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https://github.com/vcmi/vcmi.git
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20d5b33ea6
marketModes are now generated in runtime and are not a member of IMarket. Was not a bad change, but towns load buildings before town type is randomized, leading to case where market modes are not actually known when building is added to town (like random towns with market built) Since altar requires CArtifactSet for work, IMarket will now always contain it, but it will only be accessible if market supports altar mode.
304 lines
8.1 KiB
C++
304 lines
8.1 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 "CBonusTypeHandler.h"
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#include "BattleFieldHandler.h"
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#include "ObstacleHandler.h"
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#include "bonuses/Limiters.h"
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#include "bonuses/Propagators.h"
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#include "bonuses/Updaters.h"
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#include "entities/building/CBuilding.h"
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#include "networkPacks/ArtifactLocation.h"
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#include "serializer/CLoadFile.h"
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#include "serializer/CSaveFile.h"
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#include "rmg/CMapGenOptions.h"
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#include "mapObjectConstructors/AObjectTypeHandler.h"
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#include "mapObjectConstructors/CObjectClassesHandler.h"
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#include "mapObjects/CGMarket.h"
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#include "mapObjects/TownBuildingInstance.h"
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#include "mapObjects/CGTownInstance.h"
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#include "mapObjects/CObjectHandler.h"
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#include "mapObjects/CQuest.h"
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#include "mapObjects/MiscObjects.h"
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#include "mapObjects/ObjectTemplate.h"
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#include "campaign/CampaignState.h"
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#include "StartInfo.h"
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#include "gameState/CGameState.h"
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#include "gameState/CGameStateCampaign.h"
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#include "gameState/TavernHeroesPool.h"
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#include "gameState/QuestInfo.h"
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#include "mapping/CMap.h"
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#include "modding/CModHandler.h"
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#include "modding/CModInfo.h"
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#include "modding/IdentifierStorage.h"
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#include "modding/CModVersion.h"
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#include "modding/ActiveModsInSaveList.h"
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#include "CPlayerState.h"
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#include "GameSettings.h"
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#include "ScriptHandler.h"
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#include "RoadHandler.h"
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#include "RiverHandler.h"
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#include "TerrainHandler.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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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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floors.reserve(gs->map->levels());
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for(int b = 0; b < gs->map->levels(); ++b)
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{
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floors.push_back(b);
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}
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const TerrainTile * tinfo = nullptr;
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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->isLand() && tinfo->terType->isPassable() && !tinfo->blocked) //land and free
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tiles.emplace_back(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> & tiles,
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const int3 & pos,
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int radious,
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ETileVisibility mode,
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std::optional<PlayerColor> player,
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int3::EDistanceFormula distanceFormula) const
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{
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if(!!player && !player->isValidPlayer())
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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 == CBuilding::HEIGHT_SKYSHIP) //reveal entire map
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getAllTiles (tiles, player, -1, [](auto * tile){return true;});
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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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int 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 == ETileVisibility::HIDDEN && team->fogOfWarMap[pos.z][xd][yd] == 0)
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|| (mode == ETileVisibility::REVEALED && team->fogOfWarMap[pos.z][xd][yd] == 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> & tiles, std::optional<PlayerColor> Player, int level, std::function<bool(const TerrainTile *)> filter) const
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{
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if(!!Player && !Player->isValidPlayer())
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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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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->levels(); ++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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int3 coordinates(xd, yd, zd);
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if (filter(getTile(coordinates)))
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tiles.insert(coordinates);
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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, vstd::RNG & rand)
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{
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for (int j = 0; j < 3 ; j++)
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out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE).toArtifact());
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for (int j = 0; j < 3 ; j++)
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out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MINOR).toArtifact());
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out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MAJOR).toArtifact());
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}
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void CPrivilegedInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level)
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{
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for (auto const & spellID : gs->map->allowedSpells)
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{
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const auto * spell = spellID.toEntity(VLC);
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if (!isAllowed(spellID))
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continue;
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if (level.has_value() && spell->getLevel() != level)
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continue;
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out.push_back(spellID);
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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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void CPrivilegedInfoCallback::loadCommonState(CLoadFile & 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 = nullptr;
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ActiveModsInSaveList activeMods;
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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 mod list");
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in.serializer & activeMods;
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logGlobal->info("\tReading gamestate");
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in.serializer & gs;
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}
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void CPrivilegedInfoCallback::saveCommonState(CSaveFile & out) const
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{
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ActiveModsInSaveList activeMods;
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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 mod list");
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out.serializer & activeMods;
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logGlobal->info("\tSaving gamestate");
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out.serializer & gs;
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}
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TerrainTile * CNonConstInfoCallback::getTile(const 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(const 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(const 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(const 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(const 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::getPlayerState(const PlayerColor & color, bool verbose)
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{
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return const_cast<PlayerState*>(CGameInfoCallback::getPlayerState(color, verbose));
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}
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CArtifactInstance * CNonConstInfoCallback::getArtInstance(const 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(const 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(const ObjectInstanceID & oid)
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{
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return dynamic_cast<CArmedInstance *>(getObjInstance(oid));
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}
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CArtifactSet * CNonConstInfoCallback::getArtSet(const ArtifactLocation & loc)
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{
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if(auto hero = getHero(loc.artHolder))
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{
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if(loc.creature.has_value())
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{
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if(loc.creature.value() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
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return hero->commander;
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else
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return hero->getStackPtr(loc.creature.value());
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}
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else
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{
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return hero;
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}
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}
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else if(auto market = getMarket(loc.artHolder))
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{
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if(auto artSet = market->getArtifactsStorage())
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return artSet;
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}
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else if(auto army = getArmyInstance(loc.artHolder))
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{
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return army->getStackPtr(loc.creature.value());
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}
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return nullptr;
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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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logGlobal->error("isVisitCoveredByAnotherQuery call on client side");
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return false;
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}
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VCMI_LIB_NAMESPACE_END
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