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- #include "stdafx.h"
- #include "CCallback.h"
- #include "CPathfinder.h"
- #include "hch\CHeroHandler.h"
- #include "hch\CTownHandler.h"
- #include "CGameInfo.h"
- #include "hch\CAmbarCendamo.h"
- #include "mapHandler.h"
- #include "CGameState.h"
- #include "CGameInterface.h"
- bool CCallback::moveHero(int ID, int3 destPoint)
- {
- if(ID<0 || ID>CGI->heroh->heroInstances.size())
- return false;
- if(destPoint.x<0 || destPoint.x>CGI->ac->map.width)
- return false;
- if(destPoint.y<0 || destPoint.y>CGI->ac->map.height)
- return false;
- if(destPoint.z<0 || destPoint.z>CGI->mh->ttiles[0][0].size()-1)
- return false;
- CPath * ourPath = CGI->pathf->getPath(CGI->heroh->heroInstances[ID]->pos, destPoint, CGI->heroh->heroInstances[ID]);
- if(!ourPath)
- return false;
- for(int i=ourPath->nodes.size()-1; i>0; i--)
- {
- int3 stpos, endpos;
- stpos = int3(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, CGI->heroh->heroInstances[ID]->pos.z);
- endpos = int3(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, CGI->heroh->heroInstances[ID]->pos.z);
- HeroMoveDetails curd;
- curd.src = stpos;
- curd.dst = endpos;
- curd.heroID = ID;
- curd.owner = CGI->heroh->heroInstances[ID]->owner;
- //if(CGI->heroh->heroInstances[ID]->movement>=CGI->mh->getCost(stpos, endpos, CGI->heroh->heroInstances[ID]))
- { //performing move
- int nn=0; //number of interfece of currently browsed player
- for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
- {
- if(j->second.fogOfWarMap[stpos.x][stpos.y][stpos.z] || j->second.fogOfWarMap[endpos.x][endpos.y][endpos.z])
- { //player should be notified
- CGI->playerint[nn]->heroMoved(curd);
- }
- ++nn;
- break; //for testing only
- }
- }
- //else
- //return true; //move ended - no more movement points
- }
- return true;
- }
- int CCallback::howManyTowns()
- {
- return gs->players[gs->currentPlayer].towns.size();
- }
- const CTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
- {
- if (!mode)
- return gs->players[gs->currentPlayer].towns[val];
- else
- {
- //TODO: add some smart ID to the CTownInstance
- //for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
- //{
- // if (gs->players[gs->currentPlayer].towns[i]->someID==val)
- // return gs->players[gs->currentPlayer].towns[i];
- //}
- return NULL;
- }
- return NULL;
- }
- int CCallback::howManyHeroes(int player)
- {
- if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
- return -1;
- return gs->players[player].heroes.size();
- }
- const CHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
- {
- if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
- return NULL;
- if (!mode)
- return gs->players[player].heroes[val];
- else
- {
- for (int i=0; i<gs->players[player].heroes.size();i++)
- {
- if (gs->players[player].heroes[i]->type->ID==val)
- return gs->players[player].heroes[i];
- }
- }
- return NULL;
- }
- int CCallback::getResourceAmount(int type)
- {
- return gs->players[gs->currentPlayer].resources[type];
- }
- int CCallback::getDate(int mode)
- {
- int temp;
- switch (mode)
- {
- case 0:
- return gs->day;
- case 1:
- temp = (gs->day)%7;
- if (temp)
- return temp;
- else return 7;
- case 2:
- temp = ((gs->day-1)/7)+1;
- if (temp%4)
- return temp;
- else return 4;
- case 3:
- return ((gs->day-1)/28)+1;
- }
- }
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