1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-10 09:50:17 +02:00
vcmi/lib/CPlayerState.h
Andrey Filipenkov ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00

102 lines
2.6 KiB
C++

/*
* CPlayerState.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include <vcmi/Player.h>
#include <vcmi/Team.h>
#include "HeroBonus.h"
#include "ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGTownInstance;
class CGDwelling;
struct QuestInfo;
struct DLL_LINKAGE PlayerState : public CBonusSystemNode, public Player
{
public:
PlayerColor color;
bool human; //true if human controlled player, false for AI
TeamID team;
TResources resources;
std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
std::vector<ConstTransitivePtr<CGTownInstance> > towns;
std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
std::vector<QuestInfo> quests; //store info about all received quests
bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
EPlayerStatus::EStatus status;
boost::optional<ui8> daysWithoutCastle;
PlayerState();
PlayerState(PlayerState && other);
std::string nodeName() const override;
PlayerColor getColor() const override;
TeamID getTeam() const override;
bool isHuman() const override;
const IBonusBearer * accessBonuses() const override;
int getResourceAmount(int type) const override;
bool checkVanquished() const
{
return heroes.empty() && towns.empty();
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color;
h & human;
h & team;
h & resources;
h & status;
h & heroes;
h & towns;
h & availableHeroes;
h & dwellings;
h & quests;
h & visitedObjects;
h & status;
h & daysWithoutCastle;
h & enteredLosingCheatCode;
h & enteredWinningCheatCode;
h & static_cast<CBonusSystemNode&>(*this);
}
};
struct DLL_LINKAGE TeamState : public CBonusSystemNode
{
public:
TeamID id; //position in gameState::teams
std::set<PlayerColor> players; // members of this team
//TODO: boost::array, bool if possible
std::shared_ptr<boost::multi_array<ui8, 3>> fogOfWarMap; //[z][x][y] true - visible, false - hidden
TeamState();
TeamState(TeamState && other);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
h & players;
h & fogOfWarMap;
h & static_cast<CBonusSystemNode&>(*this);
}
};
VCMI_LIB_NAMESPACE_END