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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);
 
- 	boost::unique_lock<boost::mutex> lock(*cl->serv->wmx);
 
- 	*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
 
- }
 
- 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;
 
- 	if(!canBuildStructure(town, buildingID))
 
- 		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::battleMakeAction(BattleAction* action)
 
- {
 
- 	assert(action->actionType == BattleAction::HERO_SPELL);
 
- 	MakeCustomAction mca(*action);
 
- 	sendRequest(&mca);
 
- 	return 0;
 
- }
 
- void CBattleCallback::sendRequest(const CPack* request)
 
- {
 
- 	//TODO should be part of CClient (client owns connection, not CB)
 
- 	//but it would have to be very tricky cause template/serialization issues
 
- 	if(waitTillRealize)
 
- 		cl->waitingRequest.set(typeList.getTypeID(request));
 
- 	cl->serv->sendPack(*request);
 
- 	if(waitTillRealize)
 
- 	{
 
- 		if(unlockGsWhenWaiting)
 
- 			getGsMutex().unlock_shared();
 
- 		cl->waitingRequest.waitWhileTrue();
 
- 		if(unlockGsWhenWaiting)
 
- 			getGsMutex().lock_shared();
 
- 	}
 
- }
 
- 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);
 
- }
 
- 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(&(CPackForClient&)ss);
 
- 	if(obj->ID == HEROI_TYPE)
 
- 	{
 
- 		if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
 
- 			cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
 
- 		//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;
 
- 		}
 
- 	}
 
- }
 
- bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
 
- {
 
- 	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(&(CPackForClient&)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 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();
 
- 	}
 
- 	boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
 
- 	return cl->pathInfo->getPath(dest, ret);
 
- }
 
- void CCallback::recalculatePaths()
 
- {
 
- 	cl->calculatePaths(cl->IGameCallback::getSelectedHero(player));
 
- }
 
- void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
 
- {
 
- 	gs->calculatePaths(hero, out, src, movement);
 
- }
 
- 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);
 
- }
 
- void CCallback::unregisterMyInterface()
 
- {
 
- 	assert(player >= 0); //works only for player callback
 
- 	cl->playerint.erase(player);
 
- 	cl->battleints.erase(player);
 
- 	//TODO? should callback be disabled as well?
 
- }
 
- CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
 
- {
 
- 	gs = GS;
 
- 	player = Player;
 
- 	cl = C;
 
- }
 
- bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
 
- {
 
- 	assert(cl->gs->curB->tacticDistance);
 
- 	MakeAction ma;
 
- 	ma.ba = *action;
 
- 	sendRequest(&ma);
 
- 	return true;
 
- }
 
 
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