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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"
- #include "CLua.h"
- int CCallback::lowestSpeed(CGHeroInstance * chi)
- {
- int min = 150;
- for ( std::map<int,std::pair<CCreature*,int> >::iterator i = chi->army.slots.begin();
- i!=chi->army.slots.end(); i++ )
- {
- if (min>(*i).second.first->speed)
- min = (*i).second.first->speed;
- }
- return min;
- }
- int CCallback::valMovePoints(CGHeroInstance * chi)
- {
- int ret = 1270+70*lowestSpeed(chi);
- if (ret>2000)
- ret=2000;
-
- //TODO: additional bonuses (but they aren't currently stored in chi)
- return ret;
- }
- void CCallback::newTurn()
- {
- //std::map<int, PlayerState>::iterator i = gs->players.begin() ;
- gs->day++;
- for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- {
- for (int j=0;j<(*i).second.heroes.size();j++)
- {
- (*i).second.heroes[j]->movement = valMovePoints((*i).second.heroes[j]);
- }
- }
- }
- bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
- {
- CGHeroInstance * hero = NULL;
- if (idtype==0)
- {
- if (player==-1)
- hero=gs->players[player+1].heroes[ID];
- else
- hero=gs->players[player].heroes[ID];
- }
- else if (idtype==1 && player>=0) //looking for it in local area
- {
- for (int i=0; i<gs->players[player].heroes.size();i++)
- {
- if (gs->players[player].heroes[i]->type->ID == ID)
- hero = gs->players[player].heroes[i];
- }
- }
- else //idtype==1; player<0
- {
- for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)
- {
- for (int i=0; i<(*j).second.heroes.size();i++)
- {
- if ((*j).second.heroes[i]->type->ID == ID)
- {
- hero = (*j).second.heroes[i];
- }
- }
- }
- }
- if (!hero)
- return false; //can't find hero
- if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
- return false; //invalid path
- //check path format
- if (pathType==0)
- CPathfinder::convertPath(path,pathType);
- if (pathType>1)
- throw std::exception("Unknown path format");
- CPath * ourPath = path;
- 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, hero->pos.z);
- endpos = int3(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
- HeroMoveDetails curd;
- curd.src = stpos;
- curd.dst = endpos;
- curd.ho = hero;
- curd.owner = hero->state->owner;
- /*if(player!=-1)
- {
- hero->pos = endpos;
- }*/
- if((hero->movement>=CGI->mh->getCost(stpos, endpos, hero)) || player==-1)
- { //performing move
- hero->movement-=CGI->mh->getCost(stpos, endpos, hero);
-
- int heroSight = hero->getSightDistance();
- int xbeg = stpos.x - heroSight - 2;
- if(xbeg < 0)
- xbeg = 0;
- int xend = stpos.x + heroSight + 2;
- if(xend >= CGI->ac->map.width)
- xend = CGI->ac->map.width - 1;
- int ybeg = stpos.y - heroSight - 2;
- if(ybeg < 0)
- ybeg = 0;
- int yend = stpos.y + heroSight + 2;
- if(yend >= CGI->ac->map.height)
- yend = CGI->ac->map.height - 1;
- for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
- {
- for(int yd=ybeg; yd<yend; ++yd)
- {
- int deltaX = (hero->getPosition(false).x-xd)*(hero->getPosition(false).x-xd);
- int deltaY = (hero->getPosition(false).y-yd)*(hero->getPosition(false).y-yd);
- if(deltaX+deltaY<hero->getSightDistance()*hero->getSightDistance())
- gs->players[player].fogOfWarMap[xd][yd][hero->getPosition(false).z] = 1;
- }
- }
- hero->pos = curd.dst;
- 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->first > PLAYER_LIMIT)
- break;
- if(j->second.fogOfWarMap[stpos.x-1][stpos.y][stpos.z] || j->second.fogOfWarMap[endpos.x-1][endpos.y][endpos.z])
- { //player should be notified
- CGI->playerint[j->first]->heroMoved(curd);
- }
- ++nn;
- }
- std::vector< CGObjectInstance * > vis = CGI->mh->getVisitableObjs(hero->getPosition(false));
- for (int iii=0; iii<vis.size(); iii++)
- std::cout<< CGI->objh->objects[vis[iii]->ID].name<<std::endl;
- }
- else
- return true; //move ended - no more movement points
- //hero->pos = curd.dst;
- }
- return true;
- }
- int CCallback::howManyTowns()
- {
- return gs->players[gs->currentPlayer].towns.size();
- }
- const CGTownInstance * 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()
- {
- return gs->players[player].heroes.size();
- }
- const CGHeroInstance * 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;
- break;
- case 1:
- temp = (gs->day)%7;
- if (temp)
- return temp;
- else return 7;
- break;
- case 2:
- temp = ((gs->day-1)/7)+1;
- if (!(temp%4))
- return 4;
- else
- return (temp%4);
- break;
- case 3:
- return ((gs->day-1)/28)+1;
- break;
- }
- return 0;
- }
- bool CCallback::verifyPath(CPath * path, bool blockSea)
- {
- for (int i=0;i<path->nodes.size();i++)
- {
- if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked
- && (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable)))
- return false; //path is wrong - one of the tiles is blocked
- if (blockSea)
- {
- if (i==0)
- continue;
- if (
- ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType==EterrainType::water)
- &&
- (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType!=EterrainType::water))
- ||
- ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].terType!=EterrainType::water)
- &&
- (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::water))
- ||
- (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].terType==EterrainType::rock)
-
- )
- return false;
- }
- }
- return true;
- }
- std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
- {
- if(gs->players[player].fogOfWarMap[pos.x][pos.y][pos.z])
- return CGI->mh->getObjDescriptions(pos);
- else return std::vector< std::string > ();
- }
- PseudoV< PseudoV< PseudoV<unsigned char> > > & CCallback::getVisibilityMap()
- {
- return gs->players[player].fogOfWarMap;
- }
- bool CCallback::isVisible(int3 pos, int Player)
- {
- return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
- }
- std::vector < const CGHeroInstance *> * CCallback::getHeroesInfo(bool onlyOur)
- {
- std::vector < const CGHeroInstance *> * ret = new std::vector < const CGHeroInstance *>();
- for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- {
- for (int j=0;j<(*i).second.heroes.size();j++)
- {
- if ( ( isVisible((*i).second.heroes[j]->getPosition(false),player) ) || (*i).first==player)
- {
- ret->push_back((*i).second.heroes[j]);
- }
- }
- } // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- return ret;
- }
- bool CCallback::isVisible(int3 pos)
- {
- return isVisible(pos,player);
- }
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