#include "CGameState.h" #include "CGameInterface.h" #include "CPlayerInterface.h" #include #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 & stacks = (curB->stacks); curB->army1=army1; curB->army2=army2; curB->hero1=dynamic_cast(hero1); curB->hero2=dynamic_cast(hero2); curB->side1=(hero1)?(hero1->tempOwner):(-1); curB->side2=(hero2)?(hero2->tempOwner):(-1); curB->round = -2; for(std::map >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++) { stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size())); stacks[stacks.size()-1]->ID = stacks.size()-1; } //initialization of positions switch(army1->slots.size()) //for attacker { case 0: break; case 1: stacks[0]->position = 86; //6 break; case 2: stacks[0]->position = 35; //3 stacks[1]->position = 137; //9 break; case 3: stacks[0]->position = 35; //3 stacks[1]->position = 86; //6 stacks[2]->position = 137; //9 break; case 4: stacks[0]->position = 1; //1 stacks[1]->position = 69; //5 stacks[2]->position = 103; //7 stacks[3]->position = 171; //11 break; case 5: stacks[0]->position = 1; //1 stacks[1]->position = 35; //3 stacks[2]->position = 86; //6 stacks[3]->position = 137; //9 stacks[4]->position = 171; //11 break; case 6: stacks[0]->position = 1; //1 stacks[1]->position = 35; //3 stacks[2]->position = 69; //5 stacks[3]->position = 103; //7 stacks[4]->position = 137; //9 stacks[5]->position = 171; //11 break; case 7: stacks[0]->position = 1; //1 stacks[1]->position = 35; //3 stacks[2]->position = 69; //5 stacks[3]->position = 86; //6 stacks[4]->position = 103; //7 stacks[5]->position = 137; //9 stacks[6]->position = 171; //11 break; default: //fault break; } for(std::map >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++) stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size())); switch(army2->slots.size()) //for attacker { case 0: break; case 1: stacks[0+army1->slots.size()]->position = 100; //6 break; case 2: stacks[0+army1->slots.size()]->position = 49; //3 stacks[1+army1->slots.size()]->position = 151; //9 break; case 3: stacks[0+army1->slots.size()]->position = 49; //3 stacks[1+army1->slots.size()]->position = 100; //6 stacks[2+army1->slots.size()]->position = 151; //9 break; case 4: stacks[0+army1->slots.size()]->position = 15; //1 stacks[1+army1->slots.size()]->position = 83; //5 stacks[2+army1->slots.size()]->position = 117; //7 stacks[3+army1->slots.size()]->position = 185; //11 break; case 5: stacks[0+army1->slots.size()]->position = 15; //1 stacks[1+army1->slots.size()]->position = 49; //3 stacks[2+army1->slots.size()]->position = 100; //6 stacks[3+army1->slots.size()]->position = 151; //9 stacks[4+army1->slots.size()]->position = 185; //11 break; case 6: stacks[0+army1->slots.size()]->position = 15; //1 stacks[1+army1->slots.size()]->position = 49; //3 stacks[2+army1->slots.size()]->position = 83; //5 stacks[3+army1->slots.size()]->position = 117; //7 stacks[4+army1->slots.size()]->position = 151; //9 stacks[5+army1->slots.size()]->position = 185; //11 break; case 7: stacks[0+army1->slots.size()]->position = 15; //1 stacks[1+army1->slots.size()]->position = 49; //3 stacks[2+army1->slots.size()]->position = 83; //5 stacks[3+army1->slots.size()]->position = 100; //6 stacks[4+army1->slots.size()]->position = 117; //7 stacks[5+army1->slots.size()]->position = 151; //9 stacks[6+army1->slots.size()]->position = 185; //11 break; default: //fault break; } std::stable_sort(stacks.begin(),stacks.end(),cmpst); //for start inform players about battle for(std::map::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;iactiveStack = 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; gplayerint.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