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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"
 
- #endif
 
- #include <set>
 
- #include <vector>
 
- #ifdef _WIN32
 
- #include <tchar.h>
 
- #else
 
- #include "tchar_amigaos4.h"
 
- #endif
 
- 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;
 
- namespace boost
 
- {
 
- 	class shared_mutex;
 
- }
 
- struct DLL_EXPORT PlayerState
 
- {
 
- public:
 
- 	ui8 color, serial;
 
- 	std::vector<std::vector<std::vector<ui8> > >  fogOfWarMap; //true - visible, false - hidden
 
- 	std::vector<si32> resources;
 
- 	std::vector<CGHeroInstance *> heroes;
 
- 	std::vector<CGTownInstance *> towns;
 
- 	PlayerState():color(-1){};
 
- };
 
- 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 * 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)
 
- 	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); //TODO: add additional conditions and require necessary data
 
- };
 
- class DLL_EXPORT CStack
 
- {
 
- public:
 
- 	ui32 ID; //unique ID of stack
 
- 	CCreature * creature;
 
- 	ui32 amount;
 
- 	ui32 firstHPleft; //HP of first creature in stack
 
- 	ui8 owner;
 
- 	ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
 
- 	ui16 position; //position on battlefield
 
- 	ui8 alive; //true if it is alive
 
- 	CStack(CCreature * C, int A, int O, int I, bool AO);
 
- 	CStack() : creature(NULL),amount(-1),owner(255), alive(true), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1){};
 
- 	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];
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & ID & amount & firstHPleft & owner & attackerOwned & position & alive;
 
- 		if(h.saving)
 
- 			save(h,version);
 
- 		else
 
- 			load(h,version);
 
- 	}
 
- };
 
- 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 <-> playerstate
 
- 	std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
 
- 	boost::shared_mutex *mx;
 
- 	CGameState();
 
- 	~CGameState();
 
- 	void init(StartInfo * si, Mapa * map, int Seed);
 
- 	void applyNL(IPack * pack);
 
- 	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);
 
- public:
 
- 	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
 
- 	friend class CCallback;
 
- 	friend class CPathfinder;;
 
- 	friend class CLuaCallback;
 
- 	friend class CClient;
 
- 	friend void initGameState(Mapa * map, CGameInfo * cgi);
 
- 	friend class CScriptCallback;
 
- 	friend class CMapHandler;
 
- 	friend class CGameHandler;
 
- };
 
- #endif //CGAMESTATE_H
 
 
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