#include "CGameState.h" #include "CGameInterface.h" #include <algorithm> class CStack { public: int ID; CCreature * creature; int amount; int owner; int position; bool alive; CStack(CCreature * C, int A, int O, int I):creature(C),amount(A),owner(O), alive(true), position(-1), ID(I){}; }; 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())); 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())); 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 CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side); } } curB->round++; if(curB->hero1->getSecSkillLevel(19)>=0 || curB->hero2->getSecSkillLevel(19)>=0) //someone has tactics { //TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc } curB->round++; 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 CGI->playerint[(stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner)]->activeStack(stacks[i]->ID); //sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy } } for(int i=0;i<stacks.size();i++) delete stacks[i]; delete curB; curB = NULL; }