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vcmi/lib/entities/faction/CFaction.h
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
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
2024-10-10 12:28:08 +00:00

86 lines
2.2 KiB
C++

/*
* CFaction.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 <vcmi/Faction.h>
#include "../../Point.h"
#include "../../constants/EntityIdentifiers.h"
#include "../../constants/Enumerations.h"
#include "../../filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class CTown;
struct DLL_LINKAGE SPuzzleInfo
{
Point position;
ui16 number; //type of puzzle
ui16 whenUncovered; //determines the sequence of discovering (the lesser it is the sooner puzzle will be discovered)
ImagePath filename; //file with graphic of this puzzle
};
class DLL_LINKAGE CFaction : public Faction
{
friend class CTownHandler;
friend class CBuilding;
friend class CTown;
std::string modScope;
std::string identifier;
FactionID index = FactionID::NEUTRAL;
FactionID getFactionID() const override; //This function should not be used
public:
TerrainId nativeTerrain;
EAlignment alignment = EAlignment::NEUTRAL;
bool preferUndergroundPlacement = false;
bool special = false;
/// Boat that will be used by town shipyard (if any)
/// and for placing heroes directly on boat (in map editor, water prisons & taverns)
BoatId boatType = BoatId::CASTLE;
CTown * town = nullptr; //NOTE: can be null
ImagePath creatureBg120;
ImagePath creatureBg130;
std::vector<SPuzzleInfo> puzzleMap;
CFaction() = default;
~CFaction();
int32_t getIndex() const override;
int32_t getIconIndex() const override;
std::string getJsonKey() const override;
std::string getModScope() const override;
void registerIcons(const IconRegistar & cb) const override;
FactionID getId() const override;
std::string getNameTranslated() const override;
std::string getNameTextID() const override;
std::string getDescriptionTranslated() const;
std::string getDescriptionTextID() const;
bool hasTown() const override;
TerrainId getNativeTerrain() const override;
EAlignment getAlignment() const override;
BoatId getBoatType() const override;
void updateFrom(const JsonNode & data);
void serializeJson(JsonSerializeFormat & handler);
};
VCMI_LIB_NAMESPACE_END