| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546 | #include "stdafx.h"#include "CAdvmapInterface.h"#include "CCallback.h"#include "CGameInfo.h"#include "CGameState.h"#include "CPathfinder.h"#include "CPlayerInterface.h"#include "CPlayerInterface.h"#include "client/Client.h"#include "hch/CAmbarCendamo.h"#include "hch/CBuildingHandler.h"#include "hch/CDefObjInfoHandler.h"#include "hch/CGeneralTextHandler.h"#include "hch/CHeroHandler.h"#include "hch/CObjectHandler.h"#include "hch/CTownHandler.h"#include "lib/Connection.h"#include "lib/NetPacks.h"#include "mapHandler.h"#include <boost/foreach.hpp>#include <boost/thread.hpp>#include <boost/thread/shared_mutex.hpp>#ifdef min#undef min#endif#ifdef max#undef max#endifextern CSharedCond<std::set<IPack*> > mess;HeroMoveDetails::HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho)	:src(Src),dst(Dst),ho(Ho){	owner = ho->getOwner();};bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType){	CGHeroInstance * hero = NULL;	if (idtype==0)	{		if (player==-1)			hero=gs->players[player+1].heroes[ID];		else			hero=gs->players[player].heroes[ID];	}	else if (idtype==1 && player>=0) //looking for it in local area	{		for (int i=0; i<gs->players[player].heroes.size();i++)		{			if (gs->players[player].heroes[i]->type->ID == ID)				hero = gs->players[player].heroes[i];		}	}	else //idtype==1; player<0	{		for(std::map<ui8, PlayerState>::iterator j=gs->players.begin(); j!=gs->players.end(); ++j)		{			for (int i=0; i<(*j).second.heroes.size();i++)			{				if ((*j).second.heroes[i]->type->ID == ID)				{					hero = (*j).second.heroes[i];				}			}		}	}	if (!hero)		return false; //can't find hero	if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water		return false; //invalid path	//check path format	if (pathType==0)		CPathfinder::convertPath(path,pathType);	if (pathType>1)#ifndef __GNUC__		throw std::exception("Unknown path format");#else		throw std::exception();#endif	CPath * ourPath = path; 	if(!ourPath)		return false;	for(int i=ourPath->nodes.size()-1; i>0; i--)	{		int3 stpos(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z), 			endpos(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);		HeroMoveDetails curd(stpos,endpos,hero);		*cl->serv << ui16(501) << hero->id << stpos << endpos;		{//wait till there is server answer			boost::unique_lock<boost::mutex> lock(*mess.mx);			while(std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>) == mess.res->end())				mess.cv->wait(lock);			std::set<IPack*>::iterator itr = std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>);			TryMoveHero tmh = *static_cast<TryMoveHero*>(*itr);			mess.res->erase(itr);			if(!tmh.result)				return false;		}	}	return true;}void CCallback::selectionMade(int selection, int asker){	*cl->serv << ui16(2001) << ui32(asker) << ui32(selection);}void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount){	if(player!=obj->tempOwner) return;	*cl->serv << ui16(506) << obj->id << ID << amount;}bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos){	if(((player>=0)  &&  obj->tempOwner != player) || obj->army.slots.size()<2)		return false;	*cl->serv << ui16(503) << obj->id <<  ui8(stackPos);	return true;}bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID){	*cl->serv << ui16(507) << obj->id <<  ui8(stackPos) << ui32(newID);	return false;}void CCallback::endTurn(){	std::cout << "Player "<<(unsigned)player<<" end his turn."<<std::endl;	cl->serv->wmx->lock();	*cl->serv << ui16(100); //report that we ended turn	cl->serv->wmx->unlock();}UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->getUpgradeInfo(const_cast<CArmedInstance*>(obj),stackPos);}const StartInfo * CCallback::getStartInfo(){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->scenarioOps;}int CCallback::howManyTowns(){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->players[player].towns.size();}const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID{	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if (!mode)		return gs->players[gs->currentPlayer].towns[val];	else 	{		//TODO: add some smart ID to the CTownInstance		//for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)		//{		//	if (gs->players[gs->currentPlayer].towns[i]->someID==val)		//		return gs->players[gs->currentPlayer].towns[i];		//}		return NULL;	}	return NULL;}int CCallback::howManyHeroes(){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->players[player].heroes.size();}const CGHeroInstance * CCallback::getHeroInfo(int val, int mode) //mode = 0 -> val = serial; mode = 1 -> val = ID{	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	//if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info	//	return NULL;	if (!mode) //esrial id		if(val<gs->players[player].heroes.size())			return gs->players[player].heroes[val];		else return NULL;	else if(mode==1) //it's hero type id	{		for (int i=0; i<gs->players[player].heroes.size();i++)		{			if (gs->players[player].heroes[i]->type->ID==val)				return gs->players[player].heroes[i];		}	}	else //object id	{		return static_cast<CGHeroInstance*>(gs->map->objects[val]);	}	return NULL;}int CCallback::getResourceAmount(int type){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->players[player].resources[type];}std::vector<si32> CCallback::getResourceAmount(){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->players[player].resources;}int CCallback::getDate(int mode){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->getDate(mode);}std::vector < std::string > CCallback::getObjDescriptions(int3 pos){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	std::vector<std::string> ret;	BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].blockingObjects)		ret.push_back(obj->hoverName);	return ret;}bool CCallback::verifyPath(CPath * path, bool blockSea){	for (int i=0;i<path->nodes.size();i++)	{		if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->blocked 			&& (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->visitable)))			return false; //path is wrong - one of the tiles is blocked		if (blockSea)		{			if (i==0)				continue;			if (					((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype==water)					&&					(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype!=water))				  ||					((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype!=water)					&&					(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==water))				  ||				  (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==rock)									)				return false;		}	}	return true;}std::vector< std::vector< std::vector<unsigned char> > > & CCallback::getVisibilityMap(){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->players[player].fogOfWarMap;}bool CCallback::isVisible(int3 pos, int Player){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];}std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur){	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 (int j=0;j<(*i).second.towns.size();j++)		{			if ( ( isVisible((*i).second.towns[j],player) ) || (*i).first==player)			{				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 *> CCallback::getHeroesInfo(bool onlyOur){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	std::vector < const CGHeroInstance *> ret;	for(int 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;}bool CCallback::isVisible(int3 pos){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return isVisible(pos,player);}bool CCallback::isVisible( CGObjectInstance *obj, int Player ){	//object is visible when at least one blocked tile is visible	for(int fx=0; fx<8; ++fx)	{		for(int fy=0; fy<6; ++fy)		{			int3 pos = obj->pos + int3(fx-7,fy-5,0);			if(gs->map->isInTheMap(pos) 				&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1) 				&& isVisible(pos,Player)  )				return true;		}	}	return false;}int CCallback::getMyColor(){	return player;}int CCallback::getHeroSerial(const CGHeroInstance * hero){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	for (int i=0; i<gs->players[player].heroes.size();i++)	{		if (gs->players[player].heroes[i]==hero)			return i;	}	return -1;}const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if(!obj)		return NULL;	if(obj->ID == 34)		return &(dynamic_cast<const CGHeroInstance*>(obj))->army;	else if(obj->ID == 98)		return &(dynamic_cast<const CGTownInstance*>(obj)->army);	else return NULL;}int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2){	if(s1->tempOwner != player   ||   s2->tempOwner != player)		return -1;	*cl->serv << ui16(502) << ui8(1) << s1->id << ui8(p1) << s2->id << ui8(p2);	return 0;}int CCallback::mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2){		if ((s1->tempOwner!= player  ||  s2->tempOwner!=player))	{		return -1;	}	*cl->serv << ui16(502) << ui8(2) << s1->id << ui8(p1) << s2->id << ui8(p2);	return 0;}int CCallback::splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val){	if (s1->tempOwner!= player  ||  s2->tempOwner!=player || (!val))	{		return -1;	}	*cl->serv << ui16(502) << ui8(3) << s1->id << ui8(p1) << s2->id << ui8(p2) << si32(val);	return 0;}bool CCallback::dismissHero(const CGHeroInstance *hero){	if(player!=hero->tempOwner) return false;	*cl->serv << ui16(500) << hero->id;	return true;}int CCallback::getMySerial(){		boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->players[player].serial;}bool CCallback::swapArifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2){	if(player!=hero1->tempOwner || player!=hero2->tempOwner)		return false;	*cl->serv << ui16(509) << hero1->id << pos1 << hero2->id << pos2;	return true;}bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID){	CGTownInstance * t = const_cast<CGTownInstance *>(town);	if(town->tempOwner!=player)		return false;	CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];	for(int i=0;i<7;i++)		if(b->resources[i] > gs->players[player].resources[i])			return false; //lack of resources	*cl->serv << ui16(504) << town->id << buildingID;	return true;}int CCallback::battleGetBattlefieldType(){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return CGI->mh->ttiles[gs->curB->tile.x][gs->curB->tile.y][gs->curB->tile.z].tileInfo->tertype;}int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield {	//TODO - write	return -1;}int CCallback::battleGetStack(int pos){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->battleGetStack(pos);}CStack* CCallback::battleGetStackByID(int ID){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if(!gs->curB) return NULL;	return gs->curB->getStack(ID);}CStack* CCallback::battleGetStackByPos(int pos){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return battleGetStackByID(battleGetStack(pos));}int CCallback::battleGetPos(int stack){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	for(int g=0; g<gs->curB->stacks.size(); ++g)	{		if(gs->curB->stacks[g]->ID == stack)			return gs->curB->stacks[g]->position;	}	return -1;}std::map<int, CStack> CCallback::battleGetStacks(){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	std::map<int, CStack> ret;	if(!gs->curB) //there is no battle	{		return ret;	}	for(int g=0; g<gs->curB->stacks.size(); ++g)	{		ret[gs->curB->stacks[g]->ID] = *(gs->curB->stacks[g]);	}	return ret;}CCreature CCallback::battleGetCreature(int number){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	for(int h=0; h<gs->curB->stacks.size(); ++h)	{		if(gs->curB->stacks[h]->ID == number) //creature found			return *(gs->curB->stacks[h]->creature);	}#ifndef __GNUC__	throw new std::exception("Cannot find the creature");#else	throw new std::exception();#endif}std::vector<int> CCallback::battleGetAvailableHexes(int ID){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	return gs->curB->getAccessibility(ID);	//return gs->battleGetRange(ID);}bool CCallback::battleIsStackMine(int ID){	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	for(int h=0; h<gs->curB->stacks.size(); ++h)	{		if(gs->curB->stacks[h]->ID == ID) //creature found			return gs->curB->stacks[h]->owner == player;	}	return false;}bool CCallback::battleCanShoot(int ID, int dest) //TODO: finish{	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	if(battleGetStackByID(ID)->creature->isShooting() 		&& battleGetStack(dest) != -1 		&& battleGetStackByPos(dest)->owner != battleGetStackByID(ID)->owner		&& battleGetStackByPos(dest)->alive)		return true;	return false;}void CCallback::swapGarrisonHero( const CGTownInstance *town ){	if(town->tempOwner != player) return;	*cl->serv << ui16(508) << si32(town->id);}void CCallback::buyArtifact(const CGHeroInstance *hero, int aid){	if(hero->tempOwner != player) return;	*cl->serv << ui16(510) << hero->id << ui32(aid);}std::vector < const CGObjectInstance * > CCallback::getBlockingObjs( int3 pos ){	std::vector<const CGObjectInstance *> ret;	if(!gs->map->isInTheMap(pos))		return ret;	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].blockingObjects)		ret.push_back(obj);	return ret;}std::vector < const CGObjectInstance * > CCallback::getVisitableObjs( int3 pos ){	std::vector<const CGObjectInstance *> ret;	if(!gs->map->isInTheMap(pos))		return ret;	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);	BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].visitableObjects)		ret.push_back(obj);	return ret;}
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