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vcmi/CGameState.cpp
2008-03-09 23:06:35 +00:00

107 lines
3.3 KiB
C++

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