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https://github.com/vcmi/vcmi.git
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49083c4e5a
* hch contents distributed to more appropriate folders
269 lines
6.7 KiB
C++
269 lines
6.7 KiB
C++
#define VCMI_DLL
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#include "IGameCallback.h"
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#include "../lib/CGameState.h"
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#include "../lib/map.h"
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#include "CObjectHandler.h"
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#include "../StartInfo.h"
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#include "CArtHandler.h"
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#include "CSpellHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include <boost/random/linear_congruential.hpp>
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#include "CTownHandler.h"
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/*
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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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extern boost::rand48 ran;
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CGameState *const IGameCallback::gameState ()
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{
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return gs;
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}
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const CGObjectInstance* IGameCallback::getObj(int objid, bool verbose)
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{
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if(objid < 0 || objid >= gs->map->objects.size())
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{
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if(verbose)
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tlog1 << "Cannot get object with id " << objid << std::endl;
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return NULL;
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}
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else if (!gs->map->objects[objid])
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{
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if(verbose)
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tlog1 << "Cannot get object with id " << objid << ". Object was removed.\n";
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return NULL;
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}
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return gs->map->objects[objid];
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}
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const CGHeroInstance* IGameCallback::getHero(int objid)
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{
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const CGObjectInstance *obj = getObj(objid, false);
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if(obj)
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return dynamic_cast<const CGHeroInstance*>(obj);
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else
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return NULL;
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}
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const CGTownInstance* IGameCallback::getTown(int objid)
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{
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const CGObjectInstance *obj = getObj(objid, false);
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if(obj)
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return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid].get());
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else
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return NULL;
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}
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int IGameCallback::getOwner(int heroID)
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{
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return gs->map->objects[heroID]->tempOwner;
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}
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int IGameCallback::getResource(int player, int which)
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{
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return gs->players.find(player)->second.resources[which];
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}
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int IGameCallback::getDate(int mode)
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{
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return gs->getDate(mode);
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}
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const CGHeroInstance* IGameCallback::getSelectedHero( int player )
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{
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if(gs->players.find(player)->second.currentSelection==-1)
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return NULL;
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return getHero(gs->players.find(player)->second.currentSelection);
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}
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const PlayerSettings * IGameCallback::getPlayerSettings( int color )
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{
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return &gs->scenarioOps->getIthPlayersSettings(color);
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}
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int IGameCallback::getHeroCount( int player, bool includeGarrisoned )
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{
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int ret = 0;
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if(includeGarrisoned)
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return gs->getPlayer(player)->heroes.size();
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else
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for(int i=0; i < gs->getPlayer(player)->heroes.size(); i++)
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if(!gs->getPlayer(player)->heroes[i]->inTownGarrison)
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ret++;
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return ret;
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}
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void IGameCallback::getTilesInRange( std::set<int3> &tiles, int3 pos, int radious, int player/*=-1*/, int mode/*=0*/ )
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{
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if(player >= PLAYER_LIMIT)
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{
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tlog1 << "Illegal call to getTilesInRange!\n";
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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 = 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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double distance = pos.dist2d(int3(xd,yd,pos.z)) - 0.5;
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if(distance <= radious)
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{
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if(player < 0
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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 IGameCallback::getAllTiles (std::set<int3> &tiles, int player/*=-1*/, int level, int surface )
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{
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if(player >= PLAYER_LIMIT)
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{
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tlog1 << "Illegal call to getAllTiles !\n";
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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 xd = 0; xd <= gs->map->width - 1; xd++)
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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
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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 (std::vector<int>::const_iterator i = floors.begin(); i!= floors.end(); i++)
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{
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register int zd = *i;
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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 == 8 && water)
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|| (getTile (int3 (xd,yd,zd))->tertype != 8 && 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 IGameCallback::getFreeTiles (std::vector<int3> &tiles)
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{
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std::vector<int> floors;
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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
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{
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floors.push_back(b);
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}
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TerrainTile *tinfo;
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for (std::vector<int>::const_iterator i = floors.begin(); i!= floors.end(); i++)
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{
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register int zd = *i;
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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 != 8 && !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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bool IGameCallback::isAllowed( int type, int id )
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{
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switch(type)
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{
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case 0:
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return gs->map->allowedSpell[id];
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case 1:
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return gs->map->allowedArtifact[id];
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case 2:
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return gs->map->allowedAbilities[id];
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default:
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tlog1 << "Wrong call to IGameCallback::isAllowed!\n";
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return false;
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}
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}
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void IGameCallback::pickAllowedArtsSet(std::vector<const CArtifact*> &out)
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{
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for (int i = 0; i < 2; i++)
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{
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for (int j = 0; j < 3 ; j++)
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{
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out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_TREASURE << i)]);
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}
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}
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out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_MAJOR)]);
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}
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ui16 IGameCallback::getRandomArt (int flags)
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{
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return VLC->arth->getRandomArt(flags);
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}
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ui16 IGameCallback::getArtSync (ui32 rand, int flags)
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{
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return VLC->arth->getArtSync (rand, flags);
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}
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void IGameCallback::erasePickedArt (si32 id)
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{
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VLC->arth->erasePickedArt(id);
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}
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void IGameCallback::getAllowedSpells(std::vector<ui16> &out, ui16 level)
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{
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CSpell *spell;
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for (int i = 0; i < gs->map->allowedSpell.size(); i++) //spellh size appears to be greater (?)
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{
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spell = VLC->spellh->spells[i];
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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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int3 IGameCallback::getMapSize()
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{
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return int3(gs->map->width, gs->map->height, gs->map->twoLevel + 1);
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}
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inline TerrainTile * IGameCallback::getTile( int3 pos )
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{
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if(!gs->map->isInTheMap(pos))
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return NULL;
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return &gs->map->getTile(pos);
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}
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const PlayerState * IGameCallback::getPlayerState( int color )
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{
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return gs->getPlayer(color, false);
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}
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const CTown * IGameCallback::getNativeTown(int color)
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{
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return &VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(color).castle];
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} |