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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-02 09:02:03 +02:00
vcmi/lib/CGameStateFwd.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

207 lines
4.3 KiB
C++

/*
* CGameStateFwd.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "CCreatureSet.h"
#include "int3.h"
class CQuest;
class CGObjectInstance;
class CHeroClass;
class CTown;
//numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown)
struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
{
bool isDetailed;
DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
DLL_LINKAGE ArmyDescriptor();
DLL_LINKAGE int getStrength() const;
};
struct DLL_LINKAGE InfoAboutArmy
{
PlayerColor owner;
std::string name;
ArmyDescriptor army;
InfoAboutArmy();
InfoAboutArmy(const CArmedInstance *Army, bool detailed);
void initFromArmy(const CArmedInstance *Army, bool detailed);
};
struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
{
private:
void assign(const InfoAboutHero & iah);
public:
struct DLL_LINKAGE Details
{
std::vector<si32> primskills;
si32 mana, manaLimit, luck, morale;
} *details;
const CHeroClass *hclass;
int portrait;
enum EInfoLevel
{
BASIC,
DETAILED,
INBATTLE
};
InfoAboutHero();
InfoAboutHero(const InfoAboutHero & iah);
InfoAboutHero(const CGHeroInstance *h, EInfoLevel infoLevel);
~InfoAboutHero();
InfoAboutHero & operator=(const InfoAboutHero & iah);
void initFromHero(const CGHeroInstance *h, EInfoLevel infoLevel);
};
/// Struct which holds a int information about a town
struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
{
struct DLL_LINKAGE Details
{
si32 hallLevel, goldIncome;
bool customRes;
bool garrisonedHero;
} *details;
const CTown *tType;
si32 built;
si32 fortLevel; //0 - none
InfoAboutTown();
InfoAboutTown(const CGTownInstance *t, bool detailed);
~InfoAboutTown();
void initFromTown(const CGTownInstance *t, bool detailed);
};
class DLL_LINKAGE EVictoryLossCheckResult
{
public:
static EVictoryLossCheckResult victory(std::string toSelf, std::string toOthers)
{
return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
}
static EVictoryLossCheckResult defeat(std::string toSelf, std::string toOthers)
{
return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
}
EVictoryLossCheckResult():
intValue(0)
{
}
bool operator==(EVictoryLossCheckResult const & other) const
{
return intValue == other.intValue;
}
bool operator!=(EVictoryLossCheckResult const & other) const
{
return intValue != other.intValue;
}
bool victory() const
{
return intValue == VICTORY;
}
bool loss() const
{
return intValue == DEFEAT;
}
EVictoryLossCheckResult invert()
{
return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
}
std::string messageToSelf;
std::string messageToOthers;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & intValue;
h & messageToSelf;
h & messageToOthers;
}
private:
enum EResult
{
DEFEAT = -1,
INGAME = 0,
VICTORY= +1
};
EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers):
messageToSelf(toSelf),
messageToOthers(toOthers),
intValue(intValue)
{
}
si32 intValue; // uses EResult
};
/*static std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
{
os << victoryLossCheckResult.messageToSelf;
return os;
}*/
struct DLL_LINKAGE QuestInfo //universal interface for human and AI
{
const CQuest * quest;
const CGObjectInstance * obj; //related object, most likely Seer Hut
int3 tile;
QuestInfo()
: quest(nullptr), obj(nullptr), tile(-1,-1,-1)
{};
QuestInfo (const CQuest * Quest, const CGObjectInstance * Obj, int3 Tile) :
quest (Quest), obj (Obj), tile (Tile){};
//FIXME: assignment operator should return QuestInfo &
bool operator= (const QuestInfo &qi)
{
quest = qi.quest;
obj = qi.obj;
tile = qi.tile;
return true;
}
bool operator== (const QuestInfo & qi) const
{
return (quest == qi.quest && obj == qi.obj);
}
//std::vector<std::string> > texts //allow additional info for quest log?
template <typename Handler> void serialize(Handler &h, const int version)
{
h & quest;
h & obj;
h & tile;
}
};