CCallback.cpp 8.5 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 "CGameInterface.h"
  11. #include "CLua.h"
  12. int CCallback::lowestSpeed(CGHeroInstance * chi)
  13. {
  14. int min = 150;
  15. for ( std::map<int,std::pair<CCreature*,int> >::iterator i = chi->army.slots.begin();
  16. i!=chi->army.slots.end(); i++ )
  17. {
  18. if (min>(*i).second.first->speed)
  19. min = (*i).second.first->speed;
  20. }
  21. return min;
  22. }
  23. int CCallback::valMovePoints(CGHeroInstance * chi)
  24. {
  25. int ret = 1270+70*lowestSpeed(chi);
  26. if (ret>2000)
  27. ret=2000;
  28. //TODO: additional bonuses (but they aren't currently stored in chi)
  29. return ret;
  30. }
  31. void CCallback::newTurn()
  32. {
  33. //std::map<int, PlayerState>::iterator i = gs->players.begin() ;
  34. gs->day++;
  35. for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  36. {
  37. for (int j=0;j<(*i).second.heroes.size();j++)
  38. {
  39. (*i).second.heroes[j]->movement = valMovePoints((*i).second.heroes[j]);
  40. }
  41. }
  42. }
  43. bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
  44. {
  45. CGHeroInstance * hero = NULL;
  46. if (idtype==0)
  47. {
  48. if (player==-1)
  49. hero=gs->players[player+1].heroes[ID];
  50. else
  51. hero=gs->players[player].heroes[ID];
  52. }
  53. else if (idtype==1 && player>=0) //looking for it in local area
  54. {
  55. for (int i=0; i<gs->players[player].heroes.size();i++)
  56. {
  57. if (gs->players[player].heroes[i]->type->ID == ID)
  58. hero = gs->players[player].heroes[i];
  59. }
  60. }
  61. else //idtype==1; player<0
  62. {
  63. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)
  64. {
  65. for (int i=0; i<(*j).second.heroes.size();i++)
  66. {
  67. if ((*j).second.heroes[i]->type->ID == ID)
  68. {
  69. hero = (*j).second.heroes[i];
  70. }
  71. }
  72. }
  73. }
  74. if (!hero)
  75. return false; //can't find hero
  76. if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
  77. return false; //invalid path
  78. //check path format
  79. if (pathType==0)
  80. CPathfinder::convertPath(path,pathType);
  81. if (pathType>1)
  82. throw std::exception("Unknown path format");
  83. CPath * ourPath = path;
  84. if(!ourPath)
  85. return false;
  86. for(int i=ourPath->nodes.size()-1; i>0; i--)
  87. {
  88. int3 stpos, endpos;
  89. stpos = int3(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z);
  90. endpos = int3(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
  91. HeroMoveDetails curd;
  92. curd.src = stpos;
  93. curd.dst = endpos;
  94. curd.ho = hero;
  95. curd.owner = hero->state->owner;
  96. /*if(player!=-1)
  97. {
  98. hero->pos = endpos;
  99. }*/
  100. if((hero->movement>=CGI->mh->getCost(stpos, endpos, hero)) || player==-1)
  101. { //performing move
  102. hero->movement-=CGI->mh->getCost(stpos, endpos, hero);
  103. int heroSight = hero->getSightDistance();
  104. int xbeg = stpos.x - heroSight - 2;
  105. if(xbeg < 0)
  106. xbeg = 0;
  107. int xend = stpos.x + heroSight + 2;
  108. if(xend >= CGI->ac->map.width)
  109. xend = CGI->ac->map.width - 1;
  110. int ybeg = stpos.y - heroSight - 2;
  111. if(ybeg < 0)
  112. ybeg = 0;
  113. int yend = stpos.y + heroSight + 2;
  114. if(yend >= CGI->ac->map.height)
  115. yend = CGI->ac->map.height - 1;
  116. for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
  117. {
  118. for(int yd=ybeg; yd<yend; ++yd)
  119. {
  120. int deltaX = (hero->getPosition(false).x-xd)*(hero->getPosition(false).x-xd);
  121. int deltaY = (hero->getPosition(false).y-yd)*(hero->getPosition(false).y-yd);
  122. if(deltaX+deltaY<hero->getSightDistance()*hero->getSightDistance())
  123. gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] = 1;
  124. }
  125. }
  126. hero->pos = curd.dst;
  127. int nn=0; //number of interfece of currently browsed player
  128. for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
  129. {
  130. if (j->first > PLAYER_LIMIT)
  131. break;
  132. if(j->second.fogOfWarMap[stpos.x-1][stpos.y][stpos.z] || j->second.fogOfWarMap[endpos.x-1][endpos.y][endpos.z])
  133. { //player should be notified
  134. CGI->playerint[j->first]->heroMoved(curd);
  135. }
  136. ++nn;
  137. }
  138. std::vector< CGObjectInstance * > vis = CGI->mh->getVisitableObjs(hero->getPosition(false));
  139. for (int iii=0; iii<vis.size(); iii++)
  140. std::cout<< CGI->objh->objects[vis[iii]->ID].name<<std::endl;
  141. }
  142. else
  143. return true; //move ended - no more movement points
  144. //hero->pos = curd.dst;
  145. }
  146. return true;
  147. }
  148. int CCallback::howManyTowns()
  149. {
  150. return gs->players[gs->currentPlayer].towns.size();
  151. }
  152. const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  153. {
  154. if (!mode)
  155. return gs->players[gs->currentPlayer].towns[val];
  156. else
  157. {
  158. //TODO: add some smart ID to the CTownInstance
  159. //for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
  160. //{
  161. // if (gs->players[gs->currentPlayer].towns[i]->someID==val)
  162. // return gs->players[gs->currentPlayer].towns[i];
  163. //}
  164. return NULL;
  165. }
  166. return NULL;
  167. }
  168. int CCallback::howManyHeroes()
  169. {
  170. return gs->players[player].heroes.size();
  171. }
  172. const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  173. {
  174. if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
  175. return NULL;
  176. if (!mode)
  177. return gs->players[player].heroes[val];
  178. else
  179. {
  180. for (int i=0; i<gs->players[player].heroes.size();i++)
  181. {
  182. if (gs->players[player].heroes[i]->type->ID==val)
  183. return gs->players[player].heroes[i];
  184. }
  185. }
  186. return NULL;
  187. }
  188. int CCallback::getResourceAmount(int type)
  189. {
  190. return gs->players[gs->currentPlayer].resources[type];
  191. }
  192. int CCallback::getDate(int mode)
  193. {
  194. int temp;
  195. switch (mode)
  196. {
  197. case 0:
  198. return gs->day;
  199. break;
  200. case 1:
  201. temp = (gs->day)%7;
  202. if (temp)
  203. return temp;
  204. else return 7;
  205. break;
  206. case 2:
  207. temp = ((gs->day-1)/7)+1;
  208. if (!(temp%4))
  209. return 4;
  210. else
  211. return (temp%4);
  212. break;
  213. case 3:
  214. return ((gs->day-1)/28)+1;
  215. break;
  216. }
  217. return 0;
  218. }
  219. bool CCallback::verifyPath(CPath * path, bool blockSea)
  220. {
  221. for (int i=0;i<path->nodes.size();i++)
  222. {
  223. if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked
  224. && (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable)))
  225. return false; //path is wrong - one of the tiles is blocked
  226. if (blockSea)
  227. {
  228. if (i==0)
  229. continue;
  230. if (
  231. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType==EterrainType::water)
  232. &&
  233. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType!=EterrainType::water))
  234. ||
  235. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType!=EterrainType::water)
  236. &&
  237. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::water))
  238. ||
  239. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::rock)
  240. )
  241. return false;
  242. }
  243. }
  244. return true;
  245. }
  246. std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
  247. {
  248. if(gs->players[player].fogOfWarMap[pos.x][pos.y][pos.z])
  249. return CGI->mh->getObjDescriptions(pos);
  250. else return std::vector< std::string > ();
  251. }
  252. PseudoV< PseudoV< PseudoV<unsigned char> > > & CCallback::getVisibilityMap()
  253. {
  254. return gs->players[player].fogOfWarMap;
  255. }
  256. bool CCallback::isVisible(int3 pos, int Player)
  257. {
  258. return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
  259. }
  260. std::vector < const CGHeroInstance *> * CCallback::getHeroesInfo(bool onlyOur)
  261. {
  262. std::vector < const CGHeroInstance *> * ret = new std::vector < const CGHeroInstance *>();
  263. for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  264. {
  265. for (int j=0;j<(*i).second.heroes.size();j++)
  266. {
  267. if ( ( isVisible((*i).second.heroes[j]->getPosition(false),player) ) || (*i).first==player)
  268. {
  269. ret->push_back((*i).second.heroes[j]);
  270. }
  271. }
  272. } // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  273. return ret;
  274. }
  275. bool CCallback::isVisible(int3 pos)
  276. {
  277. return isVisible(pos,player);
  278. }