IGameCallback.cpp 7.7 KB

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  1. /*
  2. * IGameCallback.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "IGameCallback.h"
  12. #include "CHeroHandler.h" // for CHeroHandler
  13. #include "spells/CSpellHandler.h"// for CSpell
  14. #include "CSkillHandler.h"// for CSkill
  15. #include "CBonusTypeHandler.h"
  16. #include "BattleFieldHandler.h"
  17. #include "ObstacleHandler.h"
  18. #include "bonuses/CBonusSystemNode.h"
  19. #include "bonuses/Limiters.h"
  20. #include "bonuses/Propagators.h"
  21. #include "bonuses/Updaters.h"
  22. #include "serializer/CLoadFile.h"
  23. #include "serializer/CSaveFile.h"
  24. #include "rmg/CMapGenOptions.h"
  25. #include "mapObjectConstructors/AObjectTypeHandler.h"
  26. #include "mapObjectConstructors/CObjectClassesHandler.h"
  27. #include "mapObjects/CObjectHandler.h"
  28. #include "mapObjects/ObjectTemplate.h"
  29. #include "campaign/CampaignState.h"
  30. #include "StartInfo.h"
  31. #include "gameState/CGameState.h"
  32. #include "gameState/CGameStateCampaign.h"
  33. #include "gameState/TavernHeroesPool.h"
  34. #include "gameState/QuestInfo.h"
  35. #include "mapping/CMap.h"
  36. #include "modding/CModHandler.h"
  37. #include "modding/CModInfo.h"
  38. #include "modding/IdentifierStorage.h"
  39. #include "modding/CModVersion.h"
  40. #include "modding/ActiveModsInSaveList.h"
  41. #include "CPlayerState.h"
  42. #include "GameSettings.h"
  43. #include "ScriptHandler.h"
  44. #include "RoadHandler.h"
  45. #include "RiverHandler.h"
  46. #include "TerrainHandler.h"
  47. #include "serializer/Connection.h"
  48. VCMI_LIB_NAMESPACE_BEGIN
  49. void CPrivilegedInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
  50. {
  51. std::vector<int> floors;
  52. floors.reserve(gs->map->levels());
  53. for(int b = 0; b < gs->map->levels(); ++b)
  54. {
  55. floors.push_back(b);
  56. }
  57. const TerrainTile * tinfo = nullptr;
  58. for (auto zd : floors)
  59. {
  60. for (int xd = 0; xd < gs->map->width; xd++)
  61. {
  62. for (int yd = 0; yd < gs->map->height; yd++)
  63. {
  64. tinfo = getTile(int3 (xd,yd,zd));
  65. if (tinfo->terType->isLand() && tinfo->terType->isPassable() && !tinfo->blocked) //land and free
  66. tiles.emplace_back(xd, yd, zd);
  67. }
  68. }
  69. }
  70. }
  71. void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
  72. const int3 & pos,
  73. int radious,
  74. ETileVisibility mode,
  75. std::optional<PlayerColor> player,
  76. int3::EDistanceFormula distanceFormula) const
  77. {
  78. if(!!player && !player->isValidPlayer())
  79. {
  80. logGlobal->error("Illegal call to getTilesInRange!");
  81. return;
  82. }
  83. if(radious == CBuilding::HEIGHT_SKYSHIP) //reveal entire map
  84. getAllTiles (tiles, player, -1, [](auto * tile){return true;});
  85. else
  86. {
  87. const TeamState * team = !player ? nullptr : gs->getPlayerTeam(*player);
  88. for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gs->map->width - 1); xd++)
  89. {
  90. for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->map->height - 1); yd++)
  91. {
  92. int3 tilePos(xd,yd,pos.z);
  93. int distance = pos.dist(tilePos, distanceFormula);
  94. if(distance <= radious)
  95. {
  96. if(!player
  97. || (mode == ETileVisibility::HIDDEN && (*team->fogOfWarMap)[pos.z][xd][yd] == 0)
  98. || (mode == ETileVisibility::REVEALED && (*team->fogOfWarMap)[pos.z][xd][yd] == 1)
  99. )
  100. tiles.insert(int3(xd,yd,pos.z));
  101. }
  102. }
  103. }
  104. }
  105. }
  106. void CPrivilegedInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std::optional<PlayerColor> Player, int level, std::function<bool(const TerrainTile *)> filter) const
  107. {
  108. if(!!Player && !Player->isValidPlayer())
  109. {
  110. logGlobal->error("Illegal call to getAllTiles !");
  111. return;
  112. }
  113. std::vector<int> floors;
  114. if(level == -1)
  115. {
  116. for(int b = 0; b < gs->map->levels(); ++b)
  117. {
  118. floors.push_back(b);
  119. }
  120. }
  121. else
  122. floors.push_back(level);
  123. for(auto zd: floors)
  124. {
  125. for(int xd = 0; xd < gs->map->width; xd++)
  126. {
  127. for(int yd = 0; yd < gs->map->height; yd++)
  128. {
  129. int3 coordinates(xd, yd, zd);
  130. if (filter(getTile(coordinates)))
  131. tiles.insert(coordinates);
  132. }
  133. }
  134. }
  135. }
  136. void CPrivilegedInfoCallback::pickAllowedArtsSet(std::vector<const CArtifact *> & out, CRandomGenerator & rand)
  137. {
  138. for (int j = 0; j < 3 ; j++)
  139. out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE).toArtifact());
  140. for (int j = 0; j < 3 ; j++)
  141. out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MINOR).toArtifact());
  142. out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MAJOR).toArtifact());
  143. }
  144. void CPrivilegedInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level)
  145. {
  146. for (ui32 i = 0; i < gs->map->allowedSpells.size(); i++) //spellh size appears to be greater (?)
  147. {
  148. const spells::Spell * spell = SpellID(i).toSpell();
  149. if (!isAllowed(0, spell->getIndex()))
  150. continue;
  151. if (level.has_value() && spell->getLevel() != level)
  152. continue;
  153. out.push_back(spell->getId());
  154. }
  155. }
  156. CGameState * CPrivilegedInfoCallback::gameState()
  157. {
  158. return gs;
  159. }
  160. template<typename Loader>
  161. void CPrivilegedInfoCallback::loadCommonState(Loader & in)
  162. {
  163. logGlobal->info("Loading lib part of game...");
  164. in.checkMagicBytes(SAVEGAME_MAGIC);
  165. CMapHeader dum;
  166. StartInfo * si = nullptr;
  167. ActiveModsInSaveList activeMods;
  168. logGlobal->info("\tReading header");
  169. in.serializer & dum;
  170. logGlobal->info("\tReading options");
  171. in.serializer & si;
  172. logGlobal->info("\tReading mod list");
  173. in.serializer & activeMods;
  174. logGlobal->info("\tReading gamestate");
  175. in.serializer & gs;
  176. }
  177. template<typename Saver>
  178. void CPrivilegedInfoCallback::saveCommonState(Saver & out) const
  179. {
  180. ActiveModsInSaveList activeMods;
  181. logGlobal->info("Saving lib part of game...");
  182. out.putMagicBytes(SAVEGAME_MAGIC);
  183. logGlobal->info("\tSaving header");
  184. out.serializer & static_cast<CMapHeader&>(*gs->map);
  185. logGlobal->info("\tSaving options");
  186. out.serializer & gs->scenarioOps;
  187. logGlobal->info("\tSaving mod list");
  188. out.serializer & activeMods;
  189. logGlobal->info("\tSaving gamestate");
  190. out.serializer & gs;
  191. }
  192. // hardly memory usage for `-gdwarf-4` flag
  193. template DLL_LINKAGE void CPrivilegedInfoCallback::loadCommonState<CLoadFile>(CLoadFile &);
  194. template DLL_LINKAGE void CPrivilegedInfoCallback::saveCommonState<CSaveFile>(CSaveFile &) const;
  195. TerrainTile * CNonConstInfoCallback::getTile(const int3 & pos)
  196. {
  197. if(!gs->map->isInTheMap(pos))
  198. return nullptr;
  199. return &gs->map->getTile(pos);
  200. }
  201. CGHeroInstance * CNonConstInfoCallback::getHero(const ObjectInstanceID & objid)
  202. {
  203. return const_cast<CGHeroInstance*>(CGameInfoCallback::getHero(objid));
  204. }
  205. CGTownInstance * CNonConstInfoCallback::getTown(const ObjectInstanceID & objid)
  206. {
  207. return const_cast<CGTownInstance*>(CGameInfoCallback::getTown(objid));
  208. }
  209. TeamState * CNonConstInfoCallback::getTeam(const TeamID & teamID)
  210. {
  211. return const_cast<TeamState*>(CGameInfoCallback::getTeam(teamID));
  212. }
  213. TeamState * CNonConstInfoCallback::getPlayerTeam(const PlayerColor & color)
  214. {
  215. return const_cast<TeamState*>(CGameInfoCallback::getPlayerTeam(color));
  216. }
  217. PlayerState * CNonConstInfoCallback::getPlayerState(const PlayerColor & color, bool verbose)
  218. {
  219. return const_cast<PlayerState*>(CGameInfoCallback::getPlayerState(color, verbose));
  220. }
  221. CArtifactInstance * CNonConstInfoCallback::getArtInstance(const ArtifactInstanceID & aid)
  222. {
  223. return gs->map->artInstances.at(aid.num);
  224. }
  225. CGObjectInstance * CNonConstInfoCallback::getObjInstance(const ObjectInstanceID & oid)
  226. {
  227. return gs->map->objects.at(oid.num);
  228. }
  229. CArmedInstance * CNonConstInfoCallback::getArmyInstance(const ObjectInstanceID & oid)
  230. {
  231. return dynamic_cast<CArmedInstance *>(getObjInstance(oid));
  232. }
  233. bool IGameCallback::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  234. {
  235. //only server knows
  236. logGlobal->error("isVisitCoveredByAnotherQuery call on client side");
  237. return false;
  238. }
  239. VCMI_LIB_NAMESPACE_END