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vcmi/CGameState.h

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#ifndef CGAMESTATE_H
#define CGAMESTATE_H
#include "global.h"
#ifndef _MSC_VER
#include "../hch/CCreatureHandler.h"
#include "lib/VCMI_Lib.h"
#endif
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#include <set>
#include <vector>
#ifdef _WIN32
#include <tchar.h>
#else
#include "tchar_amigaos4.h"
#endif
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class CScriptCallback;
class CCallback;
class CLuaCallback;
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class CCPPObjectScript;
class CCreatureSet;
class CStack;
class CGHeroInstance;
class CGTownInstance;
class CArmedInstance;
class CGDefInfo;
class CObjectScript;
class CGObjectInstance;
class CCreature;
struct Mapa;
struct StartInfo;
struct SDL_Surface;
class CMapHandler;
class CPathfinder;
struct IPack;
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namespace boost
{
class shared_mutex;
}
struct DLL_EXPORT PlayerState
{
public:
ui8 color, serial;
std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
std::vector<si32> resources;
std::vector<CGHeroInstance *> heroes;
std::vector<CGTownInstance *> towns;
PlayerState():color(-1){};
};
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struct DLL_EXPORT BattleInfo
{
ui8 side1, side2;
si32 round, activeStack;
ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
int3 tile; //for background and bonuses
si32 hero1, hero2;
CCreatureSet army1, army2;
std::vector<CStack*> stacks;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2;
}
CStack * getStack(int stackID);
CStack * getStackT(int tileID);
void getAccessibilityMap(bool *accessibility); //send pointer to at least 187 allocated bytes
void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide); //send pointer to at least 187 allocated bytes
std::vector<int> getPath(int start, int dest, bool*accessibility);
};
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class DLL_EXPORT CStack
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{
public:
ui32 ID; //unique ID of stack
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CCreature * creature;
ui32 amount;
ui32 firstHPleft; //HP of first creature in stack
ui8 owner;
ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
ui16 position; //position on battlefield
ui8 alive; //true if it is alive
CStack(CCreature * C, int A, int O, int I, bool AO);
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CStack() : creature(NULL),amount(-1),owner(255), alive(true), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1){};
template <typename Handler> void save(Handler &h, const int version)
{
h & creature->idNumber;
}
template <typename Handler> void load(Handler &h, const int version)
{
ui32 id;
h & id;
creature = &VLC->creh->creatures[id];
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & amount & firstHPleft & owner & attackerOwned & position & alive;
if(h.saving)
save(h,version);
else
load(h,version);
}
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};
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class DLL_EXPORT CGameState
{
private:
StartInfo* scenarioOps;
ui32 seed;
ui8 currentPlayer; //ID of player currently having turn
BattleInfo *curB; //current battle
ui32 day; //total number of days in game
Mapa * map;
std::map<ui8,PlayerState> players; //ID <-> playerstate
std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
boost::shared_mutex *mx;
CGameState();
~CGameState();
void init(StartInfo * si, Mapa * map, int Seed);
void apply(IPack * pack);
void randomizeObject(CGObjectInstance *cur);
std::pair<int,int> pickObject(CGObjectInstance *obj);
int pickHero(int owner);
CGHeroInstance *getHero(int objid);
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bool battleMoveCreatureStack(int ID, int dest);
bool battleAttackCreatureStack(int ID, int dest);
bool battleShootCreatureStack(int ID, int dest);
int battleGetStack(int pos); //returns ID of stack at given tile
static int calculateDmg(const CStack* attacker, const CStack* defender); //TODO: add additional conditions and require necessary data
std::vector<int> battleGetRange(int ID); //called by std::vector<int> CCallback::battleGetAvailableHexes(int ID);
public:
int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
friend class CCallback;
friend class CPathfinder;;
friend class CLuaCallback;
friend class CClient;
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friend void initGameState(Mapa * map, CGameInfo * cgi);
friend class CScriptCallback;
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friend class CMapHandler;
friend class CGameHandler;
};
#endif //CGAMESTATE_H