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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 spellbokLastPageAdvmap = 0;
- int spellbookLastTabBattle = 4;
- int spellbookLastTabAdvmap = 4;
- template<typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & spellbookLastPageBattle;
- h & spellbokLastPageAdvmap;
- 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(int pos1, int 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(int pos1, int 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, int version)
- {
- //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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