| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967 | #include "StdInc.h"#include "IGameCallback.h"#include <boost/random/linear_congruential.hpp>#include "CGameState.h"#include "map.h"#include "CObjectHandler.h"#include "CHeroHandler.h"#include "StartInfo.h"#include "CArtHandler.h"#include "CSpellHandler.h"#include "VCMI_Lib.h"#include "CTownHandler.h"#include "BattleState.h"#include "NetPacks.h"#include "CBuildingHandler.h"#include "GameConstants.h"#include "CModHandler.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 * *///TODO make clean#define ERROR_SILENT_RET_VAL_IF(cond, txt, retVal) do {if(cond){return retVal;}} while(0)#define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)tlog1 << BOOST_CURRENT_FUNCTION << ": " << txt << std::endl; return retVal;}} while(0)#define ERROR_RET_IF(cond, txt) do {if(cond){tlog1 << BOOST_CURRENT_FUNCTION << ": " << txt << std::endl; return;}} while(0)#define ERROR_RET_VAL_IF(cond, txt, retVal) do {if(cond){tlog1 << BOOST_CURRENT_FUNCTION << ": " << txt << std::endl; return retVal;}} while(0)extern boost::rand48 ran;CGameState * CPrivilagedInfoCallback::gameState (){ 	return gs;}int CGameInfoCallback::getOwner(int heroID) const{	const CGObjectInstance *obj = getObj(heroID);	ERROR_RET_VAL_IF(!obj, "No such object!", -1);	return gs->map->objects[heroID]->tempOwner;}int CGameInfoCallback::getResource(int Player, int which) const{	const PlayerState *p = getPlayer(Player);	ERROR_RET_VAL_IF(!p, "No player info!", -1);	ERROR_RET_VAL_IF(p->resources.size() <= which || which < 0, "No such resource!", -1);	return p->resources[which];}const CGHeroInstance* CGameInfoCallback::getSelectedHero( int Player ) const{	const PlayerState *p = getPlayer(Player);	ERROR_RET_VAL_IF(!p, "No player info!", NULL);	return getHero(p->currentSelection);}const CGHeroInstance* CGameInfoCallback::getSelectedHero() const{	return getSelectedHero(gs->currentPlayer);}const PlayerSettings * CGameInfoCallback::getPlayerSettings(int color) const{	return &gs->scenarioOps->getIthPlayersSettings(color);}void CPrivilagedInfoCallback::getTilesInRange( boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int player/*=-1*/, int mode/*=0*/ ) const{	if(player >= GameConstants::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 CPrivilagedInfoCallback::getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, int Player/*=-1*/, int level, int surface ) const{	if(Player >= GameConstants::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 CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const{	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);	}	const 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 CGameInfoCallback::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:		ERROR_RET_VAL_IF(1, "Wrong type!", false);	}}void CPrivilagedInfoCallback::pickAllowedArtsSet(std::vector<const CArtifact*> &out){	for (int j = 0; j < 3 ; j++)		out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_TREASURE)]);	for (int j = 0; j < 3 ; j++)		out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_MINOR)]);	out.push_back(VLC->arth->artifacts[getRandomArt(CArtifact::ART_MAJOR)]);}ui16 CPrivilagedInfoCallback::getRandomArt (int flags){	return VLC->arth->getRandomArt(flags);}ui16 CPrivilagedInfoCallback::getArtSync (ui32 rand, int flags){	return VLC->arth->getArtSync (rand, flags);}void CPrivilagedInfoCallback::erasePickedArt (si32 id){	VLC->arth->erasePickedArt(id);}void CPrivilagedInfoCallback::getAllowedSpells(std::vector<ui16> &out, ui16 level){	CSpell *spell;	for (ui32 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);		}	}}inline TerrainTile * CNonConstInfoCallback::getTile( int3 pos ){	if(!gs->map->isInTheMap(pos))		return NULL;	return &gs->map->getTile(pos);}const PlayerState * CGameInfoCallback::getPlayer(int color, bool verbose) const{	ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!hasAccess(color), verbose, "Cannot access player " << color << "info!", NULL);	ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!vstd::contains(gs->players,color), verbose, "Cannot find player " << color << "info!", NULL);	return &gs->players[color];}const CTown * CGameInfoCallback::getNativeTown(int color) const{	const PlayerSettings *ps = getPlayerSettings(color);	ERROR_RET_VAL_IF(!ps, "There is no such player!", NULL);	return &VLC->townh->towns[ps->castle];}const CGObjectInstance * CGameInfoCallback::getObjByQuestIdentifier(int identifier) const{	ERROR_RET_VAL_IF(!vstd::contains(gs->map->questIdentifierToId, identifier), "There is no object with such quest identifier!", NULL);	return getObj(gs->map->questIdentifierToId[identifier]);}/************************************************************************//*                                                                      *//************************************************************************/const CGObjectInstance* CGameInfoCallback::getObj(int objid, bool verbose) const{	if(objid < 0  ||  objid >= gs->map->objects.size())	{		if(verbose)			tlog1 << "Cannot get object with id " << objid << std::endl;		return NULL;	}	const CGObjectInstance *ret = gs->map->objects[objid];	if(!ret)	{		if(verbose)			tlog1 << "Cannot get object with id " << objid << ". Object was removed.\n";		return NULL;	}	if(!isVisible(ret, player))	{		if(verbose)			tlog1 << "Cannot get object with id " << objid << ". Object is not visible.\n";		return NULL;	}	return ret;}const CGHeroInstance* CGameInfoCallback::getHero(int objid) const{	const CGObjectInstance *obj = getObj(objid, false);	if(obj)		return dynamic_cast<const CGHeroInstance*>(obj);	else		return NULL;}const CGTownInstance* CGameInfoCallback::getTown(int objid) const{	const CGObjectInstance *obj = getObj(objid, false);	if(obj)		return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid].get());	else		return NULL;}void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos, UpgradeInfo &out) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");	ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");	out = gs->getUpgradeInfo(obj->getStack(stackPos));	//return gs->getUpgradeInfo(obj->getStack(stackPos));}const StartInfo * CGameInfoCallback::getStartInfo(bool beforeRandomization /*= false*/) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if(beforeRandomization)		return gs->initialOpts;	else		return gs->scenarioOps;}int CGameInfoCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(!canGetFullInfo(caster), "Cannot get info about caster!", -1);	//if there is a battle	if(gs->curB)		return gs->curB->battleGetSpellCost(sp, caster);	//if there is no battle	return caster->getSpellCost(sp);}int CGameInfoCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(hero && !canGetFullInfo(hero), "Cannot get info about caster!", -1);	if(!gs->curB) //no battle	{		if (hero) //but we see hero's spellbook			return gs->curB->calculateSpellDmg(sp, hero, NULL, hero->getSpellSchoolLevel(sp), hero->getPrimSkillLevel(2));		else			return 0; //mage guild	}	//gs->getHero(gs->currentPlayer)	//const CGHeroInstance * ourHero = gs->curB->heroes[0]->tempOwner == player ? gs->curB->heroes[0] : gs->curB->heroes[1];	const CGHeroInstance * ourHero = hero;	return gs->curB->calculateSpellDmg(sp, ourHero, NULL, ourHero->getSpellSchoolLevel(sp), ourHero->getPrimSkillLevel(2));}void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_IF(!obj, "No guild object!");	ERROR_RET_IF(obj->ID == Obj::TOWN && !canGetFullInfo(obj), "Cannot get info about town guild object!");	//TODO: advmap object -> check if they're visited by our hero	if(obj->ID == Obj::TOWN  ||  obj->ID == Obj::TAVERN)	{		gs->obtainPlayersStats(thi, gs->players[obj->tempOwner].towns.size());	}	else if(obj->ID == Obj::DEN_OF_THIEVES)	{		gs->obtainPlayersStats(thi, 20);	}}int CGameInfoCallback::howManyTowns(int Player) const{	ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);	return gs->players[Player].towns.size();}bool CGameInfoCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const{	ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false);  //it's not a town or it's not visible for layer	bool detailed = hasAccess(town->tempOwner);	//TODO vision support	if(town->ID == Obj::TOWN)		dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);	else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)		dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed);	else		return false;	return true;}int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const{	ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));	return gs->guardingCreaturePosition(pos);}bool CGameInfoCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const{	const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero);		ERROR_RET_VAL_IF(!h, "That's not a hero!", false);	ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);	//TODO vision support	dest.initFromHero(h, hasAccess(h->tempOwner));	return true;}int CGameInfoCallback::getDate(int mode) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->getDate(mode);}std::vector < std::string > CGameInfoCallback::getObjDescriptions(int3 pos) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	std::vector<std::string> ret;	const TerrainTile *t = getTile(pos);	ERROR_RET_VAL_IF(!t, "Not a valid tile given!", ret);	BOOST_FOREACH(const CGObjectInstance * obj, t->blockingObjects)		ret.push_back(obj->getHoverText());	return ret;}bool CGameInfoCallback::verifyPath(CPath * path, bool blockSea) const{	for (size_t i=0; i < path->nodes.size(); ++i)	{		const TerrainTile *t = getTile(path->nodes[i].coord); //current tile		ERROR_RET_VAL_IF(!t, "Path contains not visible tile: " << path->nodes[i].coord << "!", false);		if (t->blocked && !t->visitable)			return false; //path is wrong - one of the tiles is blocked		if (blockSea)		{			if (i==0)				continue;			const TerrainTile *prev = getTile(path->nodes[i-1].coord); //tile of previous node on the path            if ((   t->tertype == ETerrainType::WATER  &&  prev->tertype != ETerrainType::WATER)                || (t->tertype != ETerrainType::WATER  &&  prev->tertype == ETerrainType::WATER)                ||  prev->tertype == ETerrainType::ROCK				)				return false;		}	}	return true;}bool CGameInfoCallback::isVisible(int3 pos, int Player) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->map->isInTheMap(pos) && (Player == -1 || gs->isVisible(pos, Player));}bool CGameInfoCallback::isVisible(int3 pos) const{	return isVisible(pos,player);}bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, int Player ) const{	return gs->isVisible(obj, Player);}bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const{	return isVisible(obj, player);}// const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const// {// 	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);// 	if()// 	const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);// 	if(!armi)// 		return NULL;// 	else // 		return armi;// }std::vector < const CGObjectInstance * > CGameInfoCallback::getBlockingObjs( int3 pos ) const{	std::vector<const CGObjectInstance *> ret;	const TerrainTile *t = getTile(pos);	ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);	BOOST_FOREACH(const CGObjectInstance * obj, t->blockingObjects)		ret.push_back(obj);	return ret;}std::vector <const CGObjectInstance * > CGameInfoCallback::getVisitableObjs(int3 pos, bool verbose /*= true*/) const{	std::vector<const CGObjectInstance *> ret;	const TerrainTile *t = getTile(pos, verbose);	ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!t, verbose, pos << " is not visible!", ret);	BOOST_FOREACH(const CGObjectInstance * obj, t->visitableObjects)	{		if(player < 0 || obj->ID != Obj::EVENT) //hide events from players			ret.push_back(obj);	}	return ret;}std::vector < const CGObjectInstance * > CGameInfoCallback::getFlaggableObjects(int3 pos) const{	std::vector<const CGObjectInstance *> ret;	const TerrainTile *t = getTile(pos);	ERROR_RET_VAL_IF(!t, "Not a valid tile requested!", ret);	BOOST_FOREACH(const CGObjectInstance *obj, t->blockingObjects)		if(obj->tempOwner != 254)			ret.push_back(obj);// 	const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects;// 	for(size_t b=0; b<objs.size(); ++b)// 	{// 		if(objs[b].first->tempOwner!=254 && !((objs[b].first->defInfo->blockMap[pos.y - objs[b].first->pos.y + 5] >> (objs[b].first->pos.x - pos.x)) & 1))// 			ret.push_back(CGI->mh->ttiles[pos.x][pos.y][pos.z].objects[b].first);// 	}	return ret;}int3 CGameInfoCallback::getMapSize() const{	return int3(gs->map->width, gs->map->height, gs->map->twoLevel+1);}std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) const{	std::vector<const CGHeroInstance *> ret;	//ERROR_RET_VAL_IF(!isOwnedOrVisited(townOrTavern), "Town or tavern must be owned or visited!", ret);	//TODO: town needs to be owned, advmap tavern needs to be visited; to be reimplemented when visit tracking is done	ret.resize(gs->players[player].availableHeroes.size());	std::copy(gs->players[player].availableHeroes.begin(),gs->players[player].availableHeroes.end(),ret.begin());	return ret;}	const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const{	ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!isVisible(tile), verbose, tile << " is not visible!", NULL);	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return &gs->map->getTile(tile);}int CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID ){	ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", -1);	CBuilding * pom = t->town->buildings[ID];	if(!pom)		return EBuildingState::BUILDING_ERROR;	if(t->hasBuilt(ID))	//already built		return EBuildingState::ALREADY_PRESENT;	//can we build it?	if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())		return EBuildingState::FORBIDDEN; //forbidden	//checking for requirements	std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requirements	bool notAllBuilt = false;	for( std::set<int>::iterator ri  =  reqs.begin(); ri != reqs.end(); ri++ )	{		if(!t->hasBuilt(*ri)) //lack of requirements - cannot build		{			if(vstd::contains(t->forbiddenBuildings, *ri)) // not built requirement forbidden - same goes to this build				return EBuildingState::FORBIDDEN;			else				notAllBuilt = true; // no return here - we need to check if any required builds are forbidden		}	}	if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN)		return EBuildingState::CANT_BUILD_TODAY; //building limit	if (notAllBuilt)		return EBuildingState::PREREQUIRES;	if(ID == 13) //capitol	{		const PlayerState *ps = getPlayer(t->tempOwner);		if(ps)		{			BOOST_FOREACH(const CGTownInstance *t, ps->towns)			{				if(t->hasBuilt(EBuilding::CAPITOL))				{					return EBuildingState::HAVE_CAPITAL; //no more than one capitol				}			}		}	}	else if(ID == 6) //shipyard	{		const TerrainTile *tile = getTile(t->bestLocation(), false);		        if(!tile || tile->tertype != ETerrainType::WATER)			return EBuildingState::NO_WATER; //lack of water	}	//checking resources	if(!pom->resources.canBeAfforded(getPlayer(t->tempOwner)->resources))		return EBuildingState::NO_RESOURCES; //lack of res	return EBuildingState::ALLOWED;}std::set<int> CGameInfoCallback::getBuildingRequiments( const CGTownInstance *t, int ID ){	ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", std::set<int>());	std::set<int> used;	used.insert(ID);	auto reqs = t->town->buildings[ID]->requirements;	bool found;	do	{		found = false;		for(auto i=reqs.begin();i!=reqs.end();i++)		{			if(used.find(*i)==used.end()) //we haven't added requirements for this building			{				found = true;				auto & requires = t->town->buildings[*i]->requirements;				used.insert(*i);				for(auto j = requires.begin(); j!= requires.end(); j++)					reqs.insert(*j);//creating full list of requirements			}		}	}	while (found);	return reqs;}const CMapHeader * CGameInfoCallback::getMapHeader() const{	return gs->map;}bool CGameInfoCallback::hasAccess(int playerId) const{	return player < 0 || gs->getPlayerRelations( playerId, player );}int CGameInfoCallback::getPlayerStatus(int player) const{	const PlayerState *ps = gs->getPlayer(player, false);	if(!ps)		return -1;	return ps->status;}std::string CGameInfoCallback::getTavernGossip(const CGObjectInstance * townOrTavern) const{	return "GOSSIP TEST";}int CGameInfoCallback::getPlayerRelations( ui8 color1, ui8 color2 ) const{	return gs->getPlayerRelations(color1, color2);}bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const{	return !obj || hasAccess(obj->tempOwner);}int CGameInfoCallback::getHeroCount( int player, bool includeGarrisoned ) const{	int ret = 0;	const PlayerState *p = gs->getPlayer(player);	ERROR_RET_VAL_IF(!p, "No such player!", -1);		if(includeGarrisoned)		return p->heroes.size();	else		for(ui32 i = 0; i < p->heroes.size(); i++)			if(!p->heroes[i]->inTownGarrison)				ret++;	return ret;}bool CGameInfoCallback::isOwnedOrVisited(const CGObjectInstance *obj) const{	if(canGetFullInfo(obj))		return true;	const TerrainTile *t = getTile(obj->visitablePos()); //get entrance tile	const CGObjectInstance *visitor = t->visitableObjects.back(); //visitong hero if present or the obejct itself at last	return visitor->ID == Obj::HERO && canGetFullInfo(visitor); //owned or allied hero is a visitor}int CGameInfoCallback::getCurrentPlayer() const{	return gs->currentPlayer;}CGameInfoCallback::CGameInfoCallback(){}CGameInfoCallback::CGameInfoCallback(CGameState *GS, int Player){	gs = GS;	player = Player;}const std::vector< std::vector< std::vector<ui8> > > & CPlayerSpecificInfoCallback::getVisibilityMap() const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->getPlayerTeam(player)->fogOfWarMap;}int CPlayerSpecificInfoCallback::howManyTowns() const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", -1);	return CGameInfoCallback::howManyTowns(player);}std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();	for ( auto i=gs->players.begin() ; i!=gs->players.end();i++)	{		for (size_t j = 0; j < (*i).second.towns.size(); ++j)		{			if ((*i).first==player  				|| (isVisible((*i).second.towns[j],player) && !onlyOur))			{				ret.push_back((*i).second.towns[j]);			}		}	} //	for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)	return ret;}std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo(bool onlyOur) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	std::vector < const CGHeroInstance *> ret;	for(size_t i=0;i<gs->map->heroes.size();i++)	{		if(	 (gs->map->heroes[i]->tempOwner==player) ||			(isVisible(gs->map->heroes[i]->getPosition(false),player) && !onlyOur)	)		{			ret.push_back(gs->map->heroes[i]);		}	}	return ret;}int CPlayerSpecificInfoCallback::getMyColor() const{	return player;}int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const{	if (hero->inTownGarrison && !includeGarrisoned)		return -1;	size_t index = 0;	auto & heroes = gs->players[player].heroes;	for (auto curHero= heroes.begin(); curHero!=heroes.end(); curHero++)	{		if (includeGarrisoned || !(*curHero)->inTownGarrison)			index++;		if (*curHero == hero)			return index;	}	return -1;}int3 CPlayerSpecificInfoCallback::getGrailPos( double &outKnownRatio ){	if (CGObelisk::obeliskCount == 0)	{		outKnownRatio = 0.0;	}	else	{		outKnownRatio = static_cast<double>(CGObelisk::visited[gs->getPlayerTeam(player)->id]) / CGObelisk::obeliskCount;	}	return gs->map->grailPos;}std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjects() const{	std::vector < const CGObjectInstance * > ret;	BOOST_FOREACH(const CGObjectInstance * obj, gs->map->objects)	{		if(obj && obj->tempOwner == player)			ret.push_back(obj);	}	return ret;}std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings() const{	std::vector < const CGDwelling * > ret;	BOOST_FOREACH(CGDwelling * dw, gs->getPlayer(player)->dwellings)	{		ret.push_back(dw);	}	return ret;}std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const{	std::vector <QuestInfo> ret;	BOOST_FOREACH (auto quest, gs->getPlayer(player)->quests)	{		ret.push_back (quest);	}	return ret;}int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", -1);	return getHeroCount(player,includeGarrisoned);}const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const{	const PlayerState *p = getPlayer(player);	ERROR_RET_VAL_IF(!p, "No player info", NULL);	if (!includeGarrisoned)	{		for(ui32 i = 0; i < p->heroes.size() && i<=serialId; i++)			if(p->heroes[i]->inTownGarrison)				serialId++;	}	ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->heroes.size(), "No player info", NULL);	return p->heroes[serialId];}const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const{	const PlayerState *p = getPlayer(player);	ERROR_RET_VAL_IF(!p, "No player info", NULL);	ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", NULL);	return p->towns[serialId];}int CPlayerSpecificInfoCallback::getResourceAmount(int type) const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", -1);	return getResource(player, type);}TResources CPlayerSpecificInfoCallback::getResourceAmount() const{	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", TResources());	return gs->players[player].resources;}CGHeroInstance *CNonConstInfoCallback::getHero(int objid){	return const_cast<CGHeroInstance*>(CGameInfoCallback::getHero(objid));}CGTownInstance *CNonConstInfoCallback::getTown(int objid){	return const_cast<CGTownInstance*>(CGameInfoCallback::getTown(objid));}TeamState *CNonConstInfoCallback::getTeam(ui8 teamID){	return const_cast<TeamState*>(CGameInfoCallback::getTeam(teamID));}TeamState *CNonConstInfoCallback::getPlayerTeam(ui8 color){	return const_cast<TeamState*>(CGameInfoCallback::getPlayerTeam(color));}PlayerState * CNonConstInfoCallback::getPlayer( ui8 color, bool verbose ){	return const_cast<PlayerState*>(CGameInfoCallback::getPlayer(color, verbose));}const TeamState * CGameInfoCallback::getTeam( ui8 teamID ) const{	ERROR_RET_VAL_IF(!vstd::contains(gs->teams, teamID), "Cannot find info for team " << int(teamID), NULL);	const TeamState *ret = &gs->teams[teamID];	ERROR_RET_VAL_IF(player != -1 && !vstd::contains(ret->players, player), "Illegal attempt to access team data!", NULL);	return ret;}const TeamState * CGameInfoCallback::getPlayerTeam( ui8 teamID ) const{	const PlayerState * ps = getPlayer(teamID);	if (ps)		return getTeam(ps->team);	return NULL;}const CGHeroInstance* CGameInfoCallback::getHeroWithSubid( int subid ) const{	BOOST_FOREACH(const CGHeroInstance *h, gs->map->heroes)		if(h->subID == subid)			return h;	return NULL;}int CGameInfoCallback::getLocalPlayer() const{	return getCurrentPlayer();}bool CGameInfoCallback::isInTheMap(const int3 &pos) const{	return gs->map->isInTheMap(pos);}void IGameEventRealizer::showInfoDialog( InfoWindow *iw ){	commitPackage(iw);}void IGameEventRealizer::showInfoDialog(const std::string &msg, int player){	InfoWindow iw;	iw.player = player;	iw.text << msg;	showInfoDialog(&iw);}void IGameEventRealizer::setObjProperty(int objid, int prop, si64 val){	SetObjectProperty sob;	sob.id = objid;	sob.what = prop;	sob.val = static_cast<ui32>(val);	commitPackage(&sob);}const CGObjectInstance * IGameCallback::putNewObject(int ID, int subID, int3 pos){	NewObject no;	no.ID = ID; //creature	no.subID= subID;	no.pos = pos;	commitPackage(&no);	return getObj(no.id); //id field will be filled during applying on gs}const CGCreature * IGameCallback::putNewMonster(int creID, int count, int3 pos){	const CGObjectInstance *m = putNewObject(54, creID, pos);	setObjProperty(m->id, ObjProperty::MONSTER_COUNT, count);	setObjProperty(m->id, ObjProperty::MONSTER_POWER, (si64)1000*count);	return dynamic_cast<const CGCreature*>(m);}
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