CCallback.cpp 16 KB

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  1. #include "stdafx.h"
  2. #include "CCallback.h"
  3. #include "CPathfinder.h"
  4. #include "hch/CHeroHandler.h"
  5. #include "hch/CTownHandler.h"
  6. #include "CGameInfo.h"
  7. #include "hch/CAmbarCendamo.h"
  8. #include "mapHandler.h"
  9. #include "CGameState.h"
  10. #include "CPlayerInterface.h"
  11. #include "hch/CGeneralTextHandler.h"
  12. #include "CAdvmapInterface.h"
  13. #include "CPlayerInterface.h"
  14. #include "hch/CBuildingHandler.h"
  15. #include "hch/CObjectHandler.h"
  16. #include "lib/Connection.h"
  17. #include "client/Client.h"
  18. #include <boost/thread.hpp>
  19. #include <boost/foreach.hpp>
  20. #include "lib/NetPacks.h"
  21. #ifdef min
  22. #undef min
  23. #endif
  24. #ifdef max
  25. #undef max
  26. #endif
  27. extern CSharedCond<std::set<IPack*> > mess;
  28. HeroMoveDetails::HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho)
  29. :src(Src),dst(Dst),ho(Ho)
  30. {
  31. owner = ho->getOwner();
  32. };
  33. bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
  34. {
  35. CGHeroInstance * hero = NULL;
  36. if (idtype==0)
  37. {
  38. if (player==-1)
  39. hero=gs->players[player+1].heroes[ID];
  40. else
  41. hero=gs->players[player].heroes[ID];
  42. }
  43. else if (idtype==1 && player>=0) //looking for it in local area
  44. {
  45. for (int i=0; i<gs->players[player].heroes.size();i++)
  46. {
  47. if (gs->players[player].heroes[i]->type->ID == ID)
  48. hero = gs->players[player].heroes[i];
  49. }
  50. }
  51. else //idtype==1; player<0
  52. {
  53. for(std::map<ui8, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)
  54. {
  55. for (int i=0; i<(*j).second.heroes.size();i++)
  56. {
  57. if ((*j).second.heroes[i]->type->ID == ID)
  58. {
  59. hero = (*j).second.heroes[i];
  60. }
  61. }
  62. }
  63. }
  64. if (!hero)
  65. return false; //can't find hero
  66. if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
  67. return false; //invalid path
  68. //check path format
  69. if (pathType==0)
  70. CPathfinder::convertPath(path,pathType);
  71. if (pathType>1)
  72. #ifndef __GNUC__
  73. throw std::exception("Unknown path format");
  74. #else
  75. throw std::exception();
  76. #endif
  77. CPath * ourPath = path;
  78. if(!ourPath)
  79. return false;
  80. for(int i=ourPath->nodes.size()-1; i>0; i--)
  81. {
  82. int3 stpos(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z),
  83. endpos(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
  84. HeroMoveDetails curd(stpos,endpos,hero);
  85. *cl->serv << ui16(501) << hero->id << stpos << endpos;
  86. {//wait till there is server answer
  87. boost::unique_lock<boost::mutex> lock(*mess.mx);
  88. while(std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>) == mess.res->end())
  89. mess.cv->wait(lock);
  90. std::set<IPack*>::iterator itr = std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>);
  91. TryMoveHero tmh = *static_cast<TryMoveHero*>(*itr);
  92. mess.res->erase(itr);
  93. if(!tmh.result)
  94. return false;
  95. }
  96. }
  97. return true;
  98. }
  99. void CCallback::selectionMade(int selection, int asker)
  100. {
  101. //todo - jak bedzie multiplayer po sieci, to moze wymagac przerobek zaleznych od obranego modelu
  102. //IChosen * ask = (IChosen *)asker;
  103. //ask->chosen(selection);
  104. }
  105. void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount)
  106. {
  107. if(amount<=0) return;
  108. if(obj->ID==98) //recruiting from town
  109. {
  110. int ser=-1; //used dwelling level
  111. CGTownInstance *t = const_cast<CGTownInstance*>(static_cast<const CGTownInstance*>(obj));
  112. //verify
  113. bool found = false;
  114. typedef std::pair<const int,int> Parka;
  115. for(std::map<si32,ui32>::iterator av=t->strInfo.creatures.begin();av!=t->strInfo.creatures.end();av++)
  116. {
  117. if( ( found = (ID == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
  118. || (found = (ID == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
  119. {
  120. amount = std::min(amount,(int)av->second); //reduce recruited amount up to available amount
  121. ser = av->first;
  122. break;
  123. }
  124. }
  125. if(!found) //no such creature
  126. return;
  127. if(amount > CGI->creh->creatures[ID].maxAmount(gs->players[player].resources))
  128. return; //not enough resources
  129. //for(int i=0;i<RESOURCE_QUANTITY;i++)
  130. // if (gs->players[player].resources[i] < (CGI->creh->creatures[ID].cost[i] * amount))
  131. // return; //not enough resources
  132. if(amount<=0) return;
  133. //recruit
  134. int slot = -1; //slot ID
  135. std::pair<si32,std::pair<ui32,si32> > parb;
  136. for(int i=0;i<7;i++) //TODO: if there is already stack of same creatures it should be used always
  137. {
  138. if(((!t->army.slots[i].first) && (!t->army.slots[i].second)) || (t->army.slots[i].first == ID)) //slot is free or there is saem creature
  139. {
  140. slot = i;
  141. break;
  142. }
  143. }
  144. if(slot<0) //no free slot
  145. return;
  146. for(int i=0;i<RESOURCE_QUANTITY;i++)
  147. gs->players[player].resources[i] -= (CGI->creh->creatures[ID].cost[i] * amount);
  148. t->strInfo.creatures[ser] -= amount;
  149. if(t->army.slots[slot].first) //add new creatures to the existing stack
  150. {
  151. t->army.slots[slot].second += amount;
  152. }
  153. else //create new stack in the garrison
  154. {
  155. t->army.slots[slot].first = ID;
  156. t->army.slots[slot].second = amount;
  157. }
  158. cl->playerint[player]->garrisonChanged(obj);
  159. }
  160. //TODO: recruit from dwellings on the adventure map
  161. }
  162. bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
  163. {
  164. if(((player>=0) && obj->tempOwner != player) || obj->army.slots.size()<2)
  165. return false;
  166. *cl->serv << ui16(503) << obj->id << ui8(stackPos);
  167. return true;
  168. }
  169. bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID)
  170. {
  171. //TODO: write
  172. return false;
  173. }
  174. void CCallback::endTurn()
  175. {
  176. std::cout << "Player "<<(unsigned)player<<" end his turn."<<std::endl;
  177. cl->serv->wmx->lock();
  178. *cl->serv << ui16(100); //report that we ended turn
  179. cl->serv->wmx->unlock();
  180. }
  181. UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
  182. {
  183. UpgradeInfo ret;
  184. CCreature *base = &CGI->creh->creatures[((CArmedInstance *)obj)->army.slots[stackPos].first];
  185. if((obj->ID == 98) || ((obj->ID == 34) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
  186. {
  187. CGTownInstance * t;
  188. if(obj->ID == 98)
  189. t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
  190. else
  191. t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
  192. for(std::set<si32>::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
  193. {
  194. if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
  195. {
  196. int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
  197. if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
  198. {
  199. ret.newID.push_back(nid);
  200. ret.cost.push_back(std::set<std::pair<int,int> >());
  201. for(int j=0;j<RESOURCE_QUANTITY;j++)
  202. {
  203. int dif = CGI->creh->creatures[nid].cost[j] - base->cost[j];
  204. if(dif)
  205. ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
  206. }
  207. }
  208. }
  209. }//end for
  210. }
  211. //TODO: check if hero ability makes some upgrades possible
  212. if(ret.newID.size())
  213. ret.oldID = base->idNumber;
  214. return ret;
  215. }
  216. const StartInfo * CCallback::getStartInfo()
  217. {
  218. return gs->scenarioOps;
  219. }
  220. int CCallback::howManyTowns()
  221. {
  222. return gs->players[gs->currentPlayer].towns.size();
  223. }
  224. const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  225. {
  226. if (!mode)
  227. return gs->players[gs->currentPlayer].towns[val];
  228. else
  229. {
  230. //TODO: add some smart ID to the CTownInstance
  231. //for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
  232. //{
  233. // if (gs->players[gs->currentPlayer].towns[i]->someID==val)
  234. // return gs->players[gs->currentPlayer].towns[i];
  235. //}
  236. return NULL;
  237. }
  238. return NULL;
  239. }
  240. int CCallback::howManyHeroes()
  241. {
  242. return gs->players[player].heroes.size();
  243. }
  244. const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  245. {
  246. if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
  247. return NULL;
  248. if (!mode)
  249. if(val<gs->players[player].heroes.size())
  250. return gs->players[player].heroes[val];
  251. else return NULL;
  252. else
  253. {
  254. for (int i=0; i<gs->players[player].heroes.size();i++)
  255. {
  256. if (gs->players[player].heroes[i]->type->ID==val)
  257. return gs->players[player].heroes[i];
  258. }
  259. }
  260. return NULL;
  261. }
  262. int CCallback::getResourceAmount(int type)
  263. {
  264. return gs->players[player].resources[type];
  265. }
  266. std::vector<si32> CCallback::getResourceAmount()
  267. {
  268. return gs->players[player].resources;
  269. }
  270. int CCallback::getDate(int mode)
  271. {
  272. return gs->getDate(mode);
  273. }
  274. std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
  275. {
  276. std::vector<std::string> ret;
  277. BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].blockingObjects)
  278. ret.push_back(obj->hoverName);
  279. return ret;
  280. }
  281. bool CCallback::verifyPath(CPath * path, bool blockSea)
  282. {
  283. for (int i=0;i<path->nodes.size();i++)
  284. {
  285. if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->blocked
  286. && (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->visitable)))
  287. return false; //path is wrong - one of the tiles is blocked
  288. if (blockSea)
  289. {
  290. if (i==0)
  291. continue;
  292. if (
  293. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype==water)
  294. &&
  295. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype!=water))
  296. ||
  297. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype!=water)
  298. &&
  299. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==water))
  300. ||
  301. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==rock)
  302. )
  303. return false;
  304. }
  305. }
  306. return true;
  307. }
  308. std::vector< std::vector< std::vector<unsigned char> > > & CCallback::getVisibilityMap()
  309. {
  310. return gs->players[player].fogOfWarMap;
  311. }
  312. bool CCallback::isVisible(int3 pos, int Player)
  313. {
  314. return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
  315. }
  316. std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur)
  317. {
  318. std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
  319. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  320. {
  321. for (int j=0;j<(*i).second.towns.size();j++)
  322. {
  323. if ( ( isVisible((*i).second.towns[j]->pos,player) ) || (*i).first==player)
  324. {
  325. ret.push_back((*i).second.towns[j]);
  326. }
  327. }
  328. } // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  329. return ret;
  330. }
  331. std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur)
  332. {
  333. std::vector < const CGHeroInstance *> ret;
  334. for(int i=0;i<gs->map->heroes.size();i++)
  335. {
  336. if( (gs->map->heroes[i]->tempOwner==player) ||
  337. (isVisible(gs->map->heroes[i]->getPosition(false),player) && !onlyOur) )
  338. {
  339. ret.push_back(gs->map->heroes[i]);
  340. }
  341. }
  342. return ret;
  343. }
  344. bool CCallback::isVisible(int3 pos)
  345. {
  346. return isVisible(pos,player);
  347. }
  348. int CCallback::getMyColor()
  349. {
  350. return player;
  351. }
  352. int CCallback::getHeroSerial(const CGHeroInstance * hero)
  353. {
  354. for (int i=0; i<gs->players[player].heroes.size();i++)
  355. {
  356. if (gs->players[player].heroes[i]==hero)
  357. return i;
  358. }
  359. return -1;
  360. }
  361. const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj)
  362. {
  363. if(!obj)
  364. return NULL;
  365. if(obj->ID == 34)
  366. return &(dynamic_cast<const CGHeroInstance*>(obj))->army;
  367. else if(obj->ID == 98)
  368. return &(dynamic_cast<const CGTownInstance*>(obj)->army);
  369. else return NULL;
  370. }
  371. int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
  372. {
  373. if(s1->tempOwner != player || s2->tempOwner != player)
  374. return -1;
  375. *cl->serv << ui16(502) << ui8(1) << s1->id << ui8(p1) << s2->id << ui8(p2);
  376. return 0;
  377. }
  378. int CCallback::mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
  379. {
  380. if ((s1->tempOwner!= player || s2->tempOwner!=player))
  381. {
  382. return -1;
  383. }
  384. *cl->serv << ui16(502) << ui8(2) << s1->id << ui8(p1) << s2->id << ui8(p2);
  385. return 0;
  386. }
  387. int CCallback::splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)
  388. {
  389. if (s1->tempOwner!= player || s2->tempOwner!=player || (!val))
  390. {
  391. return -1;
  392. }
  393. *cl->serv << ui16(502) << ui8(3) << s1->id << ui8(p1) << s2->id << ui8(p2) << si32(val);
  394. return 0;
  395. }
  396. bool CCallback::dismissHero(const CGHeroInstance *hero)
  397. {
  398. if(player!=hero->tempOwner) return false;
  399. *cl->serv << ui16(500) << hero->id;
  400. return true;
  401. }
  402. int CCallback::getMySerial()
  403. {
  404. return gs->players[player].serial;
  405. }
  406. bool CCallback::swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2)
  407. {
  408. if(!hero1 || !hero2) //incorrect data
  409. return false;
  410. CGHeroInstance * Uhero1 = const_cast<CGHeroInstance *>(hero1);
  411. CGHeroInstance * Uhero2 = const_cast<CGHeroInstance *>(hero2);
  412. if(worn1 && worn2)
  413. {
  414. std::swap(Uhero1->artifWorn[pos1], Uhero2->artifWorn[pos2]);
  415. }
  416. else if(worn1 && !worn2)
  417. {
  418. std::swap(Uhero1->artifWorn[pos1], Uhero2->artifacts[pos2]);
  419. }
  420. else if(!worn1 && worn2)
  421. {
  422. std::swap(Uhero1->artifacts[pos1], Uhero2->artifWorn[pos2]);
  423. }
  424. else
  425. {
  426. std::swap(Uhero1->artifacts[pos1], Uhero2->artifacts[pos2]);
  427. }
  428. return true;
  429. }
  430. bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
  431. {
  432. CGTownInstance * t = const_cast<CGTownInstance *>(town);
  433. if(town->tempOwner!=player)
  434. return false;
  435. CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
  436. for(int i=0;i<7;i++)
  437. if(b->resources[i] > gs->players[player].resources[i])
  438. return false; //lack of resources
  439. *cl->serv << ui16(504) << town->id << buildingID;
  440. //TODO: check if we are allowed to build
  441. return true;
  442. }
  443. int CCallback::battleGetBattlefieldType()
  444. {
  445. return CGI->mh->ttiles[CGI->state->curB->tile.x][CGI->state->curB->tile.y][CGI->state->curB->tile.z].tileInfo->tertype;
  446. }
  447. int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield
  448. {
  449. //TODO - write
  450. return -1;
  451. }
  452. int CCallback::battleGetStack(int pos)
  453. {
  454. return CGI->state->battleGetStack(pos);
  455. }
  456. CStack* CCallback::battleGetStackByID(int ID)
  457. {
  458. for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
  459. {
  460. if(CGI->state->curB->stacks[g]->ID == ID)
  461. return CGI->state->curB->stacks[g];
  462. }
  463. return NULL;
  464. }
  465. CStack* CCallback::battleGetStackByPos(int pos)
  466. {
  467. return battleGetStackByID(battleGetStack(pos));
  468. }
  469. int CCallback::battleGetPos(int stack)
  470. {
  471. for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
  472. {
  473. if(CGI->state->curB->stacks[g]->ID == stack)
  474. return CGI->state->curB->stacks[g]->position;
  475. }
  476. return -1;
  477. }
  478. std::map<int, CStack> CCallback::battleGetStacks()
  479. {
  480. std::map<int, CStack> ret;
  481. for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
  482. {
  483. ret[CGI->state->curB->stacks[g]->ID] = *(CGI->state->curB->stacks[g]);
  484. }
  485. return ret;
  486. }
  487. CCreature CCallback::battleGetCreature(int number)
  488. {
  489. for(int h=0; h<CGI->state->curB->stacks.size(); ++h)
  490. {
  491. if(CGI->state->curB->stacks[h]->ID == number) //creature found
  492. return *(CGI->state->curB->stacks[h]->creature);
  493. }
  494. #ifndef __GNUC__
  495. throw new std::exception("Cannot find the creature");
  496. #else
  497. throw new std::exception();
  498. #endif
  499. }
  500. std::vector<int> CCallback::battleGetAvailableHexes(int ID)
  501. {
  502. return CGI->state->battleGetRange(ID);
  503. }
  504. bool CCallback::battleIsStackMine(int ID)
  505. {
  506. for(int h=0; h<CGI->state->curB->stacks.size(); ++h)
  507. {
  508. if(CGI->state->curB->stacks[h]->ID == ID) //creature found
  509. return CGI->state->curB->stacks[h]->owner == player;
  510. }
  511. return false;
  512. }
  513. bool CCallback::battleCanShoot(int ID, int dest) //TODO: finish
  514. {
  515. if(battleGetStackByID(ID)->creature->isShooting()
  516. && battleGetStack(dest) != -1
  517. && battleGetStackByPos(dest)->owner != battleGetStackByID(ID)->owner
  518. && battleGetStackByPos(dest)->alive)
  519. return true;
  520. return false;
  521. }