mirror of
https://github.com/vcmi/vcmi.git
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3d29c31deb
* fixed r-click on FoW crash * fixed crash on opening tavern window after load * fixed recruiting new heroes after load * fixed crash on loading map with spell scrolls * fixed more crashes * displpaying difficulty level of saved game * added support for Library of Enlightenment * added notification when saving is done
274 lines
9.3 KiB
C++
274 lines
9.3 KiB
C++
#ifndef __CGAMESTATE_H__
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#define __CGAMESTATE_H__
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#include "global.h"
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#ifndef _MSC_VER
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#include "hch/CCreatureHandler.h"
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#include "lib/VCMI_Lib.h"
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#include "map.h"
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#endif
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#include <set>
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#include <vector>
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#ifdef _WIN32
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#include <tchar.h>
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#else
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#include "tchar_amigaos4.h"
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#endif
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class CTown;
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class CScriptCallback;
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class CCallback;
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class CLuaCallback;
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class CCPPObjectScript;
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class CCreatureSet;
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class CStack;
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class CGHeroInstance;
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class CGTownInstance;
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class CArmedInstance;
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class CGDefInfo;
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class CObjectScript;
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class CGObjectInstance;
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class CCreature;
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struct Mapa;
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struct StartInfo;
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struct SDL_Surface;
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class CMapHandler;
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class CPathfinder;
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struct IPack;
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struct SetObjectProperty;
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struct MetaString;
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std::string DLL_EXPORT toString(MetaString &ms);
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namespace boost
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{
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class shared_mutex;
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}
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struct DLL_EXPORT PlayerState
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{
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public:
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ui8 color, serial;
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ui32 currentSelection; //id of hero/town, 0xffffffff if none
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std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
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std::vector<si32> resources;
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std::vector<CGHeroInstance *> heroes;
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std::vector<CGTownInstance *> towns;
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std::vector<CGHeroInstance *> availableHeroes; //heroes available in taverns
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PlayerState():color(-1),currentSelection(0xffffffff){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color & serial & currentSelection & fogOfWarMap & resources;
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ui32 size;
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if(h.saving) //write subids of available heroes
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{
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size = availableHeroes.size();
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h & size;
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for(size_t i=0; i < size; i++)
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h & availableHeroes[i]->subID;
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}
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else
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{
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ui32 hid;
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h & size;
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for(size_t i=0; i < size; i++)
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{
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//fill availableHeroes with dummy hero instances, holding subids
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h & hid;
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availableHeroes.push_back(new CGHeroInstance);
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availableHeroes[availableHeroes.size()-1]->subID = hid;
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}
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}
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}
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};
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struct DLL_EXPORT BattleInfo
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{
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ui8 side1, side2;
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si32 round, activeStack;
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ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
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int3 tile; //for background and bonuses
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si32 hero1, hero2;
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CCreatureSet army1, army2;
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std::vector<CStack*> stacks;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2;
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}
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CStack * getNextStack(); //which stack will have turn after current one
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std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
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CStack * getStack(int stackID);
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CStack * getStackT(int tileID);
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void getAccessibilityMap(bool *accessibility, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
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void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
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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
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std::vector<int> getPath(int start, int dest, bool*accessibility);
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std::vector<int> getAccessibility(int stackID); //returns vector of accessible tiles (taking into account the creature range)
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bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
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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)
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static std::vector<int> neighbouringTiles(int hex);
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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
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void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
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};
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class DLL_EXPORT CStack
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{
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public:
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ui32 ID; //unique ID of stack
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CCreature * creature;
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ui32 amount, baseAmount;
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ui32 firstHPleft; //HP of first creature in stack
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ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
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ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
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ui16 position; //position on battlefield
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ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
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si16 shots; //how many shots left
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std::set<EAbilities> abilities;
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std::set<ECombatInfo> state;
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struct StackEffect
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{
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ui16 id; //spell id
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ui8 level; //skill level
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ui16 turnsRemain;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & level & turnsRemain;
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}
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};
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std::vector<StackEffect> effects;
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CStack(CCreature * C, int A, int O, int I, bool AO, int S);
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CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(1), effects(), state(), abilities(){}
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const StackEffect * getEffect(ui16 id) const; //effect id (SP)
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ui32 speed() const;
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template <typename Handler> void save(Handler &h, const int version)
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{
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h & creature->idNumber;
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}
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template <typename Handler> void load(Handler &h, const int version)
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{
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ui32 id;
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h & id;
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creature = &VLC->creh->creatures[id];
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abilities = creature->abilities;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
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& shots;
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if(h.saving)
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save(h,version);
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else
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load(h,version);
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}
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bool alive() const
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{
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return vstd::contains(state,ALIVE);
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}
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};
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struct UpgradeInfo
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{
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int oldID; //creature to be upgraded
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std::vector<int> newID; //possible upgrades
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std::vector<std::set<std::pair<int,int> > > cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>
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UpgradeInfo(){oldID = -1;};
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};
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class DLL_EXPORT CGameState
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{
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private:
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StartInfo* scenarioOps;
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ui32 seed;
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ui8 currentPlayer; //ID of player currently having turn
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BattleInfo *curB; //current battle
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ui32 day; //total number of days in game
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Mapa * map;
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std::map<ui8,PlayerState> players; //ID <-> player state
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std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
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std::vector<ui32> resVals;
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struct DLL_EXPORT HeroesPool
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{
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std::map<ui32,CGHeroInstance *> heroesPool; //[subID] - heroes available to buy; NULL if not available
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std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero
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CGHeroInstance * pickHeroFor(bool native, int player, const CTown *town, int notThatOne=-1);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroesPool & pavailable;
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}
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} hpool; //we have here all heroes available on this map that are not hired
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boost::shared_mutex *mx;
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void init(StartInfo * si, Mapa * map, int Seed);
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void loadTownDInfos();
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void applyNL(IPack * pack);
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void setObjProperty( SetObjectProperty * p );
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void apply(IPack * pack);
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void randomizeObject(CGObjectInstance *cur);
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std::pair<int,int> pickObject(CGObjectInstance *obj);
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int pickHero(int owner);
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CGHeroInstance *getHero(int objid);
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CGTownInstance *getTown(int objid);
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bool battleMoveCreatureStack(int ID, int dest);
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bool battleAttackCreatureStack(int ID, int dest);
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bool battleShootCreatureStack(int ID, int dest);
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int battleGetStack(int pos); //returns ID of stack at given tile
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UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
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float getMarketEfficiency(int player, int mode=0);
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std::set<int3> tilesToReveal(int3 pos, int radious, int player) const; //if player==-1 => adds all tiles in radious
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public:
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CGameState();
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~CGameState();
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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
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & scenarioOps & seed & currentPlayer & day & map & players & resVals & hpool;
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if(!h.saving)
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{
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loadTownDInfos();
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//recreating towns/heroes vectors in players entries
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for(int i=0; i<map->towns.size(); i++)
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if(map->towns[i]->tempOwner < PLAYER_LIMIT)
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players[map->towns[i]->tempOwner].towns.push_back(map->towns[i]);
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for(int i=0; i<map->heroes.size(); i++)
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if(map->heroes[i]->tempOwner < PLAYER_LIMIT)
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players[map->heroes[i]->tempOwner].heroes.push_back(map->heroes[i]);
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//recreating available heroes
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for(std::map<ui8,PlayerState>::iterator i=players.begin(); i!=players.end(); i++)
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{
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for(size_t j=0; j < i->second.availableHeroes.size(); j++)
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{
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ui32 hlp = i->second.availableHeroes[j]->subID;
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delete i->second.availableHeroes[j];
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i->second.availableHeroes[j] = hpool.heroesPool[hlp];
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}
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}
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}
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}
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friend class CCallback;
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friend class CPathfinder;;
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friend class CLuaCallback;
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friend class CClient;
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friend void initGameState(Mapa * map, CGameInfo * cgi);
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friend class IGameCallback;
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friend class CMapHandler;
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friend class CGameHandler;
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};
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#endif // __CGAMESTATE_H__
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