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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); //send pointer to at least 187 allocated bytes
- void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide); //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)
- };
- 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);
- }
- };
- 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 apply(IPack * pack);
- void randomizeObject(CGObjectInstance *cur);
- std::pair<int,int> pickObject(CGObjectInstance *obj);
- int pickHero(int owner);
- CGHeroInstance *getHero(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
- static int calculateDmg(const CStack* attacker, const CStack* defender); //TODO: add additional conditions and require necessary data
- std::vector<int> battleGetRange(int ID); //called by std::vector<int> CCallback::battleGetAvailableHexes(int ID);
- 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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