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- #include "stdafx.h"
- #include "CCallback.h"
- #include "lib/CCreatureHandler.h"
- #include "client/CGameInfo.h"
- #include "lib/CGameState.h"
- #include "lib/BattleState.h"
- #include "client/CPlayerInterface.h"
- #include "client/Client.h"
- #include "lib/map.h"
- #include "lib/CBuildingHandler.h"
- #include "lib/CDefObjInfoHandler.h"
- #include "lib/CGeneralTextHandler.h"
- #include "lib/CHeroHandler.h"
- #include "lib/CObjectHandler.h"
- #include "lib/Connection.h"
- #include "lib/NetPacks.h"
- #include "client/mapHandler.h"
- #include <boost/foreach.hpp>
- #include <boost/thread.hpp>
- #include <boost/thread/shared_mutex.hpp>
- #include "lib/CSpellHandler.h"
- #include "lib/CArtHandler.h"
- #ifdef min
- #undef min
- #endif
- #ifdef max
- #undef max
- #endif
- /*
- * CCallback.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
- *
- */
- template <ui16 N> bool isType(CPack *pack)
- {
- return pack->getType() == N;
- }
- bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where)
- {
- CastleTeleportHero pack(who->id, where->id, 1);
- sendRequest(&pack);
- return true;
- }
- bool CCallback::moveHero(const CGHeroInstance *h, int3 dst)
- {
- MoveHero pack(dst,h->id);
- sendRequest(&pack);
- return true;
- }
- void CCallback::selectionMade(int selection, int asker)
- {
- QueryReply pack(asker,selection);
- pack.player = player;
- boost::unique_lock<boost::mutex> lock(*cl->serv->wmx);
- *cl->serv << &pack;
- }
- void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level/*=-1*/)
- {
- if(player!=obj->tempOwner && obj->ID != 106)
- return;
- RecruitCreatures pack(obj->id,ID,amount,level);
- sendRequest(&pack);
- }
- bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
- {
- if(((player>=0) && obj->tempOwner != player) || (obj->stacksCount()<2 && obj->needsLastStack()))
- return false;
- DisbandCreature pack(stackPos,obj->id);
- sendRequest(&pack);
- return true;
- }
- bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID)
- {
- UpgradeCreature pack(stackPos,obj->id,newID);
- sendRequest(&pack);
- return false;
- }
- void CCallback::endTurn()
- {
- tlog5 << "Player " << (unsigned)player << " ended his turn." << std::endl;
- EndTurn pack;
- sendRequest(&pack); //report that we ended turn
- }
- int CCallback::swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
- {
- ArrangeStacks pack(1,p1,p2,s1->id,s2->id,0);
- sendRequest(&pack);
- return 0;
- }
- int CCallback::mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
- {
- ArrangeStacks pack(2,p1,p2,s1->id,s2->id,0);
- sendRequest(&pack);
- return 0;
- }
- int CCallback::splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)
- {
- ArrangeStacks pack(3,p1,p2,s1->id,s2->id,val);
- sendRequest(&pack);
- return 0;
- }
- bool CCallback::dismissHero(const CGHeroInstance *hero)
- {
- if(player!=hero->tempOwner) return false;
- DismissHero pack(hero->id);
- sendRequest(&pack);
- return true;
- }
- // int CCallback::getMySerial() const
- // {
- // boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- // return gs->players[player].serial;
- // }
- bool CCallback::swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)
- {
- if(player!=hero1->tempOwner && player!=hero2->tempOwner)
- return false;
- ExchangeArtifacts ea(hero1->id, hero2->id, pos1, pos2);
- sendRequest(&ea);
- return true;
- }
- /**
- * Assembles or disassembles a combination artifact.
- * @param hero Hero holding the artifact(s).
- * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
- * @param assemble True for assembly operation, false for disassembly.
- * @param assembleTo If assemble is true, this represents the artifact ID of the combination
- * artifact to assemble to. Otherwise it's not used.
- */
- bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo)
- {
- if (player != hero->tempOwner)
- return false;
- AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
- sendRequest(&aa);
- return true;
- }
- bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
- {
- //CGTownInstance * t = const_cast<CGTownInstance *>(town);
- if(town->tempOwner!=player)
- return false;
- if(!canBuildStructure(town, buildingID))
- return false;
- // const CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
- // for(int i=0;i<b->resources.size();i++)
- // if(b->resources[i] > gs->players[player].resources[i])
- // return false; //lack of resources
- BuildStructure pack(town->id,buildingID);
- sendRequest(&pack);
- return true;
- }
- void CCallback::swapGarrisonHero( const CGTownInstance *town )
- {
- if(town->tempOwner != player) return;
- GarrisonHeroSwap pack(town->id);
- sendRequest(&pack);
- }
- void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
- {
- if(hero->tempOwner != player) return;
- BuyArtifact pack(hero->id,aid);
- sendRequest(&pack);
- }
- void CCallback::trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
- {
- TradeOnMarketplace pack;
- pack.market = market;
- pack.hero = hero;
- pack.mode = mode;
- pack.r1 = id1;
- pack.r2 = id2;
- pack.val = val1;
- sendRequest(&pack);
- }
- void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
- {
- const_cast<CGHeroInstance*>(hero)-> formation = tight;
- SetFormation pack(hero->id,tight);
- sendRequest(&pack);
- }
- void CCallback::setSelection(const CArmedInstance * obj)
- {
- SetSelection ss;
- ss.player = player;
- ss.id = obj->id;
- sendRequest(&(CPackForClient&)ss);
- if(obj->ID == HEROI_TYPE)
- {
- if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
- cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
- //nasty workaround. TODO: nice workaround
- cl->gs->getPlayer(player)->currentSelection = obj->id;
- }
- }
- void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
- {
- ui8 i=0;
- for(; i<gs->players[player].availableHeroes.size(); i++)
- {
- if(gs->players[player].availableHeroes[i] == hero)
- {
- HireHero pack(i,townOrTavern->id);
- pack.player = player;
- sendRequest(&pack);
- return;
- }
- }
- }
- bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
- {
- return gs->getPath(src,dest,hero, ret);
- }
- void CCallback::save( const std::string &fname )
- {
- cl->save(fname);
- }
- void CCallback::sendMessage(const std::string &mess)
- {
- PlayerMessage pm(player, mess);
- sendRequest(&(CPackForClient&)pm);
- }
- void CCallback::buildBoat( const IShipyard *obj )
- {
- BuildBoat bb;
- bb.objid = obj->o->id;
- sendRequest(&bb);
- }
- CCallback::CCallback( CGameState * GS, int Player, CClient *C )
- :CBattleCallback(GS, Player, C)
- {
- cl = C;
- waitTillRealize = false;
- }
- const CGPathNode * CCallback::getPathInfo( int3 tile )
- {
- return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
- }
- bool CCallback::getPath2( int3 dest, CGPath &ret )
- {
- if (!gs->map->isInTheMap(dest))
- return false;
- const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(player);
- assert(cl->pathInfo->hero == h);
- if(cl->pathInfo->hpos != h->getPosition(false) || !cl->pathInfo->isValid) //hero position changed, must update paths
- {
- recalculatePaths();
- }
- boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
- return cl->pathInfo->getPath(dest, ret);
- }
- void CCallback::recalculatePaths()
- {
- cl->calculatePaths(cl->IGameCallback::getSelectedHero(player));
- }
- void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
- {
- gs->calculatePaths(hero, out, src, movement);
- }
- void CCallback::dig( const CGObjectInstance *hero )
- {
- DigWithHero dwh;
- dwh.id = hero->id;
- sendRequest(&dwh);
- }
- void CCallback::castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos)
- {
- CastAdvSpell cas;
- cas.hid = hero->id;
- cas.sid = spellID;
- cas.pos = pos;
- sendRequest(&cas);
- }
- void CCallback::unregisterMyInterface()
- {
- assert(player >= 0); //works only for player callback
- cl->playerint.erase(player);
- cl->battleints.erase(player);
- //TODO? should callback be disabled as well?
- }
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