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- #include "CGameState.h"
- #include "CGameInterface.h"
- #include "CPlayerInterface.h"
- #include <algorithm>
- #include "SDL_Thread.h"
- #include "SDL_Extensions.h"
- 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 ;
- int battleEventThread(void * pointer)
- {
- while(true)
- {
- SDL_Event sEvent;
- while (SDL_PollEvent(&sEvent)) //wait for event...
- {
- LOCPLINT->handleEvent(&sEvent);
- }
- CSDL_Ext::update();
- SDL_Delay(100);
- }
- return 0;
- }
- 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
- {
- 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
- }
- SDL_Delay(50);
- }
- for(int i=0;i<stacks.size();i++)
- delete stacks[i];
- delete curB;
- curB = NULL;
- }
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