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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
70 lines
1.5 KiB
C++
70 lines
1.5 KiB
C++
/*
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* CPlayerState.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CPlayerState.h"
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#include "CGameStateFwd.h"
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PlayerState::PlayerState()
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: color(-1), human(false), enteredWinningCheatCode(false),
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enteredLosingCheatCode(false), status(EPlayerStatus::INGAME)
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{
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setNodeType(PLAYER);
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}
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PlayerState::PlayerState(PlayerState && other):
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CBonusSystemNode(std::move(other)),
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color(other.color),
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human(other.human),
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team(other.team),
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resources(other.resources),
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enteredWinningCheatCode(other.enteredWinningCheatCode),
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enteredLosingCheatCode(other.enteredLosingCheatCode),
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status(other.status),
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daysWithoutCastle(other.daysWithoutCastle)
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{
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std::swap(visitedObjects, other.visitedObjects);
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std::swap(heroes, other.heroes);
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std::swap(towns, other.towns);
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std::swap(availableHeroes, other.availableHeroes);
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std::swap(dwellings, other.dwellings);
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std::swap(quests, other.quests);
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}
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std::string PlayerState::nodeName() const
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{
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return "Player " + color.getStrCap(false);
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}
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PlayerColor PlayerState::getColor() const
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{
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return color;
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}
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TeamID PlayerState::getTeam() const
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{
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return team;
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}
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bool PlayerState::isHuman() const
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{
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return human;
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}
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const IBonusBearer * PlayerState::accessBonuses() const
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{
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return this;
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}
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int PlayerState::getResourceAmount(int type) const
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{
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return vstd::atOrDefault(resources, static_cast<size_t>(type), 0);
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}
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