mirror of
https://github.com/vcmi/vcmi.git
synced 2025-06-15 00:05:02 +02:00
* fixed reading .defs
* new system for handling objects and their behaviors, most functionalities don't work now but will be restored soon * more serialization code, savegame/loadgame bit closer :) CHANGES IN PROJECT FILES: * removed CLua.h and CLua.cpp (server) * removed CScriptCallback.h and CScriptCallback.cpp (server) * added IGameCallback.h header (lib)
This commit is contained in:
@ -1,5 +1,4 @@
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#include "../CGameState.h"
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#include "../CLua.h"
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#include "../StartInfo.h"
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#include "../hch/CArtHandler.h"
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#include "../hch/CBuildingHandler.h"
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@ -14,7 +13,6 @@
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#include "../lib/VCMI_Lib.h"
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#include "../map.h"
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#include "CGameHandler.h"
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#include "CScriptCallback.h"
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#include <boost/bind.hpp>
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#include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
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#include <boost/foreach.hpp>
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@ -170,15 +168,15 @@ void PlayerStatuses::removeQuery(ui8 player, ui32 id)
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}
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cv.notify_all();
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}
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void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
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{
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std::vector<int> tempv = script->yourObjects();
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for (unsigned i=0;i<tempv.size();i++)
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{
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(*mapa)[tempv[i]]=script;
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}
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cppscripts.insert(script);
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}
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//void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
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//{
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// std::vector<int> tempv = script->yourObjects();
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// for (unsigned i=0;i<tempv.size();i++)
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// {
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// (*mapa)[tempv[i]]=script;
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// }
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// cppscripts.insert(script);
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//}
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template <typename T>
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void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
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{
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@ -413,7 +411,8 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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std::string fname;
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c >> fname;
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CSaveFile save(fname);
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save << VLC->heroh << this;
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save << VLC->arth << VLC->buildh << VLC->creh << VLC->dobjinfo << VLC->heroh
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<< VLC->spellh << VLC->townh << this;
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//save << this;
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break;
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}
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@ -486,8 +485,8 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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{
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//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
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// gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
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if(obj->state) //hard-coded function
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obj->state->onHeroVisit(obj->id,h->id);
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//if(obj->state) //hard-coded function
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obj->onHeroVisit(h);
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}
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}
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tlog5 << "Blocing visit at " << hmpos << std::endl;
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@ -500,8 +499,8 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x-1][start.y][start.z].visitableObjects)
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{
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//TODO: allow to handle this in script-languages
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if(obj->state) //hard-coded function
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obj->state->onHeroLeave(obj->id,h->id);
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//if(obj->state) //hard-coded function
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obj->onHeroLeave(h);
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}
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tmh.fowRevealed = gs->tilesToReveal(h->getPosition(false),h->getSightDistance(),h->tempOwner);
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sendAndApply(&tmh);
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@ -511,8 +510,8 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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{
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//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
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// gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
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if(obj->state) //hard-coded function
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obj->state->onHeroVisit(obj->id,h->id);
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//if(obj->state) //hard-coded function
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obj->onHeroVisit(h);
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}
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}
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tlog5 << "Movement end!\n";
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@ -1510,12 +1509,17 @@ CGameHandler::~CGameHandler(void)
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}
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void CGameHandler::init(StartInfo *si, int Seed)
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{
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IObjectInterface::cb = this;
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Mapa *map = new Mapa(si->mapname);
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tlog0 << "Map loaded!" << std::endl;
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gs = new CGameState();
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tlog0 << "Gamestate created!" << std::endl;
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gs->init(si,map,Seed);
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tlog0 << "Gamestate initialized!" << std::endl;
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for(int i=0; i<gs->map->objects.size(); i++)
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gs->map->objects[i]->initObj();
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/****************************LUA OBJECT SCRIPTS************************************************/
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//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
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//for (int i=0; i<lf->size(); i++)
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@ -1622,10 +1626,8 @@ void CGameHandler::newTurn()
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}
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sendAndApply(&n);
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tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
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for (std::set<CCPPObjectScript *>::iterator i=cppscripts.begin();i!=cppscripts.end();i++)
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{
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(*i)->newTurn();
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}
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for(size_t i = 0; i<gs->map->objects.size(); i++)
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gs->map->objects[i]->newTurn();
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}
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void CGameHandler::run()
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{
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@ -1657,38 +1659,38 @@ void CGameHandler::run()
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/****************************SCRIPTS************************************************/
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//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
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/****************************C++ OBJECT SCRIPTS************************************************/
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std::map<int,CCPPObjectScript*> scripts;
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CScriptCallback * csc = new CScriptCallback();
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csc->gh = this;
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handleCPPObjS(&scripts,new CVisitableOPH(csc));
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handleCPPObjS(&scripts,new CVisitableOPW(csc));
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handleCPPObjS(&scripts,new CPickable(csc));
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handleCPPObjS(&scripts,new CMines(csc));
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handleCPPObjS(&scripts,new CTownScript(csc));
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handleCPPObjS(&scripts,new CHeroScript(csc));
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handleCPPObjS(&scripts,new CMonsterS(csc));
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handleCPPObjS(&scripts,new CCreatureGen(csc));
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handleCPPObjS(&scripts,new CTeleports(csc));
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//std::map<int,CCPPObjectScript*> scripts;
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//CScriptCallback * csc = new CScriptCallback();
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//csc->gh = this;
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//handleCPPObjS(&scripts,new CVisitableOPH(csc));
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//handleCPPObjS(&scripts,new CVisitableOPW(csc));
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//handleCPPObjS(&scripts,new CPickable(csc));
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//handleCPPObjS(&scripts,new CMines(csc));
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//handleCPPObjS(&scripts,new CTownScript(csc));
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//handleCPPObjS(&scripts,new CHeroScript(csc));
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//handleCPPObjS(&scripts,new CMonsterS(csc));
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//handleCPPObjS(&scripts,new CCreatureGen(csc));
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//handleCPPObjS(&scripts,new CTeleports(csc));
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/****************************INITIALIZING OBJECT SCRIPTS************************************************/
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//std::string temps("newObject");
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for (unsigned i=0; i<gs->map->objects.size(); i++)
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{
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//for (unsigned i=0; i<gs->map->objects.size(); i++)
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//{
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//c++ scripts
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if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
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{
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gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
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gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
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}
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else
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{
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gs->map->objects[i]->state = NULL;
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}
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//if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
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//{
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// gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
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// gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
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//}
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//else
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//{
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// gs->map->objects[i]->state = NULL;
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//}
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//// lua scripts
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//if(checkFunc(map->objects[i]->ID,temps))
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// (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
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}
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//}
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for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
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states.addPlayer(i->first);
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@ -1905,3 +1907,208 @@ void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h
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if(cs.spells.size())
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sendAndApply(&cs);
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}
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void CGameHandler::setBlockVis(int objid, bool bv)
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{
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SetObjectProperty sop(objid,2,bv);
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sendAndApply(&sop);
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}
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void CGameHandler::removeObject(int objid)
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{
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RemoveObject ro;
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ro.id = objid;
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sendAndApply(&ro);
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}
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void CGameHandler::setAmount(int objid, ui32 val)
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{
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SetObjectProperty sop(objid,3,val);
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sendAndApply(&sop);
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}
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void CGameHandler::moveHero(int hid, int3 pos, bool instant)
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{
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if(!instant)
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{
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tlog1 << "Not supported call to CGameHandler::moveHero\n";
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return;
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}
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CGHeroInstance *h = const_cast<CGHeroInstance *>(getHero(hid));
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//check if destination tile is free
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BOOST_FOREACH(CGObjectInstance* obj, gs->map->terrain[pos.x-1][pos.y][pos.z].blockingObjects)
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{
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if(obj->ID==34)
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{
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if(obj->tempOwner==h->tempOwner)
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return;//TODO: exchange
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//TODO: check for ally
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CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
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startBattleI(&h->army,&dh->army,pos,h,dh,0);
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return;
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}
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}
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TryMoveHero tmh;
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tmh.start = h->pos;
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tmh.end = pos;
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tmh.id = hid;
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tmh.movePoints = h->movement;
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tmh.result = instant+1;
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tmh.fowRevealed = gs->tilesToReveal(CGHeroInstance::convertPosition(pos,false),h->getSightDistance(),h->tempOwner);
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sendAndApply(&tmh);
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}
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void CGameHandler::setOwner(int objid, ui8 owner)
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{
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SetObjectProperty sop(objid,1,owner);
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sendAndApply(&sop);
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}
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const CGObjectInstance* CGameHandler::getObj(int objid)
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{
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return gs->map->objects[objid];
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}
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const CGHeroInstance* CGameHandler::getHero(int objid)
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{
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return dynamic_cast<const CGHeroInstance*>(gs->map->objects[objid]);
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}
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const CGTownInstance* CGameHandler::getTown(int objid)
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{
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return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid]);
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}
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void CGameHandler::setHoverName(int objid, MetaString* name)
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{
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SetHoverName shn(objid, *name);
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sendAndApply(&shn);
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}
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int CGameHandler::getOwner(int heroID)
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{
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return gs->map->objects[heroID]->tempOwner;
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}
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int CGameHandler::getResource(int player, int which)
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{
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return gs->players.find(player)->second.resources[which];
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}
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void CGameHandler::showInfoDialog(InfoWindow *iw)
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{
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sendToAllClients(iw);
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}
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void CGameHandler::showYesNoDialog( YesNoDialog *iw, const CFunctionList<void(ui32)> &callback )
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{
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ask(iw,iw->player,callback);
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}
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void CGameHandler::showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback)
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{
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ask(iw,iw->player,callback);
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}
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int CGameHandler::getSelectedHero()
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{
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//int ret;
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//if (LOCPLINT->adventureInt->selection->ID == HEROI_TYPE)
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// ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection))->subID;
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//else
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// ret = -1;;
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return -1;
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}
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const CGHeroInstance* CGameHandler::getSelectedHero( int player )
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{
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return getHero(gs->players.find(player)->second.currentSelection);
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}
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int CGameHandler::getDate(int mode)
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{
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return getDate(mode);
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}
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void CGameHandler::giveResource(int player, int which, int val)
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{
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SetResource sr;
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sr.player = player;
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sr.resid = which;
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sr.val = (gs->players.find(player)->second.resources[which]+val);
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sendAndApply(&sr);
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}
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void CGameHandler::showCompInfo(ShowInInfobox * comp)
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{
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sendToAllClients(comp);
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}
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void CGameHandler::heroVisitCastle(int obj, int heroID)
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{
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HeroVisitCastle vc;
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vc.hid = heroID;
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vc.tid = obj;
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vc.flags |= 1;
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sendAndApply(&vc);
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giveSpells(getTown(obj),getHero(heroID));
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}
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void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
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{
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HeroVisitCastle vc;
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vc.hid = heroID;
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vc.tid = obj;
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sendAndApply(&vc);
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}
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void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
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{
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const CGHeroInstance* h = getHero(hid);
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SetHeroArtifacts sha;
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sha.hid = hid;
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sha.artifacts = h->artifacts;
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sha.artifWorn = h->artifWorn;
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if(position<0)
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{
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if(position == -2)
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{
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int i;
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for(i=0; i<VLC->arth->artifacts[artid].possibleSlots.size(); i++) //try to put artifact into first avaialble slot
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{
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if( !vstd::contains(sha.artifWorn,VLC->arth->artifacts[artid].possibleSlots[i]) )
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{
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sha.artifWorn[VLC->arth->artifacts[artid].possibleSlots[i]] = artid;
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break;
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}
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}
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if(i==VLC->arth->artifacts[artid].possibleSlots.size()) //if haven't find proper slot, use backpack
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sha.artifacts.push_back(artid);
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}
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else //should be -1 => putartifact into backpack
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{
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sha.artifacts.push_back(artid);
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}
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}
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else
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{
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if(!vstd::contains(sha.artifWorn,ui16(position)))
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sha.artifWorn[position] = artid;
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else
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sha.artifacts.push_back(artid);
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}
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sendAndApply(&sha);
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}
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void CGameHandler::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
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{
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boost::thread(boost::bind(&CGameHandler::startBattle,this,*(CCreatureSet *)army1,*(CCreatureSet *)army2,tile,(CGHeroInstance *)hero1,(CGHeroInstance *)hero2,cb));
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}
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void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
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{
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CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
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startBattleI(&h->army,&army,tile,h,NULL,cb);
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//battle(&h->army,army,tile,h,NULL);
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}
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void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
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{
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ChangeSpells cs;
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cs.hid = hid;
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cs.spells = spells;
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cs.learn = give;
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sendAndApply(&cs);
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}
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int CGameHandler::getCurrentPlayer()
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{
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return gs->currentPlayer;
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}
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