mirror of
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107 lines
3.3 KiB
C++
107 lines
3.3 KiB
C++
#include "CGameState.h"
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#include "CGameInterface.h"
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#include "CPlayerInterface.h"
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#include <algorithm>
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#include "SDL_Thread.h"
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#include "SDL_Extensions.h"
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class CMP_stack
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{
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public:
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bool operator ()(const CStack* a, const CStack* b)
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{
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return (a->creature->speed)<(b->creature->speed);
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}
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} cmpst ;
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void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
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{
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curB = new BattleInfo();
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std::vector<CStack*> & stacks = (curB->stacks);
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curB->army1=army1;
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curB->army2=army2;
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curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
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curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
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curB->side1=(hero1)?(hero1->tempOwner):(-1);
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curB->side2=(hero2)?(hero2->tempOwner):(-1);
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curB->round = -2;
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for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
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stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size()));
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for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
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stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size()));
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std::stable_sort(stacks.begin(),stacks.end(),cmpst);
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//for start inform players about battle
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for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
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{
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if (j->first > PLAYER_LIMIT)
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break;
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if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
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{ //player should be notified
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tribool side = tribool::indeterminate_value;
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if(j->first == curB->side1) //player is attacker
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side = false;
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else if(j->first == curB->side2) //player is defender
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side = true;
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else
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return; //no witnesses
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if(CGI->playerint[j->second.serial]->human)
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{
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((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
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}
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else
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{
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//CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
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}
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}
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}
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curB->round++;
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if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
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{
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//TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
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}
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curB->round++;
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//SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
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while(true) //do zwyciestwa jednej ze stron
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{
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for(int i=0;i<stacks.size();i++)
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{
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curB->activeStack = i;
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if(stacks[i]->alive) //niech interfejs ruszy oddzialem
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{
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unsigned char owner = (stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner);
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unsigned char serialOwner = -1;
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for(int g=0; g<CGI->playerint.size(); ++g)
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{
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if(CGI->playerint[g]->playerID == owner)
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{
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serialOwner = g;
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break;
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}
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}
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if(CGI->playerint[serialOwner]->human)
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{
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((CPlayerInterface*)CGI->playerint[serialOwner])->activeStack(stacks[i]->ID);
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}
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else
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{
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//CGI->playerint[serialOwner]->activeStack(stacks[i]->ID);
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}
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}
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//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
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}
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SDL_Delay(50);
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}
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for(int i=0;i<stacks.size();i++)
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delete stacks[i];
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delete curB;
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curB = NULL;
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} |