1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/CGameState.h
2008-06-30 00:06:41 +00:00

112 lines
3.3 KiB
C++

#ifndef CGAMESTATE_H
#define CGAMESTATE_H
#include "global.h"
#include <set>
#include <vector>
#include <tchar.h>
class CScriptCallback;
class CCallback;
class CLuaCallback;
class CCPPObjectScript;
class CCreatureSet;
class CStack;
class CGHeroInstance;
class CGTownInstance;
class CArmedInstance;
class CGDefInfo;
class CObjectScript;
class CGObjectInstance;
class CCreature;
struct Mapa;
struct StartInfo;
struct SDL_Surface;
class CMapHandler;
class CPathfinder;
struct DLL_EXPORT PlayerState
{
public:
int color, serial;
std::vector<std::vector<std::vector<unsigned char> > > fogOfWarMap; //true - visible, false - hidden
std::vector<int> resources;
std::vector<CGHeroInstance *> heroes;
std::vector<CGTownInstance *> towns;
PlayerState():color(-1){};
};
struct DLL_EXPORT 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 DLL_EXPORT 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);
CStack() : creature(NULL),amount(-1),owner(255), alive(true), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1){};
};
class DLL_EXPORT CGameState
{
private:
StartInfo* scenarioOps;
int currentPlayer; //ID of player currently having turn
BattleInfo *curB; //current battle
int day; //total number of days in game
Mapa * map;
std::map<int,PlayerState> players; //ID <-> playerstate
std::set<CCPPObjectScript *> cppscripts; //C++ scripts
std::map<int, std::map<std::string, CObjectScript*> > objscr; //non-C++ scripts
std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
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;
}
void init(StartInfo * si, Mapa * map, int seed);
void randomizeObject(CGObjectInstance *cur);
std::pair<int,int> pickObject(CGObjectInstance *obj);
int pickHero(int owner);
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(Mapa * map, CGameInfo * cgi);
friend CScriptCallback;
friend void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script);
friend CMapHandler;
};
#endif //CGAMESTATE_H