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							- #ifndef CGAMESTATE_H
 
- #define CGAMESTATE_H
 
- #include "mapHandler.h"
 
- #include <set>
 
- #include <tchar.h>
 
- class CScriptCallback;
 
- class CCallback;
 
- class CLuaCallback;
 
- class CCPPObjectScript;
 
- class CCreatureSet;
 
- class CStack;
 
- class CGHeroInstance;
 
- class CArmedInstance;
 
- 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){};
 
- };
 
- struct 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 CStack
 
- {
 
- public:
 
- 	int ID; //unique ID of stack
 
- 	CCreature * creature;
 
- 	int amount;
 
- 	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):creature(C),amount(A),owner(O), alive(true), position(-1), ID(I), attackerOwned(AO){};
 
- 	CStack() : creature(NULL),amount(-1),owner(255), alive(true), position(-1), ID(-1), attackerOwned(true){};
 
- };
 
- class CGameState
 
- {
 
- private:
 
- 	int currentPlayer;
 
- 	BattleInfo *curB; //current battle
 
- 	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;
 
- 	}
 
- 	void battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2);
 
- 	bool battleMoveCreatureStack(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(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, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect); //todo: wywalic koniecznie, tylko do flag obecnie!!!!
 
- };
 
- #endif //CGAMESTATE_H
 
 
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