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https://github.com/vcmi/vcmi.git
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6c0c03d74b
- finished removal of server-side setSelection - disabled some broken code (AI & cheats). TODO: fix
167 lines
3.6 KiB
C++
167 lines
3.6 KiB
C++
#pragma once
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/*
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* CGameStateFwd.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CQuest;
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class CGObjectInstance;
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class DLL_LINKAGE EVictoryLossCheckResult
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{
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public:
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static EVictoryLossCheckResult victory(std::string toSelf, std::string toOthers)
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{
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return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
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}
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static EVictoryLossCheckResult defeat(std::string toSelf, std::string toOthers)
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{
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return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
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}
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EVictoryLossCheckResult():
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intValue(0)
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{
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}
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bool operator==(EVictoryLossCheckResult const & other) const
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{
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return intValue == other.intValue;
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}
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bool operator!=(EVictoryLossCheckResult const & other) const
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{
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return intValue != other.intValue;
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}
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bool victory() const
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{
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return intValue == VICTORY;
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}
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bool loss() const
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{
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return intValue == DEFEAT;
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}
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EVictoryLossCheckResult invert()
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{
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return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
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}
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std::string messageToSelf;
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std::string messageToOthers;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & intValue & messageToSelf & messageToOthers;
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}
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private:
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enum EResult
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{
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DEFEAT = -1,
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INGAME = 0,
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VICTORY= +1
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};
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EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers):
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messageToSelf(toSelf),
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messageToOthers(toOthers),
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intValue(intValue)
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{
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}
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si32 intValue; // uses EResult
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};
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/*static std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
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{
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os << victoryLossCheckResult.messageToSelf;
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return os;
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}*/
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struct DLL_LINKAGE QuestInfo //universal interface for human and AI
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{
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const CQuest * quest;
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const CGObjectInstance * obj; //related object, most likely Seer Hut
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int3 tile;
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QuestInfo(){};
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QuestInfo (const CQuest * Quest, const CGObjectInstance * Obj, int3 Tile) :
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quest (Quest), obj (Obj), tile (Tile){};
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//FIXME: assignment operator should return QuestInfo &
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bool operator= (const QuestInfo &qi)
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{
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quest = qi.quest;
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obj = qi.obj;
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tile = qi.tile;
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return true;
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}
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bool operator== (const QuestInfo & qi) const
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{
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return (quest == qi.quest && obj == qi.obj);
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}
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//std::vector<std::string> > texts //allow additional info for quest log?
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & quest & obj & tile;
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}
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};
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struct DLL_LINKAGE CGPathNode
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{
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enum EAccessibility
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{
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NOT_SET = 0,
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ACCESSIBLE = 1, //tile can be entered and passed
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VISITABLE, //tile can be entered as the last tile in path
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BLOCKVIS, //visitable from neighbouring tile but not passable
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BLOCKED //tile can't be entered nor visited
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};
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EAccessibility accessible;
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ui8 land;
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ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
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ui32 moveRemains; //remaining tiles after hero reaches the tile
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CGPathNode * theNodeBefore;
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int3 coord; //coordinates
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CGPathNode();
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bool reachable() const;
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};
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struct DLL_LINKAGE CGPath
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{
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std::vector<CGPathNode> nodes; //just get node by node
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int3 startPos() const; // start point
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int3 endPos() const; //destination point
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void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
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};
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struct DLL_LINKAGE CPathsInfo
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{
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mutable boost::mutex pathMx;
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const CGHeroInstance *hero;
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int3 hpos;
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int3 sizes;
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CGPathNode ***nodes; //[w][h][level]
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const CGPathNode * getPathInfo( int3 tile ) const;
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bool getPath(const int3 &dst, CGPath &out) const;
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int getDistance( int3 tile ) const;
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CPathsInfo(const int3 &Sizes);
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~CPathsInfo();
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};
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