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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-29 00:41:38 +02:00

New files for lib:

* lib/ERMScriptModule.cpp
* lib/ERMScriptModule.h
* lib/CObstacleInstance.h

More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts.
Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).
This commit is contained in:
Michał W. Urbańczyk
2011-05-09 22:20:47 +00:00
parent 743df272e4
commit 617e1f962e
33 changed files with 466 additions and 409 deletions

View File

@ -535,34 +535,7 @@ int CGameState::pickHero(int owner)
}
return h;
}
CGHeroInstance *CGameState::getHero(int objid)
{
if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
return NULL;
return static_cast<CGHeroInstance *>(map->objects[objid].get());
}
const CGHeroInstance * CGameState::getHero( int objid ) const
{
return (const_cast<CGameState *>(this))->getHero(objid);
}
CGTownInstance *CGameState::getTown(int objid)
{
if(objid<0 || objid>=map->objects.size())
return NULL;
CGObjectInstance *obj = map->objects[objid];
if(obj->ID != TOWNI_TYPE)
return NULL;
return static_cast<CGTownInstance *>(obj);
}
const CGTownInstance * CGameState::getTown( int objid ) const
{
return (const_cast<CGameState *>(this))->getTown(objid);
}
std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
{
@ -810,6 +783,7 @@ int CGameState::getDate(int mode) const
}
CGameState::CGameState()
{
gs = this;
mx = new boost::shared_mutex();
applierGs = new CApplier<CBaseForGSApply>;
registerTypes2(*applierGs);
@ -1871,152 +1845,12 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
return ret;
}
std::set<int> CGameState::getBuildingRequiments(const CGTownInstance *t, int ID)
{
std::set<int> used;
used.insert(ID);
std::set<int> reqs = VLC->townh->requirements[t->subID][ID];
while(true)
{
size_t noloop=0;
for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
{
if(used.find(*i)==used.end()) //we haven't added requirements for this building
{
used.insert(*i);
for(
std::set<int>::iterator j=VLC->townh->requirements[t->subID][*i].begin();
j!=VLC->townh->requirements[t->subID][*i].end();
j++)
{
reqs.insert(*j);//creating full list of requirements
}
}
else
{
noloop++;
}
}
if(noloop==reqs.size())
break;
}
return reqs;
}
int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
{
int ret = Buildings::ALLOWED;
if(t->builded >= MAX_BUILDING_PER_TURN)
ret = Buildings::CANT_BUILD_TODAY; //building limit
CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
if(!pom)
return Buildings::ERROR;
//checking resources
for(int res=0; res<RESOURCE_QUANTITY; res++)
{
if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
ret = Buildings::NO_RESOURCES; //lack of res
}
//checking for requirements
std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requiments
for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
{
if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
ret = Buildings::PREREQUIRES; //lack of requirements - cannot build
}
//can we build it?
if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
ret = Buildings::FORBIDDEN; //forbidden
if(ID == 13) //capitol
{
for(unsigned int in = 0; in < map->towns.size(); in++)
{
if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
{
ret = Buildings::HAVE_CAPITAL; //no more than one capitol
break;
}
}
}
else if(ID == 6) //shipyard
{
int3 tile = t->bestLocation();
if( !map->isInTheMap(tile) || map->getTile(tile).tertype != TerrainTile::water )
ret = Buildings::NO_WATER; //lack of water
}
if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
ret = Buildings::ALREADY_PRESENT;
return ret;
}
void CGameState::apply(CPack *pack)
{
ui16 typ = typeList.getTypeID(pack);
applierGs->apps[typ]->applyOnGS(this,pack);
}
TeamState *CGameState::getTeam(ui8 teamID)
{
if(vstd::contains(teams,teamID))
{
return &teams[teamID];
}
else
{
tlog2 << "Warning: Cannot find info for team " << int(teamID) << std::endl;
return NULL;
}
}
TeamState *CGameState::getPlayerTeam(ui8 color)
{
PlayerState * ps = getPlayer(color);
if (ps)
return getTeam(ps->team);
return NULL;
}
PlayerState * CGameState::getPlayer( ui8 color, bool verbose )
{
if(vstd::contains(players,color))
{
return &players[color];
}
else
{
if(verbose)
tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
return NULL;
}
}
const PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) const
{
return (const_cast<CGameState *>(this))->getPlayer(color, verbose);
}
const TeamState * CGameState::getTeam( ui8 teamID ) const
{
return (const_cast<CGameState *>(this))->getTeam(teamID);
}
const TeamState * CGameState::getPlayerTeam( ui8 teamID ) const
{
return (const_cast<CGameState *>(this))->getPlayerTeam(teamID);
}
bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
{
if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
@ -2505,7 +2339,7 @@ bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom,
int CGameState::victoryCheck( ui8 player ) const
{
const PlayerState *p = getPlayer(player);
const PlayerState *p = CGameInfoCallback::getPlayer(player);
if(map->victoryCondition.condition == winStandard || map->victoryCondition.allowNormalVictory)
if(player == checkForStandardWin())
return -1;
@ -2659,7 +2493,7 @@ ui8 CGameState::checkForStandardWin() const
bool CGameState::checkForStandardLoss( ui8 player ) const
{
//std loss condition is: player lost all towns and heroes
const PlayerState &p = *getPlayer(player);
const PlayerState &p = *CGameInfoCallback::getPlayer(player);
return !p.heroes.size() && !p.towns.size();
}
@ -2848,7 +2682,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
int CGameState::lossCheck( ui8 player ) const
{
const PlayerState *p = getPlayer(player);
const PlayerState *p = CGameInfoCallback::getPlayer(player);
//if(map->lossCondition.typeOfLossCon == lossStandard)
if(checkForStandardLoss(player))
return -1;