2008-12-26 03:46:53 +02:00
# ifndef __CGAMESTATE_H__
# define __CGAMESTATE_H__
# include "global.h"
# ifndef _MSC_VER
# include "hch/CCreatureHandler.h"
# include "lib/VCMI_Lib.h"
# endif
# include <set>
# include <vector>
# ifdef _WIN32
# include <tchar.h>
# else
# include "tchar_amigaos4.h"
# endif
class CTown ;
class CScriptCallback ;
class CCallback ;
class CLuaCallback ;
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 ;
namespace boost
{
class shared_mutex ;
}
struct DLL_EXPORT PlayerState
{
public :
ui8 color , serial ;
ui32 currentSelection ; //id of hero/town, 0xffffffff if none
std : : vector < std : : vector < std : : vector < ui8 > > > fogOfWarMap ; //true - visible, false - hidden
std : : vector < si32 > resources ;
std : : vector < CGHeroInstance * > heroes ;
std : : vector < CGTownInstance * > towns ;
std : : vector < CGHeroInstance * > availableHeroes ; //heroes available in taverns
PlayerState ( ) : color ( - 1 ) , currentSelection ( 0xffffffff ) { } ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & color & serial & currentSelection & fogOfWarMap & resources ;
//TODO: vectors of heroes/towns
}
} ;
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 * getNextStack ( ) ; //which stack will have turn after current one
std : : vector < CStack > getStackQueue ( ) ; //returns stack in order of their movement action
CStack * getStack ( int stackID ) ;
CStack * getStackT ( int tileID ) ;
void getAccessibilityMap ( bool * accessibility , int stackToOmmit = - 1 ) ; //send pointer to at least 187 allocated bytes
void getAccessibilityMapForTwoHex ( bool * accessibility , bool atackerSide , int stackToOmmit = - 1 ) ; //send pointer to at least 187 allocated bytes
void makeBFS ( int start , bool * accessibility , int * predecessor , int * dists ) ; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
std : : vector < int > getPath ( int start , int dest , bool * accessibility ) ;
std : : vector < int > getAccessibility ( int stackID ) ; //returns vector of accessible tiles (taking into account the creature range)
bool isStackBlocked ( int ID ) ; //returns true if there is neighbouring enemy stack
static signed char mutualPosition ( int hex1 , int hex2 ) ; //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
static std : : vector < int > neighbouringTiles ( int hex ) ;
static int calculateDmg ( const CStack * attacker , const CStack * defender , const CGHeroInstance * attackerHero , const CGHeroInstance * defendingHero , bool shooting ) ; //TODO: add additional conditions and require necessary data
void calculateCasualties ( std : : set < std : : pair < ui32 , si32 > > * casualties ) ;
} ;
class DLL_EXPORT CStack
{
public :
ui32 ID ; //unique ID of stack
CCreature * creature ;
ui32 amount , baseAmount ;
ui32 firstHPleft ; //HP of first creature in stack
ui8 owner , slot ; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
ui8 attackerOwned ; //if true, this stack is owned by attakcer (this one from left hand side of battle)
ui16 position ; //position on battlefield
ui8 counterAttacks ; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
si16 shots ; //how many shots left
std : : set < EAbilities > abilities ;
std : : set < ECombatInfo > state ;
struct StackEffect
{
ui16 id ; //spell id
ui8 level ; //skill level
ui16 turnsRemain ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & id & level & turnsRemain ;
}
} ;
std : : vector < StackEffect > effects ;
CStack ( CCreature * C , int A , int O , int I , bool AO , int S ) ;
CStack ( ) : creature ( NULL ) , amount ( - 1 ) , owner ( 255 ) , position ( - 1 ) , ID ( - 1 ) , attackerOwned ( true ) , firstHPleft ( - 1 ) , slot ( 255 ) , baseAmount ( - 1 ) , counterAttacks ( 1 ) , effects ( ) , state ( ) , abilities ( ) { }
const StackEffect * getEffect ( ui16 id ) const ; //effect id (SP)
ui32 speed ( ) const ;
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 ] ;
abilities = creature - > abilities ;
}
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
& shots ;
if ( h . saving )
save ( h , version ) ;
else
load ( h , version ) ;
}
bool alive ( ) const
{
return vstd : : contains ( state , ALIVE ) ;
}
} ;
struct UpgradeInfo
{
int oldID ; //creature to be upgraded
std : : vector < int > newID ; //possible upgrades
std : : vector < std : : set < std : : pair < int , int > > > cost ; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>
UpgradeInfo ( ) { oldID = - 1 ; } ;
} ;
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 <-> player state
std : : map < int , CGDefInfo * > villages , forts , capitols ; //def-info for town graphics
std : : vector < ui32 > resVals ;
struct DLL_EXPORT HeroesPool
{
std : : map < ui32 , CGHeroInstance * > heroesPool ; //[subID] - heroes available to buy; NULL if not available
std : : map < ui32 , ui8 > pavailable ; // [subid] -> which players can recruit hero
CGHeroInstance * pickHeroFor ( bool native , int player , const CTown * town , int notThatOne = - 1 ) ;
} hpool ; //we have here all heroes available on this map that are not hired
boost : : shared_mutex * mx ;
CGameState ( ) ;
~ CGameState ( ) ;
void init ( StartInfo * si , Mapa * map , int Seed ) ;
void loadTownDInfos ( ) ;
void applyNL ( IPack * pack ) ;
void apply ( IPack * pack ) ;
void randomizeObject ( CGObjectInstance * cur ) ;
std : : pair < int , int > pickObject ( CGObjectInstance * obj ) ;
int pickHero ( int owner ) ;
CGHeroInstance * getHero ( int objid ) ;
CGTownInstance * getTown ( int objid ) ;
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
UpgradeInfo getUpgradeInfo ( CArmedInstance * obj , int stackPos ) ;
float getMarketEfficiency ( int player , int mode = 0 ) ;
std : : set < int3 > tilesToReveal ( int3 pos , int radious , int player ) const ; //if player==-1 => adds all tiles in radious
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
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & scenarioOps & seed & currentPlayer & day & map & players & resVals ;
if ( ! h . saving )
{
loadTownDInfos ( ) ;
}
//TODO: hero pool
}
friend class CCallback ;
friend class CPathfinder ; ;
friend class CLuaCallback ;
friend class CClient ;
friend void initGameState ( Mapa * map , CGameInfo * cgi ) ;
friend class CScriptCallback ;
friend class CMapHandler ;
friend class CGameHandler ;
} ;
# endif // __CGAMESTATE_H__