TavernHeroesPool.cpp 3.2 KB

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  1. /*
  2. * TavernHeroesPool.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "TavernHeroesPool.h"
  12. #include "../mapObjects/CGHeroInstance.h"
  13. #include "../CHeroHandler.h"
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. TavernHeroesPool::~TavernHeroesPool()
  16. {
  17. for(const auto & ptr : heroesPool) // clean hero pool
  18. delete ptr.second;
  19. }
  20. std::map<HeroTypeID, CGHeroInstance*> TavernHeroesPool::unusedHeroesFromPool() const
  21. {
  22. std::map<HeroTypeID, CGHeroInstance*> pool = heroesPool;
  23. for(const auto & slot : currentTavern)
  24. pool.erase(HeroTypeID(slot.hero->subID));
  25. return pool;
  26. }
  27. TavernSlotRole TavernHeroesPool::getSlotRole(HeroTypeID hero) const
  28. {
  29. for (auto const & slot : currentTavern)
  30. {
  31. if (HeroTypeID(slot.hero->subID) == hero)
  32. return slot.role;
  33. }
  34. return TavernSlotRole::NONE;
  35. }
  36. void TavernHeroesPool::setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army, TavernSlotRole role)
  37. {
  38. vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
  39. return entry.player == player && entry.slot == slot;
  40. });
  41. if (hero == HeroTypeID::NONE)
  42. return;
  43. CGHeroInstance * h = heroesPool[hero];
  44. if (h && army)
  45. h->setToArmy(army);
  46. TavernSlot newSlot;
  47. newSlot.hero = h;
  48. newSlot.player = player;
  49. newSlot.role = role;
  50. newSlot.slot = slot;
  51. currentTavern.push_back(newSlot);
  52. boost::range::sort(currentTavern, [](const TavernSlot & left, const TavernSlot & right)
  53. {
  54. if (left.slot == right.slot)
  55. return left.player < right.player;
  56. else
  57. return left.slot < right.slot;
  58. });
  59. }
  60. bool TavernHeroesPool::isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const
  61. {
  62. if (perPlayerAvailability.count(hero))
  63. return perPlayerAvailability.at(hero) & (1 << color.getNum());
  64. return true;
  65. }
  66. std::vector<const CGHeroInstance *> TavernHeroesPool::getHeroesFor(PlayerColor color) const
  67. {
  68. std::vector<const CGHeroInstance *> result;
  69. for(const auto & slot : currentTavern)
  70. {
  71. if (slot.player == color)
  72. result.push_back(slot.hero);
  73. }
  74. return result;
  75. }
  76. CGHeroInstance * TavernHeroesPool::takeHeroFromPool(HeroTypeID hero)
  77. {
  78. assert(heroesPool.count(hero));
  79. CGHeroInstance * result = heroesPool[hero];
  80. heroesPool.erase(hero);
  81. vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
  82. return entry.hero->type->getId() == hero;
  83. });
  84. assert(result);
  85. return result;
  86. }
  87. void TavernHeroesPool::onNewDay()
  88. {
  89. for(auto & hero : heroesPool)
  90. {
  91. assert(hero.second);
  92. if(!hero.second)
  93. continue;
  94. hero.second->setMovementPoints(hero.second->movementPointsLimit(true));
  95. hero.second->mana = hero.second->manaLimit();
  96. }
  97. for (auto & slot : currentTavern)
  98. {
  99. if (slot.role == TavernSlotRole::RETREATED_TODAY)
  100. slot.role = TavernSlotRole::RETREATED;
  101. if (slot.role == TavernSlotRole::SURRENDERED_TODAY)
  102. slot.role = TavernSlotRole::SURRENDERED;
  103. }
  104. }
  105. void TavernHeroesPool::addHeroToPool(CGHeroInstance * hero)
  106. {
  107. heroesPool[HeroTypeID(hero->subID)] = hero;
  108. }
  109. void TavernHeroesPool::setAvailability(HeroTypeID hero, PlayerColor::Mask mask)
  110. {
  111. perPlayerAvailability[hero] = mask;
  112. }
  113. VCMI_LIB_NAMESPACE_END