1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95
|
/*
* 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;
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;
int spellbookLastTabBattle = 4;
int spellbookLastTabAdvmap = 4;
};
/// 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;
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;
void serialize(JsonNode & dest) const;
void deserialize(const JsonNode & source);
/// Changes currently selected object
void setSelection(const CArmedInstance *sel);
};
|