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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* restored objects functionalities (hopefully working)

* new file in vcmi lib: IGameCallback.cpp
This commit is contained in:
Michał W. Urbańczyk 2008-12-27 01:01:59 +00:00
parent d0d60175d7
commit 4a8ae4ed9a
19 changed files with 2316 additions and 2103 deletions

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@ -1,177 +1,176 @@
#ifndef __CADVMAPINTERFACE_H__
#define __CADVMAPINTERFACE_H__
#include <typeinfo>
#include "global.h"
#include "SDL.h"
#include "CPlayerInterface.h"
#include <map>
#include "AdventureMapButton.h"
class CDefHandler;
class CCallback;
struct CPath;
class CAdvMapInt;
class CGHeroInstance;
class CGTownInstance;
class CHeroWindow;
/*****************************/
class CMinimap
: public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject
{
public:
SDL_Surface * radar;
SDL_Surface * temps;
std::map<int,SDL_Color> colors;
std::map<int,SDL_Color> colorsBlocked;
std::vector<SDL_Surface *> map, FoW; //one bitmap for each level (terrain, Fog of War)
//TODO flagged buildings
std::string statusbarTxt, rcText;
CMinimap(bool draw=true);
void draw();
void redraw(int level=-1);// (level==-1) => redraw all levels
void updateRadar();
void clickRight (tribool down);
void clickLeft (tribool down);
void hover (bool on);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void activate(); // makes button active
void deactivate(); // makes button inactive (but don't deletes)
void hideTile(const int3 &pos); //puts FoW
void showTile(const int3 &pos); //removes FoW
};
class CTerrainRect
: public ClickableL, public ClickableR, public Hoverable, public MotionInterested
{
public:
int tilesw, tilesh; //width and height of terrain to blit in tiles
int3 curHoveredTile;
int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
CDefHandler * arrows;
CTerrainRect();
CPath * currentPath;
void activate();
void deactivate();
void clickLeft(tribool down);
void clickRight(tribool down);
void hover(bool on);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void show();
void showPath();
int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
int3 whichTileIsIt(); //uses current cursor pos
};
class CResDataBar
:public ClickableR, public virtual CIntObject
{
public:
SDL_Surface * bg;
std::vector<std::pair<int,int> > txtpos;
std::string datetext;
void clickRight (tribool down);
void activate();
void deactivate();
CResDataBar();
CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
~CResDataBar();
void draw();
};
class CInfoBar
:public virtual CIntObject, public TimeInterested
{
public:
CDefHandler *day, *week1, *week2, *week3, *week4;
SComponent * current;
int mode;
int pom;
CInfoBar();
~CInfoBar();
void newDay(int Day);
void showComp(SComponent * comp, int time=5000);
void tick();
void draw(const CGObjectInstance * specific=NULL); // if specific==0 function draws info about selected hero/town
void blitAnim(int mode);//0 - day, 1 - week
CDefHandler * getAnim(int mode);
};
/*****************************/
class CAdvMapInt : public CMainInterface, public KeyInterested //adventure map interface
{
public:
CAdvMapInt(int Player);
~CAdvMapInt();
int3 position; //top left corner of visible map part
int player;
std::vector<CDefHandler *> gems;
bool scrollingLeft ;
bool scrollingRight ;
bool scrollingUp ;
bool scrollingDown ;
bool updateScreen, updateMinimap ;
unsigned char anim, animValHitCount; //animation frame
unsigned char heroAnim, heroAnimValHitCount; //animation frame
CMinimap minimap;
SDL_Surface * bg;
AdventureMapButton kingOverview,//- kingdom overview
underground,//- underground switch
questlog,//- questlog
sleepWake, //- sleep/wake hero
moveHero, //- move hero
spellbook,//- spellbook
advOptions, //- adventure options
sysOptions,//- system options
nextHero, //- next hero
endTurn;//- end turn
//CHeroList herolist;
CTerrainRect terrain; //visible terrain
CStatusBar statusbar;
CResDataBar resdatabar;
CHeroList heroList;
CTownList townList;
CInfoBar infoBar;
CHeroWindow * heroWindow;
const CArmedInstance *selection;
//fuctions binded to buttons
void fshowOverview();
void fswitchLevel();
void fshowQuestlog();
void fsleepWake();
void fmoveHero();
void fshowSpellbok();
void fadventureOPtions();
void fsystemOptions();
void fnextHero();
void fendTurn();
void activate();
void deactivate();
void show(SDL_Surface * to=NULL); //shows and activates adv. map interface
void hide(); //deactivates advmap interface
void update(); //redraws terrain
void select(const CArmedInstance *sel);
void selectionChanged();
void centerOn(int3 on);
int3 verifyPos(int3 ver);
void handleRightClick(std::string text, tribool down, CIntObject * client);
void keyPressed(const SDL_KeyboardEvent & key);
};
#endif // __CADVMAPINTERFACE_H__
#ifndef __CADVMAPINTERFACE_H__
#define __CADVMAPINTERFACE_H__
#include <typeinfo>
#include "global.h"
#include "SDL.h"
#include "CPlayerInterface.h"
#include <map>
#include "AdventureMapButton.h"
class CDefHandler;
class CCallback;
struct CPath;
class CAdvMapInt;
class CGHeroInstance;
class CGTownInstance;
class CHeroWindow;
/*****************************/
class CMinimap
: public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject
{
public:
SDL_Surface * radar;
SDL_Surface * temps;
std::map<int,SDL_Color> colors;
std::map<int,SDL_Color> colorsBlocked;
std::vector<SDL_Surface *> map, FoW; //one bitmap for each level (terrain, Fog of War)
std::string statusbarTxt, rcText;
CMinimap(bool draw=true);
void draw();
void redraw(int level=-1);// (level==-1) => redraw all levels
void updateRadar();
void clickRight (tribool down);
void clickLeft (tribool down);
void hover (bool on);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void activate(); // makes button active
void deactivate(); // makes button inactive (but don't deletes)
void hideTile(const int3 &pos); //puts FoW
void showTile(const int3 &pos); //removes FoW
};
class CTerrainRect
: public ClickableL, public ClickableR, public Hoverable, public MotionInterested
{
public:
int tilesw, tilesh; //width and height of terrain to blit in tiles
int3 curHoveredTile;
int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
CDefHandler * arrows;
CTerrainRect();
CPath * currentPath;
void activate();
void deactivate();
void clickLeft(tribool down);
void clickRight(tribool down);
void hover(bool on);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void show();
void showPath();
int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
int3 whichTileIsIt(); //uses current cursor pos
};
class CResDataBar
:public ClickableR, public virtual CIntObject
{
public:
SDL_Surface * bg;
std::vector<std::pair<int,int> > txtpos;
std::string datetext;
void clickRight (tribool down);
void activate();
void deactivate();
CResDataBar();
CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
~CResDataBar();
void draw();
};
class CInfoBar
:public virtual CIntObject, public TimeInterested
{
public:
CDefHandler *day, *week1, *week2, *week3, *week4;
SComponent * current;
int mode;
int pom;
CInfoBar();
~CInfoBar();
void newDay(int Day);
void showComp(SComponent * comp, int time=5000);
void tick();
void draw(const CGObjectInstance * specific=NULL); // if specific==0 function draws info about selected hero/town
void blitAnim(int mode);//0 - day, 1 - week
CDefHandler * getAnim(int mode);
};
/*****************************/
class CAdvMapInt : public CMainInterface, public KeyInterested //adventure map interface
{
public:
CAdvMapInt(int Player);
~CAdvMapInt();
int3 position; //top left corner of visible map part
int player;
std::vector<CDefHandler *> gems;
bool scrollingLeft ;
bool scrollingRight ;
bool scrollingUp ;
bool scrollingDown ;
bool updateScreen, updateMinimap ;
unsigned char anim, animValHitCount; //animation frame
unsigned char heroAnim, heroAnimValHitCount; //animation frame
CMinimap minimap;
SDL_Surface * bg;
AdventureMapButton kingOverview,//- kingdom overview
underground,//- underground switch
questlog,//- questlog
sleepWake, //- sleep/wake hero
moveHero, //- move hero
spellbook,//- spellbook
advOptions, //- adventure options
sysOptions,//- system options
nextHero, //- next hero
endTurn;//- end turn
//CHeroList herolist;
CTerrainRect terrain; //visible terrain
CStatusBar statusbar;
CResDataBar resdatabar;
CHeroList heroList;
CTownList townList;
CInfoBar infoBar;
CHeroWindow * heroWindow;
const CArmedInstance *selection;
//fuctions binded to buttons
void fshowOverview();
void fswitchLevel();
void fshowQuestlog();
void fsleepWake();
void fmoveHero();
void fshowSpellbok();
void fadventureOPtions();
void fsystemOptions();
void fnextHero();
void fendTurn();
void activate();
void deactivate();
void show(SDL_Surface * to=NULL); //shows and activates adv. map interface
void hide(); //deactivates advmap interface
void update(); //redraws terrain
void select(const CArmedInstance *sel);
void selectionChanged();
void centerOn(int3 on);
int3 verifyPos(int3 ver);
void handleRightClick(std::string text, tribool down, CIntObject * client);
void keyPressed(const SDL_KeyboardEvent & key);
};
#endif // __CADVMAPINTERFACE_H__

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@ -648,7 +648,10 @@ void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
void CCallback::setSelection(const CArmedInstance * obj)
{
*cl->serv << ui16(514) << obj->id;
SetSelection ss;
ss.player = player;
ss.id = obj->id;
*cl->serv << ui16(514) << ss;
}
void CCallback::recruitHero(const CGTownInstance *town, const CGHeroInstance *hero)

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@ -6,6 +6,7 @@
#include <boost/random/linear_congruential.hpp>
#include "hch/CDefObjInfoHandler.h"
#include "hch/CArtHandler.h"
#include "hch/CGeneralTextHandler.h"
#include "hch/CTownHandler.h"
#include "hch/CSpellHandler.h"
#include "hch/CHeroHandler.h"
@ -28,6 +29,79 @@ boost::rand48 ran;
#undef max
#endif
std::string DLL_EXPORT toString(MetaString &ms)
{
std::string ret;
for(size_t i=0;i<ms.message.size();++i)
{
if(ms.message[i]>0)
{
ret += ms.strings[ms.message[i]-1];
}
else
{
std::vector<std::string> *vec;
int type = ms.texts[-ms.message[i]-1].first,
ser = ms.texts[-ms.message[i]-1].second;
if(type == 5)
{
ret += VLC->arth->artifacts[ser].Name();
continue;
}
else if(type == 7)
{
ret += VLC->creh->creatures[ser].namePl;
continue;
}
else if(type == 9)
{
ret += VLC->objh->mines[ser].first;
continue;
}
else if(type == 10)
{
ret += VLC->objh->mines[ser].second;
continue;
}
else
{
switch(type)
{
case 1:
vec = &VLC->generaltexth->allTexts;
break;
case 2:
vec = &VLC->objh->xtrainfo;
break;
case 3:
vec = &VLC->objh->names;
break;
case 4:
vec = &VLC->objh->restypes;
break;
case 6:
vec = &VLC->generaltexth->arraytxt;
break;
case 8:
vec = &VLC->objh->creGens;
break;
case 11:
vec = &VLC->objh->advobtxt;
break;
case 12:
vec = &VLC->generaltexth->artifEvents;
break;
}
ret += (*vec)[ser];
}
}
}
for(size_t i=0; i < ms.replacements.size(); ++i)
{
ret.replace(ret.find("%s"),2,ms.replacements[i]);
}
return ret;
}
CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
{
@ -624,6 +698,12 @@ void CGameState::applyNL(IPack * pack)
h->artifWorn = sha->artifWorn;
break;
}
case 514:
{
SetSelection *ss = static_cast<SetSelection*>(pack);
players[ss->player].currentSelection = ss->id;
break;
}
case 515:
{
HeroRecruited *sha = static_cast<HeroRecruited*>(pack);
@ -652,23 +732,13 @@ void CGameState::applyNL(IPack * pack)
case 1001://set object property
{
SetObjectProperty *p = static_cast<SetObjectProperty*>(pack);
if(p->what == 3) //set creatures amount
{
tlog5 << "Setting creatures amount in " << p->id << std::endl;
static_cast<CGCreature*>(map->objects[p->id])->army.slots[0].second = p->val;
break;
}
ui8 CGObjectInstance::*point;
switch(p->what)
{
case 1:
point = &CGObjectInstance::tempOwner;
break;
case 2:
point = &CGObjectInstance::blockVisit;
break;
}
map->objects[p->id]->*point = p->val;
setObjProperty(p);
break;
}
case 1002:
{
SetHoverName *shn = static_cast<SetHoverName*>(pack);
map->objects[shn->id]->hoverName = toString(shn->name);
break;
}
case 2000:
@ -1381,6 +1451,9 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
}
}
}
for(int i=0; i<map->objects.size(); i++)
map->objects[i]->initObj();
}
bool CGameState::battleShootCreatureStack(int ID, int dest)
@ -1498,6 +1571,31 @@ void CGameState::loadTownDInfos()
capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
}
}
void CGameState::setObjProperty( SetObjectProperty * p )
{
CGObjectInstance *obj = map->objects[p->id];
switch(p->what)
{
case 1:
obj->tempOwner = p->val;
break;
case 2:
obj->blockVisit = p->val;
break;
case 3:
static_cast<CArmedInstance*>(obj)->army.slots[0].second = p->val;
break;
case 4:
static_cast<CGVisitableOPH*>(obj)->visitors.insert(p->val);
break;
case 5:
static_cast<CGVisitableOPW*>(obj)->visited = p->val;
break;
}
}
int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
{
int attackerAttackBonus = attacker->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0);

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@ -1,222 +1,230 @@
#ifndef __CGAMESTATE_H__
#define __CGAMESTATE_H__
#include "global.h"
#ifndef _MSC_VER
#include "hch/CCreatureHandler.h"
#include "lib/VCMI_Lib.h"
#endif
#include <set>
#include <vector>
#ifdef _WIN32
#include <tchar.h>
#else
#include "tchar_amigaos4.h"
#endif
class CTown;
class CScriptCallback;
class CCallback;
class CLuaCallback;
class CCPPObjectScript;
class CCreatureSet;
class CStack;
class CGHeroInstance;
class CGTownInstance;
class CArmedInstance;
class CGDefInfo;
class CObjectScript;
class CGObjectInstance;
class CCreature;
struct Mapa;
struct StartInfo;
struct SDL_Surface;
class CMapHandler;
class CPathfinder;
struct IPack;
namespace boost
{
class shared_mutex;
}
struct DLL_EXPORT PlayerState
{
public:
ui8 color, serial;
ui32 currentSelection; //id of hero/town, 0xffffffff if none
std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
std::vector<si32> resources;
std::vector<CGHeroInstance *> heroes;
std::vector<CGTownInstance *> towns;
std::vector<CGHeroInstance *> availableHeroes; //heroes available in taverns
PlayerState():color(-1),currentSelection(0xffffffff){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color & serial & currentSelection & fogOfWarMap & resources;
//TODO: vectors of heroes/towns
}
};
struct DLL_EXPORT BattleInfo
{
ui8 side1, side2;
si32 round, activeStack;
ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
int3 tile; //for background and bonuses
si32 hero1, hero2;
CCreatureSet army1, army2;
std::vector<CStack*> stacks;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2;
}
CStack * getNextStack(); //which stack will have turn after current one
std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
CStack * getStack(int stackID);
CStack * getStackT(int tileID);
void getAccessibilityMap(bool *accessibility, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
void makeBFS(int start, bool*accessibility, int *predecessor, int *dists); //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
std::vector<int> getPath(int start, int dest, bool*accessibility);
std::vector<int> getAccessibility(int stackID); //returns vector of accessible tiles (taking into account the creature range)
bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
static std::vector<int> neighbouringTiles(int hex);
static int calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting); //TODO: add additional conditions and require necessary data
void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
};
class DLL_EXPORT CStack
{
public:
ui32 ID; //unique ID of stack
CCreature * creature;
ui32 amount, baseAmount;
ui32 firstHPleft; //HP of first creature in stack
ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
ui16 position; //position on battlefield
ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
si16 shots; //how many shots left
std::set<EAbilities> abilities;
std::set<ECombatInfo> state;
struct StackEffect
{
ui16 id; //spell id
ui8 level; //skill level
ui16 turnsRemain;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & level & turnsRemain;
}
};
std::vector<StackEffect> effects;
CStack(CCreature * C, int A, int O, int I, bool AO, int S);
CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(1), effects(), state(), abilities(){}
const StackEffect * getEffect(ui16 id) const; //effect id (SP)
ui32 speed() const;
template <typename Handler> void save(Handler &h, const int version)
{
h & creature->idNumber;
}
template <typename Handler> void load(Handler &h, const int version)
{
ui32 id;
h & id;
creature = &VLC->creh->creatures[id];
abilities = creature->abilities;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
& shots;
if(h.saving)
save(h,version);
else
load(h,version);
}
bool alive() const
{
return vstd::contains(state,ALIVE);
}
};
struct UpgradeInfo
{
int oldID; //creature to be upgraded
std::vector<int> newID; //possible upgrades
std::vector<std::set<std::pair<int,int> > > cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>
UpgradeInfo(){oldID = -1;};
};
class DLL_EXPORT CGameState
{
private:
StartInfo* scenarioOps;
ui32 seed;
ui8 currentPlayer; //ID of player currently having turn
BattleInfo *curB; //current battle
ui32 day; //total number of days in game
Mapa * map;
std::map<ui8,PlayerState> players; //ID <-> player state
std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
std::vector<ui32> resVals;
struct DLL_EXPORT HeroesPool
{
std::map<ui32,CGHeroInstance *> heroesPool; //[subID] - heroes available to buy; NULL if not available
std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero
CGHeroInstance * pickHeroFor(bool native, int player, const CTown *town, int notThatOne=-1);
} hpool; //we have here all heroes available on this map that are not hired
boost::shared_mutex *mx;
CGameState();
~CGameState();
void init(StartInfo * si, Mapa * map, int Seed);
void loadTownDInfos();
void applyNL(IPack * pack);
void apply(IPack * pack);
void randomizeObject(CGObjectInstance *cur);
std::pair<int,int> pickObject(CGObjectInstance *obj);
int pickHero(int owner);
CGHeroInstance *getHero(int objid);
CGTownInstance *getTown(int objid);
bool battleMoveCreatureStack(int ID, int dest);
bool battleAttackCreatureStack(int ID, int dest);
bool battleShootCreatureStack(int ID, int dest);
int battleGetStack(int pos); //returns ID of stack at given tile
UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
float getMarketEfficiency(int player, int mode=0);
std::set<int3> tilesToReveal(int3 pos, int radious, int player) const; //if player==-1 => adds all tiles in radious
public:
int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
template <typename Handler> void serialize(Handler &h, const int version)
{
h & scenarioOps & seed & currentPlayer & day & map & players & resVals;
if(!h.saving)
{
loadTownDInfos();
}
//TODO: hero pool
}
friend class CCallback;
friend class CPathfinder;;
friend class CLuaCallback;
friend class CClient;
friend void initGameState(Mapa * map, CGameInfo * cgi);
friend class CScriptCallback;
friend class CMapHandler;
friend class CGameHandler;
};
#endif // __CGAMESTATE_H__
#ifndef __CGAMESTATE_H__
#define __CGAMESTATE_H__
#include "global.h"
#ifndef _MSC_VER
#include "hch/CCreatureHandler.h"
#include "lib/VCMI_Lib.h"
#endif
#include <set>
#include <vector>
#ifdef _WIN32
#include <tchar.h>
#else
#include "tchar_amigaos4.h"
#endif
class CTown;
class CScriptCallback;
class CCallback;
class CLuaCallback;
class CCPPObjectScript;
class CCreatureSet;
class CStack;
class CGHeroInstance;
class CGTownInstance;
class CArmedInstance;
class CGDefInfo;
class CObjectScript;
class CGObjectInstance;
class CCreature;
struct Mapa;
struct StartInfo;
struct SDL_Surface;
class CMapHandler;
class CPathfinder;
struct IPack;
struct SetObjectProperty;
struct MetaString;
std::string DLL_EXPORT toString(MetaString &ms);
namespace boost
{
class shared_mutex;
}
struct DLL_EXPORT PlayerState
{
public:
ui8 color, serial;
ui32 currentSelection; //id of hero/town, 0xffffffff if none
std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
std::vector<si32> resources;
std::vector<CGHeroInstance *> heroes;
std::vector<CGTownInstance *> towns;
std::vector<CGHeroInstance *> availableHeroes; //heroes available in taverns
PlayerState():color(-1),currentSelection(0xffffffff){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color & serial & currentSelection & fogOfWarMap & resources;
//TODO: vectors of heroes/towns
}
};
struct DLL_EXPORT BattleInfo
{
ui8 side1, side2;
si32 round, activeStack;
ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
int3 tile; //for background and bonuses
si32 hero1, hero2;
CCreatureSet army1, army2;
std::vector<CStack*> stacks;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2;
}
CStack * getNextStack(); //which stack will have turn after current one
std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
CStack * getStack(int stackID);
CStack * getStackT(int tileID);
void getAccessibilityMap(bool *accessibility, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
void makeBFS(int start, bool*accessibility, int *predecessor, int *dists); //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
std::vector<int> getPath(int start, int dest, bool*accessibility);
std::vector<int> getAccessibility(int stackID); //returns vector of accessible tiles (taking into account the creature range)
bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
static std::vector<int> neighbouringTiles(int hex);
static int calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting); //TODO: add additional conditions and require necessary data
void calculateCasualties(std::set<std::pair<ui32,si32> > *casualties);
};
class DLL_EXPORT CStack
{
public:
ui32 ID; //unique ID of stack
CCreature * creature;
ui32 amount, baseAmount;
ui32 firstHPleft; //HP of first creature in stack
ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
ui16 position; //position on battlefield
ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
si16 shots; //how many shots left
std::set<EAbilities> abilities;
std::set<ECombatInfo> state;
struct StackEffect
{
ui16 id; //spell id
ui8 level; //skill level
ui16 turnsRemain;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & level & turnsRemain;
}
};
std::vector<StackEffect> effects;
CStack(CCreature * C, int A, int O, int I, bool AO, int S);
CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(1), effects(), state(), abilities(){}
const StackEffect * getEffect(ui16 id) const; //effect id (SP)
ui32 speed() const;
template <typename Handler> void save(Handler &h, const int version)
{
h & creature->idNumber;
}
template <typename Handler> void load(Handler &h, const int version)
{
ui32 id;
h & id;
creature = &VLC->creh->creatures[id];
abilities = creature->abilities;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
& shots;
if(h.saving)
save(h,version);
else
load(h,version);
}
bool alive() const
{
return vstd::contains(state,ALIVE);
}
};
struct UpgradeInfo
{
int oldID; //creature to be upgraded
std::vector<int> newID; //possible upgrades
std::vector<std::set<std::pair<int,int> > > cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>
UpgradeInfo(){oldID = -1;};
};
class DLL_EXPORT CGameState
{
private:
StartInfo* scenarioOps;
ui32 seed;
ui8 currentPlayer; //ID of player currently having turn
BattleInfo *curB; //current battle
ui32 day; //total number of days in game
Mapa * map;
std::map<ui8,PlayerState> players; //ID <-> player state
std::map<int, CGDefInfo*> villages, forts, capitols; //def-info for town graphics
std::vector<ui32> resVals;
struct DLL_EXPORT HeroesPool
{
std::map<ui32,CGHeroInstance *> heroesPool; //[subID] - heroes available to buy; NULL if not available
std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero
CGHeroInstance * pickHeroFor(bool native, int player, const CTown *town, int notThatOne=-1);
} hpool; //we have here all heroes available on this map that are not hired
boost::shared_mutex *mx;
CGameState();
~CGameState();
void init(StartInfo * si, Mapa * map, int Seed);
void loadTownDInfos();
void applyNL(IPack * pack);
void setObjProperty( SetObjectProperty * p );
void apply(IPack * pack);
void randomizeObject(CGObjectInstance *cur);
std::pair<int,int> pickObject(CGObjectInstance *obj);
int pickHero(int owner);
CGHeroInstance *getHero(int objid);
CGTownInstance *getTown(int objid);
bool battleMoveCreatureStack(int ID, int dest);
bool battleAttackCreatureStack(int ID, int dest);
bool battleShootCreatureStack(int ID, int dest);
int battleGetStack(int pos); //returns ID of stack at given tile
UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
float getMarketEfficiency(int player, int mode=0);
std::set<int3> tilesToReveal(int3 pos, int radious, int player) const; //if player==-1 => adds all tiles in radious
public:
int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
template <typename Handler> void serialize(Handler &h, const int version)
{
h & scenarioOps & seed & currentPlayer & day & map & players & resVals;
if(!h.saving)
{
loadTownDInfos();
}
//TODO: hero pool
}
friend class CCallback;
friend class CPathfinder;;
friend class CLuaCallback;
friend class CClient;
friend void initGameState(Mapa * map, CGameInfo * cgi);
friend class IGameCallback;
friend class CMapHandler;
friend class CGameHandler;
};
#endif // __CGAMESTATE_H__

View File

@ -1076,6 +1076,8 @@ void CPlayerInterface::yourTurn()
adventureInt->infoBar.newDay(cb->getDate(1));
//select first hero if available.
//TODO: check if hero is slept
if(adventureInt->heroList.items.size())
adventureInt->select(adventureInt->heroList.items[0].first);
else
@ -1193,7 +1195,7 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
if(adventureInt == curint)
adventureInt->minimap.draw();
if(details.style)
if(details.style>0)
return;
//initializing objects and performing first step of move

View File

@ -1,12 +1,14 @@
0.64 -> 0.next (???) [as for r651]
0.64 -> 0.next (???) [as for r672]
GENERAL:
* move some settings to the config/settings.txt file
* partial support for new screen resolutions
* /Data and /Sprites subfolders can be used for adding files not present in .lod archives
* fixed crashbug occuring when hero levelled above 15 level
* support for non-standard screen resolutions
ADVENTURE INTERFACE:
* added water animation
* speed of scrolling map and hero movement can be adjusted in the System Options Window
TOWN INTERFACE:
* the scroll tab won't remain hanged to our mouse position if we move the mouse away from the scroll bar
@ -18,6 +20,9 @@ BATTLES
* war machines support partially added
* queue of stacks narrowed
* spell effect animation displaying improvements
* positive/negative spells cannot be cast on hostile/our stacks
* showing spell effects affecting stack in creature info window
* more appropriate coloring of stack amount box when stack is affected by a spell
* several reported bugs fixed
* new spells supported:
a) Haste
@ -26,12 +31,19 @@ BATTLES
d) slow
e) implosion
f) forgetfulness
g) shield
h) air shield
i) bless
j) curse
k) bloodlust
l) weakness
m) stone skin
n) prayer
o) frenzy
AI:
AI PLAYER:
* Genius AI (first VCMI AI) will control computer creatures during the combat.
GENERAL:
* started making external settings file (will be used for support for non 800x600 screen resolutions)
And a lot of minor fixes
0.63 -> 0.64 (Nov 01 2008)

View File

@ -18,82 +18,9 @@
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include <sstream>
CSharedCond<std::set<IPack*> > mess(new std::set<IPack*>);
std::string toString(MetaString &ms)
{
std::string ret;
for(size_t i=0;i<ms.message.size();++i)
{
if(ms.message[i]>0)
{
ret += ms.strings[ms.message[i]-1];
}
else
{
std::vector<std::string> *vec;
int type = ms.texts[-ms.message[i]-1].first,
ser = ms.texts[-ms.message[i]-1].second;
if(type == 5)
{
ret += CGI->arth->artifacts[ser].Name();
continue;
}
else if(type == 7)
{
ret += CGI->creh->creatures[ser].namePl;
continue;
}
else if(type == 9)
{
ret += CGI->objh->mines[ser].first;
continue;
}
else if(type == 10)
{
ret += CGI->objh->mines[ser].second;
continue;
}
else
{
switch(type)
{
case 1:
vec = &CGI->generaltexth->allTexts;
break;
case 2:
vec = &CGI->objh->xtrainfo;
break;
case 3:
vec = &CGI->objh->names;
break;
case 4:
vec = &CGI->objh->restypes;
break;
case 6:
vec = &CGI->generaltexth->arraytxt;
break;
case 8:
vec = &CGI->objh->creGens;
break;
case 11:
vec = &CGI->objh->advobtxt;
break;
case 12:
vec = &CGI->generaltexth->artifEvents;
break;
}
ret += (*vec)[ser];
}
}
}
for(size_t i=0; i < ms.replacements.size(); ++i)
{
ret.replace(ret.find("%s"),2,ms.replacements[i]);
}
return ret;
}
CClient::CClient(void)
{
}
@ -101,6 +28,7 @@ CClient::CClient(CConnection *con, StartInfo *si)
:serv(con)
{
timeHandler tmh;
IObjectInterface::cb = this;
CGI->state = new CGameState();
tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
CConnection &c(*con);
@ -449,6 +377,14 @@ void CClient::process(int what)
tlog4 << "Player "<<(int)color<<" sends a message: " << message << std::endl;
break;
}
case 514:
{
SetSelection ss;
*serv >> ss;
tlog5 << "Selection of player " << (int)ss.player << " set to " << ss.id << std::endl;
gs->apply(&ss);
break;
}
case 515:
{
HeroRecruited hr;
@ -475,9 +411,7 @@ void CClient::process(int what)
SetHoverName shn;
*serv >> shn;
tlog5 << "Setting a name of " << shn.id <<" object to "<< toString(shn.name) <<std::endl;
gs->mx->lock();
//gs->map->objects[shn.id]->hoverName = toString(shn.name);
gs->mx->unlock();
gs->apply(&shn);
break;
}
case 2000:
@ -668,8 +602,11 @@ void CClient::process(int what)
case 9999:
break;
default:
throw std::string("Not supported server message!");
break;
{
std::ostringstream ex;
ex << "Not supported server message (type=" << what <<")";
throw ex.str();
}
}
}
void CClient::waitForMoveAndSend(int color)
@ -709,3 +646,13 @@ void CClient::save(const std::string & fname)
{
*serv << ui16(98) << fname;
}
int CClient::getCurrentPlayer()
{
return gs->currentPlayer;
}
int CClient::getSelectedHero()
{
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
}

View File

@ -1,63 +1,87 @@
#ifndef __CLIENT_H__
#define __CLIENT_H__
#include "../global.h"
#include <boost/thread.hpp>
struct StartInfo;
class CGameState;
class CGameInterface;
class CConnection;
class CCallback;
class CClient;
void processCommand(const std::string &message, CClient *&client);
namespace boost
{
class mutex;
class condition_variable;
}
template <typename T>
struct CSharedCond
{
boost::mutex *mx;
boost::condition_variable *cv;
T *res;
CSharedCond(T*R)
{
res = R;
mx = new boost::mutex;
cv = new boost::condition_variable;
}
~CSharedCond()
{
delete res;
delete mx;
delete cv;
}
};
class CClient
{
CCallback *cb;
CGameState *gs;
std::map<ui8,CGameInterface *> playerint;
CConnection *serv;
void waitForMoveAndSend(int color);
public:
CClient(void);
CClient(CConnection *con, StartInfo *si);
~CClient(void);
void close();
void save(const std::string & fname);
void process(int what);
void run();
friend class CCallback; //handling players actions
friend class CScriptCallback; //for objects scripts
friend void processCommand(const std::string &message, CClient *&client); //handling console
};
#endif // __CLIENT_H__
#ifndef __CLIENT_H__
#define __CLIENT_H__
#include "../global.h"
#include <boost/thread.hpp>
#include "../lib/IGameCallback.h"
struct StartInfo;
class CGameState;
class CGameInterface;
class CConnection;
class CCallback;
class CClient;
void processCommand(const std::string &message, CClient *&client);
namespace boost
{
class mutex;
class condition_variable;
}
template <typename T>
struct CSharedCond
{
boost::mutex *mx;
boost::condition_variable *cv;
T *res;
CSharedCond(T*R)
{
res = R;
mx = new boost::mutex;
cv = new boost::condition_variable;
}
~CSharedCond()
{
delete res;
delete mx;
delete cv;
}
};
class CClient : public IGameCallback
{
CCallback *cb;
std::map<ui8,CGameInterface *> playerint;
CConnection *serv;
void waitForMoveAndSend(int color);
public:
CClient(void);
CClient(CConnection *con, StartInfo *si);
~CClient(void);
void close();
void save(const std::string & fname);
void process(int what);
void run();
//////////////////////////////////////////////////////////////////////////
//from IGameCallback
int getCurrentPlayer();
int getSelectedHero();
//not working yet, will be implement somewhen later with support for local-sim-based gameplay
void changeSpells(int hid, bool give, const std::set<ui32> &spells){};
void removeObject(int objid){};
void setBlockVis(int objid, bool bv){};
void setOwner(int objid, ui8 owner){};
void setHoverName(int objid, MetaString * name){};
void setObjProperty(int objid, int prop, int val){};
void changePrimSkill(int ID, int which, int val, bool abs=false){};
void showInfoDialog(InfoWindow *iw){};
void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback){};
void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback){}; //returns question id
void giveResource(int player, int which, int val){};
void showCompInfo(ShowInInfobox * comp){};
void heroVisitCastle(int obj, int heroID){};
void stopHeroVisitCastle(int obj, int heroID){};
void giveHeroArtifact(int artid, int hid, int position){}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb){}; //use hero=NULL for no hero
void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb){}; //for hero<=>neutral army
void setAmount(int objid, ui32 val){};
void moveHero(int hid, int3 pos, bool instant){};
//////////////////////////////////////////////////////////////////////////
friend class CCallback; //handling players actions
friend void processCommand(const std::string &message, CClient *&client); //handling console
};
#endif // __CLIENT_H__

View File

@ -3,7 +3,7 @@
clientSettings
{
port=3030;
resolution=800x600; // format: WxH
resolution=1024x768; // format: WxH
bpp=24; // bpp!=24 => problems
fullscreen=0; //0 - windowed mode, 1 - fullscreen
server=127.0.0.1; //use 127.0.0.1 for localhost

View File

@ -17,19 +17,20 @@
#include "../CGameState.h"
#include "../lib/NetPacks.h"
std::map<int,std::map<int, std::vector<int> > > CGTeleport::objs;
IGameCallback * IObjectInterface::cb = NULL;
DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mode);
extern CLodHandler * bitmaph;
extern boost::rand48 ran;
void IObjectInterface::onHeroVisit(const CGHeroInstance * h)
void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
{};
void IObjectInterface::onHeroLeave(const CGHeroInstance * h)
void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
{};
void IObjectInterface::newTurn ()
void IObjectInterface::newTurn () const
{};
IObjectInterface::~IObjectInterface()
@ -645,7 +646,7 @@ bool CGHeroInstance::needsLastStack() const
{
return true;
}
void CGHeroInstance::onHeroVisit(const CGHeroInstance * h)
void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
{
//TODO: check for allies
if(tempOwner == h->tempOwner) //our hero
@ -673,7 +674,7 @@ const std::string & CGHeroInstance::getBiography() const
}
void CGHeroInstance::initObj()
{
cb->setBlockVis(id,true);
blockVisit = true;
}
int CGTownInstance::getSightDistance() const //returns sight distance
{
@ -795,7 +796,7 @@ bool CGTownInstance::needsLastStack() const
else return false;
}
void CGTownInstance::onHeroVisit(const CGHeroInstance * h)
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
{
if(getOwner() != h->getOwner())
{
@ -804,7 +805,7 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h)
cb->heroVisitCastle(id,h->id);
}
void CGTownInstance::onHeroLeave(const CGHeroInstance * h)
void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
{
cb->stopHeroVisitCastle(id,h->id);
}
@ -813,28 +814,16 @@ void CGTownInstance::initObj()
{
MetaString ms;
ms << name << ", " << town->Name();
cb->setHoverName(id,&ms);
hoverName = toString(ms);
}
//std::vector<int> CVisitableOPH::yourObjects()
//{
// std::vector<int> ret;
// ret.push_back(51);//camp
// ret.push_back(23);//tower
// ret.push_back(61);//axis
// ret.push_back(32);//garden
// ret.push_back(100);//stone
// ret.push_back(102);//tree
// return ret;
//}
void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h )
void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const
{
if(visitors.find(h->id)==visitors.end())
{
onNAHeroVisit(h->id, false);
if(ID != 102) //not tree
visitors.insert(h->id);
cb->setObjProperty(id,4,h->id); //add to the visitors
}
else
{
@ -850,16 +839,16 @@ void CGVisitableOPH::initObj()
ttype = -1;
}
void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, int expVal, ui32 result )
void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, int expVal, ui32 result ) const
{
if(result==0) //player agreed to give res for exp
{
cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource
cb->changePrimSkill(heroID,4,expVal); //give exp
visitors.insert(heroID); //set state to visited
cb->setObjProperty(id,4,heroID); //add to the visitors
}
}
void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited)
void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
{
int id=0, subid=0, ot=0, val=1;
switch(ID)
@ -925,7 +914,7 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited)
val = VLC->heroh->reqExp(h->level+val) - VLC->heroh->reqExp(h->level);
if(!ttype)
{
visitors.insert(heroID);
cb->setObjProperty(id,4,heroID); //add to the visitors
InfoWindow iw;
iw.components.push_back(Component(id,subid,1,0));
iw.player = cb->getOwner(heroID);
@ -1010,9 +999,10 @@ const std::string & CGVisitableOPH::getHoverText() const
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
if(h)
{
hoverName += ' ';
hoverName += (vstd::contains(visitors,h->id))
? (VLC->generaltexth->allTexts[353]) //not visited
: ( VLC->generaltexth->allTexts[352]); //visited
? (VLC->generaltexth->allTexts[352]) //visited
: ( VLC->generaltexth->allTexts[353]); //not visited
}
return hoverName;
}
@ -1022,13 +1012,12 @@ bool CArmedInstance::needsLastStack() const
return false;
}
void CGCreature::onHeroVisit( const CGHeroInstance * h )
void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
{
army.slots[0].first = subID;
cb->startBattleI(h->id,army,pos,boost::bind(&CGCreature::endBattle,this,_1));
}
void CGCreature::endBattle( BattleResult *result )
void CGCreature::endBattle( BattleResult *result ) const
{
if(result->winner==0)
{
@ -1040,12 +1029,19 @@ void CGCreature::endBattle( BattleResult *result )
for(std::set<std::pair<ui32,si32> >::iterator i=result->casualties[1].begin(); i!=result->casualties[1].end(); i++)
if(i->first == subID)
killedAmount += i->second;
cb->setAmount(id, army.slots[0].second - killedAmount);
cb->setAmount(id, army.slots.find(0)->second.second - killedAmount);
MetaString ms;
int pom = CCreature::getQuantityID(army.slots.find(0)->second.second);
pom = 174 + 3*pom + 1;
ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);
cb->setHoverName(id,&ms);
}
}
void CGCreature::initObj()
{
army.slots[0].first = subID;
si32 &amount = army.slots[0].second;
CCreature &c = VLC->creh->creatures[subID];
if(!amount)
@ -1053,4 +1049,364 @@ void CGCreature::initObj()
amount = c.ammMax;
else
amount = c.ammMin + (ran() % (c.ammMax - c.ammMin));
MetaString ms;
int pom = CCreature::getQuantityID(army.slots.find(0)->second.second);
pom = 174 + 3*pom + 1;
ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);
hoverName = toString(ms);
}
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
{
if(subID == 7) //TODO: support for abandoned mine
return;
if(h->tempOwner == tempOwner) //we're visiting our mine
return; //TODO: leaving garrison
//TODO: check if mine is guarded
cb->setOwner(id,h->tempOwner); //not ours? flag it!
MetaString ms;
ms << std::pair<ui8,ui32>(9,subID) << " (" << std::pair<ui8,ui32>(6,23+h->tempOwner) << ")";
cb->setHoverName(id,&ms);
int vv=1; //amount of resource per turn
if (subID==0 || subID==2)
vv++;
else if (subID==6)
vv = 1000;
InfoWindow iw;
iw.text << std::pair<ui8,ui32>(10,subID);
iw.player = h->tempOwner;
iw.components.push_back(Component(2,subID,vv,-1));
cb->showInfoDialog(&iw);
}
void CGMine::newTurn() const
{
if (tempOwner == NEUTRAL_PLAYER)
return;
int vv = 1;
if (subID==0 || subID==2)
vv++;
else if (subID==6)
vv = 1000;
cb->giveResource(tempOwner,subID,vv);
}
void CGMine::initObj()
{
MetaString ms;
ms << std::pair<ui8,ui32>(9,subID);
if(tempOwner >= PLAYER_LIMIT)
tempOwner = NEUTRAL_PLAYER;
else
ms << " (" << std::pair<ui8,ui32>(6,23+tempOwner) << ")";
hoverName = toString(ms);
}
void CGResource::initObj()
{
blockVisit = true;
hoverName = VLC->objh->restypes[subID];
if(!amount)
{
switch(subID)
{
case 6:
amount = 500 + (rand()%6)*100;
break;
case 0: case 2:
amount = 6 + (rand()%5);
break;
default:
amount = 3 + (rand()%3);
break;
}
}
}
void CGResource::onHeroVisit( const CGHeroInstance * h ) const
{
//TODO: handle guards (when battles are finished)
if(message.length())
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << message;
cb->showInfoDialog(&iw);
}
cb->giveResource(h->tempOwner,subID,amount);
ShowInInfobox sii;
sii.player = h->tempOwner;
sii.c = Component(2,subID,amount,0);
sii.text << std::pair<ui8,ui32>(11,113);
sii.text.replacements.push_back(VLC->objh->restypes[subID]);
cb->showCompInfo(&sii);
cb->removeObject(id);
}
void CGVisitableOPW::newTurn() const
{
if (cb->getDate(1)==1) //first day of week
{
cb->setObjProperty(id,5,false);
MetaString ms; //set text to "not visited"
ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,353);
cb->setHoverName(id,&ms);
}
}
void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const
{
int mid;
switch (ID)
{
case 55:
mid = 92;
break;
case 112:
mid = 170;
break;
case 109:
mid = 164;
break;
}
if (visited)
{
if (ID!=112)
mid++;
else
mid--;
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << std::pair<ui8,ui32>(11,mid);
cb->showInfoDialog(&iw);
}
else
{
int type, sub, val;
type = 2;
switch (ID)
{
case 55:
if (rand()%2)
{
sub = 5;
val = 5;
}
else
{
sub = 6;
val = 500;
}
break;
case 112:
mid = 170;
sub = (rand() % 5) + 1;
val = (rand() % 4) + 3;
break;
case 109:
mid = 164;
sub = 6;
if(cb->getDate(2)<2)
val = 500;
else
val = 1000;
}
cb->giveResource(h->tempOwner,sub,val);
InfoWindow iw;
iw.player = h->tempOwner;
iw.components.push_back(Component(type,sub,val,0));
iw.text << std::pair<ui8,ui32>(11,mid);
cb->showInfoDialog(&iw);
cb->setObjProperty(id,5,true);
MetaString ms; //set text to "visited"
ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,352);
cb->setHoverName(id,&ms);
}
}
void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
{
int destinationid=-1;
switch(ID)
{
case 43: //one way - find correspong exit monolith
if(vstd::contains(objs,44) && vstd::contains(objs[44],subID) && objs[44][subID].size())
destinationid = objs[44][subID][rand()%objs[44][subID].size()];
else
tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;
break;
case 45: //two way monolith - pick any other one
if(vstd::contains(objs,45) && vstd::contains(objs[45],subID) && objs[45][subID].size()>1)
while ((destinationid = objs[45][subID][rand()%objs[45][subID].size()])==id);
else
tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;
break;
case 103: //find nearest subterranean gate on the other level
{
std::pair<int,double> best(-1,150000); //pair<id,dist>
for(int i=0; i<objs[103][0].size(); i++)
{
if(cb->getObj(objs[103][0][i])->pos.z == pos.z) continue; //gates on our level are not interesting
double hlp = cb->getObj(objs[103][0][i])->pos.dist2d(pos);
if(hlp<best.second)
{
best.first = objs[103][0][i];
best.second = hlp;
}
}
if(best.first<0)
return;
else
destinationid = best.first;
break;
}
}
if(destinationid < 0)
{
tlog2 << "Cannot find exit... :( \n";
return;
}
cb->moveHero(h->id,
(ID!=103)
? (CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true))
: (cb->getObj(destinationid)->pos),
true);
}
void CGTeleport::initObj()
{
objs[ID][subID].push_back(id);
}
void CGArtifact::initObj()
{
blockVisit = true;
if(ID == 5)
hoverName = VLC->arth->artifacts[subID].Name();
}
void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const
{
cb->giveHeroArtifact(subID,h->id,-2);
InfoWindow iw;
iw.player = h->tempOwner;
iw.components.push_back(Component(4,subID,0,0));
iw.text << std::pair<ui8,ui32>(12,subID);
cb->showInfoDialog(&iw);
}
void CGPickable::initObj()
{
blockVisit = true;
switch(ID)
{
case 12: //campfire
val2 = (ran()%3) + 4; //4 - 6
val1 = val2 * 100;
type = ran()%6; //given resource
break;
case 101: //treasure chest
{
int hlp = ran()%100;
if(hlp >= 95)
{
type = 1;
val1 = VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id;
return;
}
else if (hlp >= 65)
{
val1 = 2000;
}
else if(hlp >= 33)
{
val1 = 1500;
}
else
{
val1 = 1000;
}
val2 = val1 - 500;
type = 0;
break;
}
}
}
void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
{
switch(ID)
{
case 12: //campfire
{
cb->giveResource(h->tempOwner,type,val2); //non-gold resource
cb->giveResource(h->tempOwner,6,val1);//gold
InfoWindow iw;
iw.player = h->tempOwner;
iw.components.push_back(Component(2,6,val1,0));
iw.components.push_back(Component(2,type,val2,0));
iw.text << std::pair<ui8,ui32>(11,23);
cb->showInfoDialog(&iw);
break;
}
case 101: //treasure chest
{
if (subID) //not OH3 treasure chest
{
tlog2 << "Not supported WoG treasure chest!\n";
return;
}
if(type) //there is an artifact
{
cb->giveHeroArtifact(val1,h->id,-2);
InfoWindow iw;
iw.player = h->tempOwner;
iw.components.push_back(Component(4,val1,1,0));
iw.text << std::pair<ui8,ui32>(11,145);
iw.text.replacements.push_back(VLC->arth->artifacts[val1].Name());
cb->showInfoDialog(&iw);
break;
}
else
{
SelectionDialog sd;
sd.player = h->tempOwner;
sd.text << std::pair<ui8,ui32>(11,146);
sd.components.push_back(Component(2,6,val1,0));
sd.components.push_back(Component(5,0,val2,0));
boost::function<void(ui32)> fun = boost::bind(&CGPickable::chosen,this,_1,h->id);
cb->showSelectionDialog(&sd,fun);
return;
}
}
}
cb->removeObject(id);
}
void CGPickable::chosen( int which, int heroID ) const
{
switch(which)
{
case 0: //player pick gold
cb->giveResource(cb->getOwner(heroID),6,val1);
break;
case 1: //player pick exp
cb->changePrimSkill(heroID, 4, val2);
break;
default:
throw std::string("Unhandled treasure choice");
}
}

View File

@ -1,439 +1,453 @@
#ifndef __COBJECTHANDLER_H__
#define __COBJECTHANDLER_H__
#include "../global.h"
#include <string>
#include <vector>
#include <set>
#include <map>
#include "CCreatureHandler.h"
using boost::logic::tribool;
class IGameCallback;
struct BattleResult;
class CCPPObjectScript;
class CGObjectInstance;
class CScript;
class CObjectScript;
class CGHeroInstance;
class CTown;
class CHero;
class CBuilding;
class CSpell;
class CGTownInstance;
class CArtifact;
class CGDefInfo;
class CSpecObjInfo;
class DLL_EXPORT CCastleEvent
{
public:
std::string name, message;
int wood, mercury, ore, sulfur, crystal, gems, gold; //gain / loss of resources
unsigned char players; //players for whom this event can be applied
bool forHuman, forComputer;
int firstShow; //postpone of first encounter time in days
int forEvery; //every n days this event will occure
unsigned char bytes[6]; //build specific buildings (raw format, similar to town's)
int gen[7]; //additional creatures in i-th level dwelling
bool operator<(const CCastleEvent &drugie) const
{
return firstShow<drugie.firstShow;
}
};
class DLL_EXPORT IObjectInterface
{
public:
static IGameCallback *cb;
IObjectInterface();
virtual ~IObjectInterface();
virtual void onHeroVisit(const CGHeroInstance * h);
virtual void onHeroLeave(const CGHeroInstance * h);
virtual void newTurn();
virtual void initObj();
};
class DLL_EXPORT CGObjectInstance : protected IObjectInterface
{
protected:
public:
mutable std::string hoverName;
int3 pos; //h3m pos
int ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
si32 id;//number of object in CObjectHandler's vector
CGDefInfo * defInfo;
CCPPObjectScript * state;
CSpecObjInfo * info;
unsigned char animPhaseShift;
ui8 tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna
ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
int getOwner() const;
void setOwner(int ow);
int getWidth() const; //returns width of object graphic in tiles
int getHeight() const; //returns height of object graphic in tiles
bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
CGObjectInstance();
virtual ~CGObjectInstance();
CGObjectInstance(const CGObjectInstance & right);
CGObjectInstance& operator=(const CGObjectInstance & right);
virtual const std::string & getHoverText() const;
//////////////////////////////////////////////////////////////////////////
void initObj();
friend class CGameHandler;
};
class DLL_EXPORT CArmedInstance: public CGObjectInstance
{
public:
CCreatureSet army; //army
virtual bool needsLastStack() const; //true if last stack cannot be taken
};
class DLL_EXPORT CGHeroInstance : public CArmedInstance
{
public:
//////////////////////////////////////////////////////////////////////////
mutable int moveDir; //format: 123
// 8 4
// 765
mutable ui8 isStanding, tacticFormationEnabled;
//////////////////////////////////////////////////////////////////////////
CHero * type;
ui32 exp; //experience point
int level; //current level of hero
std::string name; //may be custom
std::string biography; //if custom
int portrait; //may be custom
int mana; // remaining spell points
std::vector<int> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
std::vector<std::pair<ui8,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
int movement; //remaining movement points
int identifier; //from the map file
bool sex;
struct DLL_EXPORT Patrol
{
Patrol(){patrolling=false;patrolRadious=-1;};
bool patrolling;
int patrolRadious;
} patrol;
bool inTownGarrison; // if hero is in town garrison
CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
std::vector<ui32> artifacts; //hero's artifacts from bag
std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std::set<ui32> spells; //known spells (spell IDs)
//////////////////////////////////////////////////////////////////////////
const std::string &getBiography() const;
bool needsLastStack()const;
unsigned int getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype) const;
unsigned int getLowestCreatureSpeed() const;
unsigned int getAdditiveMoveBonus() const;
float getMultiplicativeMoveBonus() const;
int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
int getSightDistance() const; //returns sight distance of this hero
int manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
bool canWalkOnSea() const;
int getCurrentLuck() const;
int getCurrentMorale() const;
int getPrimSkillLevel(int id) const;
int getSecSkillLevel(const int & ID) const; //0 - no skill
int maxMovePoints(bool onLand) const;
ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
void setArtAtPos(ui16 pos, int art);
const CArtifact * getArt(int pos) const;
int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
//////////////////////////////////////////////////////////////////////////
void initHero();
void initHero(int SUBID);
CGHeroInstance();
virtual ~CGHeroInstance();
//////////////////////////////////////////////////////////////////////////
void initObj();
void onHeroVisit(const CGHeroInstance * h);
};
class DLL_EXPORT CGTownInstance : public CArmedInstance
{
public:
CTown * town;
std::string name; // name of town
int builded; //how many buildings has been built this turn
int destroyed; //how many buildings has been destroyed this turn
const CGHeroInstance * garrisonHero, *visitingHero;
int identifier; //special identifier from h3m (only > RoE maps)
int alignment;
std::set<si32> forbiddenBuildings, builtBuildings;
std::vector<int> possibleSpells, obligatorySpells;
std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
struct StrInfo
{
std::map<si32,ui32> creatures; //level - available amount
template <typename Handler> void serialize(Handler &h, const int version)
{
h & creatures;
}
} strInfo;
std::set<CCastleEvent> events;
bool needsLastStack() const;
int getSightDistance() const; //returns sight distance
int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
bool creatureDwelling(const int & level, bool upgraded=false) const;
int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
int creatureGrowth(const int & level) const;
bool hasFort() const;
bool hasCapitol() const;
int dailyIncome() const;
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
CGTownInstance();
virtual ~CGTownInstance();
//////////////////////////////////////////////////////////////////////////
void onHeroVisit(const CGHeroInstance * h);
void onHeroLeave(const CGHeroInstance * h);
void initObj();
};
class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
{
public:
std::set<si32> visitors; //ids of heroes who have visited this obj
si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
const std::string & getHoverText() const;
void onHeroVisit(const CGHeroInstance * h);
void onNAHeroVisit(int heroID, bool alreadyVisited);
void initObj();
void treeSelected(int heroID, int resType, int resVal, int expVal, ui32 result); //handle player's anwer to the Tree of Knowledge dialog
};
class DLL_EXPORT CGEvent : public CGObjectInstance //event objects
{
public:
bool areGuarders; //true if there are
CCreatureSet guarders;
bool isMessage; //true if there is a message
std::string message;
unsigned int gainedExp;
int manaDiff; //amount of gained / lost mana
int moraleDiff; //morale modifier
int luckDiff; //luck modifier
int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / lost resources
unsigned int attack; //added attack points
unsigned int defence; //added defence points
unsigned int power; //added power points
unsigned int knowledge; //added knowledge points
std::vector<int> abilities; //gained abilities
std::vector<int> abilityLevels; //levels of gained abilities
std::vector<int> artifacts; //gained artifacts
std::vector<int> spells; //gained spells
CCreatureSet creatures; //gained creatures
unsigned char availableFor; //players whom this event is available for
bool computerActivate; //true if computre player can activate this event
bool humanActivate; //true if human player can activate this event
};
class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
{
public:
ui32 identifier; //unique code for this monster (used in missions)
ui8 character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
std::string message; //message printed for attacking hero
std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
ui8 neverFlees; //if true, the troops will never flee
ui8 notGrowingTeam; //if true, number of units won't grow
void onHeroVisit(const CGHeroInstance * h);
void endBattle(BattleResult *result);
void initObj();
};
class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
{
//TODO: generate default message if sign is 'empty'
public:
std::string message;
};
class DLL_EXPORT CGSeerHut : public CGObjectInstance
{
public:
unsigned char missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain player
bool isDayLimit; //if true, there is a day limit
int lastDay; //after this day (first day is 0) mission cannot be completed
int m1level; //for mission 1
int m2attack, m2defence, m2power, m2knowledge;//for mission 2
unsigned char m3bytes[4];//for mission 3
unsigned char m4bytes[4];//for mission 4
std::vector<int> m5arts;//for mission 5 - artifact ID
std::vector<CCreature *> m6cre;//for mission 6
std::vector<int> m6number;
int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold; //for mission 7
int m8hero;//for mission 8 - hero ID
int m9player; //for mission 9 - number; from 0 to 7
std::string firstVisitText, nextVisitText, completedText;
char rewardType; //type of reward: 0 - no reward; 1 - experience; 2 - mana points; 3 - morale bonus; 4 - luck bonus; 5 - resources; 6 - main ability bonus (attak, defence etd.); 7 - secondary ability gain; 8 - artifact; 9 - spell; 10 - creature
//for reward 1
int r1exp;
//for reward 2
int r2mana;
//for reward 3
int r3morale;
//for reward 4
int r4luck;
//for reward 5
unsigned char r5type; //0 - wood, 1 - mercury, 2 - ore, 3 - sulfur, 4 - crystal, 5 - gems, 6 - gold
int r5amount;
//for reward 6
unsigned char r6type; //0 - attack, 1 - defence, 2 - power, 3 - knowledge
int r6amount;
//for reward 7
int r7ability; //ability id
unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
//for reward 8
int r8art;//artifact id
//for reward 9
int r9spell;//spell id
//for reward 10
int r10creature; //creature id
int r10amount;
};
class DLL_EXPORT CGWitchHut : public CGObjectInstance
{
public:
std::vector<int> allowedAbilities;
};
class DLL_EXPORT CGScholar : public CGObjectInstance
{
public:
ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
ui8 r0type;
ui32 r1; //Ability ID
ui32 r2; //Spell ID
};
class DLL_EXPORT CGGarrison : public CArmedInstance
{
public:
bool removableUnits;
};
class DLL_EXPORT CGArtifact : public CArmedInstance
{
public:
std::string message;
ui32 spell; //if it's spell scroll
};
class DLL_EXPORT CGResource : public CArmedInstance
{
public:
int amount; //0 if random
std::string message;
};
class DLL_EXPORT CGShrine : public CGObjectInstance
{
public:
unsigned char spell; //number of spell or 255 if random
};
class DLL_EXPORT CGPandoraBox : public CArmedInstance
{
public:
std::string message;
//gained things:
unsigned int gainedExp;
int manaDiff;
int moraleDiff;
int luckDiff;
int wood, mercury, ore, sulfur, crystal, gems, gold;
int attack, defence, power, knowledge;
std::vector<int> abilities;
std::vector<int> abilityLevels;
std::vector<int> artifacts;
std::vector<int> spells;
CCreatureSet creatures;
};
class DLL_EXPORT CGQuestGuard : public CArmedInstance
{
public:
char missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain player
bool isDayLimit; //if true, there is a day limit
int lastDay; //after this day (first day is 0) mission cannot be completed
//for mission 1
int m1level;
//for mission 2
int m2attack, m2defence, m2power, m2knowledge;
//for mission 3
unsigned char m3bytes[4];
//for mission 4
unsigned char m4bytes[4];
//for mission 5
std::vector<int> m5arts; //artifacts id
//for mission 6
std::vector<CCreature *> m6cre;
std::vector<int> m6number;
//for mission 7
int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold;
//for mission 8
int m8hero; //hero id
//for mission 9
int m9player; //number; from 0 to 7
std::string firstVisitText, nextVisitText, completedText;
};
class DLL_EXPORT CObjectHandler
{
public:
std::vector<std::string> names; //vector of objects; i-th object in vector has subnumber i
std::vector<int> cregens; //type 17. dwelling subid -> creature ID
void loadObjects();
std::vector<std::string> creGens; //names of creatures' generators
std::vector<std::string> advobtxt;
std::vector<std::string> xtrainfo;
std::vector<std::string> restypes;
std::vector<std::pair<std::string,std::string> > mines; //first - name; second - event description
};
#endif // __COBJECTHANDLER_H__
#ifndef __COBJECTHANDLER_H__
#define __COBJECTHANDLER_H__
#include "../global.h"
#include <string>
#include <vector>
#include <set>
#include <map>
#include "CCreatureHandler.h"
using boost::logic::tribool;
class IGameCallback;
struct BattleResult;
class CCPPObjectScript;
class CGObjectInstance;
class CScript;
class CObjectScript;
class CGHeroInstance;
class CTown;
class CHero;
class CBuilding;
class CSpell;
class CGTownInstance;
class CArtifact;
class CGDefInfo;
class CSpecObjInfo;
class DLL_EXPORT CCastleEvent
{
public:
std::string name, message;
int wood, mercury, ore, sulfur, crystal, gems, gold; //gain / loss of resources
unsigned char players; //players for whom this event can be applied
bool forHuman, forComputer;
int firstShow; //postpone of first encounter time in days
int forEvery; //every n days this event will occure
unsigned char bytes[6]; //build specific buildings (raw format, similar to town's)
int gen[7]; //additional creatures in i-th level dwelling
bool operator<(const CCastleEvent &drugie) const
{
return firstShow<drugie.firstShow;
}
};
class CQuest
{
public:
ui8 missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain playe
si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
ui32 m13489val;
std::vector<ui32> m2stats;
std::vector<ui16> m5arts; //artifacts id
std::vector<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
std::vector<ui32> m7resources;
std::string firstVisitText, nextVisitText, completedText;
};
class DLL_EXPORT IObjectInterface
{
public:
static IGameCallback *cb;
IObjectInterface();
virtual ~IObjectInterface();
virtual void onHeroVisit(const CGHeroInstance * h) const;
virtual void onHeroLeave(const CGHeroInstance * h) const;
virtual void newTurn() const;
virtual void initObj();
};
class DLL_EXPORT CGObjectInstance : protected IObjectInterface
{
protected:
public:
mutable std::string hoverName;
int3 pos; //h3m pos
int ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
si32 id;//number of object in CObjectHandler's vector
CGDefInfo * defInfo;
CCPPObjectScript * state;
CSpecObjInfo * info;
unsigned char animPhaseShift;
ui8 tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna
ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
int getOwner() const;
void setOwner(int ow);
int getWidth() const; //returns width of object graphic in tiles
int getHeight() const; //returns height of object graphic in tiles
bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
CGObjectInstance();
virtual ~CGObjectInstance();
CGObjectInstance(const CGObjectInstance & right);
CGObjectInstance& operator=(const CGObjectInstance & right);
virtual const std::string & getHoverText() const;
//////////////////////////////////////////////////////////////////////////
void initObj();
friend class CGameHandler;
};
class DLL_EXPORT CArmedInstance: public CGObjectInstance
{
public:
CCreatureSet army; //army
virtual bool needsLastStack() const; //true if last stack cannot be taken
};
class DLL_EXPORT CGHeroInstance : public CArmedInstance
{
public:
//////////////////////////////////////////////////////////////////////////
mutable int moveDir; //format: 123
// 8 4
// 765
mutable ui8 isStanding, tacticFormationEnabled;
//////////////////////////////////////////////////////////////////////////
CHero * type;
ui32 exp; //experience point
int level; //current level of hero
std::string name; //may be custom
std::string biography; //if custom
int portrait; //may be custom
int mana; // remaining spell points
std::vector<int> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
std::vector<std::pair<ui8,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
int movement; //remaining movement points
int identifier; //from the map file
bool sex;
struct DLL_EXPORT Patrol
{
Patrol(){patrolling=false;patrolRadious=-1;};
bool patrolling;
int patrolRadious;
} patrol;
bool inTownGarrison; // if hero is in town garrison
CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
std::vector<ui32> artifacts; //hero's artifacts from bag
std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std::set<ui32> spells; //known spells (spell IDs)
//////////////////////////////////////////////////////////////////////////
const std::string &getBiography() const;
bool needsLastStack()const;
unsigned int getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype) const;
unsigned int getLowestCreatureSpeed() const;
unsigned int getAdditiveMoveBonus() const;
float getMultiplicativeMoveBonus() const;
int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
int getSightDistance() const; //returns sight distance of this hero
int manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
bool canWalkOnSea() const;
int getCurrentLuck() const;
int getCurrentMorale() const;
int getPrimSkillLevel(int id) const;
int getSecSkillLevel(const int & ID) const; //0 - no skill
int maxMovePoints(bool onLand) const;
ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
void setArtAtPos(ui16 pos, int art);
const CArtifact * getArt(int pos) const;
int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
//////////////////////////////////////////////////////////////////////////
void initHero();
void initHero(int SUBID);
CGHeroInstance();
virtual ~CGHeroInstance();
//////////////////////////////////////////////////////////////////////////
void initObj();
void onHeroVisit(const CGHeroInstance * h) const;
};
class DLL_EXPORT CGTownInstance : public CArmedInstance
{
public:
CTown * town;
std::string name; // name of town
int builded; //how many buildings has been built this turn
int destroyed; //how many buildings has been destroyed this turn
const CGHeroInstance * garrisonHero, *visitingHero;
int identifier; //special identifier from h3m (only > RoE maps)
int alignment;
std::set<si32> forbiddenBuildings, builtBuildings;
std::vector<int> possibleSpells, obligatorySpells;
std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
struct StrInfo
{
std::map<si32,ui32> creatures; //level - available amount
template <typename Handler> void serialize(Handler &h, const int version)
{
h & creatures;
}
} strInfo;
std::set<CCastleEvent> events;
bool needsLastStack() const;
int getSightDistance() const; //returns sight distance
int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
bool creatureDwelling(const int & level, bool upgraded=false) const;
int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
int creatureGrowth(const int & level) const;
bool hasFort() const;
bool hasCapitol() const;
int dailyIncome() const;
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
CGTownInstance();
virtual ~CGTownInstance();
//////////////////////////////////////////////////////////////////////////
void onHeroVisit(const CGHeroInstance * h) const;
void onHeroLeave(const CGHeroInstance * h) const;
void initObj();
};
class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
{
public:
std::set<si32> visitors; //ids of heroes who have visited this obj
si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
const std::string & getHoverText() const;
void onHeroVisit(const CGHeroInstance * h) const;
void onNAHeroVisit(int heroID, bool alreadyVisited) const;
void initObj();
void treeSelected(int heroID, int resType, int resVal, int expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
};
class DLL_EXPORT CGEvent : public CGObjectInstance //event objects
{
public:
bool areGuarders; //true if there are
CCreatureSet guarders;
bool isMessage; //true if there is a message
std::string message;
unsigned int gainedExp;
int manaDiff; //amount of gained / lost mana
int moraleDiff; //morale modifier
int luckDiff; //luck modifier
int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / lost resources
unsigned int attack; //added attack points
unsigned int defence; //added defence points
unsigned int power; //added power points
unsigned int knowledge; //added knowledge points
std::vector<int> abilities; //gained abilities
std::vector<int> abilityLevels; //levels of gained abilities
std::vector<int> artifacts; //gained artifacts
std::vector<int> spells; //gained spells
CCreatureSet creatures; //gained creatures
unsigned char availableFor; //players whom this event is available for
bool computerActivate; //true if computre player can activate this event
bool humanActivate; //true if human player can activate this event
};
class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
{
public:
ui32 identifier; //unique code for this monster (used in missions)
ui8 character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
std::string message; //message printed for attacking hero
std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
ui8 neverFlees; //if true, the troops will never flee
ui8 notGrowingTeam; //if true, number of units won't grow
void onHeroVisit(const CGHeroInstance * h) const;
void endBattle(BattleResult *result) const;
void initObj();
};
class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
{
//TODO: generate default message if sign is 'empty'
public:
std::string message;
};
class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
{
public:
char rewardType; //type of reward: 0 - no reward; 1 - experience; 2 - mana points; 3 - morale bonus; 4 - luck bonus; 5 - resources; 6 - main ability bonus (attak, defence etd.); 7 - secondary ability gain; 8 - artifact; 9 - spell; 10 - creature
//for reward 1
int r1exp;
//for reward 2
int r2mana;
//for reward 3
int r3morale;
//for reward 4
int r4luck;
//for reward 5
unsigned char r5type; //0 - wood, 1 - mercury, 2 - ore, 3 - sulfur, 4 - crystal, 5 - gems, 6 - gold
int r5amount;
//for reward 6
unsigned char r6type; //0 - attack, 1 - defence, 2 - power, 3 - knowledge
int r6amount;
//for reward 7
int r7ability; //ability id
unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
//for reward 8
int r8art;//artifact id
//for reward 9
int r9spell;//spell id
//for reward 10
int r10creature; //creature id
int r10amount;
};
class DLL_EXPORT CGWitchHut : public CGObjectInstance
{
public:
std::vector<int> allowedAbilities;
};
class DLL_EXPORT CGScholar : public CGObjectInstance
{
public:
ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
ui8 r0type;
ui32 r1; //Ability ID
ui32 r2; //Spell ID
};
class DLL_EXPORT CGGarrison : public CArmedInstance
{
public:
bool removableUnits;
};
class DLL_EXPORT CGArtifact : public CArmedInstance
{
public:
std::string message;
ui32 spell; //if it's spell scroll
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
};
class DLL_EXPORT CGResource : public CArmedInstance
{
public:
int amount; //0 if random
std::string message;
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
};
class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest
{
ui32 type, val1, val2;
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
void chosen(int which, int heroID) const;
};
class DLL_EXPORT CGShrine : public CGObjectInstance
{
public:
unsigned char spell; //number of spell or 255 if random
};
class DLL_EXPORT CGPandoraBox : public CArmedInstance
{
public:
std::string message;
//gained things:
unsigned int gainedExp;
int manaDiff;
int moraleDiff;
int luckDiff;
int wood, mercury, ore, sulfur, crystal, gems, gold;
int attack, defence, power, knowledge;
std::vector<int> abilities;
std::vector<int> abilityLevels;
std::vector<int> artifacts;
std::vector<int> spells;
CCreatureSet creatures;
};
class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
{
public:
};
class DLL_EXPORT CGMine : public CArmedInstance
{
public:
void onHeroVisit(const CGHeroInstance * h) const;
void newTurn() const;
void initObj();
};
class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
{
public:
ui8 visited; //true if object has been visited this week
void onHeroVisit(const CGHeroInstance * h) const;
void newTurn() const;
};
class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
{
public:
static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
};
class DLL_EXPORT CObjectHandler
{
public:
std::vector<std::string> names; //vector of objects; i-th object in vector has subnumber i
std::vector<int> cregens; //type 17. dwelling subid -> creature ID
void loadObjects();
std::vector<std::string> creGens; //names of creatures' generators
std::vector<std::string> advobtxt;
std::vector<std::string> xtrainfo;
std::vector<std::string> restypes;
std::vector<std::pair<std::string,std::string> > mines; //first - name; second - event description
};
#endif // __COBJECTHANDLER_H__

36
lib/IGameCallback.cpp Normal file
View File

@ -0,0 +1,36 @@
#define VCMI_DLL
#include "IGameCallback.h"
#include "../CGameState.h"
#include "../map.h"
#include "../hch/CObjectHandler.h"
const CGObjectInstance* IGameCallback::getObj(int objid)
{
return gs->map->objects[objid];
}
const CGHeroInstance* IGameCallback::getHero(int objid)
{
return dynamic_cast<const CGHeroInstance*>(gs->map->objects[objid]);
}
const CGTownInstance* IGameCallback::getTown(int objid)
{
return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid]);
}
int IGameCallback::getOwner(int heroID)
{
return gs->map->objects[heroID]->tempOwner;
}
int IGameCallback::getResource(int player, int which)
{
return gs->players.find(player)->second.resources[which];
}
int IGameCallback::getDate(int mode)
{
return gs->getDate(mode);
}
const CGHeroInstance* IGameCallback::getSelectedHero( int player )
{
return getHero(gs->players.find(player)->second.currentSelection);
}

View File

@ -1,54 +1,58 @@
#ifndef __IGAMECALLBACK_H__
#define __IGAMECALLBACK_H__
#include "../global.h"
#include <vector>
#include <set>
#include "../client/FunctionList.h"
class CGObjectInstance;
class CGTownInstance;
class CGHeroInstance;
struct SelectionDialog;
struct YesNoDialog;
struct InfoWindow;
struct MetaString;
struct ShowInInfobox;
struct BattleResult;
class IGameCallback
{
public:
virtual ~IGameCallback(){};
virtual int getOwner(int heroID)=0;
virtual int getResource(int player, int which)=0;
virtual int getSelectedHero()=0;
virtual int getDate(int mode=0)=0;
virtual const CGObjectInstance* getObj(int objid)=0;
virtual const CGHeroInstance* getHero(int objid)=0;
virtual const CGTownInstance* getTown(int objid)=0;
virtual const CGHeroInstance* getSelectedHero(int player)=0; //NULL if no hero is selected
virtual int getCurrentPlayer()=0;
//do sth
virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
virtual void removeObject(int objid)=0;
virtual void setBlockVis(int objid, bool bv)=0;
virtual void setOwner(int objid, ui8 owner)=0;
virtual void setHoverName(int objid, MetaString * name)=0;
virtual void changePrimSkill(int ID, int which, int val, bool abs=false)=0;
virtual void showInfoDialog(InfoWindow *iw)=0;
virtual void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
virtual void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback)=0; //returns question id
virtual void giveResource(int player, int which, int val)=0;
virtual void showCompInfo(ShowInInfobox * comp)=0;
virtual void heroVisitCastle(int obj, int heroID)=0;
virtual void stopHeroVisitCastle(int obj, int heroID)=0;
virtual void giveHeroArtifact(int artid, int hid, int position)=0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
virtual void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)=0; //use hero=NULL for no hero
virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
virtual void setAmount(int objid, ui32 val)=0;
virtual void moveHero(int hid, int3 pos, bool instant)=0;
};
#endif // __IGAMECALLBACK_H__
#ifndef __IGAMECALLBACK_H__
#define __IGAMECALLBACK_H__
#include "../global.h"
#include <vector>
#include <set>
#include "../client/FunctionList.h"
class CGObjectInstance;
class CGTownInstance;
class CGHeroInstance;
struct SelectionDialog;
struct YesNoDialog;
struct InfoWindow;
struct MetaString;
struct ShowInInfobox;
struct BattleResult;
class CGameState;
class DLL_EXPORT IGameCallback
{
protected:
CGameState *gs;
public:
virtual ~IGameCallback(){};
virtual int getOwner(int heroID);
virtual int getResource(int player, int which);
virtual int getDate(int mode=0);
virtual const CGObjectInstance* getObj(int objid);
virtual const CGHeroInstance* getHero(int objid);
virtual const CGTownInstance* getTown(int objid);
virtual const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
virtual int getCurrentPlayer()=0;
virtual int getSelectedHero()=0;
//do sth
virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
virtual void removeObject(int objid)=0;
virtual void setBlockVis(int objid, bool bv)=0;
virtual void setOwner(int objid, ui8 owner)=0;
virtual void setHoverName(int objid, MetaString * name)=0;
virtual void setObjProperty(int objid, int prop, int val)=0;
virtual void changePrimSkill(int ID, int which, int val, bool abs=false)=0;
virtual void showInfoDialog(InfoWindow *iw)=0;
virtual void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
virtual void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback)=0; //returns question id
virtual void giveResource(int player, int which, int val)=0;
virtual void showCompInfo(ShowInInfobox * comp)=0;
virtual void heroVisitCastle(int obj, int heroID)=0;
virtual void stopHeroVisitCastle(int obj, int heroID)=0;
virtual void giveHeroArtifact(int artid, int hid, int position)=0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
virtual void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)=0; //use hero=NULL for no hero
virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
virtual void setAmount(int objid, ui32 val)=0;
virtual void moveHero(int hid, int3 pos, bool instant)=0;
};
#endif // __IGAMECALLBACK_H__

View File

@ -236,6 +236,18 @@ struct SetHeroArtifacts : public CPack<SetHeroArtifacts> //509
}
};
struct SetSelection : public CPack<SetSelection> //514
{
SetSelection(){type = 514;};
ui8 player;
ui32 id;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & player;
}
};
struct HeroRecruited : public CPack<HeroRecruited> //515
{
HeroRecruited(){type = 515;};
@ -346,7 +358,7 @@ struct InfoWindow : public CPack<InfoWindow> //103 - displays simple info windo
struct SetObjectProperty : public CPack<SetObjectProperty>//1001
{
ui32 id;
ui8 what; //1 - owner; 2 - blockvis; 3 - amount (works with creatures stacks)
ui8 what; //1 - owner; 2 - blockvis
ui32 val;
SetObjectProperty(){type = 1001;};
SetObjectProperty(ui32 ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};

View File

@ -310,6 +310,10 @@
RelativePath="..\hch\CTownHandler.cpp"
>
</File>
<File
RelativePath=".\IGameCallback.cpp"
>
</File>
<File
RelativePath="..\map.cpp"
>

531
map.cpp
View File

@ -577,203 +577,7 @@ int Mapa::loadSeerHut( unsigned char * bufor, int i, CGObjectInstance *& nobj )
if(version>RoE)
{
hut->missionType = bufor[i]; ++i;
switch(hut->missionType)
{
case 0:
i+=3;
return i;
case 1:
{
hut->m1level = readNormalNr(bufor,i); i+=4;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
hut->isDayLimit = false;
hut->lastDay = -1;
}
else
{
hut->isDayLimit = true;
hut->lastDay = limit;
}
break;
}
case 2:
{
hut->m2attack = bufor[i]; ++i;
hut->m2defence = bufor[i]; ++i;
hut->m2power = bufor[i]; ++i;
hut->m2knowledge = bufor[i]; ++i;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
hut->isDayLimit = false;
hut->lastDay = -1;
}
else
{
hut->isDayLimit = true;
hut->lastDay = limit;
}
break;
}
case 3:
{
hut->m3bytes[0] = bufor[i]; ++i;
hut->m3bytes[1] = bufor[i]; ++i;
hut->m3bytes[2] = bufor[i]; ++i;
hut->m3bytes[3] = bufor[i]; ++i;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
hut->isDayLimit = false;
hut->lastDay = -1;
}
else
{
hut->isDayLimit = true;
hut->lastDay = limit;
}
break;
}
case 4:
{
hut->m4bytes[0] = bufor[i]; ++i;
hut->m4bytes[1] = bufor[i]; ++i;
hut->m4bytes[2] = bufor[i]; ++i;
hut->m4bytes[3] = bufor[i]; ++i;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
hut->isDayLimit = false;
hut->lastDay = -1;
}
else
{
hut->isDayLimit = true;
hut->lastDay = limit;
}
break;
}
case 5:
{
int artNumber = bufor[i]; ++i;
for(int yy=0; yy<artNumber; ++yy)
{
int artid = readNormalNr(bufor,i, 2); i+=2;
hut->m5arts.push_back(artid);
}
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
hut->isDayLimit = false;
hut->lastDay = -1;
}
else
{
hut->isDayLimit = true;
hut->lastDay = limit;
}
break;
}
case 6:
{
int typeNumber = bufor[i]; ++i;
for(int hh=0; hh<typeNumber; ++hh)
{
int creType = readNormalNr(bufor,i, 2); i+=2;
int creNumb = readNormalNr(bufor,i, 2); i+=2;
hut->m6cre.push_back(&(VLC->creh->creatures[creType]));
hut->m6number.push_back(creNumb);
}
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
hut->isDayLimit = false;
hut->lastDay = -1;
}
else
{
hut->isDayLimit = true;
hut->lastDay = limit;
}
break;
}
case 7:
{
hut->m7wood = readNormalNr(bufor,i); i+=4;
hut->m7mercury = readNormalNr(bufor,i); i+=4;
hut->m7ore = readNormalNr(bufor,i); i+=4;
hut->m7sulfur = readNormalNr(bufor,i); i+=4;
hut->m7crystal = readNormalNr(bufor,i); i+=4;
hut->m7gems = readNormalNr(bufor,i); i+=4;
hut->m7gold = readNormalNr(bufor,i); i+=4;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
hut->isDayLimit = false;
hut->lastDay = -1;
}
else
{
hut->isDayLimit = true;
hut->lastDay = limit;
}
break;
}
case 8:
{
int heroType = bufor[i]; ++i;
hut->m8hero = heroType;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
hut->isDayLimit = false;
hut->lastDay = -1;
}
else
{
hut->isDayLimit = true;
hut->lastDay = limit;
}
break;
}
case 9:
{
hut->m9player = bufor[i]; ++i;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
hut->isDayLimit = false;
hut->lastDay = -1;
}
else
{
hut->isDayLimit = true;
hut->lastDay = limit;
}
break;
}
}//internal switch end (seer huts)
int len1 = readNormalNr(bufor,i); i+=4;
for(int ee=0; ee<len1; ++ee)
{
hut->firstVisitText += bufor[i]; ++i;
}
int len2 = readNormalNr(bufor,i); i+=4;
for(int ee=0; ee<len2; ++ee)
{
hut->nextVisitText += bufor[i]; ++i;
}
int len3 = readNormalNr(bufor,i); i+=4;
for(int ee=0; ee<len3; ++ee)
{
hut->completedText += bufor[i]; ++i;
}
loadQuest(hut,bufor,i);
}
else //RoE
{
@ -1848,7 +1652,40 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
loadHero(nobj, bufor, i);
break;
}
case 54: case 71: case 72: case 73: case 74: case 75: case 162: case 163: case 164:
case 51: //Mercenary Camp
case 23: //Marletto Tower
case 61: // Star Axis
case 32: // Garden of Revelation
case 100: //Learning Stone
case 102: //Tree of Knowledge
{
nobj = new CGVisitableOPH();
break;
}
case 55: //mystical garden
case 112://windmill
case 109://water wheel
{
nobj = new CGVisitableOPW();
break;
}
case 43: //teleport
case 44: //teleport
case 45: //teleport
case 103://subterranean gate
{
nobj = new CGTeleport();
break;
}
case 12: //campfire
case 101: //treasure chest
{
nobj = new CGPickable();
break;
}
case 54: //Monster
case 71: case 72: case 73: case 74: case 75: // Random Monster 1 - 4
case 162: case 163: case 164: // Random Monster 5 - 7
{
CGCreature *cre = new CGCreature();
nobj = cre;
@ -1971,7 +1808,8 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
i+=8;
break;
}
case 5: case 65: case 66: case 67: case 68: case 69: //artifact
case 5: //artifact
case 65: case 66: case 67: case 68: case 69: //random artifact
case 93: //spell scroll
{
CGArtifact *art = new CGArtifact();
@ -1991,7 +1829,7 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
}
break;
}
case 76: case 79: //resource
case 76: case 79: //random resource; resource
{
CGResource *res = new CGResource();
nobj = res;
@ -2011,12 +1849,22 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
break;
}
case 77: case 98: //town
case 77: case 98: //random town; town
{
loadTown(nobj, bufor, i);
break;
}
case 53: case 17: case 18: case 19: case 20: case 42: case 87: case 220://cases 17 - 20 and 42 - tests
case 53:
{
nobj = new CGMine();
nobj->setOwner(bufor[i++]);
i+=3;
break;
}
case 17: case 18: case 19: case 20: //dwellings
case 42: //lighthouse
case 87: //shipyard
case 220://mine (?)
{
nobj = new CGObjectInstance();
nobj->setOwner(bufor[i++]);
@ -2157,206 +2005,7 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
{
CGQuestGuard *guard = new CGQuestGuard();
nobj = guard;
guard->missionType = bufor[i]; ++i;
int len1, len2, len3;
switch(guard->missionType)
{
case 0:
{
goto borderguardend;
break;
}
case 1:
{
guard->m1level = readNormalNr(bufor,i); i+=4;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->isDayLimit = false;
guard->lastDay = -1;
}
else
{
guard->isDayLimit = true;
guard->lastDay = limit;
}
break;
}
case 2:
{
guard->m2attack = bufor[i]; ++i;
guard->m2defence = bufor[i]; ++i;
guard->m2power = bufor[i]; ++i;
guard->m2knowledge = bufor[i]; ++i;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->isDayLimit = false;
guard->lastDay = -1;
}
else
{
guard->isDayLimit = true;
guard->lastDay = limit;
}
break;
}
case 3:
{
guard->m3bytes[0] = bufor[i]; ++i;
guard->m3bytes[1] = bufor[i]; ++i;
guard->m3bytes[2] = bufor[i]; ++i;
guard->m3bytes[3] = bufor[i]; ++i;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->isDayLimit = false;
guard->lastDay = -1;
}
else
{
guard->isDayLimit = true;
guard->lastDay = limit;
}
break;
}
case 4:
{
guard->m4bytes[0] = bufor[i]; ++i;
guard->m4bytes[1] = bufor[i]; ++i;
guard->m4bytes[2] = bufor[i]; ++i;
guard->m4bytes[3] = bufor[i]; ++i;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->isDayLimit = false;
guard->lastDay = -1;
}
else
{
guard->isDayLimit = true;
guard->lastDay = limit;
}
break;
}
case 5:
{
int artNumber = bufor[i]; ++i;
for(int yy=0; yy<artNumber; ++yy)
{
guard->m5arts.push_back(readNormalNr(bufor,i, 2)); i+=2;
}
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->isDayLimit = false;
guard->lastDay = -1;
}
else
{
guard->isDayLimit = true;
guard->lastDay = limit;
}
break;
}
case 6:
{
int typeNumber = bufor[i]; ++i;
for(int hh=0; hh<typeNumber; ++hh)
{
int creType = readNormalNr(bufor,i, 2); i+=2;
int creNumb = readNormalNr(bufor,i, 2); i+=2;
guard->m6cre.push_back(&(VLC->creh->creatures[creType]));
guard->m6number.push_back(creNumb);
}
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->isDayLimit = false;
guard->lastDay = -1;
}
else
{
guard->isDayLimit = true;
guard->lastDay = limit;
}
break;
}
case 7:
{
guard->m7wood = readNormalNr(bufor,i); i+=4;
guard->m7mercury = readNormalNr(bufor,i); i+=4;
guard->m7ore = readNormalNr(bufor,i); i+=4;
guard->m7sulfur = readNormalNr(bufor,i); i+=4;
guard->m7crystal = readNormalNr(bufor,i); i+=4;
guard->m7gems = readNormalNr(bufor,i); i+=4;
guard->m7gold = readNormalNr(bufor,i); i+=4;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->isDayLimit = false;
guard->lastDay = -1;
}
else
{
guard->isDayLimit = true;
guard->lastDay = limit;
}
break;
}
case 8:
{
int heroType = bufor[i]; ++i;
guard->m8hero = heroType;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->isDayLimit = false;
guard->lastDay = -1;
}
else
{
guard->isDayLimit = true;
guard->lastDay = limit;
}
break;
}
case 9:
{
guard->m9player = bufor[i]; ++i;
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->isDayLimit = false;
guard->lastDay = -1;
}
else
{
guard->isDayLimit = true;
guard->lastDay = limit;
}
break;
}
}//internal switch end (seer huts)
len1 = readNormalNr(bufor,i); i+=4;
for(int ee=0; ee<len1; ++ee)
{
guard->firstVisitText += bufor[i]; ++i;
}
len2 = readNormalNr(bufor,i); i+=4;
for(int ee=0; ee<len2; ++ee)
{
guard->nextVisitText += bufor[i]; ++i;
}
len3 = readNormalNr(bufor,i); i+=4;
for(int ee=0; ee<len3; ++ee)
{
guard->completedText += bufor[i]; ++i;
}
borderguardend:
loadQuest(guard, bufor, i);
break;
}
case 214: //hero placeholder
@ -2428,3 +2077,81 @@ bool Mapa::isInTheMap( int3 pos )
return false;
else return true;
}
void Mapa::loadQuest(CQuest * guard, unsigned char * bufor, int & i)
{
guard->missionType = bufor[i]; ++i;
int len1, len2, len3;
switch(guard->missionType)
{
case 0:
return;
case 2:
{
guard->m2stats.resize(4);
for(int x=0; x<4; x++)
{
guard->m2stats[x] = bufor[i++];
}
}
break;
case 1:
case 3:
case 4:
{
guard->m13489val = readNormalNr(bufor,i); i+=4;
break;
}
case 5:
{
int artNumber = bufor[i]; ++i;
for(int yy=0; yy<artNumber; ++yy)
{
guard->m5arts.push_back(readNormalNr(bufor,i, 2)); i+=2;
}
break;
}
case 6:
{
int typeNumber = bufor[i]; ++i;
for(int hh=0; hh<typeNumber; ++hh)
{
ui32 creType = readNormalNr(bufor,i, 2); i+=2;
ui32 creNumb = readNormalNr(bufor,i, 2); i+=2;
guard->m6creatures.push_back(std::make_pair(creType,creNumb));
}
break;
}
case 7:
{
guard->m7resources.resize(7);
for(int x=0; x<7; x++)
{
guard->m7resources[x] = readNormalNr(bufor,i);
i+=4;
}
break;
}
case 8:
case 9:
{
guard->m13489val = bufor[i]; ++i;
break;
}
}
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->lastDay = -1;
}
else
{
guard->lastDay = limit;
}
guard->firstVisitText = readString(bufor,i);
guard->nextVisitText = readString(bufor,i);
guard->completedText = readString(bufor,i);
}

782
map.h
View File

@ -1,390 +1,392 @@
#ifndef __MAP_H__
#define __MAP_H__
#ifdef _MSC_VER
#pragma warning (disable : 4482)
#endif
#include <cstring>
#include <vector>
#include <map>
#include <set>
#include "global.h"
class CGDefInfo;
class CGObjectInstance;
class CGHeroInstance;
class CGTownInstance;
enum ESortBy{_name, _playerAm, _size, _format, _viccon, _loscon};
enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF,
EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF,
SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF,
BORDERGUARD_DEF, HEROPLACEHOLDER_DEF};
class DLL_EXPORT CSpecObjInfo
{
public:
virtual ~CSpecObjInfo(){};
};
class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
bool asCastle;
int identifier;
unsigned char castles[2]; //allowed castles
};
class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
bool asCastle;
int identifier;
unsigned char castles[2]; //allowed castles
unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
struct DLL_EXPORT Sresource
{
std::string resName; //name of this resource
int amount; //it can be greater and lesser than 0
};
struct DLL_EXPORT TimeEvent
{
std::string eventName;
std::string message;
std::vector<Sresource> decIncRes; //decreases / increases of resources
unsigned int whichPlayers; //which players are affected by this event (+1 - first, +2 - second, +4 - third, +8 - fourth etc.)
bool areHumansAffected;
bool areCompsAffected;
int firstAfterNDays; //how many days after appears this event
int nextAfterNDays; //how many days after the epperance before appaers this event
};
struct DLL_EXPORT TerrainTile
{
EterrainType tertype; // type of terrain
unsigned char terview; // look of terrain
Eriver nuine; // type of Eriver (0 if there is no Eriver)
unsigned char rivDir; // direction of Eriver
Eroad malle; // type of Eroad (0 if there is no Eriver)
unsigned char roadDir; // direction of Eroad
unsigned char siodmyTajemniczyBajt; //bitfield, info whether this tile is coastal and how to rotate tile graphics
bool visitable; //false = not visitable; true = visitable
bool blocked; //false = free; true = blocked;
std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
}
};
struct DLL_EXPORT SheroName //name of starting hero
{
int heroID;
std::string heroName;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroID & heroName;
}
};
struct DLL_EXPORT PlayerInfo
{
si32 p7, p8, p9;
ui8 canHumanPlay;
ui8 canComputerPlay;
ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
ui8 isFactionRandom;
ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
std::string mainHeroName;
std::vector<SheroName> heroesNames;
ui8 hasMainTown;
ui8 generateHeroAtMainTown;
int3 posOfMainTown;
ui8 team;
ui8 generateHero;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
posOfMainTown & team & generateHero;
}
};
struct DLL_EXPORT LossCondition
{
ElossCon typeOfLossCon;
int3 castlePos;
int3 heroPos;
int timeLimit; // in days
template <typename Handler> void serialize(Handler &h, const int version)
{
h & typeOfLossCon & castlePos & heroPos & timeLimit;
}
};
struct DLL_EXPORT CspecificVictoryConidtions
{
bool allowNormalVictory;
bool appliesToAI;
};
struct DLL_EXPORT VicCon0 : public CspecificVictoryConidtions //acquire artifact
{
int ArtifactID;
};
struct DLL_EXPORT VicCon1 : public CspecificVictoryConidtions //accumulate creatures
{
int monsterID;
int neededQuantity;
};
struct DLL_EXPORT VicCon2 : public CspecificVictoryConidtions // accumulate resources
{
int resourceID;
int neededQuantity;
};
struct DLL_EXPORT VicCon3 : public CspecificVictoryConidtions // upgrade specific town
{
int3 posOfCity;
int councilNeededLevel; //0 - town; 1 - city; 2 - capitol
int fortNeededLevel;// 0 - fort; 1 - citadel; 2 - castle
};
struct DLL_EXPORT VicCon4 : public CspecificVictoryConidtions // build grail structure
{
bool anyLocation;
int3 whereBuildGrail;
};
struct DLL_EXPORT VicCon5 : public CspecificVictoryConidtions // defeat a specific hero
{
int3 locationOfHero;
};
struct DLL_EXPORT VicCon6 : public CspecificVictoryConidtions // capture a specific town
{
int3 locationOfTown;
};
struct DLL_EXPORT VicCon7 : public CspecificVictoryConidtions // defeat a specific monster
{
int3 locationOfMonster;
};
struct DLL_EXPORT VicCona : public CspecificVictoryConidtions //transport specific artifact
{
int artifactID;
int3 destinationPlace;
};
struct DLL_EXPORT Rumor
{
std::string name, text;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & text;
}
};
struct DLL_EXPORT DisposedHero
{
ui32 ID;
ui16 portrait; //0xFF - default
std::string name;
ui8 players; //who can hire this hero (bitfield)
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & portrait & name & players;
}
};
class DLL_EXPORT CMapEvent
{
public:
std::string name, message;
si32 wood, mercury, ore, sulfur, crystal, gems, gold; //gained / taken resources
ui8 players; //affected players
ui8 humanAffected;
ui8 computerAffected;
ui32 firstOccurence;
ui32 nextOccurence; //after nextOccurance day event will occure; if it it 0, event occures only one time;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & message & wood & mercury & ore & sulfur & crystal & gems & gold
& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
}
};
class DLL_EXPORT CMapHeader
{
public:
Eformat version; // version of map Eformat
bool areAnyPLayers; // if there are any playable players on map
int height, width;
bool twoLevel; // if map has underground level
std::string name; //name of map
std::string description; //and description
int difficulty; // 0 easy - 4 impossible
int levelLimit;
LossCondition lossCondition;
EvictoryConditions victoryCondition; //victory conditions
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
PlayerInfo players[8]; // info about players
std::vector<int> teams; // teams[i] = team of player no i
int howManyTeams;
CMapHeader(unsigned char *map); //an argument is a reference to string described a map (unpacked)
};
class DLL_EXPORT CMapInfo : public CMapHeader
{
public:
std::string filename;
int playerAmnt, humenPlayers;
CMapInfo(std::string fname, unsigned char *map):CMapHeader(map),filename(fname)
{
playerAmnt=humenPlayers=0;
for (int i=0;i<PLAYER_LIMIT;i++)
{
if (players[i].canHumanPlay) {playerAmnt++;humenPlayers++;}
else if (players[i].canComputerPlay) {playerAmnt++;}
}
};
};
class DLL_EXPORT mapSorter
{
public:
ESortBy sortBy;
bool operator()(const CMapHeader & a, const CMapHeader& b)
{
switch (sortBy)
{
case _format:
return (a.version<b.version);
break;
case _loscon:
return (a.lossCondition.typeOfLossCon<b.lossCondition.typeOfLossCon);
break;
case _playerAm:
int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
for (int i=0;i<8;i++)
{
if (a.players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
else if (a.players[i].canComputerPlay) {playerAmntA++;}
if (b.players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
else if (b.players[i].canComputerPlay) {playerAmntB++;}
}
if (playerAmntB!=playerAmntA)
return (playerAmntA<playerAmntB);
else
return (humenPlayersA<humenPlayersB);
break;
case _size:
return (a.width<b.width);
break;
case _viccon:
return (a.victoryCondition<b.victoryCondition);
break;
case _name:
return (a.name<b.name);
break;
default:
return (a.name<b.name);
break;
}
};
mapSorter(ESortBy es):sortBy(es){};
};
struct DLL_EXPORT Mapa
{
Eformat version; // version of map Eformat
ui32 checksum;
int twoLevel; // if map has underground level
int difficulty; // 0 easy - 4 impossible
int levelLimit;
bool areAnyPLayers; // if there are any playable players on map
std::string name; //name of map
std::string description; //and description
int height, width;
TerrainTile*** terrain;
std::vector<Rumor> rumors;
std::vector<DisposedHero> disposedHeroes;
std::vector<CGHeroInstance*> predefinedHeroes;
std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
std::set<CGDefInfo *> defs; // other defInfos - for randomized objects, objects added or modified by scripts
PlayerInfo players[8]; // info about players
std::vector<int> teams; // teams[i] = team of player no i
LossCondition lossCondition;
EvictoryConditions victoryCondition; //victory conditions
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
int howManyTeams;
std::vector<bool> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
std::vector<bool> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
std::vector<bool> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
std::vector<bool> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
std::vector<CMapEvent> events;
int3 grailPos;
int grailRadious;
std::vector<CGObjectInstance*> objects;
std::vector<CGHeroInstance*> heroes;
std::vector<CGTownInstance*> towns;
void initFromBytes(unsigned char * bufor); //creates map from decompressed .h3m data
void readEvents( unsigned char * bufor, int &i);
void readObjects( unsigned char * bufor, int &i);
void readDefInfo( unsigned char * bufor, int &i);
void readTerrain( unsigned char * bufor, int &i);
void readPredefinedHeroes( unsigned char * bufor, int &i);
void readHeader( unsigned char * bufor, int &i);
void readRumors( unsigned char * bufor, int &i);
void loadViCLossConditions( unsigned char * bufor, int &i);
void loadPlayerInfo( int &pom, unsigned char * bufor, int &i);
void loadHero( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
int loadSeerHut( unsigned char * bufor, int i, CGObjectInstance *& nobj);
void addBlockVisTiles(CGObjectInstance * obj);
void removeBlockVisTiles(CGObjectInstance * obj);
Mapa(std::string filename); //creates map structure from .h3m file
CGHeroInstance * getHero(int ID, int mode=0);
bool isInTheMap(int3 pos);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & version & name & description & width & height & twoLevel & difficulty & levelLimit & rumors & defy & defs
& players & teams & lossCondition & victoryCondition & howManyTeams & allowedSpell & allowedAbilities
& allowedArtifact &allowedHeroes & events;
//TODO: viccondetails
if(h.saving)
{
//saving terrain
for (int i = 0; i < width ; i++)
for (int j = 0; j < height ; j++)
for (int k = 0; k <= twoLevel ; k++)
h & terrain[i][j][k];
}
else
{
//loading terrain
terrain = new TerrainTile**[width]; // allocate memory
for (int ii=0;ii<width;ii++)
{
terrain[ii] = new TerrainTile*[height]; // allocate memory
for(int jj=0;jj<height;jj++)
terrain[ii][jj] = new TerrainTile[twoLevel+1];
}
for (int i = 0; i < width ; i++)
for (int j = 0; j < height ; j++)
for (int k = 0; k <= twoLevel ; k++)
h & terrain[i][j][k];
}
//TODO: recreate blockvis maps
}
};
#endif // __MAP_H__
#ifndef __MAP_H__
#define __MAP_H__
#ifdef _MSC_VER
#pragma warning (disable : 4482)
#endif
#include <cstring>
#include <vector>
#include <map>
#include <set>
#include "global.h"
class CGDefInfo;
class CGObjectInstance;
class CGHeroInstance;
class CQuest;
class CGTownInstance;
enum ESortBy{_name, _playerAm, _size, _format, _viccon, _loscon};
enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF,
EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF,
SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF,
BORDERGUARD_DEF, HEROPLACEHOLDER_DEF};
class DLL_EXPORT CSpecObjInfo
{
public:
virtual ~CSpecObjInfo(){};
};
class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
bool asCastle;
int identifier;
unsigned char castles[2]; //allowed castles
};
class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
bool asCastle;
int identifier;
unsigned char castles[2]; //allowed castles
unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
struct DLL_EXPORT Sresource
{
std::string resName; //name of this resource
int amount; //it can be greater and lesser than 0
};
struct DLL_EXPORT TimeEvent
{
std::string eventName;
std::string message;
std::vector<Sresource> decIncRes; //decreases / increases of resources
unsigned int whichPlayers; //which players are affected by this event (+1 - first, +2 - second, +4 - third, +8 - fourth etc.)
bool areHumansAffected;
bool areCompsAffected;
int firstAfterNDays; //how many days after appears this event
int nextAfterNDays; //how many days after the epperance before appaers this event
};
struct DLL_EXPORT TerrainTile
{
EterrainType tertype; // type of terrain
unsigned char terview; // look of terrain
Eriver nuine; // type of Eriver (0 if there is no Eriver)
unsigned char rivDir; // direction of Eriver
Eroad malle; // type of Eroad (0 if there is no Eriver)
unsigned char roadDir; // direction of Eroad
unsigned char siodmyTajemniczyBajt; //bitfield, info whether this tile is coastal and how to rotate tile graphics
bool visitable; //false = not visitable; true = visitable
bool blocked; //false = free; true = blocked;
std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
}
};
struct DLL_EXPORT SheroName //name of starting hero
{
int heroID;
std::string heroName;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroID & heroName;
}
};
struct DLL_EXPORT PlayerInfo
{
si32 p7, p8, p9;
ui8 canHumanPlay;
ui8 canComputerPlay;
ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
ui8 isFactionRandom;
ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
std::string mainHeroName;
std::vector<SheroName> heroesNames;
ui8 hasMainTown;
ui8 generateHeroAtMainTown;
int3 posOfMainTown;
ui8 team;
ui8 generateHero;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
posOfMainTown & team & generateHero;
}
};
struct DLL_EXPORT LossCondition
{
ElossCon typeOfLossCon;
int3 castlePos;
int3 heroPos;
int timeLimit; // in days
template <typename Handler> void serialize(Handler &h, const int version)
{
h & typeOfLossCon & castlePos & heroPos & timeLimit;
}
};
struct DLL_EXPORT CspecificVictoryConidtions
{
bool allowNormalVictory;
bool appliesToAI;
};
struct DLL_EXPORT VicCon0 : public CspecificVictoryConidtions //acquire artifact
{
int ArtifactID;
};
struct DLL_EXPORT VicCon1 : public CspecificVictoryConidtions //accumulate creatures
{
int monsterID;
int neededQuantity;
};
struct DLL_EXPORT VicCon2 : public CspecificVictoryConidtions // accumulate resources
{
int resourceID;
int neededQuantity;
};
struct DLL_EXPORT VicCon3 : public CspecificVictoryConidtions // upgrade specific town
{
int3 posOfCity;
int councilNeededLevel; //0 - town; 1 - city; 2 - capitol
int fortNeededLevel;// 0 - fort; 1 - citadel; 2 - castle
};
struct DLL_EXPORT VicCon4 : public CspecificVictoryConidtions // build grail structure
{
bool anyLocation;
int3 whereBuildGrail;
};
struct DLL_EXPORT VicCon5 : public CspecificVictoryConidtions // defeat a specific hero
{
int3 locationOfHero;
};
struct DLL_EXPORT VicCon6 : public CspecificVictoryConidtions // capture a specific town
{
int3 locationOfTown;
};
struct DLL_EXPORT VicCon7 : public CspecificVictoryConidtions // defeat a specific monster
{
int3 locationOfMonster;
};
struct DLL_EXPORT VicCona : public CspecificVictoryConidtions //transport specific artifact
{
int artifactID;
int3 destinationPlace;
};
struct DLL_EXPORT Rumor
{
std::string name, text;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & text;
}
};
struct DLL_EXPORT DisposedHero
{
ui32 ID;
ui16 portrait; //0xFF - default
std::string name;
ui8 players; //who can hire this hero (bitfield)
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & portrait & name & players;
}
};
class DLL_EXPORT CMapEvent
{
public:
std::string name, message;
si32 wood, mercury, ore, sulfur, crystal, gems, gold; //gained / taken resources
ui8 players; //affected players
ui8 humanAffected;
ui8 computerAffected;
ui32 firstOccurence;
ui32 nextOccurence; //after nextOccurance day event will occure; if it it 0, event occures only one time;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & message & wood & mercury & ore & sulfur & crystal & gems & gold
& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
}
};
class DLL_EXPORT CMapHeader
{
public:
Eformat version; // version of map Eformat
bool areAnyPLayers; // if there are any playable players on map
int height, width;
bool twoLevel; // if map has underground level
std::string name; //name of map
std::string description; //and description
int difficulty; // 0 easy - 4 impossible
int levelLimit;
LossCondition lossCondition;
EvictoryConditions victoryCondition; //victory conditions
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
PlayerInfo players[8]; // info about players
std::vector<int> teams; // teams[i] = team of player no i
int howManyTeams;
CMapHeader(unsigned char *map); //an argument is a reference to string described a map (unpacked)
};
class DLL_EXPORT CMapInfo : public CMapHeader
{
public:
std::string filename;
int playerAmnt, humenPlayers;
CMapInfo(std::string fname, unsigned char *map):CMapHeader(map),filename(fname)
{
playerAmnt=humenPlayers=0;
for (int i=0;i<PLAYER_LIMIT;i++)
{
if (players[i].canHumanPlay) {playerAmnt++;humenPlayers++;}
else if (players[i].canComputerPlay) {playerAmnt++;}
}
};
};
class DLL_EXPORT mapSorter
{
public:
ESortBy sortBy;
bool operator()(const CMapHeader & a, const CMapHeader& b)
{
switch (sortBy)
{
case _format:
return (a.version<b.version);
break;
case _loscon:
return (a.lossCondition.typeOfLossCon<b.lossCondition.typeOfLossCon);
break;
case _playerAm:
int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
for (int i=0;i<8;i++)
{
if (a.players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
else if (a.players[i].canComputerPlay) {playerAmntA++;}
if (b.players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
else if (b.players[i].canComputerPlay) {playerAmntB++;}
}
if (playerAmntB!=playerAmntA)
return (playerAmntA<playerAmntB);
else
return (humenPlayersA<humenPlayersB);
break;
case _size:
return (a.width<b.width);
break;
case _viccon:
return (a.victoryCondition<b.victoryCondition);
break;
case _name:
return (a.name<b.name);
break;
default:
return (a.name<b.name);
break;
}
};
mapSorter(ESortBy es):sortBy(es){};
};
struct DLL_EXPORT Mapa
{
Eformat version; // version of map Eformat
ui32 checksum;
int twoLevel; // if map has underground level
int difficulty; // 0 easy - 4 impossible
int levelLimit;
bool areAnyPLayers; // if there are any playable players on map
std::string name; //name of map
std::string description; //and description
int height, width;
TerrainTile*** terrain;
std::vector<Rumor> rumors;
std::vector<DisposedHero> disposedHeroes;
std::vector<CGHeroInstance*> predefinedHeroes;
std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
std::set<CGDefInfo *> defs; // other defInfos - for randomized objects, objects added or modified by scripts
PlayerInfo players[8]; // info about players
std::vector<int> teams; // teams[i] = team of player no i
LossCondition lossCondition;
EvictoryConditions victoryCondition; //victory conditions
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
int howManyTeams;
std::vector<bool> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
std::vector<bool> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
std::vector<bool> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
std::vector<bool> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
std::vector<CMapEvent> events;
int3 grailPos;
int grailRadious;
std::vector<CGObjectInstance*> objects;
std::vector<CGHeroInstance*> heroes;
std::vector<CGTownInstance*> towns;
void initFromBytes(unsigned char * bufor); //creates map from decompressed .h3m data
void readEvents( unsigned char * bufor, int &i);
void readObjects( unsigned char * bufor, int &i);
void loadQuest( CQuest * guard, unsigned char * bufor, int & i);
void readDefInfo( unsigned char * bufor, int &i);
void readTerrain( unsigned char * bufor, int &i);
void readPredefinedHeroes( unsigned char * bufor, int &i);
void readHeader( unsigned char * bufor, int &i);
void readRumors( unsigned char * bufor, int &i);
void loadViCLossConditions( unsigned char * bufor, int &i);
void loadPlayerInfo( int &pom, unsigned char * bufor, int &i);
void loadHero( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
int loadSeerHut( unsigned char * bufor, int i, CGObjectInstance *& nobj);
void addBlockVisTiles(CGObjectInstance * obj);
void removeBlockVisTiles(CGObjectInstance * obj);
Mapa(std::string filename); //creates map structure from .h3m file
CGHeroInstance * getHero(int ID, int mode=0);
bool isInTheMap(int3 pos);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & version & name & description & width & height & twoLevel & difficulty & levelLimit & rumors & defy & defs
& players & teams & lossCondition & victoryCondition & howManyTeams & allowedSpell & allowedAbilities
& allowedArtifact &allowedHeroes & events;
//TODO: viccondetails
if(h.saving)
{
//saving terrain
for (int i = 0; i < width ; i++)
for (int j = 0; j < height ; j++)
for (int k = 0; k <= twoLevel ; k++)
h & terrain[i][j][k];
}
else
{
//loading terrain
terrain = new TerrainTile**[width]; // allocate memory
for (int ii=0;ii<width;ii++)
{
terrain[ii] = new TerrainTile*[height]; // allocate memory
for(int jj=0;jj<height;jj++)
terrain[ii][jj] = new TerrainTile[twoLevel+1];
}
for (int i = 0; i < width ; i++)
for (int j = 0; j < height ; j++)
for (int k = 0; k <= twoLevel ; k++)
h & terrain[i][j][k];
}
//TODO: recreate blockvis maps
}
};
#endif // __MAP_H__

View File

@ -1027,9 +1027,9 @@ upgend:
}
case 514:
{
ui32 id;
c >> id;
gs->players[*players.begin()].currentSelection = id;
SetSelection ss;
c >> ss;
sendAndApply(&ss);
break;
}
case 515:
@ -1517,9 +1517,6 @@ void CGameHandler::init(StartInfo *si, int Seed)
gs->init(si,map,Seed);
tlog0 << "Gamestate initialized!" << std::endl;
for(int i=0; i<gs->map->objects.size(); i++)
gs->map->objects[i]->initObj();
/****************************LUA OBJECT SCRIPTS************************************************/
//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
//for (int i=0; i<lf->size(); i++)
@ -1627,7 +1624,8 @@ void CGameHandler::newTurn()
sendAndApply(&n);
tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
for(size_t i = 0; i<gs->map->objects.size(); i++)
gs->map->objects[i]->newTurn();
if(gs->map->objects[i])
gs->map->objects[i]->newTurn();
}
void CGameHandler::run()
{
@ -1962,32 +1960,11 @@ void CGameHandler::setOwner(int objid, ui8 owner)
SetObjectProperty sop(objid,1,owner);
sendAndApply(&sop);
}
const CGObjectInstance* CGameHandler::getObj(int objid)
{
return gs->map->objects[objid];
}
const CGHeroInstance* CGameHandler::getHero(int objid)
{
return dynamic_cast<const CGHeroInstance*>(gs->map->objects[objid]);
}
const CGTownInstance* CGameHandler::getTown(int objid)
{
return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid]);
}
void CGameHandler::setHoverName(int objid, MetaString* name)
{
SetHoverName shn(objid, *name);
sendAndApply(&shn);
}
int CGameHandler::getOwner(int heroID)
{
return gs->map->objects[heroID]->tempOwner;
}
int CGameHandler::getResource(int player, int which)
{
return gs->players.find(player)->second.resources[which];
}
void CGameHandler::showInfoDialog(InfoWindow *iw)
{
sendToAllClients(iw);
@ -2000,26 +1977,11 @@ void CGameHandler::showSelectionDialog(SelectionDialog *iw, const CFunctionList<
{
ask(iw,iw->player,callback);
}
int CGameHandler::getSelectedHero()
{
//int ret;
//if (LOCPLINT->adventureInt->selection->ID == HEROI_TYPE)
// ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection))->subID;
//else
// ret = -1;;
return -1;
}
const CGHeroInstance* CGameHandler::getSelectedHero( int player )
int CGameHandler::getCurrentPlayer()
{
return getHero(gs->players.find(player)->second.currentSelection);
return gs->currentPlayer;
}
int CGameHandler::getDate(int mode)
{
return getDate(mode);
}
void CGameHandler::giveResource(int player, int which, int val)
{
SetResource sr;
@ -2108,7 +2070,16 @@ void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spell
sendAndApply(&cs);
}
int CGameHandler::getCurrentPlayer()
int CGameHandler::getSelectedHero()
{
return gs->currentPlayer;
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
}
void CGameHandler::setObjProperty( int objid, int prop, int val )
{
SetObjectProperty sob;
sob.id = objid;
sob.what = prop;
sob.val = val;
sendAndApply(&sob);
}

View File

@ -1,173 +1,167 @@
#ifndef __CGAMEHANDLER_H__
#define __CGAMEHANDLER_H__
#include "../global.h"
#include <set>
#include "../client/FunctionList.h"
#include "../CGameState.h"
#include "../lib/Connection.h"
#include "../lib/IGameCallback.h"
#include <boost/function.hpp>
#include <boost/thread.hpp>
class CVCMIServer;
class CGameState;
struct StartInfo;
class CCPPObjectScript;
class CScriptCallback;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
template <typename T> struct CPack;
template <typename T> struct Query;
class CGHeroInstance;
extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
extern boost::mutex gsm;
struct PlayerStatus
{
bool makingTurn, engagedIntoBattle;
std::set<ui32> queries;
PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & makingTurn & engagedIntoBattle & queries;
}
};
class PlayerStatuses
{
public:
std::map<ui8,PlayerStatus> players;
boost::mutex mx;
boost::condition_variable cv; //notifies when any changes are made
void addPlayer(ui8 player);
PlayerStatus operator[](ui8 player);
bool hasQueries(ui8 player);
bool checkFlag(ui8 player, bool PlayerStatus::*flag);
void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
void addQuery(ui8 player, ui32 id);
void removeQuery(ui8 player, ui32 id);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & players;
}
};
class CGameHandler : public IGameCallback
{
static ui32 QID;
CGameState *gs;
//std::set<CCPPObjectScript *> cppscripts; //C++ scripts
//std::map<int, std::map<std::string, CObjectScript*> > objscr; //non-C++ scripts
CVCMIServer *s;
std::map<int,CConnection*> connections; //player color -> connection to clinet with interface of that player
PlayerStatuses states; //player color -> player state
std::set<CConnection*> conns;
void changeSecSkill(int ID, ui16 which, int val, bool abs=false);
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
void moveStack(int stack, int dest);
void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
void prepareAttack(BattleAttack &bat, CStack *att, CStack *def); //if last parameter is true, attack is by shooting, if false it's a melee attack
void prepareAttacked(BattleStackAttacked &bsa, CStack *def);
void checkForBattleEnd( std::vector<CStack*> &stacks );
void setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 );
public:
CGameHandler(void);
~CGameHandler(void);
//////////////////////////////////////////////////////////////////////////
//from IGameCallback
//get info
int getOwner(int heroID);
int getResource(int player, int which);
int getSelectedHero();
int getDate(int mode=0);
const CGObjectInstance* getObj(int objid);
const CGHeroInstance* getHero(int objid);
const CGTownInstance* getTown(int objid);
const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
int getCurrentPlayer();
//do sth
void changeSpells(int hid, bool give, const std::set<ui32> &spells);
void removeObject(int objid);
void setBlockVis(int objid, bool bv);
void setOwner(int objid, ui8 owner);
void setHoverName(int objid, MetaString * name);
void changePrimSkill(int ID, int which, int val, bool abs=false);
void showInfoDialog(InfoWindow *iw);
void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback);
void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback); //returns question id
void giveResource(int player, int which, int val);
void showCompInfo(ShowInInfobox * comp);
void heroVisitCastle(int obj, int heroID);
void stopHeroVisitCastle(int obj, int heroID);
void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
void setAmount(int objid, ui32 val);
void moveHero(int hid, int3 pos, bool instant);
//////////////////////////////////////////////////////////////////////////
void init(StartInfo *si, int Seed);
void handleConnection(std::set<int> players, CConnection &c);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & QID & gs & states;
}
template <typename T> void applyAndAsk(Query<T> * sel, ui8 player, boost::function<void(ui32)> &callback)
{
gsm.lock();
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
QID++;
sendAndApply(sel);
gsm.unlock();
}
template <typename T> void ask(Query<T> * sel, ui8 player, const CFunctionList<void(ui32)> &callback)
{
gsm.lock();
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
sendToAllClients(sel);
QID++;
gsm.unlock();
}
template <typename T>void sendDataToClients(const T & data)
{
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
(*i)->wmx->lock();
**i << data;
(*i)->wmx->unlock();
}
}
template <typename T>void sendToAllClients(CPack<T> * info)
{
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
(*i)->wmx->lock();
**i << info->getType() << *info->This();
(*i)->wmx->unlock();
}
}
template <typename T>void sendAndApply(CPack<T> * info)
{
gs->apply(info);
sendToAllClients(info);
}
void run();
void newTurn();
friend class CVCMIServer;
friend class CScriptCallback;
};
#endif // __CGAMEHANDLER_H__
#ifndef __CGAMEHANDLER_H__
#define __CGAMEHANDLER_H__
#include "../global.h"
#include <set>
#include "../client/FunctionList.h"
#include "../CGameState.h"
#include "../lib/Connection.h"
#include "../lib/IGameCallback.h"
#include <boost/function.hpp>
#include <boost/thread.hpp>
class CVCMIServer;
class CGameState;
struct StartInfo;
class CCPPObjectScript;
class CScriptCallback;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
template <typename T> struct CPack;
template <typename T> struct Query;
class CGHeroInstance;
extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
extern boost::mutex gsm;
struct PlayerStatus
{
bool makingTurn, engagedIntoBattle;
std::set<ui32> queries;
PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & makingTurn & engagedIntoBattle & queries;
}
};
class PlayerStatuses
{
public:
std::map<ui8,PlayerStatus> players;
boost::mutex mx;
boost::condition_variable cv; //notifies when any changes are made
void addPlayer(ui8 player);
PlayerStatus operator[](ui8 player);
bool hasQueries(ui8 player);
bool checkFlag(ui8 player, bool PlayerStatus::*flag);
void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
void addQuery(ui8 player, ui32 id);
void removeQuery(ui8 player, ui32 id);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & players;
}
};
class CGameHandler : public IGameCallback
{
static ui32 QID;
//std::set<CCPPObjectScript *> cppscripts; //C++ scripts
//std::map<int, std::map<std::string, CObjectScript*> > objscr; //non-C++ scripts
CVCMIServer *s;
std::map<int,CConnection*> connections; //player color -> connection to clinet with interface of that player
PlayerStatuses states; //player color -> player state
std::set<CConnection*> conns;
void changeSecSkill(int ID, ui16 which, int val, bool abs=false);
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
void moveStack(int stack, int dest);
void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
void prepareAttack(BattleAttack &bat, CStack *att, CStack *def); //if last parameter is true, attack is by shooting, if false it's a melee attack
void prepareAttacked(BattleStackAttacked &bsa, CStack *def);
void checkForBattleEnd( std::vector<CStack*> &stacks );
void setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 );
public:
CGameHandler(void);
~CGameHandler(void);
//////////////////////////////////////////////////////////////////////////
//from IGameCallback
//get info
int getCurrentPlayer();
int getSelectedHero();
//do sth
void changeSpells(int hid, bool give, const std::set<ui32> &spells);
void removeObject(int objid);
void setBlockVis(int objid, bool bv);
void setOwner(int objid, ui8 owner);
void setHoverName(int objid, MetaString * name);
void setObjProperty(int objid, int prop, int val);
void changePrimSkill(int ID, int which, int val, bool abs=false);
void showInfoDialog(InfoWindow *iw);
void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback);
void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback); //returns question id
void giveResource(int player, int which, int val);
void showCompInfo(ShowInInfobox * comp);
void heroVisitCastle(int obj, int heroID);
void stopHeroVisitCastle(int obj, int heroID);
void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
void setAmount(int objid, ui32 val);
void moveHero(int hid, int3 pos, bool instant);
//////////////////////////////////////////////////////////////////////////
void init(StartInfo *si, int Seed);
void handleConnection(std::set<int> players, CConnection &c);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & QID & gs & states;
}
template <typename T> void applyAndAsk(Query<T> * sel, ui8 player, boost::function<void(ui32)> &callback)
{
gsm.lock();
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
QID++;
sendAndApply(sel);
gsm.unlock();
}
template <typename T> void ask(Query<T> * sel, ui8 player, const CFunctionList<void(ui32)> &callback)
{
gsm.lock();
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
sendToAllClients(sel);
QID++;
gsm.unlock();
}
template <typename T>void sendDataToClients(const T & data)
{
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
(*i)->wmx->lock();
**i << data;
(*i)->wmx->unlock();
}
}
template <typename T>void sendToAllClients(CPack<T> * info)
{
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
(*i)->wmx->lock();
**i << info->getType() << *info->This();
(*i)->wmx->unlock();
}
}
template <typename T>void sendAndApply(CPack<T> * info)
{
gs->apply(info);
sendToAllClients(info);
}
void run();
void newTurn();
friend class CVCMIServer;
friend class CScriptCallback;
};
#endif // __CGAMEHANDLER_H__