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vcmi/CCallback.cpp

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#include "stdafx.h"
#include "CCallback.h"
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#include "CPathfinder.h"
#include "hch\CHeroHandler.h"
#include "hch\CTownHandler.h"
#include "CGameInfo.h"
#include "hch\CAmbarCendamo.h"
#include "mapHandler.h"
#include "CGameState.h"
#include "CPlayerInterface.h"
#include "CLua.h"
#include "hch/CGeneralTextHandler.h"
#include "CAdvmapInterface.h"
#include "CPlayerInterface.h"
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#include "hch/CBuildingHandler.h"
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
int CCallback::lowestSpeed(CGHeroInstance * chi)
{
int min = 150;
for ( std::map<int,std::pair<CCreature*,int> >::iterator i = chi->army.slots.begin();
i!=chi->army.slots.end(); i++ )
{
if (min>(*i).second.first->speed)
min = (*i).second.first->speed;
}
return min;
}
int CCallback::valMovePoints(CGHeroInstance * chi)
{
int ret = 1270+70*lowestSpeed(chi);
if (ret>2000)
ret=2000;
//TODO: additional bonuses (but they aren't currently stored in chi)
return ret;
}
void CCallback::newTurn()
{
//std::map<int, PlayerState>::iterator i = gs->players.begin() ;
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gs->day++;
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for (std::set<CCPPObjectScript *>::iterator i=gs->cppscripts.begin();i!=gs->cppscripts.end();i++)
{
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(*i)->newTurn();
}
for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
//handle heroes/////////////////////////////
for (int j=0;j<(*i).second.heroes.size();j++)
{
(*i).second.heroes[j]->movement = valMovePoints((*i).second.heroes[j]);
}
//handle towns/////////////////////////////
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for(int j=0;j<i->second.towns.size();j++)
{
i->second.towns[j]->builded=0;
if(getDate(1)==1) //first day of week
{
for(int k=0;k<CREATURES_PER_TOWN;k++)
{
if(i->second.towns[j]->creatureDwelling(k))//there is dwelling
i->second.towns[j]->strInfo.creatures[k]+=i->second.towns[j]->creatureGrowth(k);
}
}
if((gs->day>1) && i->first<PLAYER_LIMIT)
i->second.resources[6]+=i->second.towns[j]->dailyIncome();
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}
}
}
bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
{
CGHeroInstance * hero = NULL;
if (idtype==0)
{
if (player==-1)
hero=gs->players[player+1].heroes[ID];
else
hero=gs->players[player].heroes[ID];
}
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else if (idtype==1 && player>=0) //looking for it in local area
{
for (int i=0; i<gs->players[player].heroes.size();i++)
{
if (gs->players[player].heroes[i]->type->ID == ID)
hero = gs->players[player].heroes[i];
}
}
else //idtype==1; player<0
{
for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)
{
for (int i=0; i<(*j).second.heroes.size();i++)
{
if ((*j).second.heroes[i]->type->ID == ID)
{
hero = (*j).second.heroes[i];
}
}
}
}
if (!hero)
return false; //can't find hero
if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
return false; //invalid path
//check path format
if (pathType==0)
CPathfinder::convertPath(path,pathType);
if (pathType>1)
throw std::exception("Unknown path format");
CPath * ourPath = path;
if(!ourPath)
return false;
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for(int i=ourPath->nodes.size()-1; i>0; i--)
{
int3 stpos, endpos;
stpos = int3(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z);
endpos = int3(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
HeroMoveDetails curd;
curd.src = stpos;
curd.dst = endpos;
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curd.ho = hero;
curd.owner = hero->getOwner();
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/*if(player!=-1)
{
hero->pos = endpos;
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}*/
if((hero->movement>=CGI->mh->getCost(stpos, endpos, hero)) || player==-1)
{ //performing move
hero->movement-=CGI->mh->getCost(stpos, endpos, hero);
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std::vector< CGObjectInstance * > vis = CGI->mh->getVisitableObjs(CGHeroInstance::convertPosition(curd.dst,false));
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bool blockvis = false;
for (int pit = 0; pit<vis.size();pit++)
if (vis[pit]->blockVisit)
blockvis = true;
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if (!blockvis)
{
curd.successful = true;
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hero->pos = curd.dst;
//inform leaved objects
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std::vector< CGObjectInstance * > leave = CGI->mh->getVisitableObjs(CGHeroInstance::convertPosition(curd.src,false));
for (int iii=0; iii<leave.size(); iii++) //if object is visitable we call onHeroVisit
{
//TODO: allow to handle this in LUA
if(leave[iii]->state) //hard-coded function
leave[iii]->state->onHeroLeave(leave[iii],curd.ho->subID);
}
//reveal fog of war
int heroSight = hero->getSightDistance();
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int xbeg = stpos.x - heroSight - 2;
if(xbeg < 0)
xbeg = 0;
int xend = stpos.x + heroSight + 2;
if(xend >= CGI->ac->map.width)
xend = CGI->ac->map.width;
int ybeg = stpos.y - heroSight - 2;
if(ybeg < 0)
ybeg = 0;
int yend = stpos.y + heroSight + 2;
if(yend >= CGI->ac->map.height)
yend = CGI->ac->map.height;
for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
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{
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for(int yd=ybeg; yd<yend; ++yd)
{
int deltaX = (hero->getPosition(false).x-xd)*(hero->getPosition(false).x-xd);
int deltaY = (hero->getPosition(false).y-yd)*(hero->getPosition(false).y-yd);
if(deltaX+deltaY<hero->getSightDistance()*hero->getSightDistance())
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{
if(gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] == 0)
{
CGI->playerint[gs->players[player].serial]->tileRevealed(int3(xd, yd, hero->getPosition(false).z));
}
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gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] = 1;
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}
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}
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}
//notify interfacesabout move
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int nn=0; //number of interfece of currently browsed player
for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
{
if (j->first > PLAYER_LIMIT)
break;
if(j->second.fogOfWarMap[stpos.x-1][stpos.y][stpos.z] || j->second.fogOfWarMap[endpos.x-1][endpos.y][endpos.z])
{ //player should be notified
CGI->playerint[j->second.serial]->heroMoved(curd);
}
++nn;
}
//call objects if they arevisited
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for (int iii=0; iii<vis.size(); iii++) //if object is visitable we call onHeroVisit
{
if(gs->checkFunc(vis[iii]->ID,"heroVisit")) //script function
gs->objscr[vis[iii]->ID]["heroVisit"]->onHeroVisit(vis[iii],curd.ho->subID);
if(vis[iii]->state) //hard-coded function
vis[iii]->state->onHeroVisit(vis[iii],curd.ho->subID);
}
}
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else //interaction with blocking object (like resources)
{
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curd.successful = false;
CGI->playerint[gs->players[hero->getOwner()].serial]->heroMoved(curd);
for (int iii=0; iii<vis.size(); iii++) //if object is visitable we call onHeroVisit
{
if (vis[iii]->blockVisit)
{
if(gs->checkFunc(vis[iii]->ID,"heroVisit")) //script function
gs->objscr[vis[iii]->ID]["heroVisit"]->onHeroVisit(vis[iii],curd.ho->subID);
if(vis[iii]->state) //hard-coded function
vis[iii]->state->onHeroVisit(vis[iii],curd.ho->subID);
}
}
return false;
}
}
else
return true; //move ended - no more movement points
}
return true;
}
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void CCallback::selectionMade(int selection, int asker)
{
//todo - jak bedzie multiplayer po sieci, to moze wymagac przerobek zaleznych od obranego modelu
IChosen * ask = (IChosen *)asker;
ask->chosen(selection);
}
void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount)
{
if(amount<=0) return;
if(obj->ID==98) //recruiting from town
{
int ser=-1; //used dwelling level
CGTownInstance *t = const_cast<CGTownInstance*>(static_cast<const CGTownInstance*>(obj));
//verify
bool found = false;
typedef std::pair<const int,int> Parka;
for(std::map<int,int>::iterator av=t->strInfo.creatures.begin();av!=t->strInfo.creatures.end();av++)
{
if( ( found = (ID == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
|| (found = (ID == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
{
amount = std::min(amount,av->second); //reduce recruited amount up to available amount
ser = av->first;
break;
}
}
if(!found) //no such creature
return;
if(amount > CGI->creh->creatures[ID].maxAmount(gs->players[player].resources))
return; //not enough resources
//for(int i=0;i<RESOURCE_QUANTITY;i++)
// if (gs->players[player].resources[i] < (CGI->creh->creatures[ID].cost[i] * amount))
// return; //not enough resources
if(amount<=0) return;
//recruit
int slot = -1; //slot ID
std::pair<int,std::pair<CCreature*,int> > parb;
for(int i=0;i<7;i++) //TODO: if there is already stack of same creatures it should be used always
{
if((!t->army.slots[i].first) || (t->army.slots[i].first->idNumber == ID)) //slot is free or there is saem creature
{
slot = i;
break;
}
}
if(slot<0) //no free slot
return;
for(int i=0;i<RESOURCE_QUANTITY;i++)
gs->players[player].resources[i] -= (CGI->creh->creatures[ID].cost[i] * amount);
t->strInfo.creatures[ser] -= amount;
if(t->army.slots[slot].first) //add new creatures to the existing stack
{
t->army.slots[slot].second += amount;
}
else //create new stack in the garrison
{
t->army.slots[slot].first = &CGI->creh->creatures[ID];
t->army.slots[slot].second = amount;
}
CGI->playerint[gs->players[player].serial]->garrisonChanged(obj);
}
//TODO: recruit from dwellings on the adventure map
}
bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
{
if((player>=0) && obj->tempOwner != player)
return false;
CArmedInstance *ob = const_cast<CArmedInstance*>(obj);
ob->army.slots.erase(stackPos);
CGI->playerint[gs->players[player].serial]->garrisonChanged(obj);
return true;
}
bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID)
{
//TODO: write
return false;
}
UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
{
UpgradeInfo ret;
CCreature *base = ((CArmedInstance*)obj)->army.slots[stackPos].first;
if((obj->ID == 98) || ((obj->ID == 34) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
{
CGTownInstance * t;
if(obj->ID == 98)
t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
else
t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
for(std::set<int>::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
{
if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
{
int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
{
ret.newID.push_back(nid);
ret.cost.push_back(std::set<std::pair<int,int> >());
for(int j=0;j<RESOURCE_QUANTITY;j++)
{
int dif = CGI->creh->creatures[nid].cost[j] - base->cost[j];
if(dif)
ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
}
}
}
}//end for
}
//TODO: check if hero ability makes some upgrades possible
if(ret.newID.size())
ret.oldID = base->idNumber;
return ret;
}
int CCallback::howManyTowns()
{
return gs->players[gs->currentPlayer].towns.size();
}
const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
{
if (!mode)
return gs->players[gs->currentPlayer].towns[val];
else
{
//TODO: add some smart ID to the CTownInstance
//for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
//{
// if (gs->players[gs->currentPlayer].towns[i]->someID==val)
// return gs->players[gs->currentPlayer].towns[i];
//}
return NULL;
}
return NULL;
}
int CCallback::howManyHeroes()
{
return gs->players[player].heroes.size();
}
const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
{
if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
return NULL;
if (!mode)
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if(val<gs->players[player].heroes.size())
return gs->players[player].heroes[val];
else return NULL;
else
{
for (int i=0; i<gs->players[player].heroes.size();i++)
{
if (gs->players[player].heroes[i]->type->ID==val)
return gs->players[player].heroes[i];
}
}
return NULL;
}
int CCallback::getResourceAmount(int type)
{
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return gs->players[player].resources[type];
}
std::vector<int> CCallback::getResourceAmount()
{
return gs->players[player].resources;
}
int CCallback::getDate(int mode)
{
int temp;
switch (mode)
{
case 0:
return gs->day;
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break;
case 1:
temp = (gs->day)%7;
if (temp)
return temp;
else return 7;
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break;
case 2:
temp = ((gs->day-1)/7)+1;
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if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3:
return ((gs->day-1)/28)+1;
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break;
}
return 0;
}
bool CCallback::verifyPath(CPath * path, bool blockSea)
{
for (int i=0;i<path->nodes.size();i++)
{
if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked
&& (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable)))
return false; //path is wrong - one of the tiles is blocked
if (blockSea)
{
if (i==0)
continue;
if (
((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType==EterrainType::water)
&&
(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType!=EterrainType::water))
||
((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType!=EterrainType::water)
&&
(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::water))
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||
(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::rock)
)
return false;
}
}
return true;
}
std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
{
if(gs->players[player].fogOfWarMap[pos.x][pos.y][pos.z])
return CGI->mh->getObjDescriptions(pos);
else return std::vector< std::string > ();
}
PseudoV< PseudoV< PseudoV<unsigned char> > > & CCallback::getVisibilityMap()
{
return gs->players[player].fogOfWarMap;
}
bool CCallback::isVisible(int3 pos, int Player)
{
return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
}
std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur)
{
std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
for (int j=0;j<(*i).second.towns.size();j++)
{
if ( ( isVisible((*i).second.towns[j]->pos,player) ) || (*i).first==player)
{
ret.push_back((*i).second.towns[j]);
}
}
} // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
return ret;
}
std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur)
{
std::vector < const CGHeroInstance *> ret = std::vector < const CGHeroInstance *>();
for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
for (int j=0;j<(*i).second.heroes.size();j++)
{
if ( ( isVisible((*i).second.heroes[j]->getPosition(false),player) ) || (*i).first==player)
{
ret.push_back((*i).second.heroes[j]);
}
}
} // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
return ret;
}
bool CCallback::isVisible(int3 pos)
{
return isVisible(pos,player);
}
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int CCallback::getMyColor()
{
return player;
}
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int CCallback::getHeroSerial(const CGHeroInstance * hero)
{
for (int i=0; i<gs->players[player].heroes.size();i++)
{
if (gs->players[player].heroes[i]==hero)
return i;
}
return -1;
}
const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj)
{
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if(!obj)
return NULL;
if(obj->ID == 34)
return &(dynamic_cast<const CGHeroInstance*>(obj))->army;
else if(obj->ID == 98)
return &(dynamic_cast<const CGTownInstance*>(obj)->army);
else return NULL;
}
int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
{
CCreatureSet *S1 = const_cast<CCreatureSet*>(getGarrison(s1)), *S2 = const_cast<CCreatureSet*>(getGarrison(s2));
if (false)
{
//TODO: check if we are allowed to swap these creatures
return -1;
}
CCreature * pom = S2->slots[p2].first;
S2->slots[p2].first = S1->slots[p1].first;
S1->slots[p1].first = pom;
int pom2 = S2->slots[p2].second;
S2->slots[p2].second = S1->slots[p1].second;
S1->slots[p1].second = pom2;
if(!S1->slots[p1].first)
S1->slots.erase(p1);
if(!S2->slots[p2].first)
S2->slots.erase(p2);
if(s1->tempOwner<PLAYER_LIMIT)
{
for(int b=0; b<CGI->playerint.size(); ++b)
{
if(CGI->playerint[b]->playerID == s1->tempOwner)
{
CGI->playerint[b]->garrisonChanged(s1);
break;
}
}
}
if((s2->tempOwner<PLAYER_LIMIT) && (s2 != s1))
{
for(int b=0; b<CGI->playerint.size(); ++b)
{
if(CGI->playerint[b]->playerID == s2->tempOwner)
{
CGI->playerint[b]->garrisonChanged(s2);
break;
}
}
}
return 0;
}
int CCallback::mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
{
CCreatureSet *S1 = const_cast<CCreatureSet*>(getGarrison(s1)), *S2 = const_cast<CCreatureSet*>(getGarrison(s2));
if ((S1->slots[p1].first != S2->slots[p2].first) && (true /*we are allowed to*/))
{
return -1;
}
S2->slots[p2].second += S1->slots[p1].second;
S1->slots[p1].first = NULL;
S1->slots[p1].second = 0;
S1->slots.erase(p1);
if(s1->tempOwner<PLAYER_LIMIT)
{
for(int b=0; b<CGI->playerint.size(); ++b)
{
if(CGI->playerint[b]->playerID == s1->tempOwner)
{
CGI->playerint[b]->garrisonChanged(s1);
break;
}
}
}
if((s2->tempOwner<PLAYER_LIMIT) && (s2 != s1))
{
for(int b=0; b<CGI->playerint.size(); ++b)
{
if(CGI->playerint[b]->playerID == s2->tempOwner)
{
CGI->playerint[b]->garrisonChanged(s2);
break;
}
}
}
return 0;
}
int CCallback::splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)
{
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if(!val)
return -1;
CCreatureSet *S1 = const_cast<CCreatureSet*>(getGarrison(s1)), *S2 = const_cast<CCreatureSet*>(getGarrison(s2));
if ((S1->slots[p1].second<=val) && (true /*we are allowed to*/))
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{
return -1;
}
S2->slots[p2].first = S1->slots[p1].first;
S2->slots[p2].second = val;
S1->slots[p1].second -= val;
if(s1->tempOwner<PLAYER_LIMIT)
{
for(int b=0; b<CGI->playerint.size(); ++b)
{
if(CGI->playerint[b]->playerID == s1->tempOwner)
{
CGI->playerint[b]->garrisonChanged(s1);
break;
}
}
}
if((s2->tempOwner<PLAYER_LIMIT) && (s2 != s1))
{
for(int b=0; b<CGI->playerint.size(); ++b)
{
if(CGI->playerint[b]->playerID == s2->tempOwner)
{
CGI->playerint[b]->garrisonChanged(s2);
break;
}
}
}
return 0;
}
bool CCallback::dismissHero(const CGHeroInstance *hero)
{
CGHeroInstance * Vhero = const_cast<CGHeroInstance *>(hero);
CGI->mh->removeObject(Vhero);
std::vector<CGHeroInstance*>::iterator nitr = find(CGI->state->players[player].heroes.begin(), CGI->state->players[player].heroes.end(), Vhero);
CGI->state->players[player].heroes.erase(nitr);
LOCPLINT->adventureInt->heroList.updateHList();
return false;
}
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int CCallback::getMySerial()
{
return gs->players[player].serial;
}
bool CCallback::swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2)
{
if(!hero1 || !hero2) //incorrect data
return false;
CGHeroInstance * Uhero1 = const_cast<CGHeroInstance *>(hero1);
CGHeroInstance * Uhero2 = const_cast<CGHeroInstance *>(hero2);
if(worn1 && worn2)
{
std::swap(Uhero1->artifWorn[pos1], Uhero2->artifWorn[pos2]);
}
else if(worn1 && !worn2)
{
std::swap(Uhero1->artifWorn[pos1], Uhero2->artifacts[pos2]);
}
else if(!worn1 && worn2)
{
std::swap(Uhero1->artifacts[pos1], Uhero2->artifWorn[pos2]);
}
else
{
std::swap(Uhero1->artifacts[pos1], Uhero2->artifacts[pos2]);
}
return true;
}
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bool CCallback::buildBuilding(const CGTownInstance *town, int buildingID)
{
CGTownInstance * t = const_cast<CGTownInstance *>(town);
CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
if(0/*not allowed*/)//TODO: check if we are allowed to build
return false;
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if(buildingID>36) //upg dwelling
{
if(t->getHordeLevel(0) == (buildingID-37))
t->builtBuildings.insert(19);
else if(t->getHordeLevel(1) == (buildingID-37))
t->builtBuildings.insert(25);
}
else if(buildingID >= 30) //bas. dwelling
{
t->strInfo.creatures[buildingID-30] = CGI->creh->creatures[t->town->basicCreatures[buildingID-30]].growth;
}
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t->builtBuildings.insert(buildingID);
for(int i=0;i<7;i++)
gs->players[player].resources[i]-=b->resources[i];
t->builded++;
CGI->playerint[CGI->state->players[player].serial]->buildChanged(town,buildingID,1);
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return true;
}
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int CCallback::battleGetBattlefieldType()
{
return CGI->mh->ttiles[CGI->state->curB->tile.x][CGI->state->curB->tile.y][CGI->state->curB->tile.z].terType;
}
int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield
{
//TODO - write
return -1;
}
int CCallback::battleGetStack(int pos)
{
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
if(CGI->state->curB->stacks[g]->position == pos)
return CGI->state->curB->stacks[g]->ID;
}
return -1;
}
CStack CCallback::battleGetStackByID(int ID)
{
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
if(CGI->state->curB->stacks[g]->ID == ID)
return *(CGI->state->curB->stacks[g]);
}
return CStack();
}
int CCallback::battleGetPos(int stack)
{
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
if(CGI->state->curB->stacks[g]->ID == stack)
return CGI->state->curB->stacks[g]->position;
}
return -1;
}
std::map<int, CStack> CCallback::battleGetStacks()
{
std::map<int, CStack> ret;
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
ret[CGI->state->curB->stacks[g]->ID] = *(CGI->state->curB->stacks[g]);
}
return ret;
}
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CCreature CCallback::battleGetCreature(int number)
{
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for(int h=0; h<CGI->state->curB->stacks.size(); ++h)
{
if(CGI->state->curB->stacks[h]->ID == number) //creature found
return *(CGI->state->curB->stacks[h]->creature);
}
throw new std::exception("Cannot find the creature");
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}
std::vector<int> CCallback::battleGetAvailableHexes(int ID)
{
return CGI->state->battleGetRange(ID);
}
bool CCallback::battleIsStackMine(int ID)
{
for(int h=0; h<CGI->state->curB->stacks.size(); ++h)
{
if(CGI->state->curB->stacks[h]->ID == ID) //creature found
return CGI->state->curB->stacks[h]->owner == player;
}
return false;
}
int3 CScriptCallback::getPos(CGObjectInstance * ob)
{
return ob->pos;
}
void CScriptCallback::changePrimSkill(int ID, int which, int val)
{
CGHeroInstance * hero = CGI->state->getHero(ID,0);
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if (which<PRIMARY_SKILLS)
{
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hero->primSkills[which]+=val;
for (int i=0; i<CGI->playerint.size(); i++)
{
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if (CGI->playerint[i]->playerID == hero->getOwner())
{
CGI->playerint[i]->heroPrimarySkillChanged(hero, which, val);
break;
}
}
}
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else if (which==4)
{
hero->exp+=val;
if(hero->exp >= CGI->heroh->reqExp(hero->level+1)) //new level
{
hero->level++;
std::cout << hero->name <<" got level "<<hero->level<<std::endl;
int r = rand()%100, pom=0, x=0;
int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
for(;x<PRIMARY_SKILLS;x++)
{
pom += hero->type->heroClass->primChance[x].*g;
if(r<pom)
break;
}
std::cout << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
hero->primSkills[x]++;
//TODO: dac dwie umiejetnosci 2-rzedne to wyboru
}
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//TODO - powiadomic interfejsy, sprawdzic czy nie ma awansu itp
}
}
int CScriptCallback::getHeroOwner(int heroID)
{
CGHeroInstance * hero = CGI->state->getHero(heroID,0);
return hero->getOwner();
}
void CScriptCallback::showInfoDialog(int player, std::string text, std::vector<SComponent*> * components)
{
//TODO: upewniac sie ze mozemy to zrzutowac (przy customowych interfejsach cos moze sie kopnac)
if (player>=0)
{
CGameInterface * temp = CGI->playerint[CGI->state->players[player].serial];
if (temp->human)
((CPlayerInterface*)(temp))->showInfoDialog(text,*components);
return;
}
else
{
for (int i=0; i<CGI->playerint.size();i++)
{
if (CGI->playerint[i]->human)
((CPlayerInterface*)(CGI->playerint[i]))->showInfoDialog(text,*components);
}
}
}
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void CScriptCallback::showSelDialog(int player, std::string text, std::vector<CSelectableComponent*>*components, IChosen * asker)
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{
CGameInterface * temp = CGI->playerint[CGI->state->players[player].serial];
if (temp->human)
((CPlayerInterface*)(temp))->showSelDialog(text,*components,(int)asker);
return;
}
int CScriptCallback::getSelectedHero()
{
int ret;
if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
else
ret = -1;;
return ret;
}
int CScriptCallback::getDate(int mode)
{
int temp;
switch (mode)
{
case 0:
return gs->day;
break;
case 1:
temp = (gs->day)%7;
if (temp)
return temp;
else return 7;
break;
case 2:
temp = ((gs->day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3:
return ((gs->day-1)/28)+1;
break;
}
return 0;
}
void CScriptCallback::giveResource(int player, int which, int val)
{
gs->players[player].resources[which]+=val;
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CGI->playerint[gs->players[player].serial]->receivedResource(which,val);
}
void CScriptCallback::showCompInfo(int player, SComponent * comp)
{
CPlayerInterface * i = dynamic_cast<CPlayerInterface*>(CGI->playerint[gs->players[player].serial]);
if(i)
i->showComp(*comp);
}
void CScriptCallback::heroVisitCastle(CGObjectInstance * ob, int heroID)
{
CGTownInstance * n;
if(n = dynamic_cast<CGTownInstance*>(ob))
{
n->visitingHero = CGI->state->getHero(heroID,0);
CGI->state->getHero(heroID,0)->visitedTown = n;
for(int b=0; b<CGI->playerint.size(); ++b)
{
if(CGI->playerint[b]->playerID == getHeroOwner(heroID))
{
CGI->playerint[b]->heroVisitsTown(CGI->state->getHero(heroID,0),n);
break;
}
}
}
else
return;
}
void CScriptCallback::stopHeroVisitCastle(CGObjectInstance * ob, int heroID)
{
CGTownInstance * n;
if(n = dynamic_cast<CGTownInstance*>(ob))
{
CGI->state->getHero(heroID,0)->visitedTown = NULL;
if(n->visitingHero && n->visitingHero->type->ID == heroID)
n->visitingHero = NULL;
return;
}
else
return;
}
void CScriptCallback::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
{
CGHeroInstance* h = gs->getHero(hid,0);
if(position<0)
{
for(int i=0;i<h->artifacts.size();i++)
{
if(!h->artifacts[i])
{
h->artifacts[i] = &CGI->arth->artifacts[artid];
return;
}
}
h->artifacts.push_back(&CGI->arth->artifacts[artid]);
return;
}
else
{
if(h->artifWorn[position]) //slot is occupied
{
giveHeroArtifact(h->artifWorn[position]->id,hid,-1);
}
h->artifWorn[position] = &CGI->arth->artifacts[artid];
}
}
void CScriptCallback::startBattle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2) //use hero=NULL for no hero
{
gs->battle(army1,army2,tile,hero1,hero2);
}
void CScriptCallback::startBattle(int heroID, CCreatureSet * army, int3 tile) //for hero<=>neutral army
{
CGHeroInstance* h = gs->getHero(heroID,0);
gs->battle(&h->army,army,tile,h,NULL);
}
void CLuaCallback::registerFuncs(lua_State * L)
{
lua_newtable(L);
#define REGISTER_C_FUNC(x) \
lua_pushstring(L, #x); \
lua_pushcfunction(L, x); \
lua_rawset(L, -3)
REGISTER_C_FUNC(getPos);
REGISTER_C_FUNC(changePrimSkill);
REGISTER_C_FUNC(getGnrlText);
REGISTER_C_FUNC(getSelectedHero);
/*
REGISTER_C_FUNC(changePrimSkill);
REGISTER_C_FUNC(getGnrlText);
REGISTER_C_FUNC(changePrimSkill);
REGISTER_C_FUNC(getGnrlText);
REGISTER_C_FUNC(changePrimSkill);
REGISTER_C_FUNC(getGnrlText);*/
lua_setglobal(L, "vcmi");
#undef REGISTER_C_FUNC
}
int CLuaCallback::getPos(lua_State * L)//(CGObjectInstance * object);
{
const int args = lua_gettop(L); // number of arguments
if ((args < 1) || !lua_isnumber(L, 1) )
luaL_error(L,
"Incorrect arguments to getPos([Object address])");
CGObjectInstance * object = (CGObjectInstance *)(lua_tointeger(L, 1));
lua_pushinteger(L,object->pos.x);
lua_pushinteger(L,object->pos.y);
lua_pushinteger(L,object->pos.z);
return 3;
}
int CLuaCallback::changePrimSkill(lua_State * L)//(int ID, int which, int val);
{
const int args = lua_gettop(L); // number of arguments
if ((args < 1) || !lua_isnumber(L, 1) ||
((args >= 2) && !lua_isnumber(L, 2)) ||
((args >= 3) && !lua_isnumber(L, 3)) )
{
luaL_error(L,
"Incorrect arguments to changePrimSkill([Hero ID], [Which Primary skill], [Change by])");
}
int ID = lua_tointeger(L, 1),
which = lua_tointeger(L, 2),
val = lua_tointeger(L, 3);
CScriptCallback::changePrimSkill(ID,which,val);
return 0;
}
int CLuaCallback::getGnrlText(lua_State * L) //(int which),returns string
{
const int args = lua_gettop(L); // number of arguments
if ((args < 1) || !lua_isnumber(L, 1) )
luaL_error(L,
"Incorrect arguments to getGnrlText([Text ID])");
int which = lua_tointeger(L,1);
lua_pushstring(L,CGI->generaltexth->allTexts[which].c_str());
return 1;
}
int CLuaCallback::getSelectedHero(lua_State * L) //(),returns int (ID of hero, -1 if no hero is seleceted)
{
int ret;
if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
else
ret = -1;
lua_pushinteger(L,ret);
return 1;
}