#pragma once /* * CGameStateFwd.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 * */ #include "CCreatureSet.h" class CQuest; class CGObjectInstance; class CHeroClass; class CTown; //numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown) struct ArmyDescriptor : public std::map { bool isDetailed; DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count DLL_LINKAGE ArmyDescriptor(); DLL_LINKAGE int getStrength() const; }; struct DLL_LINKAGE InfoAboutArmy { PlayerColor owner; std::string name; ArmyDescriptor army; InfoAboutArmy(); InfoAboutArmy(const CArmedInstance *Army, bool detailed); void initFromArmy(const CArmedInstance *Army, bool detailed); }; struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy { private: void assign(const InfoAboutHero & iah); public: struct DLL_LINKAGE Details { std::vector primskills; si32 mana, manaLimit, luck, morale; } *details; const CHeroClass *hclass; int portrait; enum EInfoLevel { BASIC, DETAILED, INBATTLE }; InfoAboutHero(); InfoAboutHero(const InfoAboutHero & iah); InfoAboutHero(const CGHeroInstance *h, EInfoLevel infoLevel); ~InfoAboutHero(); InfoAboutHero & operator=(const InfoAboutHero & iah); void initFromHero(const CGHeroInstance *h, EInfoLevel infoLevel); }; /// Struct which holds a int information about a town struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy { struct DLL_LINKAGE Details { si32 hallLevel, goldIncome; bool customRes; bool garrisonedHero; } *details; const CTown *tType; si32 built; si32 fortLevel; //0 - none InfoAboutTown(); InfoAboutTown(const CGTownInstance *t, bool detailed); ~InfoAboutTown(); void initFromTown(const CGTownInstance *t, bool detailed); }; class DLL_LINKAGE EVictoryLossCheckResult { public: static EVictoryLossCheckResult victory(std::string toSelf, std::string toOthers) { return EVictoryLossCheckResult(VICTORY, toSelf, toOthers); } static EVictoryLossCheckResult defeat(std::string toSelf, std::string toOthers) { return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers); } EVictoryLossCheckResult(): intValue(0) { } bool operator==(EVictoryLossCheckResult const & other) const { return intValue == other.intValue; } bool operator!=(EVictoryLossCheckResult const & other) const { return intValue != other.intValue; } bool victory() const { return intValue == VICTORY; } bool loss() const { return intValue == DEFEAT; } EVictoryLossCheckResult invert() { return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf); } std::string messageToSelf; std::string messageToOthers; template void serialize(Handler &h, const int version) { h & intValue & messageToSelf & messageToOthers; } private: enum EResult { DEFEAT = -1, INGAME = 0, VICTORY= +1 }; EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers): messageToSelf(toSelf), messageToOthers(toOthers), intValue(intValue) { } si32 intValue; // uses EResult }; /*static std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult) { os << victoryLossCheckResult.messageToSelf; return os; }*/ struct DLL_LINKAGE QuestInfo //universal interface for human and AI { const CQuest * quest; const CGObjectInstance * obj; //related object, most likely Seer Hut int3 tile; QuestInfo(){}; QuestInfo (const CQuest * Quest, const CGObjectInstance * Obj, int3 Tile) : quest (Quest), obj (Obj), tile (Tile){}; //FIXME: assignment operator should return QuestInfo & bool operator= (const QuestInfo &qi) { quest = qi.quest; obj = qi.obj; tile = qi.tile; return true; } bool operator== (const QuestInfo & qi) const { return (quest == qi.quest && obj == qi.obj); } //std::vector > texts //allow additional info for quest log? template void serialize(Handler &h, const int version) { h & quest & obj & tile; } };