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a5354271e2
* @neweagle - I've replaced in VCMI_Lib.h your #ifndef with #ifdef since you modification affected (and broke) compilation only on MSVC. Is it ok now?
152 lines
4.4 KiB
C++
152 lines
4.4 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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#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 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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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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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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PlayerState():color(-1){};
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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 * getStack(int stackID);
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CStack * getStackT(int tileID);
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void getAccessibilityMap(bool *accessibility); //send pointer to at least 187 allocated bytes
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void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide); //send pointer to at least 187 allocated bytes
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std::vector<int> getPath(int start, int dest, bool*accessibility);
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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;
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ui32 firstHPleft; //HP of first creature in stack
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ui8 owner;
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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 alive; //true if it is alive
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CStack(CCreature * C, int A, int O, int I, bool AO);
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CStack() : creature(NULL),amount(-1),owner(255), alive(true), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1){};
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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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}
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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 & firstHPleft & owner & attackerOwned & position & alive;
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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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};
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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 <-> playerstate
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std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
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boost::shared_mutex *mx;
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CGameState();
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~CGameState();
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void init(StartInfo * si, Mapa * map, int Seed);
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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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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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static int calculateDmg(const CStack* attacker, const CStack* defender); //TODO: add additional conditions and require necessary data
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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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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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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 CScriptCallback;
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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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