mirror of
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189 lines
4.8 KiB
C++
189 lines
4.8 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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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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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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class DLL_LINKAGE PlayerState : public CBonusSystemNode, public Player
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{
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struct VisitedObjectGlobal
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{
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MapObjectID id;
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MapObjectSubID subID;
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bool operator < (const VisitedObjectGlobal & other) const
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{
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if (id != other.id)
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return id < other.id;
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else
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return subID < other.subID;
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}
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template <typename Handler> void serialize(Handler &h)
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{
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h & id;
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subID.serializeIdentifier(h, id);
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}
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};
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std::vector<CGObjectInstance*> ownedObjects;
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template<typename T>
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std::vector<T> getObjectsOfType() const;
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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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/// list of objects that were "destroyed" by player, either via simple pick-up (e.g. resources) or defeated heroes or wandering monsters
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std::set<ObjectInstanceID> destroyedObjects;
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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::set<VisitedObjectGlobal> visitedObjectsGlobal;
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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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std::map<uint32_t, std::map<ArtifactPosition, ArtifactID>> costumesArtifacts;
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std::unique_ptr<JsonNode> playerLocalSettings; // Json with client-defined data, such as order of heroes or current hero paths. Not used by client/lib
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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();
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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 getModScope() 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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std::vector<const CGHeroInstance* > getHeroes() const;
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std::vector<const CGTownInstance* > getTowns() const;
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std::vector<CGHeroInstance* > getHeroes();
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std::vector<CGTownInstance* > getTowns();
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std::vector<const CGObjectInstance* > getOwnedObjects() const;
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void addOwnedObject(CGObjectInstance * object);
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void removeOwnedObject(CGObjectInstance * object);
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bool checkVanquished() const
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{
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return getHeroes().empty() && getTowns().empty();
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}
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template <typename Handler> void serialize(Handler &h)
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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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if (h.version >= Handler::Version::LOCAL_PLAYER_STATE_DATA)
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h & *playerLocalSettings;
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if (h.version >= Handler::Version::PLAYER_STATE_OWNED_OBJECTS)
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{
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h & ownedObjects;
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}
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else
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{
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std::vector<const CGObjectInstance* > heroes;
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std::vector<const CGObjectInstance* > towns;
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std::vector<const CGObjectInstance* > dwellings;
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h & heroes;
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h & towns;
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h & dwellings;
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}
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h & quests;
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h & visitedObjects;
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h & visitedObjectsGlobal;
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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 & costumesArtifacts;
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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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h & destroyedObjects;
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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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boost::multi_array<ui8, 3> fogOfWarMap; //[z][x][y] true - visible, false - hidden
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std::set<ObjectInstanceID> scoutedObjects;
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TeamState();
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template <typename Handler> void serialize(Handler &h)
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{
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h & id;
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h & players;
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if (h.version < Handler::Version::REMOVE_FOG_OF_WAR_POINTER)
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{
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struct Helper : public Serializeable
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{
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void serialize(Handler &h) const
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{}
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};
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Helper helper;
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auto ptrHelper = &helper;
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h & ptrHelper;
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}
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h & fogOfWarMap;
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h & static_cast<CBonusSystemNode&>(*this);
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if (h.version >= Handler::Version::REWARDABLE_BANKS)
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h & scoutedObjects;
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}
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};
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VCMI_LIB_NAMESPACE_END
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