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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);
- *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
- }
- UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->getUpgradeInfo(obj->getStack(stackPos));
- }
- const StartInfo * CCallback::getStartInfo() const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->scenarioOps;
- }
- int CCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- //if there is a battle
- if(gs->curB)
- return gs->curB->getSpellCost(sp, caster);
- //if there is no battle
- return caster->getSpellCost(sp);
- }
- int CCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(!gs->curB) //no battle
- {
- if (hero) //but we see hero's spellbook
- return gs->curB->calculateSpellDmg(sp, hero, NULL, hero->getSpellSchoolLevel(sp), hero->getPrimSkillLevel(2));
- else
- return 0; //mage guild
- }
- //gs->getHero(gs->currentPlayer)
- const CGHeroInstance * ourHero = gs->curB->heroes[0]->tempOwner == player ? gs->curB->heroes[0] : gs->curB->heroes[1];
- return gs->curB->calculateSpellDmg(sp, ourHero, NULL, ourHero->getSpellSchoolLevel(sp), ourHero->getPrimSkillLevel(2));
- }
- void CCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(obj == NULL)
- return;
- if(obj->ID == TOWNI_TYPE || obj->ID == 95) //it is a town or adv map tavern
- {
- gs->obtainPlayersStats(thi, gs->players[player].towns.size());
- }
- else if(obj->ID == 97) //Den of Thieves
- {
- gs->obtainPlayersStats(thi, 20);
- }
- }
- 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)
- {
- const std::vector<ConstTransitivePtr<CGTownInstance> > &towns = gs->players[gs->currentPlayer].towns;
- if(val < towns.size())
- return towns[val];
- else
- return NULL;
- }
- else if(mode == 1)
- {
- const CGObjectInstance *obj = getObjectInfo(val);
- if(!obj)
- return NULL;
- if(obj->ID != TOWNI_TYPE)
- return NULL;
- else
- return static_cast<const CGTownInstance *>(obj);
- }
- return NULL;
- }
- bool CCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const
- {
- if(!isVisible(town, player)) //it's not a town or it's not visible for layer
- return false;
- bool detailed = hasAccess(town->tempOwner);
- //TODO vision support
- if(town->ID == TOWNI_TYPE)
- dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);
- else if(town->ID == 33 || town->ID == 219)
- dest.initFromGarrison(static_cast<const CGGarrison *>(town), detailed);
- else
- return false;
- return true;
- }
- int3 CCallback::guardingCreaturePosition (int3 pos) const
- {
- return gs->guardingCreaturePosition(pos);
- }
- int CCallback::howManyHeroes(bool includeGarrisoned) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return cl->getHeroCount(player,includeGarrisoned);
- }
- 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); //TODO use me?
- //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 (size_t 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<const CGHeroInstance*>(gs->map->objects[val].get());
- }
- return NULL;
- }
- const CGObjectInstance * CCallback::getObjectInfo(int ID) const
- {
- //TODO: check for visibility
- return gs->map->objects[ID];
- }
- bool CCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const
- {
- const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero);
- if(!h || !isVisible(h->getPosition(false))) //it's not a hero or it's not visible for layer
- return false;
-
- //TODO vision support
- dest.initFromHero(h, hasAccess(h->tempOwner));
- return true;
- }
- 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->getHoverText());
- return ret;
- }
- bool CCallback::verifyPath(CPath * path, bool blockSea) const
- {
- for (size_t i=0; i < path->nodes.size(); ++i)
- {
- if ( CGI->mh->map->terrain[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked
- && (! (CGI->mh->map->terrain[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable)))
- return false; //path is wrong - one of the tiles is blocked
- if (blockSea)
- {
- if (i==0)
- continue;
- if (
- ((CGI->mh->map->terrain[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tertype==TerrainTile::water)
- &&
- (CGI->mh->map->terrain[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tertype!=TerrainTile::water))
- ||
- ((CGI->mh->map->terrain[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tertype!=TerrainTile::water)
- &&
- (CGI->mh->map->terrain[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tertype==TerrainTile::water))
- ||
- (CGI->mh->map->terrain[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tertype==TerrainTile::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->getPlayerTeam(player)->fogOfWarMap;
- }
- bool CCallback::isVisible(int3 pos, int Player) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return gs->map->isInTheMap(pos) && gs->isVisible(pos, Player);
- }
- 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 (size_t j=0; j < (*i).second.towns.size(); ++j)
- {
- if ((*i).first==player
- || (isVisible((*i).second.towns[j],player) && !onlyOur))
- {
- 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(size_t 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( const CGObjectInstance *obj, int Player ) const
- {
- return gs->isVisible(obj, Player);
- }
- int CCallback::getMyColor() const
- {
- return player;
- }
- int CCallback::getHeroSerial(const CGHeroInstance * hero) const
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- for (size_t 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);
- const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);
- if(!armi)
- return NULL;
- else
- return armi;
- }
- 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;
- 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;
- }
- int CBattleCallback::battleGetBattlefieldType()
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- //return gs->battleGetBattlefieldType();
- if(!gs->curB)
- {
- tlog2<<"battleGetBattlefieldType called when there is no battle!"<<std::endl;
- return -1;
- }
- return gs->curB->battlefieldType;
- }
- int CBattleCallback::battleGetObstaclesAtTile(THex tile) //returns bitfield
- {
- //TODO - write
- return -1;
- }
- std::vector<CObstacleInstance> CBattleCallback::battleGetAllObstacles()
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(gs->curB)
- return gs->curB->obstacles;
- else
- return std::vector<CObstacleInstance>();
- }
- const CStack* CBattleCallback::battleGetStackByID(int ID, bool onlyAlive)
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(!gs->curB) return NULL;
- return gs->curB->getStack(ID, onlyAlive);
- }
- int CBattleCallback::battleMakeAction(BattleAction* action)
- {
- assert(action->actionType == BattleAction::HERO_SPELL);
- MakeCustomAction mca(*action);
- sendRequest(&mca);
- return 0;
- }
- const CStack* CBattleCallback::battleGetStackByPos(int pos, bool onlyAlive)
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return battleGetStackByID(gs->battleGetStack(pos, onlyAlive), onlyAlive);
- }
- int CBattleCallback::battleGetPos(int stack)
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(!gs->curB)
- {
- tlog2<<"battleGetPos called when there is no battle!"<<std::endl;
- return -1;
- }
- for(size_t g=0; g<gs->curB->stacks.size(); ++g)
- {
- if(gs->curB->stacks[g]->ID == stack)
- return gs->curB->stacks[g]->position;
- }
- return -1;
- }
- std::vector<const CStack*> CBattleCallback::battleGetStacks()
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- std::vector<const CStack*> ret;
- if(!gs->curB) //there is no battle
- {
- tlog2<<"battleGetStacks called when there is no battle!"<<std::endl;
- return ret;
- }
- BOOST_FOREACH(const CStack *s, gs->curB->stacks)
- ret.push_back(s);
- return ret;
- }
- void CBattleCallback::getStackQueue( std::vector<const CStack *> &out, int howMany )
- {
- if(!gs->curB)
- {
- tlog2 << "battleGetStackQueue called when there is not battle!" << std::endl;
- return;
- }
- gs->curB->getStackQueue(out, howMany);
- }
- std::vector<int> CBattleCallback::battleGetAvailableHexes(int ID, bool addOccupiable)
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(!gs->curB)
- {
- tlog2<<"battleGetAvailableHexes called when there is no battle!"<<std::endl;
- return std::vector<int>();
- }
- return gs->curB->getAccessibility(ID, addOccupiable);
- //return gs->battleGetRange(ID);
- }
- bool CBattleCallback::battleCanShoot(int ID, int dest)
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(!gs->curB) return false;
- return gs->battleCanShoot(ID, dest);
- }
- bool CBattleCallback::battleCanCastSpell()
- {
- if(!gs->curB) //there is no battle
- return false;
- if(gs->curB->side1 == player)
- return gs->curB->castSpells[0] == 0 && gs->curB->heroes[0] && gs->curB->heroes[0]->getArt(17);
- else
- return gs->curB->castSpells[1] == 0 && gs->curB->heroes[1] && gs->curB->heroes[1]->getArt(17);
- }
- bool CBattleCallback::battleCanFlee()
- {
- return gs->battleCanFlee(player);
- }
- const CGTownInstance *CBattleCallback::battleGetDefendedTown()
- {
- if(!gs->curB || gs->curB->tid == -1)
- return NULL;
- return static_cast<const CGTownInstance *>(gs->map->objects[gs->curB->tid].get());
- }
- ui8 CBattleCallback::battleGetWallState(int partOfWall)
- {
- if(!gs->curB || gs->curB->siege == 0)
- {
- return 0;
- }
- return gs->curB->si.wallState[partOfWall];
- }
- int CBattleCallback::battleGetWallUnderHex(int hex)
- {
- if(!gs->curB || gs->curB->siege == 0)
- {
- return -1;
- }
- return gs->curB->hexToWallPart(hex);
- }
- std::pair<ui32, ui32> CBattleCallback::battleEstimateDamage(int attackerID, int defenderID)
- {
- if(!gs->curB)
- return std::make_pair(0, 0);
- const CGHeroInstance * attackerHero, * defenderHero;
- if(gs->curB->side1 == player)
- {
- attackerHero = gs->curB->heroes[0];
- defenderHero = gs->curB->heroes[1];
- }
- else
- {
- attackerHero = gs->curB->heroes[1];
- defenderHero = gs->curB->heroes[0];
- }
- const CStack * attacker = gs->curB->getStack(attackerID, false),
- * defender = gs->curB->getStack(defenderID);
- return gs->curB->calculateDmgRange(attacker, defender, attackerHero, defenderHero, battleCanShoot(attacker->ID, defender->position), 0, false);
- }
- ui8 CBattleCallback::battleGetSiegeLevel()
- {
- if(!gs->curB)
- return 0;
- return gs->curB->siege;
- }
- const CGHeroInstance * CBattleCallback::battleGetFightingHero(ui8 side) const
- {
- if(!gs->curB)
- return 0;
- return gs->curB->heroes[side];
- }
- template <typename T>
- void CBattleCallback::sendRequest(const T* request)
- {
- //TODO? should be part of CClient but it would have to be very tricky cause template/serialization issues
- if(waitTillRealize)
- cl->waitingRequest.set(true);
- *cl->serv << request;
- if(waitTillRealize)
- cl->waitingRequest.waitWhileTrue();
- }
- 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);
- }
- std::vector < const CGObjectInstance * > CCallback::getBlockingObjs( int3 pos ) const
- {
- std::vector<const CGObjectInstance *> ret;
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(!gs->map->isInTheMap(pos) || !isVisible(pos))
- return ret;
- 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;
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- if(!gs->map->isInTheMap(pos) || !isVisible(pos))
- return ret;
- BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].visitableObjects)
- ret.push_back(obj);
- return ret;
- }
- std::vector < const CGObjectInstance * > CCallback::getFlaggableObjects(int3 pos) const
- {
- if(!isVisible(pos))
- return std::vector < const CGObjectInstance * >();
- std::vector < const CGObjectInstance * > ret;
- const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects;
- for(size_t 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(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(&ss);
- if(obj->ID == HEROI_TYPE)
- {
- cl->gs->calculatePaths(static_cast<const CGHeroInstance *>(obj), *cl->pathInfo);
- //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;
- }
- }
- }
- std::vector<const CGHeroInstance *> CCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) 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;
- }
- const TerrainTile * CCallback::getTileInfo( int3 tile ) const
- {
- if(!gs->map->isInTheMap(tile))
- {
- tlog1 << tile << "is outside the map! (call to getTileInfo)\n";
- return NULL;
- }
- if(!isVisible(tile, player)) return NULL;
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- return &gs->map->getTile(tile);
- }
- int CCallback::canBuildStructure( const CGTownInstance *t, int ID )
- {
- return gs->canBuildStructure(t,ID);
- }
- std::set<int> CCallback::getBuildingRequiments( const CGTownInstance *t, int ID )
- {
- return gs->getBuildingRequiments(t,ID);
- }
- bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
- {
- boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
- 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(&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)
- {
- waitTillRealize = false;
- }
- const CMapHeader * CCallback::getMapHeader() const
- {
- return gs->map;
- }
- 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)) //hero position changed, must update paths
- {
- recalculatePaths();
- }
- return cl->pathInfo->getPath(dest, ret);
- }
- void CCallback::recalculatePaths()
- {
- gs->calculatePaths(cl->IGameCallback::getSelectedHero(player), *cl->pathInfo);
- }
- void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
- {
- gs->calculatePaths(hero, out, src, movement);
- }
- int3 CCallback::getGrailPos( float &outKnownRatio )
- {
- if (CGObelisk::obeliskCount == 0)
- {
- outKnownRatio = 0.0f;
- }
- else
- {
- outKnownRatio = (float)CGObelisk::visited[gs->getPlayerTeam(player)->id] / CGObelisk::obeliskCount;
- }
- return gs->map->grailPos;
- }
- 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);
- }
- bool CCallback::hasAccess(int playerId) const
- {
- return gs->getPlayerRelations( playerId, player ) || player < 0;
- }
- si8 CBattleCallback::battleHasDistancePenalty( int stackID, int destHex )
- {
- return gs->curB->hasDistancePenalty(stackID, destHex);
- }
- si8 CBattleCallback::battleHasWallPenalty( int stackID, int destHex )
- {
- return gs->curB->hasWallPenalty(stackID, destHex);
- }
- si8 CBattleCallback::battleCanTeleportTo(int stackID, int destHex, int telportLevel)
- {
- return gs->curB->canTeleportTo(stackID, destHex, telportLevel);
- }
- int CCallback::getPlayerStatus(int player) const
- {
- const PlayerState *ps = gs->getPlayer(player, false);
- if(!ps)
- return -1;
- return ps->status;
- }
- std::string CCallback::getTavernGossip(const CGObjectInstance * townOrTavern) const
- {
- return "GOSSIP TEST";
- }
- std::vector < const CGObjectInstance * > CCallback::getMyObjects() const
- {
- std::vector < const CGObjectInstance * > ret;
- for (int g=0; g<gs->map->objects.size(); ++g)
- {
- if (gs->map->objects[g]->tempOwner == LOCPLINT->playerID)
- {
- ret.push_back(gs->map->objects[g]);
- }
- }
- return ret;
- }
- std::vector < const CGDwelling * > CCallback::getMyDwellings() const
- {
- std::vector < const CGDwelling * > ret;
- BOOST_FOREACH(CGDwelling * dw, gs->getPlayer(player)->dwellings)
- {
- ret.push_back(dw);
- }
- return ret;
- }
- int CCallback::getPlayerRelations( ui8 color1, ui8 color2 ) const
- {
- return gs->getPlayerRelations(color1, color2);
- }
- InfoAboutTown::InfoAboutTown()
- {
- tType = NULL;
- details = NULL;
- fortLevel = 0;
- owner = -1;
- }
- InfoAboutTown::~InfoAboutTown()
- {
- delete details;
- }
- void InfoAboutTown::initFromTown( const CGTownInstance *t, bool detailed )
- {
- obj = t;
- army = ArmyDescriptor(t, detailed);
- built = t->builded;
- fortLevel = t->fortLevel();
- name = t->name;
- tType = t->town;
- owner = t->tempOwner;
- if(detailed)
- {
- //include details about hero
- details = new Details;
- details->goldIncome = t->dailyIncome();
- details->customRes = vstd::contains(t->builtBuildings, 15);
- details->hallLevel = t->hallLevel();
- details->garrisonedHero = t->garrisonHero;
- }
- //TODO: adjust undetailed info about army to our count of thieves guilds
- }
- void InfoAboutTown::initFromGarrison(const CGGarrison *garr, bool detailed)
- {
- obj = garr;
- fortLevel = 0;
- army = ArmyDescriptor(garr, detailed);
- name = CGI->generaltexth->names[33]; // "Garrison"
- owner = garr->tempOwner;
- built = false;
- tType = NULL;
- // Show detailed info only to owning player.
- if(detailed)
- {
- details = new InfoAboutTown::Details;
- details->customRes = false;
- details->garrisonedHero = false;
- details->goldIncome = -1;
- details->hallLevel = -1;
- }
- }
- bool CBattleCallback::hasAccess( int playerId ) const
- {
- return playerId == player || player < 0;
- }
- CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
- {
- gs = GS;
- player = Player;
- cl = C;
- }
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