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286 lines
7.9 KiB
C++
286 lines
7.9 KiB
C++
#include "stdafx.h"
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#include "CCallback.h"
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#include "CPathfinder.h"
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#include "hch\CHeroHandler.h"
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#include "hch\CTownHandler.h"
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#include "CGameInfo.h"
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#include "hch\CAmbarCendamo.h"
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#include "mapHandler.h"
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#include "CGameState.h"
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#include "CGameInterface.h"
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int CCallback::lowestSpeed(CHeroInstance * chi)
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{
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int min = 150;
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for ( std::map<int,std::pair<CCreature*,int> >::iterator i = chi->army.slots.begin();
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i!=chi->army.slots.end(); i++ )
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{
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if (min>(*i).second.first->speed)
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min = (*i).second.first->speed;
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}
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return min;
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}
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int CCallback::valMovePoints(CHeroInstance * chi)
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{
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int ret = 1270+70*lowestSpeed(chi);
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if (ret>2000)
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ret=2000;
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//TODO: additional bonuses (but they aren't currently stored in chi)
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return ret;
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}
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void CCallback::newTurn()
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{
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//std::map<int, PlayerState>::iterator i = gs->players.begin() ;
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gs->day++;
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for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
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{
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for (int j=0;j<(*i).second.heroes.size();j++)
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{
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(*i).second.heroes[j]->movement = valMovePoints((*i).second.heroes[j]);
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}
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}
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}
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bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
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{
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CHeroInstance * hero = NULL;
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if (idtype==0)
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{
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if (player==-1)
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hero=gs->players[player+1].heroes[ID];
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else
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hero=gs->players[player].heroes[ID];
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}
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else if (idtype==1 && player>=0) //looking for it in local area
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{
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for (int i=0; i<gs->players[player].heroes.size();i++)
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{
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if (gs->players[player].heroes[i]->type->ID == ID)
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hero = gs->players[player].heroes[i];
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}
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}
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else //idtype==1; player<0
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{
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for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)
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{
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for (int i=0; i<(*j).second.heroes.size();i++)
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{
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if ((*j).second.heroes[i]->type->ID == ID)
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{
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hero = (*j).second.heroes[i];
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}
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}
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}
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}
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if (!hero)
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return false; //can't find hero
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if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
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return false; //invalid path
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//check path format
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if (pathType==0)
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CPathfinder::convertPath(path,pathType);
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if (pathType>1)
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throw std::exception("Unknown path format");
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CPath * ourPath = path;
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if(!ourPath)
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return false;
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for(int i=ourPath->nodes.size()-1; i>0; i--)
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{
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int3 stpos, endpos;
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stpos = int3(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z);
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endpos = int3(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
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HeroMoveDetails curd;
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curd.src = stpos;
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curd.dst = endpos;
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curd.ho = hero->ourObject;
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curd.owner = hero->owner;
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/*if(player!=-1)
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{
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hero->pos = endpos;
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}*/
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if((hero->movement>=CGI->mh->getCost(stpos, endpos, hero)) || player==-1)
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{ //performing move
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hero->movement-=CGI->mh->getCost(stpos, endpos, hero);
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for(int xd=0; xd<CGI->ac->map.width; ++xd) //revealing part of map around heroes
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{
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for(int yd=0; yd<CGI->ac->map.height; ++yd)
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{
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int deltaX = (hero->getPosition(false).x-xd)*(hero->getPosition(false).x-xd);
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int deltaY = (hero->getPosition(false).y-yd)*(hero->getPosition(false).y-yd);
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if(deltaX+deltaY<hero->getSightDistance()*hero->getSightDistance())
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gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] = 1;
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}
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}
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hero->pos = curd.dst;
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int nn=0; //number of interfece of currently browsed player
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for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
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{
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if (j->first > PLAYER_LIMIT)
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break;
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if(j->second.fogOfWarMap[stpos.x-1][stpos.y][stpos.z] || j->second.fogOfWarMap[endpos.x-1][endpos.y][endpos.z])
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{ //player should be notified
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CGI->playerint[j->first]->heroMoved(curd);
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}
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++nn;
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}
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}
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else
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return true; //move ended - no more movement points
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hero->ourObject->pos = curd.dst;
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}
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return true;
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}
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int CCallback::howManyTowns()
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{
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return gs->players[gs->currentPlayer].towns.size();
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}
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const CTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
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{
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if (!mode)
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return gs->players[gs->currentPlayer].towns[val];
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else
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{
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//TODO: add some smart ID to the CTownInstance
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//for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
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//{
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// if (gs->players[gs->currentPlayer].towns[i]->someID==val)
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// return gs->players[gs->currentPlayer].towns[i];
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//}
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return NULL;
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}
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return NULL;
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}
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int CCallback::howManyHeroes()
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{
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return gs->players[player].heroes.size();
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}
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const CHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
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{
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if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
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return NULL;
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if (!mode)
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return gs->players[player].heroes[val];
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else
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{
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for (int i=0; i<gs->players[player].heroes.size();i++)
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{
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if (gs->players[player].heroes[i]->type->ID==val)
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return gs->players[player].heroes[i];
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}
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}
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return NULL;
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}
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int CCallback::getResourceAmount(int type)
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{
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return gs->players[gs->currentPlayer].resources[type];
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}
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int CCallback::getDate(int mode)
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{
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int temp;
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switch (mode)
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{
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case 0:
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return gs->day;
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break;
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case 1:
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temp = (gs->day)%7;
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if (temp)
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return temp;
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else return 7;
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break;
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case 2:
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temp = ((gs->day-1)/7)+1;
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if (!(temp%4))
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return 4;
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else
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return (temp%4);
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break;
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case 3:
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return ((gs->day-1)/28)+1;
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break;
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}
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}
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bool CCallback::verifyPath(CPath * path, bool blockSea)
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{
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for (int i=0;i<path->nodes.size();i++)
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{
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if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked
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&& (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable)))
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return false; //path is wrong - one of the tiles is blocked
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if (blockSea)
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{
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if (i==0)
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continue;
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if (
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((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType==EterrainType::water)
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&&
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(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType!=EterrainType::water))
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||
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((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType!=EterrainType::water)
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&&
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(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::water))
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||
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(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::rock)
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)
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return false;
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}
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}
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return true;
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}
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std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
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{
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if(gs->players[player].fogOfWarMap[pos.x][pos.y][pos.z])
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return CGI->mh->getObjDescriptions(pos);
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else return std::vector< std::string > ();
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}
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PseudoV< PseudoV< PseudoV<unsigned char> > > & CCallback::getVisibilityMap()
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{
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return gs->players[player].fogOfWarMap;
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}
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bool CCallback::isVisible(int3 pos, int Player)
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{
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return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
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}
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std::vector < const CHeroInstance *> * CCallback::getHeroesInfo(bool onlyOur)
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{
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std::vector < const CHeroInstance *> * ret = new std::vector < const CHeroInstance *>();
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for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
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{
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for (int j=0;j<(*i).second.heroes.size();j++)
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{
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if ( ( isVisible((*i).second.heroes[j]->getPosition(false),player) ) || (*i).first==player)
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{
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ret->push_back((*i).second.heroes[j]);
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}
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}
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} // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
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return ret;
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}
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bool CCallback::isVisible(int3 pos)
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{
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return isVisible(pos,player);
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} |