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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.
101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
/*
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* CPlayerState.h, 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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#pragma once
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#include <vcmi/Player.h>
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#include <vcmi/Team.h>
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#include "HeroBonus.h"
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#include "ResourceSet.h"
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class CGHeroInstance;
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class CGTownInstance;
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class CGDwelling;
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class QuestInfo;
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struct DLL_LINKAGE PlayerState : public CBonusSystemNode, public Player
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{
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public:
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PlayerColor color;
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bool human; //true if human controlled player, false for AI
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TeamID team;
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TResources resources;
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std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
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std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
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std::vector<ConstTransitivePtr<CGTownInstance> > towns;
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std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
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std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
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std::vector<QuestInfo> quests; //store info about all received quests
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bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
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EPlayerStatus::EStatus status;
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boost::optional<ui8> daysWithoutCastle;
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PlayerState();
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PlayerState(PlayerState && other);
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std::string nodeName() const override;
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PlayerColor getColor() const override;
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TeamID getTeam() const override;
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bool isHuman() const override;
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const IBonusBearer * accessBonuses() const override;
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int getResourceAmount(int type) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color;
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h & human;
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h & team;
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h & resources;
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h & status;
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h & heroes;
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h & towns;
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h & availableHeroes;
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h & dwellings;
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h & quests;
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h & visitedObjects;
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if(version < 760)
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{
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//was: h & getBonusList();
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BonusList junk;
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h & junk;
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}
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h & status;
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h & daysWithoutCastle;
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h & enteredLosingCheatCode;
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h & enteredWinningCheatCode;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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struct DLL_LINKAGE TeamState : public CBonusSystemNode
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{
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public:
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TeamID id; //position in gameState::teams
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std::set<PlayerColor> players; // members of this team
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//TODO: boost::array, bool if possible
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std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
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TeamState();
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TeamState(TeamState && other);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id;
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h & players;
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h & fogOfWarMap;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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