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Finish encapsulation of PlayerLocalState class
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@@ -21,6 +21,15 @@ VCMI_LIB_NAMESPACE_END
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class CPlayerInterface;
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struct PlayerSpellbookSetting
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{
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//on which page we left spellbook
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int spellbookLastPageBattle = 0;
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int spellbookLastPageAdvmap = 0;
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int spellbookLastTabBattle = 4;
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int spellbookLastTabAdvmap = 4;
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};
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/// Class that contains potentially serializeable state of a local player
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class PlayerLocalState
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{
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@@ -34,18 +43,12 @@ class PlayerLocalState
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std::vector<const CGHeroInstance *> wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones)
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std::vector<const CGTownInstance *> ownedTowns; //our towns on the adventure map
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PlayerSpellbookSetting spellbookSettings;
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void saveHeroPaths(std::map<const CGHeroInstance *, int3> & paths);
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void loadHeroPaths(std::map<const CGHeroInstance *, int3> & paths);
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public:
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struct SpellbookLastSetting
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{
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//on which page we left spellbook
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int spellbookLastPageBattle = 0;
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int spellbookLastPageAdvmap = 0;
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int spellbookLastTabBattle = 4;
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int spellbookLastTabAdvmap = 4;
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} spellbookSettings;
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explicit PlayerLocalState(CPlayerInterface & owner);
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@@ -53,6 +56,9 @@ public:
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void setHeroAsleep(const CGHeroInstance * hero);
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void setHeroAwaken(const CGHeroInstance * hero);
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const PlayerSpellbookSetting & getSpellbookSettings();
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void setSpellbookSettings(const PlayerSpellbookSetting & newSettings);
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const std::vector<const CGTownInstance *> & getOwnedTowns();
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const CGTownInstance * getOwnedTown(size_t index);
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void addOwnedTown(const CGTownInstance * hero);
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