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vcmi/CCallback.cpp
2007-10-27 20:14:25 +00:00

312 lines
8.5 KiB
C++

#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"
#include "CLua.h"
int CCallback::lowestSpeed(CGHeroInstance * chi)
{
int min = 150;
for ( std::map<int,std::pair<CCreature*,int> >::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(CGHeroInstance * 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<int, PlayerState>::iterator i = gs->players.begin() ;
gs->day++;
for ( std::map<int, PlayerState>::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)
{
CGHeroInstance * 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; i<gs->players[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<int, PlayerState>::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;
curd.owner = hero->state->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);
int heroSight = hero->getSightDistance();
int xbeg = stpos.x - heroSight - 2;
if(xbeg < 0)
xbeg = 0;
int xend = stpos.x + heroSight + 2;
if(xend >= CGI->ac->map.width)
xend = CGI->ac->map.width - 1;
int ybeg = stpos.y - heroSight - 2;
if(ybeg < 0)
ybeg = 0;
int yend = stpos.y + heroSight + 2;
if(yend >= CGI->ac->map.height)
yend = CGI->ac->map.height - 1;
for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
{
for(int yd=ybeg; yd<yend; ++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+deltaY<hero->getSightDistance()*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<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
{
if (j->first > PLAYER_LIMIT)
break;
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;
}
std::vector< CGObjectInstance * > vis = CGI->mh->getVisitableObjs(hero->getPosition(false));
for (int iii=0; iii<vis.size(); iii++)
std::cout<< CGI->objh->objects[vis[iii]->ID].name<<std::endl;
}
else
return true; //move ended - no more movement points
hero->pos = curd.dst;
}
return true;
}
int CCallback::howManyTowns()
{
return gs->players[gs->currentPlayer].towns.size();
}
const CGTownInstance * 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; i<gs->players[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 CGHeroInstance * 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; i<gs->players[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;
}
return 0;
}
bool CCallback::verifyPath(CPath * path, bool blockSea)
{
for (int i=0;i<path->nodes.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<unsigned char> > > & 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 CGHeroInstance *> * CCallback::getHeroesInfo(bool onlyOur)
{
std::vector < const CGHeroInstance *> * ret = new std::vector < const CGHeroInstance *>();
for ( std::map<int, PlayerState>::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<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
return ret;
}
bool CCallback::isVisible(int3 pos)
{
return isVisible(pos,player);
}