1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

* more TPlayerColor/TResource

This commit is contained in:
mateuszb 2012-09-24 17:00:18 +00:00
parent 18bd898cb1
commit 55f1c47c16
8 changed files with 55 additions and 55 deletions

View File

@ -80,7 +80,7 @@ struct ArmyDescriptor : public std::map<TSlot, CStackBasicDescriptor>
struct DLL_LINKAGE InfoAboutArmy
{
ui8 owner;
TPlayerColor owner;
std::string name;
ArmyDescriptor army;

View File

@ -212,7 +212,7 @@ int CObjectHandler::bankObjToIndex (const CGObjectInstance * obj)
return 0;
}
}
int CGObjectInstance::getOwner() const
TPlayerColor CGObjectInstance::getOwner() const
{
//if (state)
// return state->owner;
@ -242,7 +242,7 @@ const std::string & CGObjectInstance::getHoverText() const
{
return hoverName;
}
void CGObjectInstance::setOwner(int ow)
void CGObjectInstance::setOwner(TPlayerColor ow)
{
//if (state)
// state->owner = ow;
@ -2198,12 +2198,12 @@ void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result )
}
}
void CGTownInstance::removeCapitols (ui8 owner) const
void CGTownInstance::removeCapitols (TPlayerColor owner) const
{
if (hasCapitol()) // search if there's an older capitol
{
PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player
for (std::vector<ConstTransitivePtr<CGTownInstance> >::const_iterator i = state->towns.begin(); i < state->towns.end(); ++i)
for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
{
if (*i != this && (*i)->hasCapitol())
{

View File

@ -167,15 +167,15 @@ public:
CGDefInfo * defInfo;
ui8 animPhaseShift;
ui8 tempOwner;
TPlayerColor tempOwner;
ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
int getOwner() const;
void setOwner(int ow);
TPlayerColor getOwner() const;
void setOwner(TPlayerColor ow);
int getWidth() const; //returns width of object graphic in tiles
int getHeight() const; //returns height of object graphic in tiles
bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
@ -424,7 +424,7 @@ class DLL_LINKAGE CSpecObjInfo
{
public:
virtual ~CSpecObjInfo(){};
ui8 player; //owner
TPlayerColor player; //owner
};
class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
@ -637,7 +637,7 @@ public:
bool hasBuilt(int buildingID, int townID) const;
int dailyIncome() const; //calculates daily income of this town
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
void removeCapitols (ui8 owner) const;
void removeCapitols (TPlayerColor owner) const;
bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
CGTownInstance();

View File

@ -1475,7 +1475,7 @@ StackOwnerLimiter::StackOwnerLimiter()
{
}
StackOwnerLimiter::StackOwnerLimiter(ui8 Owner)
StackOwnerLimiter::StackOwnerLimiter(TPlayerColor Owner)
: owner(Owner)
{
}

View File

@ -828,9 +828,9 @@ public:
class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
{
public:
ui8 owner;
TPlayerColor owner;
StackOwnerLimiter();
StackOwnerLimiter(ui8 Owner);
StackOwnerLimiter(TPlayerColor Owner);
int limit(const BonusLimitationContext &context) const OVERRIDE;

View File

@ -41,14 +41,14 @@ CGameState * CPrivilagedInfoCallback::gameState ()
return gs;
}
int CGameInfoCallback::getOwner(int heroID) const
TPlayerColor CGameInfoCallback::getOwner(int heroID) const
{
const CGObjectInstance *obj = getObj(heroID);
ERROR_RET_VAL_IF(!obj, "No such object!", -1);
return gs->map->objects[heroID]->tempOwner;
}
int CGameInfoCallback::getResource(int Player, int which) const
TResource CGameInfoCallback::getResource(TPlayerColor Player, int which) const
{
const PlayerState *p = getPlayer(Player);
ERROR_RET_VAL_IF(!p, "No player info!", -1);
@ -56,7 +56,7 @@ int CGameInfoCallback::getResource(int Player, int which) const
return p->resources[which];
}
const CGHeroInstance* CGameInfoCallback::getSelectedHero( int Player ) const
const CGHeroInstance* CGameInfoCallback::getSelectedHero( TPlayerColor Player ) const
{
const PlayerState *p = getPlayer(Player);
ERROR_RET_VAL_IF(!p, "No player info!", NULL);
@ -68,12 +68,12 @@ const CGHeroInstance* CGameInfoCallback::getSelectedHero() const
return getSelectedHero(gs->currentPlayer);
}
const PlayerSettings * CGameInfoCallback::getPlayerSettings(int color) const
const PlayerSettings * CGameInfoCallback::getPlayerSettings(TPlayerColor color) const
{
return &gs->scenarioOps->getIthPlayersSettings(color);
}
void CPrivilagedInfoCallback::getTilesInRange( boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int player/*=-1*/, int mode/*=0*/ ) const
void CPrivilagedInfoCallback::getTilesInRange( boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, TPlayerColor player/*=-1*/, int mode/*=0*/ ) const
{
if(player >= GameConstants::PLAYER_LIMIT)
{
@ -103,7 +103,7 @@ void CPrivilagedInfoCallback::getTilesInRange( boost::unordered_set<int3, ShashI
}
}
void CPrivilagedInfoCallback::getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, int Player/*=-1*/, int level, int surface ) const
void CPrivilagedInfoCallback::getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, TPlayerColor Player/*=-1*/, int level, int surface ) const
{
if(Player >= GameConstants::PLAYER_LIMIT)
{
@ -226,14 +226,14 @@ inline TerrainTile * CNonConstInfoCallback::getTile( int3 pos )
return &gs->map->getTile(pos);
}
const PlayerState * CGameInfoCallback::getPlayer(int color, bool verbose) const
const PlayerState * CGameInfoCallback::getPlayer(TPlayerColor color, bool verbose) const
{
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!hasAccess(color), verbose, "Cannot access player " << color << "info!", NULL);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!vstd::contains(gs->players,color), verbose, "Cannot find player " << color << "info!", NULL);
return &gs->players[color];
}
const CTown * CGameInfoCallback::getNativeTown(int color) const
const CTown * CGameInfoCallback::getNativeTown(TPlayerColor color) const
{
const PlayerSettings *ps = getPlayerSettings(color);
ERROR_RET_VAL_IF(!ps, "There is no such player!", NULL);
@ -442,7 +442,7 @@ bool CGameInfoCallback::verifyPath(CPath * path, bool blockSea) const
return true;
}
bool CGameInfoCallback::isVisible(int3 pos, int Player) const
bool CGameInfoCallback::isVisible(int3 pos, TPlayerColor Player) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->map->isInTheMap(pos) && (Player == -1 || gs->isVisible(pos, Player));
@ -453,7 +453,7 @@ bool CGameInfoCallback::isVisible(int3 pos) const
return isVisible(pos,player);
}
bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, int Player ) const
bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, TPlayerColor Player ) const
{
return gs->isVisible(obj, Player);
}
@ -640,12 +640,12 @@ const CMapHeader * CGameInfoCallback::getMapHeader() const
return gs->map;
}
bool CGameInfoCallback::hasAccess(int playerId) const
bool CGameInfoCallback::hasAccess(TPlayerColor playerId) const
{
return player < 0 || gs->getPlayerRelations( playerId, player );
}
int CGameInfoCallback::getPlayerStatus(int player) const
int CGameInfoCallback::getPlayerStatus(TPlayerColor player) const
{
const PlayerState *ps = gs->getPlayer(player, false);
if(!ps)
@ -658,7 +658,7 @@ std::string CGameInfoCallback::getTavernGossip(const CGObjectInstance * townOrTa
return "GOSSIP TEST";
}
int CGameInfoCallback::getPlayerRelations( ui8 color1, ui8 color2 ) const
int CGameInfoCallback::getPlayerRelations( TPlayerColor color1, TPlayerColor color2 ) const
{
return gs->getPlayerRelations(color1, color2);
}
@ -668,7 +668,7 @@ bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const
return !obj || hasAccess(obj->tempOwner);
}
int CGameInfoCallback::getHeroCount( int player, bool includeGarrisoned ) const
int CGameInfoCallback::getHeroCount( TPlayerColor player, bool includeGarrisoned ) const
{
int ret = 0;
const PlayerState *p = gs->getPlayer(player);
@ -702,7 +702,7 @@ CGameInfoCallback::CGameInfoCallback()
{
}
CGameInfoCallback::CGameInfoCallback(CGameState *GS, int Player)
CGameInfoCallback::CGameInfoCallback(CGameState *GS, TPlayerColor Player)
{
gs = GS;
player = Player;
@ -851,7 +851,7 @@ const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId)
return p->towns[serialId];
}
int CPlayerSpecificInfoCallback::getResourceAmount(int type) const
TResource CPlayerSpecificInfoCallback::getResourceAmount(int type) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", -1);
@ -881,12 +881,12 @@ TeamState *CNonConstInfoCallback::getTeam(ui8 teamID)
return const_cast<TeamState*>(CGameInfoCallback::getTeam(teamID));
}
TeamState *CNonConstInfoCallback::getPlayerTeam(ui8 color)
TeamState *CNonConstInfoCallback::getPlayerTeam(TPlayerColor color)
{
return const_cast<TeamState*>(CGameInfoCallback::getPlayerTeam(color));
}
PlayerState * CNonConstInfoCallback::getPlayer( ui8 color, bool verbose )
PlayerState * CNonConstInfoCallback::getPlayer( TPlayerColor color, bool verbose )
{
return const_cast<PlayerState*>(CGameInfoCallback::getPlayer(color, verbose));
}
@ -899,9 +899,9 @@ const TeamState * CGameInfoCallback::getTeam( ui8 teamID ) const
return ret;
}
const TeamState * CGameInfoCallback::getPlayerTeam( ui8 teamID ) const
const TeamState * CGameInfoCallback::getPlayerTeam( TPlayerColor color ) const
{
const PlayerState * ps = getPlayer(teamID);
const PlayerState * ps = getPlayer(color);
if (ps)
return getTeam(ps->team);
return NULL;

View File

@ -64,10 +64,10 @@ class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
{
protected:
CGameInfoCallback();
CGameInfoCallback(CGameState *GS, int Player);
bool hasAccess(int playerId) const;
bool isVisible(int3 pos, int Player) const;
bool isVisible(const CGObjectInstance *obj, int Player) const;
CGameInfoCallback(CGameState *GS, TPlayerColor Player);
bool hasAccess(TPlayerColor playerId) const;
bool isVisible(int3 pos, TPlayerColor Player) const;
bool isVisible(const CGObjectInstance *obj, TPlayerColor Player) const;
bool isVisible(const CGObjectInstance *obj) const;
bool canGetFullInfo(const CGObjectInstance *obj) const; //true we player owns obj or ally owns obj or privileged mode
@ -80,15 +80,15 @@ public:
bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact; 2 - secondary skill
//player
const PlayerState * getPlayer(int color, bool verbose = true) const;
int getResource(int Player, int which) const;
const PlayerState * getPlayer(TPlayerColor color, bool verbose = true) const;
TResource getResource(TPlayerColor Player, int which) const;
bool isVisible(int3 pos) const;
int getPlayerRelations(ui8 color1, ui8 color2) const;// 0 = enemy, 1 = ally, 2 = same player
int getPlayerRelations(TPlayerColor color1, TPlayerColor color2) const;// 0 = enemy, 1 = ally, 2 = same player
void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
int getPlayerStatus(int player) const; //-1 if no such player
int getPlayerStatus(TPlayerColor player) const; //-1 if no such player
int getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
virtual int getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
const PlayerSettings * getPlayerSettings(int color) const;
const PlayerSettings * getPlayerSettings(TPlayerColor color) const;
//armed object
@ -97,12 +97,12 @@ public:
//hero
const CGHeroInstance* getHero(int objid) const;
const CGHeroInstance* getHeroWithSubid(int subid) const;
int getHeroCount(int player, bool includeGarrisoned) const;
int getHeroCount(TPlayerColor player, bool includeGarrisoned) const;
bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
bool verifyPath(CPath * path, bool blockSea)const;
const CGHeroInstance* getSelectedHero(int player) const; //NULL if no hero is selected
const CGHeroInstance* getSelectedHero(TPlayerColor player) const; //NULL if no hero is selected
const CGHeroInstance* getSelectedHero() const; //of current (active) player
//objects
@ -111,7 +111,7 @@ public:
std::vector <const CGObjectInstance * > getVisitableObjs(int3 pos, bool verbose = true)const;
std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
std::vector <std::string > getObjDescriptions(int3 pos)const; //returns descriptions of objects at pos in order from the lowest to the highest
int getOwner(int heroID) const;
TPlayerColor getOwner(int heroID) const;
const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //NULL if object has been removed (eg. killed)
//map
@ -130,11 +130,11 @@ public:
int canBuildStructure(const CGTownInstance *t, int ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID);
virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
const CTown *getNativeTown(int color) const;
const CTown *getNativeTown(TPlayerColor color) const;
//from gs
const TeamState *getTeam(ui8 teamID) const;
const TeamState *getPlayerTeam(ui8 color) const;
const TeamState *getPlayerTeam(TPlayerColor color) const;
std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) const;
int canBuildStructure(const CGTownInstance *t, int ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
};
@ -157,10 +157,10 @@ public:
std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
std::vector <QuestInfo> getMyQuests() const;
int getResourceAmount(int type)const;
TResource getResourceAmount(int type)const;
TResources getResourceAmount() const;
const std::vector< std::vector< std::vector<ui8> > > & getVisibilityMap()const; //returns visibility map
const PlayerSettings * getPlayerSettings(int color) const;
const PlayerSettings * getPlayerSettings(TPlayerColor color) const;
};
class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
@ -168,8 +168,8 @@ class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
public:
CGameState * gameState ();
void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
void getTilesInRange(boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int player=-1, int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
void getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, int player=-1, int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
void getTilesInRange(boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, TPlayerColor player=-1, int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
void getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, TPlayerColor player=-1, int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
ui16 getRandomArt (int flags);
ui16 getArtSync (ui32 rand, int flags); //synchronous
void pickAllowedArtsSet(std::vector<const CArtifact*> &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
@ -180,9 +180,9 @@ public:
class DLL_LINKAGE CNonConstInfoCallback : public CPrivilagedInfoCallback
{
public:
PlayerState *getPlayer(ui8 color, bool verbose = true);
PlayerState *getPlayer(TPlayerColor color, bool verbose = true);
TeamState *getTeam(ui8 teamID);//get team by team ID
TeamState *getPlayerTeam(ui8 color);// get team by player color
TeamState *getPlayerTeam(TPlayerColor color);// get team by player color
CGHeroInstance *getHero(int objid);
CGTownInstance *getTown(int objid);
TerrainTile * getTile(int3 pos);
@ -248,7 +248,7 @@ public:
virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
virtual void sendAndApply(CPackForClient * info)=0;
virtual void heroExchange(si32 hero1, si32 hero2)=0; //when two heroes meet on adventure map
virtual void addQuest(int player, QuestInfo & quest){};
virtual void addQuest(TPlayerColor player, QuestInfo & quest){};
};
/// Interface class for handling general game logic and actions

View File

@ -16,7 +16,7 @@ namespace Res
};
//class to be representing a vector of resource
class ResourceSet : public std::vector<int>
class ResourceSet : public std::vector<TResource>
{
public:
DLL_LINKAGE ResourceSet();