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063d2279ee
* amounts of creatures on battlefield * partial support for two hex creatures * a few minor things
108 lines
3.5 KiB
C++
108 lines
3.5 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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#include <tchar.h>
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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 CArmedInstance;
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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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struct BattleInfo
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{
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int side1, side2;
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int round, activeStack;
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int 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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CGHeroInstance *hero1, *hero2;
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CCreatureSet * army1, * army2;
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std::vector<CStack*> stacks;
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bool stackActionPerformed; //true if current stack has been moved
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};
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class CStack
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{
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public:
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int ID; //unique ID of stack
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CCreature * creature;
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int amount;
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int owner;
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bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
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int position; //position on battlefield
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bool alive; //true if it is alive
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CStack(CCreature * C, int A, int O, int I, bool AO):creature(C),amount(A),owner(O), alive(true), position(-1), ID(I), attackerOwned(AO){};
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CStack() : creature(NULL),amount(-1),owner(255), alive(true), position(-1), ID(-1), attackerOwned(true){};
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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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BattleInfo *curB; //current battle
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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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void battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2);
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bool battleMoveCreatureStack(int ID, int dest);
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std::vector<int> battleGetRange(int ID); //called by std::vector<int> CCallback::battleGetAvailableHexes(int ID);
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public:
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friend CCallback;
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friend CPathfinder;;
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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, SDL_Surface * extSurf, SDL_Rect * extRect); //todo: wywalic koniecznie, tylko do flag obecnie!!!!
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};
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#endif //CGAMESTATE_H
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