IGameCallback.cpp 7.6 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/Limiters.h"
  19. #include "bonuses/Propagators.h"
  20. #include "bonuses/Updaters.h"
  21. #include "serializer/CLoadFile.h"
  22. #include "serializer/CSaveFile.h"
  23. #include "rmg/CMapGenOptions.h"
  24. #include "mapObjectConstructors/AObjectTypeHandler.h"
  25. #include "mapObjectConstructors/CObjectClassesHandler.h"
  26. #include "mapObjects/CObjectHandler.h"
  27. #include "mapObjects/ObjectTemplate.h"
  28. #include "campaign/CampaignState.h"
  29. #include "StartInfo.h"
  30. #include "gameState/CGameState.h"
  31. #include "gameState/CGameStateCampaign.h"
  32. #include "gameState/TavernHeroesPool.h"
  33. #include "gameState/QuestInfo.h"
  34. #include "mapping/CMap.h"
  35. #include "modding/CModHandler.h"
  36. #include "modding/CModInfo.h"
  37. #include "modding/IdentifierStorage.h"
  38. #include "modding/CModVersion.h"
  39. #include "modding/ActiveModsInSaveList.h"
  40. #include "CPlayerState.h"
  41. #include "GameSettings.h"
  42. #include "ScriptHandler.h"
  43. #include "RoadHandler.h"
  44. #include "RiverHandler.h"
  45. #include "TerrainHandler.h"
  46. #include "serializer/Connection.h"
  47. VCMI_LIB_NAMESPACE_BEGIN
  48. void CPrivilegedInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
  49. {
  50. std::vector<int> floors;
  51. floors.reserve(gs->map->levels());
  52. for(int b = 0; b < gs->map->levels(); ++b)
  53. {
  54. floors.push_back(b);
  55. }
  56. const TerrainTile * tinfo = nullptr;
  57. for (auto zd : floors)
  58. {
  59. for (int xd = 0; xd < gs->map->width; xd++)
  60. {
  61. for (int yd = 0; yd < gs->map->height; yd++)
  62. {
  63. tinfo = getTile(int3 (xd,yd,zd));
  64. if (tinfo->terType->isLand() && tinfo->terType->isPassable() && !tinfo->blocked) //land and free
  65. tiles.emplace_back(xd, yd, zd);
  66. }
  67. }
  68. }
  69. }
  70. void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
  71. const int3 & pos,
  72. int radious,
  73. ETileVisibility mode,
  74. std::optional<PlayerColor> player,
  75. int3::EDistanceFormula distanceFormula) const
  76. {
  77. if(!!player && !player->isValidPlayer())
  78. {
  79. logGlobal->error("Illegal call to getTilesInRange!");
  80. return;
  81. }
  82. if(radious == CBuilding::HEIGHT_SKYSHIP) //reveal entire map
  83. getAllTiles (tiles, player, -1, [](auto * tile){return true;});
  84. else
  85. {
  86. const TeamState * team = !player ? nullptr : gs->getPlayerTeam(*player);
  87. for (int xd = std::max<int>(pos.x - radious , 0); xd <= std::min<int>(pos.x + radious, gs->map->width - 1); xd++)
  88. {
  89. for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->map->height - 1); yd++)
  90. {
  91. int3 tilePos(xd,yd,pos.z);
  92. int distance = pos.dist(tilePos, distanceFormula);
  93. if(distance <= radious)
  94. {
  95. if(!player
  96. || (mode == ETileVisibility::HIDDEN && (*team->fogOfWarMap)[pos.z][xd][yd] == 0)
  97. || (mode == ETileVisibility::REVEALED && (*team->fogOfWarMap)[pos.z][xd][yd] == 1)
  98. )
  99. tiles.insert(int3(xd,yd,pos.z));
  100. }
  101. }
  102. }
  103. }
  104. }
  105. void CPrivilegedInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std::optional<PlayerColor> Player, int level, std::function<bool(const TerrainTile *)> filter) const
  106. {
  107. if(!!Player && !Player->isValidPlayer())
  108. {
  109. logGlobal->error("Illegal call to getAllTiles !");
  110. return;
  111. }
  112. std::vector<int> floors;
  113. if(level == -1)
  114. {
  115. for(int b = 0; b < gs->map->levels(); ++b)
  116. {
  117. floors.push_back(b);
  118. }
  119. }
  120. else
  121. floors.push_back(level);
  122. for(auto zd: floors)
  123. {
  124. for(int xd = 0; xd < gs->map->width; xd++)
  125. {
  126. for(int yd = 0; yd < gs->map->height; yd++)
  127. {
  128. int3 coordinates(xd, yd, zd);
  129. if (filter(getTile(coordinates)))
  130. tiles.insert(coordinates);
  131. }
  132. }
  133. }
  134. }
  135. void CPrivilegedInfoCallback::pickAllowedArtsSet(std::vector<const CArtifact *> & out, CRandomGenerator & rand)
  136. {
  137. for (int j = 0; j < 3 ; j++)
  138. out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_TREASURE).toArtifact());
  139. for (int j = 0; j < 3 ; j++)
  140. out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MINOR).toArtifact());
  141. out.push_back(gameState()->pickRandomArtifact(rand, CArtifact::ART_MAJOR).toArtifact());
  142. }
  143. void CPrivilegedInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level)
  144. {
  145. for (ui32 i = 0; i < gs->map->allowedSpells.size(); i++) //spellh size appears to be greater (?)
  146. {
  147. const spells::Spell * spell = SpellID(i).toSpell();
  148. if (!isAllowed(spell->getId()))
  149. continue;
  150. if (level.has_value() && spell->getLevel() != level)
  151. continue;
  152. out.push_back(spell->getId());
  153. }
  154. }
  155. CGameState * CPrivilegedInfoCallback::gameState()
  156. {
  157. return gs;
  158. }
  159. template<typename Loader>
  160. void CPrivilegedInfoCallback::loadCommonState(Loader & in)
  161. {
  162. logGlobal->info("Loading lib part of game...");
  163. in.checkMagicBytes(SAVEGAME_MAGIC);
  164. CMapHeader dum;
  165. StartInfo * si = nullptr;
  166. ActiveModsInSaveList activeMods;
  167. logGlobal->info("\tReading header");
  168. in.serializer & dum;
  169. logGlobal->info("\tReading options");
  170. in.serializer & si;
  171. logGlobal->info("\tReading mod list");
  172. in.serializer & activeMods;
  173. logGlobal->info("\tReading gamestate");
  174. in.serializer & gs;
  175. }
  176. template<typename Saver>
  177. void CPrivilegedInfoCallback::saveCommonState(Saver & out) const
  178. {
  179. ActiveModsInSaveList activeMods;
  180. logGlobal->info("Saving lib part of game...");
  181. out.putMagicBytes(SAVEGAME_MAGIC);
  182. logGlobal->info("\tSaving header");
  183. out.serializer & static_cast<CMapHeader&>(*gs->map);
  184. logGlobal->info("\tSaving options");
  185. out.serializer & gs->scenarioOps;
  186. logGlobal->info("\tSaving mod list");
  187. out.serializer & activeMods;
  188. logGlobal->info("\tSaving gamestate");
  189. out.serializer & gs;
  190. }
  191. // hardly memory usage for `-gdwarf-4` flag
  192. template DLL_LINKAGE void CPrivilegedInfoCallback::loadCommonState<CLoadFile>(CLoadFile &);
  193. template DLL_LINKAGE void CPrivilegedInfoCallback::saveCommonState<CSaveFile>(CSaveFile &) const;
  194. TerrainTile * CNonConstInfoCallback::getTile(const int3 & pos)
  195. {
  196. if(!gs->map->isInTheMap(pos))
  197. return nullptr;
  198. return &gs->map->getTile(pos);
  199. }
  200. CGHeroInstance * CNonConstInfoCallback::getHero(const ObjectInstanceID & objid)
  201. {
  202. return const_cast<CGHeroInstance*>(CGameInfoCallback::getHero(objid));
  203. }
  204. CGTownInstance * CNonConstInfoCallback::getTown(const ObjectInstanceID & objid)
  205. {
  206. return const_cast<CGTownInstance*>(CGameInfoCallback::getTown(objid));
  207. }
  208. TeamState * CNonConstInfoCallback::getTeam(const TeamID & teamID)
  209. {
  210. return const_cast<TeamState*>(CGameInfoCallback::getTeam(teamID));
  211. }
  212. TeamState * CNonConstInfoCallback::getPlayerTeam(const PlayerColor & color)
  213. {
  214. return const_cast<TeamState*>(CGameInfoCallback::getPlayerTeam(color));
  215. }
  216. PlayerState * CNonConstInfoCallback::getPlayerState(const PlayerColor & color, bool verbose)
  217. {
  218. return const_cast<PlayerState*>(CGameInfoCallback::getPlayerState(color, verbose));
  219. }
  220. CArtifactInstance * CNonConstInfoCallback::getArtInstance(const ArtifactInstanceID & aid)
  221. {
  222. return gs->map->artInstances.at(aid.num);
  223. }
  224. CGObjectInstance * CNonConstInfoCallback::getObjInstance(const ObjectInstanceID & oid)
  225. {
  226. return gs->map->objects.at(oid.num);
  227. }
  228. CArmedInstance * CNonConstInfoCallback::getArmyInstance(const ObjectInstanceID & oid)
  229. {
  230. return dynamic_cast<CArmedInstance *>(getObjInstance(oid));
  231. }
  232. bool IGameCallback::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  233. {
  234. //only server knows
  235. logGlobal->error("isVisitCoveredByAnotherQuery call on client side");
  236. return false;
  237. }
  238. VCMI_LIB_NAMESPACE_END