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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 "CGameInfo.h"
#include "hch\CAmbarCendamo.h"
#include "mapHandler.h"
#include "CGameState.h"
#include "CGameInterface.h"
bool CCallback::moveHero(int ID, int3 destPoint)
{
if(ID<0 || ID>CGI->heroh->heroInstances.size())
return false;
if(destPoint.x<0 || destPoint.x>CGI->ac->map.width)
return false;
if(destPoint.y<0 || destPoint.y>CGI->ac->map.height)
return false;
if(destPoint.z<0 || destPoint.z>CGI->mh->ttiles[0][0].size()-1)
return false;
CPath * ourPath = CGI->pathf->getPath(CGI->heroh->heroInstances[ID]->pos, destPoint, CGI->heroh->heroInstances[ID]);
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].x, ourPath->nodes[i].y, CGI->heroh->heroInstances[ID]->pos.z);
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endpos = int3(ourPath->nodes[i-1].x, ourPath->nodes[i-1].y, CGI->heroh->heroInstances[ID]->pos.z);
HeroMoveDetails curd;
curd.src = stpos;
curd.dst = endpos;
curd.heroID = ID;
curd.owner = CGI->heroh->heroInstances[ID]->owner;
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//if(CGI->heroh->heroInstances[ID]->movement>=CGI->mh->getCost(stpos, endpos, CGI->heroh->heroInstances[ID]))
{ //performing move
for(int j=0; j<CGI->state->players.size(); ++j)
{
if(CGI->state->players[j].fogOfWarMap[stpos.x][stpos.y][stpos.z] || CGI->state->players[j].fogOfWarMap[endpos.x][endpos.y][endpos.z])
{ //player should be notified
CGI->playerint[j]->heroMoved(curd);
}
}
}
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//else
return true; //move ended - no more movement points
}
return true;
}
int CCallback::howManyHeroes(int player)
{
if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
return -1;
return gs->players[player].heroes.size();
}
const CHeroInstance * 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)
return gs->players[player].heroes[val];
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;
}