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							- #include "CGameState.h"
 
- #include "CGameInterface.h"
 
- #include "CPlayerInterface.h"
 
- #include <algorithm>
 
- class CStack
 
- {
 
- public:
 
- 	int ID;
 
- 	CCreature * creature;
 
- 	int amount;
 
- 	int owner;
 
- 	int position;
 
- 	bool alive;
 
- 	CStack(CCreature * C, int A, int O, int I):creature(C),amount(A),owner(O), alive(true), position(-1), ID(I){};
 
- };
 
- 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++;
 
- 	//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
 
- 	//		{
 
- 	//			if(CGI->playerint[(stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner)]->human)
 
- 	//			{
 
- 	//				((CPlayerInterface*)CGI->playerint[(stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner)])->activeStack(stacks[i]->ID);
 
- 	//			}
 
- 	//			else
 
- 	//			{
 
- 	//				//CGI->playerint[(stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner)]->activeStack(stacks[i]->ID);
 
- 	//			}
 
- 	//		}
 
- 	//		//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
 
- 	//	}
 
- 	//}
 
- 	for(int i=0;i<stacks.size();i++)
 
- 		delete stacks[i];
 
- 	delete curB;
 
- 	curB = NULL;
 
- }
 
 
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