#include "stdafx.h" #include "CAdvmapInterface.h" #include "CCallback.h" #include "CGameInfo.h" #include "CGameState.h" #include "CPathfinder.h" #include "CPlayerInterface.h" #include "CPlayerInterface.h" #include "client/Client.h" #include "hch/CAmbarCendamo.h" #include "hch/CBuildingHandler.h" #include "hch/CDefObjInfoHandler.h" #include "hch/CGeneralTextHandler.h" #include "hch/CHeroHandler.h" #include "hch/CObjectHandler.h" #include "hch/CTownHandler.h" #include "lib/Connection.h" #include "lib/NetPacks.h" #include "mapHandler.h" #include #include #include #ifdef min #undef min #endif #ifdef max #undef max #endif extern CSharedCond > mess; int gcd(int x, int y) { int temp; if (y > x) std::swap(x,y); while (y != 0) { temp = y; y = x-y; x = temp; if (y > x) std::swap(x,y); } return x; } 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]; } else if (idtype==1 && player>=0) //looking for it in local area { for (int i=0; iplayers[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::iterator j=gs->players.begin(); j!=gs->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; 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 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::iterator itr = std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>); TryMoveHero tmh = *static_cast(*itr); mess.res->erase(itr); if(!tmh.result) return false; } } return true; } void CCallback::selectionMade(int selection, int asker) { *cl->serv << ui16(2001) << ui32(asker) << ui32(selection); } void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount) { if(player!=obj->tempOwner) return; *cl->serv << ui16(506) << obj->id << ID << amount; } 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) { *cl->serv << ui16(507) << obj->id << ui8(stackPos) << ui32(newID); return false; } void CCallback::endTurn() { tlog5 << "Player "<<(unsigned)player<<" end his turn."<serv->wmx->lock(); *cl->serv << ui16(100); //report that we ended turn cl->serv->wmx->unlock(); } UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos) const { boost::shared_lock lock(*gs->mx); return gs->getUpgradeInfo(const_cast(obj),stackPos); } const StartInfo * CCallback::getStartInfo() const { boost::shared_lock lock(*gs->mx); return gs->scenarioOps; } int CCallback::howManyTowns() const { boost::shared_lock 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 lock(*gs->mx); if (!mode) return gs->players[gs->currentPlayer].towns[val]; else { //TODO: add some smart ID to the CTownInstance //for (int i=0; iplayers[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() const { boost::shared_lock lock(*gs->mx); return gs->players[player].heroes.size(); } const CGHeroInstance * CCallback::getHeroInfo(int val, int mode) const //mode = 0 -> val = serial; mode = 1 -> val = ID { boost::shared_lock lock(*gs->mx); //if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info // return NULL; if (!mode) //esrial id if(valplayers[player].heroes.size()) return gs->players[player].heroes[val]; else return NULL; else if(mode==1) //it's hero type id { for (int i=0; iplayers[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(gs->map->objects[val]); } return NULL; } int CCallback::getResourceAmount(int type) const { boost::shared_lock lock(*gs->mx); return gs->players[player].resources[type]; } std::vector CCallback::getResourceAmount() const { boost::shared_lock lock(*gs->mx); return gs->players[player].resources; } int CCallback::getDate(int mode) const { boost::shared_lock lock(*gs->mx); return gs->getDate(mode); } std::vector < std::string > CCallback::getObjDescriptions(int3 pos) const { boost::shared_lock lock(*gs->mx); std::vector 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->hoverName); return ret; } bool CCallback::verifyPath(CPath * path, bool blockSea) const { for (int i=0;inodes.size();i++) { 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)) || (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 > > & CCallback::getVisibilityMap() const { boost::shared_lock lock(*gs->mx); return gs->players[player].fogOfWarMap; } bool CCallback::isVisible(int3 pos, int Player) const { boost::shared_lock lock(*gs->mx); return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z]; } std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur) const { boost::shared_lock lock(*gs->mx); std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>(); for ( std::map::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],player) ) || (*i).first==player) { ret.push_back((*i).second.towns[j]); } } } // for ( std::map::iterator i=gs->players.begin() ; i!=gs->players.end();i++) return ret; } std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur) const { boost::shared_lock lock(*gs->mx); std::vector < const CGHeroInstance *> ret; for(int i=0;imap->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 lock(*gs->mx); return isVisible(pos,player); } bool CCallback::isVisible( CGObjectInstance *obj, int Player ) const { //object is visible when at least one blocked tile is visible for(int fx=0; fx<8; ++fx) { for(int fy=0; fy<6; ++fy) { int3 pos = obj->pos + int3(fx-7,fy-5,0); if(gs->map->isInTheMap(pos) && !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1) && isVisible(pos,Player) ) return true; } } return false; } int CCallback::getMyColor() const { return player; } int CCallback::getHeroSerial(const CGHeroInstance * hero) const { boost::shared_lock lock(*gs->mx); for (int i=0; iplayers[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 lock(*gs->mx); if(!obj) return NULL; if(obj->ID == 34) return &(dynamic_cast(obj))->army; else if(obj->ID == 98) return &(dynamic_cast(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)) { return -1; } *cl->serv << ui16(502) << ui8(3) << s1->id << ui8(p1) << s2->id << ui8(p2) << si32(val); return 0; } bool CCallback::dismissHero(const CGHeroInstance *hero) { if(player!=hero->tempOwner) return false; *cl->serv << ui16(500) << hero->id; return true; } int CCallback::getMySerial() const { boost::shared_lock lock(*gs->mx); return gs->players[player].serial; } bool CCallback::swapArifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2) { if(player!=hero1->tempOwner || player!=hero2->tempOwner) return false; *cl->serv << ui16(509) << hero1->id << pos1 << hero2->id << pos2; return true; } bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID) { CGTownInstance * t = const_cast(town); if(town->tempOwner!=player) return false; CBuilding *b = CGI->buildh->buildings[t->subID][buildingID]; 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; return true; } int CCallback::battleGetBattlefieldType() { boost::shared_lock lock(*gs->mx); return CGI->mh->ttiles[gs->curB->tile.x][gs->curB->tile.y][gs->curB->tile.z].tileInfo->tertype; } int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield { //TODO - write return -1; } int CCallback::battleGetStack(int pos) { boost::shared_lock lock(*gs->mx); return gs->battleGetStack(pos); } CStack* CCallback::battleGetStackByID(int ID) { boost::shared_lock lock(*gs->mx); if(!gs->curB) return NULL; return gs->curB->getStack(ID); } int CCallback::battleMakeAction(BattleAction* action) { *cl->serv << ui16(3003) << *action; return 0; } CStack* CCallback::battleGetStackByPos(int pos) { boost::shared_lock lock(*gs->mx); return battleGetStackByID(battleGetStack(pos)); } int CCallback::battleGetPos(int stack) { boost::shared_lock lock(*gs->mx); for(int g=0; gcurB->stacks.size(); ++g) { if(gs->curB->stacks[g]->ID == stack) return gs->curB->stacks[g]->position; } return -1; } std::map CCallback::battleGetStacks() { boost::shared_lock lock(*gs->mx); std::map ret; if(!gs->curB) //there is no battle { return ret; } for(int g=0; gcurB->stacks.size(); ++g) { ret[gs->curB->stacks[g]->ID] = *(gs->curB->stacks[g]); } return ret; } std::vector CCallback::battleGetStackQueue() { return gs->curB->getStackQueue(); } CCreature CCallback::battleGetCreature(int number) { boost::shared_lock lock(*gs->mx); for(int h=0; hcurB->stacks.size(); ++h) { if(gs->curB->stacks[h]->ID == number) //creature found return *(gs->curB->stacks[h]->creature); } #ifndef __GNUC__ throw new std::exception("Cannot find the creature"); #else throw new std::exception(); #endif } std::vector CCallback::battleGetAvailableHexes(int ID) { boost::shared_lock lock(*gs->mx); return gs->curB->getAccessibility(ID); //return gs->battleGetRange(ID); } bool CCallback::battleIsStackMine(int ID) { boost::shared_lock lock(*gs->mx); for(int h=0; hcurB->stacks.size(); ++h) { if(gs->curB->stacks[h]->ID == ID) //creature found return gs->curB->stacks[h]->owner == player; } return false; } bool CCallback::battleCanShoot(int ID, int dest) { boost::shared_lock lock(*gs->mx); CStack *our = battleGetStackByID(ID), *dst = battleGetStackByPos(dest); if(!our || !dst) return false; for(int g=0; geffects.size(); ++g) { if(61 == our->effects[g].id) //forgetfulness return false; } if(vstd::contains(our->abilities,SHOOTER)//it's shooter && our->owner != dst->owner && dst->alive() && !gs->curB->isStackBlocked(ID) && our->shots ) return true; return false; } void CCallback::swapGarrisonHero( const CGTownInstance *town ) { if(town->tempOwner != player) return; *cl->serv << ui16(508) << si32(town->id); } void CCallback::buyArtifact(const CGHeroInstance *hero, int aid) { if(hero->tempOwner != player) return; *cl->serv << ui16(510) << hero->id << ui32(aid); } std::vector < const CGObjectInstance * > CCallback::getBlockingObjs( int3 pos ) const { std::vector ret; if(!gs->map->isInTheMap(pos)) return ret; boost::shared_lock lock(*gs->mx); 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 ret; if(!gs->map->isInTheMap(pos)) return ret; boost::shared_lock lock(*gs->mx); BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].visitableObjects) ret.push_back(obj); return ret; } void CCallback::getMarketOffer( int t1, int t2, int &give, int &rec, int mode/*=0*/ ) const { if(mode) return; //TODO - support boost::shared_lock lock(*gs->mx); //if(gs->resVals[t1] >= gs->resVals[t2]) float r = gs->resVals[t1], g = gs->resVals[t2] / gs->getMarketEfficiency(player,mode); if(r>g) { rec = ceil(r / g); give = 1; } else { give = ceil(g / r); rec = 1; } } std::vector < const CGObjectInstance * > CCallback::getFlaggableObjects(int3 pos) const { if(!isVisible(pos, LOCPLINT->playerID)) return std::vector < const CGObjectInstance * >(); std::vector < const CGObjectInstance * > ret; std::vector < std::pair > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects; for(int b=0; btempOwner!=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( int mode, int id1, int id2, int val1 ) { int p1, p2; getMarketOffer(id1,id2,p1,p2,mode); *cl->serv << ui16(511) << ui8(player) << ui32(mode) << ui32(id1) << ui32(id2) << ui32(val1); } void CCallback::setFormation(const CGHeroInstance * hero, bool tight) { const_cast(hero)->army.formation = tight; *cl->serv << ui16(512) << hero->id << ui8(tight); } void CCallback::setSelection(const CArmedInstance * obj) { *cl->serv << ui16(514) << obj->id; } void CCallback::recruitHero(const CGTownInstance *town, const CGHeroInstance *hero) { ui8 i=0; for(;iplayers[player].availableHeroes.size();i++) if(gs->players[player].availableHeroes[i] == hero) break; if(i>1) return; *cl->serv << ui16(515) << town->id << i; } std::vector CCallback::getAvailableHeroes(const CGTownInstance * town) const { std::vector ret(gs->players[player].availableHeroes.size()); std::copy(gs->players[player].availableHeroes.begin(),gs->players[player].availableHeroes.end(),ret.begin()); return ret; }