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112 lines
3.4 KiB
C++
112 lines
3.4 KiB
C++
/*
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* PlayerLocalState.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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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance;
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class CGTownInstance;
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class CArmedInstance;
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struct CGPath;
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class int3;
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VCMI_LIB_NAMESPACE_END
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class CPlayerInterface;
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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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CPlayerInterface & owner;
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/// Currently selected object, can be town, hero or null
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const CArmedInstance * currentSelection;
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std::map<const CGHeroInstance *, CGPath> paths; //maps hero => selected path in adventure map
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std::vector<const CGHeroInstance *> sleepingHeroes; //if hero is in here, he's sleeping
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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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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 spellbokLastPageAdvmap = 0;
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int spellbookLastTabBattle = 4;
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int spellbookLastTabAdvmap = 4;
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template<typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & spellbookLastPageBattle;
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h & spellbokLastPageAdvmap;
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h & spellbookLastTabBattle;
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h & spellbookLastTabAdvmap;
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}
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} spellbookSettings;
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explicit PlayerLocalState(CPlayerInterface & owner);
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bool isHeroSleeping(const CGHeroInstance * hero) const;
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void setHeroAsleep(const CGHeroInstance * hero);
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void setHeroAwaken(const CGHeroInstance * hero);
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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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void removeOwnedTown(const CGTownInstance * hero);
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const std::vector<const CGHeroInstance *> & getWanderingHeroes();
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const CGHeroInstance * getWanderingHero(size_t index);
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const CGHeroInstance * getNextWanderingHero(const CGHeroInstance * hero);
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void addWanderingHero(const CGHeroInstance * hero);
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void removeWanderingHero(const CGHeroInstance * hero);
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void setPath(const CGHeroInstance * h, const CGPath & path);
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bool setPath(const CGHeroInstance * h, const int3 & destination);
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const CGPath & getPath(const CGHeroInstance * h) const;
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bool hasPath(const CGHeroInstance * h) const;
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void removeLastNode(const CGHeroInstance * h);
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void erasePath(const CGHeroInstance * h);
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void verifyPath(const CGHeroInstance * h);
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/// Returns currently selected object
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const CGHeroInstance * getCurrentHero() const;
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const CGTownInstance * getCurrentTown() const;
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const CArmedInstance * getCurrentArmy() const;
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/// Changes currently selected object
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void setSelection(const CArmedInstance *sel);
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template<typename Handler>
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void serialize(Handler & h, int version)
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{
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//WARNING: this code is broken and not used. See CClient::loadGame
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std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
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if(h.saving)
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saveHeroPaths(pathsMap);
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h & pathsMap;
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if(!h.saving)
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loadHeroPaths(pathsMap);
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h & ownedTowns;
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h & wanderingHeroes;
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h & sleepingHeroes;
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}
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};
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