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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

* restored objects functionalities (hopefully working)

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

View File

@ -23,7 +23,6 @@ public:
std::map<int,SDL_Color> colors;
std::map<int,SDL_Color> colorsBlocked;
std::vector<SDL_Surface *> map, FoW; //one bitmap for each level (terrain, Fog of War)
//TODO flagged buildings
std::string statusbarTxt, rcText;
CMinimap(bool draw=true);

View File

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

View File

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

View File

@ -33,6 +33,12 @@ struct SDL_Surface;
class CMapHandler;
class CPathfinder;
struct IPack;
struct SetObjectProperty;
struct MetaString;
std::string DLL_EXPORT toString(MetaString &ms);
namespace boost
{
@ -181,6 +187,8 @@ private:
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);
@ -213,7 +221,7 @@ public:
friend class CLuaCallback;
friend class CClient;
friend void initGameState(Mapa * map, CGameInfo * cgi);
friend class CScriptCallback;
friend class IGameCallback;
friend class CMapHandler;
friend class CGameHandler;
};

View File

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

View File

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

View File

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

View File

@ -4,6 +4,7 @@
#include "../global.h"
#include <boost/thread.hpp>
#include "../lib/IGameCallback.h"
struct StartInfo;
class CGameState;
class CGameInterface;
@ -37,10 +38,9 @@ struct CSharedCond
}
};
class CClient
class CClient : public IGameCallback
{
CCallback *cb;
CGameState *gs;
std::map<ui8,CGameInterface *> playerint;
CConnection *serv;
@ -54,9 +54,33 @@ public:
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 class CScriptCallback; //for objects scripts
friend void processCommand(const std::string &message, CClient *&client); //handling console
};

View File

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

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

View File

@ -44,6 +44,21 @@ public:
}
};
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:
@ -52,9 +67,9 @@ public:
IObjectInterface();
virtual ~IObjectInterface();
virtual void onHeroVisit(const CGHeroInstance * h);
virtual void onHeroLeave(const CGHeroInstance * h);
virtual void newTurn();
virtual void onHeroVisit(const CGHeroInstance * h) const;
virtual void onHeroLeave(const CGHeroInstance * h) const;
virtual void newTurn() const;
virtual void initObj();
};
@ -167,7 +182,7 @@ public:
//////////////////////////////////////////////////////////////////////////
void initObj();
void onHeroVisit(const CGHeroInstance * h);
void onHeroVisit(const CGHeroInstance * h) const;
};
class DLL_EXPORT CGTownInstance : public CArmedInstance
@ -215,8 +230,8 @@ public:
//////////////////////////////////////////////////////////////////////////
void onHeroVisit(const CGHeroInstance * h);
void onHeroLeave(const CGHeroInstance * h);
void onHeroVisit(const CGHeroInstance * h) const;
void onHeroLeave(const CGHeroInstance * h) const;
void initObj();
};
@ -227,10 +242,10 @@ public:
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 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); //handle player's anwer to the Tree of Knowledge dialog
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
@ -270,8 +285,8 @@ public:
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 onHeroVisit(const CGHeroInstance * h) const;
void endBattle(BattleResult *result) const;
void initObj();
};
@ -283,25 +298,9 @@ public:
std::string message;
};
class DLL_EXPORT CGSeerHut : public CGObjectInstance
class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
{
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;
@ -357,6 +356,8 @@ 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
@ -364,6 +365,18 @@ 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
@ -391,33 +404,34 @@ public:
CCreatureSet creatures;
};
class DLL_EXPORT CGQuestGuard : public CArmedInstance
class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
{
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 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

36
lib/IGameCallback.cpp Normal file
View File

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

View File

@ -15,21 +15,24 @@ struct InfoWindow;
struct MetaString;
struct ShowInInfobox;
struct BattleResult;
class CGameState;
class IGameCallback
class DLL_EXPORT IGameCallback
{
protected:
CGameState *gs;
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 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;
@ -37,6 +40,7 @@ public:
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;

View File

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

View File

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

531
map.cpp
View File

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

2
map.h
View File

@ -11,6 +11,7 @@
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,
@ -338,6 +339,7 @@ struct DLL_EXPORT Mapa
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);

View File

@ -1027,9 +1027,9 @@ upgend:
}
case 514:
{
ui32 id;
c >> id;
gs->players[*players.begin()].currentSelection = id;
SetSelection ss;
c >> ss;
sendAndApply(&ss);
break;
}
case 515:
@ -1517,9 +1517,6 @@ void CGameHandler::init(StartInfo *si, int Seed)
gs->init(si,map,Seed);
tlog0 << "Gamestate initialized!" << std::endl;
for(int i=0; i<gs->map->objects.size(); i++)
gs->map->objects[i]->initObj();
/****************************LUA OBJECT SCRIPTS************************************************/
//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
//for (int i=0; i<lf->size(); i++)
@ -1627,6 +1624,7 @@ 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++)
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 CGameHandler::getCurrentPlayer()
{
//int ret;
//if (LOCPLINT->adventureInt->selection->ID == HEROI_TYPE)
// ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection))->subID;
//else
// ret = -1;;
return -1;
return gs->currentPlayer;
}
const CGHeroInstance* CGameHandler::getSelectedHero( int player )
{
return getHero(gs->players.find(player)->second.currentSelection);
}
int CGameHandler::getDate(int mode)
{
return getDate(mode);
}
void CGameHandler::giveResource(int player, int which, int val)
{
SetResource sr;
@ -2108,7 +2070,16 @@ void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spell
sendAndApply(&cs);
}
int CGameHandler::getCurrentPlayer()
int CGameHandler::getSelectedHero()
{
return gs->currentPlayer;
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
}
void CGameHandler::setObjProperty( int objid, int prop, int val )
{
SetObjectProperty sob;
sob.id = objid;
sob.what = prop;
sob.val = val;
sendAndApply(&sob);
}

View File

@ -57,7 +57,6 @@ public:
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
@ -82,15 +81,9 @@ public:
//////////////////////////////////////////////////////////////////////////
//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();
int getSelectedHero();
//do sth
void changeSpells(int hid, bool give, const std::set<ui32> &spells);
@ -98,6 +91,7 @@ public:
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);