CGameState.cpp 3.3 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. stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size()));
  28. for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
  29. stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size()));
  30. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  31. //for start inform players about battle
  32. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
  33. {
  34. if (j->first > PLAYER_LIMIT)
  35. break;
  36. if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
  37. { //player should be notified
  38. tribool side = tribool::indeterminate_value;
  39. if(j->first == curB->side1) //player is attacker
  40. side = false;
  41. else if(j->first == curB->side2) //player is defender
  42. side = true;
  43. else
  44. return; //no witnesses
  45. if(CGI->playerint[j->second.serial]->human)
  46. {
  47. ((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  48. }
  49. else
  50. {
  51. //CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
  52. }
  53. }
  54. }
  55. curB->round++;
  56. if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
  57. {
  58. //TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
  59. }
  60. curB->round++;
  61. //SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
  62. while(true) //do zwyciestwa jednej ze stron
  63. {
  64. for(int i=0;i<stacks.size();i++)
  65. {
  66. curB->activeStack = i;
  67. if(stacks[i]->alive) //niech interfejs ruszy oddzialem
  68. {
  69. unsigned char owner = (stacks[i]->owner)?(hero2->tempOwner):(hero1->tempOwner);
  70. unsigned char serialOwner = -1;
  71. for(int g=0; g<CGI->playerint.size(); ++g)
  72. {
  73. if(CGI->playerint[g]->playerID == owner)
  74. {
  75. serialOwner = g;
  76. break;
  77. }
  78. }
  79. if(CGI->playerint[serialOwner]->human)
  80. {
  81. ((CPlayerInterface*)CGI->playerint[serialOwner])->activeStack(stacks[i]->ID);
  82. }
  83. else
  84. {
  85. //CGI->playerint[serialOwner]->activeStack(stacks[i]->ID);
  86. }
  87. }
  88. //sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
  89. }
  90. SDL_Delay(50);
  91. }
  92. for(int i=0;i<stacks.size();i++)
  93. delete stacks[i];
  94. delete curB;
  95. curB = NULL;
  96. }