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vcmi/lib/IGameCallback.cpp

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#define VCMI_DLL
#include "IGameCallback.h"
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#include "../lib/CGameState.h"
#include "../lib/map.h"
#include "../hch/CObjectHandler.h"
#include "../StartInfo.h"
#include "../hch/CArtHandler.h"
#include "../hch/CSpellHandler.h"
#include "../lib/VCMI_Lib.h"
#include <boost/random/linear_congruential.hpp>
/*
* IGameCallback.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
extern boost::rand48 ran;
CGameState *const IGameCallback::gameState ()
{
return gs;
}
const CGObjectInstance* IGameCallback::getObj(int objid)
{
if(objid < 0 || objid >= gs->map->objects.size())
{
tlog1 << "Cannot get object with id " << objid << std::endl;
return NULL;
}
else if (!gs->map->objects[objid])
{
tlog1 << "Cannot get object with id " << objid << ". Object was removed.\n";
return NULL;
}
return gs->map->objects[objid];
}
const CGHeroInstance* IGameCallback::getHero(int objid)
{
const CGObjectInstance *obj = getObj(objid);
if(obj)
return dynamic_cast<const CGHeroInstance*>(obj);
else
return NULL;
}
const CGTownInstance* IGameCallback::getTown(int objid)
{
const CGObjectInstance *obj = getObj(objid);
if(obj)
return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid]);
else
return NULL;
}
int IGameCallback::getOwner(int heroID)
{
return gs->map->objects[heroID]->tempOwner;
}
int IGameCallback::getResource(int player, int which)
{
return gs->players.find(player)->second.resources[which];
}
int IGameCallback::getDate(int mode)
{
return gs->getDate(mode);
}
const CGHeroInstance* IGameCallback::getSelectedHero( int player )
{
if(gs->players.find(player)->second.currentSelection==-1)
return NULL;
return getHero(gs->players.find(player)->second.currentSelection);
}
const PlayerSettings * IGameCallback::getPlayerSettings( int color )
{
return &gs->scenarioOps->getIthPlayersSettings(color);
}
int IGameCallback::getHeroCount( int player, bool includeGarrisoned )
{
int ret = 0;
if(includeGarrisoned)
return gs->getPlayer(player)->heroes.size();
else
for(int i=0; i < gs->getPlayer(player)->heroes.size(); i++)
if(!gs->getPlayer(player)->heroes[i]->inTownGarrison)
ret++;
return ret;
}
void IGameCallback::getTilesInRange( std::set<int3> &tiles, int3 pos, int radious, int player/*=-1*/, int mode/*=0*/ )
{
if(player >= PLAYER_LIMIT)
{
tlog1 << "Illegal call to getTilesInRange!\n";
return;
}
if (radious == -1) //reveal entire map
getAllTiles (tiles, player, -1, 0);
else
{
PlayerState * plr = &gs->players.find(player)->second;
for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gs->map->width - 1); xd++)
{
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->map->height - 1); yd++)
{
double distance = pos.dist2d(int3(xd,yd,pos.z)) - 0.5;
if(distance <= radious)
{
if(player < 0
|| (mode == 1 && plr->fogOfWarMap[xd][yd][pos.z]==0)
|| (mode == -1 && plr->fogOfWarMap[xd][yd][pos.z]==1)
)
tiles.insert(int3(xd,yd,pos.z));
}
}
}
}
}
void IGameCallback::getAllTiles (std::set<int3> &tiles, int player/*=-1*/, int level, int surface )
{
if(player >= PLAYER_LIMIT)
{
tlog1 << "Illegal call to getAllTiles !\n";
return;
}
bool water = surface == 0 || surface == 2,
land = surface == 0 || surface == 1;
std::vector<int> floors;
if(level == -1)
{
for (int xd = 0; xd <= gs->map->width - 1; xd++)
for(int b=0; b<gs->map->twoLevel + 1; ++b) //if gs->map->twoLevel is false then false (0) + 1 is 1, if it's true (1) then we have 2
{
floors.push_back(b);
}
}
else
floors.push_back(level);
for (std::vector<int>::const_iterator i = floors.begin(); i!= floors.end(); i++)
{
register int zd = *i;
for (int xd = 0; xd < gs->map->width; xd++)
{
for (int yd = 0; yd < gs->map->height; yd++)
{
if ((getTile (int3 (xd,yd,zd))->tertype == 8 && water)
|| (getTile (int3 (xd,yd,zd))->tertype != 8 && land))
tiles.insert(int3(xd,yd,zd));
}
}
}
}
bool IGameCallback::isAllowed( int type, int id )
{
switch(type)
{
case 0:
return gs->map->allowedSpell[id];
case 1:
return gs->map->allowedArtifact[id];
default:
tlog1 << "Wrong call to IGameCallback::isAllowed!\n";
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return false;
}
}
void IGameCallback::getAllowedArts(std::vector<CArtifact*> &out, std::vector<CArtifact*> CArtHandler::*arts, int flag)
{
if (!(VLC->arth->*arts).size()) //restock avaliable arts
{
for (int i = 0; i < VLC->arth->artifacts.size(); i++)
{
if (VLC->arth->artifacts[i].aClass == flag)
(VLC->arth->*arts).push_back(&(VLC->arth->artifacts[i]));
}
}
for (int i = 0; i < (VLC->arth->*arts).size(); i++)
{
CArtifact *art = (VLC->arth->*arts)[i];
if(isAllowed(1, art->id))
{
out.push_back(art);
}
}
}
void IGameCallback::getAllowed(std::vector<CArtifact*> &out, int flags)
{
if(flags & CArtifact::ART_TREASURE)
getAllowedArts(out,&CArtHandler::treasures, CArtifact::ART_TREASURE);
if(flags & CArtifact::ART_MINOR)
getAllowedArts(out,&CArtHandler::minors, CArtifact::ART_MINOR);
if(flags & CArtifact::ART_MAJOR)
getAllowedArts(out,&CArtHandler::majors, CArtifact::ART_MAJOR);
if(flags & CArtifact::ART_RELIC)
getAllowedArts(out,&CArtHandler::relics, CArtifact::ART_RELIC);
}
ui16 IGameCallback::getRandomArt (int flags)
{
std::vector<CArtifact*> out;
getAllowed(out, flags);
CArtifact *art = out[ran() % out.size()];
std::vector<CArtifact*>* ptr;
switch (art->aClass)
{
case CArtifact::ART_TREASURE:
ptr = &VLC->arth->treasures;
break;
case CArtifact::ART_MINOR:
ptr = &VLC->arth->minors;
break;
case CArtifact::ART_MAJOR:
ptr = &VLC->arth->majors;
break;
case CArtifact::ART_RELIC:
ptr = &VLC->arth->relics;
break;
}
ptr->erase (std::find(ptr->begin(), ptr->end(), art)); //remove the artifact from avaliable list
return art->id;
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}
void IGameCallback::getAllowedSpells(std::vector<ui16> &out, ui16 level)
{
CSpell *spell;
for (int i = 0; i < gs->map->allowedSpell.size(); i++) //spellh size appears to be greater (?)
{
spell = &(VLC->spellh->spells[i]);
if (isAllowed (0, spell->id) && spell->level == level)
{
out.push_back(spell->id);
}
}
}
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int3 IGameCallback::getMapSize()
{
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return int3(gs->map->width, gs->map->height, gs->map->twoLevel + 1);
}
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inline TerrainTile * IGameCallback::getTile( int3 pos )
{
if(!gs->map->isInTheMap(pos))
return NULL;
return &gs->map->getTile(pos);
}