1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +02:00

Slowly recovering object scripts.

This commit is contained in:
Michał W. Urbańczyk
2008-07-30 17:51:19 +00:00
parent add34b26ed
commit b4f383f196
20 changed files with 1068 additions and 858 deletions

View File

@@ -8,7 +8,6 @@
#include "mapHandler.h"
#include "CGameState.h"
#include "CPlayerInterface.h"
#include "CLua.h"
#include "hch/CGeneralTextHandler.h"
#include "CAdvmapInterface.h"
#include "CPlayerInterface.h"
@@ -99,8 +98,8 @@ bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
void CCallback::selectionMade(int selection, int asker)
{
//todo - jak bedzie multiplayer po sieci, to moze wymagac przerobek zaleznych od obranego modelu
IChosen * ask = (IChosen *)asker;
ask->chosen(selection);
//IChosen * ask = (IChosen *)asker;
//ask->chosen(selection);
}
void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount)
{
@@ -295,19 +294,8 @@ int CCallback::getDate(int mode)
std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
{
std::vector<std::string> ret;
//BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[i][j]
//{
// 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 = 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->ID].name);
// }
//}
BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].blockingObjects)
ret.push_back(obj->hoverName);
return ret;
}
bool CCallback::verifyPath(CPath * path, bool blockSea)
@@ -646,250 +634,4 @@ bool CCallback::battleIsStackMine(int ID)
return CGI->state->curB->stacks[h]->owner == player;
}
return false;
}
int3 CScriptCallback::getPos(CGObjectInstance * ob)
{
return ob->pos;
}
void CScriptCallback::changePrimSkill(int ID, int which, int val)
{
CGHeroInstance * hero = gs->map->getHero(ID,0);
if (which<PRIMARY_SKILLS)
{
hero->primSkills[which]+=val;
cl->playerint[hero->getOwner()]->heroPrimarySkillChanged(hero, which, val);
}
else if (which==4)
{
hero->exp+=val;
if(hero->exp >= CGI->heroh->reqExp(hero->level+1)) //new level
{
hero->level++;
std::cout << hero->name <<" got level "<<hero->level<<std::endl;
int r = rand()%100, pom=0, x=0;
int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
for(;x<PRIMARY_SKILLS;x++)
{
pom += hero->type->heroClass->primChance[x].*g;
if(r<pom)
break;
}
std::cout << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
hero->primSkills[x]++;
//TODO: dac dwie umiejetnosci 2-rzedne to wyboru
}
//TODO - powiadomic interfejsy, sprawdzic czy nie ma awansu itp
}
}
int CScriptCallback::getHeroOwner(int heroID)
{
CGHeroInstance * hero = CGI->state->map->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 = cl->playerint[player];
if (temp->human)
((CPlayerInterface*)(temp))->showInfoDialog(text,*components);
return;
}
else
{
typedef std::pair<const ui8, CGameInterface*> intf;
BOOST_FOREACH(intf & i, cl->playerint)
{
if (i.second->human)
((CPlayerInterface*)(i.second))->showInfoDialog(text,*components);
}
}
}
void CScriptCallback::showSelDialog(int player, std::string text, std::vector<CSelectableComponent*>*components, IChosen * asker)
{
CGameInterface * temp = cl->playerint[player];
if (temp->human)
((CPlayerInterface*)(temp))->showSelDialog(text,*components,(int)asker);
return;
}
int CScriptCallback::getSelectedHero()
{
int ret;
if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
else
ret = -1;;
return ret;
}
int CScriptCallback::getDate(int mode)
{
int temp;
switch (mode)
{
case 0:
return gs->day;
break;
case 1:
temp = (gs->day)%7;
if (temp)
return temp;
else return 7;
break;
case 2:
temp = ((gs->day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3:
return ((gs->day-1)/28)+1;
break;
}
return 0;
}
void CScriptCallback::giveResource(int player, int which, int val)
{
gs->players[player].resources[which]+=val;
cl->playerint[player]->receivedResource(which,val);
}
void CScriptCallback::showCompInfo(int player, SComponent * comp)
{
CPlayerInterface * i = dynamic_cast<CPlayerInterface*>(cl->playerint[player]);
if(i)
i->showComp(*comp);
}
void CScriptCallback::heroVisitCastle(CGObjectInstance * ob, int heroID)
{
CGTownInstance * n;
if(n = dynamic_cast<CGTownInstance*>(ob))
{
n->visitingHero = CGI->state->map->getHero(heroID,0);
gs->map->getHero(heroID,0)->visitedTown = n;
cl->playerint[getHeroOwner(heroID)]->heroVisitsTown(CGI->state->map->getHero(heroID,0),n);
}
else
return;
}
void CScriptCallback::stopHeroVisitCastle(CGObjectInstance * ob, int heroID)
{
CGTownInstance * n;
if(n = dynamic_cast<CGTownInstance*>(ob))
{
CGI->state->map->getHero(heroID,0)->visitedTown = NULL;
if(n->visitingHero && n->visitingHero->type->ID == heroID)
n->visitingHero = NULL;
return;
}
else
return;
}
void CScriptCallback::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
{
CGHeroInstance* h = gs->map->getHero(hid,0);
if(position<0)
{
for(int i=0;i<h->artifacts.size();i++)
{
if(!h->artifacts[i])
{
h->artifacts[i] = artid;
return;
}
}
h->artifacts.push_back(artid);
return;
}
else
{
if(h->artifWorn[position]) //slot is occupied
{
giveHeroArtifact(h->artifWorn[position],hid,-1);
}
h->artifWorn[position] = artid;
}
}
void CScriptCallback::startBattle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2) //use hero=NULL for no hero
{
gs->battle(army1,army2,tile,hero1,hero2);
}
void CScriptCallback::startBattle(int heroID, CCreatureSet * army, int3 tile) //for hero<=>neutral army
{
CGHeroInstance* h = gs->map->getHero(heroID,0);
gs->battle(&h->army,army,tile,h,NULL);
}
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);
//
// lua_setglobal(L, "vcmi");
// #undef REGISTER_C_FUNC
}
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;
}
}