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71 lines
2.1 KiB
C++
71 lines
2.1 KiB
C++
#ifndef CGAMESTATE_H
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#define CGAMESTATE_H
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#include "mapHandler.h"
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#include <set>
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class CScriptCallback;
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class CHeroInstance;
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class CTownInstance;
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class CCallback;
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class CLuaCallback;
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class CCPPObjectScript;
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struct PlayerState
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{
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public:
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int color, serial;
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//std::vector<std::vector<std::vector<char> > > fogOfWarMap; //true - visible, false - hidden
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PseudoV< PseudoV< PseudoV<unsigned char> > > fogOfWarMap; //true - visible, false - hidden
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std::vector<int> resources;
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std::vector<CGHeroInstance *> heroes;
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std::vector<CGTownInstance *> towns;
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PlayerState():color(-1){};
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};
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class CGameState
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{
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private:
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int currentPlayer;
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int day; //total number of days in game
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std::map<int,PlayerState> players; //color <-> playerstate
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std::set<CCPPObjectScript *> cppscripts;
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std::map<int, std::map<std::string, CObjectScript*> > objscr; //custom user scripts (as for now only Lua)
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bool checkFunc(int obid, std::string name)
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{
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if (objscr.find(obid)!=objscr.end())
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{
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if(objscr[obid].find(name)!=objscr[obid].end())
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{
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return true;
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}
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}
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return false;
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}
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CGHeroInstance * getHero(int ID, int mode)
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{
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if (mode != 0)
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throw new std::exception("gs->getHero: This mode is not supported!");
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for ( std::map<int, PlayerState>::iterator i=players.begin() ; i!=players.end();i++)
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{
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for (int j=0;j<(*i).second.heroes.size();j++)
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{
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if (i->second.heroes[j]->subID == ID)
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return i->second.heroes[j];
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}
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}
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return NULL;
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}
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public:
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friend CCallback;
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friend CLuaCallback;
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friend int _tmain(int argc, _TCHAR* argv[]);
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friend void initGameState(CGameInfo * cgi);
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friend CScriptCallback;
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friend void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script);
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//CCallback * cb; //for communication between PlayerInterface/AI and GameState
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friend SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, bool otherHeroAnim, unsigned char heroAnim); //todo: wywalic koniecznie, tylko do flag obecnie!!!!
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};
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#endif //CGAMESTATE_H
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