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3dd4fa2528
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
39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
/*
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* CSerializer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CSerializer.h"
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#include "../gameState/CGameState.h"
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#include "../mapping/CMap.h"
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#include "../CHeroHandler.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CQuest.h"
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VCMI_LIB_NAMESPACE_BEGIN
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//must be instantiated in .cpp file for access to complete types of all member fields
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CSerializer::~CSerializer() = default;
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void CSerializer::addStdVecItems(CGameState *gs, LibClasses *lib)
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{
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registerVectoredType<CGObjectInstance, ObjectInstanceID>(&gs->map->objects,
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[](const CGObjectInstance &obj){ return obj.id; });
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registerVectoredType<CGHeroInstance, HeroTypeID>(&gs->map->allHeroes,
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[](const CGHeroInstance &h){ return h.getHeroType()->getId(); });
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registerVectoredType<CArtifactInstance, ArtifactInstanceID>(&gs->map->artInstances,
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[](const CArtifactInstance &artInst){ return artInst.getId(); });
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registerVectoredType<CQuest, si32>(&gs->map->quests,
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[](const CQuest &q){ return q.qid; });
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smartVectorMembersSerialization = true;
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}
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VCMI_LIB_NAMESPACE_END
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