HeroPoolProcessor.h 2.0 KB

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  1. /*
  2. * HeroPoolProcessor.h, 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. #pragma once
  11. VCMI_LIB_NAMESPACE_BEGIN
  12. enum class TavernHeroSlot : int8_t;
  13. enum class TavernSlotRole : int8_t;
  14. class PlayerColor;
  15. class CGHeroInstance;
  16. class HeroTypeID;
  17. class ObjectInstanceID;
  18. class CRandomGenerator;
  19. class CHeroClass;
  20. VCMI_LIB_NAMESPACE_END
  21. class CGameHandler;
  22. class HeroPoolProcessor : boost::noncopyable
  23. {
  24. /// per-player random generators
  25. std::map<PlayerColor, std::unique_ptr<CRandomGenerator>> playerSeed;
  26. void clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot);
  27. void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy);
  28. std::vector<const CHeroClass *> findAvailableClassesFor(const PlayerColor & player) const;
  29. std::vector<CGHeroInstance *> findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const;
  30. const CHeroClass * pickClassFor(bool isNative, const PlayerColor & player);
  31. CGHeroInstance * pickHeroFor(bool isNative, const PlayerColor & player);
  32. CRandomGenerator & getRandomGenerator(const PlayerColor & player);
  33. TavernHeroSlot selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID);
  34. bool playerEndedTurn(const PlayerColor & player);
  35. public:
  36. CGameHandler * gameHandler;
  37. HeroPoolProcessor();
  38. HeroPoolProcessor(CGameHandler * gameHandler);
  39. void onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero);
  40. void onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero);
  41. void onNewWeek(const PlayerColor & color);
  42. /// Incoming net pack handling
  43. bool hireHero(const ObjectInstanceID & objectID, const HeroTypeID & hid, const PlayerColor & player);
  44. template <typename Handler> void serialize(Handler &h, const int version)
  45. {
  46. // h & gameHandler; // FIXME: make this work instead of using deserializationFix in gameHandler
  47. h & playerSeed;
  48. }
  49. };