/* * IGameCallback.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "IGameCallback.h" #include "spells/CSpellHandler.h"// for CSpell #include "CSkillHandler.h"// for CSkill #include "CBonusTypeHandler.h" #include "BattleFieldHandler.h" #include "ObstacleHandler.h" #include "bonuses/Limiters.h" #include "bonuses/Propagators.h" #include "bonuses/Updaters.h" #include "entities/building/CBuilding.h" #include "entities/hero/CHero.h" #include "networkPacks/ArtifactLocation.h" #include "serializer/CLoadFile.h" #include "serializer/CSaveFile.h" #include "rmg/CMapGenOptions.h" #include "mapObjectConstructors/AObjectTypeHandler.h" #include "mapObjectConstructors/CObjectClassesHandler.h" #include "mapObjects/CGMarket.h" #include "mapObjects/TownBuildingInstance.h" #include "mapObjects/CGTownInstance.h" #include "mapObjects/CObjectHandler.h" #include "mapObjects/CQuest.h" #include "mapObjects/MiscObjects.h" #include "mapObjects/ObjectTemplate.h" #include "campaign/CampaignState.h" #include "StartInfo.h" #include "gameState/CGameState.h" #include "gameState/CGameStateCampaign.h" #include "gameState/TavernHeroesPool.h" #include "gameState/QuestInfo.h" #include "mapping/CMap.h" #include "modding/CModHandler.h" #include "modding/CModInfo.h" #include "modding/IdentifierStorage.h" #include "modding/CModVersion.h" #include "modding/ActiveModsInSaveList.h" #include "CPlayerState.h" #include "GameSettings.h" #include "ScriptHandler.h" #include "RoadHandler.h" #include "RiverHandler.h" #include "TerrainHandler.h" #include VCMI_LIB_NAMESPACE_BEGIN void CPrivilegedInfoCallback::getFreeTiles(std::vector & tiles) const { std::vector floors; floors.reserve(gs->map->levels()); for(int b = 0; b < gs->map->levels(); ++b) { floors.push_back(b); } const TerrainTile * tinfo = nullptr; for (auto zd : floors) { for (int xd = 0; xd < gs->map->width; xd++) { for (int yd = 0; yd < gs->map->height; yd++) { tinfo = getTile(int3 (xd,yd,zd)); if (tinfo->isLand() && tinfo->getTerrain()->isPassable() && !tinfo->blocked()) //land and free tiles.emplace_back(xd, yd, zd); } } } } void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set & tiles, const int3 & pos, int radious, ETileVisibility mode, std::optional player, int3::EDistanceFormula distanceFormula) const { if(!!player && !player->isValidPlayer()) { logGlobal->error("Illegal call to getTilesInRange!"); return; } if(radious == CBuilding::HEIGHT_SKYSHIP) //reveal entire map getAllTiles (tiles, player, -1, [](auto * tile){return true;}); else { const TeamState * team = !player ? nullptr : gs->getPlayerTeam(*player); for (int xd = std::max(pos.x - radious , 0); xd <= std::min(pos.x + radious, gs->map->width - 1); xd++) { for (int yd = std::max(pos.y - radious, 0); yd <= std::min(pos.y + radious, gs->map->height - 1); yd++) { int3 tilePos(xd,yd,pos.z); int distance = pos.dist(tilePos, distanceFormula); if(distance <= radious) { if(!player || (mode == ETileVisibility::HIDDEN && team->fogOfWarMap[pos.z][xd][yd] == 0) || (mode == ETileVisibility::REVEALED && team->fogOfWarMap[pos.z][xd][yd] == 1) ) tiles.insert(int3(xd,yd,pos.z)); } } } } } void CPrivilegedInfoCallback::getAllTiles(std::unordered_set & tiles, std::optional Player, int level, std::function filter) const { if(!!Player && !Player->isValidPlayer()) { logGlobal->error("Illegal call to getAllTiles !"); return; } std::vector floors; if(level == -1) { for(int b = 0; b < gs->map->levels(); ++b) { floors.push_back(b); } } else floors.push_back(level); for(auto zd: floors) { for(int xd = 0; xd < gs->map->width; xd++) { for(int yd = 0; yd < gs->map->height; yd++) { int3 coordinates(xd, yd, zd); if (filter(getTile(coordinates))) tiles.insert(coordinates); } } } } void CPrivilegedInfoCallback::pickAllowedArtsSet(std::vector & out, vstd::RNG & rand) { for (int j = 0; j < 3 ; j++) out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE)); for (int j = 0; j < 3 ; j++) out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MINOR)); out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MAJOR)); } void CPrivilegedInfoCallback::getAllowedSpells(std::vector & out, std::optional level) { for (auto const & spellID : gs->map->allowedSpells) { const auto * spell = spellID.toEntity(VLC); if (!isAllowed(spellID)) continue; if (level.has_value() && spell->getLevel() != level) continue; out.push_back(spellID); } } CGameState * CPrivilegedInfoCallback::gameState() { return gs; } void CPrivilegedInfoCallback::loadCommonState(CLoadFile & in) { logGlobal->info("Loading lib part of game..."); in.checkMagicBytes(SAVEGAME_MAGIC); CMapHeader dum; StartInfo * si = nullptr; ActiveModsInSaveList activeMods; logGlobal->info("\tReading header"); in.serializer & dum; logGlobal->info("\tReading options"); in.serializer & si; logGlobal->info("\tReading mod list"); in.serializer & activeMods; logGlobal->info("\tReading gamestate"); in.serializer & gs; } void CPrivilegedInfoCallback::saveCommonState(CSaveFile & out) const { ActiveModsInSaveList activeMods; logGlobal->info("Saving lib part of game..."); out.putMagicBytes(SAVEGAME_MAGIC); logGlobal->info("\tSaving header"); out.serializer & static_cast(*gs->map); logGlobal->info("\tSaving options"); out.serializer & gs->scenarioOps; logGlobal->info("\tSaving mod list"); out.serializer & activeMods; logGlobal->info("\tSaving gamestate"); out.serializer & gs; } TerrainTile * CNonConstInfoCallback::getTile(const int3 & pos) { if(!gs->map->isInTheMap(pos)) return nullptr; return &gs->map->getTile(pos); } CGHeroInstance * CNonConstInfoCallback::getHero(const ObjectInstanceID & objid) { return const_cast(CGameInfoCallback::getHero(objid)); } CGTownInstance * CNonConstInfoCallback::getTown(const ObjectInstanceID & objid) { return const_cast(CGameInfoCallback::getTown(objid)); } TeamState * CNonConstInfoCallback::getTeam(const TeamID & teamID) { return const_cast(CGameInfoCallback::getTeam(teamID)); } TeamState * CNonConstInfoCallback::getPlayerTeam(const PlayerColor & color) { return const_cast(CGameInfoCallback::getPlayerTeam(color)); } PlayerState * CNonConstInfoCallback::getPlayerState(const PlayerColor & color, bool verbose) { return const_cast(CGameInfoCallback::getPlayerState(color, verbose)); } CArtifactInstance * CNonConstInfoCallback::getArtInstance(const ArtifactInstanceID & aid) { return gs->map->artInstances.at(aid.num); } CGObjectInstance * CNonConstInfoCallback::getObjInstance(const ObjectInstanceID & oid) { return gs->map->objects.at(oid.num); } CArmedInstance * CNonConstInfoCallback::getArmyInstance(const ObjectInstanceID & oid) { return dynamic_cast(getObjInstance(oid)); } CArtifactSet * CNonConstInfoCallback::getArtSet(const ArtifactLocation & loc) { if(auto hero = getHero(loc.artHolder)) { if(loc.creature.has_value()) { if(loc.creature.value() == SlotID::COMMANDER_SLOT_PLACEHOLDER) return hero->commander; else return hero->getStackPtr(loc.creature.value()); } else { return hero; } } else if(auto market = getMarket(loc.artHolder)) { if(auto artSet = market->getArtifactsStorage()) return artSet; } else if(auto army = getArmyInstance(loc.artHolder)) { return army->getStackPtr(loc.creature.value()); } return nullptr; } bool IGameCallback::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) { //only server knows logGlobal->error("isVisitCoveredByAnotherQuery call on client side"); return false; } VCMI_LIB_NAMESPACE_END