CCallback.cpp 16 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. {
  141. if(gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] == 0)
  142. {
  143. CGI->playerint[gs->players[player].serial]->tileRevealed(int3(xd, yd, hero->getPosition(false).z));
  144. }
  145. gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] = 1;
  146. }
  147. }
  148. }
  149. int nn=0; //number of interfece of currently browsed player
  150. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
  151. {
  152. if (j->first > PLAYER_LIMIT)
  153. break;
  154. if(j->second.fogOfWarMap[stpos.x-1][stpos.y][stpos.z] || j->second.fogOfWarMap[endpos.x-1][endpos.y][endpos.z])
  155. { //player should be notified
  156. CGI->playerint[j->second.serial]->heroMoved(curd);
  157. }
  158. ++nn;
  159. }
  160. for (int iii=0; iii<vis.size(); iii++) //if object is visitable we call onHeroVisit
  161. {
  162. if(gs->checkFunc(vis[iii]->ID,"heroVisit")) //script function
  163. gs->objscr[vis[iii]->ID]["heroVisit"]->onHeroVisit(vis[iii],curd.ho->subID);
  164. if(vis[iii]->state) //hard-coded function
  165. vis[iii]->state->onHeroVisit(vis[iii],curd.ho->subID);
  166. }
  167. }
  168. else //interaction with blocking object (like resources)
  169. {
  170. curd.successful = false;
  171. CGI->playerint[gs->players[hero->getOwner()].serial]->heroMoved(curd);
  172. for (int iii=0; iii<vis.size(); iii++) //if object is visitable we call onHeroVisit
  173. {
  174. if (vis[iii]->blockVisit)
  175. {
  176. if(gs->checkFunc(vis[iii]->ID,"heroVisit")) //script function
  177. gs->objscr[vis[iii]->ID]["heroVisit"]->onHeroVisit(vis[iii],curd.ho->subID);
  178. if(vis[iii]->state) //hard-coded function
  179. vis[iii]->state->onHeroVisit(vis[iii],curd.ho->subID);
  180. }
  181. }
  182. return false;
  183. }
  184. }
  185. else
  186. return true; //move ended - no more movement points
  187. }
  188. return true;
  189. }
  190. void CCallback::selectionMade(int selection, int asker)
  191. {
  192. //todo - jak bedzie multiplayer po sieci, to moze wymagac przerobek zaleznych od obranego modelu
  193. IChosen * ask = (IChosen *)asker;
  194. ask->chosen(selection);
  195. }
  196. int CCallback::howManyTowns()
  197. {
  198. return gs->players[gs->currentPlayer].towns.size();
  199. }
  200. const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  201. {
  202. if (!mode)
  203. return gs->players[gs->currentPlayer].towns[val];
  204. else
  205. {
  206. //TODO: add some smart ID to the CTownInstance
  207. //for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
  208. //{
  209. // if (gs->players[gs->currentPlayer].towns[i]->someID==val)
  210. // return gs->players[gs->currentPlayer].towns[i];
  211. //}
  212. return NULL;
  213. }
  214. return NULL;
  215. }
  216. int CCallback::howManyHeroes()
  217. {
  218. return gs->players[player].heroes.size();
  219. }
  220. const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  221. {
  222. if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
  223. return NULL;
  224. if (!mode)
  225. if(val<gs->players[player].heroes.size())
  226. return gs->players[player].heroes[val];
  227. else return NULL;
  228. else
  229. {
  230. for (int i=0; i<gs->players[player].heroes.size();i++)
  231. {
  232. if (gs->players[player].heroes[i]->type->ID==val)
  233. return gs->players[player].heroes[i];
  234. }
  235. }
  236. return NULL;
  237. }
  238. int CCallback::getResourceAmount(int type)
  239. {
  240. return gs->players[player].resources[type];
  241. }
  242. int CCallback::getDate(int mode)
  243. {
  244. int temp;
  245. switch (mode)
  246. {
  247. case 0:
  248. return gs->day;
  249. break;
  250. case 1:
  251. temp = (gs->day)%7;
  252. if (temp)
  253. return temp;
  254. else return 7;
  255. break;
  256. case 2:
  257. temp = ((gs->day-1)/7)+1;
  258. if (!(temp%4))
  259. return 4;
  260. else
  261. return (temp%4);
  262. break;
  263. case 3:
  264. return ((gs->day-1)/28)+1;
  265. break;
  266. }
  267. return 0;
  268. }
  269. bool CCallback::verifyPath(CPath * path, bool blockSea)
  270. {
  271. for (int i=0;i<path->nodes.size();i++)
  272. {
  273. if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked
  274. && (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable)))
  275. return false; //path is wrong - one of the tiles is blocked
  276. if (blockSea)
  277. {
  278. if (i==0)
  279. continue;
  280. if (
  281. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType==EterrainType::water)
  282. &&
  283. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType!=EterrainType::water))
  284. ||
  285. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType!=EterrainType::water)
  286. &&
  287. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::water))
  288. ||
  289. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::rock)
  290. )
  291. return false;
  292. }
  293. }
  294. return true;
  295. }
  296. std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
  297. {
  298. if(gs->players[player].fogOfWarMap[pos.x][pos.y][pos.z])
  299. return CGI->mh->getObjDescriptions(pos);
  300. else return std::vector< std::string > ();
  301. }
  302. PseudoV< PseudoV< PseudoV<unsigned char> > > & CCallback::getVisibilityMap()
  303. {
  304. return gs->players[player].fogOfWarMap;
  305. }
  306. bool CCallback::isVisible(int3 pos, int Player)
  307. {
  308. return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
  309. }
  310. std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur)
  311. {
  312. std::vector < const CGHeroInstance *> ret = std::vector < const CGHeroInstance *>();
  313. for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  314. {
  315. for (int j=0;j<(*i).second.heroes.size();j++)
  316. {
  317. if ( ( isVisible((*i).second.heroes[j]->getPosition(false),player) ) || (*i).first==player)
  318. {
  319. ret.push_back((*i).second.heroes[j]);
  320. }
  321. }
  322. } // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  323. return ret;
  324. }
  325. bool CCallback::isVisible(int3 pos)
  326. {
  327. return isVisible(pos,player);
  328. }
  329. int CCallback::getMyColor()
  330. {
  331. return player;
  332. }
  333. int CCallback::getHeroSerial(const CGHeroInstance * hero)
  334. {
  335. for (int i=0; i<gs->players[player].heroes.size();i++)
  336. {
  337. if (gs->players[player].heroes[i]==hero)
  338. return i;
  339. }
  340. return -1;
  341. }
  342. int CCallback::getMySerial()
  343. {
  344. return gs->players[player].serial;
  345. }
  346. int3 CScriptCallback::getPos(CGObjectInstance * ob)
  347. {
  348. return ob->pos;
  349. }
  350. void CScriptCallback::changePrimSkill(int ID, int which, int val)
  351. {
  352. CGHeroInstance * hero = CGI->state->getHero(ID,0);
  353. if (which<PRIMARY_SKILLS)
  354. {
  355. hero->primSkills[which]+=val;
  356. for (int i=0; i<CGI->playerint.size(); i++)
  357. {
  358. if (CGI->playerint[i]->playerID == hero->getOwner())
  359. {
  360. CGI->playerint[i]->heroPrimarySkillChanged(hero, which, val);
  361. break;
  362. }
  363. }
  364. }
  365. else if (which==4)
  366. {
  367. hero->exp+=val;
  368. std::cout << "Bohater o ID " << ID <<" (" <<CGI->heroh->heroes[ID]->name <<") dostaje "<<val<<" expa, ale nic z tym nie umiem zrobic :("<<std::endl;
  369. //TODO - powiadomic interfejsy, sprawdzic czy nie ma awansu itp
  370. }
  371. }
  372. int CScriptCallback::getHeroOwner(int heroID)
  373. {
  374. CGHeroInstance * hero = CGI->state->getHero(heroID,0);
  375. return hero->getOwner();
  376. }
  377. void CScriptCallback::showInfoDialog(int player, std::string text, std::vector<SComponent*> * components)
  378. {
  379. //TODO: upewniac sie ze mozemy to zrzutowac (przy customowych interfejsach cos moze sie kopnac)
  380. if (player>=0)
  381. {
  382. CGameInterface * temp = CGI->playerint[CGI->state->players[player].serial];
  383. if (temp->human)
  384. ((CPlayerInterface*)(temp))->showInfoDialog(text,*components);
  385. return;
  386. }
  387. else
  388. {
  389. for (int i=0; i<CGI->playerint.size();i++)
  390. {
  391. if (CGI->playerint[i]->human)
  392. ((CPlayerInterface*)(CGI->playerint[i]))->showInfoDialog(text,*components);
  393. }
  394. }
  395. }
  396. void CScriptCallback::showSelDialog(int player, std::string text, std::vector<CSelectableComponent*>*components, IChosen * asker)
  397. {
  398. CGameInterface * temp = CGI->playerint[CGI->state->players[player].serial];
  399. if (temp->human)
  400. ((CPlayerInterface*)(temp))->showSelDialog(text,*components,(int)asker);
  401. return;
  402. }
  403. int CScriptCallback::getSelectedHero()
  404. {
  405. int ret;
  406. if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
  407. ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
  408. else
  409. ret = -1;;
  410. return ret;
  411. }
  412. int CScriptCallback::getDate(int mode)
  413. {
  414. int temp;
  415. switch (mode)
  416. {
  417. case 0:
  418. return gs->day;
  419. break;
  420. case 1:
  421. temp = (gs->day)%7;
  422. if (temp)
  423. return temp;
  424. else return 7;
  425. break;
  426. case 2:
  427. temp = ((gs->day-1)/7)+1;
  428. if (!(temp%4))
  429. return 4;
  430. else
  431. return (temp%4);
  432. break;
  433. case 3:
  434. return ((gs->day-1)/28)+1;
  435. break;
  436. }
  437. return 0;
  438. }
  439. void CScriptCallback::giveResource(int player, int which, int val)
  440. {
  441. gs->players[player].resources[which]+=val;
  442. CGI->playerint[gs->players[player].serial]->receivedResource(which,val);
  443. }
  444. void CScriptCallback::showCompInfo(int player, SComponent * comp)
  445. {
  446. CPlayerInterface * i = dynamic_cast<CPlayerInterface*>(CGI->playerint[gs->players[player].serial]);
  447. if(i)
  448. i->showComp(*comp);
  449. }
  450. void CLuaCallback::registerFuncs(lua_State * L)
  451. {
  452. lua_newtable(L);
  453. #define REGISTER_C_FUNC(x) \
  454. lua_pushstring(L, #x); \
  455. lua_pushcfunction(L, x); \
  456. lua_rawset(L, -3)
  457. REGISTER_C_FUNC(getPos);
  458. REGISTER_C_FUNC(changePrimSkill);
  459. REGISTER_C_FUNC(getGnrlText);
  460. REGISTER_C_FUNC(getSelectedHero);
  461. /*
  462. REGISTER_C_FUNC(changePrimSkill);
  463. REGISTER_C_FUNC(getGnrlText);
  464. REGISTER_C_FUNC(changePrimSkill);
  465. REGISTER_C_FUNC(getGnrlText);
  466. REGISTER_C_FUNC(changePrimSkill);
  467. REGISTER_C_FUNC(getGnrlText);*/
  468. lua_setglobal(L, "vcmi");
  469. #undef REGISTER_C_FUNC(x)
  470. }
  471. int CLuaCallback::getPos(lua_State * L)//(CGObjectInstance * object);
  472. {
  473. const int args = lua_gettop(L); // number of arguments
  474. if ((args < 1) || !lua_isnumber(L, 1) )
  475. luaL_error(L,
  476. "Incorrect arguments to getPos([Object address])");
  477. CGObjectInstance * object = (CGObjectInstance *)(lua_tointeger(L, 1));
  478. lua_pushinteger(L,object->pos.x);
  479. lua_pushinteger(L,object->pos.y);
  480. lua_pushinteger(L,object->pos.z);
  481. return 3;
  482. }
  483. int CLuaCallback::changePrimSkill(lua_State * L)//(int ID, int which, int val);
  484. {
  485. const int args = lua_gettop(L); // number of arguments
  486. if ((args < 1) || !lua_isnumber(L, 1) ||
  487. ((args >= 2) && !lua_isnumber(L, 2)) ||
  488. ((args >= 3) && !lua_isnumber(L, 3)) )
  489. {
  490. luaL_error(L,
  491. "Incorrect arguments to changePrimSkill([Hero ID], [Which Primary skill], [Change by])");
  492. }
  493. int ID = lua_tointeger(L, 1),
  494. which = lua_tointeger(L, 2),
  495. val = lua_tointeger(L, 3);
  496. CScriptCallback::changePrimSkill(ID,which,val);
  497. return 0;
  498. }
  499. int CLuaCallback::getGnrlText(lua_State * L) //(int which),returns string
  500. {
  501. const int args = lua_gettop(L); // number of arguments
  502. if ((args < 1) || !lua_isnumber(L, 1) )
  503. luaL_error(L,
  504. "Incorrect arguments to getGnrlText([Text ID])");
  505. int which = lua_tointeger(L,1);
  506. lua_pushstring(L,CGI->generaltexth->allTexts[which].c_str());
  507. return 1;
  508. }
  509. int CLuaCallback::getSelectedHero(lua_State * L) //(),returns int (ID of hero, -1 if no hero is seleceted)
  510. {
  511. int ret;
  512. if (LOCPLINT->adventureInt->selection.type == HEROI_TYPE)
  513. ret = ((CGHeroInstance*)(LOCPLINT->adventureInt->selection.selected))->subID;
  514. else
  515. ret = -1;
  516. lua_pushinteger(L,ret);
  517. return 1;
  518. }