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- #pragma once
- /*
- * 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
- *
- */
- #include "HeroBonus.h"
- class CGHeroInstance;
- class CGTownInstance;
- class CGDwelling;
- struct DLL_LINKAGE PlayerState : public CBonusSystemNode
- {
- 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;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & color & human & team & resources & status;
- h & heroes & towns & availableHeroes & dwellings & quests & visitedObjects;
- if(version < 760)
- {
- //was: h & getBonusList();
- BonusList junk;
- h & junk;
- }
- h & status & daysWithoutCastle;
- h & enteredLosingCheatCode & 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
- std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
- TeamState();
- TeamState(TeamState && other);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & players & fogOfWarMap;
- h & static_cast<CBonusSystemNode&>(*this);
- }
- };
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