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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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