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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 "HeroBonus.h"
 
- #include "ResourceSet.h"
 
- 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);
 
- 	}
 
- };
 
 
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