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- #ifndef __CGAMESTATE_H__
- #define __CGAMESTATE_H__
- #include "global.h"
- #ifndef _MSC_VER
- #include "hch/CCreatureHandler.h"
- #include "lib/VCMI_Lib.h"
- #include "map.h"
- #endif
- #include <set>
- #include <vector>
- #ifdef _WIN32
- #include <tchar.h>
- #else
- #include "tchar_amigaos4.h"
- #endif
- class CTown;
- class CScriptCallback;
- class CCallback;
- class CLuaCallback;
- class CCPPObjectScript;
- class CCreatureSet;
- class CStack;
- class CGHeroInstance;
- class CGTownInstance;
- class CArmedInstance;
- class CGDefInfo;
- class CObjectScript;
- class CGObjectInstance;
- class CCreature;
- struct Mapa;
- struct StartInfo;
- struct SDL_Surface;
- class CMapHandler;
- class CPathfinder;
- struct IPack;
- struct SetObjectProperty;
- struct MetaString;
- std::string DLL_EXPORT toString(MetaString &ms);
- namespace boost
- {
- class shared_mutex;
- }
- struct DLL_EXPORT PlayerState
- {
- public:
- ui8 color, serial;
- ui32 currentSelection; //id of hero/town, 0xffffffff if none
- std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
- std::vector<si32> resources;
- std::vector<CGHeroInstance *> heroes;
- std::vector<CGTownInstance *> towns;
- std::vector<CGHeroInstance *> availableHeroes; //heroes available in taverns
- PlayerState():color(-1),currentSelection(0xffffffff){};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & color & serial & currentSelection & fogOfWarMap & resources;
- ui32 size;
- if(h.saving) //write subids of available heroes
- {
- size = availableHeroes.size();
- h & size;
- for(size_t i=0; i < size; i++)
- h & availableHeroes[i]->subID;
- }
- else
- {
- ui32 hid;
- h & size;
- for(size_t i=0; i < size; i++)
- {
- //fill availableHeroes with dummy hero instances, holding subids
- h & hid;
- availableHeroes.push_back(new CGHeroInstance);
- availableHeroes[availableHeroes.size()-1]->subID = hid;
- }
- }
- }
- };
- struct DLL_EXPORT BattleInfo
- {
- ui8 side1, side2;
- si32 round, activeStack;
- ui8 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
- si32 hero1, hero2;
- CCreatureSet army1, army2;
- std::vector<CStack*> stacks;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2;
- }
- CStack * getNextStack(); //which stack will have turn after current one
- std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
- CStack * getStack(int stackID);
- CStack * getStackT(int tileID);
- void getAccessibilityMap(bool *accessibility, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
- void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
- void makeBFS(int start, bool*accessibility, int *predecessor, int *dists); //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
- std::vector<int> getPath(int start, int dest, bool*accessibility);
- std::vector<int> getAccessibility(int stackID); //returns vector of accessible tiles (taking into account the creature range)
- bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
- static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
- static std::vector<int> neighbouringTiles(int hex);
- static int calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting); //TODO: add additional conditions and require necessary data
- void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
- };
- class DLL_EXPORT CStack
- {
- public:
- ui32 ID; //unique ID of stack
- CCreature * creature;
- ui32 amount, baseAmount;
- ui32 firstHPleft; //HP of first creature in stack
- ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
- ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
- ui16 position; //position on battlefield
- ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
- si16 shots; //how many shots left
- std::set<EAbilities> abilities;
- std::set<ECombatInfo> state;
- struct StackEffect
- {
- ui16 id; //spell id
- ui8 level; //skill level
- ui16 turnsRemain;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & level & turnsRemain;
- }
- };
- std::vector<StackEffect> effects;
- CStack(CCreature * C, int A, int O, int I, bool AO, int S);
- CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(1), effects(), state(), abilities(){}
- const StackEffect * getEffect(ui16 id) const; //effect id (SP)
- ui32 speed() const;
- template <typename Handler> void save(Handler &h, const int version)
- {
- h & creature->idNumber;
- }
- template <typename Handler> void load(Handler &h, const int version)
- {
- ui32 id;
- h & id;
- creature = &VLC->creh->creatures[id];
- abilities = creature->abilities;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
- & shots;
- if(h.saving)
- save(h,version);
- else
- load(h,version);
- }
- bool alive() const
- {
- return vstd::contains(state,ALIVE);
- }
- };
- struct UpgradeInfo
- {
- int oldID; //creature to be upgraded
- std::vector<int> newID; //possible upgrades
- std::vector<std::set<std::pair<int,int> > > cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>
- UpgradeInfo(){oldID = -1;};
- };
- class DLL_EXPORT CGameState
- {
- private:
- StartInfo* scenarioOps;
- ui32 seed;
- ui8 currentPlayer; //ID of player currently having turn
- BattleInfo *curB; //current battle
- ui32 day; //total number of days in game
- Mapa * map;
- std::map<ui8,PlayerState> players; //ID <-> player state
- std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
- std::vector<ui32> resVals;
- struct DLL_EXPORT HeroesPool
- {
- std::map<ui32,CGHeroInstance *> heroesPool; //[subID] - heroes available to buy; NULL if not available
- std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero
- CGHeroInstance * pickHeroFor(bool native, int player, const CTown *town, int notThatOne=-1);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroesPool & pavailable;
- }
- } hpool; //we have here all heroes available on this map that are not hired
- boost::shared_mutex *mx;
- void init(StartInfo * si, Mapa * map, int Seed);
- void loadTownDInfos();
- void applyNL(IPack * pack);
- void setObjProperty( SetObjectProperty * p );
- void apply(IPack * pack);
- void randomizeObject(CGObjectInstance *cur);
- std::pair<int,int> pickObject(CGObjectInstance *obj);
- int pickHero(int owner);
- CGHeroInstance *getHero(int objid);
- CGTownInstance *getTown(int objid);
- bool battleMoveCreatureStack(int ID, int dest);
- bool battleAttackCreatureStack(int ID, int dest);
- bool battleShootCreatureStack(int ID, int dest);
- int battleGetStack(int pos); //returns ID of stack at given tile
- UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
- float getMarketEfficiency(int player, int mode=0);
- std::set<int3> tilesToReveal(int3 pos, int radious, int player) const; //if player==-1 => adds all tiles in radious
- public:
- CGameState();
- ~CGameState();
- int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & scenarioOps & seed & currentPlayer & day & map & players & resVals & hpool;
- if(!h.saving)
- {
- loadTownDInfos();
- //recreating towns/heroes vectors in players entries
- for(int i=0; i<map->towns.size(); i++)
- if(map->towns[i]->tempOwner < PLAYER_LIMIT)
- players[map->towns[i]->tempOwner].towns.push_back(map->towns[i]);
- for(int i=0; i<map->heroes.size(); i++)
- if(map->heroes[i]->tempOwner < PLAYER_LIMIT)
- players[map->heroes[i]->tempOwner].heroes.push_back(map->heroes[i]);
- //recreating available heroes
- for(std::map<ui8,PlayerState>::iterator i=players.begin(); i!=players.end(); i++)
- {
- for(size_t j=0; j < i->second.availableHeroes.size(); j++)
- {
- ui32 hlp = i->second.availableHeroes[j]->subID;
- delete i->second.availableHeroes[j];
- i->second.availableHeroes[j] = hpool.heroesPool[hlp];
- }
- }
- }
- }
- friend class CCallback;
- friend class CPathfinder;;
- friend class CLuaCallback;
- friend class CClient;
- friend void initGameState(Mapa * map, CGameInfo * cgi);
- friend class IGameCallback;
- friend class CMapHandler;
- friend class CGameHandler;
- };
- #endif // __CGAMESTATE_H__
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