CCallback.cpp 10 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. }
  156. else
  157. return false;
  158. }
  159. /**
  160. * Assembles or disassembles a combination artifact.
  161. * @param hero Hero holding the artifact(s).
  162. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  163. * @param assemble True for assembly operation, false for disassembly.
  164. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  165. * artifact to assemble to. Otherwise it's not used.
  166. */
  167. bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo)
  168. {
  169. if (player != hero->tempOwner)
  170. return false;
  171. AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
  172. sendRequest(&aa);
  173. return true;
  174. }
  175. bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
  176. {
  177. //CGTownInstance * t = const_cast<CGTownInstance *>(town);
  178. if(town->tempOwner!=player)
  179. return false;
  180. if(!canBuildStructure(town, buildingID))
  181. return false;
  182. // const CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
  183. // for(int i=0;i<b->resources.size();i++)
  184. // if(b->resources[i] > gs->players[player].resources[i])
  185. // return false; //lack of resources
  186. BuildStructure pack(town->id,buildingID);
  187. sendRequest(&pack);
  188. return true;
  189. }
  190. int CBattleCallback::battleMakeAction(BattleAction* action)
  191. {
  192. assert(action->actionType == BattleAction::HERO_SPELL);
  193. MakeCustomAction mca(*action);
  194. sendRequest(&mca);
  195. return 0;
  196. }
  197. void CBattleCallback::sendRequest(const CPack* request)
  198. {
  199. //TODO should be part of CClient (client owns connection, not CB)
  200. //but it would have to be very tricky cause template/serialization issues
  201. if(waitTillRealize)
  202. cl->waitingRequest.set(typeList.getTypeID(request));
  203. cl->serv->sendPackToServer(*request, player);
  204. if(waitTillRealize)
  205. {
  206. std::unique_ptr<vstd::unlock_shared_guard> unlocker; //optional, if flag set
  207. if(unlockGsWhenWaiting)
  208. unlocker = vstd::make_unique<vstd::unlock_shared_guard>(vstd::makeUnlockSharedGuard(getGsMutex()));
  209. cl->waitingRequest.waitWhileTrue();
  210. }
  211. }
  212. void CCallback::swapGarrisonHero( const CGTownInstance *town )
  213. {
  214. if(town->tempOwner != player) return;
  215. GarrisonHeroSwap pack(town->id);
  216. sendRequest(&pack);
  217. }
  218. void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
  219. {
  220. if(hero->tempOwner != player) return;
  221. BuyArtifact pack(hero->id,aid);
  222. sendRequest(&pack);
  223. }
  224. void CCallback::trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
  225. {
  226. TradeOnMarketplace pack;
  227. pack.market = market;
  228. pack.hero = hero;
  229. pack.mode = mode;
  230. pack.r1 = id1;
  231. pack.r2 = id2;
  232. pack.val = val1;
  233. sendRequest(&pack);
  234. }
  235. void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
  236. {
  237. const_cast<CGHeroInstance*>(hero)-> formation = tight;
  238. SetFormation pack(hero->id,tight);
  239. sendRequest(&pack);
  240. }
  241. void CCallback::setSelection(const CArmedInstance * obj)
  242. {
  243. SetSelection ss;
  244. ss.player = player;
  245. ss.id = obj->id;
  246. sendRequest(&(CPackForClient&)ss);
  247. if(obj->ID == GameConstants::HEROI_TYPE)
  248. {
  249. if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
  250. cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
  251. //nasty workaround. TODO: nice workaround
  252. cl->gs->getPlayer(player)->currentSelection = obj->id;
  253. }
  254. }
  255. void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
  256. {
  257. ui8 i=0;
  258. for(; i<gs->players[player].availableHeroes.size(); i++)
  259. {
  260. if(gs->players[player].availableHeroes[i] == hero)
  261. {
  262. HireHero pack(i,townOrTavern->id);
  263. pack.player = player;
  264. sendRequest(&pack);
  265. return;
  266. }
  267. }
  268. }
  269. bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
  270. {
  271. return gs->getPath(src,dest,hero, ret);
  272. }
  273. void CCallback::save( const std::string &fname )
  274. {
  275. cl->save(fname);
  276. }
  277. void CCallback::sendMessage(const std::string &mess)
  278. {
  279. PlayerMessage pm(player, mess);
  280. sendRequest(&(CPackForClient&)pm);
  281. }
  282. void CCallback::buildBoat( const IShipyard *obj )
  283. {
  284. BuildBoat bb;
  285. bb.objid = obj->o->id;
  286. sendRequest(&bb);
  287. }
  288. CCallback::CCallback( CGameState * GS, int Player, CClient *C )
  289. :CBattleCallback(GS, Player, C)
  290. {
  291. waitTillRealize = false;
  292. unlockGsWhenWaiting = false;
  293. }
  294. const CGPathNode * CCallback::getPathInfo( int3 tile )
  295. {
  296. return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
  297. }
  298. bool CCallback::getPath2( int3 dest, CGPath &ret )
  299. {
  300. if (!gs->map->isInTheMap(dest))
  301. return false;
  302. const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(player);
  303. assert(cl->pathInfo->hero == h);
  304. if(cl->pathInfo->hpos != h->getPosition(false) || !cl->pathInfo->isValid) //hero position changed, must update paths
  305. {
  306. recalculatePaths();
  307. }
  308. boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
  309. return cl->pathInfo->getPath(dest, ret);
  310. }
  311. void CCallback::recalculatePaths()
  312. {
  313. cl->calculatePaths(cl->IGameCallback::getSelectedHero(player));
  314. }
  315. void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
  316. {
  317. gs->calculatePaths(hero, out, src, movement);
  318. }
  319. void CCallback::dig( const CGObjectInstance *hero )
  320. {
  321. DigWithHero dwh;
  322. dwh.id = hero->id;
  323. sendRequest(&dwh);
  324. }
  325. void CCallback::castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos)
  326. {
  327. CastAdvSpell cas;
  328. cas.hid = hero->id;
  329. cas.sid = spellID;
  330. cas.pos = pos;
  331. sendRequest(&cas);
  332. }
  333. void CCallback::unregisterMyInterface()
  334. {
  335. assert(player >= 0); //works only for player callback
  336. cl->playerint.erase(player);
  337. cl->battleints.erase(player);
  338. //TODO? should callback be disabled as well?
  339. }
  340. CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
  341. {
  342. gs = GS;
  343. player = Player;
  344. cl = C;
  345. }
  346. bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
  347. {
  348. assert(cl->gs->curB->tacticDistance);
  349. MakeAction ma;
  350. ma.ba = *action;
  351. sendRequest(&ma);
  352. return true;
  353. }