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117 lines
3.1 KiB
C++
117 lines
3.1 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 "bonuses/Bonus.h"
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#include "bonuses/CBonusSystemNode.h"
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#include "ResourceSet.h"
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#include "TurnTimerInfo.h"
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#include "ConstTransitivePtr.h"
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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 CGDwelling;
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struct 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<CGDwelling> > dwellings; //used for town growth
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std::vector<QuestInfo> quests; //store info about all received quests
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std::vector<Bonus> battleBonuses; //additional bonuses to be added during battle with neutrals
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bool cheated;
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bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
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EPlayerStatus status;
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std::optional<ui8> daysWithoutCastle;
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TurnTimerInfo turnTimer;
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PlayerState();
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PlayerState(PlayerState && other) noexcept;
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~PlayerState();
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std::string nodeName() const override;
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PlayerColor getId() const override;
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TeamID getTeam() const override;
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bool isHuman() const override;
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const IBonusBearer * getBonusBearer() const override;
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int getResourceAmount(int type) const override;
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int32_t getIndex() const override;
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int32_t getIconIndex() const override;
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std::string getJsonKey() const override;
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std::string getNameTranslated() const override;
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std::string getNameTextID() const override;
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void registerIcons(const IconRegistar & cb) const override;
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bool checkVanquished() const
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{
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return heroes.empty() && towns.empty();
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}
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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 & turnTimer;
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h & heroes;
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h & towns;
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h & dwellings;
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h & quests;
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h & visitedObjects;
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h & status;
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h & daysWithoutCastle;
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h & cheated;
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h & battleBonuses;
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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::shared_ptr<boost::multi_array<ui8, 3>> fogOfWarMap; //[z][x][y] true - visible, false - hidden
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TeamState();
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TeamState(TeamState && other) noexcept;
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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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VCMI_LIB_NAMESPACE_END
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