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| #include "StdInc.h"#include "IGameCallback.h"#include "../lib/CGameState.h"#include "../lib/map.h"#include "CObjectHandler.h"#include "CHeroHandler.h"#include "StartInfo.h"#include "CArtHandler.h"#include "CSpellHandler.h"#include "../lib/VCMI_Lib.h"#include <boost/random/linear_congruential.hpp>#include "CTownHandler.h"#include "BattleState.h"#include "NetPacks.h"#include "CBuildingHandler.h"#include "GameConstants.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;boost::shared_mutex& CCallbackBase::getGsMutex(){	return *gs->mx;}si8 CBattleInfoCallback::battleHasDistancePenalty( const CStack * stack, BattleHex destHex ){	return gs->curB->hasDistancePenalty(stack, destHex);}si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex destHex ){	return gs->curB->hasWallPenalty(stack, destHex);}si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel){	return gs->curB->canTeleportTo(stack, destHex, telportLevel);}std::vector<int> CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= NULL*/){	// FIXME - This method is broken, hex argument is not used. However AI depends on that wrong behaviour.	if(!hex.isValid())		hex = stack->position;	std::vector<int> ret(GameConstants::BFIELD_SIZE, -1); //fill initial ret with -1's	if(!hex.isValid()) //stack has bad position? probably castle turret, return initial values (they can't move)		return ret;	bool ac[GameConstants::BFIELD_SIZE] = {0};	std::set<BattleHex> occupyable;	gs->curB->getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);	BattleHex pr[GameConstants::BFIELD_SIZE];	int dist[GameConstants::BFIELD_SIZE];	gs->curB->makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);	for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)	{		if(pr[i] != -1)			ret[i] = dist[i];	}	if(predecessors)	{		memcpy(predecessors, pr, GameConstants::BFIELD_SIZE * sizeof(BattleHex));	}	return ret;}std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos  /*= BattleHex::INVALID*/){	if(!gs->curB)	{		tlog1 << "battleGetAttackedHexes called when there is no battle!\n";		std::set<BattleHex> set;		return set;	}	return gs->curB->getAttackedHexes(attacker, destinationTile, attackerPos);}ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell( const CSpell * spell ){	if(!gs->curB)	{		tlog1 << "battleCanCastThisSpell called when there is no battle!\n";		return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;	}	return gs->curB->battleCanCastThisSpell(player, spell, ECastingMode::HERO_CASTING);}ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell(const CSpell * spell, BattleHex destination){	if(!gs->curB)	{		tlog1 << "battleCanCastThisSpell called when there is no battle!\n";		return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;	}	return gs->curB->battleCanCastThisSpellHere(player, spell, ECastingMode::HERO_CASTING, destination);}ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination){	if(!gs->curB)	{		tlog1 << "battleCanCastThisSpell called when there is no battle!\n";		return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;	}	return gs->curB->battleCanCastThisSpellHere(player, spell, ECastingMode::CREATURE_ACTIVE_CASTING, destination);}si32 CBattleInfoCallback::battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode){	switch (mode)	{		case RANDOM_GENIE:			return gs->curB->getRandomBeneficialSpell(stack); //target			break;		case RANDOM_AIMED:			return gs->curB->getRandomCastedSpell(stack); //caster			break;		default:			tlog1 << "Incorrect mode of battleGetRandomSpell (" << mode <<")\n";			return -1;	}}si8 CBattleInfoCallback::battleGetTacticDist(){	if (!gs->curB)	{		tlog1 << "battleGetTacticDist called when no battle!\n";		return 0;	}	if (gs->curB->sides[gs->curB->tacticsSide] == player)	{		return gs->curB->tacticDistance;	}	return 0;}ui8 CBattleInfoCallback::battleGetMySide(){	if (!gs->curB)	{		tlog1 << "battleGetMySide called when no battle!\n";		return 0;	}	return gs->curB->sides[1] == player;}int CBattleInfoCallback::battleGetSurrenderCost(){	if (!gs->curB)	{		tlog1 << "battleGetSurrenderCost called when no battle!\n";		return -1;	}	return gs->curB->getSurrenderingCost(player);}int CBattleInfoCallback::battleGetBattlefieldType(){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	//return gs->battleGetBattlefieldType();	if(!gs->curB)	{		tlog2<<"battleGetBattlefieldType called when there is no battle!"<<std::endl;		return -1;	}	return gs->curB->battlefieldType;}// int CBattleInfoCallback::battleGetObstaclesAtTile(BattleHex tile) //returns bitfield // {// 	//TODO - write// 	return -1;// }std::vector<shared_ptr<const CObstacleInstance> > CBattleInfoCallback::battleGetAllObstacles(){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	std::vector<shared_ptr<const CObstacleInstance> > ret;	if(gs->curB)	{		BOOST_FOREACH(auto oi, gs->curB->obstacles)		{			if(player < 0 || gs->curB->isObstacleVisibleForSide(*oi, battleGetMySide()))				ret.push_back(oi);		}	}	return ret;}const CStack* CBattleInfoCallback::battleGetStackByID(int ID, bool onlyAlive){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if(!gs->curB) return NULL;	return gs->curB->getStack(ID, onlyAlive);}const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->curB->battleGetStack(pos, onlyAlive);}BattleHex CBattleInfoCallback::battleGetPos(int stack){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if(!gs->curB)	{		tlog2<<"battleGetPos called when there is no battle!"<<std::endl;		return BattleHex::INVALID;	}	for(size_t g=0; g<gs->curB->stacks.size(); ++g)	{		if(gs->curB->stacks[g]->ID == stack)			return gs->curB->stacks[g]->position;	}	return BattleHex::INVALID;}TStacks CBattleInfoCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	TStacks ret;	if(!gs->curB) //there is no battle	{		tlog2<<"battleGetStacks called when there is no battle!"<<std::endl;		return ret;	}	BOOST_FOREACH(const CStack *s, gs->curB->stacks)	{		bool ownerMatches = (whose == MINE_AND_ENEMY) || (whose == ONLY_MINE && s->owner == player) || (whose == ONLY_ENEMY && s->owner != player);		bool alivenessMatches = s->alive()  ||  !onlyAlive;		if(ownerMatches && alivenessMatches)			ret.push_back(s);	}	return ret;}void CBattleInfoCallback::getStackQueue( std::vector<const CStack *> &out, int howMany ){	if(!gs->curB)	{		tlog2 << "battleGetStackQueue called when there is not battle!" << std::endl;		return;	}	gs->curB->getStackQueue(out, howMany);}void CBattleInfoCallback::battleGetStackCountOutsideHexes(bool *ac){	if(!gs->curB)	{		tlog2<<"battleGetAvailableHexes called when there is no battle!"<<std::endl;        for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i) ac[i] = false;	}    else {        std::set<BattleHex> ignored;        gs->curB->getAccessibilityMap(ac, false /*ignored*/, false, false, ignored, false /*ignored*/, NULL);    }}std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if(!gs->curB)	{		tlog2<<"battleGetAvailableHexes called when there is no battle!"<<std::endl;		return std::vector<BattleHex>();	}	return gs->curB->getAccessibility(stack, addOccupiable, attackable);	//return gs->battleGetRange(ID);}bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest){	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if(!gs->curB) return false;	return gs->curB->battleCanShoot(stack, dest);}bool CBattleInfoCallback::battleCanCastSpell(){	if(!gs->curB) //there is no battle		return false;	return gs->curB->battleCanCastSpell(player, ECastingMode::HERO_CASTING) == ESpellCastProblem::OK;}bool CBattleInfoCallback::battleCanFlee(){	return gs->curB->battleCanFlee(player);}const CGTownInstance *CBattleInfoCallback::battleGetDefendedTown(){	if(!gs->curB || gs->curB->town == NULL)		return NULL;	return gs->curB->town;}ui8 CBattleInfoCallback::battleGetWallState(int partOfWall){	if(!gs->curB || gs->curB->siege == 0)	{		return 0;	}	return gs->curB->si.wallState[partOfWall];}int CBattleInfoCallback::battleGetWallUnderHex(BattleHex hex){	if(!gs->curB || gs->curB->siege == 0)	{		return -1;	}	return gs->curB->hexToWallPart(hex);}TDmgRange CBattleInfoCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg){	if(!gs->curB)		return std::make_pair(0, 0);	const CGHeroInstance * attackerHero, * defenderHero;	bool shooting = battleCanShoot(attacker, defender->position);	if(gs->curB->sides[0] == attacker->owner)	{		attackerHero = gs->curB->heroes[0];		defenderHero = gs->curB->heroes[1];	}	else	{		attackerHero = gs->curB->heroes[1];		defenderHero = gs->curB->heroes[0];	}	TDmgRange ret = gs->curB->calculateDmgRange(attacker, defender, attackerHero, defenderHero, shooting, 0, false, false, false);	if(retaliationDmg)	{		if(shooting)		{			retaliationDmg->first = retaliationDmg->second = 0;		}		else		{			ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};			for (int i=0; i<2; ++i)			{				BattleStackAttacked bsa;				bsa.damageAmount = ret.*pairElems[i];				retaliationDmg->*pairElems[!i] = gs->curB->calculateDmgRange(defender, attacker, bsa.newAmount, attacker->count, attackerHero, defenderHero, false, 0, false, false, false).*pairElems[!i];			}		}	}	return ret;}ui8 CBattleInfoCallback::battleGetSiegeLevel(){	if(!gs->curB)		return 0;	return gs->curB->siege;}const CGHeroInstance * CBattleInfoCallback::battleGetFightingHero(ui8 side) const{	if(!gs->curB)		return 0;	//TODO: this method should not exist... you shouldn't be able to get info about enemy hero	return gs->curB->heroes[side];}shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/){	if(!gs->curB)		return shared_ptr<const CObstacleInstance>();	BOOST_FOREACH(auto &obs, battleGetAllObstacles())	{		if(vstd::contains(obs->getBlockedTiles(), tile)			|| (!onlyBlocking  &&  vstd::contains(obs->getAffectedTiles(), tile)))		{			return obs;		}	}	return shared_ptr<const CObstacleInstance>();}int CBattleInfoCallback::battleGetMoatDmg(){	if(!gs->curB  ||  !gs->curB->town)		return 0;	//TODO move to config file	static const int dmgs[] = {70, 70, -1, 								90, 70, 90,								70, 90, 70};	if(gs->curB->town->subID < ARRAY_COUNT(dmgs))		return dmgs[gs->curB->town->subID];	return 0;}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 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 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->getSpellCost(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 == GameConstants::TOWNI_TYPE && !canGetFullInfo(obj), "Cannot get info about town guild object!");	//TODO: advmap object -> check if they're visited by our hero	if(obj->ID == GameConstants::TOWNI_TYPE  ||  obj->ID == 95) //it is a town or adv map tavern	{		gs->obtainPlayersStats(thi, gs->players[obj->tempOwner].towns.size());	}	else if(obj->ID == 97) //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 == GameConstants::TOWNI_TYPE)		dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);	else if(town->ID == 33 || town->ID == 219)		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 == TerrainTile::water  &&  prev->tertype != TerrainTile::water)				|| (t->tertype != TerrainTile::water  &&  prev->tertype == TerrainTile::water)				||  prev->tertype == TerrainTile::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 != GameConstants::EVENTI_TYPE) //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);	int ret = EBuildingState::ALLOWED;	if(t->builded >= GameConstants::MAX_BUILDING_PER_TURN)		ret = EBuildingState::CANT_BUILD_TODAY; //building limit	CBuilding * pom = VLC->buildh->buildings[t->subID][ID];	if(!pom)		return EBuildingState::BUILDING_ERROR;	//checking resources	if(!pom->resources.canBeAfforded(getPlayer(t->tempOwner)->resources))		ret = EBuildingState::NO_RESOURCES; //lack of res	//checking for requirements	std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requirements	for( std::set<int>::iterator ri  =  reqs.begin(); ri != reqs.end(); ri++ )	{		if(t->builtBuildings.find(*ri)==t->builtBuildings.end())			ret = EBuildingState::PREREQUIRES; //lack of requirements - cannot build	}	//can we build it?	if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())		ret = EBuildingState::FORBIDDEN; //forbidden	if(ID == 13) //capitol	{		const PlayerState *ps = getPlayer(t->tempOwner);		if(ps)		{			BOOST_FOREACH(const CGTownInstance *t, ps->towns)			{				if(vstd::contains(t->builtBuildings, 13))				{					ret = EBuildingState::HAVE_CAPITAL; //no more than one capitol					break;				}			}		}	}	else if(ID == 6) //shipyard	{		const TerrainTile *tile = getTile(t->bestLocation(), false);				if(!tile || tile->tertype != TerrainTile::water )			ret = EBuildingState::NO_WATER; //lack of water	}	if(t->builtBuildings.find(ID)!=t->builtBuildings.end())	//already built		ret = EBuildingState::ALREADY_PRESENT;	return ret;}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);	std::set<int> reqs = VLC->buildh->buildings[t->subID][ID]->requirements;	while(true)	{		size_t noloop=0;		for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)		{			if(used.find(*i)==used.end()) //we haven't added requirements for this building			{				used.insert(*i);				for(					std::set<int>::iterator j=VLC->buildh->buildings[t->subID][*i]->requirements.begin();					j!= VLC->buildh->buildings[t->subID][*i]->requirements.end();				j++)				{					reqs.insert(*j);//creating full list of requirements				}			}			else			{				noloop++;			}		}		if(noloop==reqs.size())			break;	}	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 == GameConstants::HEROI_TYPE && 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 ( std::map<ui8, PlayerState>::iterator 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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