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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-02 23:07:36 +02:00

Completely remove IGameCallback class

- CClient now inherits directly from CPrivilegedInfoCallback, like
IGameCallback did before. However CClient no longer needs dummy
implementation of IGameEventCallback
- CGObjectInstance hierarchy now uses CPrivilegedInfoCallback for
callback. Actual events can only be emitted in calls that receive
IGameEventCallback pointer, e.g. heroVisit
- CGameHandler now inherits directly from both CPrivilegedInfoCallback
and IGameEventCallback as it did before via IGameCallback
This commit is contained in:
Ivan Savenko 2025-05-13 15:24:45 +03:00
parent f7d08a7288
commit 716da918f8
109 changed files with 854 additions and 933 deletions

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@ -14,7 +14,7 @@
#include "../Goals/Goals.h"
#include "../AIGateway.h"
#include "../Engine/Nullkiller.h"
#include "../../../lib/callback/IGameCallback.h"
#include "../../../lib/callback/CPrivilegedInfoCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/pathfinder/CPathfinder.h"

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@ -11,7 +11,7 @@
#include "AINodeStorage.h"
#include "Actions/TownPortalAction.h"
#include "../Goals/Goals.h"
#include "../../../lib/callback/IGameCallback.h"
#include "../../../lib/callback/CPrivilegedInfoCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/pathfinder/CPathfinder.h"

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@ -494,15 +494,6 @@ void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor col
}
}
vstd::RNG & CClient::getRandomGenerator()
{
// Client should use CRandomGenerator::getDefault() for UI logic
// Gamestate should never call this method on client!
throw std::runtime_error("Illegal access to random number generator from client code!");
}
#if SCRIPTING_ENABLED
scripting::Pool * CClient::getGlobalContextPool() const
{

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@ -13,13 +13,14 @@
#include <vcmi/Environment.h>
#include "../lib/callback/IClient.h"
#include "../lib/callback/IGameCallback.h"
#include "../lib/callback/CPrivilegedInfoCallback.h"
#include "../lib/ConditionalWait.h"
#include "../lib/ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
struct CPackForClient;
struct CPackForServer;
class IBattleEventsReceiver;
class CBattleGameInterface;
@ -121,7 +122,7 @@ public:
};
/// Class which handles client - server logic
class CClient : public IGameCallback, public Environment, public IClient
class CClient : public CPrivilegedInfoCallback, public Environment, public IClient
{
std::shared_ptr<CGameState> gamestate;
public:
@ -176,70 +177,8 @@ public:
friend class CCallback; //handling players actions
friend class CBattleCallback; //handling players actions
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> & spells) override {};
void setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted) override {};
bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override {return false;};
void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) override {};
void setOwner(const CGObjectInstance * obj, PlayerColor owner) override {};
void giveExperience(const CGHeroInstance * hero, TExpType val) override {};
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs = false) override {};
void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs = false) override {};
void showBlockingDialog(const IObjectInterface * caller, BlockingDialog * iw) override {};
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {};
void showTeleportDialog(TeleportDialog * iw) override {};
void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override {};
void giveResource(PlayerColor player, GameResID which, int val) override {};
void giveResources(PlayerColor player, ResourceSet resources) override {};
void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet & creatures, bool remove) override {};
void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> & creatures, bool forceRemoval) override {};
bool changeStackType(const StackLocation & sl, const CCreature * c) override {return false;};
bool changeStackCount(const StackLocation & sl, TQuantity count, bool absoluteValue = false) override {return false;};
bool insertNewStack(const StackLocation & sl, const CCreature * c, TQuantity count) override {return false;};
bool eraseStack(const StackLocation & sl, bool forceRemoval = false) override {return false;};
bool swapStacks(const StackLocation & sl1, const StackLocation & sl2) override {return false;}
bool addToSlot(const StackLocation & sl, const CCreature * c, TQuantity count) override {return false;}
void tryJoiningArmy(const CArmedInstance * src, const CArmedInstance * dst, bool removeObjWhenFinished, bool allowMerging) override {}
bool moveStack(const StackLocation & src, const StackLocation & dst, TQuantity count = -1) override {return false;}
void removeAfterVisit(const ObjectInstanceID & id) override {};
bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;};
bool giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos) override {return false;};
bool giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos) override {return false;};
bool putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble) override {return false;};
void removeArtifact(const ArtifactLocation & al) override {};
bool moveArtifact(const PlayerColor & player, const ArtifactLocation & al1, const ArtifactLocation & al2) override {return false;};
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
void startBattle(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, const BattleLayout & layout, const CGTownInstance * town) override {}; //use hero=nullptr for no hero
void startBattle(const CArmedInstance * army1, const CArmedInstance * army2) override {}; //if any of armies is hero, hero will be used
bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
void giveHeroBonus(GiveBonus * bonus) override {};
void setMovePoints(SetMovePoints * smp) override {};
void setMovePoints(ObjectInstanceID hid, int val, bool absolute) override {};
void setManaPoints(ObjectInstanceID hid, int val) override {};
void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override {};
void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override {};
void sendAndApply(CPackForClient & pack) override {};
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {};
void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override {};
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override {}
void changeFogOfWar(const std::unordered_set<int3> & tiles, PlayerColor player, ETileVisibility mode) override {}
void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override {};
void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override {};
void setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration) override {};
void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) override{};
void showInfoDialog(InfoWindow * iw) override {};
void removeGUI() const;
vstd::RNG & getRandomGenerator() override;
#if SCRIPTING_ENABLED
scripting::Pool * getGlobalContextPool() const override;
#endif

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@ -14,7 +14,7 @@
#include "CCreatureHandler.h"
#include "GameLibrary.h"
#include "IGameSettings.h"
#include "callback/IGameCallback.h"
#include "callback/CPrivilegedInfoCallback.h"
#include "entities/hero/CHeroHandler.h"
#include "mapObjects/CGHeroInstance.h"
#include "modding/ModScope.h"
@ -707,7 +707,7 @@ void CCreatureSet::serializeJson(JsonSerializeFormat & handler, const std::strin
}
}
CStackInstance::CStackInstance(IGameCallback *cb, bool isHypothetic)
CStackInstance::CStackInstance(CPrivilegedInfoCallback *cb, bool isHypothetic)
: CBonusSystemNode(isHypothetic)
, CStackBasicDescriptor(nullptr, 0)
, CArtifactSet(cb)
@ -719,7 +719,7 @@ CStackInstance::CStackInstance(IGameCallback *cb, bool isHypothetic)
setNodeType(STACK_INSTANCE);
}
CStackInstance::CStackInstance(IGameCallback *cb, const CreatureID & id, TQuantity Count, bool isHypothetic)
CStackInstance::CStackInstance(CPrivilegedInfoCallback *cb, const CreatureID & id, TQuantity Count, bool isHypothetic)
: CStackInstance(cb, false)
{
setType(id);
@ -1034,11 +1034,11 @@ const IBonusBearer* CStackInstance::getBonusBearer() const
return this;
}
CCommanderInstance::CCommanderInstance(IGameCallback *cb)
CCommanderInstance::CCommanderInstance(CPrivilegedInfoCallback *cb)
:CStackInstance(cb)
{}
CCommanderInstance::CCommanderInstance(IGameCallback *cb, const CreatureID & id)
CCommanderInstance::CCommanderInstance(CPrivilegedInfoCallback *cb, const CreatureID & id)
: CStackInstance(cb)
, name("Commando")
{

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@ -78,7 +78,7 @@ class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDe
CArmedInstance * armyInstance = nullptr; //stack must be part of some army, army must be part of some object
IGameCallback * getCallback() const final { return cb; }
CPrivilegedInfoCallback * getCallback() const final { return cb; }
TExpType totalExperience;//commander needs same amount of exp as hero
public:
@ -146,8 +146,8 @@ public:
virtual int getLevel() const; //different for regular stack and commander
CreatureID getCreatureID() const; //-1 if not available
std::string getName() const; //plural or singular
CStackInstance(IGameCallback *cb, bool isHypothetic = false);
CStackInstance(IGameCallback *cb, const CreatureID & id, TQuantity count, bool isHypothetic = false);
CStackInstance(CPrivilegedInfoCallback *cb, bool isHypothetic = false);
CStackInstance(CPrivilegedInfoCallback *cb, const CreatureID & id, TQuantity count, bool isHypothetic = false);
virtual ~CStackInstance() = default;
void setType(const CreatureID & creID);
@ -182,8 +182,8 @@ public:
std::vector <ui8> secondarySkills; //ID -> level
std::set <ui8> specialSkills;
//std::vector <CArtifactInstance *> arts;
CCommanderInstance(IGameCallback *cb);
CCommanderInstance(IGameCallback *cb, const CreatureID & id);
CCommanderInstance(CPrivilegedInfoCallback *cb);
CCommanderInstance(CPrivilegedInfoCallback *cb, const CreatureID & id);
void setAlive (bool alive);
void levelUp ();

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@ -475,7 +475,7 @@ set(lib_MAIN_HEADERS
callback/IBattleEventsReceiver.h
callback/IClient.h
callback/IGameActionCallback.h
callback/IGameCallback.h
callback/CPrivilegedInfoCallback.h
callback/IGameEventCallback.h
callback/IGameEventsReceiver.h
callback/IGameInfoCallback.h
@ -831,7 +831,7 @@ endif()
if(MINGW AND CMAKE_BUILD_TYPE STREQUAL "Debug")
set_source_files_properties(
serializer/SerializerReflection.cpp
IGameCallback.cpp
CPrivilegedInfoCallback.cpp
PROPERTIES
COMPILE_OPTIONS "-Wa,-mbig-obj")
endif()

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@ -11,7 +11,7 @@
#include "CPlayerState.h"
#include "GameLibrary.h"
#include "callback/IGameCallback.h"
#include "callback/CPrivilegedInfoCallback.h"
#include "mapObjects/CGHeroInstance.h"
#include "mapObjects/CGTownInstance.h"
#include "gameState/CGameState.h"
@ -21,7 +21,7 @@
VCMI_LIB_NAMESPACE_BEGIN
PlayerState::PlayerState(IGameCallback *cb)
PlayerState::PlayerState(CPrivilegedInfoCallback *cb)
: CBonusSystemNode(PLAYER)
, GameCallbackHolder(cb)
, color(-1)

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@ -75,7 +75,7 @@ public:
std::optional<ui8> daysWithoutCastle;
TurnTimerInfo turnTimer;
PlayerState(IGameCallback *cb);
PlayerState(CPrivilegedInfoCallback *cb);
~PlayerState();
std::string nodeName() const override;

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@ -15,7 +15,7 @@
#include "bonuses/Limiters.h"
#include "bonuses/Updaters.h"
#include "../CStack.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../entities/artifact/CArtifact.h"
#include "../entities/building/TownFortifications.h"
#include "../filesystem/Filesystem.h"
@ -156,7 +156,7 @@ struct RangeGenerator
std::function<int()> myRand;
};
std::unique_ptr<BattleInfo> BattleInfo::setupBattle(IGameCallback *cb, const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town)
std::unique_ptr<BattleInfo> BattleInfo::setupBattle(CPrivilegedInfoCallback *cb, const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town)
{
CMP_stack cmpst;
auto currentBattle = std::make_unique<BattleInfo>(cb, layout);
@ -458,13 +458,13 @@ CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
}
BattleInfo::BattleInfo(IGameCallback *cb, const BattleLayout & layout):
BattleInfo::BattleInfo(CPrivilegedInfoCallback *cb, const BattleLayout & layout):
BattleInfo(cb)
{
*this->layout = layout;
}
BattleInfo::BattleInfo(IGameCallback *cb)
BattleInfo::BattleInfo(CPrivilegedInfoCallback *cb)
:GameCallbackHolder(cb),
sides({SideInBattle(cb), SideInBattle(cb)}),
layout(std::make_unique<BattleLayout>()),

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@ -74,8 +74,8 @@ public:
}
//////////////////////////////////////////////////////////////////////////
BattleInfo(IGameCallback *cb, const BattleLayout & layout);
BattleInfo(IGameCallback *cb);
BattleInfo(CPrivilegedInfoCallback *cb, const BattleLayout & layout);
BattleInfo(CPrivilegedInfoCallback *cb);
virtual ~BattleInfo();
const IBattleInfo * getBattle() const override;
@ -164,7 +164,7 @@ public:
const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
void localInit();
static std::unique_ptr<BattleInfo> setupBattle(IGameCallback *cb, const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town);
static std::unique_ptr<BattleInfo> setupBattle(CPrivilegedInfoCallback *cb, const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town);
BattleSide whatSide(const PlayerColor & player) const;

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@ -12,18 +12,18 @@
#include "../GameSettings.h"
#include "../GameLibrary.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../json/JsonNode.h"
#include "../mapObjects/CArmedInstance.h"
VCMI_LIB_NAMESPACE_BEGIN
BattleLayout BattleLayout::createDefaultLayout(IGameCallback * cb, const CArmedInstance * attacker, const CArmedInstance * defender)
BattleLayout BattleLayout::createDefaultLayout(CPrivilegedInfoCallback * cb, const CArmedInstance * attacker, const CArmedInstance * defender)
{
return createLayout(cb, "default", attacker, defender);
}
BattleLayout BattleLayout::createLayout(IGameCallback * cb, const std::string & layoutName, const CArmedInstance * attacker, const CArmedInstance * defender)
BattleLayout BattleLayout::createLayout(CPrivilegedInfoCallback * cb, const std::string & layoutName, const CArmedInstance * attacker, const CArmedInstance * defender)
{
const auto & loadHex = [](const JsonNode & node)
{

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@ -17,7 +17,7 @@
VCMI_LIB_NAMESPACE_BEGIN
class CArmedInstance;
class IGameCallback;
class CPrivilegedInfoCallback;
struct DLL_EXPORT BattleLayout
{
@ -32,8 +32,8 @@ struct DLL_EXPORT BattleLayout
bool tacticsAllowed = false;
bool obstaclesAllowed = false;
static BattleLayout createDefaultLayout(IGameCallback * cb, const CArmedInstance * attacker, const CArmedInstance * defender);
static BattleLayout createLayout(IGameCallback * cb, const std::string & layoutName, const CArmedInstance * attacker, const CArmedInstance * defender);
static BattleLayout createDefaultLayout(CPrivilegedInfoCallback * cb, const CArmedInstance * attacker, const CArmedInstance * defender);
static BattleLayout createLayout(CPrivilegedInfoCallback * cb, const std::string & layoutName, const CArmedInstance * attacker, const CArmedInstance * defender);
};
VCMI_LIB_NAMESPACE_END

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@ -10,7 +10,7 @@
#include "StdInc.h"
#include "SideInBattle.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../mapObjects/CGHeroInstance.h"
VCMI_LIB_NAMESPACE_BEGIN

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@ -18,9 +18,20 @@ namespace vstd
class RNG;
}
#if SCRIPTING_ENABLED
namespace scripting
{
class Pool;
}
#endif
class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback
{
public:
#if SCRIPTING_ENABLED
virtual scripting::Pool * getGlobalContextPool() const = 0;
#endif
using CGameInfoCallback::gameState; // make public
//used for random spawns

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@ -11,14 +11,14 @@
VCMI_LIB_NAMESPACE_BEGIN
class IGameCallback;
class CPrivilegedInfoCallback;
class DLL_LINKAGE GameCallbackHolder
{
public:
IGameCallback * cb;
CPrivilegedInfoCallback * cb;
explicit GameCallbackHolder(IGameCallback *cb):
explicit GameCallbackHolder(CPrivilegedInfoCallback *cb):
cb(cb)
{}
};

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@ -1,43 +0,0 @@
/*
* IGameCallback.h, 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
*
*/
#pragma once
#include "CPrivilegedInfoCallback.h"
#include "IGameEventCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
#if SCRIPTING_ENABLED
namespace scripting
{
class Pool;
}
#endif
/// Interface class for handling general game logic and actions
class DLL_LINKAGE IGameCallback : public CPrivilegedInfoCallback, public IGameEventCallback
{
public:
virtual ~IGameCallback(){};
#if SCRIPTING_ENABLED
virtual scripting::Pool * getGlobalContextPool() const = 0;
#endif
//get info
virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) { return false; }
friend struct CPack;
friend struct CPackForClient;
friend struct CPackForServer;
};
VCMI_LIB_NAMESPACE_END

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@ -115,6 +115,8 @@ public:
virtual void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) = 0;
virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) = 0;
virtual vstd::RNG & getRandomGenerator() = 0;
};

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@ -420,7 +420,7 @@ std::optional<ui8> CampaignState::getBonusID(CampaignScenarioID which) const
return chosenCampaignBonuses.at(which);
}
std::unique_ptr<CMap> CampaignState::getMap(CampaignScenarioID scenarioId, IGameCallback * cb)
std::unique_ptr<CMap> CampaignState::getMap(CampaignScenarioID scenarioId, CPrivilegedInfoCallback * cb)
{
// FIXME: there is certainly better way to handle maps inside campaigns
if(scenarioId == CampaignScenarioID::NONE)

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@ -28,7 +28,7 @@ class CMap;
class CMapHeader;
class CMapInfo;
class JsonNode;
class IGameCallback;
class CPrivilegedInfoCallback;
class DLL_LINKAGE CampaignRegions
{
@ -338,7 +338,7 @@ public:
/// Returns true if all available scenarios have been completed and campaign is finished
bool isCampaignFinished() const;
std::unique_ptr<CMap> getMap(CampaignScenarioID scenarioId, IGameCallback * cb);
std::unique_ptr<CMap> getMap(CampaignScenarioID scenarioId, CPrivilegedInfoCallback * cb);
std::unique_ptr<CMapHeader> getMapHeader(CampaignScenarioID scenarioId) const;
std::shared_ptr<CMapInfo> getMapInfo(CampaignScenarioID scenarioId) const;

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@ -11,11 +11,11 @@
#include "StdInc.h"
#include "ArtSlotInfo.h"
#include "../../callback/IGameCallback.h"
#include "../../callback/CPrivilegedInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
ArtSlotInfo::ArtSlotInfo(IGameCallback * cb)
ArtSlotInfo::ArtSlotInfo(CPrivilegedInfoCallback * cb)
: GameCallbackHolder(cb)
{
}

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@ -21,7 +21,7 @@ struct DLL_LINKAGE ArtSlotInfo : public GameCallbackHolder
ArtifactInstanceID artifactID;
bool locked = false; //if locked, then artifact points to the combined artifact
explicit ArtSlotInfo(IGameCallback * cb);
explicit ArtSlotInfo(CPrivilegedInfoCallback * cb);
ArtSlotInfo(const CArtifactInstance * artifact, bool locked);
const CArtifactInstance * getArt() const;

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@ -13,7 +13,7 @@
VCMI_LIB_NAMESPACE_BEGIN
CArtifactFittingSet::CArtifactFittingSet(IGameCallback *cb, ArtBearer bearer)
CArtifactFittingSet::CArtifactFittingSet(CPrivilegedInfoCallback *cb, ArtBearer bearer)
: CArtifactSet(cb)
, GameCallbackHolder(cb)
, bearer(bearer)

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@ -18,13 +18,13 @@ VCMI_LIB_NAMESPACE_BEGIN
// Used to try on artifacts before the claimed changes have been applied
class DLL_LINKAGE CArtifactFittingSet : public CArtifactSet, public GameCallbackHolder
{
IGameCallback * getCallback() const final
CPrivilegedInfoCallback * getCallback() const final
{
return cb;
}
public:
CArtifactFittingSet(IGameCallback * cb, ArtBearer Bearer);
CArtifactFittingSet(CPrivilegedInfoCallback * cb, ArtBearer Bearer);
explicit CArtifactFittingSet(const CArtifactSet & artSet);
ArtBearer bearerType() const override;

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@ -14,7 +14,7 @@
#include "CArtifact.h"
#include "CArtifactSet.h"
#include "../../callback/IGameCallback.h"
#include "../../callback/CPrivilegedInfoCallback.h"
#include "../../gameState/CGameState.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -125,13 +125,13 @@ void CGrowingArtifactInstance::growingUp()
}
}
CArtifactInstance::CArtifactInstance(IGameCallback *cb, const CArtifact * art)
CArtifactInstance::CArtifactInstance(CPrivilegedInfoCallback *cb, const CArtifact * art)
:CArtifactInstance(cb)
{
setType(art);
}
CArtifactInstance::CArtifactInstance(IGameCallback *cb)
CArtifactInstance::CArtifactInstance(CPrivilegedInfoCallback *cb)
: CBonusSystemNode(ARTIFACT_INSTANCE)
, CCombinedArtifactInstance(cb)
{

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@ -82,8 +82,8 @@ class DLL_LINKAGE CArtifactInstance final
ArtifactID artTypeID;
public:
CArtifactInstance(IGameCallback *cb, const CArtifact * art);
CArtifactInstance(IGameCallback *cb);
CArtifactInstance(CPrivilegedInfoCallback *cb, const CArtifact * art);
CArtifactInstance(CPrivilegedInfoCallback *cb);
void setType(const CArtifact * art);
std::string nodeName() const override;
ArtifactID getTypeId() const;

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@ -184,7 +184,7 @@ CArtifactSet::ArtPlacementMap CArtifactSet::putArtifact(const ArtifactPosition &
return resArtPlacement;
}
CArtifactSet::CArtifactSet(IGameCallback * cb)
CArtifactSet::CArtifactSet(CPrivilegedInfoCallback * cb)
:artifactsTransitionPos(cb)
{}

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@ -40,11 +40,11 @@ public:
bool hasScroll(const SpellID & aid, bool onlyWorn = false) const;
bool isPositionFree(const ArtifactPosition & pos, bool onlyLockCheck = false) const;
virtual IGameCallback * getCallback() const = 0;
virtual CPrivilegedInfoCallback * getCallback() const = 0;
virtual ArtBearer bearerType() const = 0;
virtual ArtPlacementMap putArtifact(const ArtifactPosition & slot, const CArtifactInstance * art);
virtual void removeArtifact(const ArtifactPosition & slot);
CArtifactSet(IGameCallback * cb);
CArtifactSet(CPrivilegedInfoCallback * cb);
virtual ~CArtifactSet() = default;
template <typename Handler> void serialize(Handler &h)

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@ -31,7 +31,7 @@
#include "../bonuses/Propagators.h"
#include "../bonuses/Updaters.h"
#include "../battle/BattleInfo.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../campaign/CampaignState.h"
#include "../constants/StringConstants.h"
#include "../entities/artifact/ArtifactUtils.h"
@ -71,7 +71,7 @@ VCMI_LIB_NAMESPACE_BEGIN
std::shared_mutex CGameState::mutex;
HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
HeroTypeID CGameState::pickNextHeroType(vstd::RNG & randomGenerator, const PlayerColor & owner)
{
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
if(ps.hero.isValid() && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
@ -79,10 +79,10 @@ HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
return HeroTypeID(ps.hero);
}
return pickUnusedHeroTypeRandomly(owner);
return pickUnusedHeroTypeRandomly(randomGenerator, owner);
}
HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
HeroTypeID CGameState::pickUnusedHeroTypeRandomly(vstd::RNG & randomGenerator, const PlayerColor & owner)
{
//list of available heroes for this faction and others
std::vector<HeroTypeID> factionHeroes;
@ -100,13 +100,13 @@ HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
// select random hero native to "our" faction
if(!factionHeroes.empty())
{
return *RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator());
return *RandomGeneratorUtil::nextItem(factionHeroes, randomGenerator);
}
logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.toString());
if(!otherHeroes.empty())
{
return *RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator());
return *RandomGeneratorUtil::nextItem(otherHeroes, randomGenerator);
}
logGlobal->error("No free allowed heroes!");
@ -150,7 +150,7 @@ int CGameState::getDate(Date mode) const
return getDate(day, mode);
}
CGameState::CGameState(IGameCallback * callback)
CGameState::CGameState(CPrivilegedInfoCallback * callback)
: GameCallbackHolder(callback)
{
heroesPool = std::make_unique<TavernHeroesPool>(this);
@ -173,7 +173,7 @@ void CGameState::preInit(Services * newServices)
services = newServices;
}
void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
void CGameState::init(const IMapService * mapService, StartInfo * si, vstd::RNG & randomGenerator, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
{
assert(services);
assert(cb);
@ -184,7 +184,7 @@ void CGameState::init(const IMapService * mapService, StartInfo * si, Load::Prog
switch(scenarioOps->mode)
{
case EStartMode::NEW_GAME:
initNewGame(mapService, allowSavingRandomMap, progressTracking);
initNewGame(mapService, randomGenerator, allowSavingRandomMap, progressTracking);
break;
case EStartMode::CAMPAIGN:
initCampaign();
@ -202,20 +202,20 @@ void CGameState::init(const IMapService * mapService, StartInfo * si, Load::Prog
initGlobalBonuses();
initPlayerStates();
if (campaign)
campaign->placeCampaignHeroes();
campaign->placeCampaignHeroes(randomGenerator);
removeHeroPlaceholders();
initGrailPosition();
initRandomFactionsForPlayers();
randomizeMapObjects();
placeStartingHeroes();
initGrailPosition(randomGenerator);
initRandomFactionsForPlayers(randomGenerator);
randomizeMapObjects(randomGenerator);
placeStartingHeroes(randomGenerator);
initOwnedObjects();
initDifficulty();
initHeroes();
initStartingBonus();
initTowns();
initTownNames();
initHeroes(randomGenerator);
initStartingBonus(randomGenerator);
initTowns(randomGenerator);
initTownNames(randomGenerator);
placeHeroesInTowns();
initMapObjects();
initMapObjects(randomGenerator);
buildBonusSystemTree();
initVisitingAndGarrisonedHeroes();
initFogOfWar();
@ -291,7 +291,7 @@ void CGameState::updateOnLoad(StartInfo * si)
scenarioOps->simturnsInfo = si->simturnsInfo;
}
void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking)
void CGameState::initNewGame(const IMapService * mapService, vstd::RNG & randomGenerator, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking)
{
if(scenarioOps->createRandomMap())
{
@ -299,7 +299,7 @@ void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRan
CStopWatch sw;
// Gen map
CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, cb, getRandomGenerator().nextInt());
CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, cb, randomGenerator.nextInt());
progressTracking.include(mapGenerator);
map = mapGenerator.generate();
@ -425,7 +425,7 @@ void CGameState::initDifficulty()
campaign->initStartingResources();
}
void CGameState::initGrailPosition()
void CGameState::initGrailPosition(vstd::RNG & randomGenerator)
{
logGlobal->debug("\tPicking grail position");
//pick grail location
@ -463,7 +463,7 @@ void CGameState::initGrailPosition()
if(!allowedPos.empty())
{
map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, randomGenerator);
}
else
{
@ -472,14 +472,14 @@ void CGameState::initGrailPosition()
}
}
void CGameState::initRandomFactionsForPlayers()
void CGameState::initRandomFactionsForPlayers(vstd::RNG & randomGenerator)
{
logGlobal->debug("\tPicking random factions for players");
for(auto & elem : scenarioOps->playerInfos)
{
if(elem.second.castle==FactionID::RANDOM)
{
auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);
auto randomID = randomGenerator.nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);
auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
std::advance(iter, randomID);
@ -488,12 +488,12 @@ void CGameState::initRandomFactionsForPlayers()
}
}
void CGameState::randomizeMapObjects()
void CGameState::randomizeMapObjects(vstd::RNG & randomGenerator)
{
logGlobal->debug("\tRandomizing objects");
for(const auto & object : map->getObjects())
{
object->pickRandomObject(getRandomGenerator());
object->pickRandomObject(randomGenerator);
//handle Favouring Winds - mark tiles under it
if(object->ID == Obj::FAVORABLE_WINDS)
@ -562,7 +562,7 @@ void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTy
map->getEditManager()->insertObject(hero);
}
void CGameState::placeStartingHeroes()
void CGameState::placeStartingHeroes(vstd::RNG & randomGenerator)
{
logGlobal->debug("\tGiving starting hero");
@ -576,7 +576,7 @@ void CGameState::placeStartingHeroes()
if (campaign && campaign->playerHasStartingHero(playerColor))
continue;
HeroTypeID heroTypeId = pickNextHeroType(playerColor);
HeroTypeID heroTypeId = pickNextHeroType(randomGenerator, playerColor);
if(playerSettingPair.second.hero == HeroTypeID::NONE || playerSettingPair.second.hero == HeroTypeID::RANDOM)
playerSettingPair.second.hero = heroTypeId;
@ -594,7 +594,7 @@ void CGameState::removeHeroPlaceholders()
}
}
void CGameState::initHeroes()
void CGameState::initHeroes(vstd::RNG & randomGenerator)
{
//heroes instances initialization
for (auto heroID : map->getHeroesOnMap())
@ -605,7 +605,7 @@ void CGameState::initHeroes()
logGlobal->warn("Hero with uninitialized owner!");
continue;
}
hero->initHero(getRandomGenerator());
hero->initHero(randomGenerator);
}
// generate boats for all heroes on water
@ -622,7 +622,7 @@ void CGameState::initHeroes()
{
auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
auto boat = std::dynamic_pointer_cast<CGBoat>(handler->create(cb, nullptr));
handler->configureObject(boat.get(), getRandomGenerator());
handler->configureObject(boat.get(), randomGenerator);
boat->setAnchorPos(hero->anchorPos());
boat->appearance = handler->getTemplates().front();
@ -648,7 +648,7 @@ void CGameState::initHeroes()
heroInPool = newHeroPtr.get();
}
map->generateUniqueInstanceName(heroInPool);
heroInPool->initHero(getRandomGenerator());
heroInPool->initHero(randomGenerator);
heroesPool->addHeroToPool(htype);
}
@ -685,7 +685,7 @@ void CGameState::initFogOfWar()
}
}
void CGameState::initStartingBonus()
void CGameState::initStartingBonus(vstd::RNG & randomGenerator)
{
if (scenarioOps->mode == EStartMode::CAMPAIGN)
return;
@ -697,25 +697,25 @@ void CGameState::initStartingBonus()
{
//starting bonus
if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM)
scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(getRandomGenerator().nextInt(2));
scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(randomGenerator.nextInt(2));
switch(scenarioOps->playerInfos[elem.first].bonus)
{
case PlayerStartingBonus::GOLD:
elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
elem.second.resources[EGameResID::GOLD] += randomGenerator.nextInt(5, 10) * 100;
break;
case PlayerStartingBonus::RESOURCE:
{
auto res = (*LIBRARY->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
if(res == EGameResID::WOOD_AND_ORE)
{
int amount = getRandomGenerator().nextInt(5, 10);
int amount = randomGenerator.nextInt(5, 10);
elem.second.resources[EGameResID::WOOD] += amount;
elem.second.resources[EGameResID::ORE] += amount;
}
else
{
elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
elem.second.resources[res] += randomGenerator.nextInt(3, 6);
}
break;
}
@ -726,7 +726,7 @@ void CGameState::initStartingBonus()
logGlobal->error("Cannot give starting artifact - no heroes!");
break;
}
const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), EArtifactClass::ART_TREASURE).toEntity(LIBRARY);
const Artifact * toGive = pickRandomArtifact(randomGenerator, EArtifactClass::ART_TREASURE).toEntity(LIBRARY);
CGHeroInstance *hero = elem.second.getHeroes()[0];
if(!giveHeroArtifact(hero, toGive->getId()))
@ -737,7 +737,7 @@ void CGameState::initStartingBonus()
}
}
void CGameState::initTownNames()
void CGameState::initTownNames(vstd::RNG & randomGenerator)
{
std::map<FactionID, std::vector<int>> availableNames;
for(const auto & faction : LIBRARY->townh->getDefaultAllowed())
@ -770,9 +770,9 @@ void CGameState::initTownNames()
// If town has no available names (for example - all were picked) - pick names from some other faction that still has names available
if(!availableNames.count(faction))
faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first;
faction = RandomGeneratorUtil::nextItem(availableNames, randomGenerator)->first;
auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator());
auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], randomGenerator);
vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt));
availableNames[faction].erase(nameIt);
@ -781,7 +781,7 @@ void CGameState::initTownNames()
}
}
void CGameState::initTowns()
void CGameState::initTowns(vstd::RNG & randomGenerator)
{
logGlobal->debug("\tTowns");
@ -816,7 +816,7 @@ void CGameState::initTowns()
for(int i = 0; i < definesBuildingsChances.size(); i++)
{
if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
if((randomGenerator.nextInt(1,100) <= definesBuildingsChances[i]))
{
vti->addBuilding(basicDwellings[i]);
}
@ -912,7 +912,7 @@ void CGameState::initTowns()
while(!vti->possibleSpells.empty())
{
size_t index = RandomGeneratorUtil::nextItemWeighted(spellWeights, getRandomGenerator());
size_t index = RandomGeneratorUtil::nextItemWeighted(spellWeights, randomGenerator);
const auto * s = vti->possibleSpells[index].toSpell();
vti->spells[s->getLevel()-1].push_back(s->id);
@ -923,12 +923,12 @@ void CGameState::initTowns()
}
}
void CGameState::initMapObjects()
void CGameState::initMapObjects(vstd::RNG & randomGenerator)
{
logGlobal->debug("\tObject initialization");
for(auto & obj : map->getObjects())
obj->initObj(getRandomGenerator());
obj->initObj(randomGenerator);
logGlobal->debug("\tObject initialization done");
for(auto & q : map->getObjects<CGSeerHut>())
@ -1029,7 +1029,7 @@ BattleInfo * CGameState::getBattle(const BattleID & battle)
return nullptr;
}
BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & rand)
BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & randomGenerator)
{
assert(tile.isValid());
@ -1063,7 +1063,7 @@ BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & rand)
if (t.getTerrain()->battleFields.empty())
throw std::runtime_error("Failed to find battlefield for terrain " + t.getTerrain()->getJsonKey());
return BattleField(*RandomGeneratorUtil::nextItem(t.getTerrain()->battleFields, rand));
return BattleField(*RandomGeneratorUtil::nextItem(t.getTerrain()->battleFields, randomGenerator));
}
void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
@ -1656,19 +1656,12 @@ CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
return nullptr;
}
TeamState::TeamState()
{
setNodeType(TEAM);
}
vstd::RNG & CGameState::getRandomGenerator()
{
return cb->getRandomGenerator();
}
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::optional<EArtifactClass> type, std::function<bool(ArtifactID)> accepts)
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type, std::function<bool(ArtifactID)> accepts)
{
std::set<ArtifactID> potentialPicks;
@ -1691,10 +1684,10 @@ ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::optional<EArtif
potentialPicks.insert(artifact->getId());
}
return pickRandomArtifact(rand, potentialPicks);
return pickRandomArtifact(randomGenerator, potentialPicks);
}
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID> potentialPicks)
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::set<ArtifactID> potentialPicks)
{
// No allowed artifacts at all - give Grail - this can't be banned (hopefully)
// FIXME: investigate how such cases are handled by H3 - some heavily customized user-made maps likely rely on H3 behavior
@ -1718,19 +1711,19 @@ ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID>
assert(!preferredPicks.empty());
ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, rand);
ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, randomGenerator);
allocatedArtifacts[artID] += 1; // record +1 more usage
return artID;
}
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::function<bool(ArtifactID)> accepts)
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::function<bool(ArtifactID)> accepts)
{
return pickRandomArtifact(rand, std::nullopt, std::move(accepts));
return pickRandomArtifact(randomGenerator, std::nullopt, std::move(accepts));
}
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::optional<EArtifactClass> type)
ArtifactID CGameState::pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type)
{
return pickRandomArtifact(rand, type, [](const ArtifactID &) { return true; });
return pickRandomArtifact(randomGenerator, type, [](const ArtifactID &) { return true; });
}
CArtifactInstance * CGameState::createScroll(const SpellID & spellId)
@ -1782,6 +1775,13 @@ void CGameState::loadGame(CLoadFile & file)
}
}
#if SCRIPTING_ENABLED
scripting::Pool * CGameState::getGlobalContextPool() const
{
return nullptr; // TODO
}
#endif
void CGameState::saveCompatibilityRegisterMissingArtifacts()
{
for( const auto & newArtifact : saveCompatibilityUnregisteredArtifacts)

View File

@ -68,7 +68,7 @@ public:
/// list of players currently making turn. Usually - just one, except for simturns
std::set<PlayerColor> actingPlayers;
CGameState(IGameCallback * callback);
CGameState(CPrivilegedInfoCallback * callback);
virtual ~CGameState();
CGameState & gameState() final { return *this; }
@ -76,7 +76,7 @@ public:
void preInit(Services * services);
void init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
void init(const IMapService * mapService, StartInfo * si, vstd::RNG & randomGenerator, Load::ProgressAccumulator &, bool allowSavingRandomMap = true);
void updateOnLoad(StartInfo * si);
ui32 day; //total number of days in game
@ -94,10 +94,10 @@ public:
bool giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid);
/// picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
HeroTypeID pickNextHeroType(const PlayerColor & owner);
HeroTypeID pickNextHeroType(vstd::RNG & randomGenerator, const PlayerColor & owner);
void apply(CPackForClient & pack);
BattleField battleGetBattlefieldType(int3 tile, vstd::RNG & rand);
BattleField battleGetBattlefieldType(int3 tile, vstd::RNG & randomGenerator);
void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
@ -107,10 +107,10 @@ public:
std::vector<const CGObjectInstance*> guardingCreatures (int3 pos) const;
/// Gets a artifact ID randomly and removes the selected artifact from this handler.
ArtifactID pickRandomArtifact(vstd::RNG & rand, std::optional<EArtifactClass> type);
ArtifactID pickRandomArtifact(vstd::RNG & rand, std::function<bool(ArtifactID)> accepts);
ArtifactID pickRandomArtifact(vstd::RNG & rand, std::optional<EArtifactClass> type, std::function<bool(ArtifactID)> accepts);
ArtifactID pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID> filtered);
ArtifactID pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type);
ArtifactID pickRandomArtifact(vstd::RNG & randomGenerator, std::function<bool(ArtifactID)> accepts);
ArtifactID pickRandomArtifact(vstd::RNG & randomGenerator, std::optional<EArtifactClass> type, std::function<bool(ArtifactID)> accepts);
ArtifactID pickRandomArtifact(vstd::RNG & randomGenerator, std::set<ArtifactID> filtered);
/// Creates instance of spell scroll artifact with provided spell
CArtifactInstance * createScroll(const SpellID & spellId);
@ -165,16 +165,9 @@ public:
static int getDate(int day, Date mode);
int getDate(Date mode=Date::DAY) const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
// ----- getters, setters -----
/// This RNG should only be used inside GS or CPackForClient-derived applyGs
/// If this doesn't work for your code that mean you need a new netpack
///
/// Client-side must use vstd::RNG::getDefault which is not serialized
///
/// CGameHandler have it's own getter for vstd::RNG::getDefault
/// Any server-side code outside of GH must use vstd::RNG::getDefault
vstd::RNG & getRandomGenerator();
#if SCRIPTING_ENABLED
scripting::Pool * getGlobalContextPool() const override;
#endif
void saveGame(CSaveFile & file) const;
void loadGame(CLoadFile & file);
@ -206,24 +199,24 @@ public:
private:
// ----- initialization -----
void initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
void initNewGame(const IMapService * mapService, vstd::RNG & randomGenerator, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
void initGlobalBonuses();
void initGrailPosition();
void initRandomFactionsForPlayers();
void initGrailPosition(vstd::RNG & randomGenerator);
void initRandomFactionsForPlayers(vstd::RNG & randomGenerator);
void initOwnedObjects();
void randomizeMapObjects();
void randomizeMapObjects(vstd::RNG & randomGenerator);
void initPlayerStates();
void placeStartingHeroes();
void placeStartingHeroes(vstd::RNG & randomGenerator);
void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
void removeHeroPlaceholders();
void initDifficulty();
void initHeroes();
void initHeroes(vstd::RNG & randomGenerator);
void placeHeroesInTowns();
void initFogOfWar();
void initStartingBonus();
void initTowns();
void initTownNames();
void initMapObjects();
void initStartingBonus(vstd::RNG & randomGenerator);
void initTowns(vstd::RNG & randomGenerator);
void initTownNames(vstd::RNG & randomGenerator);
void initMapObjects(vstd::RNG & randomGenerator);
void initVisitingAndGarrisonedHeroes();
void initCampaign();
@ -238,7 +231,7 @@ private:
CGHeroInstance * getUsedHero(const HeroTypeID & hid) const;
bool isUsedHero(const HeroTypeID & hid) const; //looks in heroes and prisons
std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
HeroTypeID pickUnusedHeroTypeRandomly(const PlayerColor & owner); // picks a unused hero type randomly
HeroTypeID pickUnusedHeroTypeRandomly(vstd::RNG & randomGenerator, const PlayerColor & owner); // picks a unused hero type randomly
UpgradeInfo fillUpgradeInfo(const CStackInstance &stack) const;
// ---- data -----
@ -247,7 +240,7 @@ private:
/// Pointer to campaign state manager. Nullptr for single scenarios
std::unique_ptr<CGameStateCampaign> campaign;
friend class IGameCallback;
friend class CPrivilegedInfoCallback;
friend class CMapHandler;
friend class CGameHandler;
};

View File

@ -72,7 +72,7 @@ std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario()
return campaignState->lastScenario();
}
void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & travelOptions)
void CGameStateCampaign::trimCrossoverHeroesParameters(vstd::RNG & randomGenerator, const CampaignTravel & travelOptions)
{
// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
if(!travelOptions.whatHeroKeeps.experience)
@ -80,7 +80,7 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & tr
//trimming experience
for(auto & hero : campaignHeroReplacements)
{
hero.hero->initExp(gameState->getRandomGenerator());
hero.hero->initExp(randomGenerator);
}
}
@ -208,7 +208,7 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & tr
}
}
void CGameStateCampaign::placeCampaignHeroes()
void CGameStateCampaign::placeCampaignHeroes(vstd::RNG & randomGenerator)
{
// place bonus hero
auto campaignState = gameState->scenarioOps->campState;
@ -224,7 +224,7 @@ void CGameStateCampaign::placeCampaignHeroes()
HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2);
if(heroTypeId == HeroTypeID::CAMP_RANDOM) // random bonus hero
{
heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
heroTypeId = gameState->pickUnusedHeroTypeRandomly(randomGenerator, playerColor);
}
gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
@ -235,7 +235,7 @@ void CGameStateCampaign::placeCampaignHeroes()
generateCampaignHeroesToReplace();
logGlobal->debug("\tPrepare crossover heroes");
trimCrossoverHeroesParameters(campaignState->scenario(*campaignState->currentScenario()).travelOptions);
trimCrossoverHeroesParameters(randomGenerator, campaignState->scenario(*campaignState->currentScenario()).travelOptions);
// remove same heroes on the map which will be added through crossover heroes
// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
@ -275,14 +275,14 @@ void CGameStateCampaign::placeCampaignHeroes()
HeroTypeID heroTypeId;
if(hero->ID == Obj::HERO)
{
heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
heroTypeId = gameState->pickUnusedHeroTypeRandomly(randomGenerator, hero->tempOwner);
}
else if(hero->ID == Obj::PRISON)
{
auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
if(!unusedHeroTypeIds.empty())
{
heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator()));
heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, randomGenerator));
}
else
{

View File

@ -21,6 +21,11 @@ class CGHeroInstance;
class CGameState;
class CMap;
namespace vstd
{
class RNG;
}
struct CampaignHeroReplacement
{
CampaignHeroReplacement(std::shared_ptr<CGHeroInstance> hero, const ObjectInstanceID & heroPlaceholderId);
@ -46,7 +51,7 @@ class CGameStateCampaign : public Serializeable
std::optional<CampaignBonus> currentBonus() const;
/// Trims hero parameters that should not transfer between scenarios according to travelOptions flags
void trimCrossoverHeroesParameters(const CampaignTravel & travelOptions);
void trimCrossoverHeroesParameters(vstd::RNG & randomGenerator, const CampaignTravel & travelOptions);
void replaceHeroesPlaceholders();
void transferMissingArtifacts(const CampaignTravel & travelOptions);
@ -58,7 +63,7 @@ public:
CGameStateCampaign(CGameState * owner);
void setGamestate(CGameState * owner);
void placeCampaignHeroes();
void placeCampaignHeroes(vstd::RNG & randomGenerator);
void initStartingResources();
void initHeroes();
void initTowns();

View File

@ -18,7 +18,7 @@
#include "JsonBonus.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../constants/StringConstants.h"
#include "../GameLibrary.h"
#include "../CCreatureHandler.h"

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@ -23,7 +23,7 @@ class RNG;
class ObjectTemplate;
class CGObjectInstance;
class IObjectInfo;
class IGameCallback;
class CPrivilegedInfoCallback;
/// Class responsible for creation of objects of specific type & subtype
class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
@ -118,7 +118,7 @@ public:
/// Creates object and set up core properties (like ID/subID). Object is NOT initialized
/// to allow creating objects before game start (e.g. map loading)
virtual std::shared_ptr<CGObjectInstance> create(IGameCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl) const = 0;
virtual std::shared_ptr<CGObjectInstance> create(CPrivilegedInfoCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl) const = 0;
/// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
/// This should set remaining properties, including randomized or depending on map

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@ -27,7 +27,7 @@ class CDefaultObjectTypeHandler : public AObjectTypeHandler
randomizeObject(castedObject, rng);
}
std::shared_ptr<CGObjectInstance> create(IGameCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl) const final
std::shared_ptr<CGObjectInstance> create(CPrivilegedInfoCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl) const final
{
auto result = createObject(cb);
@ -44,7 +44,7 @@ class CDefaultObjectTypeHandler : public AObjectTypeHandler
protected:
virtual void initializeObject(ObjectType * object) const {}
virtual void randomizeObject(ObjectType * object, vstd::RNG & rng) const {}
virtual std::shared_ptr<ObjectType> createObject(IGameCallback * cb) const
virtual std::shared_ptr<ObjectType> createObject(CPrivilegedInfoCallback * cb) const
{
return std::make_shared<ObjectType>(cb);
}

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@ -37,7 +37,7 @@ bool CRewardableConstructor::hasNameTextID() const
return !objectInfo.getParameters()["name"].isNull();
}
std::shared_ptr<CGObjectInstance> CRewardableConstructor::create(IGameCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl) const
std::shared_ptr<CGObjectInstance> CRewardableConstructor::create(CPrivilegedInfoCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl) const
{
auto ret = std::make_shared<CRewardableObject>(cb);
preInitObject(ret.get());
@ -55,7 +55,7 @@ void CRewardableConstructor::assignBonuses(std::vector<Bonus> & bonuses, MapObje
}
}
Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const
Rewardable::Configuration CRewardableConstructor::generateConfiguration(CPrivilegedInfoCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const
{
Rewardable::Configuration result;
result.variables.preset = presetVariables;

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@ -28,13 +28,13 @@ class DLL_LINKAGE CRewardableConstructor : public AObjectTypeHandler
public:
bool hasNameTextID() const override;
std::shared_ptr<CGObjectInstance> create(IGameCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
std::shared_ptr<CGObjectInstance> create(CPrivilegedInfoCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
void configureObject(CGObjectInstance * object, vstd::RNG & rng) const override;
std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
Rewardable::Configuration generateConfiguration(IGameCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const;
Rewardable::Configuration generateConfiguration(CPrivilegedInfoCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const;
};
VCMI_LIB_NAMESPACE_END

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@ -17,7 +17,7 @@
#include "../GameLibrary.h"
#include "../CConfigHandler.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../entities/faction/CTownHandler.h"
#include "../entities/hero/CHeroClass.h"
#include "../json/JsonUtils.h"
@ -318,7 +318,7 @@ bool MarketInstanceConstructor::hasDescription() const
return !descriptionTextID.empty();
}
std::shared_ptr<CGMarket> MarketInstanceConstructor::createObject(IGameCallback * cb) const
std::shared_ptr<CGMarket> MarketInstanceConstructor::createObject(CPrivilegedInfoCallback * cb) const
{
if(marketModes.size() == 1)
{

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@ -137,7 +137,7 @@ class MarketInstanceConstructor : public CDefaultObjectTypeHandler<CGMarket>
void initTypeData(const JsonNode & config) override;
public:
std::shared_ptr<CGMarket> createObject(IGameCallback * cb) const override;
std::shared_ptr<CGMarket> createObject(CPrivilegedInfoCallback * cb) const override;
void randomizeObject(CGMarket * object, vstd::RNG & rng) const override;
const std::set<EMarketMode> & availableModes() const;

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@ -13,7 +13,7 @@
#include "../CCreatureHandler.h"
#include "../CPlayerState.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../entities/faction/CFaction.h"
#include "../entities/faction/CTown.h"
#include "../entities/faction/CTownHandler.h"
@ -41,12 +41,12 @@ void CArmedInstance::randomizeArmy(FactionID type)
}
}
CArmedInstance::CArmedInstance(IGameCallback *cb)
CArmedInstance::CArmedInstance(CPrivilegedInfoCallback *cb)
:CArmedInstance(cb, false)
{
}
CArmedInstance::CArmedInstance(IGameCallback *cb, bool isHypothetic):
CArmedInstance::CArmedInstance(CPrivilegedInfoCallback *cb, bool isHypothetic):
CGObjectInstance(cb),
CBonusSystemNode(isHypothetic),
nonEvilAlignmentMix(this, Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX)), // Take Angelic Alliance troop-mixing freedom of non-evil units into account.

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@ -50,8 +50,8 @@ public:
void restoreBonusSystem(CGameState & gs) override;
//////////////////////////////////////////////////////////////////////////
CArmedInstance(IGameCallback *cb);
CArmedInstance(IGameCallback *cb, bool isHypothetic);
CArmedInstance(CPrivilegedInfoCallback *cb);
CArmedInstance(CPrivilegedInfoCallback *cb, bool isHypothetic);
PlayerColor getOwner() const override
{

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@ -15,7 +15,8 @@
#include "../texts/CGeneralTextHandler.h"
#include "../CConfigHandler.h"
#include "../IGameSettings.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../gameState/CGameState.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../networkPacks/PacksForClient.h"
@ -154,7 +155,7 @@ std::vector<Component> CGCreature::getPopupComponents(PlayerColor player) const
};
}
void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
void CGCreature::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
//show message
if(!message.empty())
@ -163,18 +164,18 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
iw.player = h->tempOwner;
iw.text = message;
iw.type = EInfoWindowMode::MODAL;
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
int action = takenAction(h);
switch( action ) //decide what we do...
{
case FIGHT:
fight(h);
fight(gameEvents, h);
break;
case FLEE:
{
flee(h);
flee(gameEvents, h);
break;
}
case JOIN_FOR_FREE: //join for free
@ -183,7 +184,7 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
ynd.player = h->tempOwner;
ynd.text.appendLocalString(EMetaText::ADVOB_TXT, 86);
ynd.text.replaceName(getCreatureID(), getJoiningAmount());
cb->showBlockingDialog(this, &ynd);
gameEvents.showBlockingDialog(this, &ynd);
break;
}
default: //join for gold
@ -199,7 +200,7 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
boost::algorithm::replace_first(tmp, "%d", std::to_string(action));
boost::algorithm::replace_first(tmp,"%s",getCreature()->getNamePluralTranslated());
ynd.text.appendRawString(tmp);
cb->showBlockingDialog(this, &ynd);
gameEvents.showBlockingDialog(this, &ynd);
break;
}
}
@ -304,19 +305,19 @@ void CGCreature::initObj(vstd::RNG & rand)
refusedJoining = false;
}
void CGCreature::newTurn(vstd::RNG & rand) const
void CGCreature::newTurn(IGameEventCallback & gameEvents) const
{//Works only for stacks of single type of size up to 2 millions
if (!notGrowingTeam)
{
if (stacks.begin()->second->getCount() < cb->getSettings().getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP) && cb->getDate(Date::DAY_OF_WEEK) == 1 && cb->getDate(Date::DAY) > 1)
{
ui32 power = static_cast<ui32>(temppower * (100 + cb->getSettings().getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_PERCENT)) / 100);
cb->setObjPropertyValue(id, ObjProperty::MONSTER_COUNT, std::min<uint32_t>(power / 1000, cb->getSettings().getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP))); //set new amount
cb->setObjPropertyValue(id, ObjProperty::MONSTER_POWER, power); //increase temppower
gameEvents.setObjPropertyValue(id, ObjProperty::MONSTER_COUNT, std::min<uint32_t>(power / 1000, cb->getSettings().getInteger(EGameSettings::CREATURES_WEEKLY_GROWTH_CAP))); //set new amount
gameEvents.setObjPropertyValue(id, ObjProperty::MONSTER_POWER, power); //increase temppower
}
}
if (cb->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
cb->setObjPropertyValue(id, ObjProperty::MONSTER_EXP, cb->getSettings().getInteger(EGameSettings::CREATURES_DAILY_STACK_EXPERIENCE)); //for testing purpose
gameEvents.setObjPropertyValue(id, ObjProperty::MONSTER_EXP, cb->getSettings().getInteger(EGameSettings::CREATURES_DAILY_STACK_EXPERIENCE)); //for testing purpose
}
void CGCreature::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
{
@ -403,34 +404,34 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
return FIGHT;
}
void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const
void CGCreature::fleeDecision(IGameEventCallback & gameEvents, const CGHeroInstance *h, ui32 pursue) const
{
if(refusedJoining)
cb->setObjPropertyValue(id, ObjProperty::MONSTER_REFUSED_JOIN, false);
gameEvents.setObjPropertyValue(id, ObjProperty::MONSTER_REFUSED_JOIN, false);
if(pursue)
{
fight(h);
fight(gameEvents, h);
}
else
{
cb->removeObject(this, h->getOwner());
gameEvents.removeObject(this, h->getOwner());
}
}
void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const
void CGCreature::joinDecision(IGameEventCallback & gameEvents, const CGHeroInstance *h, int cost, ui32 accept) const
{
if(!accept)
{
if(takenAction(h,false) == FLEE)
{
cb->setObjPropertyValue(id, ObjProperty::MONSTER_REFUSED_JOIN, true);
flee(h);
gameEvents.setObjPropertyValue(id, ObjProperty::MONSTER_REFUSED_JOIN, true);
flee(gameEvents, h);
}
else //they fight
{
h->showInfoDialog(87, 0, EInfoWindowMode::MODAL);//Insulted by your refusal of their offer, the monsters attack!
fight(h);
h->showInfoDialog(gameEvents, 87, 0, EInfoWindowMode::MODAL);//Insulted by your refusal of their offer, the monsters attack!
fight(gameEvents, h);
}
}
else //accepted
@ -440,27 +441,27 @@ void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) co
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT,29); //You don't have enough gold
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
//act as if player refused
joinDecision(h,cost,false);
joinDecision(gameEvents, h, cost, false);
return;
}
//take gold
if(cost)
cb->giveResource(h->tempOwner,EGameResID::GOLD,-cost);
gameEvents.giveResource(h->tempOwner,EGameResID::GOLD,-cost);
giveReward(h);
giveReward(gameEvents, h);
for(auto & stack : this->stacks)
stack.second->setCount(getJoiningAmount());
cb->tryJoiningArmy(this, h, true, true);
gameEvents.tryJoiningArmy(this, h, true, true);
}
}
void CGCreature::fight( const CGHeroInstance *h ) const
void CGCreature::fight(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
//split stacks
int stacksCount = getNumberOfStacks(h);
@ -475,13 +476,13 @@ void CGCreature::fight( const CGHeroInstance *h ) const
for (int slotID = 1; slotID < a; ++slotID)
{
int stackSize = m + 1;
cb->moveStack(StackLocation(id, sourceSlot), StackLocation(id, SlotID(slotID)), stackSize);
gameEvents.moveStack(StackLocation(id, sourceSlot), StackLocation(id, SlotID(slotID)), stackSize);
}
for (int slotID = a; slotID < stacksCount; ++slotID)
{
int stackSize = m;
if (slotID) //don't do this when a = 0 -> stack is single
cb->moveStack(StackLocation(id, sourceSlot), StackLocation(id, SlotID(slotID)), stackSize);
gameEvents.moveStack(StackLocation(id, sourceSlot), StackLocation(id, SlotID(slotID)), stackSize);
}
if (stacksCount > 1)
{
@ -491,36 +492,36 @@ void CGCreature::fight( const CGHeroInstance *h ) const
const auto & upgrades = getStack(slotID).getCreature()->upgrades;
if(!upgrades.empty())
{
auto it = RandomGeneratorUtil::nextItem(upgrades, cb->gameState().getRandomGenerator());
cb->changeStackType(StackLocation(id, slotID), it->toCreature());
auto it = RandomGeneratorUtil::nextItem(upgrades, gameEvents.getRandomGenerator());
gameEvents.changeStackType(StackLocation(id, slotID), it->toCreature());
}
}
}
cb->startBattle(h, this);
gameEvents.startBattle(h, this);
}
void CGCreature::flee( const CGHeroInstance * h ) const
void CGCreature::flee(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.appendLocalString(EMetaText::ADVOB_TXT,91);
ynd.text.replaceName(getCreatureID(), getStackCount(SlotID(0)));
cb->showBlockingDialog(this, &ynd);
gameEvents.showBlockingDialog(this, &ynd);
}
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
void CGCreature::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == BattleSide::ATTACKER)
{
giveReward(hero);
cb->removeObject(this, hero->getOwner());
giveReward(gameEvents, hero);
gameEvents.removeObject(this, hero->getOwner());
}
else if(result.winner == BattleSide::NONE) // draw
{
// guarded reward is lost forever on draw
cb->removeObject(this, hero->getOwner());
gameEvents.removeObject(this, hero->getOwner());
}
else
{
@ -531,13 +532,13 @@ void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &
{
if(cre->isMyDirectUpgrade(i->second->getCreature()))
{
cb->changeStackType(StackLocation(id, i->first), cre); //un-upgrade creatures
gameEvents.changeStackType(StackLocation(id, i->first), cre); //un-upgrade creatures
}
}
//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack
if(!hasStackAtSlot(SlotID(0)))
cb->moveStack(StackLocation(id, stacks.begin()->first), StackLocation(id, SlotID(0)), stacks.begin()->second->getCount());
gameEvents.moveStack(StackLocation(id, stacks.begin()->first), StackLocation(id, SlotID(0)), stacks.begin()->second->getCount());
while(stacks.size() > 1) //hopefully that's enough
{
@ -548,20 +549,20 @@ void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &
if(slot == i->first) //no reason to move stack to its own slot
break;
else
cb->moveStack(StackLocation(id, i->first), StackLocation(id, slot), i->second->getCount());
gameEvents.moveStack(StackLocation(id, i->first), StackLocation(id, slot), i->second->getCount());
}
cb->setObjPropertyValue(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->getCount() * 1000); //remember casualties
gameEvents.setObjPropertyValue(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->getCount() * 1000); //remember casualties
}
}
void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void CGCreature::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
auto action = takenAction(hero);
if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price
joinDecision(hero, action, answer);
joinDecision(gameEvents, hero, action, answer);
else if(action != FIGHT)
fleeDecision(hero, answer);
fleeDecision(gameEvents, hero, answer);
else
assert(0);
}
@ -620,14 +621,14 @@ int CGCreature::getNumberOfStacks(const CGHeroInstance *hero) const
return split;
}
void CGCreature::giveReward(const CGHeroInstance * h) const
void CGCreature::giveReward(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->tempOwner;
if(!resources.empty())
{
cb->giveResources(h->tempOwner, resources);
gameEvents.giveResources(h->tempOwner, resources);
for(const auto & res : GameResID::ALL_RESOURCES())
{
if(resources[res] > 0)
@ -637,7 +638,7 @@ void CGCreature::giveReward(const CGHeroInstance * h) const
if(gainedArtifact != ArtifactID::NONE)
{
cb->giveHeroNewArtifact(h, gainedArtifact, ArtifactPosition::FIRST_AVAILABLE);
gameEvents.giveHeroNewArtifact(h, gainedArtifact, ArtifactPosition::FIRST_AVAILABLE);
iw.components.emplace_back(ComponentType::ARTIFACT, gainedArtifact);
}
@ -646,7 +647,7 @@ void CGCreature::giveReward(const CGHeroInstance * h) const
iw.type = EInfoWindowMode::AUTO;
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 183); // % has found treasure
iw.text.replaceRawString(h->getNameTranslated());
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
}

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@ -38,7 +38,7 @@ public:
bool refusedJoining = false;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
std::string getHoverText(PlayerColor player) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
std::string getPopupText(PlayerColor player) const override;
@ -46,9 +46,9 @@ public:
std::vector<Component> getPopupComponents(PlayerColor player) const override;
void initObj(vstd::RNG & rand) override;
void pickRandomObject(vstd::RNG & rand) override;
void newTurn(vstd::RNG & rand) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void newTurn(IGameEventCallback & gameEvents) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
CreatureID getCreatureID() const;
const CCreature * getCreature() const;
TQuantity getJoiningAmount() const;
@ -76,13 +76,13 @@ protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
private:
void fight(const CGHeroInstance *h) const;
void flee( const CGHeroInstance * h ) const;
void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
void fight(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
void flee(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
void fleeDecision(IGameEventCallback & gameEvents, const CGHeroInstance * h, ui32 pursue) const;
void joinDecision(IGameEventCallback & gameEvents, const CGHeroInstance * h, int cost, ui32 accept) const;
int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
void giveReward(const CGHeroInstance * h) const;
void giveReward(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
std::string getMonsterLevelText() const;
};

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@ -10,7 +10,8 @@
#include "StdInc.h"
#include "CGDwelling.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../entities/faction/CTownHandler.h"
#include "../mapping/CMap.h"
@ -46,7 +47,7 @@ void CGDwellingRandomizationInfo::serializeJson(JsonSerializeFormat & handler)
}
}
CGDwelling::CGDwelling(IGameCallback *cb):
CGDwelling::CGDwelling(CPrivilegedInfoCallback *cb):
CArmedInstance(cb)
{}
@ -209,7 +210,7 @@ void CGDwelling::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
}
}
void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
void CGDwelling::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
{
@ -218,7 +219,7 @@ void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
iw.player = h->tempOwner;
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
iw.text.replaceName(ID, subID);
cb->sendAndApply(iw);
gameEvents.sendAndApply(iw);
return;
}
@ -238,14 +239,14 @@ void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
else
bd.text.replaceLocalString(EMetaText::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
bd.text.replaceName(*Slots().begin()->second);
cb->showBlockingDialog(this, &bd);
gameEvents.showBlockingDialog(this, &bd);
return;
}
// TODO this shouldn't be hardcoded
if(relations == PlayerRelations::ENEMIES && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
{
cb->setOwner(this, h->tempOwner);
gameEvents.setOwner(this, h->tempOwner);
}
BlockingDialog bd (true,false);
@ -274,10 +275,10 @@ void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
bd.flags |= BlockingDialog::SAFE_TO_AUTOACCEPT;
}
cb->showBlockingDialog(this, &bd);
gameEvents.showBlockingDialog(this, &bd);
}
void CGDwelling::newTurn(vstd::RNG & rand) const
void CGDwelling::newTurn(IGameEventCallback & gameEvents) const
{
if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
return;
@ -288,7 +289,7 @@ void CGDwelling::newTurn(vstd::RNG & rand) const
if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
{
cb->setObjPropertyID(id, ObjProperty::AVAILABLE_CREATURE, LIBRARY->creh->pickRandomMonster(rand));
gameEvents.setObjPropertyID(id, ObjProperty::AVAILABLE_CREATURE, LIBRARY->creh->pickRandomMonster(gameEvents.getRandomGenerator()));
}
bool change = false;
@ -318,9 +319,9 @@ void CGDwelling::newTurn(vstd::RNG & rand) const
}
if(change)
cb->sendAndApply(sac);
gameEvents.sendAndApply(sac);
updateGuards();
updateGuards(gameEvents);
}
std::vector<Component> CGDwelling::getPopupComponents(PlayerColor player) const
@ -356,7 +357,7 @@ std::vector<Component> CGDwelling::getPopupComponents(PlayerColor player) const
return result;
}
void CGDwelling::updateGuards() const
void CGDwelling::updateGuards(IGameEventCallback & gameEvents) const
{
//TODO: store custom guard config and use it
//TODO: store boolean flag for guards
@ -386,7 +387,7 @@ void CGDwelling::updateGuards() const
csc.slot = slot;
csc.count = crea->getGrowth() * 3;
csc.absoluteValue = true;
cb->sendAndApply(csc);
gameEvents.sendAndApply(csc);
}
else //slot is empty, create whole new stack
{
@ -395,13 +396,13 @@ void CGDwelling::updateGuards() const
ns.slot = slot;
ns.type = crea->getId();
ns.count = crea->getGrowth() * 3;
cb->sendAndApply(ns);
gameEvents.sendAndApply(ns);
}
}
}
}
void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
void CGDwelling::heroAcceptsCreatures(IGameEventCallback & gameEvents, const CGHeroInstance *h) const
{
CreatureID crid = creatures[0].second[0];
auto *crs = crid.toCreature();
@ -420,7 +421,7 @@ void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
std::pair<SlotID, SlotID> toMerge;
if (h->mergeableStacks(toMerge))
{
cb->moveStack(StackLocation(h->id, toMerge.first), StackLocation(h->id, toMerge.second), -1); //merge toMerge.first into toMerge.second
gameEvents.moveStack(StackLocation(h->id, toMerge.first), StackLocation(h->id, toMerge.second), -1); //merge toMerge.first into toMerge.second
assert(!h->hasStackAtSlot(toMerge.first)); //we have now a new free slot
}
}
@ -434,7 +435,7 @@ void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
iw.player = h->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
iw.text.replaceNamePlural(crid);
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
else //give creatures
{
@ -451,9 +452,9 @@ void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
iw.text.replaceNumber(count);
iw.text.replaceNamePlural(crid);
cb->showInfoDialog(&iw);
cb->sendAndApply(sac);
cb->addToSlot(StackLocation(h->id, slot), crs, count);
gameEvents.showInfoDialog(&iw);
gameEvents.sendAndApply(sac);
gameEvents.addToSlot(StackLocation(h->id, slot), crs, count);
}
}
else //there no creatures
@ -463,7 +464,7 @@ void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 422); //There are no %s here to recruit.
iw.text.replaceNamePlural(crid);
iw.player = h->tempOwner;
cb->sendAndApply(iw);
gameEvents.sendAndApply(iw);
}
}
else
@ -485,33 +486,33 @@ void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
else
entry.first = 1;
}
cb->sendAndApply(sac);
gameEvents.sendAndApply(sac);
}
auto windowMode = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP) ? EOpenWindowMode::RECRUITMENT_FIRST : EOpenWindowMode::RECRUITMENT_ALL;
cb->showObjectWindow(this, windowMode, h, true);
gameEvents.showObjectWindow(this, windowMode, h, true);
}
}
void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
void CGDwelling::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == BattleSide::ATTACKER)
{
onHeroVisit(hero);
onHeroVisit(gameEvents, hero);
}
}
void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void CGDwelling::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
{
if(answer)
cb->startBattle(hero, this);
gameEvents.startBattle(hero, this);
}
else if(answer)
{
heroAcceptsCreatures(hero);
heroAcceptsCreatures(gameEvents, hero);
}
}

View File

@ -39,7 +39,7 @@ public:
std::optional<CGDwellingRandomizationInfo> randomizationInfo; //random dwelling options; not serialized
TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
CGDwelling(IGameCallback *cb);
CGDwelling(CPrivilegedInfoCallback *cb);
~CGDwelling() override;
const IOwnableObject * asOwnable() const final;
@ -55,15 +55,15 @@ private:
void pickRandomObject(vstd::RNG & rand) override;
void initObj(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void newTurn(vstd::RNG & rand) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void newTurn(IGameEventCallback & gameEvents) const override;
void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
std::vector<Component> getPopupComponents(PlayerColor player) const override;
void updateGuards() const;
void heroAcceptsCreatures(const CGHeroInstance *h) const;
void updateGuards(IGameEventCallback & gameEvents) const;
void heroAcceptsCreatures(IGameEventCallback & gameEvents, const CGHeroInstance *h) const;
public:
template <typename Handler> void serialize(Handler &h)

View File

@ -15,7 +15,8 @@
#include <vcmi/spells/Spell.h>
#include <vstd/RNG.h>
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../texts/CGeneralTextHandler.h"
#include "../TerrainHandler.h"
#include "../RoadHandler.h"
@ -253,7 +254,7 @@ int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti)
return ti->getMovePointsLimitWater();
}
CGHeroInstance::CGHeroInstance(IGameCallback * cb)
CGHeroInstance::CGHeroInstance(CPrivilegedInfoCallback * cb)
: CArmedInstance(cb),
CArtifactSet(cb),
tacticFormationEnabled(false),
@ -554,7 +555,7 @@ bool CGHeroInstance::needsLastStack() const
return true;
}
void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
void CGHeroInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if(h == this) return; //exclude potential self-visiting
@ -563,14 +564,14 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
if( cb->gameState().getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
{
//exchange
cb->heroExchange(h->id, id);
gameEvents.heroExchange(h->id, id);
}
else //battle
{
if(getVisitedTown()) //we're in town
getVisitedTown()->onHeroVisit(h); //town will handle attacking
getVisitedTown()->onHeroVisit(gameEvents, h); //town will handle attacking
else
cb->startBattle(h, this);
gameEvents.startBattle(h, this);
}
}
else if(ID == Obj::PRISON)
@ -580,9 +581,9 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
//update hero parameters
SetMovePoints smp;
smp.hid = id;
cb->setManaPoints (id, manaLimit());
gameEvents.setManaPoints(id, manaLimit());
ObjectInstanceID boatId;
const auto boatPos = visitablePos();
if (cb->gameState().getMap().getTile(boatPos).isWater())
@ -591,7 +592,7 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
if (!inBoat())
{
//Create a new boat for hero
cb->createBoat(boatPos, getBoatType(), h->getOwner());
gameEvents.createBoat(boatPos, getBoatType(), h->getOwner());
boatId = cb->getTopObj(boatPos)->id;
}
}
@ -599,15 +600,15 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
{
smp.val = movementPointsLimit(true);
}
cb->giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
cb->setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
cb->setMovePoints (&smp);
gameEvents.giveHero(id, h->tempOwner, boatId); //recreates def and adds hero to player
gameEvents.setObjPropertyID(id, ObjProperty::ID, Obj(Obj::HERO)); //set ID to 34 AFTER hero gets correct flag color
gameEvents.setMovePoints (&smp);
h->showInfoDialog(102);
h->showInfoDialog(gameEvents, 102);
}
else //already 8 wandering heroes
{
h->showInfoDialog(103);
h->showInfoDialog(gameEvents, 103);
}
}
}
@ -667,13 +668,13 @@ void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
wisdomCounter = 0;
}
void CGHeroInstance::pickRandomObject(vstd::RNG & rand)
void CGHeroInstance::pickRandomObject(vstd::RNG & randomGenerator)
{
assert(ID == Obj::HERO || ID == Obj::PRISON || ID == Obj::RANDOM_HERO);
if (ID == Obj::RANDOM_HERO)
{
auto selectedHero = cb->gameState().pickNextHeroType(getOwner());
auto selectedHero = cb->gameState().pickNextHeroType(randomGenerator, getOwner());
ID = Obj::HERO;
subID = selectedHero;

View File

@ -72,7 +72,7 @@ class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator,
ui32 movement; //remaining movement points
bool inTownGarrison; // if hero is in town garrison
IGameCallback * getCallback() const final { return cb; }
CPrivilegedInfoCallback * getCallback() const final { return cb; }
public:
//////////////////////////////////////////////////////////////////////////
@ -281,7 +281,7 @@ public:
/// If this hero perishes, the scenario is failed
bool isMissionCritical() const;
CGHeroInstance(IGameCallback *cb);
CGHeroInstance(CPrivilegedInfoCallback *cb);
virtual ~CGHeroInstance();
PlayerColor getOwner() const override;
@ -321,7 +321,7 @@ public:
void updateAppearance();
void pickRandomObject(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
std::string getObjectName() const override;
std::string getHoverText(PlayerColor player) const override;
std::string getMovementPointsTextIfOwner(PlayerColor player) const;

View File

@ -11,7 +11,8 @@
#include "StdInc.h"
#include "CGMarket.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../texts/CGeneralTextHandler.h"
#include "../CCreatureHandler.h"
#include "CGTownInstance.h"
@ -34,9 +35,9 @@ void CGMarket::initObj(vstd::RNG & rand)
getObjectHandler()->configureObject(this, rand);
}
void CGMarket::onHeroVisit(const CGHeroInstance * h) const
void CGMarket::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
cb->showObjectWindow(this, EOpenWindowMode::MARKET_WINDOW, h, true);
gameEvents.showObjectWindow(this, EOpenWindowMode::MARKET_WINDOW, h, true);
}
std::string CGMarket::getPopupText(PlayerColor player) const
@ -77,7 +78,7 @@ std::set<EMarketMode> CGMarket::availableModes() const
return getMarketHandler()->availableModes();
}
CGMarket::CGMarket(IGameCallback *cb)
CGMarket::CGMarket(CPrivilegedInfoCallback *cb)
: CGObjectInstance(cb)
, IMarket(cb)
{}
@ -98,7 +99,7 @@ std::vector<TradeItemBuy> CGBlackMarket::availableItemsIds(EMarketMode mode) con
}
}
void CGBlackMarket::newTurn(vstd::RNG & rand) const
void CGBlackMarket::newTurn(IGameEventCallback & gameEvents) const
{
int resetPeriod = cb->getSettings().getInteger(EGameSettings::MARKETS_BLACK_MARKET_RESTOCK_PERIOD);
@ -110,8 +111,8 @@ void CGBlackMarket::newTurn(vstd::RNG & rand) const
SetAvailableArtifacts saa;
saa.id = id;
cb->pickAllowedArtsSet(saa.arts, rand);
cb->sendAndApply(saa);
cb->pickAllowedArtsSet(saa.arts, gameEvents.getRandomGenerator());
gameEvents.sendAndApply(saa);
}
std::vector<TradeItemBuy> CGUniversity::availableItemsIds(EMarketMode mode) const
@ -131,9 +132,9 @@ std::string CGUniversity::getSpeechTranslated() const
return getMarketHandler()->getSpeechTranslated();
}
void CGUniversity::onHeroVisit(const CGHeroInstance * h) const
void CGUniversity::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
cb->showObjectWindow(this, EOpenWindowMode::UNIVERSITY_WINDOW, h, true);
gameEvents.showObjectWindow(this, EOpenWindowMode::UNIVERSITY_WINDOW, h, true);
}
VCMI_LIB_NAMESPACE_END

View File

@ -22,9 +22,9 @@ protected:
std::shared_ptr<MarketInstanceConstructor> getMarketHandler() const;
public:
CGMarket(IGameCallback *cb);
CGMarket(CPrivilegedInfoCallback *cb);
///IObjectInterface
void onHeroVisit(const CGHeroInstance * h) const override; //open trading window
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override; //open trading window
void initObj(vstd::RNG & rand) override;//set skills for trade
std::string getPopupText(PlayerColor player) const override;
@ -44,7 +44,7 @@ public:
std::vector<ArtifactID> artifacts; //available artifacts
void newTurn(vstd::RNG & rand) const override; //reset artifacts for black market every month
void newTurn(IGameEventCallback & gameEvents) const override; //reset artifacts for black market every month
std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
template <typename Handler> void serialize(Handler &h)
@ -64,7 +64,7 @@ public:
std::vector<TradeItemBuy> skills; //available skills
std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const override;
void onHeroVisit(const CGHeroInstance * h) const override; //open window
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override; //open window
template <typename Handler> void serialize(Handler &h)
{

View File

@ -14,7 +14,8 @@
#include "CGHeroInstance.h"
#include "ObjectTemplate.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../gameState/CGameState.h"
#include "../texts/CGeneralTextHandler.h"
#include "../constants/StringConstants.h"
@ -30,7 +31,7 @@
VCMI_LIB_NAMESPACE_BEGIN
//TODO: remove constructor
CGObjectInstance::CGObjectInstance(IGameCallback *cb):
CGObjectInstance::CGObjectInstance(CPrivilegedInfoCallback *cb):
IObjectInterface(cb),
pos(-1,-1,-1),
ID(Obj::NO_OBJ),
@ -223,7 +224,7 @@ int3 CGObjectInstance::getVisitableOffset() const
return appearance->getVisitableOffset();
}
void CGObjectInstance::giveDummyBonus(const ObjectInstanceID & heroID, BonusDuration::Type duration) const
void CGObjectInstance::giveDummyBonus(IGameEventCallback & gameEvents, const ObjectInstanceID & heroID, BonusDuration::Type duration) const
{
GiveBonus gbonus;
gbonus.bonus.type = BonusType::NONE;
@ -231,7 +232,7 @@ void CGObjectInstance::giveDummyBonus(const ObjectInstanceID & heroID, BonusDura
gbonus.bonus.duration = duration;
gbonus.bonus.source = BonusSource::OBJECT_TYPE;
gbonus.bonus.sid = BonusSourceID(ID);
cb->giveHeroBonus(&gbonus);
gameEvents.giveHeroBonus(&gbonus);
}
std::string CGObjectInstance::getObjectName() const
@ -298,19 +299,19 @@ std::vector<Component> CGObjectInstance::getPopupComponents(const CGHeroInstance
return getPopupComponents(hero->getOwner());
}
void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
void CGObjectInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
switch(ID.toEnum())
{
case Obj::SANCTUARY:
{
//You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
h->showInfoDialog(114);
h->showInfoDialog(gameEvents, 114);
}
break;
case Obj::TAVERN:
{
cb->showObjectWindow(this, EOpenWindowMode::TAVERN_WINDOW, h, true);
gameEvents.showObjectWindow(this, EOpenWindowMode::TAVERN_WINDOW, h, true);
}
break;
}

View File

@ -45,7 +45,7 @@ public:
std::string instanceName;
CGObjectInstance(IGameCallback *cb);
CGObjectInstance(CPrivilegedInfoCallback *cb);
~CGObjectInstance() override;
MapObjectID getObjGroupIndex() const override;
@ -133,7 +133,7 @@ public:
void initObj(vstd::RNG & rand) override;
void pickRandomObject(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
/// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
void setProperty(ObjProperty what, ObjPropertyID identifier) final;
@ -170,7 +170,7 @@ protected:
void setType(MapObjectID ID, MapObjectSubID subID);
/// Gives dummy bonus from this object to hero. Can be used to track visited state
void giveDummyBonus(const ObjectInstanceID & heroID, BonusDuration::Type duration = BonusDuration::ONE_DAY) const;
void giveDummyBonus(IGameEventCallback & gameEvents, const ObjectInstanceID & heroID, BonusDuration::Type duration = BonusDuration::ONE_DAY) const;
///Serialize object-type specific options
virtual void serializeJsonOptions(JsonSerializeFormat & handler);

View File

@ -18,7 +18,8 @@
#include "../CSkillHandler.h"
#include "../StartInfo.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../constants/StringConstants.h"
#include "../networkPacks/PacksForClient.h"
#include "../networkPacks/PacksForClientBattle.h"
@ -48,12 +49,12 @@ void CGPandoraBox::initObj(vstd::RNG & rand)
CRewardableObject::initObj(rand);
}
void CGPandoraBox::grantRewardWithMessage(const CGHeroInstance * h, int index, bool markAsVisit) const
void CGPandoraBox::grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * h, int index, bool markAsVisit) const
{
auto vi = configuration.info.at(index);
if(!vi.message.empty())
{
CRewardableObject::grantRewardWithMessage(h, index, markAsVisit);
CRewardableObject::grantRewardWithMessage(gameEvents, h, index, markAsVisit);
return;
}
@ -74,7 +75,7 @@ void CGPandoraBox::grantRewardWithMessage(const CGHeroInstance * h, int index, b
reward.loadComponents(iw.components, h);
iw.type = EInfoWindowMode::MODAL;
if(!iw.components.empty())
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
};
Rewardable::Reward temp;
@ -166,43 +167,43 @@ void CGPandoraBox::grantRewardWithMessage(const CGHeroInstance * h, int index, b
// grant reward afterwards. Note that it may remove object
if(markAsVisit)
markAsVisited(h);
grantReward(index, h);
markAsVisited(gameEvents, h);
grantReward(gameEvents, index, h);
}
void CGPandoraBox::onHeroVisit(const CGHeroInstance * h) const
void CGPandoraBox::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.text.appendLocalString(EMetaText::ADVOB_TXT, 14);
cb->showBlockingDialog(this, &bd);
gameEvents.showBlockingDialog(this, &bd);
}
void CGPandoraBox::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
void CGPandoraBox::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == BattleSide::ATTACKER)
{
CRewardableObject::onHeroVisit(hero);
CRewardableObject::onHeroVisit(gameEvents, hero);
}
}
void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void CGPandoraBox::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
if(answer)
{
if(stacksCount() > 0) //if pandora's box is protected by army
{
hero->showInfoDialog(16, 0, EInfoWindowMode::MODAL);
cb->startBattle(hero, this); //grants things after battle
hero->showInfoDialog(gameEvents, 16, 0, EInfoWindowMode::MODAL);
gameEvents.startBattle(hero, this); //grants things after battle
}
else if(getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
{
hero->showInfoDialog(15);
cb->removeObject(this, hero->getOwner());
hero->showInfoDialog(gameEvents, 15);
gameEvents.removeObject(this, hero->getOwner());
}
else //if it gives something without battle
{
CRewardableObject::onHeroVisit(hero);
CRewardableObject::onHeroVisit(gameEvents, hero);
}
}
}
@ -287,12 +288,12 @@ void CGEvent::init()
}
}
void CGEvent::grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const
void CGEvent::grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const
{
CRewardableObject::grantRewardWithMessage(contextHero, rewardIndex, markAsVisit);
CRewardableObject::grantRewardWithMessage(gameEvents, contextHero, rewardIndex, markAsVisit);
}
void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
void CGEvent::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if(availableFor.count(h->tempOwner) == 0)
return;
@ -300,13 +301,13 @@ void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
if(cb->getPlayerSettings(h->tempOwner)->isControlledByHuman())
{
if(humanActivate)
activated(h);
activated(gameEvents, h);
}
else if(computerActivate)
activated(h);
activated(gameEvents, h);
}
void CGEvent::activated( const CGHeroInstance * h ) const
void CGEvent::activated(IGameEventCallback & gameEvents, const CGHeroInstance * h ) const
{
if(stacksCount() > 0)
{
@ -316,12 +317,12 @@ void CGEvent::activated( const CGHeroInstance * h ) const
iw.text = message;
else
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 16);
cb->showInfoDialog(&iw);
cb->startBattle(h, this);
gameEvents.showInfoDialog(&iw);
gameEvents.startBattle(h, this);
}
else
{
CRewardableObject::onHeroVisit(h);
CRewardableObject::onHeroVisit(gameEvents, h);
}
}

View File

@ -24,9 +24,9 @@ public:
MetaString message;
void initObj(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
template <typename Handler> void serialize(Handler &h)
{
@ -34,7 +34,7 @@ public:
h & message;
}
protected:
void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const override;
void grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const override;
virtual void init();
void serializeJsonOptions(JsonSerializeFormat & handler) override;
@ -59,14 +59,14 @@ public:
h & humanActivate;
}
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
protected:
void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const override;
void grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const override;
void init() override;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
private:
void activated(const CGHeroInstance * h) const;
void activated(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
};
VCMI_LIB_NAMESPACE_END

View File

@ -11,7 +11,8 @@
#include "StdInc.h"
#include "CGResource.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../mapObjectConstructors/CommonConstructors.h"
#include "../texts/CGeneralTextHandler.h"
#include "../networkPacks/PacksForClient.h"
@ -71,7 +72,7 @@ void CGResource::initObj(vstd::RNG & rand)
getResourceHandler()->randomizeObject(this, rand);
}
void CGResource::onHeroVisit( const CGHeroInstance * h ) const
void CGResource::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if(stacksCount())
{
@ -80,20 +81,20 @@ void CGResource::onHeroVisit( const CGHeroInstance * h ) const
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text = message;
cb->showBlockingDialog(this, &ynd);
gameEvents.showBlockingDialog(this, &ynd);
}
else
{
blockingDialogAnswered(h, true); //behave as if player accepted battle
blockingDialogAnswered(gameEvents, h, true); //behave as if player accepted battle
}
}
else
collectRes(h->getOwner());
collectRes(gameEvents, h->getOwner());
}
void CGResource::collectRes(const PlayerColor & player) const
void CGResource::collectRes(IGameEventCallback & gameEvents, const PlayerColor & player) const
{
cb->giveResource(player, resourceID(), amount);
gameEvents.giveResource(player, resourceID(), amount);
InfoWindow sii;
sii.player = player;
if(!message.empty())
@ -108,21 +109,21 @@ void CGResource::collectRes(const PlayerColor & player) const
sii.text.replaceName(resourceID());
}
sii.components.emplace_back(ComponentType::RESOURCE, resourceID(), amount);
sii.soundID = soundBase::pickup01 + cb->gameState().getRandomGenerator().nextInt(6);
cb->showInfoDialog(&sii);
cb->removeObject(this, player);
sii.soundID = soundBase::pickup01 + gameEvents.getRandomGenerator().nextInt(6);
gameEvents.showInfoDialog(&sii);
gameEvents.removeObject(this, player);
}
void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
void CGResource::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == BattleSide::ATTACKER) //attacker won
collectRes(hero->getOwner());
collectRes(gameEvents, hero->getOwner());
}
void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void CGResource::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
if(answer)
cb->startBattle(hero, this);
gameEvents.startBattle(hero, this);
}
void CGResource::serializeJsonOptions(JsonSerializeFormat & handler)

View File

@ -28,17 +28,17 @@ class DLL_LINKAGE CGResource : public CArmedInstance
std::shared_ptr<ResourceInstanceConstructor> getResourceHandler() const;
int getAmountMultiplier() const;
void collectRes(const PlayerColor & player) const;
void collectRes(IGameEventCallback & gameEvents, const PlayerColor & player) const;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
public:
using CArmedInstance::CArmedInstance;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
void pickRandomObject(vstd::RNG & rand) override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
std::string getHoverText(PlayerColor player) const override;
GameResID resourceID() const;

View File

@ -24,7 +24,8 @@
#include "../CPlayerState.h"
#include "../StartInfo.h"
#include "../TerrainHandler.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../entities/building/CBuilding.h"
#include "../entities/faction/CTownHandler.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
@ -263,7 +264,7 @@ TownFortifications CGTownInstance::fortificationsLevel() const
return result;
}
CGTownInstance::CGTownInstance(IGameCallback *cb):
CGTownInstance::CGTownInstance(CPrivilegedInfoCallback *cb):
CGDwelling(cb),
IMarket(cb),
built(0),
@ -297,13 +298,13 @@ bool CGTownInstance::needsLastStack() const
return getGarrisonHero() != nullptr;
}
void CGTownInstance::setOwner(const PlayerColor & player) const
void CGTownInstance::setOwner(IGameEventCallback & gameEvents, const PlayerColor & player) const
{
removeCapitols(player);
cb->setOwner(this, player);
removeCapitols(gameEvents, player);
gameEvents.setOwner(this, player);
}
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
void CGTownInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if(cb->gameState().getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
{
@ -319,23 +320,23 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);
if(nodeSiege == (CBonusSystemNode *)this)
cb->swapGarrisonOnSiege(this->id);
gameEvents.swapGarrisonOnSiege(this->id);
const_cast<CGHeroInstance *>(defendingHero)->setVisitedTown(this, false); //hack to return visitor from garrison after battle
}
cb->startBattle(h, defendingArmy, getSightCenter(), h, defendingHero, BattleLayout::createDefaultLayout(cb, h, defendingArmy), (isBattleOutside ? nullptr : this));
gameEvents.startBattle(h, defendingArmy, getSightCenter(), h, defendingHero, BattleLayout::createDefaultLayout(cb, h, defendingArmy), (isBattleOutside ? nullptr : this));
}
else
{
auto heroColor = h->getOwner();
onTownCaptured(heroColor);
onTownCaptured(gameEvents, heroColor);
if(cb->gameState().getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
{
return; //we just won game, we do not need to perform any extra actions
//TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
}
cb->heroVisitCastle(this, h);
gameEvents.heroVisitCastle(this, h);
}
}
else
@ -348,9 +349,9 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
scp.heroid = h->id;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 1;
cb->sendAndApply(scp);
gameEvents.sendAndApply(scp);
}
cb->heroVisitCastle(this, h);
gameEvents.heroVisitCastle(this, h);
// TODO(vmarkovtsev): implement payment for rising the commander
if (commander_recover) // info window about commander
{
@ -358,17 +359,17 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
iw.player = h->tempOwner;
iw.text.appendRawString(h->getCommander()->getName());
iw.components.emplace_back(ComponentType::CREATURE, h->getCommander()->getId(), h->getCommander()->getCount());
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
}
}
void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
void CGTownInstance::onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
//FIXME: find out why this issue appears on random maps
if(getVisitingHero() == h)
{
cb->stopHeroVisitCastle(this, h);
gameEvents.stopHeroVisitCastle(this, h);
logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), getNameTranslated());
}
else
@ -535,17 +536,17 @@ void CGTownInstance::initializeNeutralTownGarrison(vstd::RNG & rand)
}
}
void CGTownInstance::newTurn(vstd::RNG & rand) const
void CGTownInstance::newTurn(IGameEventCallback & gameEvents) const
{
for(const auto & building : rewardableBuildings)
building.second->newTurn(rand);
building.second->newTurn(gameEvents);
if(hasBuilt(BuildingSubID::BANK) && bonusValue.second > 0)
{
TResources res;
res[EGameResID::GOLD] = -500;
cb->giveResources(getOwner(), res);
cb->setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, bonusValue.second - 500);
gameEvents.giveResources(getOwner(), res);
gameEvents.setObjPropertyValue(id, ObjProperty::BONUS_VALUE_SECOND, bonusValue.second - 500);
}
}
@ -577,7 +578,7 @@ const IObjectInterface * CGTownInstance::getObject() const
return this;
}
void CGTownInstance::mergeGarrisonOnSiege() const
void CGTownInstance::mergeGarrisonOnSiege(IGameEventCallback & gameEvents) const
{
auto getWeakestStackSlot = [&](ui64 powerLimit)
{
@ -610,17 +611,17 @@ void CGTownInstance::mergeGarrisonOnSiege() const
});
auto dst = getVisitingHero()->getSlotFor(pair.second->getCreatureID());
if(dst.validSlot())
cb->moveStack(StackLocation(id, pair.first), StackLocation(getVisitingHero()->id, dst), -1);
gameEvents.moveStack(StackLocation(id, pair.first), StackLocation(getVisitingHero()->id, dst), -1);
else
{
dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));
if(dst.validSlot())
cb->swapStacks(StackLocation(id, pair.first), StackLocation(getVisitingHero()->id, dst));
gameEvents.swapStacks(StackLocation(id, pair.first), StackLocation(getVisitingHero()->id, dst));
}
}
}
void CGTownInstance::removeCapitols(const PlayerColor & owner) const
void CGTownInstance::removeCapitols(IGameEventCallback & gameEvents, const PlayerColor & owner) const
{
if (hasCapitol()) // search if there's an older capitol
{
@ -633,18 +634,18 @@ void CGTownInstance::removeCapitols(const PlayerColor & owner) const
rs.tid = id;
rs.bid.insert(BuildingID::CAPITOL);
rs.destroyed = destroyed;
cb->sendAndApply(rs);
gameEvents.sendAndApply(rs);
return;
}
}
}
}
void CGTownInstance::clearArmy() const
void CGTownInstance::clearArmy(IGameEventCallback & gameEvents) const
{
while(!stacks.empty())
{
cb->eraseStack(StackLocation(id, stacks.begin()->first), true);
gameEvents.eraseStack(StackLocation(id, stacks.begin()->first), true);
}
}
@ -999,12 +1000,12 @@ CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID &
return ret;
}
void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
void CGTownInstance::addHeroToStructureVisitors(IGameEventCallback & gameEvents, const CGHeroInstance *h, si64 structureInstanceID ) const
{
if(getVisitingHero() == h)
cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
gameEvents.setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
else if(getGarrisonHero() == h)
cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
gameEvents.setObjPropertyValue(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
else
{
//should never ever happen
@ -1013,19 +1014,19 @@ void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 st
}
}
void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
void CGTownInstance::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance * hero, const BattleResult & result) const
{
if(result.winner == BattleSide::ATTACKER)
{
clearArmy();
onTownCaptured(hero->getOwner());
clearArmy(gameEvents);
onTownCaptured(gameEvents, hero->getOwner());
}
}
void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
void CGTownInstance::onTownCaptured(IGameEventCallback & gameEvents, const PlayerColor & winner) const
{
setOwner(winner);
cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
setOwner(gameEvents, winner);
gameEvents.changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
}
void CGTownInstance::afterAddToMap(CMap * map)

View File

@ -183,10 +183,10 @@ public:
LogicalExpression<BuildingID> genBuildingRequirements(const BuildingID & build, bool deep = false) const;
void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
void removeCapitols(const PlayerColor & owner) const;
void clearArmy() const;
void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
void mergeGarrisonOnSiege(IGameEventCallback & gameEvents) const; // merge garrison into army of visiting hero
void removeCapitols(IGameEventCallback & gameEvents, const PlayerColor & owner) const;
void clearArmy(IGameEventCallback & gameEvents) const;
void addHeroToStructureVisitors(IGameEventCallback & gameEvents, const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
void deleteTownBonus(BuildingID bid);
/// Returns damage range for secondary towers of this town
@ -207,16 +207,16 @@ public:
/// Returns true if provided war machine is available in any of built buildings of this town
bool isWarMachineAvailable(ArtifactID) const;
CGTownInstance(IGameCallback *cb);
CGTownInstance(CPrivilegedInfoCallback *cb);
virtual ~CGTownInstance();
///IObjectInterface overrides
void newTurn(vstd::RNG & rand) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroLeave(const CGHeroInstance * h) const override;
void newTurn(IGameEventCallback & gameEvents) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
void pickRandomObject(vstd::RNG & rand) override;
void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance * hero, const BattleResult & result) const override;
std::string getObjectName() const override;
void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
@ -234,8 +234,8 @@ protected:
private:
FactionID randomizeFaction(vstd::RNG & rand);
void setOwner(const PlayerColor & owner) const;
void onTownCaptured(const PlayerColor & winner) const;
void setOwner(IGameEventCallback & gameEvents, const PlayerColor & owner) const;
void onTownCaptured(IGameEventCallback & gameEvents, const PlayerColor & winner) const;
int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<const CGObjectInstance* >& dwellings) const;
bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
void initializeConfigurableBuildings(vstd::RNG & rand);

View File

@ -17,7 +17,8 @@
#include "../texts/CGeneralTextHandler.h"
#include "CGCreature.h"
#include "../IGameSettings.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../entities/artifact/CArtifact.h"
#include "../entities/hero/CHeroHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
@ -119,7 +120,7 @@ bool CQuest::checkQuest(const CGHeroInstance * h) const
return true;
}
void CQuest::completeQuest(IGameCallback * cb, const CGHeroInstance *h, bool allowFullArmyRemoval) const
void CQuest::completeQuest(IGameEventCallback & gameEvents, const CGHeroInstance *h, bool allowFullArmyRemoval) const
{
// FIXME: this should be part of 'reward', and not hacking into limiter state that should only limit access to such reward
@ -127,7 +128,7 @@ void CQuest::completeQuest(IGameCallback * cb, const CGHeroInstance *h, bool all
{
if(h->hasArt(elem))
{
cb->removeArtifact(ArtifactLocation(h->id, h->getArtPos(elem, false)));
gameEvents.removeArtifact(ArtifactLocation(h->id, h->getArtPos(elem, false)));
continue;
}
@ -138,13 +139,13 @@ void CQuest::completeQuest(IGameCallback * cb, const CGHeroInstance *h, bool all
auto parts = assembly->getPartsInfo();
// Remove the assembly
cb->removeArtifact(ArtifactLocation(h->id, h->getArtPos(assembly)));
gameEvents.removeArtifact(ArtifactLocation(h->id, h->getArtPos(assembly)));
// Disassemble this backpack artifact
for(const auto & ci : parts)
{
if(ci.getArtifact()->getTypeId() != elem)
cb->giveHeroNewArtifact(h, ci.getArtifact()->getTypeId(), ArtifactPosition::BACKPACK_START);
gameEvents.giveHeroNewArtifact(h, ci.getArtifact()->getTypeId(), ArtifactPosition::BACKPACK_START);
}
continue;
@ -153,8 +154,8 @@ void CQuest::completeQuest(IGameCallback * cb, const CGHeroInstance *h, bool all
logGlobal->error("Failed to find artifact %s in inventory of hero %s", elem.toEntity(LIBRARY)->getJsonKey(), h->getHeroTypeID());
}
cb->takeCreatures(h->id, mission.creatures, allowFullArmyRemoval);
cb->giveResources(h->getOwner(), -mission.resources);
gameEvents.takeCreatures(h->id, mission.creatures, allowFullArmyRemoval);
gameEvents.giveResources(h->getOwner(), -mission.resources);
}
void CQuest::addTextReplacements(const CGameInfoCallback * cb, MetaString & text, std::vector<Component> & components) const
@ -550,16 +551,16 @@ void CGSeerHut::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
}
}
void CGSeerHut::newTurn(vstd::RNG & rand) const
void CGSeerHut::newTurn(IGameEventCallback & gameEvents) const
{
CRewardableObject::newTurn(rand);
CRewardableObject::newTurn(gameEvents);
if(getQuest().lastDay >= 0 && getQuest().lastDay <= cb->getDate() - 1) //time is up
{
cb->setObjPropertyValue(id, ObjProperty::SEERHUT_COMPLETE, true);
gameEvents.setObjPropertyValue(id, ObjProperty::SEERHUT_COMPLETE, true);
}
}
void CGSeerHut::onHeroVisit(const CGHeroInstance * h) const
void CGSeerHut::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->getOwner();
@ -570,23 +571,23 @@ void CGSeerHut::onHeroVisit(const CGHeroInstance * h) const
if(firstVisit)
{
cb->setObjPropertyID(id, ObjProperty::SEERHUT_VISITED, h->getOwner());
gameEvents.setObjPropertyID(id, ObjProperty::SEERHUT_VISITED, h->getOwner());
AddQuest aq;
aq.quest = QuestInfo(id);
aq.player = h->tempOwner;
cb->sendAndApply(aq); //TODO: merge with setObjProperty?
gameEvents.sendAndApply(aq); //TODO: merge with setObjProperty?
}
if(firstVisit || failRequirements)
{
getVisitText (iw.text, iw.components, firstVisit, h);
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
if(!failRequirements) // propose completion, also on first visit
{
CRewardableObject::onHeroVisit(h);
CRewardableObject::onHeroVisit(gameEvents, h);
return;
}
}
@ -595,7 +596,7 @@ void CGSeerHut::onHeroVisit(const CGHeroInstance * h) const
iw.text.appendRawString(LIBRARY->generaltexth->seerEmpty[getQuest().completedOption]);
if (ID == Obj::SEER_HUT)
iw.text.replaceRawString(seerName);
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
}
@ -654,14 +655,14 @@ bool CGSeerHut::allowsFullArmyRemoval() const
return seerGivesUnits || h3BugSettingEnabled;
}
void CGSeerHut::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void CGSeerHut::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
if(answer)
{
getQuest().completeQuest(cb, hero, allowsFullArmyRemoval());
cb->setObjPropertyValue(id, ObjProperty::SEERHUT_COMPLETE, !getQuest().repeatedQuest); //mission complete
getQuest().completeQuest(gameEvents, hero, allowsFullArmyRemoval());
gameEvents.setObjPropertyValue(id, ObjProperty::SEERHUT_COMPLETE, !getQuest().repeatedQuest); //mission complete
}
CRewardableObject::blockingDialogAnswered(hero, answer);
CRewardableObject::blockingDialogAnswered(gameEvents, hero, answer);
}
void CGSeerHut::serializeJsonOptions(JsonSerializeFormat & handler)
@ -753,12 +754,12 @@ void CGQuestGuard::init(vstd::RNG & rand)
configuration.canRefuse = true;
}
void CGQuestGuard::onHeroVisit(const CGHeroInstance * h) const
void CGQuestGuard::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if(!getQuest().isCompleted)
CGSeerHut::onHeroVisit(h);
CGSeerHut::onHeroVisit(gameEvents, h);
else
cb->setObjPropertyValue(id, ObjProperty::SEERHUT_COMPLETE, false);
gameEvents.setObjPropertyValue(id, ObjProperty::SEERHUT_COMPLETE, false);
}
bool CGQuestGuard::passableFor(PlayerColor color) const
@ -797,7 +798,7 @@ bool CGKeymasterTent::wasVisited (PlayerColor player) const
return wasMyColorVisited (player);
}
void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const
void CGKeymasterTent::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
int txt_id;
if (!wasMyColorVisited (h->getOwner()) )
@ -806,12 +807,12 @@ void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const
cow.mode = ChangeObjectVisitors::VISITOR_ADD_PLAYER;
cow.hero = h->id;
cow.object = id;
cb->sendAndApply(cow);
gameEvents.sendAndApply(cow);
txt_id=19;
}
else
txt_id=20;
h->showInfoDialog(txt_id);
h->showInfoDialog(gameEvents, txt_id);
}
void CGBorderGuard::initObj(vstd::RNG & rand)
@ -839,43 +840,43 @@ bool CGBorderGuard::checkQuest(const CGHeroInstance * h) const
return wasMyColorVisited (h->tempOwner);
}
void CGBorderGuard::onHeroVisit(const CGHeroInstance * h) const
void CGBorderGuard::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if (wasMyColorVisited (h->getOwner()) )
{
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.text.appendLocalString (EMetaText::ADVOB_TXT, 17);
cb->showBlockingDialog (this, &bd);
gameEvents.showBlockingDialog (this, &bd);
}
else
{
h->showInfoDialog(18);
h->showInfoDialog(gameEvents, 18);
AddQuest aq;
aq.quest = QuestInfo(id);
aq.player = h->tempOwner;
cb->sendAndApply(aq);
gameEvents.sendAndApply(aq);
//TODO: add this quest only once OR check for multiple instances later
}
}
void CGBorderGuard::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void CGBorderGuard::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
if (answer)
cb->removeObject(this, hero->getOwner());
gameEvents.removeObject(this, hero->getOwner());
}
void CGBorderGate::onHeroVisit(const CGHeroInstance * h) const //TODO: passability
void CGBorderGate::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const //TODO: passability
{
if (!wasMyColorVisited (h->getOwner()) )
{
h->showInfoDialog(18);
h->showInfoDialog(gameEvents, 18);
AddQuest aq;
aq.quest = QuestInfo(id);
aq.player = h->tempOwner;
cb->sendAndApply(aq);
gameEvents.sendAndApply(aq);
}
}

View File

@ -80,7 +80,7 @@ public:
void getVisitText(const CGameInfoCallback * cb, MetaString &text, std::vector<Component> & components, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
void getCompletionText(const CGameInfoCallback * cb, MetaString &text) const;
void getRolloverText (const CGameInfoCallback * cb, MetaString &text, bool onHover) const; //hover or quest log entry
void completeQuest(IGameCallback *, const CGHeroInstance * h, bool allowFullArmyRemoval) const;
void completeQuest(IGameEventCallback & gameEvents, const CGHeroInstance * h, bool allowFullArmyRemoval) const;
void addTextReplacements(const CGameInfoCallback * cb, MetaString &out, std::vector<Component> & components) const;
void addKillTargetReplacements(MetaString &out) const;
void defineQuestName();
@ -147,9 +147,9 @@ public:
std::string getPopupText(const CGHeroInstance * hero) const override;
std::vector<Component> getPopupComponents(PlayerColor player) const override;
std::vector<Component> getPopupComponents(const CGHeroInstance * hero) const override;
void newTurn(vstd::RNG & rand) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void newTurn(IGameEventCallback & gameEvents) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
void getVisitText (MetaString &text, std::vector<Component> &components, bool FirstVisit, const CGHeroInstance * h = nullptr) const override;
virtual void init(vstd::RNG & rand);
@ -179,7 +179,7 @@ public:
void init(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
bool passableFor(PlayerColor color) const override;
template <typename Handler> void serialize(Handler &h)
@ -213,7 +213,7 @@ public:
using CGKeys::CGKeys;
bool wasVisited (PlayerColor player) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
template <typename Handler> void serialize(Handler &h)
{
@ -228,8 +228,8 @@ public:
using CGKeys::CGKeys;
void initObj(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
void getVisitText (MetaString &text, std::vector<Component> &components, bool FirstVisit, const CGHeroInstance * h = nullptr) const override;
void getRolloverText (MetaString &text, bool onHover) const;
@ -247,7 +247,7 @@ class DLL_LINKAGE CGBorderGate : public CGBorderGuard
public:
using CGBorderGuard::CGBorderGuard;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
bool passableFor(PlayerColor color) const override;
};

View File

@ -14,7 +14,8 @@
#include "../CPlayerState.h"
#include "../IGameSettings.h"
#include "../battle/BattleLayout.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../gameState/CGameState.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CRewardableConstructor.h"
@ -33,10 +34,10 @@ const IObjectInterface * CRewardableObject::getObject() const
return this;
}
void CRewardableObject::markAsScouted(const CGHeroInstance * hero) const
void CRewardableObject::markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
{
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, hero->id);
cb->sendAndApply(cov);
gameEvents.sendAndApply(cov);
}
bool CRewardableObject::isGuarded() const
@ -44,21 +45,21 @@ bool CRewardableObject::isGuarded() const
return stacksCount() > 0;
}
void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const
void CRewardableObject::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
{
if(!wasScouted(hero->getOwner()))
{
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_SCOUTED, id, hero->id);
cb->sendAndApply(cov);
gameEvents.sendAndApply(cov);
}
if (!isGuarded())
{
doHeroVisit(hero);
doHeroVisit(gameEvents, hero);
}
else if (configuration.forceCombat)
{
doStartBattle(hero);
doStartBattle(gameEvents, hero);
}
else
{
@ -71,67 +72,67 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const
bd.text = guardedReward.message;
bd.components = getPopupComponents(hero->getOwner());
cb->showBlockingDialog(this, &bd);
gameEvents.showBlockingDialog(this, &bd);
}
}
void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const
void CRewardableObject::heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
{
grantRewardAfterLevelup(configuration.info.at(selectedReward), this, hero);
grantRewardAfterLevelup(gameEvents, configuration.info.at(selectedReward), this, hero);
}
void CRewardableObject::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
void CRewardableObject::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == BattleSide::ATTACKER)
{
doHeroVisit(hero);
doHeroVisit(gameEvents, hero);
}
}
void CRewardableObject::garrisonDialogClosed(const CGHeroInstance *hero) const
void CRewardableObject::garrisonDialogClosed(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
{
// if visitor received creatures as rewards, but does not have free slots, he will leave some units
// inside rewardable object, which might get treated as guards later
while(!stacks.empty())
cb->eraseStack(StackLocation(id, stacks.begin()->first));
gameEvents.eraseStack(StackLocation(id, stacks.begin()->first));
}
void CRewardableObject::doStartBattle(const CGHeroInstance * hero) const
void CRewardableObject::doStartBattle(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
{
auto layout = BattleLayout::createLayout(cb, configuration.guardsLayout, hero, this);
cb->startBattle(hero, this, visitablePos(), hero, nullptr, layout, nullptr);
gameEvents.startBattle(hero, this, visitablePos(), hero, nullptr, layout, nullptr);
}
void CRewardableObject::blockingDialogAnswered(const CGHeroInstance * hero, int32_t answer) const
void CRewardableObject::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance * hero, int32_t answer) const
{
if(isGuarded())
{
if (answer)
doStartBattle(hero);
doStartBattle(gameEvents, hero);
}
else
{
onBlockingDialogAnswered(hero, answer);
onBlockingDialogAnswered(gameEvents, hero, answer);
}
}
void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const
void CRewardableObject::markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
{
cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, true);
gameEvents.setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, true);
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_HERO, id, hero->id);
cb->sendAndApply(cov);
gameEvents.sendAndApply(cov);
}
void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
void CRewardableObject::grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const
{
cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);
grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
gameEvents.setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID);
grantRewardBeforeLevelup(gameEvents, configuration.info.at(rewardID), hero);
// hero is not blocked by levelup dialog - grant remainder immediately
if(!cb->isVisitCoveredByAnotherQuery(this, hero))
if(!gameEvents.isVisitCoveredByAnotherQuery(this, hero))
{
grantRewardAfterLevelup(configuration.info.at(rewardID), this, hero);
grantRewardAfterLevelup(gameEvents, configuration.info.at(rewardID), this, hero);
}
}
@ -330,21 +331,21 @@ void CRewardableObject::setPropertyDer(ObjProperty what, ObjPropertyID identifie
}
}
void CRewardableObject::newTurn(vstd::RNG & rand) const
void CRewardableObject::newTurn(IGameEventCallback & gameEvents) const
{
if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
{
if (configuration.resetParameters.rewards)
{
auto handler = std::dynamic_pointer_cast<const CRewardableConstructor>(getObjectHandler());
auto newConfiguration = handler->generateConfiguration(cb, rand, ID, configuration.variables.preset);
cb->setRewardableObjectConfiguration(id, newConfiguration);
auto newConfiguration = handler->generateConfiguration(cb, gameEvents.getRandomGenerator(), ID, configuration.variables.preset);
gameEvents.setRewardableObjectConfiguration(id, newConfiguration);
}
if (configuration.resetParameters.visitors)
{
cb->setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, false);
gameEvents.setObjPropertyValue(id, ObjProperty::REWARD_CLEARED, false);
ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_CLEAR, id);
cb->sendAndApply(cov);
gameEvents.sendAndApply(cov);
}
}
}
@ -354,7 +355,7 @@ void CRewardableObject::initObj(vstd::RNG & rand)
getObjectHandler()->configureObject(this, rand);
}
CRewardableObject::CRewardableObject(IGameCallback *cb)
CRewardableObject::CRewardableObject(CPrivilegedInfoCallback *cb)
:CArmedInstance(cb)
{}

View File

@ -25,13 +25,13 @@ protected:
/// reward selected by player, no serialize
ui16 selectedReward = 0;
void doStartBattle(const CGHeroInstance * hero) const;
void doStartBattle(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const;
void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override;
void markAsVisited(const CGHeroInstance * hero) const override;
void grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const override;
void markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const override;
const IObjectInterface * getObject() const override;
void markAsScouted(const CGHeroInstance * hero) const override;
void markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const override;
/// return true if this object was "cleared" before and no longer has rewards applicable to selected hero
/// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before
@ -55,19 +55,19 @@ public:
bool wasScouted(PlayerColor player) const;
/// gives reward to player or ask for choice in case of multiple rewards
void onHeroVisit(const CGHeroInstance *h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance *h) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void garrisonDialogClosed(const CGHeroInstance *hero) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
void garrisonDialogClosed(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const override;
///possibly resets object state
void newTurn(vstd::RNG & rand) const override;
void newTurn(IGameEventCallback & gameEvents) const override;
/// gives second part of reward after hero level-ups for proper granting of spells/mana
void heroLevelUpDone(const CGHeroInstance *hero) const override;
void heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const override;
/// applies player selection of reward
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
void initObj(vstd::RNG & rand) override;
@ -77,7 +77,7 @@ public:
void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
CRewardableObject(IGameCallback *cb);
CRewardableObject(CPrivilegedInfoCallback *cb);
std::string getHoverText(PlayerColor player) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;

View File

@ -12,7 +12,8 @@
#include "FlaggableMapObject.h"
#include "CGHeroInstance.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../networkPacks/PacksForClient.h"
#include "../mapObjectConstructors/FlaggableInstanceConstructor.h"
#include "../gameState/GameStatePackVisitor.h"
@ -34,37 +35,37 @@ std::vector<CreatureID> FlaggableMapObject::providedCreatures() const
return {};
}
void FlaggableMapObject::onHeroVisit( const CGHeroInstance * h ) const
void FlaggableMapObject::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if (cb->getPlayerRelations(h->getOwner(), getOwner()) != PlayerRelations::ENEMIES)
return; // H3 behavior - revisiting owned Lighthouse is a no-op
if (getOwner().isValidPlayer())
takeBonusFrom(getOwner());
takeBonusFrom(gameEvents, getOwner());
cb->setOwner(this, h->getOwner()); //not ours? flag it!
gameEvents.setOwner(this, h->getOwner()); //not ours? flag it!
InfoWindow iw;
iw.player = h->getOwner();
iw.text.appendTextID(getFlaggableHandler()->getVisitMessageTextID());
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
giveBonusTo(h->getOwner());
giveBonusTo(gameEvents, h->getOwner());
}
void FlaggableMapObject::markAsDeleted() const
{
if(getOwner().isValidPlayer())
takeBonusFrom(getOwner());
// if(getOwner().isValidPlayer())
// takeBonusFrom(gameEvents, getOwner());
}
void FlaggableMapObject::initObj(vstd::RNG & rand)
{
if(getOwner().isValidPlayer())
{
// FIXME: This is dirty hack
giveBonusTo(getOwner(), true);
}
// if(getOwner().isValidPlayer())
// {
// // FIXME: This is dirty hack
// giveBonusTo(gameEvents, getOwner(), true);
// }
}
std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHandler() const
@ -72,7 +73,7 @@ std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHa
return std::dynamic_pointer_cast<FlaggableInstanceConstructor>(getObjectHandler());
}
void FlaggableMapObject::giveBonusTo(const PlayerColor & player, bool onInit) const
void FlaggableMapObject::giveBonusTo(IGameEventCallback & gameEvents, const PlayerColor & player, bool onInit) const
{
for (auto const & bonus : getFlaggableHandler()->getProvidedBonuses())
{
@ -94,17 +95,17 @@ void FlaggableMapObject::giveBonusTo(const PlayerColor & player, bool onInit) co
gb.visit(visitor);
}
else
cb->sendAndApply(gb);
gameEvents.sendAndApply(gb);
}
}
void FlaggableMapObject::takeBonusFrom(const PlayerColor & player) const
void FlaggableMapObject::takeBonusFrom(IGameEventCallback & gameEvents, const PlayerColor & player) const
{
RemoveBonus rb(GiveBonus::ETarget::PLAYER);
rb.whoID = player;
rb.source = BonusSource::OBJECT_INSTANCE;
rb.id = BonusSourceID(id);
cb->sendAndApply(rb);
gameEvents.sendAndApply(rb);
}
void FlaggableMapObject::serializeJsonOptions(JsonSerializeFormat& handler)

View File

@ -21,13 +21,13 @@ class DLL_LINKAGE FlaggableMapObject : public CGObjectInstance, public IOwnableO
{
std::shared_ptr<FlaggableInstanceConstructor> getFlaggableHandler() const;
void giveBonusTo(const PlayerColor & player, bool onInit = false) const;
void takeBonusFrom(const PlayerColor & player) const;
void giveBonusTo(IGameEventCallback & gameEvents, const PlayerColor & player, bool onInit = false) const;
void takeBonusFrom(IGameEventCallback & gameEvents, const PlayerColor & player) const;
public:
using CGObjectInstance::CGObjectInstance;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void markAsDeleted() const;
void initObj(vstd::RNG & rand) override;

View File

@ -140,7 +140,7 @@ int IMarket::availableUnits(const EMarketMode mode, const int marketItemSerial)
}
}
IMarket::IMarket(IGameCallback *cb)
IMarket::IMarket(CPrivilegedInfoCallback *cb)
:altarArtifactsStorage(std::make_unique<CArtifactSetAltar>(cb))
{
}

View File

@ -18,19 +18,19 @@ VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE IMarket : public virtual Serializeable, boost::noncopyable
{
public:
explicit IMarket(IGameCallback *cb);
explicit IMarket(CPrivilegedInfoCallback *cb);
~IMarket();
class CArtifactSetAltar : public CArtifactSet
{
IGameCallback *cb;
CPrivilegedInfoCallback *cb;
public:
CArtifactSetAltar(IGameCallback *cb)
CArtifactSetAltar(CPrivilegedInfoCallback *cb)
: CArtifactSet(cb)
, cb(cb)
{}
IGameCallback * getCallback() const override {return cb;};
CPrivilegedInfoCallback * getCallback() const override {return cb;};
ArtBearer bearerType() const override {return ArtBearer::ALTAR;};
};

View File

@ -15,30 +15,31 @@
#include "MiscObjects.h"
#include "../TerrainHandler.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../networkPacks/PacksForClient.h"
VCMI_LIB_NAMESPACE_BEGIN
void IObjectInterface::showInfoDialog(const ui32 txtID, const ui16 soundID, EInfoWindowMode mode) const
void IObjectInterface::showInfoDialog(IGameEventCallback & gameEvents, const ui32 txtID, const ui16 soundID, EInfoWindowMode mode) const
{
InfoWindow iw;
iw.soundID = soundID;
iw.player = getOwner();
iw.type = mode;
iw.text.appendLocalString(EMetaText::ADVOB_TXT,txtID);
cb->sendAndApply(iw);
gameEvents.sendAndApply(iw);
}
///IObjectInterface
void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
void IObjectInterface::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{}
void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
void IObjectInterface::onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{}
void IObjectInterface::newTurn(vstd::RNG & rand) const
void IObjectInterface::newTurn(IGameEventCallback & gameEvents) const
{}
void IObjectInterface::initObj(vstd::RNG & rand)
@ -65,16 +66,16 @@ void IObjectInterface::postInit()
void IObjectInterface::preInit()
{}
void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
void IObjectInterface::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{}
void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void IObjectInterface::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{}
void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
void IObjectInterface::garrisonDialogClosed(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
{}
void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
void IObjectInterface::heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
{}
int3 IBoatGenerator::bestLocation() const

View File

@ -28,7 +28,8 @@ class BoatId;
class CGObjectInstance;
class CStackInstance;
class CGHeroInstance;
class IGameCallback;
class CPrivilegedInfoCallback;
class IGameEventCallback;
class ResourceSet;
class int3;
class MetaString;
@ -49,25 +50,25 @@ public:
virtual int3 visitablePos() const = 0;
virtual int3 anchorPos() const = 0;
virtual void onHeroVisit(const CGHeroInstance * h) const;
virtual void onHeroLeave(const CGHeroInstance * h) const;
virtual void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
virtual void onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
/// Called on new turn by server. This method can not modify object state on its own
/// Instead all changes must be propagated via netpacks
virtual void newTurn(vstd::RNG & rand) const;
virtual void newTurn(IGameEventCallback & gameEvents) const;
virtual void initObj(vstd::RNG & rand); //synchr
virtual void pickRandomObject(vstd::RNG & rand);
virtual void setProperty(ObjProperty what, ObjPropertyID identifier);//synchr
//Called when queries created DURING HERO VISIT are resolved
//First parameter is always hero that visited object and triggered the query
virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
virtual void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const;
virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
virtual void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const;
virtual void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const;
virtual void garrisonDialogClosed(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const;
virtual void heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const;
//unified helper to show info dialog for object owner
virtual void showInfoDialog(const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) const;
virtual void showInfoDialog(IGameEventCallback & gameEvents, const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) const;
virtual const IOwnableObject * asOwnable() const = 0;

View File

@ -12,7 +12,8 @@
#include "MiscObjects.h"
#include "../bonuses/Propagators.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../constants/StringConstants.h"
#include "../entities/artifact/ArtifactUtils.h"
#include "../entities/artifact/CArtifact.h"
@ -73,13 +74,13 @@ bool CTeamVisited::wasVisited(const TeamID & team) const
}
//CGMine
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
void CGMine::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
auto relations = cb->gameState().getPlayerRelations(h->tempOwner, tempOwner);
if(relations == PlayerRelations::SAME_PLAYER) //we're visiting our mine
{
cb->showGarrisonDialog(id,h->id,true);
gameEvents.showGarrisonDialog(id,h->id,true);
return;
}
else if (relations == PlayerRelations::ALLIES)//ally
@ -90,11 +91,11 @@ void CGMine::onHeroVisit( const CGHeroInstance * h ) const
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.appendLocalString(EMetaText::ADVOB_TXT, isAbandoned() ? 84 : 187);
cb->showBlockingDialog(this, &ynd);
gameEvents.showBlockingDialog(this, &ynd);
return;
}
flagMine(h->tempOwner);
flagMine(gameEvents, h->tempOwner);
}
void CGMine::initObj(vstd::RNG & rand)
@ -172,17 +173,17 @@ std::string CGMine::getHoverText(PlayerColor player) const
return hoverName;
}
void CGMine::flagMine(const PlayerColor & player) const
void CGMine::flagMine(IGameEventCallback & gameEvents, const PlayerColor & player) const
{
assert(tempOwner != player);
cb->setOwner(this, player); //not ours? flag it!
gameEvents.setOwner(this, player); //not ours? flag it!
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.text.appendTextID(TextIdentifier("core.mineevnt", producedResource.getNum()).get()); //not use subID, abandoned mines uses default mine texts
iw.player = player;
iw.components.emplace_back(ComponentType::RESOURCE_PER_DAY, producedResource, getProducedQuantity());
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
ui32 CGMine::defaultResProduction() const
@ -206,22 +207,22 @@ ui32 CGMine::getProducedQuantity() const
return vstd::divideAndCeil(producedQuantity * playerSettings->handicap.percentIncome, 100);
}
void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
void CGMine::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == BattleSide::ATTACKER) //attacker won
{
if(isAbandoned())
{
hero->showInfoDialog(85);
hero->showInfoDialog(gameEvents, 85);
}
flagMine(hero->tempOwner);
flagMine(gameEvents, hero->tempOwner);
}
}
void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void CGMine::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
if(answer)
cb->startBattle(hero, this);
gameEvents.startBattle(hero, this);
}
void CGMine::serializeJsonOptions(JsonSerializeFormat & handler)
@ -295,11 +296,11 @@ std::vector<ObjectInstanceID> CGTeleport::getAllExits(bool excludeCurrent) const
return ret;
}
ObjectInstanceID CGTeleport::getRandomExit(const CGHeroInstance * h) const
ObjectInstanceID CGTeleport::getRandomExit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
auto passableExits = getPassableExits(cb->gameState(), h, getAllExits(true));
if(!passableExits.empty())
return *RandomGeneratorUtil::nextItem(passableExits, cb->gameState().getRandomGenerator());
return *RandomGeneratorUtil::nextItem(passableExits, gameEvents.getRandomGenerator());
return ObjectInstanceID();
}
@ -385,7 +386,7 @@ TeleportChannelID CGMonolith::findMeChannel(const std::vector<Obj> & IDs, MapObj
return TeleportChannelID();
}
void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const
void CGMonolith::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
TeleportDialog td(h->id, channel);
if(isEntrance())
@ -404,19 +405,19 @@ void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const
logGlobal->debug("Cannot find corresponding exit monolith for %d at %s", id.getNum(), anchorPos().toString());
td.impassable = true;
}
else if(getRandomExit(h) == ObjectInstanceID())
else if(getRandomExit(gameEvents, h) == ObjectInstanceID())
logGlobal->debug("All exits blocked for monolith %d at %s", id.getNum(), anchorPos().toString());
}
else
h->showInfoDialog(70);
h->showInfoDialog(gameEvents, 70);
cb->showTeleportDialog(&td);
gameEvents.showTeleportDialog(&td);
}
void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
void CGMonolith::teleportDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
{
int3 dPos;
auto randomExit = getRandomExit(hero);
auto randomExit = getRandomExit(gameEvents, hero);
auto realExits = getAllExits(true);
if(!isEntrance() // Do nothing if hero visited exit only object
|| (exits.empty() && realExits.empty()) // Do nothing if there no exits on this channel
@ -429,7 +430,7 @@ void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer,
else
dPos = cb->getObj(randomExit)->visitablePos();
cb->moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);
gameEvents.moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);
}
void CGMonolith::initObj(vstd::RNG & rand)
@ -459,22 +460,22 @@ void CGMonolith::initObj(vstd::RNG & rand)
addToChannel(cb->gameState().getMap().teleportChannels, this);
}
void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const
void CGSubterraneanGate::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
TeleportDialog td(h->id, channel);
if(cb->isTeleportChannelImpassable(channel))
{
h->showInfoDialog(153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.
h->showInfoDialog(gameEvents, 153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.
logGlobal->debug("Cannot find exit subterranean gate for %d at %s", id.getNum(), anchorPos().toString());
td.impassable = true;
}
else
{
auto exit = getRandomExit(h);
auto exit = getRandomExit(gameEvents, h);
td.exits.push_back(std::make_pair(exit, cb->getObj(exit)->visitablePos()));
}
cb->showTeleportDialog(&td);
gameEvents.showTeleportDialog(&td);
}
void CGSubterraneanGate::initObj(vstd::RNG & rand)
@ -482,7 +483,7 @@ void CGSubterraneanGate::initObj(vstd::RNG & rand)
type = BOTH;
}
void CGSubterraneanGate::postInit(IGameCallback * cb) //matches subterranean gates into pairs
void CGSubterraneanGate::postInit(CPrivilegedInfoCallback * cb) //matches subterranean gates into pairs
{
//split on underground and surface gates
std::vector<CGSubterraneanGate *> gatesSplit[2]; //surface and underground gates
@ -538,7 +539,7 @@ void CGSubterraneanGate::postInit(IGameCallback * cb) //matches subterranean gat
assignToChannel(i);
}
void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
void CGWhirlpool::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
TeleportDialog td(h->id, channel);
if(cb->isTeleportChannelImpassable(channel))
@ -546,7 +547,7 @@ void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
logGlobal->debug("Cannot find exit whirlpool for %d at %s", id.getNum(), anchorPos().toString());
td.impassable = true;
}
else if(getRandomExit(h) == ObjectInstanceID())
else if(getRandomExit(gameEvents, h) == ObjectInstanceID())
logGlobal->debug("All exits are blocked for whirlpool %d at %s", id.getNum(), anchorPos().toString());
if(!isProtected(h))
@ -566,8 +567,8 @@ void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
iw.player = h->tempOwner;
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 168);
iw.components.emplace_back(ComponentType::CREATURE, h->getCreature(targetstack)->getId(), -countToTake);
cb->showInfoDialog(&iw);
cb->changeStackCount(StackLocation(h->id, targetstack), -countToTake);
gameEvents.showInfoDialog(&iw);
gameEvents.changeStackCount(StackLocation(h->id, targetstack), -countToTake);
}
else
{
@ -580,10 +581,10 @@ void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
}
}
cb->showTeleportDialog(&td);
gameEvents.showTeleportDialog(&td);
}
void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
void CGWhirlpool::teleportDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
{
int3 dPos;
auto realExits = getAllExits();
@ -593,17 +594,17 @@ void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer
dPos = exits[answer].second;
else
{
auto exit = getRandomExit(hero);
auto exit = getRandomExit(gameEvents, hero);
if(exit == ObjectInstanceID())
return;
const auto * obj = cb->getObj(exit);
std::set<int3> tiles = obj->getBlockedPos();
dPos = *RandomGeneratorUtil::nextItem(tiles, cb->gameState().getRandomGenerator());
dPos = *RandomGeneratorUtil::nextItem(tiles, gameEvents.getRandomGenerator());
}
cb->moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);
gameEvents.moveHero(hero->id, hero->convertFromVisitablePos(dPos), EMovementMode::MONOLITH);
}
bool CGWhirlpool::isProtected(const CGHeroInstance * h)
@ -708,7 +709,7 @@ std::vector<Component> CGArtifact::getPopupComponents(PlayerColor player) const
};
}
void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
void CGArtifact::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if(!stacksCount())
{
@ -748,8 +749,8 @@ void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 2);
}
cb->showInfoDialog(&iw);
pick(h);
gameEvents.showInfoDialog(&iw);
pick(gameEvents, h);
}
else
{
@ -769,7 +770,7 @@ void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
ynd.text.replaceRawString(getArmyDescription());
ynd.text.replaceLocalString(EMetaText::GENERAL_TXT, 43); // creatures
}
cb->showBlockingDialog(this, &ynd);
gameEvents.showBlockingDialog(this, &ynd);
}
break;
case Obj::SPELL_SCROLL:
@ -779,20 +780,20 @@ void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text = message;
cb->showBlockingDialog(this, &ynd);
gameEvents.showBlockingDialog(this, &ynd);
}
else
blockingDialogAnswered(h, true);
blockingDialogAnswered(gameEvents, h, true);
}
break;
}
}
}
void CGArtifact::pick(const CGHeroInstance * h) const
void CGArtifact::pick(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if(cb->putArtifact(ArtifactLocation(h->id, ArtifactPosition::FIRST_AVAILABLE), getArtifactInstance()->getId()))
cb->removeObject(this, h->getOwner());
if(gameEvents.putArtifact(ArtifactLocation(h->id, ArtifactPosition::FIRST_AVAILABLE), getArtifactInstance()->getId()))
gameEvents.removeObject(this, h->getOwner());
}
BattleField CGArtifact::getBattlefield() const
@ -800,16 +801,16 @@ BattleField CGArtifact::getBattlefield() const
return BattleField::NONE;
}
void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
void CGArtifact::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == BattleSide::ATTACKER) //attacker won
pick(hero);
pick(gameEvents, hero);
}
void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void CGArtifact::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
if(answer)
cb->startBattle(hero, this);
gameEvents.startBattle(hero, this);
}
void CGArtifact::serializeJsonOptions(JsonSerializeFormat& handler)
@ -844,15 +845,15 @@ void CGSignBottle::initObj(vstd::RNG & rand)
}
}
void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const
void CGSignBottle::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->getOwner();
iw.text = message;
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
if(ID == Obj::OCEAN_BOTTLE)
cb->removeObject(this, h->getOwner());
gameEvents.removeObject(this, h->getOwner());
}
void CGSignBottle::serializeJsonOptions(JsonSerializeFormat& handler)
@ -875,20 +876,20 @@ std::vector<CreatureID> CGGarrison::providedCreatures() const
return {};
}
void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
void CGGarrison::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
auto relations = cb->gameState().getPlayerRelations(h->tempOwner, tempOwner);
if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) {
//TODO: Find a way to apply magic garrison effects in battle.
cb->startBattle(h, this);
gameEvents.startBattle(h, this);
return;
}
//New owner.
if (relations == PlayerRelations::ENEMIES)
cb->setOwner(this, h->tempOwner);
gameEvents.setOwner(this, h->tempOwner);
cb->showGarrisonDialog(id, h->id, removableUnits);
gameEvents.showGarrisonDialog(id, h->id, removableUnits);
}
bool CGGarrison::passableFor(PlayerColor player) const
@ -905,10 +906,10 @@ bool CGGarrison::passableFor(PlayerColor player) const
return false;
}
void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
void CGGarrison::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == BattleSide::ATTACKER)
onHeroVisit(hero);
onHeroVisit(gameEvents, hero);
}
void CGGarrison::serializeJsonOptions(JsonSerializeFormat& handler)
@ -941,11 +942,11 @@ void CGMagi::initObj(vstd::RNG & rand)
blockVisit = true;
}
void CGMagi::onHeroVisit(const CGHeroInstance * h) const
void CGMagi::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if (ID == Obj::HUT_OF_MAGI)
{
h->showInfoDialog(61);
h->showInfoDialog(gameEvents, 61);
std::vector<const CGObjectInstance *> eyes;
@ -969,23 +970,23 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
for(const auto & eye : eyes)
{
cb->getTilesInRange (fw.tiles, eye->visitablePos(), 10, ETileVisibility::HIDDEN, h->tempOwner);
cb->sendAndApply(fw);
gameEvents.sendAndApply(fw);
cv.pos = eye->visitablePos();
cb->sendAndApply(cv);
gameEvents.sendAndApply(cv);
}
cv.pos = h->visitablePos();
cv.focusTime = 0;
cb->sendAndApply(cv);
gameEvents.sendAndApply(cv);
}
}
else if (ID == Obj::EYE_OF_MAGI)
{
h->showInfoDialog(48);
h->showInfoDialog(gameEvents, 48);
}
}
CGBoat::CGBoat(IGameCallback * cb)
CGBoat::CGBoat(CPrivilegedInfoCallback * cb)
: CGObjectInstance(cb)
{
direction = 4;
@ -1023,7 +1024,7 @@ std::string CGSirens::getHoverText(const CGHeroInstance * hero) const
return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(ID)));
}
void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
void CGSirens::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->tempOwner;
@ -1034,7 +1035,7 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
}
else
{
giveDummyBonus(h->id, BonusDuration::ONE_BATTLE);
giveDummyBonus(gameEvents, h->id, BonusDuration::ONE_BATTLE);
TExpType xp = 0;
for (auto i = h->Slots().begin(); i != h->Slots().end(); i++)
@ -1048,7 +1049,7 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
if(drown)
{
cb->changeStackCount(StackLocation(h->id, i->first), -drown);
gameEvents.changeStackCount(StackLocation(h->id, i->first), -drown);
xp += drown * i->second->getType()->getMaxHealth();
}
}
@ -1058,14 +1059,14 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
xp = h->calculateXp(static_cast<int>(xp));
iw.text.appendLocalString(EMetaText::ADVOB_TXT,132);
iw.text.replaceNumber(static_cast<int>(xp));
cb->giveExperience(h, xp);
gameEvents.giveExperience(h, xp);
}
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT,134);
}
}
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const
@ -1094,10 +1095,10 @@ const IObjectInterface * CGShipyard::getObject() const
return this;
}
void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
void CGShipyard::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
if(cb->gameState().getPlayerRelations(tempOwner, h->tempOwner) == PlayerRelations::ENEMIES)
cb->setOwner(this, h->tempOwner);
gameEvents.setOwner(this, h->tempOwner);
if(shipyardStatus() != IBoatGenerator::GOOD)
{
@ -1105,11 +1106,11 @@ void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
iw.type = EInfoWindowMode::AUTO;
iw.player = tempOwner;
getProblemText(iw.text, h);
cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
else
{
cb->showObjectWindow(this, EOpenWindowMode::SHIPYARD_WINDOW, h, false);
gameEvents.showObjectWindow(this, EOpenWindowMode::SHIPYARD_WINDOW, h, false);
}
}
@ -1138,12 +1139,12 @@ std::vector<CreatureID> CGShipyard::providedCreatures() const
return {};
}
void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const
void CGDenOfthieves::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
cb->showObjectWindow(this, EOpenWindowMode::THIEVES_GUILD, h, false);
gameEvents.showObjectWindow(this, EOpenWindowMode::THIEVES_GUILD, h, false);
}
void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const
void CGObelisk::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
@ -1155,22 +1156,22 @@ void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const
if(!wasVisited(team))
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 96);
cb->sendAndApply(iw);
gameEvents.sendAndApply(iw);
// increment general visited obelisks counter
cb->setObjPropertyID(id, ObjProperty::OBELISK_VISITED, team);
cb->showObjectWindow(this, EOpenWindowMode::PUZZLE_MAP, h, false);
gameEvents.setObjPropertyID(id, ObjProperty::OBELISK_VISITED, team);
gameEvents.showObjectWindow(this, EOpenWindowMode::PUZZLE_MAP, h, false);
// mark that particular obelisk as visited for all players in the team
for(const auto & color : ts->players)
{
cb->setObjPropertyID(id, ObjProperty::VISITED, color);
gameEvents.setObjPropertyID(id, ObjProperty::VISITED, color);
}
}
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 97);
cb->sendAndApply(iw);
gameEvents.sendAndApply(iw);
}
}
@ -1213,9 +1214,9 @@ void CGObelisk::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
}
}
void HillFort::onHeroVisit(const CGHeroInstance * h) const
void HillFort::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
cb->showObjectWindow(this, EOpenWindowMode::HILL_FORT_WINDOW, h, false);
gameEvents.showObjectWindow(this, EOpenWindowMode::HILL_FORT_WINDOW, h, false);
}
void HillFort::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const

View File

@ -49,7 +49,7 @@ public:
MetaString message;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
template <typename Handler> void serialize(Handler &h)
@ -70,8 +70,8 @@ public:
void initObj(vstd::RNG &rand) override;
bool passableFor(PlayerColor color) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
const IOwnableObject * asOwnable() const final;
ResourceSet dailyIncome() const override;
@ -96,16 +96,16 @@ public:
MetaString message;
void onHeroVisit(const CGHeroInstance * h) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
std::string getObjectName() const override;
std::string getPopupText(PlayerColor player) const override;
std::string getPopupText(const CGHeroInstance * hero) const override;
std::vector<Component> getPopupComponents(PlayerColor player) const override;
void pick( const CGHeroInstance * h ) const;
void pick(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
void initObj(vstd::RNG & rand) override;
void pickRandomObject(vstd::RNG & rand) override;
@ -146,11 +146,11 @@ public:
private:
using CArmedInstance::CArmedInstance;
void onHeroVisit(const CGHeroInstance * h) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
void flagMine(const PlayerColor & player) const;
void flagMine(IGameEventCallback & gameEvents, const PlayerColor & player) const;
void initObj(vstd::RNG & rand) override;
std::string getObjectName() const override;
@ -200,7 +200,7 @@ protected:
enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};
EType type = EType::UNKNOWN;
ObjectInstanceID getRandomExit(const CGHeroInstance * h) const;
ObjectInstanceID getRandomExit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
public:
@ -214,7 +214,7 @@ public:
std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;
std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;
virtual void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const = 0;
virtual void teleportDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const = 0;
static bool isTeleport(const CGObjectInstance * dst);
static bool isConnected(const CGTeleport * src, const CGTeleport * dst);
@ -236,8 +236,8 @@ class DLL_LINKAGE CGMonolith : public CGTeleport
TeleportChannelID findMeChannel(const std::vector<Obj> & IDs, MapObjectSubID SubID) const;
protected:
void onHeroVisit(const CGHeroInstance * h) const override;
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void teleportDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
void initObj(vstd::RNG & rand) override;
public:
@ -251,13 +251,13 @@ public:
class DLL_LINKAGE CGSubterraneanGate : public CGMonolith
{
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
public:
using CGMonolith::CGMonolith;
static void postInit(IGameCallback * cb);
static void postInit(CPrivilegedInfoCallback * cb);
template <typename Handler> void serialize(Handler &h)
{
@ -267,8 +267,8 @@ public:
class DLL_LINKAGE CGWhirlpool : public CGMonolith
{
void onHeroVisit(const CGHeroInstance * h) const override;
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void teleportDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
static bool isProtected( const CGHeroInstance * h );
public:
@ -285,7 +285,7 @@ class DLL_LINKAGE CGSirens : public CGObjectInstance
public:
using CGObjectInstance::CGObjectInstance;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
void initObj(vstd::RNG & rand) override;
@ -312,7 +312,7 @@ public:
AnimationPath overlayAnimation; //waves animations
std::array<AnimationPath, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
CGBoat(IGameCallback * cb);
CGBoat(CPrivilegedInfoCallback * cb);
bool isCoastVisitable() const override;
void setBoardedHero(const CGHeroInstance * hero);
@ -351,7 +351,7 @@ class DLL_LINKAGE CGShipyard : public CGObjectInstance, public IShipyard, public
protected:
void getOutOffsets(std::vector<int3> & offsets) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
const IObjectInterface * getObject() const override;
BoatId getBoatType() const override;
@ -378,7 +378,7 @@ public:
using CGObjectInstance::CGObjectInstance;
void initObj(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
template <typename Handler> void serialize(Handler &h)
{
@ -388,7 +388,7 @@ public:
class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
{
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
public:
using CGObjectInstance::CGObjectInstance;
};
@ -398,7 +398,7 @@ class DLL_LINKAGE CGObelisk : public CTeamVisited
public:
using CTeamVisited::CTeamVisited;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
std::string getHoverText(PlayerColor player) const override;
std::string getObjectDescription(PlayerColor player) const;
@ -429,7 +429,7 @@ class DLL_LINKAGE HillFort : public CGObjectInstance, public ICreatureUpgrader
std::vector<int> upgradeCostPercentage;
protected:
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
public:

View File

@ -12,7 +12,8 @@
#include "TownBuildingInstance.h"
#include "CGTownInstance.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../entities/building/CBuilding.h"
@ -20,7 +21,7 @@
VCMI_LIB_NAMESPACE_BEGIN
TownBuildingInstance::TownBuildingInstance(IGameCallback * cb)
TownBuildingInstance::TownBuildingInstance(CPrivilegedInfoCallback * cb)
: IObjectInterface(cb)
, town(nullptr)
{}
@ -61,7 +62,7 @@ int3 TownBuildingInstance::anchorPos() const
return town->anchorPos();
}
TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
TownRewardableBuildingInstance::TownRewardableBuildingInstance(CPrivilegedInfoCallback *cb)
: TownBuildingInstance(cb)
{}
@ -108,16 +109,16 @@ Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(
return result;
}
void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
void TownRewardableBuildingInstance::newTurn(IGameEventCallback & gameEvents) const
{
if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
{
auto newConfiguration = generateConfiguration(rand);
cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
auto newConfiguration = generateConfiguration(gameEvents.getRandomGenerator());
gameEvents.setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
if(configuration.resetParameters.visitors)
{
cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType().getNum());
gameEvents.setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType().getNum());
}
}
}
@ -138,24 +139,24 @@ void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID
}
}
void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
void TownRewardableBuildingInstance::heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
{
grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
grantRewardAfterLevelup(gameEvents, configuration.info.at(selectedReward), town, hero);
}
void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
void TownRewardableBuildingInstance::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
onBlockingDialogAnswered(hero, answer);
onBlockingDialogAnswered(gameEvents, hero, answer);
}
void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
void TownRewardableBuildingInstance::grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const
{
grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
grantRewardBeforeLevelup(gameEvents, configuration.info.at(rewardID), hero);
// hero is not blocked by levelup dialog - grant remainder immediately
if(!cb->isVisitCoveredByAnotherQuery(town, hero))
if(!gameEvents.isVisitCoveredByAnotherQuery(town, hero))
{
grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero);
grantRewardAfterLevelup(gameEvents, configuration.info.at(rewardID), town, hero);
}
}
@ -192,12 +193,12 @@ bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * con
}
}
void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
void TownRewardableBuildingInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
assert(town->hasBuilt(getBuildingType()));
if(town->hasBuilt(getBuildingType()))
doHeroVisit(h);
doHeroVisit(gameEvents, h);
}
const IObjectInterface * TownRewardableBuildingInstance::getObject() const
@ -223,12 +224,12 @@ bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
}
}
void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
void TownRewardableBuildingInstance::markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
{
town->addHeroToStructureVisitors(hero, getBuildingType().getNum());
town->addHeroToStructureVisitors(gameEvents, hero, getBuildingType().getNum());
}
void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
void TownRewardableBuildingInstance::markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
{
// no-op - town building is always 'scouted' by owner
}

View File

@ -23,7 +23,7 @@ class DLL_LINKAGE TownBuildingInstance : public IObjectInterface
///basic class for town structures handled as map objects
public:
TownBuildingInstance(CGTownInstance * town, const BuildingID & index);
TownBuildingInstance(IGameCallback *cb);
TownBuildingInstance(CPrivilegedInfoCallback *cb);
CGTownInstance * town;
@ -56,29 +56,29 @@ class DLL_LINKAGE TownRewardableBuildingInstance : public TownBuildingInstance,
std::set<ObjectInstanceID> visitors;
bool wasVisitedBefore(const CGHeroInstance * contextHero) const override;
void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override;
void grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const override;
Rewardable::Configuration generateConfiguration(vstd::RNG & rand) const;
void assignBonuses(std::vector<Bonus> & bonuses) const;
const IObjectInterface * getObject() const override;
bool wasVisited(PlayerColor player) const override;
void markAsVisited(const CGHeroInstance * hero) const override;
void markAsScouted(const CGHeroInstance * hero) const override;
void markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const override;
void markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const override;
public:
void setProperty(ObjProperty what, ObjPropertyID identifier) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
bool wasVisited(const CGHeroInstance * contextHero) const override;
void newTurn(vstd::RNG & rand) const override;
void newTurn(IGameEventCallback & gameEvents) const override;
/// gives second part of reward after hero level-ups for proper granting of spells/mana
void heroLevelUpDone(const CGHeroInstance *hero) const override;
void heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const override;
/// applies player selection of reward
void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand);
TownRewardableBuildingInstance(IGameCallback *cb);
TownRewardableBuildingInstance(CPrivilegedInfoCallback *cb);
template <typename Handler> void serialize(Handler &h)
{

View File

@ -21,7 +21,7 @@
#include "../RoadHandler.h"
#include "../TerrainHandler.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../entities/artifact/CArtHandler.h"
#include "../entities/hero/CHeroHandler.h"
#include "../gameState/CGameState.h"
@ -170,7 +170,7 @@ EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const
return EDiggingStatus::CAN_DIG;
}
CMap::CMap(IGameCallback * cb)
CMap::CMap(CPrivilegedInfoCallback * cb)
: GameCallbackHolder(cb)
, grailPos(-1, -1, -1)
, grailRadius(0)

View File

@ -80,7 +80,7 @@ public:
/// TODO: make private
std::vector<std::shared_ptr<CGObjectInstance>> objects;
explicit CMap(IGameCallback *cb);
explicit CMap(CPrivilegedInfoCallback *cb);
~CMap();
void initTerrain();

View File

@ -30,7 +30,7 @@
VCMI_LIB_NAMESPACE_BEGIN
std::unique_ptr<CMap> CMapService::loadMap(const ResourcePath & name, IGameCallback * cb) const
std::unique_ptr<CMap> CMapService::loadMap(const ResourcePath & name, CPrivilegedInfoCallback * cb) const
{
std::string modName = LIBRARY->modh->findResourceOrigin(name);
std::string encoding = LIBRARY->modh->findResourceEncoding(name);
@ -48,7 +48,7 @@ std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const ResourcePath & name
return getMapLoader(stream, name.getName(), modName, encoding)->loadMapHeader();
}
std::unique_ptr<CMap> CMapService::loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, IGameCallback * cb) const
std::unique_ptr<CMap> CMapService::loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, CPrivilegedInfoCallback * cb) const
{
auto stream = getStreamFromMem(buffer, size);
std::unique_ptr<CMap> map(getMapLoader(stream, name, modName, encoding)->loadMap(cb));

View File

@ -22,7 +22,7 @@ class CInputStream;
class IMapLoader;
class IMapPatcher;
class IGameCallback;
class CPrivilegedInfoCallback;
/**
* The map service provides loading of VCMI/H3 map files. It can
@ -39,7 +39,7 @@ public:
* @param name the name of the map
* @return a unique ptr to the loaded map class
*/
virtual std::unique_ptr<CMap> loadMap(const ResourcePath & name, IGameCallback * cb) const = 0;
virtual std::unique_ptr<CMap> loadMap(const ResourcePath & name, CPrivilegedInfoCallback * cb) const = 0;
/**
* Loads the VCMI/H3 map header specified by the name.
@ -56,7 +56,7 @@ public:
* @param name indicates name of file that will be used during map header patching
* @return a unique ptr to the loaded map class
*/
virtual std::unique_ptr<CMap> loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, IGameCallback * cb) const = 0;
virtual std::unique_ptr<CMap> loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, CPrivilegedInfoCallback * cb) const = 0;
/**
* Loads the VCMI/H3 map header from a buffer. This method is temporarily
@ -81,9 +81,9 @@ public:
CMapService() = default;
virtual ~CMapService() = default;
std::unique_ptr<CMap> loadMap(const ResourcePath & name, IGameCallback * cb) const override;
std::unique_ptr<CMap> loadMap(const ResourcePath & name, CPrivilegedInfoCallback * cb) const override;
std::unique_ptr<CMapHeader> loadMapHeader(const ResourcePath & name) const override;
std::unique_ptr<CMap> loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, IGameCallback * cb) const override;
std::unique_ptr<CMap> loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, CPrivilegedInfoCallback * cb) const override;
std::unique_ptr<CMapHeader> loadMapHeader(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding) const override;
void saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const override;
@ -141,7 +141,7 @@ public:
*
* @return a unique ptr of the loaded map class
*/
virtual std::unique_ptr<CMap> loadMap(IGameCallback * cb) = 0;
virtual std::unique_ptr<CMap> loadMap(CPrivilegedInfoCallback * cb) = 0;
/**
* Loads the VCMI/H3 map header.

View File

@ -72,7 +72,7 @@ CMapLoaderH3M::CMapLoaderH3M(const std::string & mapName, const std::string & mo
//must be instantiated in .cpp file for access to complete types of all member fields
CMapLoaderH3M::~CMapLoaderH3M() = default;
std::unique_ptr<CMap> CMapLoaderH3M::loadMap(IGameCallback * cb)
std::unique_ptr<CMap> CMapLoaderH3M::loadMap(CPrivilegedInfoCallback * cb)
{
// Init map object by parsing the input buffer
map = new CMap(cb);

View File

@ -86,7 +86,7 @@ public:
*
* @return a unique ptr of the loaded map class
*/
std::unique_ptr<CMap> loadMap(IGameCallback * cb) override;
std::unique_ptr<CMap> loadMap(CPrivilegedInfoCallback * cb) override;
/**
* Loads the VCMI/H3 map header.

View File

@ -767,7 +767,7 @@ CMapLoaderJson::CMapLoaderJson(CInputStream * stream)
{
}
std::unique_ptr<CMap> CMapLoaderJson::loadMap(IGameCallback * cb)
std::unique_ptr<CMap> CMapLoaderJson::loadMap(CPrivilegedInfoCallback * cb)
{
LOG_TRACE(logGlobal);
auto result = std::make_unique<CMap>(cb);

View File

@ -167,7 +167,7 @@ public:
*
* @return a unique ptr of the loaded map class
*/
std::unique_ptr<CMap> loadMap(IGameCallback * cb) override;
std::unique_ptr<CMap> loadMap(CPrivilegedInfoCallback * cb) override;
/**
* Loads the VCMI/Json map header.

View File

@ -230,7 +230,7 @@ bool ObstacleProxy::isProhibited(const rmg::Area& objArea) const
return false;
};
int ObstacleProxy::getWeightedObjects(const int3 & tile, vstd::RNG & rand, IGameCallback * cb, std::list<rmg::Object> & allObjects, std::vector<std::pair<rmg::Object*, int3>> & weightedObjects)
int ObstacleProxy::getWeightedObjects(const int3 & tile, vstd::RNG & rand, CPrivilegedInfoCallback * cb, std::list<rmg::Object> & allObjects, std::vector<std::pair<rmg::Object*, int3>> & weightedObjects)
{
int maxWeight = std::numeric_limits<int>::min();
for(auto & possibleObstacle : possibleObstacles)
@ -311,7 +311,7 @@ int ObstacleProxy::getWeightedObjects(const int3 & tile, vstd::RNG & rand, IGame
return maxWeight;
}
std::set<std::shared_ptr<CGObjectInstance>> ObstacleProxy::createObstacles(vstd::RNG & rand, IGameCallback * cb)
std::set<std::shared_ptr<CGObjectInstance>> ObstacleProxy::createObstacles(vstd::RNG & rand, CPrivilegedInfoCallback * cb)
{
//reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
auto blockedTiles = blockedArea.getTilesVector();

View File

@ -18,7 +18,7 @@ VCMI_LIB_NAMESPACE_BEGIN
class CMapEditManager;
class CGObjectInstance;
class ObjectTemplate;
class IGameCallback;
class CPrivilegedInfoCallback;
class ObstacleSetFilter;
class DLL_LINKAGE ObstacleProxy
@ -43,7 +43,7 @@ public:
virtual void placeObject(rmg::Object & object, std::set<std::shared_ptr<CGObjectInstance>> & instances);
virtual std::set<std::shared_ptr<CGObjectInstance>> createObstacles(vstd::RNG & rand, IGameCallback * cb);
virtual std::set<std::shared_ptr<CGObjectInstance>> createObstacles(vstd::RNG & rand, CPrivilegedInfoCallback * cb);
virtual bool isInTheMap(const int3& tile) = 0;
@ -52,7 +52,7 @@ public:
virtual void postProcess(const rmg::Object& object) {};
protected:
int getWeightedObjects(const int3& tile, vstd::RNG& rand, IGameCallback * cb, std::list<rmg::Object>& allObjects, std::vector<std::pair<rmg::Object*, int3>>& weightedObjects);
int getWeightedObjects(const int3& tile, vstd::RNG& rand, CPrivilegedInfoCallback * cb, std::list<rmg::Object>& allObjects, std::vector<std::pair<rmg::Object*, int3>>& weightedObjects);
void sortObstacles();
rmg::Area blockedArea;

View File

@ -20,7 +20,7 @@
#include "../CPlayerState.h"
#include "../TerrainHandler.h"
#include "../RoadHandler.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/MiscObjects.h"

View File

@ -14,7 +14,7 @@
#include "../TerrainHandler.h"
#include "../GameLibrary.h"
#include "../bonuses/BonusList.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../json/JsonNode.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/MiscObjects.h"

View File

@ -108,7 +108,7 @@ void Rewardable::Info::init(const JsonNode & objectConfig, const std::string & o
loadString(parameters["onGuardedMessage"], TextIdentifier(objectName, "onGuarded"));
}
Rewardable::LimitersList Rewardable::Info::configureSublimiters(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb, const JsonNode & source) const
Rewardable::LimitersList Rewardable::Info::configureSublimiters(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb, const JsonNode & source) const
{
Rewardable::LimitersList result;
for (const auto & input : source.Vector())
@ -123,7 +123,7 @@ Rewardable::LimitersList Rewardable::Info::configureSublimiters(Rewardable::Conf
return result;
}
void Rewardable::Info::configureLimiter(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb, Rewardable::Limiter & limiter, const JsonNode & source) const
void Rewardable::Info::configureLimiter(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb, Rewardable::Limiter & limiter, const JsonNode & source) const
{
auto const & variables = object.variables.values;
JsonRandom randomizer(cb);
@ -160,7 +160,7 @@ void Rewardable::Info::configureLimiter(Rewardable::Configuration & object, vstd
limiter.noneOf = configureSublimiters(object, rng, cb, source["noneOf"] );
}
void Rewardable::Info::configureReward(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb, Rewardable::Reward & reward, const JsonNode & source) const
void Rewardable::Info::configureReward(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb, Rewardable::Reward & reward, const JsonNode & source) const
{
auto const & variables = object.variables.values;
JsonRandom randomizer(cb);
@ -233,7 +233,7 @@ void Rewardable::Info::configureResetInfo(Rewardable::Configuration & object, vs
resetParameters.rewards = source["rewards"].Bool();
}
void Rewardable::Info::configureVariables(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb, const JsonNode & source) const
void Rewardable::Info::configureVariables(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb, const JsonNode & source) const
{
JsonRandom randomizer(cb);
@ -351,7 +351,7 @@ void Rewardable::Info::replaceTextPlaceholders(MetaString & target, const Variab
void Rewardable::Info::configureRewards(
Rewardable::Configuration & object,
vstd::RNG & rng,
IGameCallback * cb,
CPrivilegedInfoCallback * cb,
const JsonNode & source,
Rewardable::EEventType event,
const std::string & modeName) const
@ -408,7 +408,7 @@ void Rewardable::Info::configureRewards(
}
}
void Rewardable::Info::configureObject(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb) const
void Rewardable::Info::configureObject(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb) const
{
object.info.clear();
object.variables.values.clear();

View File

@ -21,7 +21,7 @@ class RNG;
}
class MetaString;
class IGameCallback;
class CPrivilegedInfoCallback;
namespace Rewardable
{
@ -42,13 +42,13 @@ class DLL_LINKAGE Info : public IObjectInfo
void replaceTextPlaceholders(MetaString & target, const Variables & variables) const;
void replaceTextPlaceholders(MetaString & target, const Variables & variables, const VisitInfo & info) const;
void configureVariables(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb, const JsonNode & source) const;
void configureRewards(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb, const JsonNode & source, Rewardable::EEventType mode, const std::string & textPrefix) const;
void configureVariables(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb, const JsonNode & source) const;
void configureRewards(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb, const JsonNode & source, Rewardable::EEventType mode, const std::string & textPrefix) const;
void configureLimiter(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb, Rewardable::Limiter & limiter, const JsonNode & source) const;
Rewardable::LimitersList configureSublimiters(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb, const JsonNode & source) const;
void configureLimiter(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb, Rewardable::Limiter & limiter, const JsonNode & source) const;
Rewardable::LimitersList configureSublimiters(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb, const JsonNode & source) const;
void configureReward(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb, Rewardable::Reward & info, const JsonNode & source) const;
void configureReward(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb, Rewardable::Reward & info, const JsonNode & source) const;
void configureResetInfo(Rewardable::Configuration & object, vstd::RNG & rng, Rewardable::ResetInfo & info, const JsonNode & source) const;
public:
const JsonNode & getParameters() const;
@ -70,7 +70,7 @@ public:
bool hasGuards() const override;
void configureObject(Rewardable::Configuration & object, vstd::RNG & rng, IGameCallback * cb) const;
void configureObject(Rewardable::Configuration & object, vstd::RNG & rng, CPrivilegedInfoCallback * cb) const;
void init(const JsonNode & objectConfig, const std::string & objectTextID);

View File

@ -14,7 +14,8 @@
#include "../TerrainHandler.h"
#include "../CPlayerState.h"
#include "../CSoundBase.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../entities/hero/CHeroHandler.h"
#include "../gameState/CGameState.h"
#include "../spells/CSpellHandler.h"
@ -43,7 +44,7 @@ std::vector<ui32> Rewardable::Interface::getAvailableRewards(const CGHeroInstanc
return ret;
}
void Rewardable::Interface::grantRewardBeforeLevelup(const Rewardable::VisitInfo & info, const CGHeroInstance * hero) const
void Rewardable::Interface::grantRewardBeforeLevelup(IGameEventCallback & gameEvents, const Rewardable::VisitInfo & info, const CGHeroInstance * hero) const
{
auto cb = getObject()->cb;
@ -51,7 +52,7 @@ void Rewardable::Interface::grantRewardBeforeLevelup(const Rewardable::VisitInfo
assert(hero->tempOwner.isValidPlayer());
assert(info.reward.creatures.size() <= GameConstants::ARMY_SIZE);
cb->giveResources(hero->tempOwner, info.reward.resources);
gameEvents.giveResources(hero->tempOwner, info.reward.resources);
if (info.reward.revealTiles)
{
@ -96,12 +97,12 @@ void Rewardable::Interface::grantRewardBeforeLevelup(const Rewardable::VisitInfo
for (auto & player : cb->gameState().players)
{
if (cb->getPlayerStatus(player.first) == EPlayerStatus::INGAME && cb->getPlayerRelations(player.first, hero->getOwner()) == PlayerRelations::ENEMIES)
cb->changeFogOfWar(tiles, player.first, ETileVisibility::HIDDEN);
gameEvents.changeFogOfWar(tiles, player.first, ETileVisibility::HIDDEN);
}
}
else
{
cb->changeFogOfWar(tiles, hero->getOwner(), ETileVisibility::REVEALED);
gameEvents.changeFogOfWar(tiles, hero->getOwner(), ETileVisibility::REVEALED);
}
}
@ -112,12 +113,12 @@ void Rewardable::Interface::grantRewardBeforeLevelup(const Rewardable::VisitInfo
continue;
if(currentLevel != MasteryLevel::NONE || hero->canLearnSkill())
cb->changeSecSkill(hero, entry.first, entry.second, false);
gameEvents.changeSecSkill(hero, entry.first, entry.second, false);
}
for(int i=0; i< info.reward.primary.size(); i++)
if (info.reward.primary[i] != 0)
cb->changePrimSkill(hero, static_cast<PrimarySkill>(i), info.reward.primary[i], false);
gameEvents.changePrimSkill(hero, static_cast<PrimarySkill>(i), info.reward.primary[i], false);
TExpType expToGive = 0;
@ -128,15 +129,15 @@ void Rewardable::Interface::grantRewardBeforeLevelup(const Rewardable::VisitInfo
expToGive += hero->calculateXp(info.reward.heroExperience);
if(expToGive)
cb->giveExperience(hero, expToGive);
gameEvents.giveExperience(hero, expToGive);
}
void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo & info, const CArmedInstance * army, const CGHeroInstance * hero) const
void Rewardable::Interface::grantRewardAfterLevelup(IGameEventCallback & gameEvents, const Rewardable::VisitInfo & info, const CArmedInstance * army, const CGHeroInstance * hero) const
{
auto cb = getObject()->cb;
if(info.reward.manaDiff || info.reward.manaPercentage >= 0)
cb->setManaPoints(hero->id, info.reward.calculateManaPoints(hero));
gameEvents.setManaPoints(hero->id, info.reward.calculateManaPoints(hero));
if(info.reward.movePoints || info.reward.movePercentage >= 0)
{
@ -148,13 +149,13 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
smp.val = hero->movementPointsLimit(hero->inBoat() && hero->getBoat()->layer == EPathfindingLayer::SAIL) * info.reward.movePercentage / 100;
smp.val = std::max<si32>(0, smp.val + info.reward.movePoints);
cb->setMovePoints(&smp);
gameEvents.setMovePoints(&smp);
}
for(const Bonus & bonus : info.reward.heroBonuses)
{
GiveBonus gb(GiveBonus::ETarget::OBJECT, hero->id, bonus);
cb->giveHeroBonus(&gb);
gameEvents.giveHeroBonus(&gb);
}
if (hero->getCommander())
@ -162,14 +163,14 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
for(const Bonus & bonus : info.reward.commanderBonuses)
{
GiveBonus gb(GiveBonus::ETarget::HERO_COMMANDER, hero->id, bonus);
cb->giveHeroBonus(&gb);
gameEvents.giveHeroBonus(&gb);
}
}
for(const Bonus & bonus : info.reward.playerBonuses)
{
GiveBonus gb(GiveBonus::ETarget::PLAYER, hero->getOwner(), bonus);
cb->giveHeroBonus(&gb);
gameEvents.giveHeroBonus(&gb);
}
for(const ArtifactID & art : info.reward.takenArtifacts)
@ -182,12 +183,12 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
{
DisassembledArtifact da;
da.al = ArtifactLocation(hero->id, hero->getArtPos(assembly));
cb->sendAndApply(da);
gameEvents.sendAndApply(da);
}
}
if(hero->hasArt(art))
cb->removeArtifact(ArtifactLocation(hero->id, hero->getArtPos(art, false)));
gameEvents.removeArtifact(ArtifactLocation(hero->id, hero->getArtPos(art, false)));
}
for(const ArtifactPosition & slot : info.reward.takenArtifactSlots)
@ -195,7 +196,7 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
const auto & slotContent = hero->getSlot(slot);
if (!slotContent->locked && slotContent->artifactID.hasValue())
cb->removeArtifact(ArtifactLocation(hero->id, slot));
gameEvents.removeArtifact(ArtifactLocation(hero->id, slot));
// TODO: handle locked slots?
}
@ -203,14 +204,14 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
for(const SpellID & spell : info.reward.takenScrolls)
{
if(hero->hasScroll(spell, false))
cb->removeArtifact(ArtifactLocation(hero->id, hero->getScrollPos(spell, false)));
gameEvents.removeArtifact(ArtifactLocation(hero->id, hero->getScrollPos(spell, false)));
}
for(const ArtifactID & art : info.reward.grantedArtifacts)
cb->giveHeroNewArtifact(hero, art, ArtifactPosition::FIRST_AVAILABLE);
gameEvents.giveHeroNewArtifact(hero, art, ArtifactPosition::FIRST_AVAILABLE);
for(const SpellID & spell : info.reward.grantedScrolls)
cb->giveHeroNewScroll(hero, spell, ArtifactPosition::FIRST_AVAILABLE);
gameEvents.giveHeroNewScroll(hero, spell, ArtifactPosition::FIRST_AVAILABLE);
if(!info.reward.spells.empty())
{
@ -221,12 +222,12 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
spellsToGive.insert(spell);
if (!spellsToGive.empty())
cb->changeSpells(hero, true, spellsToGive);
gameEvents.changeSpells(hero, true, spellsToGive);
}
if (!info.reward.takenCreatures.empty())
{
cb->takeCreatures(hero->id, info.reward.takenCreatures, !info.reward.creatures.empty());
gameEvents.takeCreatures(hero->id, info.reward.takenCreatures, !info.reward.creatures.empty());
}
if(!info.reward.creaturesChange.empty())
@ -240,7 +241,7 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
if (heroStack->getId() == change.first)
{
StackLocation location(hero->id, slot.first);
cb->changeStackType(location, change.second.toCreature());
gameEvents.changeStackType(location, change.second.toCreature());
break;
}
}
@ -254,19 +255,19 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
creatures.addToSlot(creatures.getFreeSlot(), std::make_unique<CStackInstance>(cb, crea.getId(), crea.getCount()));
if(auto * army = dynamic_cast<const CArmedInstance*>(this)) //TODO: to fix that, CArmedInstance must be split on map instance part and interface part
cb->giveCreatures(army, hero, creatures, false);
gameEvents.giveCreatures(army, hero, creatures, false);
}
if(info.reward.spellCast.first != SpellID::NONE)
{
caster.setActualCaster(hero);
caster.setSpellSchoolLevel(info.reward.spellCast.second);
cb->castSpell(&caster, info.reward.spellCast.first, int3{-1, -1, -1});
gameEvents.castSpell(&caster, info.reward.spellCast.first, int3{-1, -1, -1});
}
if(info.reward.removeObject)
if(auto * instance = dynamic_cast<const CGObjectInstance*>(this))
cb->removeAfterVisit(instance->id);
gameEvents.removeAfterVisit(instance->id);
}
void Rewardable::Interface::serializeJson(JsonSerializeFormat & handler)
@ -274,7 +275,7 @@ void Rewardable::Interface::serializeJson(JsonSerializeFormat & handler)
configuration.serializeJson(handler);
}
void Rewardable::Interface::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const
void Rewardable::Interface::grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int index, bool markAsVisit) const
{
auto vi = configuration.info.at(index);
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
@ -287,21 +288,21 @@ void Rewardable::Interface::grantRewardWithMessage(const CGHeroInstance * contex
vi.reward.loadComponents(iw.components, contextHero);
iw.type = configuration.infoWindowType;
if(!iw.components.empty() || !iw.text.toString().empty())
getObject()->cb->showInfoDialog(&iw);
gameEvents.showInfoDialog(&iw);
}
// grant reward afterwards. Note that it may remove object
if(markAsVisit)
markAsVisited(contextHero);
grantReward(index, contextHero);
markAsVisited(gameEvents, contextHero);
grantReward(gameEvents, index, contextHero);
}
void Rewardable::Interface::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
void Rewardable::Interface::selectRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
{
BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
sd.player = contextHero->tempOwner;
sd.text = dialog;
sd.components = loadComponents(contextHero, rewardIndices);
getObject()->cb->showBlockingDialog(getObject(), &sd);
gameEvents.showBlockingDialog(getObject(), &sd);
}
std::vector<Component> Rewardable::Interface::loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const
@ -324,7 +325,7 @@ std::vector<Component> Rewardable::Interface::loadComponents(const CGHeroInstanc
return result;
}
void Rewardable::Interface::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
void Rewardable::Interface::grantAllRewardsWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, bool markAsVisit) const
{
if (rewardIndices.empty())
return;
@ -332,14 +333,14 @@ void Rewardable::Interface::grantAllRewardsWithMessage(const CGHeroInstance * co
for (auto index : rewardIndices)
{
// TODO: Merge all rewards of same type, with single message?
grantRewardWithMessage(contextHero, index, false);
grantRewardWithMessage(gameEvents, contextHero, index, false);
}
// Mark visited only after all rewards were processed
if(markAsVisit)
markAsVisited(contextHero);
markAsVisited(gameEvents, contextHero);
}
void Rewardable::Interface::doHeroVisit(const CGHeroInstance *h) const
void Rewardable::Interface::doHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance *h) const
{
if(!wasVisitedBefore(h))
{
@ -358,7 +359,7 @@ void Rewardable::Interface::doHeroVisit(const CGHeroInstance *h) const
{
auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
if (!emptyRewards.empty())
grantRewardWithMessage(h, emptyRewards[0], false);
grantRewardWithMessage(gameEvents, h, emptyRewards[0], false);
else
logMod->warn("No applicable message for visiting empty object!");
break;
@ -366,34 +367,34 @@ void Rewardable::Interface::doHeroVisit(const CGHeroInstance *h) const
case 1: // one reward. Just give it with message
{
if (configuration.canRefuse)
selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message);
selectRewardWithMessage(gameEvents, h, rewards, configuration.info.at(rewards.front()).message);
else
grantRewardWithMessage(h, rewards.front(), true);
grantRewardWithMessage(gameEvents, h, rewards.front(), true);
break;
}
default: // multiple rewards. Act according to select mode
{
switch (configuration.selectMode) {
case Rewardable::SELECT_PLAYER: // player must select
selectRewardWithMessage(h, rewards, configuration.onSelect);
selectRewardWithMessage(gameEvents, h, rewards, configuration.onSelect);
break;
case Rewardable::SELECT_FIRST: // give first available
if (configuration.canRefuse)
selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message);
selectRewardWithMessage(gameEvents, h, { rewards.front() }, configuration.info.at(rewards.front()).message);
else
grantRewardWithMessage(h, rewards.front(), true);
grantRewardWithMessage(gameEvents, h, rewards.front(), true);
break;
case Rewardable::SELECT_RANDOM: // give random
{
ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, getObject()->cb->getRandomGenerator());
ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, gameEvents.getRandomGenerator());
if (configuration.canRefuse)
selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message);
selectRewardWithMessage(gameEvents, h, { rewardIndex }, configuration.info.at(rewardIndex).message);
else
grantRewardWithMessage(h, rewardIndex, true);
grantRewardWithMessage(gameEvents, h, rewardIndex, true);
break;
}
case Rewardable::SELECT_ALL: // grant all possible
grantAllRewardsWithMessage(h, rewards, true);
grantAllRewardsWithMessage(gameEvents, h, rewards, true);
break;
}
break;
@ -401,24 +402,24 @@ void Rewardable::Interface::doHeroVisit(const CGHeroInstance *h) const
}
if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
markAsScouted(h);
markAsScouted(gameEvents, h);
}
else
{
logGlobal->debug("Revisiting already visited object");
if (!wasVisited(h->getOwner()))
markAsScouted(h);
markAsScouted(gameEvents, h);
auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
if (!visitedRewards.empty())
grantRewardWithMessage(h, visitedRewards[0], false);
grantRewardWithMessage(gameEvents, h, visitedRewards[0], false);
else
logMod->warn("No applicable message for visiting already visited object!");
}
}
void Rewardable::Interface::onBlockingDialogAnswered(const CGHeroInstance * hero, int32_t answer) const
void Rewardable::Interface::onBlockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance * hero, int32_t answer) const
{
if (answer == 0)
return; //Player refused
@ -426,8 +427,8 @@ void Rewardable::Interface::onBlockingDialogAnswered(const CGHeroInstance * hero
if(answer > 0 && answer - 1 < configuration.info.size())
{
auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
markAsVisited(hero);
grantReward(list[answer - 1], hero);
markAsVisited(gameEvents, hero);
grantReward(gameEvents, list[answer - 1], hero);
}
else
{

View File

@ -30,26 +30,26 @@ private:
protected:
/// function that must be called if hero got level-up during grantReward call
void grantRewardAfterLevelup(const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
void grantRewardAfterLevelup(IGameEventCallback & gameEvents, const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
/// grants reward to hero
void grantRewardBeforeLevelup(const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
void grantRewardBeforeLevelup(IGameEventCallback & gameEvents, const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
void selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
void grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
virtual void grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
void selectRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
void grantAllRewardsWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
std::vector<Component> loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const;
void doHeroVisit(const CGHeroInstance *h) const;
void doHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance *h) const;
virtual const IObjectInterface * getObject() const = 0;
virtual bool wasVisitedBefore(const CGHeroInstance * hero) const = 0;
virtual bool wasVisited(PlayerColor player) const = 0;
virtual void markAsVisited(const CGHeroInstance * hero) const = 0;
virtual void markAsScouted(const CGHeroInstance * hero) const = 0;
virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero) const = 0;
virtual void markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const = 0;
virtual void markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const = 0;
virtual void grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const = 0;
void onBlockingDialogAnswered(const CGHeroInstance * hero, int32_t answer) const;
void onBlockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance * hero, int32_t answer) const;
public:
/// filters list of visit info and returns rewards that can be granted to current hero

View File

@ -13,7 +13,7 @@
#include "../CPlayerState.h"
#include "../CSkillHandler.h"
#include "../callback/IGameCallback.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../constants/StringConstants.h"
#include "../entities/artifact/ArtifactUtils.h"
#include "../mapObjects/CGHeroInstance.h"

View File

@ -40,7 +40,7 @@
VCMI_LIB_NAMESPACE_BEGIN
CMapGenerator::CMapGenerator(CMapGenOptions& mapGenOptions, IGameCallback * cb, int RandomSeed) :
CMapGenerator::CMapGenerator(CMapGenOptions& mapGenOptions, CPrivilegedInfoCallback * cb, int RandomSeed) :
mapGenOptions(mapGenOptions), randomSeed(RandomSeed),
monolithIndex(0),
rand(std::make_unique<CRandomGenerator>(RandomSeed))

View File

@ -23,7 +23,7 @@ class RmgMap;
class CMap;
class Zone;
class CZonePlacer;
class IGameCallback;
class CPrivilegedInfoCallback;
using JsonVector = std::vector<JsonNode>;
@ -54,7 +54,7 @@ public:
bool singleThread;
};
explicit CMapGenerator(CMapGenOptions& mapGenOptions, IGameCallback * cb, int RandomSeed);
explicit CMapGenerator(CMapGenOptions& mapGenOptions, CPrivilegedInfoCallback * cb, int RandomSeed);
~CMapGenerator(); // required due to std::unique_ptr
const Config & getConfig() const;

View File

@ -39,7 +39,7 @@
VCMI_LIB_NAMESPACE_BEGIN
RmgMap::RmgMap(const CMapGenOptions& mapGenOptions, IGameCallback * cb) :
RmgMap::RmgMap(const CMapGenOptions& mapGenOptions, CPrivilegedInfoCallback * cb) :
mapGenOptions(mapGenOptions), zonesTotal(0)
{
mapInstance = std::make_unique<CMap>(cb);

View File

@ -38,7 +38,7 @@ public:
std::shared_ptr<MapProxy> getMapProxy() const;
CMap & getMap(const CMapGenerator *) const; //limited access
RmgMap(const CMapGenOptions& mapGenOptions, IGameCallback * cb);
RmgMap(const CMapGenOptions& mapGenOptions, CPrivilegedInfoCallback * cb);
~RmgMap() = default;
CMapEditManager* getEditManager() const;

View File

@ -23,7 +23,7 @@ public:
using Version = ESerializationVersion;
static constexpr bool saving = false;
IGameCallback * cb = nullptr;
CPrivilegedInfoCallback * cb = nullptr;
Version version = Version::NONE;
bool loadingGamestate = false;
bool reverseEndianness = false; //if source has different endianness than us, we reverse bytes

View File

@ -19,7 +19,7 @@ struct static_caster
};
CLoadFile::CLoadFile(const boost::filesystem::path & fname, IGameCallback * cb)
CLoadFile::CLoadFile(const boost::filesystem::path & fname, CPrivilegedInfoCallback * cb)
: serializer(this)
, sfile(fname.c_str(), std::ios::in | std::ios::binary)
{

View File

@ -21,7 +21,7 @@ class DLL_LINKAGE CLoadFile : public IBinaryReader
int read(std::byte * data, unsigned size) override; //throws!
public:
CLoadFile(const boost::filesystem::path & fname, IGameCallback * cb); //throws!
CLoadFile(const boost::filesystem::path & fname, CPrivilegedInfoCallback * cb); //throws!
template<class T>
void load(T & data)

View File

@ -124,7 +124,7 @@ void CConnection::enterLobbyConnectionMode()
serializer->clear();
}
void CConnection::setCallback(IGameCallback * cb)
void CConnection::setCallback(CPrivilegedInfoCallback * cb)
{
deserializer->cb = cb;
}

View File

@ -20,7 +20,7 @@ class INetworkConnection;
class ConnectionPackReader;
class ConnectionPackWriter;
class CGameState;
class IGameCallback;
class CPrivilegedInfoCallback;
/// Wrapper class for game connection
/// Handles serialization and deserialization of data received from network
@ -50,7 +50,7 @@ public:
std::unique_ptr<CPack> retrievePack(const std::vector<std::byte> & data);
void enterLobbyConnectionMode();
void setCallback(IGameCallback * cb);
void setCallback(CPrivilegedInfoCallback * cb);
void enterGameplayConnectionMode(CGameState & gs);
void setSerializationVersion(ESerializationVersion version);
};

View File

@ -30,12 +30,12 @@ template<typename Type>
class SerializerReflection final : public ISerializerReflection
{
public:
Serializeable * createPtr(BinaryDeserializer &ar, IGameCallback * cb) const override
Serializeable * createPtr(BinaryDeserializer &ar, CPrivilegedInfoCallback * cb) const override
{
return ClassObjectCreator<Type>::invoke(cb);
}
void loadPtr(BinaryDeserializer &ar, IGameCallback * cb, Serializeable * data) const override
void loadPtr(BinaryDeserializer &ar, CPrivilegedInfoCallback * cb, Serializeable * data) const override
{
auto * realPtr = dynamic_cast<Type *>(data);
realPtr->serialize(ar);
@ -52,7 +52,7 @@ template<typename Type, ESerializationVersion maxVersion>
class SerializerCompatibility : public ISerializerReflection
{
public:
Serializeable * createPtr(BinaryDeserializer &ar, IGameCallback * cb) const override
Serializeable * createPtr(BinaryDeserializer &ar, CPrivilegedInfoCallback * cb) const override
{
return ClassObjectCreator<Type>::invoke(cb);
}

View File

@ -11,7 +11,7 @@
VCMI_LIB_NAMESPACE_BEGIN
class IGameCallback;
class CPrivilegedInfoCallback;
class Serializeable;
class GameCallbackHolder;
class BinaryDeserializer;
@ -21,7 +21,7 @@ class GameCallbackHolder;
template <typename T, typename Enable = void>
struct ClassObjectCreator
{
static T *invoke(IGameCallback *cb)
static T *invoke(CPrivilegedInfoCallback *cb)
{
static_assert(!std::is_base_of_v<GameCallbackHolder, T>, "Cannot call new upon map objects!");
static_assert(!std::is_abstract_v<T>, "Cannot call new upon abstract classes!");
@ -32,7 +32,7 @@ struct ClassObjectCreator
template<typename T>
struct ClassObjectCreator<T, typename std::enable_if_t<std::is_base_of_v<GameCallbackHolder, T>>>
{
static T *invoke(IGameCallback *cb)
static T *invoke(CPrivilegedInfoCallback *cb)
{
static_assert(!std::is_abstract_v<T>, "Cannot call new upon abstract classes!");
return new T(cb);
@ -42,8 +42,8 @@ struct ClassObjectCreator<T, typename std::enable_if_t<std::is_base_of_v<GameCal
class ISerializerReflection
{
public:
virtual Serializeable * createPtr(BinaryDeserializer &ar, IGameCallback * cb) const =0;
virtual void loadPtr(BinaryDeserializer &ar, IGameCallback * cb, Serializeable * data) const =0;
virtual Serializeable * createPtr(BinaryDeserializer &ar, CPrivilegedInfoCallback * cb) const =0;
virtual void loadPtr(BinaryDeserializer &ar, CPrivilegedInfoCallback * cb, Serializeable * data) const =0;
virtual void savePtr(BinarySerializer &ar, const Serializeable *data) const =0;
virtual ~ISerializerReflection() = default;
};

View File

@ -549,7 +549,7 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
gs = std::make_shared<CGameState>(this);
gs->preInit(LIBRARY);
logGlobal->info("Gamestate created!");
gs->init(&mapService, si, progressTracking);
gs->init(&mapService, si, getRandomGenerator(), progressTracking);
logGlobal->info("Gamestate initialized!");
for (const auto & elem : gameState().players)
@ -703,7 +703,7 @@ void CGameHandler::onNewTurn()
for (auto & elem : gameState().getMap().getObjects())
{
if (elem)
elem->newTurn(getRandomGenerator());
elem->newTurn(*this);
}
synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
@ -914,7 +914,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
auto leaveTile = [&]()
{
for(const auto & objID : gameState().getMap().getTile(h->visitablePos()).visitableObjects)
gameState().getObjInstance(objID)->onHeroLeave(h);
gameState().getObjInstance(objID)->onHeroLeave(*this, h);
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
};
@ -2539,7 +2539,7 @@ bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
else //visiting -> garrison
{
if(town->armedGarrison())
town->mergeGarrisonOnSiege();
town->mergeGarrisonOnSiege(*this);
intown.visiting = ObjectInstanceID();
intown.garrison = town->getVisitingHero()->id;
@ -3448,7 +3448,7 @@ void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInsta
hv.starting = true;
sendAndApply(hv);
obj->onHeroVisit(h);
obj->onHeroVisit(*this, h);
};
ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
@ -4323,7 +4323,7 @@ void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initia
void CGameHandler::newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator)
{
object->initObj(gameState().getRandomGenerator());
object->initObj(getRandomGenerator());
NewObject no;
no.newObject = object;

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