1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00

Partially done object scripting and interactions.

Most of 0.4 ;)
This commit is contained in:
Michał W. Urbańczyk 2007-11-18 22:58:28 +00:00
parent 8b73ab8492
commit 556311c9ab
31 changed files with 2201 additions and 1283 deletions

View File

@ -9,6 +9,7 @@ public:
void heroKilled(const CHeroInstance *);
void heroCreated(const CHeroInstance *);
void heroMoved(const HeroMoveDetails &);
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
};
#define NAME "EmptyAI 0.1"

View File

@ -1,6 +1,7 @@
#include "stdafx.h"
#include "CAdvmapInterface.h"
#include "hch\CLodHandler.h"
#include "CPlayerInterface.h"
#include "hch\CPreGameTextHandler.h"
#include "hch\CGeneralTextHandler.h"
#include "hch\CTownHandler.h"
@ -14,6 +15,7 @@
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#include "CLua.h"
#include "hch/CHeroHandler.h"
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX; //fonts
using namespace boost::logic;
@ -646,7 +648,7 @@ void CMinimap::draw()
{
for (int jj=0; jj<ho; jj++)
{
SDL_PutPixel(temps,maplgp.x+ii,maplgp.y+jj,CGI->playerColors[(*hh)[i]->state->owner].r,CGI->playerColors[(*hh)[i]->state->owner].g,CGI->playerColors[(*hh)[i]->state->owner].b);
SDL_PutPixel(temps,maplgp.x+ii,maplgp.y+jj,CGI->playerColors[(*hh)[i]->getOwner()].r,CGI->playerColors[(*hh)[i]->getOwner()].g,CGI->playerColors[(*hh)[i]->getOwner()].b);
}
}
}
@ -1146,7 +1148,11 @@ CInfoBar::CInfoBar()
}
void CInfoBar::draw(void * specific)
{
//if (!specific)
// specific = LOCPLINT->adventureInt->selection.selected;
SDL_Surface * todr = LOCPLINT->infoWin(specific);
if (!todr)
return;
blitAt(todr,pos.x,pos.y);
SDL_FreeSurface(todr);
}
@ -1296,6 +1302,8 @@ void CAdvMapInt::show()
statusbar.show();
infoBar.draw();
SDL_Flip(ekran);
}
void CAdvMapInt::hide()

View File

@ -3,8 +3,7 @@
#include <typeinfo>
#include "global.h"
#include "SDL.h"
#include "CGameInterface.h"
#include <boost/logic/tribool.hpp>
#include "CPlayerInterface.h"
#include <map>
class CDefHandler;
@ -125,7 +124,7 @@ class CMinimap
: public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject
{
public:
SDL_Surface * radar; //radar.def; TODO: radars for maps with custom dimensions
SDL_Surface * radar;
SDL_Surface * temps;
std::map<int,SDL_Color> colors;
std::map<int,SDL_Color> colorsBlocked;

View File

@ -7,8 +7,12 @@
#include "hch\CAmbarCendamo.h"
#include "mapHandler.h"
#include "CGameState.h"
#include "CGameInterface.h"
#include "CPlayerInterface.h"
#include "CLua.h"
#include "hch/CGeneralTextHandler.h"
#include "CAdvmapInterface.h"
#include "CPlayerInterface.h"
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
int CCallback::lowestSpeed(CGHeroInstance * chi)
{
int min = 150;
@ -99,7 +103,7 @@ bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
curd.src = stpos;
curd.dst = endpos;
curd.ho = hero;
curd.owner = hero->state->owner;
curd.owner = hero->getOwner();
/*if(player!=-1)
{
hero->pos = endpos;
@ -145,14 +149,20 @@ bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
break;
if(j->second.fogOfWarMap[stpos.x-1][stpos.y][stpos.z] || j->second.fogOfWarMap[endpos.x-1][endpos.y][endpos.z])
{ //player should be notified
CGI->playerint[j->first]->heroMoved(curd);
CGI->playerint[j->second.serial]->heroMoved(curd);
}
++nn;
}
std::vector< CGObjectInstance * > vis = CGI->mh->getVisitableObjs(hero->getPosition(false));
for (int iii=0; iii<vis.size(); iii++)
std::cout<< CGI->objh->objects[vis[iii]->ID].name<<std::endl;
{
if(gs->checkFunc(vis[iii]->ID,"heroVisit"))
gs->objscr[vis[iii]->ID]["heroVisit"]->onHeroVisit(vis[iii],curd.ho->subID);
if(vis[iii]->state)
vis[iii]->state->onHeroVisit(vis[iii],curd.ho->subID);
//std::cout<< CGI->objh->objects[vis[iii]->ID].name<<std::endl;
}
}
else
@ -309,3 +319,133 @@ bool CCallback::isVisible(int3 pos)
{
return isVisible(pos,player);
}
int3 CScriptCallback::getPos(CGObjectInstance * ob)
{
return ob->pos;
}
void CScriptCallback::changePrimSkill(int ID, int which, int val)
{
CGHeroInstance * hero = CGI->state->getHero(ID,0);
hero->primSkills[which]+=val;
for (int i=0; i<CGI->playerint.size(); i++)
{
if (CGI->playerint[i]->playerID == hero->getOwner())
{
CGI->playerint[i]->heroPrimarySkillChanged(hero, which, val);
break;
}
}
}
int CScriptCallback::getHeroOwner(int heroID)
{
CGHeroInstance * hero = CGI->state->getHero(heroID,0);
return hero->getOwner();
}
void CScriptCallback::showInfoDialog(int player, std::string text, std::vector<SComponent*> * components)
{
//TODO: upewniac sie ze mozemy to zrzutowac (przy customowych interfejsach cos moze sie kopnac)
if (player>=0)
{
CGameInterface * temp = CGI->playerint[CGI->state->players[player].serial];
if (temp->human)
((CPlayerInterface*)(temp))->showInfoDialog(text,*components);
return;
}
else
{
for (int i=0; i<CGI->playerint.size();i++)
{
if (CGI->playerint[i]->human)
((CPlayerInterface*)(CGI->playerint[i]))->showInfoDialog(text,*components);
}
}
}
int CScriptCallback::getSelectedHero()
{
int ret;
if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
else
ret = -1;;
return ret;
}
void CLuaCallback::registerFuncs(lua_State * L)
{
lua_newtable(L);
#define REGISTER_C_FUNC(x) \
lua_pushstring(L, #x); \
lua_pushcfunction(L, x); \
lua_rawset(L, -3)
REGISTER_C_FUNC(getPos);
REGISTER_C_FUNC(changePrimSkill);
REGISTER_C_FUNC(getGnrlText);
REGISTER_C_FUNC(getSelectedHero);
/*
REGISTER_C_FUNC(changePrimSkill);
REGISTER_C_FUNC(getGnrlText);
REGISTER_C_FUNC(changePrimSkill);
REGISTER_C_FUNC(getGnrlText);
REGISTER_C_FUNC(changePrimSkill);
REGISTER_C_FUNC(getGnrlText);*/
lua_setglobal(L, "vcmi");
#undef REGISTER_C_FUNC(x)
}
int CLuaCallback::getPos(lua_State * L)//(CGObjectInstance * object);
{
const int args = lua_gettop(L); // number of arguments
if ((args < 1) || !lua_isnumber(L, 1) )
luaL_error(L,
"Incorrect arguments to getPos([Object address])");
CGObjectInstance * object = (CGObjectInstance *)(lua_tointeger(L, 1));
lua_pushinteger(L,object->pos.x);
lua_pushinteger(L,object->pos.y);
lua_pushinteger(L,object->pos.z);
return 3;
}
int CLuaCallback::changePrimSkill(lua_State * L)//(int ID, int which, int val);
{
const int args = lua_gettop(L); // number of arguments
if ((args < 1) || !lua_isnumber(L, 1) ||
((args >= 2) && !lua_isnumber(L, 2)) ||
((args >= 3) && !lua_isnumber(L, 3)) )
{
luaL_error(L,
"Incorrect arguments to changePrimSkill([Hero ID], [Which Primary skill], [Change by])");
}
int ID = lua_tointeger(L, 1),
which = lua_tointeger(L, 2),
val = lua_tointeger(L, 3);
CScriptCallback::changePrimSkill(ID,which,val);
return 0;
}
int CLuaCallback::getGnrlText(lua_State * L) //(int which),returns string
{
const int args = lua_gettop(L); // number of arguments
if ((args < 1) || !lua_isnumber(L, 1) )
luaL_error(L,
"Incorrect arguments to getGnrlText([Text ID])");
int which = lua_tointeger(L,1);
lua_pushstring(L,CGI->generaltexth->allTexts[which].c_str());
return 1;
}
int CLuaCallback::getSelectedHero(lua_State * L) //(),returns int (ID of hero, -1 if no hero is seleceted)
{
int ret;
if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
else
ret = -1;
lua_pushinteger(L,ret);
return 1;
}

View File

@ -2,13 +2,14 @@
#define CCALLBACK_H
#include "mapHandler.h"
#include "tchar.h"
class CGameState;
class CHeroInstance;
class CTownInstance;
class CPath;
class CGObjectInstance;
struct SComponent;
typedef struct lua_State lua_State;
struct HeroMoveDetails
{
int3 src, dst; //source and destination points
@ -50,8 +51,28 @@ public:
//friends
friend int _tmain(int argc, _TCHAR* argv[]);
};
class CLuaCallback
class CScriptCallback
{
public:
CGameState * gs;
static int3 getPos(CGObjectInstance * ob);
static void changePrimSkill(int ID, int which, int val);
void showInfoDialog(int player, std::string text, std::vector<SComponent*> * components);
int getHeroOwner(int heroID);
int getSelectedHero();
friend void initGameState(CGameInfo * cgi);
};
class CLuaCallback : public CScriptCallback
{
private:
static void registerFuncs(lua_State * L);
static int getPos(lua_State * L);//(CGObjectInstance * object);
static int changePrimSkill(lua_State * L);//(int ID, int which, int val);
static int getGnrlText(lua_State * L);//(int ID, int which, int val);
static int getSelectedHero(lua_State * L);//()
friend void initGameState(CGameInfo * cgi);
};
#endif //CCALLBACK_H

View File

@ -1,6 +1,7 @@
#include "stdafx.h"
#include "CConsoleHandler.h"
#include "CAdvmapInterface.h"
#include "CPlayerInterface.h"
#include "SDL.h"
#include "SDL_thread.h"
#include "CGameInfo.h"
@ -11,6 +12,7 @@
#include "mapHandler.h"
#include <sstream>
#include "SDL_Extensions.h"
#include "hch/CHeroHandler.h"
int internalFunc(void * callback)
{
CCallback * cb = (CCallback*)callback;

File diff suppressed because it is too large Load Diff

View File

@ -1,91 +1,15 @@
#ifndef CGAMEINTERFACE_H
#define CGAMEINTERFACE_H
#include "SDL.h"
#include <boost/logic/tribool.hpp>
#include "SDL_framerate.h"
#include "global.h"
#include "CCallback.h"
BOOST_TRIBOOL_THIRD_STATE(outOfRange)
using namespace boost::logic;
class CAdvMapInt;
class CCallback;
class CHeroInstance;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGlobalAI;
class CGHeroInstance;
class CIntObject //interface object
{
public:
SDL_Rect pos;
int ID;
};
class CSimpleWindow : public virtual CIntObject
{
public:
SDL_Surface * bitmap;
CIntObject * owner;
CSimpleWindow():bitmap(NULL),owner(NULL){};
virtual ~CSimpleWindow();
};
class CButtonBase : public virtual CIntObject //basic buttton class
{
public:
int type; //advmapbutton=2
bool abs;
bool active;
CIntObject * ourObj;
int state;
std::vector< std::vector<SDL_Surface*> > imgs;
int curimg;
virtual void show() ;
virtual void activate()=0;
virtual void deactivate()=0;
CButtonBase();
};
class ClickableL : public virtual CIntObject //for left-clicks
{
public:
bool pressedL;
ClickableL();
virtual void clickLeft (tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class ClickableR : public virtual CIntObject //for right-clicks
{
public:
bool pressedR;
ClickableR();
virtual void clickRight (tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class Hoverable : public virtual CIntObject
{
public:
Hoverable(){hovered=false;}
bool hovered;
virtual void hover (bool on)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class KeyInterested : public virtual CIntObject
{
public:
virtual void keyPressed (SDL_KeyboardEvent & key)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class MotionInterested: public virtual CIntObject
{
public:
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class CGameInterface
{
public:
@ -96,10 +20,9 @@ public:
virtual void yourTurn()=0{};
virtual void heroKilled(const CGHeroInstance*)=0{};
virtual void heroCreated(const CGHeroInstance*)=0{};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val)=0{};
virtual void heroMoved(const HeroMoveDetails & details)=0;
};
class CGlobalAI;
class CAIHandler
{
public:
@ -113,40 +36,4 @@ public:
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroCreated(const CGHeroInstance*){};
};
class CPlayerInterface : public CGameInterface
{
public:
bool makingTurn;
SDL_Event * current;
CAdvMapInt * adventureInt;
FPSmanager * mainFPSmng;
//TODO: town interace, battle interface, other interfaces
CCallback * cb;
std::vector<ClickableL*> lclickable;
std::vector<ClickableR*> rclickable;
std::vector<Hoverable*> hoverable;
std::vector<KeyInterested*> keyinterested;
std::vector<MotionInterested*> motioninterested;
std::vector<CSimpleWindow*> objsToBlit;
SDL_Surface * hInfo;
std::vector<std::pair<int, int> > slotsPos;
CDefEssential *luck22, *luck30, *luck42, *luck82,
*morale22, *morale30, *morale42, *morale82;
//overloaded funcs from Interface
void yourTurn();
void heroMoved(const HeroMoveDetails & details);
void heroKilled(const CGHeroInstance*);
void heroCreated(const CGHeroInstance*);
SDL_Surface * infoWin(void * specific); //specific=0 => draws info about selected town/hero //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
void handleEvent(SDL_Event * sEvent);
void init(CCallback * CB);
int3 repairScreenPos(int3 pos);
CPlayerInterface(int Player, int serial);
};
#endif //CGAMEINTERFACE_H

View File

@ -1,16 +1,15 @@
#ifndef CGAMESTATE_H
#define CGAMESTATE_H
#include "mapHandler.h"
class CScriptCallback;
class CHeroInstance;
class CTownInstance;
class CCallback;
class CLuaCallback;
struct PlayerState
{
public:
int color;
int color, serial;
//std::vector<std::vector<std::vector<char> > > fogOfWarMap; //true - visible, false - hidden
PseudoV< PseudoV< PseudoV<unsigned char> > > fogOfWarMap; //true - visible, false - hidden
std::vector<int> resources;
@ -21,14 +20,44 @@ public:
class CGameState
{
private:
int currentPlayer;
int day; //total number of days in game
std::map<int,PlayerState> players; //color <-> playerstate
std::map<int, std::map<std::string, CObjectScript*> > objscr; //custom user scripts
bool checkFunc(int obid, std::string name)
{
if (objscr.find(obid)!=objscr.end())
{
if(objscr[obid].find(name)!=objscr[obid].end())
{
return true;
}
}
return false;
}
CGHeroInstance * getHero(int ID, int mode)
{
if (mode != 0)
throw new std::exception("gs->getHero: This mode is not supported!");
for ( std::map<int, PlayerState>::iterator i=players.begin() ; i!=players.end();i++)
{
for (int j=0;j<(*i).second.heroes.size();j++)
{
if (i->second.heroes[j]->subID == ID)
return i->second.heroes[j];
}
}
return NULL;
}
public:
friend CCallback;
friend CLuaCallback;
friend int _tmain(int argc, _TCHAR* argv[]);
friend void initGameState(CGameInfo * cgi);
friend CScriptCallback;
//CCallback * cb; //for communication between PlayerInterface/AI and GameState
friend SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap); //todo: wywalic koniecznie, tylko do flag obecnie!!!!

279
CLua.cpp
View File

@ -1,11 +1,31 @@
#include "stdafx.h"
#include "CLua.h"
#include "CLuaHandler.h"
#include "hch/CHeroHandler.h"
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
#include "lobject.h"
#include "lgc.h"
#include "lapi.h"
#include "CGameInfo.h"
#include "CGameState.h"
#include <sstream>
#include "hch/CObjectHandler.h"
#include "CCallback.h"
#include "hch/CGeneralTextHandler.h"
#include <sstream>
bool getGlobalFunc(lua_State * L, std::string fname)
{
unsigned int hash = lua_calchash(fname.c_str(), fname.size());
lua_pushhstring(L, hash, fname.c_str(), fname.size());
lua_gettable(L, LUA_GLOBALSINDEX);
return lua_isfunction(L, -1);
}
CObjectScript::CObjectScript()
{
language == ESLan::UNDEF;
//std::cout << "Tworze obiekt objectscript "<<this<<std::endl;
}
@ -27,26 +47,30 @@ CScript::~CScript()
CLua::CLua(std::string initpath)
{
opened=false;
LST = lua_open();
opened = true;
LUA_OPEN_LIB(LST, luaopen_base);
LUA_OPEN_LIB(LST, luaopen_io);
if ((luaL_loadfile (LST, "test.lua")) == 0)
{
//lua_pcall (LST, 0, LUA_MULTRET, 0);
}
else
{
std::string temp = "Cannot open script";
temp += initpath;
throw std::exception(temp.c_str());
}
open(initpath);
}
CLua::CLua()
{
//std::cout << "Tworze obiekt clua "<<this<<std::endl;
opened=false;
}
void CLua::open(std::string initpath)
{
LST = lua_open();
opened = true;
LUA_OPEN_LIB(LST, luaopen_base);
LUA_OPEN_LIB(LST, luaopen_io);
if ((luaL_loadfile (LST, initpath.c_str())) == 0)
{
lua_pcall (LST, 0, LUA_MULTRET, 0);
}
else
{
std::string temp = "Cannot open script ";
temp += initpath;
throw std::exception(temp.c_str());
}
}
void CLua::registerCLuaCallback()
{
}
@ -60,13 +84,238 @@ CLua::~CLua()
lua_close(LST);
}
}
void CLua::findF(std::string fname)
{
lua_getfield(is, LUA_GLOBALSINDEX, fname.c_str()); /* function to be called */
}
void CLua::findF2(std::string fname)
{
lua_pushstring (is, fname.c_str());
lua_gettable (is, LUA_GLOBALSINDEX);
}
void CLua::findFS(std::string fname)
{
lua_settop(is, 0);
if (!getGlobalFunc(is,fname))
{
lua_settop(is, 0);
throw new std::exception((fname + ": function not defined").c_str()); // the call is not defined
}
}
#undef LST
CLuaObjectScript::CLuaObjectScript()
CLuaObjectScript::CLuaObjectScript(std::string filename)
{
language == ESLan::LUA;
open(filename);
//binit = bnewobject = bonherovisit = brightext = false;
//std::cout << "Tworze obiekt CLuaObjectScript "<<this<<std::endl;
}
CLuaObjectScript::~CLuaObjectScript()
{
//std::cout << "Usuwam obiekt CLuaObjectScript "<<this<<std::endl;
}
void CLuaObjectScript::init()
{
}
std::string CLuaObjectScript::genFN(std::string base, int ID)
{
std::stringstream sts;
sts<<base<<"_"<<ID;
return sts.str();
}
void CLuaObjectScript::newObject(CGObjectInstance *os)
{
findF(genFN("newObject",os->ID));
lua_pushinteger(is, (int)os);
if (lua_pcall (is, 1, 0, 0))
{
lua_settop(is, 0);
throw new std::exception(("Failed to call "+genFN("newObject",os->ID)+" function in lua script.").c_str());
}
lua_settop(is, 0);
return;
}
void CLuaObjectScript::onHeroVisit(CGObjectInstance *os, int heroID)
{
findF(genFN("heroVisit",os->ID));
lua_pushinteger(is, (int)os);
lua_pushinteger(is, heroID);
if (lua_pcall (is, 2, 0, 0))
{
lua_settop(is, 0);
throw new std::exception(("Failed to call "+genFN("heroVisit",os->ID)+" function in lua script.").c_str());
}
lua_settop(is, 0);
}
std::string CLuaObjectScript::hoverText(CGObjectInstance *os)
{
findF(genFN("hoverText",os->ID));
lua_pushinteger(is, (int)os);
if (lua_pcall (is, 1, 1, 0))
{
lua_settop(is, 0);
throw new std::exception(("Failed to call "+genFN("hoverText",os->ID)+" function in lua script.").c_str());
}
std::string ret = lua_tostring(is,1);
lua_settop(is, 0);
}
std::string CCPPObjectScript::hoverText(CGObjectInstance *os)
{
return CGI->objh->objects[os->defInfo->id].name;
}
void CVisitableOPH::newObject(CGObjectInstance *os)
{
visitors.insert
(std::pair<CGObjectInstance*,std::set<int> >(os,std::set<int>()));
};
void CVisitableOPH::onHeroVisit(CGObjectInstance *os, int heroID)
{
if (visitors.find(os)!=visitors.end())
{
if(visitors[os].find(heroID)==visitors[os].end())
{
onNAHeroVisit(os,heroID, false);
visitors[os].insert(heroID);
}
else
{
onNAHeroVisit(os,heroID, true);
}
}
else
{
throw new std::exception("Skrypt nie zainicjalizowal instancji tego obiektu. :(");
}
};
void CVisitableOPH::onNAHeroVisit(CGObjectInstance *os, int heroID, bool alreadyVisited)
{
if (!alreadyVisited)
{
switch (os->ID)
{
case 51:
case 23:
case 61:
case 32:
{
int w=0, ot=0;
switch(os->ID)
{
case 51:
w=0;
ot=80;
break;
case 23:
w=1;
ot=29;
break;
case 61:
w=2;
ot=100;
break;
case 32:
w=3;
ot=59;
break;
}
cb->changePrimSkill(heroID,w,1);
std::vector<SComponent*> weko;
weko.push_back(new SComponent(SComponent::primskill,1,1));
cb->showInfoDialog(cb->getHeroOwner(heroID),CGI->objh->advobtxt[ot],&weko);
for (int ii=0; ii<weko.size();ii++)
delete weko[ii];
break;
}
}
}
}
std::vector<int> CVisitableOPH::yourObjects()
{
std::vector<int> ret(4);
ret.push_back(51);
ret.push_back(23);
ret.push_back(61);
ret.push_back(32);
return ret;
}
std::string CVisitableOPH::hoverText(CGObjectInstance *os)
{
std::string add;
int pom;
switch(os->ID)
{
case 51:
pom = 8;
break;
case 23:
pom = 7;
break;
case 61:
pom = 11;
break;
case 32:
pom = 4;
break;
default:
throw new std::exception("Unsupported ID in CVisitableOPH::hoverText");
}
add = " " + CGI->objh->xtrainfo[pom] + " ";
int heroID = cb->getSelectedHero();
if (heroID>=0)
{
add += ( (visitors[os].find(heroID) == visitors[os].end())
?
(CGI->generaltexth->allTexts[353]) //not visited
:
( CGI->generaltexth->allTexts[352]) ); //visited
}
return CGI->objh->objects[os->defInfo->id].name + add;
}
//std::string SComponent::getSubtitle()
//{
// std::string ret;
//
//
// return ret;
//}
//void SComponent::getDescription(Etype Type, int Subtype)
//{
//}
SComponent::SComponent(Etype Type, int Subtype, int Val)
{
switch (Type)
{
case primskill:
description = CGI->generaltexth->arraytxt[2+Subtype];
std::ostringstream oss;
oss << ((Val>0)?("+"):("-")) << Val << " " << CGI->heroh->pskillsn[Subtype];
subtitle = oss.str();
break;
}
type = Type;
subtype = Subtype;
val = Val;
}
SDL_Surface * SComponent::getImg()
{
switch (type)
{
case primskill:
return CGI->heroh->pskillsb[subtype].ourImages[0].bitmap;
break;
}
return NULL;
}

86
CLua.h
View File

@ -1,13 +1,40 @@
#include "global.h"
#include "lstate.h"
#include <set>
#include <map>
class CLua;
struct SDL_Surface;
class CGObjectInstance;
class CGameInfo;
class CGHeroInstance;
class CScriptCallback;
enum ESLan{UNDEF=-1,CPP,ERM,LUA};
class CObjectScript
{
public:
int owner;
int owner, language;
std::string filename;
int getOwner(){return owner;} //255 - neutral / 254 - not flaggable
CObjectScript();
virtual ~CObjectScript();
//functions to be called in script
//virtual void init(){};
virtual void newObject(CGObjectInstance *os){};
virtual void onHeroVisit(CGObjectInstance *os, int heroID){};
virtual std::string hoverText(CGObjectInstance *os){return "";};
//TODO: implement functions below:
virtual void equipArtefact(int HID, int AID, int slot, bool putOn){}; //putOn==0 means that artifact is taken off
virtual void battleStart(int phase){}; //phase==0 - very start, before initialization of battle; phase==1 - just before battle starts
virtual void battleNewTurn (int turn){}; //turn==-1 is for tactic stage
//virtual void battleAction (int type,int destination, int stack, int owner, int){};
//virtual void mouseClick (down,left,screen?, pos??){};
virtual void heroLevelUp (int HID){}; //add possibility of changing available sec. skills
};
class CScript
{
@ -18,19 +45,74 @@ public:
class CLua :public CScript
{
protected:
lua_State * is; /// tez niebezpieczne!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (ale chwilowo okielznane)
bool opened;
public:
CLua(std::string initpath);
void open(std::string initpath);
void registerCLuaCallback();
CLua();
virtual ~CLua();
void findF(std::string fname);
void findF2(std::string fname);
void findFS(std::string fname);
friend void initGameState(CGameInfo * cgi);
};
class CLuaObjectScript : public CLua, public CObjectScript
{
public:
CLuaObjectScript();
CLuaObjectScript(std::string filename);
virtual ~CLuaObjectScript();
static std::string genFN(std::string base, int ID);
void init();
void newObject(CGObjectInstance *os);
void onHeroVisit(CGObjectInstance *os, int heroID);
std::string hoverText(CGObjectInstance *os);
friend void initGameState(CGameInfo * cgi);
};
class CCPPObjectScript: public CObjectScript
{
protected:
CScriptCallback * cb;
CCPPObjectScript(CScriptCallback * CB){cb=CB;};
public:
virtual std::vector<int> yourObjects()=0; //returns IDs of objects which are handled by script
virtual std::string hoverText(CGObjectInstance *os);
};
class CVisitableOPH : public CCPPObjectScript //once per hero
{
CVisitableOPH(CScriptCallback * CB):CCPPObjectScript(CB){};
std::map<CGObjectInstance*,std::set<int> > visitors;
void onNAHeroVisit(CGObjectInstance *os, int heroID, bool alreadyVisited);
void newObject(CGObjectInstance *os);
void onHeroVisit(CGObjectInstance *os, int heroID);
std::vector<int> yourObjects(); //returns IDs of objects which are handled by script
std::string hoverText(CGObjectInstance *os);
friend void initGameState(CGameInfo * cgi);
};
struct SComponent
{
enum Etype
{
primskill, secskill, resource, creature, artifact
} type;
int subtype;
int val;
std::string description; //r-click
std::string subtitle;
SComponent(Etype Type, int Subtype, int Val);
//SComponent(const & SComponent r);
SDL_Surface * getImg();
};

View File

@ -3,9 +3,9 @@
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
#include <luabind/luabind.hpp>
#include <luabind/function.hpp>
#include <luabind/class.hpp>
//#include <luabind/luabind.hpp>
//#include <luabind/function.hpp>
//#include <luabind/class.hpp>
#include "CLuaHandler.h"
#include "boost/filesystem.hpp"
#include <boost/algorithm/string.hpp>
@ -28,27 +28,35 @@ void CLuaHandler::test()
LUA_OPEN_LIB(lua, luaopen_base);
LUA_OPEN_LIB(lua, luaopen_io);
if ((iErr = luaL_loadfile (lua, "test.lua")) == 0)
{
//luabind::open(lua);
//luabind::module(lua)
//[
// luabind::class_<int3>("int3")
// //.def(luabind::constructor<>())
// //.def(luabind::constructor<const int&,const int&,const int&>())
// .def_readwrite("x", &int3::x)
// .def_readwrite("y", &int3::y)
// .def_readwrite("z", &int3::z)
//];
//luabind::module(lua)
//[
// luabind::def("powitanie",&piszpowitanie2)
//];
if ((iErr = luaL_loadfile (lua, "scripts/lua/objects/0023_marletto_tower.lua")) == 0)
{
// Call main...
if ((iErr = lua_pcall (lua, 0, LUA_MULTRET, 0)) == 0)
{
luabind::open(lua);
luabind::module(lua)
[
luabind::def("powitanie",&piszpowitanie2)
];
//int ret = luabind::call_function<int>(lua, "helloWorld2");
lua_pushstring (lua, "helloWorld2");
lua_gettable (lua, LUA_GLOBALSINDEX);
lua_pcall (lua, 0, 0, 0);
//lua_pushstring (lua, "helloWorld2");
//lua_gettable (lua, LUA_GLOBALSINDEX);
//lua_pcall (lua, 0, 0, 0);
// Push the function name onto the stack
lua_pushstring (lua, "helloWorld");
lua_pushstring (lua, "rightText");
lua_gettable (lua, LUA_GLOBALSINDEX);
lua_pcall (lua, 0, 0, 0);
}
@ -77,4 +85,32 @@ std::vector<std::string> * CLuaHandler::searchForScripts(std::string fol)
}
}
return ret;
}
std::vector<std::string> * CLuaHandler::functionList(std::string file)
{
std::vector<std::string> * ret = new std::vector<std::string> ();
char linia[500];
std::ifstream is(file.c_str());
while (!is.eof())
{
is.getline(linia,500);
std::string ss(linia);
boost::algorithm::trim_left(ss);
if (boost::algorithm::starts_with(ss,"local"))
boost::algorithm::erase_first(ss,"local ");
if (boost::algorithm::starts_with(ss,"function"))
{
boost::algorithm::erase_first(ss,"function ");
int ps = ss.find_first_of(' ');
int op = ss.find_first_of('(');
if (ps<0)
ps = ss.length()-1;
if (op<0)
op = ss.length()-1;
ps = std::min(ps,op);
ret->push_back(ss.substr(0,ps));
}
}
is.close();
return ret;
}

View File

@ -14,6 +14,7 @@ public:
CLuaHandler();
static std::vector<std::string> * searchForScripts(std::string fol);
static std::vector<std::string> * functionList(std::string file);
~CLuaHandler();

84
CMT.cpp
View File

@ -43,6 +43,7 @@
#include "CPathfinder.h"
#include "CGameState.h"
#include "CCallback.h"
#include "CPlayerInterface.h"
#include "CLuaHandler.h"
#include "CLua.h"
#if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__)
@ -58,7 +59,14 @@ const char * NAME = "VCMI 0.4 \"Vingilot\"";
SDL_Surface * ekran, * screen, * screen2;
TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
{
std::vector<int> tempv = script->yourObjects();
for (int i=0;i<tempv.size();i++)
{
(*mapa)[tempv[i]]=script;
}
}
void initGameState(CGameInfo * cgi)
{
cgi->state->day=0;
@ -67,6 +75,7 @@ void initGameState(CGameInfo * cgi)
{
std::pair<int,PlayerState> ins(cgi->scenarioOps.playerInfos[i].color,PlayerState());
ins.second.color=ins.first;
ins.second.serial=i;
cgi->state->players.insert(ins);
}
/******************RESOURCES****************************************************/
@ -98,11 +107,12 @@ void initGameState(CGameInfo * cgi)
/*************************HEROES************************************************/
for (int i=0; i<cgi->heroh->heroInstances.size();i++) //heroes instances
{
if (!cgi->heroh->heroInstances[i]->type || cgi->heroh->heroInstances[i]->state->owner<0)
if (!cgi->heroh->heroInstances[i]->type || cgi->heroh->heroInstances[i]->getOwner()<0)
continue;
//CGHeroInstance * vhi = new CGHeroInstance();
//*vhi=*(cgi->heroh->heroInstances[i]);
CGHeroInstance * vhi = (cgi->heroh->heroInstances[i]);
vhi->subID = vhi->type->ID;
if (!vhi->level)
{
vhi->exp=40+rand()%50;
@ -141,7 +151,7 @@ void initGameState(CGameInfo * cgi)
vhi->army.slots[2].second = (rand()%(vhi->type->high3stack-vhi->type->low3stack))+vhi->type->low3stack;
}
cgi->state->players[vhi->state->owner].heroes.push_back(vhi);
cgi->state->players[vhi->getOwner()].heroes.push_back(vhi);
}
/*************************FOG**OF**WAR******************************************/
@ -181,7 +191,7 @@ void initGameState(CGameInfo * cgi)
if (vti->name.length()==0) // if town hasn't name we draw it
vti->name=vti->town->names[rand()%vti->town->names.size()];
cgi->state->players[vti->state->owner].towns.push_back(vti);
cgi->state->players[vti->getOwner()].towns.push_back(vti);
}
for(std::map<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
@ -202,18 +212,68 @@ void initGameState(CGameInfo * cgi)
}
}
}
/****************************SCRIPTS************************************************/
std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &cgi->state->objscr; //alias for easier access
/****************************C++ OBJECT SCRIPTS************************************************/
std::map<int,CCPPObjectScript*> scripts;
CScriptCallback * csc = new CScriptCallback();
handleCPPObjS(&scripts,new CVisitableOPH(csc));
//created map
/****************************LUA OBJECT SCRIPTS************************************************/
std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
for (int i=0; i<lf->size(); i++)
{
try
{
std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
CLuaCallback::registerFuncs(objs->is);
//objs
for (int j=0; j<temp->size(); j++)
{
int obid ; //obj ID
int dspos = (*temp)[j].find_first_of('_');
obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
std::string fname = (*temp)[j].substr(0,dspos);
if (skrypty->find(obid)==skrypty->end())
skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
(*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
}
delete temp;
}HANDLE_EXCEPTION
}
/****************************INITIALIZING OBJECT SCRIPTS************************************************/
std::string temps("newObject");
for (int i=0; i<CGI->objh->objInstances.size(); i++)
{
//c++ scripts
if (scripts.find(CGI->objh->objInstances[i]->ID) != scripts.end())
{
CGI->objh->objInstances[i]->state = scripts[CGI->objh->objInstances[i]->ID];
CGI->objh->objInstances[i]->state->newObject(CGI->objh->objInstances[i]);
}
else
{
CGI->objh->objInstances[i]->state = NULL;
}
// lua scripts
if(cgi->state->checkFunc(CGI->objh->objInstances[i]->ID,temps))
(*skrypty)[CGI->objh->objInstances[i]->ID][temps]->newObject(CGI->objh->objInstances[i]);
}
delete lf;
}
int _tmain(int argc, _TCHAR* argv[])
{
CLuaHandler luatest;
luatest.test();
CLuaHandler::searchForScripts("scripts");
CLua * lua = new CLua("test.lua");
//CLuaHandler luatest;
//luatest.test();
//CBIKHandler cb;
//cb.open("CSECRET.BIK");
THC timeHandler tmh;

View File

@ -8,12 +8,13 @@
#include "hch\CLodHandler.h"
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#include "CGameInterface.h"
#include "CPlayerInterface.h"
#include "hch\CDefHandler.h"
#include "hch\CSemiDefHandler.h"
#include "CGameInfo.h"
#include "SDL_Extensions.h"
#include <sstream>
#include "CLua.h"
SDL_Color tytulowy, tlo, zwykly ;
SDL_Rect genRect(int hh, int ww, int xx, int yy);
@ -28,6 +29,7 @@ using namespace NMessage;
namespace NMessage
{
CDefHandler * ok, *cancel;
std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
SDL_Surface * background = NULL;
}
@ -61,6 +63,8 @@ void CMessage::init()
NMessage::background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP");
SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
}
ok = CGI->spriteh->giveDef("IOKAY.DEF");
cancel = CGI->spriteh->giveDef("ICANCEL.DEF");
}
@ -74,6 +78,8 @@ void CMessage::dispose()
}
}
SDL_FreeSurface(background);
delete ok;
delete cancel;
}
SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
{
@ -176,13 +182,29 @@ std::vector<std::string> * CMessage::breakText(std::string text, int line, bool
}
return ret;
}
CSimpleWindow * CMessage::genWindow(std::string text, int player, int Lmar, int Rmar, int Tmar, int Bmar)
std::pair<int,int> CMessage::getMaxSizes(std::vector<std::vector<SDL_Surface*> > * txtg)
{
CSimpleWindow * ret = new CSimpleWindow();
std::vector<std::string> * brtext = breakText(text,32,true,true);
std::vector<std::vector<SDL_Surface*> > txtg;
txtg.resize(brtext->size());
std::pair<int,int> ret;
ret.first = -1;
ret.second=0;
for (int i=0; i<txtg->size();i++) //szukamy najszerszej linii i lacznej wysokosci
{
int lw=0;
for (int j=0;j<(*txtg)[i].size();j++)
{
lw+=(*txtg)[i][j]->w;
ret.second+=(*txtg)[i][j]->h;
}
if (ret.first<lw)
ret.first=lw;
}
return ret;
}
std::vector<std::vector<SDL_Surface*> > * CMessage::drawText(std::vector<std::string> * brtext)
{
std::vector<std::vector<SDL_Surface*> > * txtg = new std::vector<std::vector<SDL_Surface*> >();
txtg->resize(brtext->size());
for (int i=0; i<brtext->size();i++) //foreach line
{
while((*brtext)[i].length()) //jesli zostalo cos
@ -200,7 +222,7 @@ CSimpleWindow * CMessage::genWindow(std::string text, int player, int Lmar, int
if (!br)
z++;
if (z)
txtg[i].push_back(TTF_RenderText_Blended(TNRB16,(*brtext)[i].substr(0,z).c_str(),zwykly));
(*txtg)[i].push_back(TTF_RenderText_Blended(TNRB16,(*brtext)[i].substr(0,z).c_str(),zwykly));
(*brtext)[i].erase(0,z);
z=0;
if ( ((*brtext)[i].length()==0) || ((*brtext)[i][z]!='{') )
@ -210,49 +232,91 @@ CSimpleWindow * CMessage::genWindow(std::string text, int player, int Lmar, int
while( ((*brtext)[i][++z]) != ('}') )
{}
//tyemp = (*brtext)[i].substr(1,z-1); //od 1 bo pomijamy otwierajaca klamre
txtg[i].push_back(TTF_RenderText_Blended(TNRB16,(*brtext)[i].substr(1,z-1).c_str(),tytulowy));
(*txtg)[i].push_back(TTF_RenderText_Blended(TNRB16,(*brtext)[i].substr(1,z-1).c_str(),tytulowy));
(*brtext)[i].erase(0,z+1); //z+1 bo dajemy zamykajaca klamre
} //ends while((*brtext)[i].length())
} //ends for(int i=0; i<brtext->size();i++)
int max = -1, lh=0;
for (int i=0; i<txtg.size();i++) //szukamy najszerszej linii i lacznej wysokosci
{
int lw=0;
for (int j=0;j<txtg[i].size();j++)
{
lw+=txtg[i][j]->w;
lh+=txtg[i][j]->h;
}
if (max<lw)
max=lw;
}
ret->bitmap = drawBox1(max+Lmar+Rmar,lh+Tmar+Bmar,0);
return txtg;
}
CSimpleWindow * CMessage::genWindow(std::string text, int player, int Lmar, int Rmar, int Tmar, int Bmar)
{
CSimpleWindow * ret = new CSimpleWindow();
std::vector<std::string> * brtext = breakText(text,32,true,true);
std::vector<std::vector<SDL_Surface*> > * txtg = drawText(brtext);
std::pair<int,int> txts = getMaxSizes(txtg);
ret->bitmap = drawBox1(txts.first+Lmar+Rmar,txts.second+Tmar+Bmar,0);
ret->pos.h=ret->bitmap->h;
ret->pos.w=ret->bitmap->w;
for (int i=0; i<txtg.size();i++)
for (int i=0; i<txtg->size();i++)
{
int lw=0;
for (int j=0;j<txtg[i].size();j++)
lw+=txtg[i][j]->w;
for (int j=0;j<(*txtg)[i].size();j++)
lw+=(*txtg)[i][j]->w;
int pw = ret->bitmap->w/2, ph = ret->bitmap->h/2;
//int pw = Tmar, ph = Lmar;
pw -= lw/2;
ph -= (19*txtg.size())/2;
ph -= (19*txtg->size())/2;
int tw = pw;
for (int j=0;j<txtg[i].size();j++)
for (int j=0;j<(*txtg)[i].size();j++)
{
//std::stringstream n;
//n <<"temp_"<<i<<"__"<<j<<".bmp";
blitAt(txtg[i][j],tw,ph+i*19,ret->bitmap);
blitAt((*txtg)[i][j],tw,ph+i*19,ret->bitmap);
//SDL_SaveBMP(ret->bitmap,n.str().c_str());
tw+=txtg[i][j]->w;
SDL_FreeSurface(txtg[i][j]);
tw+=(*txtg)[i][j]->w;
SDL_FreeSurface((*txtg)[i][j]);
}
}
return ret;
}
CInfoWindow * CMessage::genIWindow(std::string text, int player, int charperline, std::vector<SComponent*> & comps)
{
//TODO: support for more than one component
CInfoWindow * ret = new CInfoWindow();
std::vector<std::string> * brtext = breakText(text,32,true,true);
std::vector<std::string> * brdtext = breakText(comps[0]->subtitle,12,true,true);
std::vector<std::vector<SDL_Surface*> > * txtg = drawText(brtext);
std::pair<int,int> txts = getMaxSizes(txtg);
txts.second = txts.second
+ 30 //space to first component
+ comps[0]->getImg()->h
+ brdtext->size() * 10 //subtitle //!!!!!!!!!!!!!!!!!!!!
+ 20 // space between subtitle and button
+ ok->ourImages[0].bitmap->h //button
+ 30; //after button
ret->bitmap = drawBox1(txts.first+70,txts.second+70,0);
ret->pos.h=ret->bitmap->h;
ret->pos.w=ret->bitmap->w;
//for (int i=0; i<txtg->size();i++)
//{
// int lw=0;
// for (int j=0;j<(*txtg)[i].size();j++)
// lw+=(*txtg)[i][j]->w;
// int pw = ret->bitmap->w/2, ph = ret->bitmap->h/2;
// //int pw = Tmar, ph = Lmar;
// pw -= lw/2;
// ph -= (19*txtg->size())/2;
// int tw = pw;
// for (int j=0;j<(*txtg)[i].size();j++)
// {
// //std::stringstream n;
// //n <<"temp_"<<i<<"__"<<j<<".bmp";
// blitAt((*txtg)[i][j],tw,ph+i*19,ret->bitmap);
// //SDL_SaveBMP(ret->bitmap,n.str().c_str());
// tw+=(*txtg)[i][j]->w;
// SDL_FreeSurface((*txtg)[i][j]);
// }
//}
return ret;
}
SDL_Surface * CMessage::genMessage
(std::string title, std::string text, EWindowType type, std::vector<CDefHandler*> *addPics, void * cb)

View File

@ -8,7 +8,9 @@ enum EWindowType {infoOnly, infoOK, yesOrNO};
class CPreGame;
class MapSel;
class CSimpleWindow;
class CInfoWindow;
class CDefHandler;
struct SComponent;
namespace NMessage
{
extern std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
@ -18,6 +20,10 @@ namespace NMessage
class CMessage
{
public:
static std::pair<int,int> getMaxSizes(std::vector<std::vector<SDL_Surface*> > * txtg);
static std::vector<std::vector<SDL_Surface*> > * drawText(std::vector<std::string> * brtext);
static CInfoWindow * genIWindow(std::string text, int player, int charperline, std::vector<SComponent*> & comps);
static CSimpleWindow * genWindow(std::string text, int player, int Lmar=35, int Rmar=35, int Tmar=35, int Bmar=35);//supports h3 text formatting; player sets color of window, Lmar/Rmar/Tmar/Bmar are Left/Right/Top/Bottom margins
static SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL);

View File

@ -4,6 +4,7 @@
#include "CGameInfo.h"
#include "hch\CAmbarCendamo.h"
#include "mapHandler.h"
using namespace boost::logic;
int3 CPath::startPos()
{
return int3(nodes[nodes.size()-1].coord.x,nodes[nodes.size()-1].coord.y,nodes[nodes.size()-1].coord.z);

View File

@ -1,6 +1,6 @@
#ifndef CPATHFINDER_H
#define CPATHFINDER_H
#include "int3.h"
#include "global.h"
#include <queue>
#include <vector>
class CHeroInstance;

1067
CPlayerInterface.cpp Normal file

File diff suppressed because it is too large Load Diff

127
CPlayerInterface.h Normal file
View File

@ -0,0 +1,127 @@
#pragma once
#include "global.h"
#include "CGameInterface.h"
#include "SDL.h"
#include "SDL_framerate.h"
class CDefEssential;
class CHeroInstance;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
struct SComponent;
class CIntObject //interface object
{
public:
SDL_Rect pos;
int ID;
};
class CSimpleWindow : public virtual CIntObject
{
public:
SDL_Surface * bitmap;
CIntObject * owner;
CSimpleWindow():bitmap(NULL),owner(NULL){};
virtual ~CSimpleWindow();
};
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
{
public:
std::vector<SComponent *> components;
CInfoWindow(){};
};
class CButtonBase : public virtual CIntObject //basic buttton class
{
public:
int type; //advmapbutton=2
bool abs;
bool active;
CIntObject * ourObj;
int state;
std::vector< std::vector<SDL_Surface*> > imgs;
int curimg;
virtual void show() ;
virtual void activate()=0;
virtual void deactivate()=0;
CButtonBase();
};
class ClickableL : public virtual CIntObject //for left-clicks
{
public:
bool pressedL;
ClickableL();
virtual void clickLeft (tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class ClickableR : public virtual CIntObject //for right-clicks
{
public:
bool pressedR;
ClickableR();
virtual void clickRight (tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class Hoverable : public virtual CIntObject
{
public:
Hoverable(){hovered=false;}
bool hovered;
virtual void hover (bool on)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class KeyInterested : public virtual CIntObject
{
public:
virtual void keyPressed (SDL_KeyboardEvent & key)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class MotionInterested: public virtual CIntObject
{
public:
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class CPlayerInterface : public CGameInterface
{
public:
bool makingTurn;
SDL_Event * current;
CAdvMapInt * adventureInt;
FPSmanager * mainFPSmng;
//TODO: town interace, battle interface, other interfaces
CCallback * cb;
std::vector<ClickableL*> lclickable;
std::vector<ClickableR*> rclickable;
std::vector<Hoverable*> hoverable;
std::vector<KeyInterested*> keyinterested;
std::vector<MotionInterested*> motioninterested;
std::vector<CSimpleWindow*> objsToBlit;
SDL_Surface * hInfo;
std::vector<std::pair<int, int> > slotsPos;
CDefEssential *luck22, *luck30, *luck42, *luck82,
*morale22, *morale30, *morale42, *morale82;
//overloaded funcs from Interface
void yourTurn();
void heroMoved(const HeroMoveDetails & details);
void heroKilled(const CGHeroInstance*);
void heroCreated(const CGHeroInstance*);
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
SDL_Surface * infoWin(const void * specific); //specific=0 => draws info about selected town/hero //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
void handleEvent(SDL_Event * sEvent);
void init(CCallback * CB);
int3 repairScreenPos(int3 pos);
void showInfoDialog(std::string text, std::vector<SComponent*> components);
CPlayerInterface(int Player, int serial);
};

View File

@ -3,6 +3,7 @@
#define CHECKTIME 1
#if CHECKTIME
#include "timeHandler.h"
#include <boost/logic/tribool.hpp>
#include "int3.h"
#include <iostream>
#define THC
@ -48,4 +49,14 @@ const int NAMES_PER_TOWN=16;
#define DEFBYPASS
#define HANDLE_EXCEPTION \
catch (const std::exception& e) { \
std::cerr << e.what() << std::endl; \
} \
catch (const std::exception * e) \
{ \
std::cerr << e->what()<< std::endl; \
delete e; \
}
#endif //GLOBAL_H

View File

@ -573,7 +573,7 @@ void CAmbarCendamo::deh3m()
//nobj->isHero = false;
//nobj->moveDir = 0;
//nobj->isStanding = true;
nobj->state->owner = 254; //a lot of objs will never have an owner
//nobj->state->owner = 254; //a lot of objs will never have an owner
//if (((nobj.x==0)&&(nobj.y==0)) || nobj.x>map.width || nobj.y>map.height || nobj.z>1 || nobj.defNumber>map.defy.size())
// std::cout << "Alarm!!! Obiekt "<<ww<<" jest kopniety (lub wystaje poza mape)\n";
@ -921,7 +921,6 @@ void CAmbarCendamo::deh3m()
}
i+=16;
nobj->state->owner = spec->player;
nobj->info = spec;
//////creating CHeroInstance
CGHeroInstance * nhi = new CGHeroInstance;
@ -941,7 +940,7 @@ void CAmbarCendamo::deh3m()
nhi->mana = spec->knowledge * 10;
nhi->movement = -1;
nhi->name = spec->name;
nhi->state->owner = spec->player;
nhi->setOwner(spec->player);
nhi->pos = nobj->pos;
nhi->type = spec->type;
nhi->army = spec->garrison;
@ -1347,7 +1346,7 @@ void CAmbarCendamo::deh3m()
else
spec->movableUnits = true;
i+=8;
nobj->state->owner = spec->player;
nobj->setOwner(spec->player);
nobj->info = spec;
break;
}
@ -1545,7 +1544,6 @@ void CAmbarCendamo::deh3m()
else
spec->alignment = 0xff;
i+=3;
nobj->state->owner = spec->player;
nobj->info = spec;
//////////// rewriting info to CTownInstance class /////////////////////
CGTownInstance * nt = new CGTownInstance();
@ -1553,7 +1551,7 @@ void CAmbarCendamo::deh3m()
delete nobj;
nobj = nt;
nt->state->owner = spec->player;
nt->setOwner(spec->player);
nt->town = &CGI->townh->towns[CTownHandler::getTypeByDefName(nobj->defInfo->name)];
nt->builded = 0;
nt->destroyed = 0;
@ -1574,7 +1572,7 @@ void CAmbarCendamo::deh3m()
CPlayerOnlyObjInfo * spec = new CPlayerOnlyObjInfo;
spec->player = bufor[i]; ++i;
i+=3;
nobj->state->owner = spec->player;
nobj->setOwner(spec->player);
nobj->info = spec;
break;
}
@ -1692,7 +1690,7 @@ void CAmbarCendamo::deh3m()
{
spec->asCastle = true;
}
nobj->state->owner = spec->player;
nobj->setOwner(spec->player);
nobj->info = spec;
break;
}
@ -1721,7 +1719,7 @@ void CAmbarCendamo::deh3m()
spec->maxLevel = 7;
if(spec->minLevel<1)
spec->minLevel = 1;
nobj->state->owner = spec->player;
nobj->setOwner(spec->player);
nobj->info = spec;
break;
}
@ -1736,7 +1734,7 @@ void CAmbarCendamo::deh3m()
spec->maxLevel = 7;
if(spec->minLevel<1)
spec->minLevel = 1;
nobj->state->owner = spec->player;
nobj->setOwner(spec->player);
nobj->info = spec;
break;
}

View File

@ -4,7 +4,10 @@
#include <string>
#include <vector>
#include <map>
#include "CDefHandler.h"
class CDefHandler;
struct SDL_Surface;
//#include "CDefHandler.h"
class CCreature
{

View File

@ -21,6 +21,20 @@ void CGeneralTextHandler::load()
loadToIt(buflet, buf, i, 2);
allTexts.push_back(buflet);
}
std::string strs = CGI->bitmaph->getTextFile("ARRAYTXT.TXT");
int itr=0;
while(itr<strs.length()-1)
{
std::string tmp;
CGeneralTextHandler::loadToIt(tmp, strs, itr, 3);
arraytxt.push_back(tmp);
}
//std::ofstream ofs("arraytxts.txt");
//for (int i=0;i<arraytxt.size();i++)
// ofs << i <<".\t" << arraytxt[i] << std::endl<< std::endl;
/*loadToIt(cantAddManager, buf, i, 2);
loadToIt(experienceLimitScenarioReached, buf, i, 2);
loadToIt(heroExperienceInfo, buf, i, 2);

View File

@ -8,6 +8,8 @@ class CGeneralTextHandler //Handles general texts
{
public:
std::vector<std::string> allTexts;
std::vector<std::string> arraytxt;
/*std::string cantAddManager, experienceLimitScenarioReached, heroExperienceInfo, perDay, or, somethingVanquished, lastTownLostInfo, heroesAbandonedYou, heroesAbandonedHim;
std::string couldNotSaveGame, errorOpeningFile, newgameUppercase, sureToDismissArmy, playersTurn, errorReceivingDataKeepTrying, somethingTheSomething, recruit, noRoomInGarrision, numberOFAdventuringHeroes, heroWithoutCreatures;
std::string videoQuality, itemCantBeTraded, sureDismissHero, selectSpellTarget, invalidTeleportDestination, teleportHere, castSomething, castSomethingOnSomething, sureRetreat, notEnoughGold, capturedEnemyArtifact, none;

View File

@ -39,6 +39,16 @@ void CHeroHandler::loadPortraits()
}
of.close();
pskillsb = CGI->spriteh->giveDef("PSKILL.DEF");
std::string strs = CGI->bitmaph->getTextFile("PRISKILL.TXT");
int itr=0;
for (int i=0; i<PRIMARY_SKILLS; i++)
{
std::string tmp;
CGeneralTextHandler::loadToIt(tmp, strs, itr, 3);
pskillsn.push_back(tmp);
}
}
void CHeroHandler::loadHeroes()
{

View File

@ -88,13 +88,15 @@ public:
std::vector<CGHeroInstance *> heroInstances;
std::vector<CHero*> heroes; //by³o nodrze
std::vector<CHeroClass *> heroClasses;
std::vector<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when
std::vector<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
CDefHandler * pskillsb; //82x93
std::vector<std::string> pskillsn;
unsigned int level(unsigned int experience);
void loadHeroes();
void loadSpecialAbilities();
void loadBiographies();
void loadHeroClasses();
void loadPortraits();
void loadPortraits(); //loads also imgs and names of primary skills
void initHeroClasses();
~CHeroHandler();
void initTerrainCosts();

View File

@ -7,6 +7,7 @@
#include "../mapHandler.h"
#include "CDefObjInfoHandler.h"
#include "../CLua.h"
#include "CHeroHandler.h"
void CObjectHandler::loadObjects()
{
int ID=0;
@ -20,6 +21,25 @@ void CObjectHandler::loadObjects()
nobj.name = nobj.name.substr(0, nobj.name.size()-1);
objects.push_back(nobj);
}
buf = CGameInfo::mainObj->bitmaph->getTextFile("ADVEVENT.TXT");
it=0;
std::string temp;
while (it<buf.length()-1)
{
CGeneralTextHandler::loadToIt(temp,buf,it,3);
advobtxt.push_back(temp);
}
buf = CGameInfo::mainObj->bitmaph->getTextFile("XTRAINFO.TXT");
it=0;
temp;
while (it<buf.length()-1)
{
CGeneralTextHandler::loadToIt(temp,buf,it,3);
xtrainfo.push_back(temp);
}
}
bool CObjectInstance::operator <(const CObjectInstance &cmp) const
@ -71,7 +91,18 @@ bool CGObjectInstance::isHero() const
}
int CGObjectInstance::getOwner() const
{
return state->getOwner();
//if (state)
// return state->owner;
//else
return tempOwner; //won't have owner
}
void CGObjectInstance::setOwner(int ow)
{
//if (state)
// state->owner = ow;
//else
tempOwner = ow;
}
int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
{
@ -112,7 +143,6 @@ bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const //screen p
return false;
}
bool CGDefInfo::isVisitable()
{
for (int i=0; i<6; i++)
@ -122,7 +152,6 @@ bool CGDefInfo::isVisitable()
}
return false;
}
bool CGHeroInstance::isHero() const
{
@ -213,22 +242,24 @@ CGTownInstance::CGTownInstance()
builded=-1;
destroyed=-1;
garrisonHero=NULL;
state->owner=-1;
//state->owner=-1;
town=NULL;
}
CGObjectInstance::CGObjectInstance()
{
//std::cout << "Tworze obiekt "<<this<<std::endl;
state = new CLuaObjectScript();
//state = new CLuaObjectScript();
//state = NULL;
defObjInfoNumber = -1;
tempOwner = 254;
}
CGObjectInstance::~CGObjectInstance()
{
//std::cout << "Usuwam obiekt "<<this<<std::endl;
if (state)
delete state;
state=NULL;
//if (state)
// delete state;
//state=NULL;
}
CGHeroInstance::~CGHeroInstance()
@ -246,8 +277,10 @@ CGObjectInstance::CGObjectInstance(const CGObjectInstance & right)
defInfo = right.defInfo;
info = right.info;
defObjInfoNumber = right.defObjInfoNumber;
state = new CLuaObjectScript();
*state = *right.state;
//state = new CLuaObjectScript(right.state->);
//*state = *right.state;
//state = right.state;
tempOwner = right.tempOwner;
}
CGObjectInstance& CGObjectInstance::operator=(const CGObjectInstance & right)
{
@ -259,6 +292,7 @@ CGObjectInstance& CGObjectInstance::operator=(const CGObjectInstance & right)
info = right.info;
defObjInfoNumber = right.defObjInfoNumber;
//state = new CLuaObjectScript();
*state = *right.state;
//*state = *right.state;
tempOwner = right.tempOwner;
return *this;
}

View File

@ -1,13 +1,15 @@
#ifndef COBJECTHANDLER_H
#define COBJECTHANDLER_H
#include <string>
#include <vector>
#include "CCreatureHandler.h"
#include "CArtHandler.h"
#include "CAbilityHandler.h"
#include "CSpellHandler.h"
#include "CHeroHandler.h"
//#include "CHeroHandler.h"
using boost::logic::tribool;
class CCPPObjectScript;
class CGObjectInstance;
class CScript;
class CObjectScript;
class CGHeroInstance;
@ -330,6 +332,29 @@ public:
bool isVisitable();
};
//class CObjectType
//{
//public:
// CGObjectInstance * ourObj;
// int type;
// int owner; //254 - can't be flagged; 255 - neutral
////};
//class IVisitable
//{
// virtual void newObject(CGObjectInstance *os);
// virtual void onHeroVisit(CGObjectInstance *os, int heroID);
// virtual void getRightText(tribool visited);
// virtual void getHoverText(tribool visited);
//};
//
//class CVisitableOPH //object visitable once per hero
//{
// virtual void newObject(CGObjectInstance *os);
// virtual void onHeroVisit(CGObjectInstance *os, int heroID);
// virtual void getRightText(tribool visited);
// virtual void getHoverText(tribool visited);
//};
class CGObjectInstance
{
public:
@ -337,12 +362,15 @@ public:
int ID, subID; //normal ID (this one from OH3 maps ;])
int id;//number of object in CObjectHandler's vector
CGDefInfo * defInfo;
CObjectScript * state;
CCPPObjectScript * state;
CSpecObjInfo * info;
int defObjInfoNumber;
int tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna
virtual bool isHero() const;
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 ibject is visitable at location (x, y) form left top tile of image (x, y in tiles)
@ -418,6 +446,9 @@ public:
std::vector<CObject> objects; //vector of objects; i-th object in vector has subnumber i
std::vector<CGObjectInstance*> objInstances; //vector with objects on map
void loadObjects();
std::vector<std::string> advobtxt;
std::vector<std::string> xtrainfo;
};

View File

@ -10,6 +10,7 @@
#include <algorithm>
#include "CGameState.h"
#include "CLua.h"
#include "hch/CHeroHandler.h"
extern SDL_Surface * ekran;
class OCM_HLP
@ -1383,14 +1384,15 @@ std::vector < std::string > CMapHandler::getObjDescriptions(int3 pos)
std::vector<std::string> ret;
for(int g=0; g<objs.size(); ++g)
{
if( (5-(objs[g].first->pos.y-pos.y)) >= 0 && (5-(objs[g].first->pos.y-pos.y)) < 6 && (objs[g].first->pos.x-pos.x) >= 0 && (objs[g].first->pos.x-pos.x)<7 && objs[g].first->defObjInfoNumber!=-1 &&
(((CGI->dobjinfo->objs[objs[g].first->defObjInfoNumber].blockMap[5-(objs[g].first->pos.y-pos.y)])>>((objs[g].first->pos.x-pos.x)))&1)==0
if( (5-(objs[g].first->pos.y-pos.y)) >= 0 && (5-(objs[g].first->pos.y-pos.y)) < 6 && (objs[g].first->pos.x-pos.x) >= 0 && (objs[g].first->pos.x-pos.x)<7 && objs[g].first->defInfo &&
(((objs[g].first->defInfo->blockMap[5-(objs[g].first->pos.y-pos.y)])>>((objs[g].first->pos.x-pos.x)))&1)==0
) //checking position blocking
{
unsigned char * blm = CGI->dobjinfo->objs[objs[g].first->defObjInfoNumber].blockMap;
ret.push_back(
CGI->objh->objects[objs[g].first->defInfo->id].name
);
//unsigned char * blm = objs[g].first->defInfo->blockMap;
if (objs[g].first->state)
ret.push_back(objs[g].first->state->hoverText(objs[g].first));
else
ret.push_back(CGI->objh->objects[objs[g].first->defInfo->id].name);
}
}
return ret;
@ -1443,8 +1445,8 @@ CGObjectInstance * CMapHandler::createObject(int id, int subid, int3 pos)
nobj->defInfo->visitMap[g] = CGI->dobjinfo->objs[nobj->defObjInfoNumber].visitMap[g];
nobj->defInfo->printPriority = CGI->dobjinfo->objs[nobj->defObjInfoNumber].priority;
nobj->pos = pos;
nobj->state = new CLuaObjectScript();
nobj->state->owner = 254;
//nobj->state = NULL;//new CLuaObjectScript();
nobj->tempOwner = 254;
nobj->info = NULL;
nobj->defInfo->id = id;
nobj->defInfo->subid = subid;

View File

@ -0,0 +1,66 @@
-------------------------
--
-------------------------
function find(t, searched)
print("searching")
for index,value in ipairs(t)
do
print(index.." "..value)
if value==searched
then
return index
end
end
return nil
end
function contain(t, searched)
print("searching")
for index,value in ipairs(t)
do
print(index.." "..value)
if value==searched
then
return true
end
end
return false
end
function push_back(t,value)
t[(#t)+1] = value
end
myObjects = {}
name = ""
visited = {}
--------------------------------------------------------------
function newObject_23 (ob)
myObjects[ob] = {}
print("Dostaje info o nowym Marletto Tower spod adresu " .. ob)
print(vcmi.getPos(ob))
visited[true],visited[false] = vcmi.getGnrlText(352), vcmi.getGnrlText(353)
end
function hoverText_23(Object)
local Hero = vcmi.getSelectedHero()
local ret = name.." "
if Hero>-1
then
ret = ret..visited[contain(myObjects[ObjectAddress],Hero)]
end
return name..visited[contain(myObjects[ObjectAddress],Hero)]
end
function heroVisit_23(ObjectAddress, HeroID)
print("Hero with ID " .. HeroID .. " has visited object at " .. ObjectAddress)
if find(myObjects[ObjectAddress],HeroID)
then
print("Ten bohater juz tu byl")
else
print("Bierz obrone...")
vcmi.changePrimSkill(HeroID, 1, 1)
push_back(myObjects[ObjectAddress],HeroID)
end
end