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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 "CGameInterface.h"
int CCallback::lowestSpeed(CHeroInstance * 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(CHeroInstance * 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() ;
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++)
{
(*i).second.heroes[j]->movement = valMovePoints((*i).second.heroes[j]);
}
}
}
bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
{
CHeroInstance * 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;
curd.ho = hero->ourObject;
curd.owner = hero->owner;
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/*if(player!=-1)
{
hero->pos = endpos;
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}*/
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//if(CGI->heroh->heroInstances[ID]->movement>=CGI->mh->getCost(stpos, endpos, CGI->heroh->heroInstances[ID]))
{ //performing move
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
{
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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[nn]->heroMoved(curd);
}
++nn;
break; //for testing only
}
}
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//else
//return true; //move ended - no more movement points
hero->pos = curd.dst;
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hero->ourObject->pos = curd.dst;
}
return true;
}
int CCallback::howManyTowns()
{
return gs->players[gs->currentPlayer].towns.size();
}
const CTownInstance * 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(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;
}
int CCallback::getResourceAmount(int type)
{
return gs->players[gs->currentPlayer].resources[type];
}
int CCallback::getDate(int mode)
{
int temp;
switch (mode)
{
case 0:
return gs->day;
case 1:
temp = (gs->day)%7;
if (temp)
return temp;
else return 7;
case 2:
temp = ((gs->day-1)/7)+1;
if (temp%4)
return temp;
else return 4;
case 3:
return ((gs->day-1)/28)+1;
}
}
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 > ();
}