mirror of
https://github.com/vcmi/vcmi.git
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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
267 lines
7.7 KiB
C++
267 lines
7.7 KiB
C++
/*
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* IGameCallback.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "IGameCallback.h"
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#include "CHeroHandler.h" // for CHeroHandler
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#include "spells/CSpellHandler.h"// for CSpell
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#include "CSkillHandler.h"// for CSkill
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#include "NetPacks.h"
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#include "CBonusTypeHandler.h"
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#include "CModHandler.h"
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#include "serializer/CSerializer.h" // for SAVEGAME_MAGIC
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#include "serializer/BinaryDeserializer.h"
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#include "serializer/BinarySerializer.h"
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#include "serializer/CLoadIntegrityValidator.h"
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#include "rmg/CMapGenOptions.h"
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#include "mapping/CCampaignHandler.h"
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#include "mapObjects/CObjectClassesHandler.h"
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#include "StartInfo.h"
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#include "CGameState.h"
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#include "mapping/CMap.h"
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#include "CPlayerState.h"
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#include "CSkillHandler.h"
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#include "serializer/Connection.h"
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void CPrivilegedInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
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{
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std::vector<int> floors;
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for (int b = 0; b < (gs->map->twoLevel ? 2 : 1); ++b)
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{
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floors.push_back(b);
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}
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const TerrainTile *tinfo;
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for (auto zd : floors)
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{
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for (int xd = 0; xd < gs->map->width; xd++)
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{
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for (int yd = 0; yd < gs->map->height; yd++)
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{
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tinfo = getTile(int3 (xd,yd,zd));
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if (tinfo->terType != ETerrainType::WATER && tinfo->terType != ETerrainType::ROCK && !tinfo->blocked) //land and free
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tiles.push_back (int3 (xd,yd,zd));
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}
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}
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}
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}
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void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3> & tiles, int3 pos, int radious, boost::optional<PlayerColor> player, int mode, int3::EDistanceFormula distanceFormula) const
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{
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if(!!player && *player >= PlayerColor::PLAYER_LIMIT)
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{
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logGlobal->error("Illegal call to getTilesInRange!");
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return;
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}
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if (radious == -1) //reveal entire map
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getAllTiles (tiles, player, -1, 0);
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else
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{
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const TeamState * team = !player ? nullptr : gs->getPlayerTeam(*player);
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for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gs->map->width - 1); xd++)
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{
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for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->map->height - 1); yd++)
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{
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int3 tilePos(xd,yd,pos.z);
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double distance = pos.dist(tilePos, distanceFormula);
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if(distance <= radious)
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{
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if(!player
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|| (mode == 1 && team->fogOfWarMap[xd][yd][pos.z]==0)
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|| (mode == -1 && team->fogOfWarMap[xd][yd][pos.z]==1)
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)
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tiles.insert(int3(xd,yd,pos.z));
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}
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}
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}
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}
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}
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void CPrivilegedInfoCallback::getAllTiles(std::unordered_set<int3, ShashInt3> & tiles, boost::optional<PlayerColor> Player, int level, int surface) const
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{
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if(!!Player && *Player >= PlayerColor::PLAYER_LIMIT)
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{
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logGlobal->error("Illegal call to getAllTiles !");
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return;
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}
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bool water = surface == 0 || surface == 2,
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land = surface == 0 || surface == 1;
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std::vector<int> floors;
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if(level == -1)
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{
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for(int b = 0; b < (gs->map->twoLevel ? 2 : 1); ++b)
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{
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floors.push_back(b);
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}
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}
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else
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floors.push_back(level);
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for (auto zd : floors)
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{
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for (int xd = 0; xd < gs->map->width; xd++)
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{
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for (int yd = 0; yd < gs->map->height; yd++)
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{
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if ((getTile (int3 (xd,yd,zd))->terType == ETerrainType::WATER && water)
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|| (getTile (int3 (xd,yd,zd))->terType != ETerrainType::WATER && land))
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tiles.insert(int3(xd,yd,zd));
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}
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}
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}
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}
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void CPrivilegedInfoCallback::pickAllowedArtsSet(std::vector<const CArtifact *> & out, CRandomGenerator & rand)
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{
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for (int j = 0; j < 3 ; j++)
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out.push_back(VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)]);
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for (int j = 0; j < 3 ; j++)
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out.push_back(VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR)]);
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out.push_back(VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR)]);
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}
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void CPrivilegedInfoCallback::getAllowedSpells(std::vector<SpellID> & out, ui16 level)
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{
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for (ui32 i = 0; i < gs->map->allowedSpell.size(); i++) //spellh size appears to be greater (?)
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{
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const CSpell *spell = SpellID(i).toSpell();
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if (isAllowed (0, spell->id) && spell->level == level)
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{
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out.push_back(spell->id);
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}
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}
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}
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CGameState * CPrivilegedInfoCallback::gameState()
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{
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return gs;
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}
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template<typename Loader>
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void CPrivilegedInfoCallback::loadCommonState(Loader & in)
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{
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logGlobal->info("Loading lib part of game...");
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in.checkMagicBytes(SAVEGAME_MAGIC);
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CMapHeader dum;
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StartInfo *si;
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logGlobal->info("\tReading header");
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in.serializer & dum;
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logGlobal->info("\tReading options");
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in.serializer & si;
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logGlobal->info("\tReading handlers");
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in.serializer & *VLC;
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logGlobal->info("\tReading gamestate");
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in.serializer & gs;
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}
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template<typename Saver>
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void CPrivilegedInfoCallback::saveCommonState(Saver & out) const
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{
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logGlobal->info("Saving lib part of game...");
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out.putMagicBytes(SAVEGAME_MAGIC);
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logGlobal->info("\tSaving header");
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out.serializer & static_cast<CMapHeader&>(*gs->map);
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logGlobal->info("\tSaving options");
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out.serializer & gs->scenarioOps;
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logGlobal->info("\tSaving handlers");
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out.serializer & *VLC;
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logGlobal->info("\tSaving gamestate");
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out.serializer & gs;
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}
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// hardly memory usage for `-gdwarf-4` flag
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template DLL_LINKAGE void CPrivilegedInfoCallback::loadCommonState<CLoadIntegrityValidator>(CLoadIntegrityValidator &);
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template DLL_LINKAGE void CPrivilegedInfoCallback::loadCommonState<CLoadFile>(CLoadFile &);
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template DLL_LINKAGE void CPrivilegedInfoCallback::saveCommonState<CSaveFile>(CSaveFile &) const;
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TerrainTile * CNonConstInfoCallback::getTile( int3 pos )
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{
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if(!gs->map->isInTheMap(pos))
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return nullptr;
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return &gs->map->getTile(pos);
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}
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CGHeroInstance *CNonConstInfoCallback::getHero(ObjectInstanceID objid)
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{
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return const_cast<CGHeroInstance*>(CGameInfoCallback::getHero(objid));
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}
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CGTownInstance *CNonConstInfoCallback::getTown(ObjectInstanceID objid)
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{
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return const_cast<CGTownInstance*>(CGameInfoCallback::getTown(objid));
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}
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TeamState *CNonConstInfoCallback::getTeam(TeamID teamID)
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{
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return const_cast<TeamState*>(CGameInfoCallback::getTeam(teamID));
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}
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TeamState *CNonConstInfoCallback::getPlayerTeam(PlayerColor color)
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{
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return const_cast<TeamState*>(CGameInfoCallback::getPlayerTeam(color));
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}
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PlayerState * CNonConstInfoCallback::getPlayer( PlayerColor color, bool verbose )
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{
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return const_cast<PlayerState*>(CGameInfoCallback::getPlayer(color, verbose));
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}
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CArtifactInstance * CNonConstInfoCallback::getArtInstance( ArtifactInstanceID aid )
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{
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return gs->map->artInstances.at(aid.num);
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}
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CGObjectInstance * CNonConstInfoCallback::getObjInstance( ObjectInstanceID oid )
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{
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return gs->map->objects.at(oid.num);
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}
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CArmedInstance * CNonConstInfoCallback::getArmyInstance(ObjectInstanceID oid)
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{
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return dynamic_cast<CArmedInstance *>(getObjInstance(oid));
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}
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const CGObjectInstance * IGameCallback::putNewObject(Obj ID, int subID, int3 pos)
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{
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NewObject no;
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no.ID = ID; //creature
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no.subID= subID;
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no.pos = pos;
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commitPackage(&no);
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return getObj(no.id); //id field will be filled during applying on gs
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}
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const CGCreature * IGameCallback::putNewMonster(CreatureID creID, int count, int3 pos)
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{
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const CGObjectInstance *m = putNewObject(Obj::MONSTER, creID, pos);
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setObjProperty(m->id, ObjProperty::MONSTER_COUNT, count);
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setObjProperty(m->id, ObjProperty::MONSTER_POWER, (si64)1000*count);
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return dynamic_cast<const CGCreature*>(m);
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}
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bool IGameCallback::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
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{
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//only server knows
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assert(0);
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return false;
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}
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