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vcmi/CCallback.cpp

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#include "stdafx.h"
#include "CCallback.h"
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#include "CPathfinder.h"
#include "hch/CHeroHandler.h"
#include "hch/CTownHandler.h"
#include "CGameInfo.h"
#include "hch/CAmbarCendamo.h"
#include "mapHandler.h"
#include "CGameState.h"
#include "CPlayerInterface.h"
#include "hch/CGeneralTextHandler.h"
#include "CAdvmapInterface.h"
#include "CPlayerInterface.h"
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#include "hch/CBuildingHandler.h"
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#include "hch/CObjectHandler.h"
#include "lib/Connection.h"
#include "client/Client.h"
#include <boost/thread.hpp>
#include <boost/foreach.hpp>
#include "lib/NetPacks.h"
extern CSharedCond<std::set<IPack*> > mess;
HeroMoveDetails::HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho)
:src(Src),dst(Dst),ho(Ho)
{
owner = ho->getOwner();
};
bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
{
CGHeroInstance * hero = NULL;
if (idtype==0)
{
if (player==-1)
hero=gs->players[player+1].heroes[ID];
else
hero=gs->players[player].heroes[ID];
}
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else if (idtype==1 && player>=0) //looking for it in local area
{
for (int i=0; i<gs->players[player].heroes.size();i++)
{
if (gs->players[player].heroes[i]->type->ID == ID)
hero = gs->players[player].heroes[i];
}
}
else //idtype==1; player<0
{
for(std::map<ui8, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)
{
for (int i=0; i<(*j).second.heroes.size();i++)
{
if ((*j).second.heroes[i]->type->ID == ID)
{
hero = (*j).second.heroes[i];
}
}
}
}
if (!hero)
return false; //can't find hero
if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
return false; //invalid path
//check path format
if (pathType==0)
CPathfinder::convertPath(path,pathType);
if (pathType>1)
#ifndef __GNUC__
throw std::exception("Unknown path format");
#else
throw std::exception();
#endif
CPath * ourPath = path;
if(!ourPath)
return false;
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for(int i=ourPath->nodes.size()-1; i>0; i--)
{
int3 stpos(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z),
endpos(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
HeroMoveDetails curd(stpos,endpos,hero);
*cl->serv << ui16(501) << hero->id << stpos << endpos;
{//wait till there is server answer
boost::unique_lock<boost::mutex> lock(*mess.mx);
while(std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>) == mess.res->end())
mess.cv->wait(lock);
std::set<IPack*>::iterator itr = std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>);
TryMoveHero tmh = *static_cast<TryMoveHero*>(*itr);
mess.res->erase(itr);
if(!tmh.result)
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return false;
}
}
return true;
}
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void CCallback::selectionMade(int selection, int asker)
{
//todo - jak bedzie multiplayer po sieci, to moze wymagac przerobek zaleznych od obranego modelu
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//IChosen * ask = (IChosen *)asker;
//ask->chosen(selection);
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}
void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount)
{
if(amount<=0) return;
if(obj->ID==98) //recruiting from town
{
int ser=-1; //used dwelling level
CGTownInstance *t = const_cast<CGTownInstance*>(static_cast<const CGTownInstance*>(obj));
//verify
bool found = false;
typedef std::pair<const int,int> Parka;
for(std::map<si32,ui32>::iterator av=t->strInfo.creatures.begin();av!=t->strInfo.creatures.end();av++)
{
if( ( found = (ID == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
|| (found = (ID == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
{
amount = std::min(amount,(int)av->second); //reduce recruited amount up to available amount
ser = av->first;
break;
}
}
if(!found) //no such creature
return;
if(amount > CGI->creh->creatures[ID].maxAmount(gs->players[player].resources))
return; //not enough resources
//for(int i=0;i<RESOURCE_QUANTITY;i++)
// if (gs->players[player].resources[i] < (CGI->creh->creatures[ID].cost[i] * amount))
// return; //not enough resources
if(amount<=0) return;
//recruit
int slot = -1; //slot ID
std::pair<si32,std::pair<ui32,si32> > parb;
for(int i=0;i<7;i++) //TODO: if there is already stack of same creatures it should be used always
{
if(((!t->army.slots[i].first) && (!t->army.slots[i].second)) || (t->army.slots[i].first == ID)) //slot is free or there is saem creature
{
slot = i;
break;
}
}
if(slot<0) //no free slot
return;
for(int i=0;i<RESOURCE_QUANTITY;i++)
gs->players[player].resources[i] -= (CGI->creh->creatures[ID].cost[i] * amount);
t->strInfo.creatures[ser] -= amount;
if(t->army.slots[slot].first) //add new creatures to the existing stack
{
t->army.slots[slot].second += amount;
}
else //create new stack in the garrison
{
t->army.slots[slot].first = ID;
t->army.slots[slot].second = amount;
}
cl->playerint[player]->garrisonChanged(obj);
}
//TODO: recruit from dwellings on the adventure map
}
bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
{
if(((player>=0) && obj->tempOwner != player) || obj->army.slots.size()<2)
return false;
*cl->serv << ui16(503) << obj->id << ui8(stackPos);
return true;
}
bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID)
{
//TODO: write
return false;
}
void CCallback::endTurn()
{
std::cout << "Player "<<(unsigned)player<<" end his turn."<<std::endl;
cl->serv->wmx->lock();
*cl->serv << ui16(100); //report that we ended turn
cl->serv->wmx->unlock();
}
UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
{
UpgradeInfo ret;
CCreature *base = &CGI->creh->creatures[((CArmedInstance *)obj)->army.slots[stackPos].first];
if((obj->ID == 98) || ((obj->ID == 34) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
{
CGTownInstance * t;
if(obj->ID == 98)
t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
else
t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
for(std::set<si32>::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
{
if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
{
int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
{
ret.newID.push_back(nid);
ret.cost.push_back(std::set<std::pair<int,int> >());
for(int j=0;j<RESOURCE_QUANTITY;j++)
{
int dif = CGI->creh->creatures[nid].cost[j] - base->cost[j];
if(dif)
ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
}
}
}
}//end for
}
//TODO: check if hero ability makes some upgrades possible
if(ret.newID.size())
ret.oldID = base->idNumber;
return ret;
}
const StartInfo * CCallback::getStartInfo()
{
return gs->scenarioOps;
}
int CCallback::howManyTowns()
{
return gs->players[gs->currentPlayer].towns.size();
}
const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
{
if (!mode)
return gs->players[gs->currentPlayer].towns[val];
else
{
//TODO: add some smart ID to the CTownInstance
//for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
//{
// if (gs->players[gs->currentPlayer].towns[i]->someID==val)
// return gs->players[gs->currentPlayer].towns[i];
//}
return NULL;
}
return NULL;
}
int CCallback::howManyHeroes()
{
return gs->players[player].heroes.size();
}
const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
{
if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
return NULL;
if (!mode)
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if(val<gs->players[player].heroes.size())
return gs->players[player].heroes[val];
else return NULL;
else
{
for (int i=0; i<gs->players[player].heroes.size();i++)
{
if (gs->players[player].heroes[i]->type->ID==val)
return gs->players[player].heroes[i];
}
}
return NULL;
}
int CCallback::getResourceAmount(int type)
{
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return gs->players[player].resources[type];
}
std::vector<si32> CCallback::getResourceAmount()
{
return gs->players[player].resources;
}
int CCallback::getDate(int mode)
{
return gs->getDate(mode);
}
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std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
{
std::vector<std::string> ret;
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BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].blockingObjects)
ret.push_back(obj->hoverName);
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return ret;
}
bool CCallback::verifyPath(CPath * path, bool blockSea)
{
for (int i=0;i<path->nodes.size();i++)
{
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if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->blocked
&& (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->visitable)))
return false; //path is wrong - one of the tiles is blocked
if (blockSea)
{
if (i==0)
continue;
if (
((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype==water)
&&
(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype!=water))
||
((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype!=water)
&&
(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==water))
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||
(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==rock)
)
return false;
}
}
return true;
}
std::vector< std::vector< std::vector<unsigned char> > > & CCallback::getVisibilityMap()
{
return gs->players[player].fogOfWarMap;
}
bool CCallback::isVisible(int3 pos, int Player)
{
return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
}
std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur)
{
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 (int j=0;j<(*i).second.towns.size();j++)
{
if ( ( isVisible((*i).second.towns[j]->pos,player) ) || (*i).first==player)
{
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)
{
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std::vector < const CGHeroInstance *> ret;
for(int i=0;i<gs->map->heroes.size();i++)
{
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if( (gs->map->heroes[i]->tempOwner==player) ||
(isVisible(gs->map->heroes[i]->getPosition(false),player) && !onlyOur) )
{
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ret.push_back(gs->map->heroes[i]);
}
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}
return ret;
}
bool CCallback::isVisible(int3 pos)
{
return isVisible(pos,player);
}
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int CCallback::getMyColor()
{
return player;
}
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int CCallback::getHeroSerial(const CGHeroInstance * hero)
{
for (int 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)
{
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if(!obj)
return NULL;
if(obj->ID == 34)
return &(dynamic_cast<const CGHeroInstance*>(obj))->army;
else if(obj->ID == 98)
return &(dynamic_cast<const CGTownInstance*>(obj)->army);
else return NULL;
}
int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
{
if(s1->tempOwner != player || s2->tempOwner != player)
return -1;
*cl->serv << ui16(502) << ui8(1) << s1->id << ui8(p1) << s2->id << ui8(p2);
return 0;
}
int CCallback::mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
{
if ((s1->tempOwner!= player || s2->tempOwner!=player))
{
return -1;
}
*cl->serv << ui16(502) << ui8(2) << s1->id << ui8(p1) << s2->id << ui8(p2);
return 0;
}
int CCallback::splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)
{
if (s1->tempOwner!= player || s2->tempOwner!=player || (!val))
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{
return -1;
}
*cl->serv << ui16(502) << ui8(3) << s1->id << ui8(p1) << s2->id << ui8(p2) << si32(val);
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return 0;
}
bool CCallback::dismissHero(const CGHeroInstance *hero)
{
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if(player!=hero->tempOwner) return false;
*cl->serv << ui16(500) << hero->id;
return true;
}
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int CCallback::getMySerial()
{
return gs->players[player].serial;
}
bool CCallback::swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2)
{
if(!hero1 || !hero2) //incorrect data
return false;
CGHeroInstance * Uhero1 = const_cast<CGHeroInstance *>(hero1);
CGHeroInstance * Uhero2 = const_cast<CGHeroInstance *>(hero2);
if(worn1 && worn2)
{
std::swap(Uhero1->artifWorn[pos1], Uhero2->artifWorn[pos2]);
}
else if(worn1 && !worn2)
{
std::swap(Uhero1->artifWorn[pos1], Uhero2->artifacts[pos2]);
}
else if(!worn1 && worn2)
{
std::swap(Uhero1->artifacts[pos1], Uhero2->artifWorn[pos2]);
}
else
{
std::swap(Uhero1->artifacts[pos1], Uhero2->artifacts[pos2]);
}
return true;
}
bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
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{
CGTownInstance * t = const_cast<CGTownInstance *>(town);
if(town->tempOwner!=player)
return false;
CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
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for(int i=0;i<7;i++)
if(b->resources[i] > gs->players[player].resources[i])
return false; //lack of resources
*cl->serv << ui16(504) << town->id << buildingID;
//TODO: check if we are allowed to build
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return true;
}
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int CCallback::battleGetBattlefieldType()
{
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return CGI->mh->ttiles[CGI->state->curB->tile.x][CGI->state->curB->tile.y][CGI->state->curB->tile.z].tileInfo->tertype;
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}
int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield
{
//TODO - write
return -1;
}
int CCallback::battleGetStack(int pos)
{
return CGI->state->battleGetStack(pos);
}
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CStack* CCallback::battleGetStackByID(int ID)
{
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
if(CGI->state->curB->stacks[g]->ID == ID)
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return CGI->state->curB->stacks[g];
}
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return NULL;
}
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CStack* CCallback::battleGetStackByPos(int pos)
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{
return battleGetStackByID(battleGetStack(pos));
}
int CCallback::battleGetPos(int stack)
{
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
if(CGI->state->curB->stacks[g]->ID == stack)
return CGI->state->curB->stacks[g]->position;
}
return -1;
}
std::map<int, CStack> CCallback::battleGetStacks()
{
std::map<int, CStack> ret;
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
ret[CGI->state->curB->stacks[g]->ID] = *(CGI->state->curB->stacks[g]);
}
return ret;
}
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CCreature CCallback::battleGetCreature(int number)
{
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for(int h=0; h<CGI->state->curB->stacks.size(); ++h)
{
if(CGI->state->curB->stacks[h]->ID == number) //creature found
return *(CGI->state->curB->stacks[h]->creature);
}
#ifndef __GNUC__
throw new std::exception("Cannot find the creature");
#else
throw new std::exception();
#endif
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}
std::vector<int> CCallback::battleGetAvailableHexes(int ID)
{
return CGI->state->battleGetRange(ID);
}
bool CCallback::battleIsStackMine(int ID)
{
for(int h=0; h<CGI->state->curB->stacks.size(); ++h)
{
if(CGI->state->curB->stacks[h]->ID == ID) //creature found
return CGI->state->curB->stacks[h]->owner == player;
}
return false;
}
bool CCallback::battleCanShoot(int ID, int dest) //TODO: finish
{
if(battleGetStackByID(ID)->creature->isShooting()
&& battleGetStack(dest) != -1
&& battleGetStackByPos(dest)->owner != battleGetStackByID(ID)->owner
&& battleGetStackByPos(dest)->alive)
return true;
return false;
}