#include "stdafx.h" #include "CCallback.h" #include "CPathfinder.h" #include "hch\CHeroHandler.h" #include "hch\CTownHandler.h" #include "CGameInfo.h" #include "hch\CAmbarCendamo.h" #include "mapHandler.h" #include "CGameState.h" #include "CGameInterface.h" int CCallback::lowestSpeed(CHeroInstance * chi) { int min = 150; for ( std::map >::iterator i = chi->army.slots.begin(); i!=chi->army.slots.end(); i++ ) { if (min>(*i).second.first->speed) min = (*i).second.first->speed; } return min; } int CCallback::valMovePoints(CHeroInstance * chi) { int ret = 1270+70*lowestSpeed(chi); if (ret>2000) ret=2000; //TODO: additional bonuses (but they aren't currently stored in chi) return ret; } void CCallback::newTurn() { //std::map::iterator i = gs->players.begin() ; gs->day++; for ( std::map::iterator i=gs->players.begin() ; i!=gs->players.end();i++) { for (int j=0;j<(*i).second.heroes.size();j++) { (*i).second.heroes[j]->movement = valMovePoints((*i).second.heroes[j]); } } } bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType) { CHeroInstance * hero = NULL; if (idtype==0) { if (player==-1) hero=gs->players[player+1].heroes[ID]; else hero=gs->players[player].heroes[ID]; } else if (idtype==1 && player>=0) //looking for it in local area { for (int i=0; iplayers[player].heroes.size();i++) { if (gs->players[player].heroes[i]->type->ID == ID) hero = gs->players[player].heroes[i]; } } else //idtype==1; player<0 { for(std::map::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j) { for (int i=0; i<(*j).second.heroes.size();i++) { if ((*j).second.heroes[i]->type->ID == ID) { hero = (*j).second.heroes[i]; } } } } if (!hero) return false; //can't find hero if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water return false; //invalid path //check path format if (pathType==0) CPathfinder::convertPath(path,pathType); if (pathType>1) throw std::exception("Unknown path format"); CPath * ourPath = path; if(!ourPath) return false; for(int i=ourPath->nodes.size()-1; i>0; i--) { int3 stpos, endpos; stpos = int3(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z); endpos = int3(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z); HeroMoveDetails curd; curd.src = stpos; curd.dst = endpos; curd.ho = hero->ourObject; curd.owner = hero->owner; /*if(player!=-1) { hero->pos = endpos; }*/ if((hero->movement>=CGI->mh->getCost(stpos, endpos, hero)) || player==-1) { //performing move hero->movement-=CGI->mh->getCost(stpos, endpos, hero); for(int xd=0; xdac->map.width; ++xd) //revealing part of map around heroes { for(int yd=0; ydac->map.height; ++yd) { int deltaX = (hero->getPosition(false).x-xd)*(hero->getPosition(false).x-xd); int deltaY = (hero->getPosition(false).y-yd)*(hero->getPosition(false).y-yd); if(deltaX+deltaYgetSightDistance()*hero->getSightDistance()) gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] = 1; } } hero->pos = curd.dst; int nn=0; //number of interfece of currently browsed player for(std::map::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing { 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); } ++nn; } } else return true; //move ended - no more movement points hero->ourObject->pos = curd.dst; } return true; } int CCallback::howManyTowns() { return gs->players[gs->currentPlayer].towns.size(); } const CTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID { if (!mode) return gs->players[gs->currentPlayer].towns[val]; else { //TODO: add some smart ID to the CTownInstance //for (int i=0; iplayers[gs->currentPlayer].towns.size();i++) //{ // if (gs->players[gs->currentPlayer].towns[i]->someID==val) // return gs->players[gs->currentPlayer].towns[i]; //} return NULL; } return NULL; } int CCallback::howManyHeroes() { return gs->players[player].heroes.size(); } const CHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID { if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info return NULL; if (!mode) return gs->players[player].heroes[val]; else { for (int i=0; iplayers[player].heroes.size();i++) { if (gs->players[player].heroes[i]->type->ID==val) return gs->players[player].heroes[i]; } } return NULL; } int CCallback::getResourceAmount(int type) { return gs->players[gs->currentPlayer].resources[type]; } int CCallback::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; } } bool CCallback::verifyPath(CPath * path, bool blockSea) { for (int i=0;inodes.size();i++) { if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked && (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable))) return false; //path is wrong - one of the tiles is blocked if (blockSea) { if (i==0) continue; if ( ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType==EterrainType::water) && (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType!=EterrainType::water)) || ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType!=EterrainType::water) && (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::water)) || (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::rock) ) return false; } } return true; } std::vector < std::string > CCallback::getObjDescriptions(int3 pos) { if(gs->players[player].fogOfWarMap[pos.x][pos.y][pos.z]) return CGI->mh->getObjDescriptions(pos); else return std::vector< std::string > (); } PseudoV< PseudoV< PseudoV > > & CCallback::getVisibilityMap() { return gs->players[player].fogOfWarMap; } bool CCallback::isVisible(int3 pos, int Player) { return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z]; } std::vector < const CHeroInstance *> * CCallback::getHeroesInfo(bool onlyOur) { std::vector < const CHeroInstance *> * ret = new std::vector < const CHeroInstance *>(); for ( std::map::iterator i=gs->players.begin() ; i!=gs->players.end();i++) { for (int j=0;j<(*i).second.heroes.size();j++) { if ( ( isVisible((*i).second.heroes[j]->getPosition(false),player) ) || (*i).first==player) { ret->push_back((*i).second.heroes[j]); } } } // for ( std::map::iterator i=gs->players.begin() ; i!=gs->players.end();i++) return ret; } bool CCallback::isVisible(int3 pos) { return isVisible(pos,player); }