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vcmi/lib/IGameCallback.cpp
2012-11-14 14:27:18 +00:00

974 lines
29 KiB
C++

#include "StdInc.h"
#include "IGameCallback.h"
#include <boost/random/linear_congruential.hpp>
#include "CGameState.h"
#include "Map/CMap.h"
#include "CObjectHandler.h"
#include "CHeroHandler.h"
#include "StartInfo.h"
#include "CArtHandler.h"
#include "CSpellHandler.h"
#include "VCMI_Lib.h"
#include "CTownHandler.h"
#include "BattleState.h"
#include "NetPacks.h"
#include "CBuildingHandler.h"
#include "GameConstants.h"
#include "CModHandler.h"
/*
* 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
*
*/
//TODO make clean
#define ERROR_SILENT_RET_VAL_IF(cond, txt, retVal) do {if(cond){return retVal;}} while(0)
#define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)tlog1 << BOOST_CURRENT_FUNCTION << ": " << txt << std::endl; return retVal;}} while(0)
#define ERROR_RET_IF(cond, txt) do {if(cond){tlog1 << BOOST_CURRENT_FUNCTION << ": " << txt << std::endl; return;}} while(0)
#define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){tlog1 << BOOST_CURRENT_FUNCTION << ": " << txt << std::endl; return retVal;}} while(0)
extern boost::rand48 ran;
CGameState * CPrivilagedInfoCallback::gameState ()
{
return gs;
}
int CGameInfoCallback::getOwner(int heroID) const
{
const CGObjectInstance *obj = getObj(heroID);
ERROR_RET_VAL_IF(!obj, "No such object!", -1);
return gs->map->objects[heroID]->tempOwner;
}
int CGameInfoCallback::getResource(int Player, int which) const
{
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( int Player ) const
{
const PlayerState *p = getPlayer(Player);
ERROR_RET_VAL_IF(!p, "No player info!", NULL);
return getHero(p->currentSelection);
}
const CGHeroInstance* CGameInfoCallback::getSelectedHero() const
{
return getSelectedHero(gs->currentPlayer);
}
const PlayerSettings * CGameInfoCallback::getPlayerSettings(int color) const
{
return &gs->scenarioOps->getIthPlayersSettings(color);
}
void CPrivilagedInfoCallback::getTilesInRange( boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int player/*=-1*/, int mode/*=0*/ ) const
{
if(player >= GameConstants::PLAYER_LIMIT)
{
tlog1 << "Illegal call to getTilesInRange!\n";
return;
}
if (radious == -1) //reveal entire map
getAllTiles (tiles, player, -1, 0);
else
{
const TeamState * team = gs->getPlayerTeam(player);
for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gs->map->width - 1); xd++)
{
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->map->height - 1); yd++)
{
double distance = pos.dist2d(int3(xd,yd,pos.z)) - 0.5;
if(distance <= radious)
{
if(player < 0
|| (mode == 1 && team->fogOfWarMap[xd][yd][pos.z]==0)
|| (mode == -1 && team->fogOfWarMap[xd][yd][pos.z]==1)
)
tiles.insert(int3(xd,yd,pos.z));
}
}
}
}
}
void CPrivilagedInfoCallback::getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, int Player/*=-1*/, int level, int surface ) const
{
if(Player >= GameConstants::PLAYER_LIMIT)
{
tlog1 << "Illegal call to getAllTiles !\n";
return;
}
bool water = surface == 0 || surface == 2,
land = surface == 0 || surface == 1;
std::vector<int> floors;
if(level == -1)
{
for (int xd = 0; xd <= gs->map->width - 1; xd++)
for(int b=0; b<gs->map->twoLevel + 1; ++b) //if gs->map->twoLevel is false then false (0) + 1 is 1, if it's true (1) then we have 2
{
floors.push_back(b);
}
}
else
floors.push_back(level);
for (std::vector<int>::const_iterator i = floors.begin(); i!= floors.end(); i++)
{
register int zd = *i;
for (int xd = 0; xd < gs->map->width; xd++)
{
for (int yd = 0; yd < gs->map->height; yd++)
{
if ((getTile (int3 (xd,yd,zd))->terType == 8 && water)
|| (getTile (int3 (xd,yd,zd))->terType != 8 && land))
tiles.insert(int3(xd,yd,zd));
}
}
}
}
void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
{
std::vector<int> floors;
for (int b=0; b<gs->map->twoLevel + 1; ++b) //if gs->map->twoLevel is false then false (0) + 1 is 1, if it's true (1) then we have 2
{
floors.push_back(b);
}
const TerrainTile *tinfo;
for (std::vector<int>::const_iterator i = floors.begin(); i!= floors.end(); i++)
{
register int zd = *i;
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->terType != 8 && !tinfo->blocked) //land and free
tiles.push_back (int3 (xd,yd,zd));
}
}
}
}
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);
}
}
void CPrivilagedInfoCallback::pickAllowedArtsSet(std::vector<const CArtifact*> &out)
{
for (int j = 0; j < 3 ; j++)
out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_TREASURE)]);
for (int j = 0; j < 3 ; j++)
out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_MINOR)]);
out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_MAJOR)]);
}
ui16 CPrivilagedInfoCallback::getRandomArt (int flags)
{
return VLC->arth->getRandomArt(flags);
}
ui16 CPrivilagedInfoCallback::getArtSync (ui32 rand, int flags)
{
return VLC->arth->getArtSync (rand, flags);
}
void CPrivilagedInfoCallback::erasePickedArt (si32 id)
{
VLC->arth->erasePickedArt(id);
}
void CPrivilagedInfoCallback::getAllowedSpells(std::vector<ui16> &out, ui16 level)
{
CSpell *spell;
for (ui32 i = 0; i < gs->map->allowedSpell.size(); i++) //spellh size appears to be greater (?)
{
spell = VLC->spellh->spells[i];
if (isAllowed (0, spell->id) && spell->level == level)
{
out.push_back(spell->id);
}
}
}
inline TerrainTile * CNonConstInfoCallback::getTile( int3 pos )
{
if(!gs->map->isInTheMap(pos))
return NULL;
return &gs->map->getTile(pos);
}
const PlayerState * CGameInfoCallback::getPlayer(int color, bool verbose) const
{
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!hasAccess(color), verbose, "Cannot access player " << color << "info!", NULL);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!vstd::contains(gs->players,color), verbose, "Cannot find player " << color << "info!", NULL);
return &gs->players[color];
}
const CTown * CGameInfoCallback::getNativeTown(int color) const
{
const PlayerSettings *ps = getPlayerSettings(color);
ERROR_RET_VAL_IF(!ps, "There is no such player!", NULL);
return &VLC->townh->towns[ps->castle];
}
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!", NULL);
return getObj(gs->map->questIdentifierToId[identifier]);
}
/************************************************************************/
/* */
/************************************************************************/
const CGObjectInstance* CGameInfoCallback::getObj(int objid, bool verbose) const
{
if(objid < 0 || objid >= gs->map->objects.size())
{
if(verbose)
tlog1 << "Cannot get object with id " << objid << std::endl;
return NULL;
}
const CGObjectInstance *ret = gs->map->objects[objid];
if(!ret)
{
if(verbose)
tlog1 << "Cannot get object with id " << objid << ". Object was removed.\n";
return NULL;
}
if(!isVisible(ret, player))
{
if(verbose)
tlog1 << "Cannot get object with id " << objid << ". Object is not visible.\n";
return NULL;
}
return ret;
}
const CGHeroInstance* CGameInfoCallback::getHero(int objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGHeroInstance*>(obj);
else
return NULL;
}
const CGTownInstance* CGameInfoCallback::getTown(int objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid].get());
else
return NULL;
}
void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos, UpgradeInfo &out) const
{
//boost::shared_lock<boost::shared_mutex> 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<boost::shared_mutex> 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<boost::shared_mutex> 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<boost::shared_mutex> 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, NULL, hero->getSpellSchoolLevel(sp), hero->getPrimSkillLevel(2));
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, NULL, ourHero->getSpellSchoolLevel(sp), ourHero->getPrimSkillLevel(2));
}
void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
{
//boost::shared_lock<boost::shared_mutex> 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(int 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<const CGTownInstance *>(town), detailed);
else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed);
else
return false;
return true;
}
int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const
{
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));
return gs->guardingCreaturePosition(pos);
}
const std::vector<CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
{
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<CGObjectInstance*>());
return gs->guardingCreatures (pos);
}
bool CGameInfoCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(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(int mode) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getDate(mode);
}
std::vector < std::string > CGameInfoCallback::getObjDescriptions(int3 pos) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector<std::string> ret;
const TerrainTile *t = getTile(pos);
ERROR_RET_VAL_IF(!t, "Not a valid tile given!", ret);
BOOST_FOREACH(const CGObjectInstance * obj, t->blockingObjects)
ret.push_back(obj->getHoverText());
return ret;
}
bool CGameInfoCallback::verifyPath(CPath * path, bool blockSea) const
{
for (size_t i=0; i < path->nodes.size(); ++i)
{
const TerrainTile *t = getTile(path->nodes[i].coord); //current tile
ERROR_RET_VAL_IF(!t, "Path contains not visible tile: " << path->nodes[i].coord << "!", false);
if (t->blocked && !t->visitable)
return false; //path is wrong - one of the tiles is blocked
if (blockSea)
{
if (i==0)
continue;
const TerrainTile *prev = getTile(path->nodes[i-1].coord); //tile of previous node on the path
if (( t->terType == ETerrainType::WATER && prev->terType != ETerrainType::WATER)
|| (t->terType != ETerrainType::WATER && prev->terType == ETerrainType::WATER)
|| prev->terType == ETerrainType::ROCK
)
return false;
}
}
return true;
}
bool CGameInfoCallback::isVisible(int3 pos, int Player) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->map->isInTheMap(pos) && (Player == -1 || gs->isVisible(pos, Player));
}
bool CGameInfoCallback::isVisible(int3 pos) const
{
return isVisible(pos,player);
}
bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, int 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<boost::shared_mutex> lock(*gs->mx);
// if()
// const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);
// if(!armi)
// return NULL;
// else
// return armi;
// }
std::vector < const CGObjectInstance * > CGameInfoCallback::getBlockingObjs( int3 pos ) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos);
ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
BOOST_FOREACH(const CGObjectInstance * obj, t->blockingObjects)
ret.push_back(obj);
return ret;
}
std::vector <const CGObjectInstance * > CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose /*= true*/) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos, verbose);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos << " is not visible!", ret);
BOOST_FOREACH(const CGObjectInstance * obj, t->visitableObjects)
{
if(player < 0 || obj->ID != Obj::EVENT) //hide events from players
ret.push_back(obj);
}
return ret;
}
std::vector < const CGObjectInstance * > CGameInfoCallback::getFlaggableObjects(int3 pos) const
{
std::vector<const CGObjectInstance *> ret;
const TerrainTile *t = getTile(pos);
ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);
BOOST_FOREACH(const CGObjectInstance *obj, t->blockingObjects)
if(obj->tempOwner != 254)
ret.push_back(obj);
// const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects;
// for(size_t b=0; b<objs.size(); ++b)
// {
// if(objs[b].first->tempOwner!=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+1);
}
std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const
{
std::vector<const CGHeroInstance *> 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
ret.resize(gs->players[player].availableHeroes.size());
std::copy(gs->players[player].availableHeroes.begin(),gs->players[player].availableHeroes.end(),ret.begin());
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!", NULL);
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return &gs->map->getTile(tile);
}
int CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID )
{
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", -1);
CBuilding * pom = t->town->buildings[ID];
if(!pom)
return EBuildingState::BUILDING_ERROR;
if(t->hasBuilt(ID)) //already built
return EBuildingState::ALREADY_PRESENT;
//can we build it?
if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
return EBuildingState::FORBIDDEN; //forbidden
//checking for requirements
std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requirements
bool notAllBuilt = false;
for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
{
if(!t->hasBuilt(*ri)) //lack of requirements - cannot build
{
if(vstd::contains(t->forbiddenBuildings, *ri)) // not built requirement forbidden - same goes to this build
return EBuildingState::FORBIDDEN;
else
notAllBuilt = true; // no return here - we need to check if any required builds are forbidden
}
}
if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN)
return EBuildingState::CANT_BUILD_TODAY; //building limit
if (notAllBuilt)
return EBuildingState::PREREQUIRES;
if(ID == 13) //capitol
{
const PlayerState *ps = getPlayer(t->tempOwner);
if(ps)
{
BOOST_FOREACH(const CGTownInstance *t, ps->towns)
{
if(t->hasBuilt(EBuilding::CAPITOL))
{
return EBuildingState::HAVE_CAPITAL; //no more than one capitol
}
}
}
}
else if(ID == 6) //shipyard
{
const TerrainTile *tile = getTile(t->bestLocation(), false);
if(!tile || tile->terType != ETerrainType::WATER)
return EBuildingState::NO_WATER; //lack of water
}
//checking resources
if(!pom->resources.canBeAfforded(getPlayer(t->tempOwner)->resources))
return EBuildingState::NO_RESOURCES; //lack of res
return EBuildingState::ALLOWED;
}
std::set<int> CGameInfoCallback::getBuildingRequiments( const CGTownInstance *t, int ID )
{
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", std::set<int>());
std::set<int> used;
used.insert(ID);
auto reqs = t->town->buildings[ID]->requirements;
bool found;
do
{
found = false;
for(auto i=reqs.begin();i!=reqs.end();i++)
{
if(used.find(*i)==used.end()) //we haven't added requirements for this building
{
found = true;
auto & requires = t->town->buildings[*i]->requirements;
used.insert(*i);
for(auto j = requires.begin(); j!= requires.end(); j++)
reqs.insert(*j);//creating full list of requirements
}
}
}
while (found);
return reqs;
}
const CMapHeader * CGameInfoCallback::getMapHeader() const
{
return gs->map;
}
bool CGameInfoCallback::hasAccess(int playerId) const
{
return player < 0 || gs->getPlayerRelations( playerId, player );
}
int CGameInfoCallback::getPlayerStatus(int player) const
{
const PlayerState *ps = gs->getPlayer(player, false);
if(!ps)
return -1;
return ps->status;
}
std::string CGameInfoCallback::getTavernGossip(const CGObjectInstance * townOrTavern) const
{
return "GOSSIP TEST";
}
int CGameInfoCallback::getPlayerRelations( ui8 color1, ui8 color2 ) const
{
return gs->getPlayerRelations(color1, color2);
}
bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const
{
return !obj || hasAccess(obj->tempOwner);
}
int CGameInfoCallback::getHeroCount( int 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(ui32 i = 0; i < p->heroes.size(); i++)
if(!p->heroes[i]->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
}
int CGameInfoCallback::getCurrentPlayer() const
{
return gs->currentPlayer;
}
CGameInfoCallback::CGameInfoCallback()
{
}
CGameInfoCallback::CGameInfoCallback(CGameState *GS, int Player)
{
gs = GS;
player = Player;
}
const std::vector< std::vector< std::vector<ui8> > > & CPlayerSpecificInfoCallback::getVisibilityMap() const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getPlayerTeam(player)->fogOfWarMap;
}
int CPlayerSpecificInfoCallback::howManyTowns() const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", -1);
return CGameInfoCallback::howManyTowns(player);
}
std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
for ( auto i=gs->players.begin() ; i!=gs->players.end();i++)
{
for (size_t j = 0; j < (*i).second.towns.size(); ++j)
{
if ((*i).first==player
|| (isVisible((*i).second.towns[j],player) && !onlyOur))
{
ret.push_back((*i).second.towns[j]);
}
}
} // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
return ret;
}
std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGHeroInstance *> ret;
for(size_t i=0;i<gs->map->heroes.size();i++)
{
if( (gs->map->heroes[i]->tempOwner==player) ||
(isVisible(gs->map->heroes[i]->getPosition(false),player) && !onlyOur) )
{
ret.push_back(gs->map->heroes[i]);
}
}
return ret;
}
int 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 curHero= heroes.begin(); curHero!=heroes.end(); curHero++)
{
if (includeGarrisoned || !(*curHero)->inTownGarrison)
index++;
if (*curHero == hero)
return index;
}
return -1;
}
int3 CPlayerSpecificInfoCallback::getGrailPos( double &outKnownRatio )
{
if (CGObelisk::obeliskCount == 0)
{
outKnownRatio = 0.0;
}
else
{
outKnownRatio = static_cast<double>(CGObelisk::visited[gs->getPlayerTeam(player)->id]) / CGObelisk::obeliskCount;
}
return gs->map->grailPos;
}
std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const
{
std::vector < const CGObjectInstance * > ret;
BOOST_FOREACH(const CGObjectInstance * obj, gs->map->objects)
{
if(obj && obj->tempOwner == player)
ret.push_back(obj);
}
return ret;
}
std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings() const
{
std::vector < const CGDwelling * > ret;
BOOST_FOREACH(CGDwelling * dw, gs->getPlayer(player)->dwellings)
{
ret.push_back(dw);
}
return ret;
}
std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
{
std::vector <QuestInfo> ret;
BOOST_FOREACH (auto quest, gs->getPlayer(player)->quests)
{
ret.push_back (quest);
}
return ret;
}
int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", -1);
return getHeroCount(player,includeGarrisoned);
}
const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const
{
const PlayerState *p = getPlayer(player);
ERROR_RET_VAL_IF(!p, "No player info", NULL);
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", NULL);
return p->heroes[serialId];
}
const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const
{
const PlayerState *p = getPlayer(player);
ERROR_RET_VAL_IF(!p, "No player info", NULL);
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", NULL);
return p->towns[serialId];
}
int CPlayerSpecificInfoCallback::getResourceAmount(int type) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", -1);
return getResource(player, type);
}
TResources CPlayerSpecificInfoCallback::getResourceAmount() const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", TResources());
return gs->players[player].resources;
}
CGHeroInstance *CNonConstInfoCallback::getHero(int objid)
{
return const_cast<CGHeroInstance*>(CGameInfoCallback::getHero(objid));
}
CGTownInstance *CNonConstInfoCallback::getTown(int objid)
{
return const_cast<CGTownInstance*>(CGameInfoCallback::getTown(objid));
}
TeamState *CNonConstInfoCallback::getTeam(ui8 teamID)
{
return const_cast<TeamState*>(CGameInfoCallback::getTeam(teamID));
}
TeamState *CNonConstInfoCallback::getPlayerTeam(ui8 color)
{
return const_cast<TeamState*>(CGameInfoCallback::getPlayerTeam(color));
}
PlayerState * CNonConstInfoCallback::getPlayer( ui8 color, bool verbose )
{
return const_cast<PlayerState*>(CGameInfoCallback::getPlayer(color, verbose));
}
const TeamState * CGameInfoCallback::getTeam( ui8 teamID ) const
{
ERROR_RET_VAL_IF(!vstd::contains(gs->teams, teamID), "Cannot find info for team " << int(teamID), NULL);
const TeamState *ret = &gs->teams[teamID];
ERROR_RET_VAL_IF(player != -1 && !vstd::contains(ret->players, player), "Illegal attempt to access team data!", NULL);
return ret;
}
const TeamState * CGameInfoCallback::getPlayerTeam( ui8 teamID ) const
{
const PlayerState * ps = getPlayer(teamID);
if (ps)
return getTeam(ps->team);
return NULL;
}
const CGHeroInstance* CGameInfoCallback::getHeroWithSubid( int subid ) const
{
BOOST_FOREACH(const CGHeroInstance *h, gs->map->heroes)
if(h->subID == subid)
return h;
return NULL;
}
int CGameInfoCallback::getLocalPlayer() const
{
return getCurrentPlayer();
}
bool CGameInfoCallback::isInTheMap(const int3 &pos) const
{
return gs->map->isInTheMap(pos);
}
void IGameEventRealizer::showInfoDialog( InfoWindow *iw )
{
commitPackage(iw);
}
void IGameEventRealizer::showInfoDialog(const std::string &msg, int player)
{
InfoWindow iw;
iw.player = player;
iw.text << msg;
showInfoDialog(&iw);
}
void IGameEventRealizer::setObjProperty(int objid, int prop, si64 val)
{
SetObjectProperty sob;
sob.id = objid;
sob.what = prop;
sob.val = static_cast<ui32>(val);
commitPackage(&sob);
}
const CGObjectInstance * IGameCallback::putNewObject(int ID, int subID, int3 pos)
{
NewObject no;
no.ID = ID; //creature
no.subID= subID;
no.pos = pos;
commitPackage(&no);
return getObj(no.id); //id field will be filled during applying on gs
}
const CGCreature * IGameCallback::putNewMonster(int creID, int count, int3 pos)
{
const CGObjectInstance *m = putNewObject(54, creID, pos);
setObjProperty(m->id, ObjProperty::MONSTER_COUNT, count);
setObjProperty(m->id, ObjProperty::MONSTER_POWER, (si64)1000*count);
return dynamic_cast<const CGCreature*>(m);
}