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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/server/CScriptCallback.cpp
Michał W. Urbańczyk 89cb5cb81b * added calls for battle action start/end
* added interface for casting spells
* artifact info in backpack
* artifacts we pick up on the map go to the appropriate slot (if free)
2008-09-28 21:01:49 +00:00

293 lines
8.2 KiB
C++

#include "CScriptCallback.h"
#include "../lib/Connection.h"
#include "CVCMIServer.h"
#include "CGameHandler.h"
#include "../CGameState.h"
#include "../map.h"
#include "../hch/CArtHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CHeroHandler.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include <boost/bind.hpp>
#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::removeObject(int objid)
{
RemoveObject ro;
ro.id = objid;
gh->sendAndApply(&ro);
}
void CScriptCallback::setAmount(int objid, ui32 val)
{
SetObjectProperty sop(objid,3,val);
gh->sendAndApply(&sop);
}
void CScriptCallback::moveHero(int hid, int3 pos, bool instant)
{
if(!instant)
{
tlog1 << "Not supported call to CScriptCallback::moveHero\n";
return;
}
CGHeroInstance *h = const_cast<CGHeroInstance *>(getHero(hid));
//check if destination tile is free
BOOST_FOREACH(CGObjectInstance* obj, gh->gs->map->terrain[pos.x-1][pos.y][pos.z].blockingObjects)
{
if(obj->ID==34)
{
if(obj->tempOwner==h->tempOwner)
return;//TODO: exchange
//TODO: check for ally
CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
startBattle(&h->army,&dh->army,pos,h,dh,0);
return;
}
}
TryMoveHero tmh;
tmh.start = h->pos;
tmh.end = pos;
tmh.id = hid;
tmh.movePoints = h->movement;
tmh.result = instant+1;
tmh.fowRevealed = gh->gs->tilesToReveal(CGHeroInstance::convertPosition(pos,false),h->getSightDistance(),h->tempOwner);
gh->sendAndApply(&tmh);
}
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, bool abs)
{
gh->changePrimSkill(ID, which, val, abs);
}
int CScriptCallback::getOwner(int heroID)
{
return gh->gs->map->objects[heroID]->tempOwner;
}
int CScriptCallback::getResource(int player, int which)
{
return gh->gs->players[player].resources[which];
}
void CScriptCallback::showInfoDialog(InfoWindow *iw)
{
gh->sendToAllClients(iw);
}
void CScriptCallback::showYesNoDialog( YesNoDialog *iw, const CFunctionList<void(ui32)> &callback )
{
gh->ask(iw,iw->player,callback);
}
void CScriptCallback::showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback)
{
gh->ask(iw,iw->player,callback);
}
int CScriptCallback::getSelectedHero()
{
//int ret;
//if (LOCPLINT->adventureInt->selection->ID == HEROI_TYPE)
// ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection))->subID;
//else
// ret = -1;;
return -1;
}
int CScriptCallback::getDate(int mode)
{
return gh->gs->getDate(mode);
}
void CScriptCallback::giveResource(int player, int which, int val)
{
SetResource sr;
sr.player = player;
sr.resid = which;
sr.val = (gh->gs->players[player].resources[which]+val);
gh->sendAndApply(&sr);
}
void CScriptCallback::showCompInfo(ShowInInfobox * comp)
{
gh->sendToAllClients(comp);
}
void CScriptCallback::heroVisitCastle(int obj, int heroID)
{
HeroVisitCastle vc;
vc.hid = heroID;
vc.tid = obj;
vc.flags |= 1;
gh->sendAndApply(&vc);
gh->giveSpells(getTown(obj),getHero(heroID));
}
void CScriptCallback::stopHeroVisitCastle(int obj, int heroID)
{
HeroVisitCastle vc;
vc.hid = heroID;
vc.tid = obj;
gh->sendAndApply(&vc);
}
void CScriptCallback::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
{
const CGHeroInstance* h = getHero(hid);
SetHeroArtifacts sha;
sha.hid = hid;
sha.artifacts = h->artifacts;
sha.artifWorn = h->artifWorn;
if(position<0)
{
if(position == -2)
{
int i;
for(i=0; i<VLC->arth->artifacts[artid].possibleSlots.size(); i++) //try to put artifact into first avaialble slot
{
if( !vstd::contains(sha.artifWorn,VLC->arth->artifacts[artid].possibleSlots[i]) )
{
sha.artifWorn[VLC->arth->artifacts[artid].possibleSlots[i]] = artid;
break;
}
}
if(i==VLC->arth->artifacts[artid].possibleSlots.size()) //if haven't find proper slot, use backpack
sha.artifacts.push_back(artid);
}
else //should be -1 => putartifact into backpack
{
sha.artifacts.push_back(artid);
}
}
else
{
if(!vstd::contains(sha.artifWorn,ui16(position)))
sha.artifWorn[position] = artid;
else
sha.artifacts.push_back(artid);
}
gh->sendAndApply(&sha);
}
void CScriptCallback::startBattle(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
{
boost::thread(boost::bind(&CGameHandler::startBattle,gh,*(CCreatureSet *)army1,*(CCreatureSet *)army2,tile,(CGHeroInstance *)hero1,(CGHeroInstance *)hero2,cb));
}
void CScriptCallback::startBattle(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
{
CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
startBattle(&h->army,&army,tile,h,NULL,cb);
//gh->gs->battle(&h->army,army,tile,h,NULL);
}
void CScriptCallback::changeSpells( int hid, bool give, const std::set<ui32> &spells )
{
ChangeSpells cs;
cs.hid = hid;
cs.spells = spells;
cs.learn = give;
gh->sendAndApply(&cs);
}
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->ID == HEROI_TYPE)
// ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection))->subID;
//else
// ret = -1;
//lua_pushinteger(L,ret);
return 1;
}