| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117 |
- #ifndef CGAMESTATE_H
- #define CGAMESTATE_H
- #include "global.h"
- #include <set>
- #include <vector>
- #include <tchar.h>
- 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 DLL_EXPORT PlayerState
- {
- public:
- int color, serial;
- std::vector<std::vector<std::vector<unsigned char> > > fogOfWarMap; //true - visible, false - hidden
- std::vector<int> resources;
- std::vector<CGHeroInstance *> heroes;
- std::vector<CGTownInstance *> towns;
- PlayerState():color(-1){};
- };
- struct DLL_EXPORT BattleInfo
- {
- int side1, side2;
- int round, activeStack;
- int 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
- CGHeroInstance *hero1, *hero2;
- CCreatureSet * army1, * army2;
- std::vector<CStack*> stacks;
- bool stackActionPerformed; //true if current stack has been moved
- };
- class DLL_EXPORT CStack
- {
- public:
- int ID; //unique ID of stack
- CCreature * creature;
- int amount;
- int firstHPleft; //HP of first creature in stack
- int owner;
- bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
- int position; //position on battlefield
- bool 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){};
- };
- 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::set<CCPPObjectScript *> cppscripts; //C++ scripts
- std::map<int, std::map<std::string, CObjectScript*> > objscr; //non-C++ scripts
-
- std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
- bool checkFunc(int obid, std::string name)
- {
- if (objscr.find(obid)!=objscr.end())
- {
- if(objscr[obid].find(name)!=objscr[obid].end())
- {
- return true;
- }
- }
- return false;
- }
- 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);
- void battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2);
- bool battleMoveCreatureStack(int ID, int dest);
- bool battleAttackCreatureStack(int ID, int dest);
- 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 void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script);
- friend class CMapHandler;
- friend class CGameHandler;
- };
- #endif //CGAMESTATE_H
|