
@ -54,6 +54,11 @@ bool PlayerInfo::canAnyonePlay() const
return canHumanPlay || canComputerPlay; return canHumanPlay || canComputerPlay;
} }
bool PlayerInfo::hasCustomMainHero() const
{
return !mainCustomHeroName.empty() && mainCustomHeroPortrait != -1;
}
LossCondition::LossCondition() : typeOfLossCon(ELossConditionType::LOSSSTANDARD), LossCondition::LossCondition() : typeOfLossCon(ELossConditionType::LOSSSTANDARD),
pos(int3(-1, -1, -1)), timeLimit(-1), obj(nullptr) pos(int3(-1, -1, -1)), timeLimit(-1), obj(nullptr)
{ {

View File

@ -68,24 +68,28 @@ struct DLL_LINKAGE PlayerInfo
/// Gets the default hero id or -1 for a random hero. /// Gets the default hero id or -1 for a random hero.
si8 defaultHero() const; si8 defaultHero() const;
bool canAnyonePlay() const; bool canAnyonePlay() const;
bool hasCustomMainHero() const;
bool canHumanPlay; bool canHumanPlay;
bool canComputerPlay; bool canComputerPlay;
EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM. EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
std::set<TFaction> allowedFactions; std::set<TFaction> allowedFactions;
bool isFactionRandom; bool isFactionRandom;
si32 mainHeroPortrait; /// The default value is -1.
std::string mainHeroName; si32 mainCustomHeroPortrait; /// The default value is -1.
std::vector<SHeroName> heroesNames; /// List of renamed heroes. 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 hasMainTown; /// The default value is false.
bool generateHeroAtMainTown; /// The default value is false. bool generateHeroAtMainTown; /// The default value is false.
int3 posOfMainTown; int3 posOfMainTown;
TeamID team; /// The default value is 255 representing that the player belongs to no team. 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. bool generateHero; /// Unused.
si32 p7; /// Unknown and 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. /// Unused. Count of hero placeholders containing hero type.
/// WARNING: powerPlaceholders sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning ??? /// WARNING: powerPlaceholders sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning ???
ui8 powerPlaceholders; ui8 powerPlaceholders;
@ -93,8 +97,8 @@ struct DLL_LINKAGE PlayerInfo
template <typename Handler> template <typename Handler>
void serialize(Handler & h, const int version) void serialize(Handler & h, const int version)
{ {
h & p7 & hasHero & customHeroID & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom & h & p7 & hasRandomHero & mainCustomHeroId & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom &
mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown & mainCustomHeroPortrait & mainCustomHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
posOfMainTown & team & generateHero; posOfMainTown & team & generateHero;
} }
}; };
@ -374,13 +378,13 @@ public:
std::vector< ConstTransitivePtr<CGHeroInstance> > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc. std::vector< ConstTransitivePtr<CGHeroInstance> > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc.
//Helper lists //Helper lists
std::vector< ConstTransitivePtr<CGHeroInstance> > heroesOnMap; std::vector< ConstTransitivePtr<CGHeroInstance> > heroesOnMap;
/// associative list to identify which hero/creature id belongs to which object id(index for objects) /// associative list to identify which hero/creature id belongs to which object id(index for objects)
std::map<si32, ObjectInstanceID> questIdentifierToId; std::map<si32, ObjectInstanceID> questIdentifierToId;
unique_ptr<CMapEditManager> editManager; unique_ptr<CMapEditManager> editManager;
private: private:
/// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground /// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
TerrainTile*** terrain; TerrainTile*** terrain;

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@ -250,19 +250,19 @@ void CMapLoaderH3M::readPlayerInfo()
mapHeader->players[i].posOfMainTown = readInt3(); mapHeader->players[i].posOfMainTown = readInt3();
} }
mapHeader->players[i].hasHero = reader.readBool(); mapHeader->players[i].hasRandomHero = reader.readBool();
mapHeader->players[i].customHeroID = reader.readUInt8(); mapHeader->players[i].mainCustomHeroId = reader.readUInt8();
if(mapHeader->players[i].customHeroID != 0xff) if(mapHeader->players[i].mainCustomHeroId != 0xff)
{ {
mapHeader->players[i].mainHeroPortrait = reader.readUInt8(); mapHeader->players[i].mainCustomHeroPortrait = reader.readUInt8();
if (mapHeader->players[i].mainHeroPortrait == 0xff) if (mapHeader->players[i].mainCustomHeroPortrait == 0xff)
mapHeader->players[i].mainHeroPortrait = -1; //correct 1-byte -1 (0xff) into 4-byte -1 mapHeader->players[i].mainCustomHeroPortrait = -1; //correct 1-byte -1 (0xff) into 4-byte -1
mapHeader->players[i].mainHeroName = reader.readString(); mapHeader->players[i].mainCustomHeroName = reader.readString();
} }
else else
mapHeader->players[i].customHeroID = -1; //correct 1-byte -1 (0xff) into 4-byte -1 mapHeader->players[i].mainCustomHeroId = -1; //correct 1-byte -1 (0xff) into 4-byte -1
if(mapHeader->version != EMapFormat::ROE) if(mapHeader->version != EMapFormat::ROE)
{ {