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vcmi/CConsoleHandler.cpp
Michał W. Urbańczyk 556311c9ab Partially done object scripting and interactions.
Most of 0.4 ;)
2007-11-18 22:58:28 +00:00

106 lines
2.6 KiB
C++

#include "stdafx.h"
#include "CConsoleHandler.h"
#include "CAdvmapInterface.h"
#include "CPlayerInterface.h"
#include "SDL.h"
#include "SDL_thread.h"
#include "CGameInfo.h"
#include "global.h"
#include "CGameState.h"
#include "CCallback.h"
#include "CPathfinder.h"
#include "mapHandler.h"
#include <sstream>
#include "SDL_Extensions.h"
#include "hch/CHeroHandler.h"
int internalFunc(void * callback)
{
CCallback * cb = (CCallback*)callback;
char * usersMessage = new char[500];
std::string readed;
while(true)
{
std::cin.getline(usersMessage, 500);
std::istringstream readed;
std::string pom(usersMessage);
readed.str(pom);
std::string cn; //command name
readed >> cn;
int3 src, dst;
int heronum;
int3 dest;
switch (*cn.c_str())
{
case 'P':
std::cout<<"Policzyc sciezke."<<std::endl;
readed>>src>>dst;
LOCPLINT->adventureInt->terrain.currentPath = CGI->pathf->getPath(src,dst,CGI->heroh->heroInstances[0]);
break;
case 'm': //number of heroes
std::cout<<"Number of heroes: "<<CGI->heroh->heroInstances.size()<<std::endl;
break;
case 'H': //position of hero
readed>>heronum;
std::cout<<"Position of hero "<<heronum<<": "<<CGI->heroh->heroInstances[heronum]->getPosition(false)<<std::endl;
break;
case 'M': //move heroa
{
readed>>heronum>>dest;
const CGHeroInstance * hero = cb->getHeroInfo(0,heronum,0);
CPath * path = CGI->pathf->getPath(hero->getPosition(false),dest,hero);
cb->moveHero(heronum, path, 0, 0);
delete path;
break;
}
case 'D': //pos description
readed>>src;
CGI->mh->getObjDescriptions(src);
break;
case 'I':
{
SDL_Surface * temp = LOCPLINT->infoWin(NULL);
blitAtWR(temp,605,389);
break;
}
case 'T': //test rect
readed>>src;
for(int g=0; g<8; ++g)
{
for(int v=0; v<8; ++v)
{
int3 csrc = src;
csrc.y+=g;
csrc.x+=v;
if(CGI->mh->getObjDescriptions(csrc).size())
std::cout<<'x';
else
std::cout<<'o';
}
std::cout<<std::endl;
}
break;
case 'A': //hide everything from map
for(int c=0; c<CGI->objh->objInstances.size(); ++c)
{
CGI->mh->hideObject(CGI->objh->objInstances[c]);
}
break;
case 'R': //restora all objects after A has been pressed
for(int c=0; c<CGI->objh->objInstances.size(); ++c)
{
CGI->mh->printObject(CGI->objh->objInstances[c]);
}
break;
}
//SDL_Delay(100);
}
return -1;
}
void CConsoleHandler::runConsole()
{
SDL_Thread * myth = SDL_CreateThread(&internalFunc, cb);
}