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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
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CGHeroInstance;
 
- class CGTownInstance;
 
- class CArmedInstance;
 
- struct CGPath;
 
- class int3;
 
- VCMI_LIB_NAMESPACE_END
 
- class CPlayerInterface;
 
- /// 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
 
- 	void saveHeroPaths(std::map<const CGHeroInstance *, int3> & paths);
 
- 	void loadHeroPaths(std::map<const CGHeroInstance *, int3> & paths);
 
- public:
 
- 	struct SpellbookLastSetting
 
- 	{
 
- 		//on which page we left spellbook
 
- 		int spellbookLastPageBattle = 0;
 
- 		int spellbookLastPageAdvmap = 0;
 
- 		int spellbookLastTabBattle = 4;
 
- 		int spellbookLastTabAdvmap = 4;
 
- 		template<typename Handler>
 
- 		void serialize(Handler & h)
 
- 		{
 
- 			h & spellbookLastPageBattle;
 
- 			h & spellbookLastPageAdvmap;
 
- 			h & spellbookLastTabBattle;
 
- 			h & spellbookLastTabAdvmap;
 
- 		}
 
- 	} spellbookSettings;
 
- 	explicit PlayerLocalState(CPlayerInterface & owner);
 
- 	bool isHeroSleeping(const CGHeroInstance * hero) const;
 
- 	void setHeroAsleep(const CGHeroInstance * hero);
 
- 	void setHeroAwaken(const CGHeroInstance * hero);
 
- 	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;
 
- 	/// Changes currently selected object
 
- 	void setSelection(const CArmedInstance *sel);
 
- 	template<typename Handler>
 
- 	void serialize(Handler & h)
 
- 	{
 
- 		//WARNING: this code is broken and not used. See CClient::loadGame
 
- 		std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
 
- 		if(h.saving)
 
- 			saveHeroPaths(pathsMap);
 
- 		h & pathsMap;
 
- 		if(!h.saving)
 
- 			loadHeroPaths(pathsMap);
 
- 		h & ownedTowns;
 
- 		h & wanderingHeroes;
 
- 		h & sleepingHeroes;
 
- 	}
 
- };
 
 
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