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89 lines
2.3 KiB
C++
89 lines
2.3 KiB
C++
/*
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* CGameStateCampaign.h, 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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#pragma once
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#include "../GameConstants.h"
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#include "../campaign/CampaignConstants.h"
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#include "../serializer/Serializeable.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct CampaignBonus;
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struct CampaignTravel;
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class CGHeroInstance;
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class CGameState;
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class CMap;
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struct CampaignHeroReplacement
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{
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CampaignHeroReplacement(std::shared_ptr<CGHeroInstance> hero, const ObjectInstanceID & heroPlaceholderId);
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std::shared_ptr<CGHeroInstance> hero;
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ObjectInstanceID heroPlaceholderId;
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std::vector<ArtifactPosition> transferrableArtifacts;
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};
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class CGameStateCampaign : public Serializeable
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{
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CGameState * gameState = nullptr;
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/// Contains list of heroes that may be available in this scenario
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/// temporary helper for game initialization, not serialized
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std::vector<CampaignHeroReplacement> campaignHeroReplacements;
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/// Returns ID of scenario from which hero placeholders should be selected
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std::optional<CampaignScenarioID> getHeroesSourceScenario() const;
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/// returns heroes and placeholders in where heroes will be put
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void generateCampaignHeroesToReplace();
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std::optional<CampaignBonus> currentBonus() const;
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/// Trims hero parameters that should not transfer between scenarios according to travelOptions flags
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void trimCrossoverHeroesParameters(const CampaignTravel & travelOptions);
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void replaceHeroesPlaceholders();
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void transferMissingArtifacts(const CampaignTravel & travelOptions);
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void giveCampaignBonusToHero(CGHeroInstance * hero);
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public:
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CGameStateCampaign();
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CGameStateCampaign(CGameState * owner);
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void setGamestate(CGameState * owner);
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void placeCampaignHeroes();
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void initStartingResources();
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void initHeroes();
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void initTowns();
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bool playerHasStartingHero(PlayerColor player) const;
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std::unique_ptr<CMap> getCurrentMap();
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template <typename Handler> void serialize(Handler &h)
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{
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if (h.saving || h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
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{
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// no-op, but needed to auto-create this class if gamestate had it during serialization
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}
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else
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{
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bool dummyA = false;
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uint32_t dummyB = 0;
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uint16_t dummyC = 0;
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h & dummyA;
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h & dummyB;
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h & dummyC;
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}
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}
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};
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VCMI_LIB_NAMESPACE_END
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