CGameState.cpp 6.2 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 CMP_stack
  8. {
  9. public:
  10. bool operator ()(const CStack* a, const CStack* b)
  11. {
  12. return (a->creature->speed)<(b->creature->speed);
  13. }
  14. } cmpst ;
  15. void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
  16. {
  17. curB = new BattleInfo();
  18. std::vector<CStack*> & stacks = (curB->stacks);
  19. curB->army1=army1;
  20. curB->army2=army2;
  21. curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
  22. curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
  23. curB->side1=(hero1)?(hero1->tempOwner):(-1);
  24. curB->side2=(hero2)?(hero2->tempOwner):(-1);
  25. curB->round = -2;
  26. for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
  27. {
  28. stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size()));
  29. stacks[stacks.size()-1]->ID = stacks.size()-1;
  30. }
  31. //initialization of positions
  32. switch(army1->slots.size()) //for attacker
  33. {
  34. case 0:
  35. break;
  36. case 1:
  37. stacks[0]->position = 86; //6
  38. break;
  39. case 2:
  40. stacks[0]->position = 35; //3
  41. stacks[1]->position = 137; //9
  42. break;
  43. case 3:
  44. stacks[0]->position = 35; //3
  45. stacks[1]->position = 86; //6
  46. stacks[2]->position = 137; //9
  47. break;
  48. case 4:
  49. stacks[0]->position = 1; //1
  50. stacks[1]->position = 69; //5
  51. stacks[2]->position = 103; //7
  52. stacks[3]->position = 171; //11
  53. break;
  54. case 5:
  55. stacks[0]->position = 1; //1
  56. stacks[1]->position = 35; //3
  57. stacks[2]->position = 86; //6
  58. stacks[3]->position = 137; //9
  59. stacks[4]->position = 171; //11
  60. break;
  61. case 6:
  62. stacks[0]->position = 1; //1
  63. stacks[1]->position = 35; //3
  64. stacks[2]->position = 69; //5
  65. stacks[3]->position = 103; //7
  66. stacks[4]->position = 137; //9
  67. stacks[5]->position = 171; //11
  68. break;
  69. case 7:
  70. stacks[0]->position = 1; //1
  71. stacks[1]->position = 35; //3
  72. stacks[2]->position = 69; //5
  73. stacks[3]->position = 86; //6
  74. stacks[4]->position = 103; //7
  75. stacks[5]->position = 137; //9
  76. stacks[6]->position = 171; //11
  77. break;
  78. default: //fault
  79. break;
  80. }
  81. for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
  82. stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size()));
  83. switch(army2->slots.size()) //for attacker
  84. {
  85. case 0:
  86. break;
  87. case 1:
  88. stacks[0+army1->slots.size()]->position = 100; //6
  89. break;
  90. case 2:
  91. stacks[0+army1->slots.size()]->position = 49; //3
  92. stacks[1+army1->slots.size()]->position = 151; //9
  93. break;
  94. case 3:
  95. stacks[0+army1->slots.size()]->position = 49; //3
  96. stacks[1+army1->slots.size()]->position = 100; //6
  97. stacks[2+army1->slots.size()]->position = 151; //9
  98. break;
  99. case 4:
  100. stacks[0+army1->slots.size()]->position = 15; //1
  101. stacks[1+army1->slots.size()]->position = 83; //5
  102. stacks[2+army1->slots.size()]->position = 117; //7
  103. stacks[3+army1->slots.size()]->position = 185; //11
  104. break;
  105. case 5:
  106. stacks[0+army1->slots.size()]->position = 15; //1
  107. stacks[1+army1->slots.size()]->position = 49; //3
  108. stacks[2+army1->slots.size()]->position = 100; //6
  109. stacks[3+army1->slots.size()]->position = 151; //9
  110. stacks[4+army1->slots.size()]->position = 185; //11
  111. break;
  112. case 6:
  113. stacks[0+army1->slots.size()]->position = 15; //1
  114. stacks[1+army1->slots.size()]->position = 49; //3
  115. stacks[2+army1->slots.size()]->position = 83; //5
  116. stacks[3+army1->slots.size()]->position = 117; //7
  117. stacks[4+army1->slots.size()]->position = 151; //9
  118. stacks[5+army1->slots.size()]->position = 185; //11
  119. break;
  120. case 7:
  121. stacks[0+army1->slots.size()]->position = 15; //1
  122. stacks[1+army1->slots.size()]->position = 49; //3
  123. stacks[2+army1->slots.size()]->position = 83; //5
  124. stacks[3+army1->slots.size()]->position = 100; //6
  125. stacks[4+army1->slots.size()]->position = 117; //7
  126. stacks[5+army1->slots.size()]->position = 151; //9
  127. stacks[6+army1->slots.size()]->position = 185; //11
  128. break;
  129. default: //fault
  130. break;
  131. }
  132. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  133. //for start inform players about battle
  134. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
  135. {
  136. if (j->first > PLAYER_LIMIT)
  137. break;
  138. if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
  139. { //player should be notified
  140. tribool side = tribool::indeterminate_value;
  141. if(j->first == curB->side1) //player is attacker
  142. side = false;
  143. else if(j->first == curB->side2) //player is defender
  144. side = true;
  145. else
  146. return; //no witnesses
  147. if(CGI->playerint[j->second.serial]->human)
  148. {
  149. ((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  150. }
  151. else
  152. {
  153. //CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  154. }
  155. }
  156. }
  157. curB->round++;
  158. if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
  159. {
  160. //TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
  161. }
  162. curB->round++;
  163. //SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
  164. while(true) //do zwyciestwa jednej ze stron
  165. {
  166. for(int i=0;i<stacks.size();i++)
  167. {
  168. curB->activeStack = i;
  169. if(stacks[i]->alive) //niech interfejs ruszy oddzialem
  170. {
  171. unsigned char owner = (stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner);
  172. unsigned char serialOwner = -1;
  173. for(int g=0; g<CGI->playerint.size(); ++g)
  174. {
  175. if(CGI->playerint[g]->playerID == owner)
  176. {
  177. serialOwner = g;
  178. break;
  179. }
  180. }
  181. if(CGI->playerint[serialOwner]->human)
  182. {
  183. ((CPlayerInterface*)CGI->playerint[serialOwner])->activeStack(stacks[i]->ID);
  184. }
  185. else
  186. {
  187. //CGI->playerint[serialOwner]->activeStack(stacks[i]->ID);
  188. }
  189. }
  190. //sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
  191. }
  192. SDL_Delay(50);
  193. }
  194. for(int i=0;i<stacks.size();i++)
  195. delete stacks[i];
  196. delete curB;
  197. curB = NULL;
  198. }