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vcmi/lib/IGameCallback.cpp
mateuszb 49083c4e5a * ConstTransitive CGI more or less done
* hch contents distributed to more appropriate folders
2010-12-20 21:22:53 +00:00

269 lines
6.7 KiB
C++

#define VCMI_DLL
#include "IGameCallback.h"
#include "../lib/CGameState.h"
#include "../lib/map.h"
#include "CObjectHandler.h"
#include "../StartInfo.h"
#include "CArtHandler.h"
#include "CSpellHandler.h"
#include "../lib/VCMI_Lib.h"
#include <boost/random/linear_congruential.hpp>
#include "CTownHandler.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
*
*/
extern boost::rand48 ran;
CGameState *const IGameCallback::gameState ()
{
return gs;
}
const CGObjectInstance* IGameCallback::getObj(int objid, bool verbose)
{
if(objid < 0 || objid >= gs->map->objects.size())
{
if(verbose)
tlog1 << "Cannot get object with id " << objid << std::endl;
return NULL;
}
else if (!gs->map->objects[objid])
{
if(verbose)
tlog1 << "Cannot get object with id " << objid << ". Object was removed.\n";
return NULL;
}
return gs->map->objects[objid];
}
const CGHeroInstance* IGameCallback::getHero(int objid)
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGHeroInstance*>(obj);
else
return NULL;
}
const CGTownInstance* IGameCallback::getTown(int objid)
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid].get());
else
return NULL;
}
int IGameCallback::getOwner(int heroID)
{
return gs->map->objects[heroID]->tempOwner;
}
int IGameCallback::getResource(int player, int which)
{
return gs->players.find(player)->second.resources[which];
}
int IGameCallback::getDate(int mode)
{
return gs->getDate(mode);
}
const CGHeroInstance* IGameCallback::getSelectedHero( int player )
{
if(gs->players.find(player)->second.currentSelection==-1)
return NULL;
return getHero(gs->players.find(player)->second.currentSelection);
}
const PlayerSettings * IGameCallback::getPlayerSettings( int color )
{
return &gs->scenarioOps->getIthPlayersSettings(color);
}
int IGameCallback::getHeroCount( int player, bool includeGarrisoned )
{
int ret = 0;
if(includeGarrisoned)
return gs->getPlayer(player)->heroes.size();
else
for(int i=0; i < gs->getPlayer(player)->heroes.size(); i++)
if(!gs->getPlayer(player)->heroes[i]->inTownGarrison)
ret++;
return ret;
}
void IGameCallback::getTilesInRange( std::set<int3> &tiles, int3 pos, int radious, int player/*=-1*/, int mode/*=0*/ )
{
if(player >= 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 IGameCallback::getAllTiles (std::set<int3> &tiles, int player/*=-1*/, int level, int surface )
{
if(player >= 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 IGameCallback::getFreeTiles (std::vector<int3> &tiles)
{
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);
}
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 IGameCallback::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:
tlog1 << "Wrong call to IGameCallback::isAllowed!\n";
return false;
}
}
void IGameCallback::pickAllowedArtsSet(std::vector<const CArtifact*> &out)
{
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 3 ; j++)
{
out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_TREASURE << i)]);
}
}
out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_MAJOR)]);
}
ui16 IGameCallback::getRandomArt (int flags)
{
return VLC->arth->getRandomArt(flags);
}
ui16 IGameCallback::getArtSync (ui32 rand, int flags)
{
return VLC->arth->getArtSync (rand, flags);
}
void IGameCallback::erasePickedArt (si32 id)
{
VLC->arth->erasePickedArt(id);
}
void IGameCallback::getAllowedSpells(std::vector<ui16> &out, ui16 level)
{
CSpell *spell;
for (int 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);
}
}
}
int3 IGameCallback::getMapSize()
{
return int3(gs->map->width, gs->map->height, gs->map->twoLevel + 1);
}
inline TerrainTile * IGameCallback::getTile( int3 pos )
{
if(!gs->map->isInTheMap(pos))
return NULL;
return &gs->map->getTile(pos);
}
const PlayerState * IGameCallback::getPlayerState( int color )
{
return gs->getPlayer(color, false);
}
const CTown * IGameCallback::getNativeTown(int color)
{
return &VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(color).castle];
}