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vcmi/CGameState.cpp

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#include "CGameState.h"
#include "CGameInterface.h"
#include "CPlayerInterface.h"
#include <algorithm>
#include "SDL_Thread.h"
#include "SDL_Extensions.h"
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#include <queue>
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class CMP_stack
{
public:
bool operator ()(const CStack* a, const CStack* b)
{
return (a->creature->speed)<(b->creature->speed);
}
} cmpst ;
void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
{
curB = new BattleInfo();
std::vector<CStack*> & stacks = (curB->stacks);
curB->army1=army1;
curB->army2=army2;
curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
curB->side1=(hero1)?(hero1->tempOwner):(-1);
curB->side2=(hero2)?(hero2->tempOwner):(-1);
curB->round = -2;
for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
{
stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size()));
stacks[stacks.size()-1]->ID = stacks.size()-1;
}
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//initialization of positions
switch(army1->slots.size()) //for attacker
{
case 0:
break;
case 1:
stacks[0]->position = 86; //6
break;
case 2:
stacks[0]->position = 35; //3
stacks[1]->position = 137; //9
break;
case 3:
stacks[0]->position = 35; //3
stacks[1]->position = 86; //6
stacks[2]->position = 137; //9
break;
case 4:
stacks[0]->position = 1; //1
stacks[1]->position = 69; //5
stacks[2]->position = 103; //7
stacks[3]->position = 171; //11
break;
case 5:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 86; //6
stacks[3]->position = 137; //9
stacks[4]->position = 171; //11
break;
case 6:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 103; //7
stacks[4]->position = 137; //9
stacks[5]->position = 171; //11
break;
case 7:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 86; //6
stacks[4]->position = 103; //7
stacks[5]->position = 137; //9
stacks[6]->position = 171; //11
break;
default: //fault
break;
}
for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size()));
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switch(army2->slots.size()) //for attacker
{
case 0:
break;
case 1:
stacks[0+army1->slots.size()]->position = 100; //6
break;
case 2:
stacks[0+army1->slots.size()]->position = 49; //3
stacks[1+army1->slots.size()]->position = 151; //9
break;
case 3:
stacks[0+army1->slots.size()]->position = 49; //3
stacks[1+army1->slots.size()]->position = 100; //6
stacks[2+army1->slots.size()]->position = 151; //9
break;
case 4:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 83; //5
stacks[2+army1->slots.size()]->position = 117; //7
stacks[3+army1->slots.size()]->position = 185; //11
break;
case 5:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 100; //6
stacks[3+army1->slots.size()]->position = 151; //9
stacks[4+army1->slots.size()]->position = 185; //11
break;
case 6:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 83; //5
stacks[3+army1->slots.size()]->position = 117; //7
stacks[4+army1->slots.size()]->position = 151; //9
stacks[5+army1->slots.size()]->position = 185; //11
break;
case 7:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 83; //5
stacks[3+army1->slots.size()]->position = 100; //6
stacks[4+army1->slots.size()]->position = 117; //7
stacks[5+army1->slots.size()]->position = 151; //9
stacks[6+army1->slots.size()]->position = 185; //11
break;
default: //fault
break;
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//for start inform players about battle
for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
{
if (j->first > PLAYER_LIMIT)
break;
if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
{ //player should be notified
tribool side = tribool::indeterminate_value;
if(j->first == curB->side1) //player is attacker
side = false;
else if(j->first == curB->side2) //player is defender
side = true;
else
return; //no witnesses
if(CGI->playerint[j->second.serial]->human)
{
((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
}
else
{
//CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
}
}
}
curB->round++;
if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
{
//TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
}
curB->round++;
//SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
while(true) //do zwyciestwa jednej ze stron
{
for(int i=0;i<stacks.size();i++)
{
curB->activeStack = i;
if(stacks[i]->alive) //niech interfejs ruszy oddzialem
{
unsigned char owner = (stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner);
unsigned char serialOwner = -1;
for(int g=0; g<CGI->playerint.size(); ++g)
{
if(CGI->playerint[g]->playerID == owner)
{
serialOwner = g;
break;
}
}
if(CGI->playerint[serialOwner]->human)
{
((CPlayerInterface*)CGI->playerint[serialOwner])->activeStack(stacks[i]->ID);
}
else
{
//CGI->playerint[serialOwner]->activeStack(stacks[i]->ID);
}
}
//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
}
SDL_Delay(50);
}
for(int i=0;i<stacks.size();i++)
delete stacks[i];
delete curB;
curB = NULL;
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}
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bool CGameState::battleMoveCreatureStack(int ID, int dest)
{
//initing necessary tables
bool accessibility[187]; //accesibility of hexes
for(int k=0; k<187; k++)
accessibility[k] = true;
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
accessibility[CGI->state->curB->stacks[g]->position] = false;
}
int predecessor[187]; //for getting the Path
for(int b=0; b<187; ++b)
predecessor[b] = -1;
//bfsing
int dists[187]; //calculated distances
std::queue<int> hexq; //bfs queue
hexq.push(CGI->state->curB->stacks[ID]->position);
for(int g=0; g<187; ++g)
dists[g] = 100000000;
dists[hexq.front()] = 0;
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int curNext = -1; //for bfs loop only (helper var)
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while(!hexq.empty()) //bfs loop
{
int curHex = hexq.front();
hexq.pop();
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curNext = curHex - ( (curHex/17)%2 ? 17 : 18 );
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
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curNext = curHex - ( (curHex/17)%2 ? 16 : 17 );
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
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curNext = curHex - 1;
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
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curNext = curHex + 1;
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
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curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
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curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
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{
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hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
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}
}
//following the Path
std::vector<int> path;
int curElem = dest;
while(curElem!=CGI->state->curB->stacks[ID]->position)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
for(int v=path.size()-1; v>=0; --v)
{
LOCPLINT->battleStackMoved(ID, path[v]);
}
return true;
}