1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/lib/gameState/TavernHeroesPool.h
Ivan Savenko 0c07384293 Refactoring of serialization versioning handling
- Removed 'version' field from serialize() method
- Handler classes - Binary(De)Serializer now have 'version' field
- Serialization versioning now uses named enum

Save compatibility with 1.4.X saves should be intact
2024-01-20 20:34:51 +02:00

88 lines
2.3 KiB
C++

/*
* TavernHeroesPool.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../GameConstants.h"
#include "TavernSlot.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CTown;
class CRandomGenerator;
class CHeroClass;
class CGameState;
class CSimpleArmy;
class DLL_LINKAGE TavernHeroesPool
{
struct TavernSlot
{
CGHeroInstance * hero;
TavernHeroSlot slot;
TavernSlotRole role;
PlayerColor player;
template <typename Handler> void serialize(Handler &h)
{
h & hero;
h & slot;
h & role;
h & player;
}
};
/// list of all heroes in pool, including those currently present in taverns
std::map<HeroTypeID, CGHeroInstance* > heroesPool;
/// list of which players are able to purchase specific hero
/// if hero is not present in list, he is available for everyone
std::map<HeroTypeID, std::set<PlayerColor>> perPlayerAvailability;
/// list of heroes currently available in taverns
std::vector<TavernSlot> currentTavern;
public:
~TavernHeroesPool();
/// Returns heroes currently availabe in tavern of a specific player
std::vector<const CGHeroInstance *> getHeroesFor(PlayerColor color) const;
/// returns heroes in pool without heroes that are available in taverns
std::map<HeroTypeID, CGHeroInstance* > unusedHeroesFromPool() const;
/// Returns true if hero is available to a specific player
bool isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const;
TavernSlotRole getSlotRole(HeroTypeID hero) const;
CGHeroInstance * takeHeroFromPool(HeroTypeID hero);
/// reset mana and movement points for all heroes in pool
void onNewDay();
void addHeroToPool(CGHeroInstance * hero);
/// Marks hero as available to only specific set of players
void setAvailability(HeroTypeID hero, std::set<PlayerColor> mask);
/// Makes hero available in tavern of specified player
void setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army, TavernSlotRole role, bool replenishPoints);
template <typename Handler> void serialize(Handler &h)
{
h & heroesPool;
h & perPlayerAvailability;
h & currentTavern;
}
};
VCMI_LIB_NAMESPACE_END