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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(THex pos, bool onlyAlive)
 
- {
 
- 	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
 
- 	return gs->curB->battleGetStack(pos, onlyAlive);
 
- }
 
- THex 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 THex::INVALID;
 
- 	}
 
- 	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 THex::INVALID;
 
- }
 
- TStacks CBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/)
 
- {
 
- 	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
 
- 	TStacks 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)
 
- 	{
 
- 		bool ownerMatches = whose == MINE_AND_ENEMY || whose == ONLY_MINE && s->owner == player || whose == ONLY_ENEMY && s->owner != player;
 
- 		bool alivenessMatches = s->alive()  ||  !onlyAlive;
 
- 		if(ownerMatches && alivenessMatches)
 
- 			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<THex> CBattleCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<THex> * attackable)
 
- {
 
- 	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<THex>();
 
- 	}
 
- 	return gs->curB->getAccessibility(stack, addOccupiable, attackable);
 
- 	//return gs->battleGetRange(ID);
 
- }
 
- bool CBattleCallback::battleCanShoot(const CStack * stack, THex dest)
 
- {
 
- 	boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
 
- 	if(!gs->curB) return false;
 
- 	return gs->curB->battleCanShoot(stack, dest);
 
- }
 
- bool CBattleCallback::battleCanCastSpell()
 
- {
 
- 	if(!gs->curB) //there is no battle
 
- 		return false;
 
- 	return gs->curB->battleCanCastSpell(player, SpellCasting::HERO_CASTING) == SpellCasting::OK;
 
- }
 
- bool CBattleCallback::battleCanFlee()
 
- {
 
- 	return gs->curB->battleCanFlee(player);
 
- }
 
- const CGTownInstance *CBattleCallback::battleGetDefendedTown()
 
- {
 
- 	if(!gs->curB || gs->curB->town == NULL)
 
- 		return NULL;
 
- 	return gs->curB->town;
 
- }
 
- ui8 CBattleCallback::battleGetWallState(int partOfWall)
 
- {
 
- 	if(!gs->curB || gs->curB->siege == 0)
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	return gs->curB->si.wallState[partOfWall];
 
- }
 
- int CBattleCallback::battleGetWallUnderHex(THex hex)
 
- {
 
- 	if(!gs->curB || gs->curB->siege == 0)
 
- 	{
 
- 		return -1;
 
- 	}
 
- 	return gs->curB->hexToWallPart(hex);
 
- }
 
- TDmgRange CBattleCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg)
 
- {
 
- 	if(!gs->curB)
 
- 		return std::make_pair(0, 0);
 
- 	const CGHeroInstance * attackerHero, * defenderHero;
 
- 	bool shooting = battleCanShoot(attacker, defender->position);
 
- 	if(gs->curB->sides[0] == player)
 
- 	{
 
- 		attackerHero = gs->curB->heroes[0];
 
- 		defenderHero = gs->curB->heroes[1];
 
- 	}
 
- 	else
 
- 	{
 
- 		attackerHero = gs->curB->heroes[1];
 
- 		defenderHero = gs->curB->heroes[0];
 
- 	}
 
- 	TDmgRange ret = gs->curB->calculateDmgRange(attacker, defender, attackerHero, defenderHero, shooting, 0, false, false);
 
- 	if(retaliationDmg)
 
- 	{
 
- 		if(shooting)
 
- 		{
 
- 			retaliationDmg->first = retaliationDmg->second = 0;
 
- 		}
 
- 		else
 
- 		{
 
- 			ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
 
- 			for (int i=0; i<2; ++i)
 
- 			{
 
- 				BattleStackAttacked bsa;
 
- 				bsa.damageAmount = ret.*pairElems[i];
 
- 				retaliationDmg->*pairElems[!i] = gs->curB->calculateDmgRange(defender, attacker, bsa.newAmount, attacker->count, attackerHero, defenderHero, false, false, false, false).*pairElems[!i];
 
- 			}
 
- 		}
 
- 	}
 
- 	
 
- 	return ret;
 
- }
 
- 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( const CStack * stack, THex destHex )
 
- {
 
- 	return gs->curB->hasDistancePenalty(stack, destHex);
 
- }
 
- si8 CBattleCallback::battleHasWallPenalty( const CStack * stack, THex destHex )
 
- {
 
- 	return gs->curB->hasWallPenalty(stack, destHex);
 
- }
 
- si8 CBattleCallback::battleCanTeleportTo(const CStack * stack, THex destHex, int telportLevel)
 
- {
 
- 	return gs->curB->canTeleportTo(stack, 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->getUpperArmy(), 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;
 
- }
 
- std::vector<int> CBattleCallback::battleGetDistances(const CStack * stack, THex hex /*= THex::INVALID*/, THex * predecessors /*= NULL*/)
 
- {
 
- 	if(!hex.isValid())
 
- 		hex = stack->position;
 
- 	std::vector<int> ret;
 
- 	bool ac[BFIELD_SIZE] = {0};
 
- 	std::set<THex> occupyable;
 
- 	gs->curB->getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
 
- 	THex pr[BFIELD_SIZE];
 
- 	int dist[BFIELD_SIZE];
 
- 	gs->curB->makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);
 
- 	for(int i=0; i<BFIELD_SIZE; ++i)
 
- 	{
 
- 		if(pr[i] == -1)
 
- 			ret.push_back(-1);
 
- 		else
 
- 			ret.push_back(dist[i]);
 
- 	}
 
- 	if(predecessors)
 
- 	{
 
- 		memcpy(predecessors, pr, BFIELD_SIZE * sizeof(THex));
 
- 	}
 
- 	return ret;
 
- }
 
- SpellCasting::ESpellCastProblem CBattleCallback::battleCanCastThisSpell( const CSpell * spell )
 
- {
 
- 	if(!gs->curB)
 
- 	{
 
- 		tlog1 << "battleCanCastThisSpell called when there is no battle!\n";
 
- 		return SpellCasting::NO_HERO_TO_CAST_SPELL;
 
- 	}
 
- 	return gs->curB->battleCanCastThisSpell(player, spell, SpellCasting::HERO_CASTING);
 
- }
 
- si8 CBattleCallback::battleGetTacticDist()
 
- {
 
- 	if (!gs->curB)
 
- 	{
 
- 		tlog1 << "battleGetTacticDist called when no battle!\n";
 
- 		return 0;
 
- 	}
 
- 	if (gs->curB->sides[gs->curB->tacticsSide] == player)
 
- 	{
 
- 		return gs->curB->tacticDistance;
 
- 	}
 
- 	return 0;
 
- }
 
- ui8 CBattleCallback::battleGetMySide()
 
- {
 
- 	if (!gs->curB)
 
- 	{
 
- 		tlog1 << "battleGetMySide called when no battle!\n";
 
- 		return 0;
 
- 	}
 
- 	return gs->curB->sides[1] == player;
 
- }
 
- bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
 
- {
 
- 	MakeAction ma;
 
- 	ma.ba = *action;
 
- 	sendRequest(&ma);
 
- 	return true;
 
- }
 
 
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