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/****************************************************************
**
** Attal : Lords of Doom
**
** fightEngine.h
** managing server-side fight
**
** Version : $Id: fightEngine.h,v 1.18 2007/09/10 19:59:53 lusum Exp $
**
** Author(s) : Pascal Audoux
**
** Date : 19/05/2001
**
** Licence :
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2, or (at your option)
** any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
****************************************************************/
#ifndef FIGHTENGINE_H
#define FIGHTENGINE_H
// generic include files
// include files for QT
// application specific include files
#include "libCommon/define.h"
#include "libCommon/fightResultStatus.h"
#include "libCommon/genericFightMap.h"
#include "libCommon/unit.h"
#include "libServer/attalServer.h"
#include "libServer/fightAnalyst.h"
#include "libServer/playingTroops.h"
#include <QList>
#include <QtAlgorithms>
class FightAnalyst;
class GameData;
class GenericCell;
class GenericFightUnit;
/** ------------------------------
* FightEngine
** ------------------------------ */
class FightEngine : public QObject
{
Q_OBJECT
public:
/** Constructor */
FightEngine( AttalServer * server );
~FightEngine();
void init( GenericPlayer * attackPlayer, GenericLord * attackLord, GenericPlayer * defendPlayer, GenericLord * defendLord );
void init( GenericPlayer * attackPlayer, GenericLord * attackLord, GenericFightUnit * defendUnit[MAX_UNIT], GameData * data );
void handleSocket( GenericPlayer * player, AttalSocketData data );
void print();
/** \return Returns the attackingf lord */
GenericLord * getAttackLord() { return _attackLord; }
/** \return Returns the defending lord */
GenericLord * getDefendLord() { return _defendLord; }
void handleFakeSocket( FakeSocket * data );
GenericCell * getDefendCell() { return _defendCell; }
void setDefendCell( GenericCell * cell ) { _defendCell = cell; }
uint getExperience( GenericLord * lord );
FightResultStatus getResult() { return _result; }
void endFight();
bool hasEnded() { return _hasEnded; }
signals:
void sig_endFight( FightResultStatus result );
private:
void socketFightMove();
void socketFightDistAttack();
void socketFightEndMove();
void socketFightFlee(GenericPlayer * player);
void setupUnits();
void newTurn();
void endTurn();
void nextUnit( int remove );
void handleMove( GenericFightUnit * unit, GenericFightCell * cell );
void precomputeUnit() {}
void activateUnit( GenericFightUnit * unit );
void postcomputeUnit() {}
void moveUnit( GenericFightUnit * unit, GenericFightCell * cell );
void fightUnit( GenericFightUnit * unitAtt, GenericFightUnit * unitDef, CLASS_ATTACK_TYPE attackType );
void computeFightResultStatus();
void orderTroops();
void updateUnits();
void printStatus( GenericFightUnit * unit, GenericFightCell * cell );
int giveNum( GenericFightUnit * unit );
CLASS_FIGHTER giveClass( GenericFightUnit * unit );
GenericFightUnit * giveUnit( CLASS_FIGHTER fighter, int num );
GenericLord * giveLord( GenericFightUnit * unit );
int readInt();
unsigned char readChar();
uchar getCla1();
uchar getCla2();
uchar getCla3();
int _num;
AttalServer * _server;
GenericFightMap * _map;
bool _fightCreature, _hasEnded;
GenericPlayer * _attackPlayer, * _defendPlayer, * _currentPlayer;
GenericLord * _attackLord, * _defendLord;
GenericCell * _defendCell;
FightAnalyst * _analyst;
FakeSocket * _fake;
GenericFightUnit * _currentUnit;
PlayingTroops _troops;
GenericLord * _creatureLord;
uint _defendExp, _attackExp;
FightResultStatus _result;
AttalSocketData _currentData;
};
#endif // FIGHTENGINE_H
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