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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"
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++)
{
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)
{
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(CHeroInstance::convertPosition(curd.dst,false));
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;
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int heroSight = hero->getSightDistance();
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int xbeg = stpos.x - heroSight - 2;
if(xbeg < 0)
xbeg = 0;
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int xend = stpos.x + heroSight + 2;
if(xend >= CGI->ac->map.width)
xend = CGI->ac->map.width;
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int ybeg = stpos.y - heroSight - 2;
if(ybeg < 0)
ybeg = 0;
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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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}
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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;
}
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);
}
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];
}
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 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;
}
int CCallback::swapCreatures(const CCreatureSet *s1, const CCreatureSet *s2, int p1, int p2)
{
CCreatureSet *S1=const_cast<CCreatureSet *>(s1), *S2 = const_cast<CCreatureSet *>(s2);//todo - ugly
if (false)
{
//TODO: check if we are allowed to swap these creatures
return -1;
}
//if(S1->slots[p1].first)
{
//if(s2->slots[p2].first)
{
CCreature * pom = S2->slots[p2].first;
S2->slots[p2].first = S1->slots[p1].first;
S1->slots[p1].first = pom;
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int pom2 = S2->slots[p2].second;
S2->slots[p2].second = S1->slots[p1].second;
S1->slots[p1].second = pom2;
}
}
return -1;
}
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int CCallback::getMySerial()
{
return gs->players[player].serial;
}
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;
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std::cout << "Bohater o ID " << ID <<" (" <<CGI->heroh->heroes[ID]->name <<") dostaje "<<val<<" expa, ale nic z tym nie umiem zrobic :("<<std::endl;
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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 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(x)
}
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;
}