CCallback.cpp 14 KB

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  1. #include "stdafx.h"
  2. #include "CCallback.h"
  3. #include "CPathfinder.h"
  4. #include "hch\CHeroHandler.h"
  5. #include "hch\CTownHandler.h"
  6. #include "CGameInfo.h"
  7. #include "hch\CAmbarCendamo.h"
  8. #include "mapHandler.h"
  9. #include "CGameState.h"
  10. #include "CPlayerInterface.h"
  11. #include "CLua.h"
  12. #include "hch/CGeneralTextHandler.h"
  13. #include "CAdvmapInterface.h"
  14. #include "CPlayerInterface.h"
  15. LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
  16. int CCallback::lowestSpeed(CGHeroInstance * chi)
  17. {
  18. int min = 150;
  19. for ( std::map<int,std::pair<CCreature*,int> >::iterator i = chi->army.slots.begin();
  20. i!=chi->army.slots.end(); i++ )
  21. {
  22. if (min>(*i).second.first->speed)
  23. min = (*i).second.first->speed;
  24. }
  25. return min;
  26. }
  27. int CCallback::valMovePoints(CGHeroInstance * chi)
  28. {
  29. int ret = 1270+70*lowestSpeed(chi);
  30. if (ret>2000)
  31. ret=2000;
  32. //TODO: additional bonuses (but they aren't currently stored in chi)
  33. return ret;
  34. }
  35. void CCallback::newTurn()
  36. {
  37. //std::map<int, PlayerState>::iterator i = gs->players.begin() ;
  38. gs->day++;
  39. for (std::set<CCPPObjectScript *>::iterator i=gs->cppscripts.begin();i!=gs->cppscripts.end();i++)
  40. {
  41. (*i)->newTurn();
  42. }
  43. for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  44. {
  45. for (int j=0;j<(*i).second.heroes.size();j++)
  46. {
  47. (*i).second.heroes[j]->movement = valMovePoints((*i).second.heroes[j]);
  48. }
  49. }
  50. }
  51. bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
  52. {
  53. CGHeroInstance * hero = NULL;
  54. if (idtype==0)
  55. {
  56. if (player==-1)
  57. hero=gs->players[player+1].heroes[ID];
  58. else
  59. hero=gs->players[player].heroes[ID];
  60. }
  61. else if (idtype==1 && player>=0) //looking for it in local area
  62. {
  63. for (int i=0; i<gs->players[player].heroes.size();i++)
  64. {
  65. if (gs->players[player].heroes[i]->type->ID == ID)
  66. hero = gs->players[player].heroes[i];
  67. }
  68. }
  69. else //idtype==1; player<0
  70. {
  71. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)
  72. {
  73. for (int i=0; i<(*j).second.heroes.size();i++)
  74. {
  75. if ((*j).second.heroes[i]->type->ID == ID)
  76. {
  77. hero = (*j).second.heroes[i];
  78. }
  79. }
  80. }
  81. }
  82. if (!hero)
  83. return false; //can't find hero
  84. if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
  85. return false; //invalid path
  86. //check path format
  87. if (pathType==0)
  88. CPathfinder::convertPath(path,pathType);
  89. if (pathType>1)
  90. throw std::exception("Unknown path format");
  91. CPath * ourPath = path;
  92. if(!ourPath)
  93. return false;
  94. for(int i=ourPath->nodes.size()-1; i>0; i--)
  95. {
  96. int3 stpos, endpos;
  97. stpos = int3(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z);
  98. endpos = int3(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
  99. HeroMoveDetails curd;
  100. curd.src = stpos;
  101. curd.dst = endpos;
  102. curd.ho = hero;
  103. curd.owner = hero->getOwner();
  104. /*if(player!=-1)
  105. {
  106. hero->pos = endpos;
  107. }*/
  108. if((hero->movement>=CGI->mh->getCost(stpos, endpos, hero)) || player==-1)
  109. { //performing move
  110. hero->movement-=CGI->mh->getCost(stpos, endpos, hero);
  111. std::vector< CGObjectInstance * > vis = CGI->mh->getVisitableObjs(CHeroInstance::convertPosition(curd.dst,false));
  112. bool blockvis = false;
  113. for (int pit = 0; pit<vis.size();pit++)
  114. if (vis[pit]->blockVisit)
  115. blockvis = true;
  116. if (!blockvis)
  117. {
  118. curd.successful = true;
  119. hero->pos = curd.dst;
  120. int heroSight = hero->getSightDistance();
  121. int xbeg = stpos.x - heroSight - 2;
  122. if(xbeg < 0)
  123. xbeg = 0;
  124. int xend = stpos.x + heroSight + 2;
  125. if(xend >= CGI->ac->map.width)
  126. xend = CGI->ac->map.width;
  127. int ybeg = stpos.y - heroSight - 2;
  128. if(ybeg < 0)
  129. ybeg = 0;
  130. int yend = stpos.y + heroSight + 2;
  131. if(yend >= CGI->ac->map.height)
  132. yend = CGI->ac->map.height;
  133. for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
  134. {
  135. for(int yd=ybeg; yd<yend; ++yd)
  136. {
  137. int deltaX = (hero->getPosition(false).x-xd)*(hero->getPosition(false).x-xd);
  138. int deltaY = (hero->getPosition(false).y-yd)*(hero->getPosition(false).y-yd);
  139. if(deltaX+deltaY<hero->getSightDistance()*hero->getSightDistance())
  140. gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] = 1;
  141. }
  142. }
  143. int nn=0; //number of interfece of currently browsed player
  144. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
  145. {
  146. if (j->first > PLAYER_LIMIT)
  147. break;
  148. if(j->second.fogOfWarMap[stpos.x-1][stpos.y][stpos.z] || j->second.fogOfWarMap[endpos.x-1][endpos.y][endpos.z])
  149. { //player should be notified
  150. CGI->playerint[j->second.serial]->heroMoved(curd);
  151. }
  152. ++nn;
  153. }
  154. for (int iii=0; iii<vis.size(); iii++) //if object is visitable we call onHeroVisit
  155. {
  156. if(gs->checkFunc(vis[iii]->ID,"heroVisit")) //script function
  157. gs->objscr[vis[iii]->ID]["heroVisit"]->onHeroVisit(vis[iii],curd.ho->subID);
  158. if(vis[iii]->state) //hard-coded function
  159. vis[iii]->state->onHeroVisit(vis[iii],curd.ho->subID);
  160. }
  161. }
  162. else //interaction with blocking object (like resources)
  163. {
  164. curd.successful = false;
  165. CGI->playerint[gs->players[hero->getOwner()].serial]->heroMoved(curd);
  166. for (int iii=0; iii<vis.size(); iii++) //if object is visitable we call onHeroVisit
  167. {
  168. if (vis[iii]->blockVisit)
  169. {
  170. if(gs->checkFunc(vis[iii]->ID,"heroVisit")) //script function
  171. gs->objscr[vis[iii]->ID]["heroVisit"]->onHeroVisit(vis[iii],curd.ho->subID);
  172. if(vis[iii]->state) //hard-coded function
  173. vis[iii]->state->onHeroVisit(vis[iii],curd.ho->subID);
  174. }
  175. }
  176. return false;
  177. }
  178. }
  179. else
  180. return true; //move ended - no more movement points
  181. }
  182. return true;
  183. }
  184. int CCallback::howManyTowns()
  185. {
  186. return gs->players[gs->currentPlayer].towns.size();
  187. }
  188. const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  189. {
  190. if (!mode)
  191. return gs->players[gs->currentPlayer].towns[val];
  192. else
  193. {
  194. //TODO: add some smart ID to the CTownInstance
  195. //for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
  196. //{
  197. // if (gs->players[gs->currentPlayer].towns[i]->someID==val)
  198. // return gs->players[gs->currentPlayer].towns[i];
  199. //}
  200. return NULL;
  201. }
  202. return NULL;
  203. }
  204. int CCallback::howManyHeroes()
  205. {
  206. return gs->players[player].heroes.size();
  207. }
  208. const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  209. {
  210. if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
  211. return NULL;
  212. if (!mode)
  213. return gs->players[player].heroes[val];
  214. else
  215. {
  216. for (int i=0; i<gs->players[player].heroes.size();i++)
  217. {
  218. if (gs->players[player].heroes[i]->type->ID==val)
  219. return gs->players[player].heroes[i];
  220. }
  221. }
  222. return NULL;
  223. }
  224. int CCallback::getResourceAmount(int type)
  225. {
  226. return gs->players[player].resources[type];
  227. }
  228. int CCallback::getDate(int mode)
  229. {
  230. int temp;
  231. switch (mode)
  232. {
  233. case 0:
  234. return gs->day;
  235. break;
  236. case 1:
  237. temp = (gs->day)%7;
  238. if (temp)
  239. return temp;
  240. else return 7;
  241. break;
  242. case 2:
  243. temp = ((gs->day-1)/7)+1;
  244. if (!(temp%4))
  245. return 4;
  246. else
  247. return (temp%4);
  248. break;
  249. case 3:
  250. return ((gs->day-1)/28)+1;
  251. break;
  252. }
  253. return 0;
  254. }
  255. bool CCallback::verifyPath(CPath * path, bool blockSea)
  256. {
  257. for (int i=0;i<path->nodes.size();i++)
  258. {
  259. if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked
  260. && (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable)))
  261. return false; //path is wrong - one of the tiles is blocked
  262. if (blockSea)
  263. {
  264. if (i==0)
  265. continue;
  266. if (
  267. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType==EterrainType::water)
  268. &&
  269. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType!=EterrainType::water))
  270. ||
  271. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType!=EterrainType::water)
  272. &&
  273. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::water))
  274. ||
  275. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::rock)
  276. )
  277. return false;
  278. }
  279. }
  280. return true;
  281. }
  282. std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
  283. {
  284. if(gs->players[player].fogOfWarMap[pos.x][pos.y][pos.z])
  285. return CGI->mh->getObjDescriptions(pos);
  286. else return std::vector< std::string > ();
  287. }
  288. PseudoV< PseudoV< PseudoV<unsigned char> > > & CCallback::getVisibilityMap()
  289. {
  290. return gs->players[player].fogOfWarMap;
  291. }
  292. bool CCallback::isVisible(int3 pos, int Player)
  293. {
  294. return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
  295. }
  296. std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur)
  297. {
  298. std::vector < const CGHeroInstance *> ret = std::vector < const CGHeroInstance *>();
  299. for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  300. {
  301. for (int j=0;j<(*i).second.heroes.size();j++)
  302. {
  303. if ( ( isVisible((*i).second.heroes[j]->getPosition(false),player) ) || (*i).first==player)
  304. {
  305. ret.push_back((*i).second.heroes[j]);
  306. }
  307. }
  308. } // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  309. return ret;
  310. }
  311. bool CCallback::isVisible(int3 pos)
  312. {
  313. return isVisible(pos,player);
  314. }
  315. int CCallback::getMyColor()
  316. {
  317. return player;
  318. }
  319. int CCallback::getMySerial()
  320. {
  321. return gs->players[player].serial;
  322. }
  323. int3 CScriptCallback::getPos(CGObjectInstance * ob)
  324. {
  325. return ob->pos;
  326. }
  327. void CScriptCallback::changePrimSkill(int ID, int which, int val)
  328. {
  329. CGHeroInstance * hero = CGI->state->getHero(ID,0);
  330. hero->primSkills[which]+=val;
  331. for (int i=0; i<CGI->playerint.size(); i++)
  332. {
  333. if (CGI->playerint[i]->playerID == hero->getOwner())
  334. {
  335. CGI->playerint[i]->heroPrimarySkillChanged(hero, which, val);
  336. break;
  337. }
  338. }
  339. }
  340. int CScriptCallback::getHeroOwner(int heroID)
  341. {
  342. CGHeroInstance * hero = CGI->state->getHero(heroID,0);
  343. return hero->getOwner();
  344. }
  345. void CScriptCallback::showInfoDialog(int player, std::string text, std::vector<SComponent*> * components)
  346. {
  347. //TODO: upewniac sie ze mozemy to zrzutowac (przy customowych interfejsach cos moze sie kopnac)
  348. if (player>=0)
  349. {
  350. CGameInterface * temp = CGI->playerint[CGI->state->players[player].serial];
  351. if (temp->human)
  352. ((CPlayerInterface*)(temp))->showInfoDialog(text,*components);
  353. return;
  354. }
  355. else
  356. {
  357. for (int i=0; i<CGI->playerint.size();i++)
  358. {
  359. if (CGI->playerint[i]->human)
  360. ((CPlayerInterface*)(CGI->playerint[i]))->showInfoDialog(text,*components);
  361. }
  362. }
  363. }
  364. int CScriptCallback::getSelectedHero()
  365. {
  366. int ret;
  367. if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
  368. ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
  369. else
  370. ret = -1;;
  371. return ret;
  372. }
  373. int CScriptCallback::getDate(int mode)
  374. {
  375. int temp;
  376. switch (mode)
  377. {
  378. case 0:
  379. return gs->day;
  380. break;
  381. case 1:
  382. temp = (gs->day)%7;
  383. if (temp)
  384. return temp;
  385. else return 7;
  386. break;
  387. case 2:
  388. temp = ((gs->day-1)/7)+1;
  389. if (!(temp%4))
  390. return 4;
  391. else
  392. return (temp%4);
  393. break;
  394. case 3:
  395. return ((gs->day-1)/28)+1;
  396. break;
  397. }
  398. return 0;
  399. }
  400. void CScriptCallback::giveResource(int player, int which, int val)
  401. {
  402. gs->players[player].resources[which]+=val;
  403. CGI->playerint[gs->players[player].serial]->receivedResource(which,val);
  404. }
  405. void CLuaCallback::registerFuncs(lua_State * L)
  406. {
  407. lua_newtable(L);
  408. #define REGISTER_C_FUNC(x) \
  409. lua_pushstring(L, #x); \
  410. lua_pushcfunction(L, x); \
  411. lua_rawset(L, -3)
  412. REGISTER_C_FUNC(getPos);
  413. REGISTER_C_FUNC(changePrimSkill);
  414. REGISTER_C_FUNC(getGnrlText);
  415. REGISTER_C_FUNC(getSelectedHero);
  416. /*
  417. REGISTER_C_FUNC(changePrimSkill);
  418. REGISTER_C_FUNC(getGnrlText);
  419. REGISTER_C_FUNC(changePrimSkill);
  420. REGISTER_C_FUNC(getGnrlText);
  421. REGISTER_C_FUNC(changePrimSkill);
  422. REGISTER_C_FUNC(getGnrlText);*/
  423. lua_setglobal(L, "vcmi");
  424. #undef REGISTER_C_FUNC(x)
  425. }
  426. int CLuaCallback::getPos(lua_State * L)//(CGObjectInstance * object);
  427. {
  428. const int args = lua_gettop(L); // number of arguments
  429. if ((args < 1) || !lua_isnumber(L, 1) )
  430. luaL_error(L,
  431. "Incorrect arguments to getPos([Object address])");
  432. CGObjectInstance * object = (CGObjectInstance *)(lua_tointeger(L, 1));
  433. lua_pushinteger(L,object->pos.x);
  434. lua_pushinteger(L,object->pos.y);
  435. lua_pushinteger(L,object->pos.z);
  436. return 3;
  437. }
  438. int CLuaCallback::changePrimSkill(lua_State * L)//(int ID, int which, int val);
  439. {
  440. const int args = lua_gettop(L); // number of arguments
  441. if ((args < 1) || !lua_isnumber(L, 1) ||
  442. ((args >= 2) && !lua_isnumber(L, 2)) ||
  443. ((args >= 3) && !lua_isnumber(L, 3)) )
  444. {
  445. luaL_error(L,
  446. "Incorrect arguments to changePrimSkill([Hero ID], [Which Primary skill], [Change by])");
  447. }
  448. int ID = lua_tointeger(L, 1),
  449. which = lua_tointeger(L, 2),
  450. val = lua_tointeger(L, 3);
  451. CScriptCallback::changePrimSkill(ID,which,val);
  452. return 0;
  453. }
  454. int CLuaCallback::getGnrlText(lua_State * L) //(int which),returns string
  455. {
  456. const int args = lua_gettop(L); // number of arguments
  457. if ((args < 1) || !lua_isnumber(L, 1) )
  458. luaL_error(L,
  459. "Incorrect arguments to getGnrlText([Text ID])");
  460. int which = lua_tointeger(L,1);
  461. lua_pushstring(L,CGI->generaltexth->allTexts[which].c_str());
  462. return 1;
  463. }
  464. int CLuaCallback::getSelectedHero(lua_State * L) //(),returns int (ID of hero, -1 if no hero is seleceted)
  465. {
  466. int ret;
  467. if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
  468. ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
  469. else
  470. ret = -1;
  471. lua_pushinteger(L,ret);
  472. return 1;
  473. }