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- /*
- * PlayerLocalState.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 "../lib/constants/EntityIdentifiers.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CGHeroInstance;
- class CGTownInstance;
- class CArmedInstance;
- class JsonNode;
- struct CGPath;
- class int3;
- struct CPathsInfo;
- VCMI_LIB_NAMESPACE_END
- class CPlayerInterface;
- struct PlayerSpellbookSetting
- {
- //on which page we left spellbook
- int spellbookLastPageBattle = 0;
- int spellbookLastPageAdvmap = 0;
- SpellSchool spellbookLastTabBattle = SpellSchool::ANY;
- SpellSchool spellbookLastTabAdvmap = SpellSchool::ANY;
- };
- /// Class that contains potentially serializeable state of a local player
- class PlayerLocalState
- {
- CPlayerInterface & owner;
- /// Currently selected object, can be town, hero or null
- const CArmedInstance * currentSelection;
- std::map<const CGHeroInstance *, CGPath> paths; //maps hero => selected path in adventure map
- std::vector<const CGHeroInstance *> sleepingHeroes; //if hero is in here, he's sleeping
- std::vector<const CGHeroInstance *> wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones)
- std::vector<const CGTownInstance *> ownedTowns; //our towns on the adventure map
- PlayerSpellbookSetting spellbookSettings;
- SpellID currentSpell;
- void syncronizeState();
- public:
- explicit PlayerLocalState(CPlayerInterface & owner);
- bool isHeroSleeping(const CGHeroInstance * hero) const;
- void setHeroAsleep(const CGHeroInstance * hero);
- void setHeroAwaken(const CGHeroInstance * hero);
- const PlayerSpellbookSetting & getSpellbookSettings() const;
- void setSpellbookSettings(const PlayerSpellbookSetting & newSettings);
- const std::vector<const CGTownInstance *> & getOwnedTowns();
- const CGTownInstance * getOwnedTown(size_t index);
- void addOwnedTown(const CGTownInstance * hero);
- void removeOwnedTown(const CGTownInstance * hero);
- void swapOwnedTowns(size_t pos1, size_t pos2);
- const std::vector<const CGHeroInstance *> & getWanderingHeroes();
- const CGHeroInstance * getWanderingHero(size_t index);
- const CGHeroInstance * getNextWanderingHero(const CGHeroInstance * hero);
- void addWanderingHero(const CGHeroInstance * hero);
- void removeWanderingHero(const CGHeroInstance * hero);
- void swapWanderingHero(size_t pos1, size_t pos2);
- void setPath(const CGHeroInstance * h, const CGPath & path);
- bool setPath(const CGHeroInstance * h, const int3 & destination);
- const CGPath & getPath(const CGHeroInstance * h) const;
- bool hasPath(const CGHeroInstance * h) const;
- void removeLastNode(const CGHeroInstance * h);
- void erasePath(const CGHeroInstance * h);
- void verifyPath(const CGHeroInstance * h);
- /// Returns currently selected object
- const CGHeroInstance * getCurrentHero() const;
- const CGTownInstance * getCurrentTown() const;
- const CArmedInstance * getCurrentArmy() const;
- // returns currently cast spell, if any
- SpellID getCurrentSpell() const;
- void setCurrentSpell(SpellID castedSpell);
- void serialize(JsonNode & dest) const;
- void deserialize(const JsonNode & source);
- /// Changes currently selected object
- void setSelection(const CArmedInstance *sel);
- };
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