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- Fixed GCC compiler warnings
- Implemented move heroes to next scenario partially
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@@ -59,6 +59,7 @@ class CGGarrison;
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class CGameInfo;
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struct QuestInfo;
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class CQuest;
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class CCampaignScenario;
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namespace boost
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{
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@@ -445,7 +446,8 @@ public:
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}
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private:
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// Init game state
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// ----- initialization -----
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void initNewGame();
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void initCampaign();
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void initDuel();
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@@ -456,6 +458,12 @@ private:
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void randomizeObject(CGObjectInstance *cur);
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void initPlayerStates();
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void initHeroPlaceholders();
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const CCampaignScenario * getCampaignScenarioForCrossoverHeroes() const;
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std::vector<CGHeroInstance *> prepareCrossoverHeroes(const CCampaignScenario * campaignScenario);
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// returns heroes and placeholders in where heroes will be put
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std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > generateCampaignHeroesToReplace(std::vector<CGHeroInstance *> & crossoverHeroes);
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void placeCampaignHeroes(const std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > &campHeroReplacements);
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void placeStartingHeroes();
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void initStartingResources();
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@@ -467,20 +475,23 @@ private:
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void initMapObjects();
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void initVisitingAndGarrisonedHeroes();
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// Victory / Loss condition checks
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// ----- victory, loss condition checks -----
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EVictoryLossCheckResult checkForVictory(PlayerColor player) const; //checks if given player is winner
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EVictoryLossCheckResult checkForLoss(PlayerColor player) const; //checks if given player is loser
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PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
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bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game
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// Bonus system handling
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// ----- bonus system handling -----
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void buildBonusSystemTree();
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void attachArmedObjects();
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void buildGlobalTeamPlayerTree();
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void deserializationFix();
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// ---- misc helpers -----
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bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
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std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campaignHeroesToReplace(); //returns heroes and placeholders in where heroes will be put; may remove some placeholders
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std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
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std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
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int pickHero(PlayerColor owner);
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