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vcmi/lib/callback/CPlayerSpecificInfoCallback.cpp
2025-05-14 18:33:20 +03:00

146 lines
4.7 KiB
C++

/*
* CPlayerSpecificInfoCallback.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 "CPlayerSpecificInfoCallback.h"
#include "../gameState/CGameState.h"
#include "../gameState/QuestInfo.h"
#include "../CPlayerState.h"
#include "../mapping/CMap.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
//TODO make clean
#define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
#define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->error("%s: %s",BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0)
#define ERROR_RET_IF(cond, txt) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return;}} while(0)
#define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){logGlobal->error("%s: %s", BOOST_CURRENT_FUNCTION, txt); return retVal;}} while(0)
VCMI_LIB_NAMESPACE_BEGIN
int CPlayerSpecificInfoCallback::howManyTowns() const
{
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
return CGameInfoCallback::howManyTowns(*getPlayerID());
}
std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const
{
auto ret = std::vector < const CGTownInstance *>();
for(const auto & i : gameState().players)
{
for(const auto & town : i.second.getTowns())
{
if(i.first == getPlayerID() || (!onlyOur && isVisibleFor(town, *getPlayerID())))
{
ret.push_back(town);
}
}
} // for ( std::map<int, PlayerState>::iterator i=gameState().players.begin() ; i!=gameState().players.end();i++)
return ret;
}
std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo() const
{
const auto * playerState = gameState().getPlayerState(*getPlayerID());
return playerState->getHeroes();
}
int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const
{
if (hero->isGarrisoned() && !includeGarrisoned)
return -1;
size_t index = 0;
const auto & heroes = gameState().players.at(*getPlayerID()).getHeroes();
for (auto & possibleHero : heroes)
{
if (includeGarrisoned || !possibleHero->isGarrisoned())
index++;
if (possibleHero == hero)
return static_cast<int>(index);
}
return -1;
}
int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
{
if (!getPlayerID() || gameState().getMap().obeliskCount == 0)
{
*outKnownRatio = 0.0;
}
else
{
TeamID t = gameState().getPlayerTeam(*getPlayerID())->id;
double visited = 0.0;
if(gameState().getMap().obelisksVisited.count(t))
visited = static_cast<double>(gameState().getMap().obelisksVisited[t]);
*outKnownRatio = visited / gameState().getMap().obeliskCount;
}
return gameState().getMap().grailPos;
}
std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const
{
return gameState().getPlayerState(*getPlayerID())->getOwnedObjects();
}
std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
{
return gameState().getPlayerState(*getPlayerID())->quests;
}
int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const
{
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
return getHeroCount(*getPlayerID(), includeGarrisoned);
}
const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const
{
ASSERT_IF_CALLED_WITH_PLAYER
const PlayerState *p = getPlayerState(*getPlayerID());
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
if (!includeGarrisoned)
{
for(ui32 i = 0; i < p->getHeroes().size() && static_cast<int>(i) <= serialId; i++)
if(p->getHeroes()[i]->isGarrisoned())
serialId++;
}
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->getHeroes().size(), "No player info", nullptr);
return p->getHeroes()[serialId];
}
const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const
{
ASSERT_IF_CALLED_WITH_PLAYER
const PlayerState *p = getPlayerState(*getPlayerID());
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->getTowns().size(), "No player info", nullptr);
return p->getTowns()[serialId];
}
int CPlayerSpecificInfoCallback::getResourceAmount(GameResID type) const
{
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
return getResource(*getPlayerID(), type);
}
TResources CPlayerSpecificInfoCallback::getResourceAmount() const
{
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", TResources());
return gameState().players.at(*getPlayerID()).resources;
}
VCMI_LIB_NAMESPACE_END