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vcmi/CGameState.h
2007-11-24 14:17:57 +00:00

71 lines
2.1 KiB
C++

#ifndef CGAMESTATE_H
#define CGAMESTATE_H
#include "mapHandler.h"
#include <set>
class CScriptCallback;
class CHeroInstance;
class CTownInstance;
class CCallback;
class CLuaCallback;
class CCPPObjectScript;
struct PlayerState
{
public:
int color, serial;
//std::vector<std::vector<std::vector<char> > > fogOfWarMap; //true - visible, false - hidden
PseudoV< PseudoV< PseudoV<unsigned char> > > fogOfWarMap; //true - visible, false - hidden
std::vector<int> resources;
std::vector<CGHeroInstance *> heroes;
std::vector<CGTownInstance *> towns;
PlayerState():color(-1){};
};
class CGameState
{
private:
int currentPlayer;
int day; //total number of days in game
std::map<int,PlayerState> players; //color <-> playerstate
std::set<CCPPObjectScript *> cppscripts;
std::map<int, std::map<std::string, CObjectScript*> > objscr; //custom user scripts (as for now only Lua)
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;
}
CGHeroInstance * getHero(int ID, int mode)
{
if (mode != 0)
throw new std::exception("gs->getHero: This mode is not supported!");
for ( std::map<int, PlayerState>::iterator i=players.begin() ; i!=players.end();i++)
{
for (int j=0;j<(*i).second.heroes.size();j++)
{
if (i->second.heroes[j]->subID == ID)
return i->second.heroes[j];
}
}
return NULL;
}
public:
friend CCallback;
friend CLuaCallback;
friend int _tmain(int argc, _TCHAR* argv[]);
friend void initGameState(CGameInfo * cgi);
friend CScriptCallback;
friend void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script);
//CCallback * cb; //for communication between PlayerInterface/AI and GameState
friend SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap); //todo: wywalic koniecznie, tylko do flag obecnie!!!!
};
#endif //CGAMESTATE_H