CCallback.cpp 11 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. cl->serv->sendPackToServer(pack, player);
  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 IArtifactSetBase * src, ui16 pos1, const IArtifactSetBase * dest, ui16 pos2)
  117. {
  118. const CStackInstance * stack1 = dynamic_cast<const CStackInstance*>(src);
  119. const CStackInstance * stack2 = dynamic_cast<const CStackInstance*>(dest);
  120. const CGHeroInstance * hero1 = dynamic_cast<const CGHeroInstance*>(src);
  121. const CGHeroInstance * hero2 = dynamic_cast<const CGHeroInstance*>(dest);
  122. ExchangeArtifacts ea(0,0,0,0);
  123. if (hero1 && hero2)
  124. {
  125. if(player!=hero1->tempOwner && player!=hero2->tempOwner) //player can exchange artifacts only between his own heroes
  126. return false;
  127. else
  128. {
  129. ExchangeArtifacts ea(hero1->id, hero2->id, pos1, pos2);
  130. sendRequest(&ea);
  131. return true;
  132. }
  133. }
  134. else if (hero1 && stack2) //move artifact from hero to stack
  135. {
  136. ea.hid1 = hero1->id;
  137. ea.s2 = StackLocation(stack2->armyObj, stack2->armyObj->findStack(stack2));
  138. ea.slot1 = pos1;
  139. ea.slot2 = pos2;
  140. sendRequest(&ea);
  141. return true;
  142. }
  143. else if (stack1 && hero2) //move artifacts from stakc to hero
  144. {
  145. ea.s1 = StackLocation(stack1->armyObj, stack1->armyObj->findStack(stack1));
  146. ea.hid2 = hero2->id;
  147. ea.slot1 = pos1;
  148. ea.slot2 = pos2;
  149. sendRequest(&ea);
  150. return true;
  151. }
  152. else if (stack1 && stack2)
  153. {
  154. //TODO: merge stacks?
  155. return false;
  156. }
  157. else
  158. return false;
  159. }
  160. /**
  161. * Assembles or disassembles a combination artifact.
  162. * @param hero Hero holding the artifact(s).
  163. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  164. * @param assemble True for assembly operation, false for disassembly.
  165. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  166. * artifact to assemble to. Otherwise it's not used.
  167. */
  168. bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  169. {
  170. if (player != hero->tempOwner)
  171. return false;
  172. AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
  173. sendRequest(&aa);
  174. return true;
  175. }
  176. bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
  177. {
  178. //CGTownInstance * t = const_cast<CGTownInstance *>(town);
  179. if(town->tempOwner!=player)
  180. return false;
  181. if(!canBuildStructure(town, buildingID))
  182. return false;
  183. // const CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
  184. // for(int i=0;i<b->resources.size();i++)
  185. // if(b->resources[i] > gs->players[player].resources[i])
  186. // return false; //lack of resources
  187. BuildStructure pack(town->id,buildingID);
  188. sendRequest(&pack);
  189. return true;
  190. }
  191. int CBattleCallback::battleMakeAction(BattleAction* action)
  192. {
  193. assert(action->actionType == BattleAction::HERO_SPELL);
  194. MakeCustomAction mca(*action);
  195. sendRequest(&mca);
  196. return 0;
  197. }
  198. void CBattleCallback::sendRequest(const CPack* request)
  199. {
  200. //TODO should be part of CClient (client owns connection, not CB)
  201. //but it would have to be very tricky cause template/serialization issues
  202. if(waitTillRealize)
  203. cl->waitingRequest.set(typeList.getTypeID(request));
  204. cl->serv->sendPackToServer(*request, player);
  205. if(waitTillRealize)
  206. {
  207. unique_ptr<vstd::unlock_shared_guard> unlocker; //optional, if flag set
  208. if(unlockGsWhenWaiting)
  209. unlocker = make_unique<vstd::unlock_shared_guard>(vstd::makeUnlockSharedGuard(getGsMutex()));
  210. cl->waitingRequest.waitWhileTrue();
  211. }
  212. }
  213. void CCallback::swapGarrisonHero( const CGTownInstance *town )
  214. {
  215. if(town->tempOwner != player) return;
  216. GarrisonHeroSwap pack(town->id);
  217. sendRequest(&pack);
  218. }
  219. void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
  220. {
  221. if(hero->tempOwner != player) return;
  222. BuyArtifact pack(hero->id,aid);
  223. sendRequest(&pack);
  224. }
  225. void CCallback::trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
  226. {
  227. TradeOnMarketplace pack;
  228. pack.market = market;
  229. pack.hero = hero;
  230. pack.mode = mode;
  231. pack.r1 = id1;
  232. pack.r2 = id2;
  233. pack.val = val1;
  234. sendRequest(&pack);
  235. }
  236. void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
  237. {
  238. const_cast<CGHeroInstance*>(hero)-> formation = tight;
  239. SetFormation pack(hero->id,tight);
  240. sendRequest(&pack);
  241. }
  242. void CCallback::setSelection(const CArmedInstance * obj)
  243. {
  244. SetSelection ss;
  245. ss.player = player;
  246. ss.id = obj->id;
  247. sendRequest(&(CPackForClient&)ss);
  248. if(obj->ID == GameConstants::HEROI_TYPE)
  249. {
  250. if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
  251. cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
  252. //nasty workaround. TODO: nice workaround
  253. cl->gs->getPlayer(player)->currentSelection = obj->id;
  254. }
  255. }
  256. void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
  257. {
  258. ui8 i=0;
  259. for(; i<gs->players[player].availableHeroes.size(); i++)
  260. {
  261. if(gs->players[player].availableHeroes[i] == hero)
  262. {
  263. HireHero pack(i,townOrTavern->id);
  264. pack.player = player;
  265. sendRequest(&pack);
  266. return;
  267. }
  268. }
  269. }
  270. bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
  271. {
  272. return gs->getPath(src,dest,hero, ret);
  273. }
  274. void CCallback::save( const std::string &fname )
  275. {
  276. cl->save(fname);
  277. }
  278. void CCallback::sendMessage(const std::string &mess)
  279. {
  280. PlayerMessage pm(player, mess);
  281. sendRequest(&(CPackForClient&)pm);
  282. }
  283. void CCallback::buildBoat( const IShipyard *obj )
  284. {
  285. BuildBoat bb;
  286. bb.objid = obj->o->id;
  287. sendRequest(&bb);
  288. }
  289. CCallback::CCallback( CGameState * GS, int Player, CClient *C )
  290. :CBattleCallback(GS, Player, C)
  291. {
  292. waitTillRealize = false;
  293. unlockGsWhenWaiting = false;
  294. }
  295. const CGPathNode * CCallback::getPathInfo( int3 tile )
  296. {
  297. if (!gs->map->isInTheMap(tile))
  298. return nullptr;
  299. validatePaths();
  300. return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
  301. }
  302. bool CCallback::getPath2( int3 dest, CGPath &ret )
  303. {
  304. if (!gs->map->isInTheMap(dest))
  305. return false;
  306. validatePaths();
  307. boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
  308. return cl->pathInfo->getPath(dest, ret);
  309. }
  310. void CCallback::recalculatePaths()
  311. {
  312. cl->calculatePaths(cl->IGameCallback::getSelectedHero(player));
  313. }
  314. void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
  315. {
  316. gs->calculatePaths(hero, out, src, movement);
  317. }
  318. void CCallback::dig( const CGObjectInstance *hero )
  319. {
  320. DigWithHero dwh;
  321. dwh.id = hero->id;
  322. sendRequest(&dwh);
  323. }
  324. void CCallback::castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos)
  325. {
  326. CastAdvSpell cas;
  327. cas.hid = hero->id;
  328. cas.sid = spellID;
  329. cas.pos = pos;
  330. sendRequest(&cas);
  331. }
  332. void CCallback::unregisterMyInterface()
  333. {
  334. assert(player >= 0); //works only for player callback
  335. cl->playerint.erase(player);
  336. cl->battleints.erase(player);
  337. //TODO? should callback be disabled as well?
  338. }
  339. void CCallback::validatePaths()
  340. {
  341. const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(player);
  342. if(h && ( cl->pathInfo->hero != h //wrong hero
  343. || cl->pathInfo->hpos != h->getPosition(false) //wrong hero positoin
  344. || !cl->pathInfo->isValid)) //paths invalidated by game event
  345. {
  346. recalculatePaths();
  347. }
  348. }
  349. CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
  350. {
  351. gs = GS;
  352. player = Player;
  353. cl = C;
  354. }
  355. bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
  356. {
  357. assert(cl->gs->curB->tacticDistance);
  358. MakeAction ma;
  359. ma.ba = *action;
  360. sendRequest(&ma);
  361. return true;
  362. }