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- #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
- #endif
- extern CSharedCond<std::set<IPack*> > mess;
- int gcd(int x, int y)
- {
- int temp;
- if (y > x)
- std::swap(x,y);
- while (y != 0)
- {
- temp = y;
- y = x-y;
- x = temp;
- if (y > x)
- std::swap(x,y);
- }
- return x;
- }
- 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()
- {
- tlog5 << "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) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->getUpgradeInfo(const_cast<CArmedInstance*>(obj),stackPos);
- }
- const StartInfo * CCallback::getStartInfo() const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->scenarioOps;
- }
- int CCallback::howManyTowns() const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->players[player].towns.size();
- }
- const CGTownInstance * CCallback::getTownInfo(int val, bool mode) const //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() const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->players[player].heroes.size();
- }
- const CGHeroInstance * CCallback::getHeroInfo(int val, int mode) const //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) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->players[player].resources[type];
- }
- std::vector<si32> CCallback::getResourceAmount() const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->players[player].resources;
- }
- int CCallback::getDate(int mode) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->getDate(mode);
- }
- std::vector < std::string > CCallback::getObjDescriptions(int3 pos) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- std::vector<std::string> ret;
- if(!isVisible(pos,player))
- return 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) const
- {
- 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() const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->players[player].fogOfWarMap;
- }
- bool CCallback::isVisible(int3 pos, int Player) const
- {
- 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) 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 (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) const
- {
- 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) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return isVisible(pos,player);
- }
- bool CCallback::isVisible( CGObjectInstance *obj, int Player ) const
- {
- //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() const
- {
- return player;
- }
- int CCallback::getHeroSerial(const CGHeroInstance * hero) const
- {
- 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) const
- {
- 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() const
- {
- 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);
- }
- int CCallback::battleMakeAction(BattleAction* action)
- {
- *cl->serv << ui16(3003) << *action;
- return 0;
- }
- 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)
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- CStack *our = battleGetStackByID(ID), *dst = battleGetStackByPos(dest);
- if(!our || !dst) return false;
- for(int g=0; g<our->effects.size(); ++g)
- {
- if(61 == our->effects[g].id) //forgetfulness
- return false;
- }
- if(vstd::contains(our->abilities,SHOOTER)//it's shooter
- && our->owner != dst->owner
- && dst->alive()
- && !gs->curB->isStackBlocked(ID)
- && our->shots
- )
- 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 ) const
- {
- 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 ) const
- {
- 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;
- }
- void CCallback::getMarketOffer( int t1, int t2, int &give, int &rec, int mode/*=0*/ ) const
- {
- if(mode) return; //TODO - support
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- //if(gs->resVals[t1] >= gs->resVals[t2])
- float r = gs->resVals[t1],
- g = gs->resVals[t2] / gs->getMarketEfficiency(player,mode);
- if(r>g)
- {
- rec = ceil(r / g);
- give = 1;
- }
- else
- {
- give = ceil(g / r);
- rec = 1;
- }
- }
- std::vector < const CGObjectInstance * > CCallback::getFlaggableObjects(int3 pos) const
- {
- if(!isVisible(pos, LOCPLINT->playerID))
- return std::vector < const CGObjectInstance * >();
- std::vector < const CGObjectInstance * > ret;
- std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects;
- for(int 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 CCallback::getMapSize() const
- {
- return CGI->mh->sizes;
- }
- void CCallback::trade( int mode, int id1, int id2, int val1 )
- {
- int p1, p2;
- getMarketOffer(id1,id2,p1,p2,mode);
- *cl->serv << ui16(511) << ui8(player) << ui32(mode) << ui32(id1) << ui32(id2) << ui32(val1);
- }
- void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
- {
- const_cast<CGHeroInstance*>(hero)->army.formation = tight;
- *cl->serv << ui16(512) << hero->id << ui8(tight);
- }
- void CCallback::setSelection(const CArmedInstance * obj)
- {
- *cl->serv << ui16(514) << obj->id;
- }
- void CCallback::recruitHero(const CGTownInstance *town, const CGHeroInstance *hero)
- {
- ui8 i=0;
- for(;i<gs->players[player].availableHeroes.size();i++)
- if(gs->players[player].availableHeroes[i] == hero)
- break;
- if(i>1) return;
- *cl->serv << ui16(515) << town->id << i;
- }
- std::vector<const CGHeroInstance *> CCallback::getAvailableHeroes(const CGTownInstance * town) const
- {
- std::vector<const CGHeroInstance *> ret(gs->players[player].availableHeroes.size());
- std::copy(gs->players[player].availableHeroes.begin(),gs->players[player].availableHeroes.end(),ret.begin());
- return ret;
- }
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