/* * CGameInfoCallback.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CGameInfoCallback.h" #include "CGameState.h" // PlayerState #include "CObjectHandler.h" // for CGObjectInstance #include "StartInfo.h" // for StartInfo #include "BattleState.h" // for BattleInfo #include "NetPacks.h" // for InfoWindow //TODO make clean #define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return retVal;}} while(0) #define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return;}} while(0) #define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return retVal;}} while(0) PlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const { const CGObjectInstance *obj = getObj(heroID); ERROR_RET_VAL_IF(!obj, "No such object!", PlayerColor::CANNOT_DETERMINE); return obj->tempOwner; } int CGameInfoCallback::getResource(PlayerColor Player, Res::ERes which) const { const PlayerState *p = getPlayer(Player); ERROR_RET_VAL_IF(!p, "No player info!", -1); ERROR_RET_VAL_IF(p->resources.size() <= which || which < 0, "No such resource!", -1); return p->resources[which]; } const CGHeroInstance* CGameInfoCallback::getSelectedHero( PlayerColor Player ) const { const PlayerState *p = getPlayer(Player); ERROR_RET_VAL_IF(!p, "No player info!", nullptr); return getHero(p->currentSelection); } const CGHeroInstance* CGameInfoCallback::getSelectedHero() const { return getSelectedHero(gs->currentPlayer); } const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const { return &gs->scenarioOps->getIthPlayersSettings(color); } bool CGameInfoCallback::isAllowed( int type, int id ) { switch(type) { case 0: return gs->map->allowedSpell[id]; case 1: return gs->map->allowedArtifact[id]; case 2: return gs->map->allowedAbilities[id]; default: ERROR_RET_VAL_IF(1, "Wrong type!", false); } } const PlayerState * CGameInfoCallback::getPlayer(PlayerColor color, bool verbose) const { ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!hasAccess(color), verbose, "Cannot access player " << color << "info!", nullptr); ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!vstd::contains(gs->players,color), verbose, "Cannot find player " << color << "info!", nullptr); return &gs->players[color]; } const CTown * CGameInfoCallback::getNativeTown(PlayerColor color) const { const PlayerSettings *ps = getPlayerSettings(color); ERROR_RET_VAL_IF(!ps, "There is no such player!", nullptr); return VLC->townh->factions[ps->castle]->town; } const CGObjectInstance * CGameInfoCallback::getObjByQuestIdentifier(int identifier) const { ERROR_RET_VAL_IF(!vstd::contains(gs->map->questIdentifierToId, identifier), "There is no object with such quest identifier!", nullptr); return getObj(gs->map->questIdentifierToId[identifier]); } /************************************************************************/ /* */ /************************************************************************/ const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const { si32 oid = objid.num; if(oid < 0 || oid >= gs->map->objects.size()) { if(verbose) logGlobal->errorStream() << "Cannot get object with id " << oid; return nullptr; } const CGObjectInstance *ret = gs->map->objects[oid]; if(!ret) { if(verbose) logGlobal->errorStream() << "Cannot get object with id " << oid << ". Object was removed."; return nullptr; } if(!isVisible(ret, player)) { if(verbose) logGlobal->errorStream() << "Cannot get object with id " << oid << ". Object is not visible."; return nullptr; } return ret; } const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const { const CGObjectInstance *obj = getObj(objid, false); if(obj) return dynamic_cast(obj); else return nullptr; } const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const { const CGObjectInstance *obj = getObj(objid, false); if(obj) return dynamic_cast(obj); else return nullptr; } void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!"); ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!"); out = gs->getUpgradeInfo(obj->getStack(stackPos)); //return gs->getUpgradeInfo(obj->getStack(stackPos)); } const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization /*= false*/) const { //boost::shared_lock lock(*gs->mx); if(beforeRandomization) return gs->initialOpts; else return gs->scenarioOps; } int CGameInfoCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1); //if there is a battle if(gs->curB) return gs->curB->battleGetSpellCost(sp, caster); //if there is no battle return caster->getSpellCost(sp); } int CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1); if(!gs->curB) //no battle { if (hero) //but we see hero's spellbook return gs->curB->calculateSpellDmg( sp, hero, nullptr, hero->getSpellSchoolLevel(sp), hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER)); else return 0; //mage guild } //gs->getHero(gs->currentPlayer) //const CGHeroInstance * ourHero = gs->curB->heroes[0]->tempOwner == player ? gs->curB->heroes[0] : gs->curB->heroes[1]; const CGHeroInstance * ourHero = hero; return gs->curB->calculateSpellDmg( sp, ourHero, nullptr, ourHero->getSpellSchoolLevel(sp), ourHero->getPrimSkillLevel(PrimarySkill::SPELL_POWER)); } void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj) { //boost::shared_lock lock(*gs->mx); ERROR_RET_IF(!obj, "No guild object!"); ERROR_RET_IF(obj->ID == Obj::TOWN && !canGetFullInfo(obj), "Cannot get info about town guild object!"); //TODO: advmap object -> check if they're visited by our hero if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN) { gs->obtainPlayersStats(thi, gs->players[obj->tempOwner].towns.size()); } else if(obj->ID == Obj::DEN_OF_THIEVES) { gs->obtainPlayersStats(thi, 20); } } int CGameInfoCallback::howManyTowns(PlayerColor Player) const { ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1); return gs->players[Player].towns.size(); } bool CGameInfoCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const { ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer bool detailed = hasAccess(town->tempOwner); //TODO vision support if(town->ID == Obj::TOWN) dest.initFromTown(static_cast(town), detailed); else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2) dest.initFromArmy(static_cast(town), detailed); else return false; return true; } int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant? { ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1)); return gs->guardingCreaturePosition(pos); } std::vector CGameInfoCallback::getGuardingCreatures (int3 pos) const { ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector()); std::vector ret; for(auto cr : gs->guardingCreatures(pos)) { ret.push_back(cr); } return ret; } bool CGameInfoCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const { const CGHeroInstance *h = dynamic_cast(hero); ERROR_RET_VAL_IF(!h, "That's not a hero!", false); ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false); //TODO vision support dest.initFromHero(h, hasAccess(h->tempOwner)); return true; } int CGameInfoCallback::getDate(Date::EDateType mode) const { //boost::shared_lock lock(*gs->mx); return gs->getDate(mode); } std::vector < std::string > CGameInfoCallback::getObjDescriptions(int3 pos) const { //boost::shared_lock lock(*gs->mx); std::vector ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile given!", ret); for(const CGObjectInstance * obj : t->blockingObjects) ret.push_back(obj->getHoverText()); return ret; } bool CGameInfoCallback::isVisible(int3 pos, boost::optional Player) const { //boost::shared_lock lock(*gs->mx); return gs->map->isInTheMap(pos) && (!Player || gs->isVisible(pos, *Player)); } bool CGameInfoCallback::isVisible(int3 pos) const { return isVisible(pos, player); } bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, boost::optional Player ) const { return gs->isVisible(obj, Player); } bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const { return isVisible(obj, player); } // const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const // { // //boost::shared_lock lock(*gs->mx); // if() // const CArmedInstance *armi = dynamic_cast(obj); // if(!armi) // return nullptr; // else // return armi; // } std::vector < const CGObjectInstance * > CGameInfoCallback::getBlockingObjs( int3 pos ) const { std::vector ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret); for(const CGObjectInstance * obj : t->blockingObjects) ret.push_back(obj); return ret; } std::vector CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose /*= true*/) const { std::vector ret; const TerrainTile *t = getTile(pos, verbose); ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos << " is not visible!", ret); for(const CGObjectInstance * obj : t->visitableObjects) { if(player < nullptr || obj->ID != Obj::EVENT) //hide events from players ret.push_back(obj); } return ret; } const CGObjectInstance * CGameInfoCallback::getTopObj (int3 pos) const { return vstd::backOrNull(getVisitableObjs(pos)); } std::vector < const CGObjectInstance * > CGameInfoCallback::getFlaggableObjects(int3 pos) const { std::vector ret; const TerrainTile *t = getTile(pos); ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret); for(const CGObjectInstance *obj : t->blockingObjects) if(obj->tempOwner != PlayerColor::UNFLAGGABLE) ret.push_back(obj); // const std::vector < std::pair > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects; // for(size_t b=0; btempOwner!=254 && !((objs[b].first->defInfo->blockMap[pos.y - objs[b].first->pos.y + 5] >> (objs[b].first->pos.x - pos.x)) & 1)) // ret.push_back(CGI->mh->ttiles[pos.x][pos.y][pos.z].objects[b].first); // } return ret; } int3 CGameInfoCallback::getMapSize() const { return int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1); } std::vector CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const { ASSERT_IF_CALLED_WITH_PLAYER std::vector ret; //ERROR_RET_VAL_IF(!isOwnedOrVisited(townOrTavern), "Town or tavern must be owned or visited!", ret); //TODO: town needs to be owned, advmap tavern needs to be visited; to be reimplemented when visit tracking is done range::copy(gs->players[*player].availableHeroes, std::back_inserter(ret)); vstd::erase_if(ret, [](const CGHeroInstance *h) { return h == nullptr; }); return ret; } const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const { ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!isVisible(tile), verbose, tile << " is not visible!", nullptr); //boost::shared_lock lock(*gs->mx); return &gs->map->getTile(tile); } EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID ) { ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED); if(!t->town->buildings.count(ID)) return EBuildingState::BUILDING_ERROR; const CBuilding * building = t->town->buildings.at(ID); if(t->hasBuilt(ID)) //already built return EBuildingState::ALREADY_PRESENT; //can we build it? if(vstd::contains(t->forbiddenBuildings, ID)) return EBuildingState::FORBIDDEN; //forbidden if(ID == BuildingID::CAPITOL) { const PlayerState *ps = getPlayer(t->tempOwner); if(ps) { for(const CGTownInstance *t : ps->towns) { if(t->hasBuilt(BuildingID::CAPITOL)) { return EBuildingState::HAVE_CAPITAL; //no more than one capitol } } } } else if(ID == BuildingID::SHIPYARD) { const TerrainTile *tile = getTile(t->bestLocation(), false); if(!tile || tile->terType != ETerrainType::WATER) return EBuildingState::NO_WATER; //lack of water } auto buildTest = [&](const BuildingID & id) { return t->hasBuilt(id); }; if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN) return EBuildingState::CANT_BUILD_TODAY; //building limit if (!building->requirements.test(buildTest)) return EBuildingState::PREREQUIRES; if (building->upgrade != BuildingID::NONE && !t->hasBuilt(building->upgrade)) return EBuildingState::MISSING_BASE; //checking resources if(!building->resources.canBeAfforded(getPlayer(t->tempOwner)->resources)) return EBuildingState::NO_RESOURCES; //lack of res return EBuildingState::ALLOWED; } const CMapHeader * CGameInfoCallback::getMapHeader() const { return gs->map; } bool CGameInfoCallback::hasAccess(boost::optional playerId) const { return !player || gs->getPlayerRelations( *playerId, *player ) != PlayerRelations::ENEMIES; } EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const { const PlayerState *ps = gs->getPlayer(player, verbose); ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!ps, verbose, "No such player!", EPlayerStatus::WRONG); return ps->status; } std::string CGameInfoCallback::getTavernGossip(const CGObjectInstance * townOrTavern) const { return "GOSSIP TEST"; } PlayerRelations::PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const { return gs->getPlayerRelations(color1, color2); } bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const { return !obj || hasAccess(obj->tempOwner); } int CGameInfoCallback::getHeroCount( PlayerColor player, bool includeGarrisoned ) const { int ret = 0; const PlayerState *p = gs->getPlayer(player); ERROR_RET_VAL_IF(!p, "No such player!", -1); if(includeGarrisoned) return p->heroes.size(); else for(auto & elem : p->heroes) if(!elem->inTownGarrison) ret++; return ret; } bool CGameInfoCallback::isOwnedOrVisited(const CGObjectInstance *obj) const { if(canGetFullInfo(obj)) return true; const TerrainTile *t = getTile(obj->visitablePos()); //get entrance tile const CGObjectInstance *visitor = t->visitableObjects.back(); //visitong hero if present or the obejct itself at last return visitor->ID == Obj::HERO && canGetFullInfo(visitor); //owned or allied hero is a visitor } PlayerColor CGameInfoCallback::getCurrentPlayer() const { return gs->currentPlayer; } CGameInfoCallback::CGameInfoCallback() { } CGameInfoCallback::CGameInfoCallback(CGameState *GS, boost::optional Player) { gs = GS; player = Player; } const std::vector< std::vector< std::vector > > & CPlayerSpecificInfoCallback::getVisibilityMap() const { //boost::shared_lock lock(*gs->mx); return gs->getPlayerTeam(*player)->fogOfWarMap; } int CPlayerSpecificInfoCallback::howManyTowns() const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1); return CGameInfoCallback::howManyTowns(*player); } std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const { //boost::shared_lock lock(*gs->mx); std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>(); for(const auto & i : gs->players) { for(const auto & town : i.second.towns) { if (i.first==player || (isVisible(town, player) && !onlyOur)) { ret.push_back(town); } } } // for ( std::map::iterator i=gs->players.begin() ; i!=gs->players.end();i++) return ret; } std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const { //boost::shared_lock lock(*gs->mx); std::vector < const CGHeroInstance *> ret; for(auto hero : gs->map->heroesOnMap) { if( !player || (hero->tempOwner == *player) || (isVisible(hero->getPosition(false), player) && !onlyOur) ) { ret.push_back(hero); } } return ret; } boost::optional CPlayerSpecificInfoCallback::getMyColor() const { return player; } int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const { if (hero->inTownGarrison && !includeGarrisoned) return -1; size_t index = 0; auto & heroes = gs->players[*player].heroes; for (auto & heroe : heroes) { if (includeGarrisoned || !(heroe)->inTownGarrison) index++; if (heroe == hero) return index; } return -1; } int3 CPlayerSpecificInfoCallback::getGrailPos( double &outKnownRatio ) { if (!player || CGObelisk::obeliskCount == 0) { outKnownRatio = 0.0; } else { outKnownRatio = static_cast(CGObelisk::visited[gs->getPlayerTeam(*player)->id]) / CGObelisk::obeliskCount; } return gs->map->grailPos; } std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const { std::vector < const CGObjectInstance * > ret; for(const CGObjectInstance * obj : gs->map->objects) { if(obj && obj->tempOwner == player) ret.push_back(obj); } return ret; } std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings() const { ASSERT_IF_CALLED_WITH_PLAYER std::vector < const CGDwelling * > ret; for(CGDwelling * dw : gs->getPlayer(*player)->dwellings) { ret.push_back(dw); } return ret; } std::vector CPlayerSpecificInfoCallback::getMyQuests() const { std::vector ret; for (auto quest : gs->getPlayer(*player)->quests) { ret.push_back (quest); } return ret; } int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1); return getHeroCount(*player,includeGarrisoned); } const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const { ASSERT_IF_CALLED_WITH_PLAYER const PlayerState *p = getPlayer(*player); ERROR_RET_VAL_IF(!p, "No player info", nullptr); if (!includeGarrisoned) { for(ui32 i = 0; i < p->heroes.size() && i<=serialId; i++) if(p->heroes[i]->inTownGarrison) serialId++; } ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->heroes.size(), "No player info", nullptr); return p->heroes[serialId]; } const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const { ASSERT_IF_CALLED_WITH_PLAYER const PlayerState *p = getPlayer(*player); ERROR_RET_VAL_IF(!p, "No player info", nullptr); ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", nullptr); return p->towns[serialId]; } int CPlayerSpecificInfoCallback::getResourceAmount(Res::ERes type) const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1); return getResource(*player, type); } TResources CPlayerSpecificInfoCallback::getResourceAmount() const { //boost::shared_lock lock(*gs->mx); ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", TResources()); return gs->players[*player].resources; } const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const { ERROR_RET_VAL_IF(!vstd::contains(gs->teams, teamID), "Cannot find info for team " << teamID, nullptr); const TeamState *ret = &gs->teams[teamID]; ERROR_RET_VAL_IF(!!player && !vstd::contains(ret->players, *player), "Illegal attempt to access team data!", nullptr); return ret; } const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const { const PlayerState * ps = getPlayer(color); if (ps) return getTeam(ps->team); return nullptr; } const CGHeroInstance* CGameInfoCallback::getHeroWithSubid( int subid ) const { for(const CGHeroInstance *h : gs->map->heroesOnMap) if(h->subID == subid) return h; return nullptr; } PlayerColor CGameInfoCallback::getLocalPlayer() const { return getCurrentPlayer(); } bool CGameInfoCallback::isInTheMap(const int3 &pos) const { return gs->map->isInTheMap(pos); } const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const { return gs->map->artInstances[aid.num]; } const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const { return gs->map->objects[oid.num]; } void IGameEventRealizer::showInfoDialog( InfoWindow *iw ) { commitPackage(iw); } void IGameEventRealizer::showInfoDialog(const std::string &msg, PlayerColor player) { InfoWindow iw; iw.player = player; iw.text << msg; showInfoDialog(&iw); } void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 val) { SetObjectProperty sob; sob.id = objid; sob.what = prop; sob.val = static_cast(val); commitPackage(&sob); }