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- Implemented hero recreate handling correctly

This commit is contained in:
beegee1 2014-02-23 13:52:06 +00:00
parent 458ba47965
commit d0a5a6eab4
4 changed files with 30 additions and 20 deletions

View File

@ -2823,24 +2823,10 @@ std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHer
return hero->subID == heroPlaceholder->subID;
});
CGHeroInstance * hero = nullptr;
if(it == crossoverHeroes.heroesFromAnyPreviousScenarios.end())
if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
{
if(scenarioOps->campState->camp->header.mapVersion == 12) // AB:AB campaign
{
// special case for this campaign, not found heroes will be newly created
hero = new CGHeroInstance();
hero->initHero(HeroTypeID(heroPlaceholder->subID));
}
}
else
{
hero = *it;
auto hero = *it;
crossoverHeroes.removeHeroFromBothLists(hero);
}
if(hero)
{
campaignHeroReplacements.push_back(CampaignHeroReplacement(hero, heroPlaceholder->id));
}
}

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@ -78,6 +78,20 @@ unique_ptr<CCampaign> CCampaignHandler::getCampaign( const std::string & name )
scenarioID++;
}
// handle campaign specific discrepancies
if(name == "DATA/AB.H3C")
{
ret->scenarios[6].keepHeroes.push_back(HeroTypeID(155)); // keep hero Xeron for map 7 To Kill A Hero
}
else if(name == "DATA/FINAL.H3C")
{
// keep following heroes for map 8 Final H
ret->scenarios[7].keepHeroes.push_back(HeroTypeID(148)); // Gelu
ret->scenarios[7].keepHeroes.push_back(HeroTypeID(27)); // Gem
ret->scenarios[7].keepHeroes.push_back(HeroTypeID(102)); // Crag Hack
ret->scenarios[7].keepHeroes.push_back(HeroTypeID(96)); // Yog
}
return ret;
}

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@ -109,6 +109,7 @@ public:
SScenarioPrologEpilog prolog, epilog;
CScenarioTravel travelOptions;
std::vector<HeroTypeID> keepHeroes; // contains list of heroes which should be kept for next scenario (doesn't matter if they lost)
std::vector<CGHeroInstance *> crossoverHeroes; // contains all heroes with the same state when the campaign scenario was finished
std::vector<CGHeroInstance *> placedCrossoverHeroes; // contains all placed crossover heroes defined by hero placeholders when the scenario was started
@ -120,7 +121,7 @@ public:
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & mapName & scenarioName & packedMapSize & preconditionRegions & regionColor & difficulty & conquered & regionText &
prolog & epilog & travelOptions & crossoverHeroes & placedCrossoverHeroes;
prolog & epilog & travelOptions & crossoverHeroes & placedCrossoverHeroes & keepHeroes;
}
};

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@ -5146,12 +5146,21 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
if(gs->scenarioOps->campState)
{
std::vector<CGHeroInstance *> heroesBelongingToPlayer;
std::vector<CGHeroInstance *> crossoverHeroes;
for(CGHeroInstance * hero : gs->map->heroesOnMap)
{
if(hero->tempOwner == player) heroesBelongingToPlayer.push_back(hero);
if(hero->tempOwner == player)
{
// keep all heroes from the winning player
crossoverHeroes.push_back(hero);
}
gs->scenarioOps->campState->setCurrentMapAsConquered(heroesBelongingToPlayer);
else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
{
// keep hero whether lost or won (like Xeron in AB campaign)
crossoverHeroes.push_back(hero);
}
}
gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
//Request clients to change connection mode
PrepareForAdvancingCampaign pfac;