CCallback.cpp 9.5 KB

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  1. #include "StdInc.h"
  2. #include "CCallback.h"
  3. #include "lib/CCreatureHandler.h"
  4. #include "client/CGameInfo.h"
  5. #include "lib/CGameState.h"
  6. #include "lib/BattleState.h"
  7. #include "client/CPlayerInterface.h"
  8. #include "client/Client.h"
  9. #include "lib/map.h"
  10. #include "lib/CBuildingHandler.h"
  11. #include "lib/CDefObjInfoHandler.h"
  12. #include "lib/CGeneralTextHandler.h"
  13. #include "lib/CHeroHandler.h"
  14. #include "lib/CObjectHandler.h"
  15. #include "lib/Connection.h"
  16. #include "lib/NetPacks.h"
  17. #include "client/mapHandler.h"
  18. #include "lib/CSpellHandler.h"
  19. #include "lib/CArtHandler.h"
  20. #include "lib/GameConstants.h"
  21. #ifdef min
  22. #undef min
  23. #endif
  24. #ifdef max
  25. #undef max
  26. #endif
  27. #include "lib/UnlockGuard.h"
  28. /*
  29. * CCallback.cpp, part of VCMI engine
  30. *
  31. * Authors: listed in file AUTHORS in main folder
  32. *
  33. * License: GNU General Public License v2.0 or later
  34. * Full text of license available in license.txt file, in main folder
  35. *
  36. */
  37. template <ui16 N> bool isType(CPack *pack)
  38. {
  39. return pack->getType() == N;
  40. }
  41. bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where)
  42. {
  43. CastleTeleportHero pack(who->id, where->id, 1);
  44. sendRequest(&pack);
  45. return true;
  46. }
  47. bool CCallback::moveHero(const CGHeroInstance *h, int3 dst)
  48. {
  49. MoveHero pack(dst,h->id);
  50. sendRequest(&pack);
  51. return true;
  52. }
  53. void CCallback::selectionMade(int selection, int asker)
  54. {
  55. QueryReply pack(asker,selection);
  56. pack.player = player;
  57. sendRequest(&pack);
  58. }
  59. void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level/*=-1*/)
  60. {
  61. if(player!=obj->tempOwner && obj->ID != 106)
  62. return;
  63. RecruitCreatures pack(obj->id,ID,amount,level);
  64. sendRequest(&pack);
  65. }
  66. bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
  67. {
  68. if(((player>=0) && obj->tempOwner != player) || (obj->stacksCount()<2 && obj->needsLastStack()))
  69. return false;
  70. DisbandCreature pack(stackPos,obj->id);
  71. sendRequest(&pack);
  72. return true;
  73. }
  74. bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID)
  75. {
  76. UpgradeCreature pack(stackPos,obj->id,newID);
  77. sendRequest(&pack);
  78. return false;
  79. }
  80. void CCallback::endTurn()
  81. {
  82. tlog5 << "Player " << (unsigned)player << " ended his turn." << std::endl;
  83. EndTurn pack;
  84. sendRequest(&pack); //report that we ended turn
  85. }
  86. int CCallback::swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
  87. {
  88. ArrangeStacks pack(1,p1,p2,s1->id,s2->id,0);
  89. sendRequest(&pack);
  90. return 0;
  91. }
  92. int CCallback::mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
  93. {
  94. ArrangeStacks pack(2,p1,p2,s1->id,s2->id,0);
  95. sendRequest(&pack);
  96. return 0;
  97. }
  98. int CCallback::splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)
  99. {
  100. ArrangeStacks pack(3,p1,p2,s1->id,s2->id,val);
  101. sendRequest(&pack);
  102. return 0;
  103. }
  104. bool CCallback::dismissHero(const CGHeroInstance *hero)
  105. {
  106. if(player!=hero->tempOwner) return false;
  107. DismissHero pack(hero->id);
  108. sendRequest(&pack);
  109. return true;
  110. }
  111. // int CCallback::getMySerial() const
  112. // {
  113. // boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  114. // return gs->players[player].serial;
  115. // }
  116. bool CCallback::swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)
  117. {
  118. ExchangeArtifacts ea;
  119. ea.src = l1;
  120. ea.dst = l2;
  121. sendRequest(&ea);
  122. return true;
  123. }
  124. /**
  125. * Assembles or disassembles a combination artifact.
  126. * @param hero Hero holding the artifact(s).
  127. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  128. * @param assemble True for assembly operation, false for disassembly.
  129. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  130. * artifact to assemble to. Otherwise it's not used.
  131. */
  132. bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  133. {
  134. if (player != hero->tempOwner)
  135. return false;
  136. AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
  137. sendRequest(&aa);
  138. return true;
  139. }
  140. bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
  141. {
  142. //CGTownInstance * t = const_cast<CGTownInstance *>(town);
  143. if(town->tempOwner!=player)
  144. return false;
  145. if(!canBuildStructure(town, buildingID))
  146. return false;
  147. // const CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
  148. // for(int i=0;i<b->resources.size();i++)
  149. // if(b->resources[i] > gs->players[player].resources[i])
  150. // return false; //lack of resources
  151. BuildStructure pack(town->id,buildingID);
  152. sendRequest(&pack);
  153. return true;
  154. }
  155. int CBattleCallback::battleMakeAction(BattleAction* action)
  156. {
  157. assert(action->actionType == BattleAction::HERO_SPELL);
  158. MakeCustomAction mca(*action);
  159. sendRequest(&mca);
  160. return 0;
  161. }
  162. void CBattleCallback::sendRequest(const CPack* request)
  163. {
  164. int requestID = cl->sendRequest(request, player);
  165. if(waitTillRealize)
  166. {
  167. tlog5 << boost::format("We'll wait till request %d is answered.\n") % requestID;
  168. auto gsUnlocker = vstd::makeUnlockSharedGuardIf(getGsMutex(), unlockGsWhenWaiting);
  169. cl->waitingRequest.waitWhileContains(requestID);
  170. }
  171. }
  172. void CCallback::swapGarrisonHero( const CGTownInstance *town )
  173. {
  174. if(town->tempOwner != player) return;
  175. GarrisonHeroSwap pack(town->id);
  176. sendRequest(&pack);
  177. }
  178. void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
  179. {
  180. if(hero->tempOwner != player) return;
  181. BuyArtifact pack(hero->id,aid);
  182. sendRequest(&pack);
  183. }
  184. void CCallback::trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
  185. {
  186. TradeOnMarketplace pack;
  187. pack.market = market;
  188. pack.hero = hero;
  189. pack.mode = mode;
  190. pack.r1 = id1;
  191. pack.r2 = id2;
  192. pack.val = val1;
  193. sendRequest(&pack);
  194. }
  195. void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
  196. {
  197. const_cast<CGHeroInstance*>(hero)-> formation = tight;
  198. SetFormation pack(hero->id,tight);
  199. sendRequest(&pack);
  200. }
  201. void CCallback::setSelection(const CArmedInstance * obj)
  202. {
  203. SetSelection ss;
  204. ss.player = player;
  205. ss.id = obj->id;
  206. sendRequest(&(CPackForClient&)ss);
  207. if(obj->ID == GameConstants::HEROI_TYPE)
  208. {
  209. if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
  210. cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
  211. //nasty workaround. TODO: nice workaround
  212. cl->gs->getPlayer(player)->currentSelection = obj->id;
  213. }
  214. }
  215. void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
  216. {
  217. ui8 i=0;
  218. for(; i<gs->players[player].availableHeroes.size(); i++)
  219. {
  220. if(gs->players[player].availableHeroes[i] == hero)
  221. {
  222. HireHero pack(i,townOrTavern->id);
  223. pack.player = player;
  224. sendRequest(&pack);
  225. return;
  226. }
  227. }
  228. }
  229. bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
  230. {
  231. return gs->getPath(src,dest,hero, ret);
  232. }
  233. void CCallback::save( const std::string &fname )
  234. {
  235. cl->save(fname);
  236. }
  237. void CCallback::sendMessage(const std::string &mess)
  238. {
  239. PlayerMessage pm(player, mess);
  240. sendRequest(&(CPackForClient&)pm);
  241. }
  242. void CCallback::buildBoat( const IShipyard *obj )
  243. {
  244. BuildBoat bb;
  245. bb.objid = obj->o->id;
  246. sendRequest(&bb);
  247. }
  248. CCallback::CCallback( CGameState * GS, int Player, CClient *C )
  249. :CBattleCallback(GS, Player, C)
  250. {
  251. waitTillRealize = false;
  252. unlockGsWhenWaiting = false;
  253. }
  254. const CGPathNode * CCallback::getPathInfo( int3 tile )
  255. {
  256. if (!gs->map->isInTheMap(tile))
  257. return nullptr;
  258. validatePaths();
  259. return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
  260. }
  261. bool CCallback::getPath2( int3 dest, CGPath &ret )
  262. {
  263. if (!gs->map->isInTheMap(dest))
  264. return false;
  265. validatePaths();
  266. boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
  267. return cl->pathInfo->getPath(dest, ret);
  268. }
  269. void CCallback::recalculatePaths()
  270. {
  271. cl->calculatePaths(cl->IGameCallback::getSelectedHero(player));
  272. }
  273. void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
  274. {
  275. gs->calculatePaths(hero, out, src, movement);
  276. }
  277. void CCallback::dig( const CGObjectInstance *hero )
  278. {
  279. DigWithHero dwh;
  280. dwh.id = hero->id;
  281. sendRequest(&dwh);
  282. }
  283. void CCallback::castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos)
  284. {
  285. CastAdvSpell cas;
  286. cas.hid = hero->id;
  287. cas.sid = spellID;
  288. cas.pos = pos;
  289. sendRequest(&cas);
  290. }
  291. void CCallback::unregisterMyInterface()
  292. {
  293. assert(player >= 0); //works only for player callback
  294. cl->playerint.erase(player);
  295. cl->battleints.erase(player);
  296. //TODO? should callback be disabled as well?
  297. }
  298. void CCallback::validatePaths()
  299. {
  300. const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(player);
  301. if(h && ( cl->pathInfo->hero != h //wrong hero
  302. || cl->pathInfo->hpos != h->getPosition(false) //wrong hero positoin
  303. || !cl->pathInfo->isValid)) //paths invalidated by game event
  304. {
  305. recalculatePaths();
  306. }
  307. }
  308. int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
  309. {
  310. if(s1->getCreature(p1) == s2->getCreature(p2))
  311. return mergeStacks(s1, s2, p1, p2);
  312. else
  313. return swapCreatures(s1, s2, p1, p2);
  314. }
  315. CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
  316. {
  317. gs = GS;
  318. player = Player;
  319. cl = C;
  320. }
  321. bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
  322. {
  323. assert(cl->gs->curB->tacticDistance);
  324. MakeAction ma;
  325. ma.ba = *action;
  326. sendRequest(&ma);
  327. return true;
  328. }