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:
parent
d0d60175d7
commit
4a8ae4ed9a
@ -1,177 +1,176 @@
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#ifndef __CADVMAPINTERFACE_H__
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#define __CADVMAPINTERFACE_H__
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#include <typeinfo>
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#include "global.h"
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#include "SDL.h"
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#include "CPlayerInterface.h"
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#include <map>
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#include "AdventureMapButton.h"
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class CDefHandler;
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class CCallback;
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struct CPath;
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class CAdvMapInt;
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class CGHeroInstance;
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class CGTownInstance;
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class CHeroWindow;
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/*****************************/
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class CMinimap
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: public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject
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{
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public:
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SDL_Surface * radar;
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SDL_Surface * temps;
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std::map<int,SDL_Color> colors;
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std::map<int,SDL_Color> colorsBlocked;
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std::vector<SDL_Surface *> map, FoW; //one bitmap for each level (terrain, Fog of War)
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//TODO flagged buildings
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std::string statusbarTxt, rcText;
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CMinimap(bool draw=true);
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void draw();
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void redraw(int level=-1);// (level==-1) => redraw all levels
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void updateRadar();
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void clickRight (tribool down);
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void clickLeft (tribool down);
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void hover (bool on);
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but don't deletes)
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void hideTile(const int3 &pos); //puts FoW
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void showTile(const int3 &pos); //removes FoW
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};
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class CTerrainRect
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: public ClickableL, public ClickableR, public Hoverable, public MotionInterested
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{
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public:
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int tilesw, tilesh; //width and height of terrain to blit in tiles
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int3 curHoveredTile;
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int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
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CDefHandler * arrows;
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CTerrainRect();
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CPath * currentPath;
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void activate();
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void deactivate();
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void clickLeft(tribool down);
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void clickRight(tribool down);
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void hover(bool on);
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void show();
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void showPath();
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int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
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int3 whichTileIsIt(); //uses current cursor pos
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};
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class CResDataBar
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:public ClickableR, public virtual CIntObject
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{
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public:
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SDL_Surface * bg;
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std::vector<std::pair<int,int> > txtpos;
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std::string datetext;
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void clickRight (tribool down);
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void activate();
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void deactivate();
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CResDataBar();
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CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
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~CResDataBar();
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void draw();
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};
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class CInfoBar
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:public virtual CIntObject, public TimeInterested
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{
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public:
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CDefHandler *day, *week1, *week2, *week3, *week4;
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SComponent * current;
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int mode;
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int pom;
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CInfoBar();
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~CInfoBar();
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void newDay(int Day);
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void showComp(SComponent * comp, int time=5000);
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void tick();
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void draw(const CGObjectInstance * specific=NULL); // if specific==0 function draws info about selected hero/town
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void blitAnim(int mode);//0 - day, 1 - week
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CDefHandler * getAnim(int mode);
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};
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/*****************************/
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class CAdvMapInt : public CMainInterface, public KeyInterested //adventure map interface
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{
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public:
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CAdvMapInt(int Player);
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~CAdvMapInt();
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int3 position; //top left corner of visible map part
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int player;
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std::vector<CDefHandler *> gems;
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bool scrollingLeft ;
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bool scrollingRight ;
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bool scrollingUp ;
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bool scrollingDown ;
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bool updateScreen, updateMinimap ;
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unsigned char anim, animValHitCount; //animation frame
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unsigned char heroAnim, heroAnimValHitCount; //animation frame
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CMinimap minimap;
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SDL_Surface * bg;
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AdventureMapButton kingOverview,//- kingdom overview
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underground,//- underground switch
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questlog,//- questlog
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sleepWake, //- sleep/wake hero
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moveHero, //- move hero
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spellbook,//- spellbook
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advOptions, //- adventure options
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sysOptions,//- system options
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nextHero, //- next hero
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endTurn;//- end turn
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//CHeroList herolist;
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CTerrainRect terrain; //visible terrain
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CStatusBar statusbar;
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CResDataBar resdatabar;
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CHeroList heroList;
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CTownList townList;
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CInfoBar infoBar;
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CHeroWindow * heroWindow;
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const CArmedInstance *selection;
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//fuctions binded to buttons
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void fshowOverview();
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void fswitchLevel();
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void fshowQuestlog();
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void fsleepWake();
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void fmoveHero();
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void fshowSpellbok();
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void fadventureOPtions();
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void fsystemOptions();
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void fnextHero();
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void fendTurn();
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void activate();
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void deactivate();
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void show(SDL_Surface * to=NULL); //shows and activates adv. map interface
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void hide(); //deactivates advmap interface
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void update(); //redraws terrain
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void select(const CArmedInstance *sel);
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void selectionChanged();
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void centerOn(int3 on);
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int3 verifyPos(int3 ver);
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void handleRightClick(std::string text, tribool down, CIntObject * client);
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void keyPressed(const SDL_KeyboardEvent & key);
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};
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#endif // __CADVMAPINTERFACE_H__
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#ifndef __CADVMAPINTERFACE_H__
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#define __CADVMAPINTERFACE_H__
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#include <typeinfo>
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#include "global.h"
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#include "SDL.h"
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#include "CPlayerInterface.h"
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#include <map>
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#include "AdventureMapButton.h"
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class CDefHandler;
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class CCallback;
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struct CPath;
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class CAdvMapInt;
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class CGHeroInstance;
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class CGTownInstance;
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class CHeroWindow;
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/*****************************/
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class CMinimap
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: public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject
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{
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public:
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SDL_Surface * radar;
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SDL_Surface * temps;
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std::map<int,SDL_Color> colors;
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std::map<int,SDL_Color> colorsBlocked;
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std::vector<SDL_Surface *> map, FoW; //one bitmap for each level (terrain, Fog of War)
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std::string statusbarTxt, rcText;
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CMinimap(bool draw=true);
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void draw();
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void redraw(int level=-1);// (level==-1) => redraw all levels
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void updateRadar();
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void clickRight (tribool down);
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void clickLeft (tribool down);
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void hover (bool on);
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but don't deletes)
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void hideTile(const int3 &pos); //puts FoW
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void showTile(const int3 &pos); //removes FoW
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};
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class CTerrainRect
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: public ClickableL, public ClickableR, public Hoverable, public MotionInterested
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{
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public:
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int tilesw, tilesh; //width and height of terrain to blit in tiles
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int3 curHoveredTile;
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int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
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CDefHandler * arrows;
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CTerrainRect();
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CPath * currentPath;
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void activate();
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void deactivate();
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void clickLeft(tribool down);
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void clickRight(tribool down);
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void hover(bool on);
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void show();
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void showPath();
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int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
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int3 whichTileIsIt(); //uses current cursor pos
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};
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class CResDataBar
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:public ClickableR, public virtual CIntObject
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{
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public:
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SDL_Surface * bg;
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std::vector<std::pair<int,int> > txtpos;
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std::string datetext;
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void clickRight (tribool down);
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void activate();
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void deactivate();
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CResDataBar();
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CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
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~CResDataBar();
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void draw();
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};
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class CInfoBar
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:public virtual CIntObject, public TimeInterested
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{
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public:
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CDefHandler *day, *week1, *week2, *week3, *week4;
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SComponent * current;
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int mode;
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int pom;
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CInfoBar();
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~CInfoBar();
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void newDay(int Day);
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void showComp(SComponent * comp, int time=5000);
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void tick();
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void draw(const CGObjectInstance * specific=NULL); // if specific==0 function draws info about selected hero/town
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void blitAnim(int mode);//0 - day, 1 - week
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CDefHandler * getAnim(int mode);
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};
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/*****************************/
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class CAdvMapInt : public CMainInterface, public KeyInterested //adventure map interface
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{
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public:
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CAdvMapInt(int Player);
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~CAdvMapInt();
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int3 position; //top left corner of visible map part
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int player;
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std::vector<CDefHandler *> gems;
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bool scrollingLeft ;
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bool scrollingRight ;
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bool scrollingUp ;
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bool scrollingDown ;
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bool updateScreen, updateMinimap ;
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unsigned char anim, animValHitCount; //animation frame
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unsigned char heroAnim, heroAnimValHitCount; //animation frame
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CMinimap minimap;
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SDL_Surface * bg;
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AdventureMapButton kingOverview,//- kingdom overview
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underground,//- underground switch
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questlog,//- questlog
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sleepWake, //- sleep/wake hero
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moveHero, //- move hero
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spellbook,//- spellbook
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advOptions, //- adventure options
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sysOptions,//- system options
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nextHero, //- next hero
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endTurn;//- end turn
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//CHeroList herolist;
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CTerrainRect terrain; //visible terrain
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CStatusBar statusbar;
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CResDataBar resdatabar;
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CHeroList heroList;
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CTownList townList;
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CInfoBar infoBar;
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CHeroWindow * heroWindow;
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const CArmedInstance *selection;
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//fuctions binded to buttons
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void fshowOverview();
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void fswitchLevel();
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void fshowQuestlog();
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void fsleepWake();
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void fmoveHero();
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void fshowSpellbok();
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void fadventureOPtions();
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void fsystemOptions();
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void fnextHero();
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void fendTurn();
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void activate();
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void deactivate();
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void show(SDL_Surface * to=NULL); //shows and activates adv. map interface
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void hide(); //deactivates advmap interface
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void update(); //redraws terrain
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void select(const CArmedInstance *sel);
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void selectionChanged();
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void centerOn(int3 on);
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int3 verifyPos(int3 ver);
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void handleRightClick(std::string text, tribool down, CIntObject * client);
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void keyPressed(const SDL_KeyboardEvent & key);
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};
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#endif // __CADVMAPINTERFACE_H__
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@ -648,7 +648,10 @@ void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
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void CCallback::setSelection(const CArmedInstance * obj)
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{
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*cl->serv << ui16(514) << obj->id;
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SetSelection ss;
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ss.player = player;
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ss.id = obj->id;
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*cl->serv << ui16(514) << ss;
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}
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void CCallback::recruitHero(const CGTownInstance *town, const CGHeroInstance *hero)
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132
CGameState.cpp
132
CGameState.cpp
@ -6,6 +6,7 @@
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#include <boost/random/linear_congruential.hpp>
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#include "hch/CDefObjInfoHandler.h"
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#include "hch/CArtHandler.h"
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#include "hch/CGeneralTextHandler.h"
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#include "hch/CTownHandler.h"
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#include "hch/CSpellHandler.h"
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#include "hch/CHeroHandler.h"
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@ -28,6 +29,79 @@ boost::rand48 ran;
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#undef max
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#endif
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std::string DLL_EXPORT toString(MetaString &ms)
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{
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std::string ret;
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for(size_t i=0;i<ms.message.size();++i)
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{
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if(ms.message[i]>0)
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{
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ret += ms.strings[ms.message[i]-1];
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}
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else
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{
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std::vector<std::string> *vec;
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int type = ms.texts[-ms.message[i]-1].first,
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ser = ms.texts[-ms.message[i]-1].second;
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if(type == 5)
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{
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ret += VLC->arth->artifacts[ser].Name();
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continue;
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}
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else if(type == 7)
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{
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ret += VLC->creh->creatures[ser].namePl;
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continue;
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}
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else if(type == 9)
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{
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ret += VLC->objh->mines[ser].first;
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continue;
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}
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else if(type == 10)
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{
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ret += VLC->objh->mines[ser].second;
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continue;
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}
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else
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{
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switch(type)
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{
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case 1:
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vec = &VLC->generaltexth->allTexts;
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break;
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case 2:
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vec = &VLC->objh->xtrainfo;
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break;
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case 3:
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vec = &VLC->objh->names;
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break;
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case 4:
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vec = &VLC->objh->restypes;
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break;
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case 6:
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vec = &VLC->generaltexth->arraytxt;
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break;
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case 8:
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vec = &VLC->objh->creGens;
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break;
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case 11:
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vec = &VLC->objh->advobtxt;
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break;
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case 12:
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vec = &VLC->generaltexth->artifEvents;
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break;
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}
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ret += (*vec)[ser];
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}
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}
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}
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for(size_t i=0; i < ms.replacements.size(); ++i)
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{
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ret.replace(ret.find("%s"),2,ms.replacements[i]);
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}
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return ret;
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}
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CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
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{
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@ -624,6 +698,12 @@ void CGameState::applyNL(IPack * pack)
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h->artifWorn = sha->artifWorn;
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break;
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}
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case 514:
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{
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SetSelection *ss = static_cast<SetSelection*>(pack);
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players[ss->player].currentSelection = ss->id;
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break;
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}
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case 515:
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{
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HeroRecruited *sha = static_cast<HeroRecruited*>(pack);
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@ -652,23 +732,13 @@ void CGameState::applyNL(IPack * pack)
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case 1001://set object property
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{
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SetObjectProperty *p = static_cast<SetObjectProperty*>(pack);
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if(p->what == 3) //set creatures amount
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{
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tlog5 << "Setting creatures amount in " << p->id << std::endl;
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static_cast<CGCreature*>(map->objects[p->id])->army.slots[0].second = p->val;
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break;
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}
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ui8 CGObjectInstance::*point;
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switch(p->what)
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{
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case 1:
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point = &CGObjectInstance::tempOwner;
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break;
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case 2:
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point = &CGObjectInstance::blockVisit;
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break;
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}
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map->objects[p->id]->*point = p->val;
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setObjProperty(p);
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break;
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}
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case 1002:
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{
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SetHoverName *shn = static_cast<SetHoverName*>(pack);
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map->objects[shn->id]->hoverName = toString(shn->name);
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break;
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}
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case 2000:
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@ -1381,6 +1451,9 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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}
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}
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}
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for(int i=0; i<map->objects.size(); i++)
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||||
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);
|
||||
|
452
CGameState.h
452
CGameState.h
@ -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__
|
||||
|
@ -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
|
||||
|
20
ChangeLog
20
ChangeLog
@ -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)
|
||||
|
@ -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;
|
||||
}
|
150
client/Client.h
150
client/Client.h
@ -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__
|
||||
|
@ -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
|
||||
|
@ -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");
|
||||
}
|
||||
}
|
@ -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
36
lib/IGameCallback.cpp
Normal 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);
|
||||
}
|
@ -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__
|
@ -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;};
|
||||
|
@ -310,6 +310,10 @@
|
||||
RelativePath="..\hch\CTownHandler.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\IGameCallback.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\map.cpp"
|
||||
>
|
||||
|
531
map.cpp
531
map.cpp
@ -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
782
map.h
@ -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__
|
||||
|
@ -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);
|
||||
}
|
@ -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__
|
||||
|
Loading…
Reference in New Issue
Block a user