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Full rework of pre-game interface and networking
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
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@@ -468,7 +468,7 @@ void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(!(availableFor & (1 << h->tempOwner.getNum())))
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return;
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if(cb->getPlayerSettings(h->tempOwner)->playerID)
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if(cb->getPlayerSettings(h->tempOwner)->isControlledByHuman())
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{
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if(humanActivate)
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activated(h);
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