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Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
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@@ -23,13 +23,13 @@ bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID
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return false;
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}
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if (!vstd::contains(t->town->buildings, building))
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if (!vstd::contains(t->getTown()->buildings, building))
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return false; // no such building in town
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if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
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return true;
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const CBuilding * buildPtr = t->town->buildings.at(building);
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const CBuilding * buildPtr = t->getTown()->buildings.at(building);
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auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
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{
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@@ -51,7 +51,7 @@ bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID
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for (const auto & buildID : toBuild)
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{
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const CBuilding * b = t->town->buildings.at(buildID);
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const CBuilding * b = t->getTown()->buildings.at(buildID);
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EBuildingState canBuild = cb->canBuildStructure(t, buildID);
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if (canBuild == EBuildingState::ALLOWED)
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@@ -220,7 +220,7 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
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std::vector<BuildingID> extraBuildings;
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for (auto buildingInfo : t->town->buildings)
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for (auto buildingInfo : t->getTown()->buildings)
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{
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if (buildingInfo.first > BuildingID::DWELL_UP2_FIRST)
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extraBuildings.push_back(buildingInfo.first);
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