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vcmi/CGameState.h
2008-05-30 11:53:04 +00:00

110 lines
3.6 KiB
C++

#ifndef CGAMESTATE_H
#define CGAMESTATE_H
#include "mapHandler.h"
#include <set>
#include <tchar.h>
class CScriptCallback;
class CCallback;
class CLuaCallback;
class CCPPObjectScript;
class CCreatureSet;
class CStack;
class CGHeroInstance;
class CArmedInstance;
struct PlayerState
{
public:
int color, serial;
//std::vector<std::vector<std::vector<char> > > fogOfWarMap; //true - visible, false - hidden
PseudoV< PseudoV< PseudoV<unsigned char> > > fogOfWarMap; //true - visible, false - hidden
std::vector<int> resources;
std::vector<CGHeroInstance *> heroes;
std::vector<CGTownInstance *> towns;
PlayerState():color(-1){};
};
struct BattleInfo
{
int side1, side2;
int round, activeStack;
int siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
int3 tile; //for background and bonuses
CGHeroInstance *hero1, *hero2;
CCreatureSet * army1, * army2;
std::vector<CStack*> stacks;
bool stackActionPerformed; //true if current stack has been moved
};
class CStack
{
public:
int ID; //unique ID of stack
CCreature * creature;
int amount;
int firstHPleft; //HP of first creature in stack
int owner;
bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
int position; //position on battlefield
bool alive; //true if it is alive
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), firstHPleft(C->hitPoints){};
CStack() : creature(NULL),amount(-1),owner(255), alive(true), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1){};
};
class CGameState
{
private:
int currentPlayer;
BattleInfo *curB; //current battle
int day; //total number of days in game
std::map<int,PlayerState> players; //color <-> playerstate
std::set<CCPPObjectScript *> cppscripts;
std::map<int, std::map<std::string, CObjectScript*> > objscr; //custom user scripts (as for now only Lua)
bool checkFunc(int obid, std::string name)
{
if (objscr.find(obid)!=objscr.end())
{
if(objscr[obid].find(name)!=objscr[obid].end())
{
return true;
}
}
return false;
}
CGHeroInstance * getHero(int ID, int mode)
{
if (mode != 0)
throw new std::exception("gs->getHero: This mode is not supported!");
for ( std::map<int, PlayerState>::iterator i=players.begin() ; i!=players.end();i++)
{
for (int j=0;j<(*i).second.heroes.size();j++)
{
if (i->second.heroes[j]->subID == ID)
return i->second.heroes[j];
}
}
return NULL;
}
void battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2);
bool battleMoveCreatureStack(int ID, int dest);
bool battleAttackCreatureStack(int ID, int dest);
std::vector<int> battleGetRange(int ID); //called by std::vector<int> CCallback::battleGetAvailableHexes(int ID);
public:
friend CCallback;
friend CPathfinder;;
friend CLuaCallback;
friend int _tmain(int argc, _TCHAR* argv[]);
friend void initGameState(CGameInfo * cgi);
friend CScriptCallback;
friend void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script);
//CCallback * cb; //for communication between PlayerInterface/AI and GameState
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!!!!
};
#endif //CGAMESTATE_H