/* * CPlayerState.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 #include #include "bonuses/Bonus.h" #include "bonuses/CBonusSystemNode.h" #include "ResourceSet.h" #include "TurnTimerInfo.h" #include "ConstTransitivePtr.h" VCMI_LIB_NAMESPACE_BEGIN class CGHeroInstance; class CGTownInstance; class CGDwelling; struct QuestInfo; struct DLL_LINKAGE PlayerState : public CBonusSystemNode, public Player { struct VisitedObjectGlobal { MapObjectID id; MapObjectSubID subID; bool operator < (const VisitedObjectGlobal & other) const { if (id != other.id) return id < other.id; else return subID < other.subID; } template void serialize(Handler &h) { h & id; subID.serializeIdentifier(h, id); } }; public: PlayerColor color; bool human; //true if human controlled player, false for AI TeamID team; TResources resources; /// list of objects that were "destroyed" by player, either via simple pick-up (e.g. resources) or defeated heroes or wandering monsters std::set destroyedObjects; std::set visitedObjects; // as a std::set, since most accesses here will be from visited status checks std::set visitedObjectsGlobal; std::vector > heroes; std::vector > towns; std::vector > dwellings; //used for town growth std::vector quests; //store info about all received quests std::vector battleBonuses; //additional bonuses to be added during battle with neutrals std::map> costumesArtifacts; bool cheated; bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory EPlayerStatus status; std::optional daysWithoutCastle; TurnTimerInfo turnTimer; PlayerState(); ~PlayerState(); std::string nodeName() const override; PlayerColor getId() const override; TeamID getTeam() const override; bool isHuman() const override; const IBonusBearer * getBonusBearer() const override; int getResourceAmount(int type) const override; int32_t getIndex() const override; int32_t getIconIndex() const override; std::string getJsonKey() const override; std::string getNameTranslated() const override; std::string getNameTextID() const override; void registerIcons(const IconRegistar & cb) const override; bool checkVanquished() const { return heroes.empty() && towns.empty(); } template void serialize(Handler &h) { h & color; h & human; h & team; h & resources; h & status; h & turnTimer; h & heroes; h & towns; h & dwellings; h & quests; h & visitedObjects; h & visitedObjectsGlobal; h & status; h & daysWithoutCastle; h & cheated; h & battleBonuses; if (h.version >= Handler::Version::ARTIFACT_COSTUMES) h & costumesArtifacts; h & enteredLosingCheatCode; h & enteredWinningCheatCode; h & static_cast(*this); if (h.version >= Handler::Version::DESTROYED_OBJECTS) h & destroyedObjects; } }; struct DLL_LINKAGE TeamState : public CBonusSystemNode { public: TeamID id; //position in gameState::teams std::set players; // members of this team //TODO: boost::array, bool if possible boost::multi_array fogOfWarMap; //[z][x][y] true - visible, false - hidden TeamState(); template void serialize(Handler &h) { h & id; h & players; if (h.version < Handler::Version::REMOVE_FOG_OF_WAR_POINTER) { struct Helper : public Serializeable { void serialize(Handler &h) const {} }; Helper helper; auto ptrHelper = &helper; h & ptrHelper; } h & fogOfWarMap; h & static_cast(*this); } }; VCMI_LIB_NAMESPACE_END