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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

292
server/CScriptCallback.cpp Normal file
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#include "CScriptCallback.h"
#include "../lib/Connection.h"
#include "CVCMIServer.h"
#include "CGameHandler.h"
#include "../CGameState.h"
#include "../map.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CHeroHandler.h"
#include "../lib/NetPacks.h"
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
CScriptCallback::CScriptCallback(void)
{
}
CScriptCallback::~CScriptCallback(void)
{
}
void CScriptCallback::setBlockVis(int objid, bool bv)
{
SetObjectProperty sop(objid,2,bv);
gh->sendAndApply(&sop);
}
void CScriptCallback::setOwner(int objid, ui8 owner)
{
SetObjectProperty sop(objid,1,owner);
gh->sendAndApply(&sop);
}
const CGObjectInstance* CScriptCallback::getObj(int objid)
{
return gh->gs->map->objects[objid];
}
const CGHeroInstance* CScriptCallback::getHero(int objid)
{
return static_cast<const CGHeroInstance*>(gh->gs->map->objects[objid]);
}
const CGTownInstance* CScriptCallback::getTown(int objid)
{
return static_cast<const CGTownInstance*>(gh->gs->map->objects[objid]);
}
void CScriptCallback::setHoverName(int objid, MetaString* name)
{
SetHoverName shn(objid, *name);
gh->sendAndApply(&shn);
}
int3 CScriptCallback::getPos(CGObjectInstance * ob)
{
return ob->pos;
}
void CScriptCallback::changePrimSkill(int ID, int which, int val)
{
//CGHeroInstance * hero = gh->gs->map->getHero(ID,0);
//if (which<PRIMARY_SKILLS)
//{
// hero->primSkills[which]+=val;
// sv->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();
return -1;
}
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 = sv->playerint[player];
// if (temp->human)
// ((CPlayerInterface*)(temp))->showInfoDialog(text,*components);
// return;
//}
//else
//{
// typedef std::pair<const ui8, CGameInterface*> intf;
// BOOST_FOREACH(intf & i, sv->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 = sv->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 gh->gs->day;
break;
case 1:
temp = (gh->gs->day)%7;
if (temp)
return temp;
else return 7;
break;
case 2:
temp = ((gh->gs->day-1)/7)+1;
if (!(temp%4))
return 4;
else
return (temp%4);
break;
case 3:
return ((gh->gs->day-1)/28)+1;
break;
}
return 0;
}
void CScriptCallback::giveResource(int player, int which, int val)
{
//gh->gs->players[player].resources[which]+=val;
//sv->playerint[player]->receivedResource(which,val);
}
void CScriptCallback::showCompInfo(int player, SComponent * comp)
{
//CPlayerInterface * i = dynamic_cast<CPlayerInterface*>(sv->playerint[player]);
//if(i)
// i->showComp(*comp);
}
void CScriptCallback::heroVisitCastle(int obj, int heroID)
{
//CGTownInstance * n;
//if(n = dynamic_cast<CGTownInstance*>(ob))
//{
// n->visitingHero = CGI->state->map->getHero(heroID,0);
// gh->gs->map->getHero(heroID,0)->visitedTown = n;
// sv->playerint[getHeroOwner(heroID)]->heroVisitsTown(CGI->state->map->getHero(heroID,0),n);
//}
//else
// return;
}
void CScriptCallback::stopHeroVisitCastle(int obj, 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 = gh->gs->map->getHero(hid,0);
if(position<0)
{
for(unsigned 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(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) //use hero=NULL for no hero
{
//gh->gs->battle(army1,army2,tile,hero1,hero2);
}
void CScriptCallback::startBattle(int heroID, CCreatureSet * army, int3 tile) //for hero<=>neutral army
{
//CGHeroInstance* h = gh->gs->map->getHero(heroID,0);
//gh->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;
}