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- /*
- * 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 "bonuses/Bonus.h"
- #include "bonuses/CBonusSystemNode.h"
- #include "ResourceSet.h"
- #include "TurnTimerInfo.h"
- #include "ConstTransitivePtr.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CGHeroInstance;
- class CGTownInstance;
- class CGDwelling;
- struct QuestInfo;
- struct DLL_LINKAGE PlayerState : public CBonusSystemNode, public Player
- {
- struct VisitedObjectGlobal
- {
- MapObjectID id;
- MapObjectSubID subID;
- bool operator < (const VisitedObjectGlobal & other) const
- {
- if (id != other.id)
- return id < other.id;
- else
- return subID < other.subID;
- }
- template <typename Handler> void serialize(Handler &h)
- {
- h & id;
- subID.serializeIdentifier(h, id);
- }
- };
- public:
- PlayerColor color;
- bool human; //true if human controlled player, false for AI
- TeamID team;
- TResources resources;
- /// list of objects that were "destroyed" by player, either via simple pick-up (e.g. resources) or defeated heroes or wandering monsters
- std::set<ObjectInstanceID> destroyedObjects;
- std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
- std::set<VisitedObjectGlobal> visitedObjectsGlobal;
- std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
- std::vector<ConstTransitivePtr<CGTownInstance> > towns;
- std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
- std::vector<QuestInfo> quests; //store info about all received quests
- std::vector<Bonus> battleBonuses; //additional bonuses to be added during battle with neutrals
- std::map<uint32_t, std::map<ArtifactPosition, ArtifactID>> costumesArtifacts;
- bool cheated;
- bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
- EPlayerStatus status;
- std::optional<ui8> daysWithoutCastle;
- TurnTimerInfo turnTimer;
- PlayerState();
- ~PlayerState();
- std::string nodeName() const override;
- PlayerColor getId() const override;
- TeamID getTeam() const override;
- bool isHuman() const override;
- const IBonusBearer * getBonusBearer() const override;
- int getResourceAmount(int type) const override;
- int32_t getIndex() const override;
- int32_t getIconIndex() const override;
- std::string getJsonKey() const override;
- std::string getNameTranslated() const override;
- std::string getNameTextID() const override;
- void registerIcons(const IconRegistar & cb) const override;
- bool checkVanquished() const
- {
- return heroes.empty() && towns.empty();
- }
- template <typename Handler> void serialize(Handler &h)
- {
- h & color;
- h & human;
- h & team;
- h & resources;
- h & status;
- h & turnTimer;
- h & heroes;
- h & towns;
- h & dwellings;
- h & quests;
- h & visitedObjects;
- h & visitedObjectsGlobal;
- h & status;
- h & daysWithoutCastle;
- h & cheated;
- h & battleBonuses;
- h & costumesArtifacts;
- h & enteredLosingCheatCode;
- h & enteredWinningCheatCode;
- h & static_cast<CBonusSystemNode&>(*this);
- if (h.version >= Handler::Version::DESTROYED_OBJECTS)
- h & destroyedObjects;
- }
- };
- 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::unique_ptr<boost::multi_array<ui8, 3>> fogOfWarMap; //[z][x][y] true - visible, false - hidden
- TeamState();
- template <typename Handler> void serialize(Handler &h)
- {
- h & id;
- h & players;
- h & fogOfWarMap;
- h & static_cast<CBonusSystemNode&>(*this);
- }
- };
- VCMI_LIB_NAMESPACE_END
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