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