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83 lines
2.3 KiB
C++
83 lines
2.3 KiB
C++
/*
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* BattleProcessor.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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#pragma once
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#include "../../lib/GameConstants.h"
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#include "../../lib/networkPacks/StackLocation.h"
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#include "../../lib/networkPacks/ArtifactLocation.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct SideInBattle;
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struct BattleResult;
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class CBattleInfoCallback;
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class CGHeroInstance;
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VCMI_LIB_NAMESPACE_END
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class CBattleQuery;
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class BattleProcessor;
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class CGameHandler;
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struct CasualtiesAfterBattle
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{
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using TStackAndItsNewCount = std::pair<StackLocation, int>;
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using TSummoned = std::map<CreatureID, TQuantity>;
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const CArmedInstance * army;
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std::vector<TStackAndItsNewCount> newStackCounts;
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std::vector<ArtifactLocation> removedWarMachines;
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TSummoned summoned;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
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CasualtiesAfterBattle(const CBattleInfoCallback & battle, uint8_t sideInBattle);
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void updateArmy(CGameHandler * gh);
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};
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struct FinishingBattleHelper
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{
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FinishingBattleHelper(const CBattleInfoCallback & battle, const BattleResult & result, int RemainingBattleQueriesCount);
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inline bool isDraw() const {return winnerSide == 2;}
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const CGHeroInstance *winnerHero, *loserHero;
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PlayerColor victor, loser;
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ui8 winnerSide;
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int remainingBattleQueriesCount;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & winnerHero;
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h & loserHero;
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h & victor;
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h & loser;
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h & winnerSide;
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h & remainingBattleQueriesCount;
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}
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};
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class BattleResultProcessor : boost::noncopyable
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{
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// BattleProcessor * owner;
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CGameHandler * gameHandler;
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std::map<BattleID, std::unique_ptr<BattleResult>> battleResults;
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std::map<BattleID, std::unique_ptr<FinishingBattleHelper>> finishingBattles;
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public:
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explicit BattleResultProcessor(BattleProcessor * owner);
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void setGameHandler(CGameHandler * newGameHandler);
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bool battleIsEnding(const CBattleInfoCallback & battle) const;
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void setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, int victoriusSide);
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void endBattle(const CBattleInfoCallback & battle); //ends battle
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void endBattleConfirm(const CBattleInfoCallback & battle);
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void battleAfterLevelUp(const BattleID & battleID, const BattleResult & result);
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};
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