CGameState.cpp 3.6 KB

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  1. #include "CGameState.h"
  2. #include "CGameInterface.h"
  3. #include "CPlayerInterface.h"
  4. #include <algorithm>
  5. #include "SDL_Thread.h"
  6. #include "SDL_Extensions.h"
  7. class CStack
  8. {
  9. public:
  10. int ID;
  11. CCreature * creature;
  12. int amount;
  13. int owner;
  14. int position;
  15. bool alive;
  16. CStack(CCreature * C, int A, int O, int I):creature(C),amount(A),owner(O), alive(true), position(-1), ID(I){};
  17. };
  18. class CMP_stack
  19. {
  20. public:
  21. bool operator ()(const CStack* a, const CStack* b)
  22. {
  23. return (a->creature->speed)<(b->creature->speed);
  24. }
  25. } cmpst ;
  26. int battleEventThread(void * pointer)
  27. {
  28. while(true)
  29. {
  30. SDL_Event sEvent;
  31. while (SDL_PollEvent(&sEvent)) //wait for event...
  32. {
  33. LOCPLINT->handleEvent(&sEvent);
  34. }
  35. CSDL_Ext::update();
  36. SDL_Delay(100);
  37. }
  38. return 0;
  39. }
  40. void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
  41. {
  42. curB = new BattleInfo();
  43. std::vector<CStack*> & stacks = (curB->stacks);
  44. curB->army1=army1;
  45. curB->army2=army2;
  46. curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
  47. curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
  48. curB->side1=(hero1)?(hero1->tempOwner):(-1);
  49. curB->side2=(hero2)?(hero2->tempOwner):(-1);
  50. curB->round = -2;
  51. for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
  52. stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size()));
  53. for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
  54. stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size()));
  55. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  56. //for start inform players about battle
  57. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
  58. {
  59. if (j->first > PLAYER_LIMIT)
  60. break;
  61. if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
  62. { //player should be notified
  63. tribool side = tribool::indeterminate_value;
  64. if(j->first == curB->side1) //player is attacker
  65. side = false;
  66. else if(j->first == curB->side2) //player is defender
  67. side = true;
  68. else
  69. return; //no witnesses
  70. if(CGI->playerint[j->second.serial]->human)
  71. {
  72. ((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  73. }
  74. else
  75. {
  76. //CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  77. }
  78. }
  79. }
  80. curB->round++;
  81. if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
  82. {
  83. //TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
  84. }
  85. curB->round++;
  86. //SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
  87. while(true) //do zwyciestwa jednej ze stron
  88. {
  89. for(int i=0;i<stacks.size();i++)
  90. {
  91. curB->activeStack = i;
  92. if(stacks[i]->alive) //niech interfejs ruszy oddzialem
  93. {
  94. if(CGI->playerint[(stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner)]->human)
  95. {
  96. ((CPlayerInterface*)CGI->playerint[(stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner)])->activeStack(stacks[i]->ID);
  97. }
  98. else
  99. {
  100. //CGI->playerint[(stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner)]->activeStack(stacks[i]->ID);
  101. }
  102. }
  103. //sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
  104. }
  105. SDL_Delay(50);
  106. }
  107. for(int i=0;i<stacks.size();i++)
  108. delete stacks[i];
  109. delete curB;
  110. curB = NULL;
  111. }