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- CClient now inherits directly from CPrivilegedInfoCallback, like IGameCallback did before. However CClient no longer needs dummy implementation of IGameEventCallback - CGObjectInstance hierarchy now uses CPrivilegedInfoCallback for callback. Actual events can only be emitted in calls that receive IGameEventCallback pointer, e.g. heroVisit - CGameHandler now inherits directly from both CPrivilegedInfoCallback and IGameEventCallback as it did before via IGameCallback
77 lines
2.0 KiB
C++
77 lines
2.0 KiB
C++
/*
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* CArmedInstance.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 "CGObjectInstance.h"
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#include "../CCreatureSet.h"
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#include "../bonuses/CBonusSystemNode.h"
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#include "../bonuses/BonusCache.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class BattleInfo;
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class CGameState;
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class JsonSerializeFormat;
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class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet, public IConstBonusProvider
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{
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private:
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BonusValueCache nonEvilAlignmentMix;
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void attachUnitsToArmy();
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protected:
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virtual CBonusSystemNode & whereShouldBeAttached(CGameState & gs);
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virtual CBonusSystemNode & whatShouldBeAttached();
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public:
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BattleInfo *battle; //set to the current battle, if engaged
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void randomizeArmy(FactionID type);
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virtual void updateMoraleBonusFromArmy();
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void armyChanged() override;
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CArmedInstance * getArmy() final { return this; }
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const CArmedInstance * getArmy() const final { return this; }
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//////////////////////////////////////////////////////////////////////////
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//IConstBonusProvider
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const IBonusBearer* getBonusBearer() const override;
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void attachToBonusSystem(CGameState & gs) override;
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void detachFromBonusSystem(CGameState & gs) override;
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void restoreBonusSystem(CGameState & gs) override;
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//////////////////////////////////////////////////////////////////////////
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CArmedInstance(CPrivilegedInfoCallback *cb);
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CArmedInstance(CPrivilegedInfoCallback *cb, bool isHypothetic);
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PlayerColor getOwner() const override
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{
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return this->tempOwner;
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}
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TerrainId getCurrentTerrain() const;
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & static_cast<CBonusSystemNode&>(*this);
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h & static_cast<CCreatureSet&>(*this);
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if(!h.saving && h.loadingGamestate)
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attachUnitsToArmy();
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}
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};
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VCMI_LIB_NAMESPACE_END
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