CCallback.cpp 9.6 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/Mapping/CMap.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. int CCallback::selectionMade(int selection, int queryID)
  54. {
  55. ASSERT_IF_CALLED_WITH_PLAYER
  56. if(queryID == -1)
  57. {
  58. tlog1 << "Cannot answer the query -1!\n";
  59. return false;
  60. }
  61. QueryReply pack(queryID,selection);
  62. pack.player = *player;
  63. return sendRequest(&pack);
  64. }
  65. void CCallback::recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level/*=-1*/)
  66. {
  67. if(player!=obj->tempOwner && obj->ID != Obj::WAR_MACHINE_FACTORY)
  68. return;
  69. RecruitCreatures pack(obj->id,ID,amount,level);
  70. sendRequest(&pack);
  71. }
  72. bool CCallback::dismissCreature(const CArmedInstance *obj, SlotID stackPos)
  73. {
  74. if(((player>=0) && obj->tempOwner != player) || (obj->stacksCount()<2 && obj->needsLastStack()))
  75. return false;
  76. DisbandCreature pack(stackPos,obj->id);
  77. sendRequest(&pack);
  78. return true;
  79. }
  80. bool CCallback::upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID)
  81. {
  82. UpgradeCreature pack(stackPos,obj->id,newID);
  83. sendRequest(&pack);
  84. return false;
  85. }
  86. void CCallback::endTurn()
  87. {
  88. tlog5 << "Player " << *player << " ended his turn." << std::endl;
  89. EndTurn pack;
  90. sendRequest(&pack); //report that we ended turn
  91. }
  92. int CCallback::swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
  93. {
  94. ArrangeStacks pack(1,p1,p2,s1->id,s2->id,0);
  95. sendRequest(&pack);
  96. return 0;
  97. }
  98. int CCallback::mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
  99. {
  100. ArrangeStacks pack(2,p1,p2,s1->id,s2->id,0);
  101. sendRequest(&pack);
  102. return 0;
  103. }
  104. int CCallback::splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)
  105. {
  106. ArrangeStacks pack(3,p1,p2,s1->id,s2->id,val);
  107. sendRequest(&pack);
  108. return 0;
  109. }
  110. bool CCallback::dismissHero(const CGHeroInstance *hero)
  111. {
  112. if(player!=hero->tempOwner) return false;
  113. DismissHero pack(hero->id);
  114. sendRequest(&pack);
  115. return true;
  116. }
  117. // int CCallback::getMySerial() const
  118. // {
  119. // boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  120. // return gs->players[player].serial;
  121. // }
  122. bool CCallback::swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)
  123. {
  124. ExchangeArtifacts ea;
  125. ea.src = l1;
  126. ea.dst = l2;
  127. sendRequest(&ea);
  128. return true;
  129. }
  130. /**
  131. * Assembles or disassembles a combination artifact.
  132. * @param hero Hero holding the artifact(s).
  133. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  134. * @param assemble True for assembly operation, false for disassembly.
  135. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  136. * artifact to assemble to. Otherwise it's not used.
  137. */
  138. bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  139. {
  140. if (player != hero->tempOwner)
  141. return false;
  142. AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
  143. sendRequest(&aa);
  144. return true;
  145. }
  146. bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
  147. {
  148. if(town->tempOwner!=player)
  149. return false;
  150. if(!canBuildStructure(town, buildingID))
  151. return false;
  152. BuildStructure pack(town->id,buildingID);
  153. sendRequest(&pack);
  154. return true;
  155. }
  156. int CBattleCallback::battleMakeAction(BattleAction* action)
  157. {
  158. assert(action->actionType == Battle::HERO_SPELL);
  159. MakeCustomAction mca(*action);
  160. sendRequest(&mca);
  161. return 0;
  162. }
  163. int CBattleCallback::sendRequest(const CPack *request)
  164. {
  165. int requestID = cl->sendRequest(request, *player);
  166. if(waitTillRealize)
  167. {
  168. tlog5 << boost::format("We'll wait till request %d is answered.\n") % requestID;
  169. auto gsUnlocker = vstd::makeUnlockSharedGuardIf(getGsMutex(), unlockGsWhenWaiting);
  170. cl->waitingRequest.waitWhileContains(requestID);
  171. }
  172. return requestID;
  173. }
  174. void CCallback::swapGarrisonHero( const CGTownInstance *town )
  175. {
  176. if(town->tempOwner == *player
  177. || (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
  178. {
  179. GarrisonHeroSwap pack(town->id);
  180. sendRequest(&pack);
  181. }
  182. }
  183. void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
  184. {
  185. if(hero->tempOwner != player) return;
  186. BuyArtifact pack(hero->id,aid);
  187. sendRequest(&pack);
  188. }
  189. void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
  190. {
  191. TradeOnMarketplace pack;
  192. pack.market = market;
  193. pack.hero = hero;
  194. pack.mode = mode;
  195. pack.r1 = id1;
  196. pack.r2 = id2;
  197. pack.val = val1;
  198. sendRequest(&pack);
  199. }
  200. void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
  201. {
  202. const_cast<CGHeroInstance*>(hero)-> formation = tight;
  203. SetFormation pack(hero->id,tight);
  204. sendRequest(&pack);
  205. }
  206. void CCallback::setSelection(const CArmedInstance * obj)
  207. {
  208. SetSelection ss;
  209. ss.player = *player;
  210. ss.id = obj->id;
  211. sendRequest(&(CPackForClient&)ss);
  212. if(obj->ID == Obj::HERO)
  213. {
  214. if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
  215. cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
  216. //nasty workaround. TODO: nice workaround
  217. cl->gs->getPlayer(*player)->currentSelection = obj->id;
  218. }
  219. }
  220. void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
  221. {
  222. assert(townOrTavern);
  223. assert(hero);
  224. ui8 i=0;
  225. for(; i<gs->players[*player].availableHeroes.size(); i++)
  226. {
  227. if(gs->players[*player].availableHeroes[i] == hero)
  228. {
  229. HireHero pack(i, townOrTavern->id);
  230. pack.player = *player;
  231. sendRequest(&pack);
  232. return;
  233. }
  234. }
  235. }
  236. void CCallback::save( const std::string &fname )
  237. {
  238. cl->save(fname);
  239. }
  240. void CCallback::sendMessage(const std::string &mess)
  241. {
  242. ASSERT_IF_CALLED_WITH_PLAYER
  243. PlayerMessage pm(*player, mess);
  244. sendRequest(&(CPackForClient&)pm);
  245. }
  246. void CCallback::buildBoat( const IShipyard *obj )
  247. {
  248. BuildBoat bb;
  249. bb.objid = obj->o->id;
  250. sendRequest(&bb);
  251. }
  252. CCallback::CCallback( CGameState * GS, boost::optional<PlayerColor> Player, CClient *C )
  253. :CBattleCallback(GS, Player, C)
  254. {
  255. waitTillRealize = false;
  256. unlockGsWhenWaiting = false;
  257. }
  258. CCallback::~CCallback()
  259. {
  260. //trivial, but required. Don`t remove.
  261. }
  262. const CGPathNode * CCallback::getPathInfo( int3 tile )
  263. {
  264. if (!gs->map->isInTheMap(tile))
  265. return nullptr;
  266. validatePaths();
  267. return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
  268. }
  269. bool CCallback::getPath2( int3 dest, CGPath &ret )
  270. {
  271. if (!gs->map->isInTheMap(dest))
  272. return false;
  273. validatePaths();
  274. boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
  275. return cl->pathInfo->getPath(dest, ret);
  276. }
  277. void CCallback::recalculatePaths()
  278. {
  279. cl->calculatePaths(cl->IGameCallback::getSelectedHero(*player));
  280. }
  281. void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
  282. {
  283. gs->calculatePaths(hero, out, src, movement);
  284. }
  285. void CCallback::dig( const CGObjectInstance *hero )
  286. {
  287. DigWithHero dwh;
  288. dwh.id = hero->id;
  289. sendRequest(&dwh);
  290. }
  291. void CCallback::castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos)
  292. {
  293. CastAdvSpell cas;
  294. cas.hid = hero->id;
  295. cas.sid = spellID;
  296. cas.pos = pos;
  297. sendRequest(&cas);
  298. }
  299. void CCallback::unregisterMyInterface()
  300. {
  301. ASSERT_IF_CALLED_WITH_PLAYER
  302. cl->playerint.erase(*player);
  303. cl->battleints.erase(*player);
  304. //TODO? should callback be disabled as well?
  305. }
  306. void CCallback::validatePaths()
  307. {
  308. ASSERT_IF_CALLED_WITH_PLAYER
  309. const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(*player);
  310. if(h && ( cl->pathInfo->hero != h //wrong hero
  311. || cl->pathInfo->hpos != h->getPosition(false) //wrong hero positoin
  312. || !cl->pathInfo->isValid)) //paths invalidated by game event
  313. {
  314. recalculatePaths();
  315. }
  316. }
  317. int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
  318. {
  319. if(s1->getCreature(p1) == s2->getCreature(p2))
  320. return mergeStacks(s1, s2, p1, p2);
  321. else
  322. return swapCreatures(s1, s2, p1, p2);
  323. }
  324. CBattleCallback::CBattleCallback(CGameState *GS, boost::optional<PlayerColor> Player, CClient *C )
  325. {
  326. gs = GS;
  327. player = Player;
  328. cl = C;
  329. }
  330. bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
  331. {
  332. assert(cl->gs->curB->tacticDistance);
  333. MakeAction ma;
  334. ma.ba = *action;
  335. sendRequest(&ma);
  336. return true;
  337. }