#include "stdafx.h" #include "CCallback.h" #include "client/CGameInfo.h" #include "lib/CGameState.h" #include "client/CPlayerInterface.h" #include "client/Client.h" #include "lib/map.h" #include "hch/CBuildingHandler.h" #include "hch/CDefObjInfoHandler.h" #include "hch/CHeroHandler.h" #include "hch/CObjectHandler.h" #include "lib/Connection.h" #include "lib/NetPacks.h" #include "mapHandler.h" #include #include #include #include "hch/CSpellHandler.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 * */ static 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(); }; template bool isType(CPack *pack) { return pack->getType() == N; } 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) { if(player!=obj->tempOwner) return; RecruitCreatures pack(obj->id,ID,amount); sendRequest(&pack); } bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos) { if(((player>=0) && obj->tempOwner != player) || (obj->army.slots.size()<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 << " end 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 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::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const { boost::shared_lock lock(*gs->mx); //if there is a battle if(gs->curB) return gs->curB->getSpellCost(sp, caster); //if there is no battle return sp->costs[caster->getSpellSchoolLevel(sp)]; } 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) { const std::vector &towns = gs->players[gs->currentPlayer].towns; if(val < towns.size()) return towns[val]; else return NULL; } 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; } bool CCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const { const CGTownInstance *t = dynamic_cast(town); if(!t || !isVisible(t, player)) //it's not a town or it's not visible for layer return false; //TODO vision support, info about allies dest.initFromTown(t, false); return true; } int CCallback::howManyHeroes(bool includeGarrisoned) const { boost::shared_lock 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 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(valplayers[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(gs->map->objects[val]); } return NULL; } const CGObjectInstance * CCallback::getObjectInfo(int ID) const { return gs->map->objects[ID]; } bool CCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const { const CGHeroInstance *h = dynamic_cast(hero); if(!h || !isVisible(h->getPosition(false))) //it's not a hero or it's not visible for layer return false; //TODO vision support, info about allies dest.initFromHero(h, false); return true; } 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->getHoverText()); return ret; } bool CCallback::verifyPath(CPath * path, bool blockSea) const { for (size_t i=0; i < path->nodes.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==TerrainTile::water) && (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype!=TerrainTile::water)) || ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype!=TerrainTile::water) && (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==TerrainTile::water)) || (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==TerrainTile::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->isVisible(pos, Player); } 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 (size_t 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(size_t 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( 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 lock(*gs->mx); for (size_t 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); const CArmedInstance *armi = dynamic_cast(obj); if(!armi) return NULL; else return &armi->army; } 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 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; } 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;iresources.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 CCallback::battleGetBattlefieldType() { boost::shared_lock lock(*gs->mx); return gs->battleGetBattlefieldType(); } int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield { //TODO - write return -1; } std::vector CCallback::battleGetAllObstacles() { boost::shared_lock lock(*gs->mx); if(gs->curB) return gs->curB->obstacles; else return std::vector(); } int CCallback::battleGetStack(int pos, bool onlyAlive) { boost::shared_lock lock(*gs->mx); return gs->battleGetStack(pos, onlyAlive); } const CStack* CCallback::battleGetStackByID(int ID, bool onlyAlive) { boost::shared_lock lock(*gs->mx); if(!gs->curB) return NULL; return gs->curB->getStack(ID, onlyAlive); } int CCallback::battleMakeAction(BattleAction* action) { MakeCustomAction mca(*action); sendRequest(&mca); return 0; } const CStack* CCallback::battleGetStackByPos(int pos, bool onlyAlive) { boost::shared_lock lock(*gs->mx); return battleGetStackByID(battleGetStack(pos, onlyAlive), onlyAlive); } int CCallback::battleGetPos(int stack) { boost::shared_lock lock(*gs->mx); if(!gs->curB) { tlog2<<"battleGetPos called when there is no battle!"<curB->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(size_t g=0; gcurB->stacks.size(); ++g) { ret[gs->curB->stacks[g]->ID] = *(gs->curB->stacks[g]); } return ret; } void CCallback::getStackQueue( std::vector &out, int howMany ) { if(!gs->curB) { tlog2 << "battleGetStackQueue called when there is not battle!" << std::endl; return; } gs->curB->getStackQueue(out, howMany); } CCreature CCallback::battleGetCreature(int number) { boost::shared_lock lock(*gs->mx); //TODO use me? if(!gs->curB) { tlog2<<"battleGetCreature called when there is no battle!"<curB->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, bool addOccupiable) { boost::shared_lock lock(*gs->mx); if(!gs->curB) { tlog2<<"battleGetAvailableHexes called when there is no battle!"<(); } return gs->curB->getAccessibility(ID, addOccupiable); //return gs->battleGetRange(ID); } bool CCallback::battleIsStackMine(int ID) { boost::shared_lock lock(*gs->mx); if(!gs->curB) { tlog2<<"battleIsStackMine called when there is no battle!"<curB->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); if(!gs->curB) return false; return gs->battleCanShoot(ID, dest); } bool CCallback::battleCanCastSpell() { if(!gs->curB) //there is no battle return false; if(gs->curB->side1 == player) return gs->curB->castSpells[0] == 0 && gs->curB->heroes[0]->getArt(17); else return gs->curB->castSpells[1] == 0 && gs->curB->heroes[1]->getArt(17); } bool CCallback::battleCanFlee() { return gs->battleCanFlee(player); } const CGTownInstance *CCallback::battleGetDefendedTown() { if(!gs->curB || gs->curB->tid == -1) return NULL; return static_cast(gs->map->objects[gs->curB->tid]); } ui8 CCallback::battleGetWallState(int partOfWall) { if(!gs->curB || gs->curB->siege == 0) { return 0; } return gs->curB->si.wallState[partOfWall]; } int CCallback::battleGetWallUnderHex(int hex) { if(!gs->curB || gs->curB->siege == 0) { return -1; } return gs->curB->hexToWallPart(hex); } std::pair CCallback::battleEstimateDamage(int attackerID, int defenderID) { if(!gs->curB) return std::make_pair(0, 0); const CGHeroInstance * attackerHero, * defenderHero; if(gs->curB->side1 == player) { attackerHero = gs->curB->heroes[0]; defenderHero = gs->curB->heroes[1]; } else { attackerHero = gs->curB->heroes[1]; defenderHero = gs->curB->heroes[0]; } const CStack * attacker = gs->curB->getStack(attackerID, false), * defender = gs->curB->getStack(defenderID); return BattleInfo::calculateDmgRange(attacker, defender, attackerHero, defenderHero, battleCanShoot(attacker->ID, defender->position), 0); } ui8 CCallback::battleGetSiegeLevel() { if(!gs->curB) return 0; return gs->curB->siege; } 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 ret; boost::shared_lock 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 ret; boost::shared_lock 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; } 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], //price of given resource g = gs->resVals[t2] / gs->getMarketEfficiency(player,mode); //price of wanted resource if(r>g) //if given resource is more expensive than wanted { rec = ceil(r / g); give = 1; } else //if wanted resource is more expensive { give = ceil(g / r); rec = 1; } } std::vector < const CGObjectInstance * > CCallback::getFlaggableObjects(int3 pos) const { if(!isVisible(pos)) 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(size_t 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); TradeOnMarketplace pack(player,mode,id1,id2,val1); sendRequest(&pack); } void CCallback::setFormation(const CGHeroInstance * hero, bool tight) { const_cast(hero)->army.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(obj), *cl->pathInfo); //nasty workaround. TODO: nice workaround cl->gs->getPlayer(player)->currentSelection = 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) { HireHero pack(i,town->id); sendRequest(&pack); return; } } } 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; } 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 lock(*gs->mx); return &gs->map->getTile(tile); } int CCallback::canBuildStructure( const CGTownInstance *t, int ID ) { return gs->canBuildStructure(t,ID); } bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret) { boost::shared_lock 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); } template void CCallback::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(); } CCallback::CCallback( CGameState * GS, int Player, CClient *C ) :gs(GS), cl(C), player(Player) { 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); } InfoAboutHero::InfoAboutHero() { details = NULL; hclass = NULL; portrait = -1; } InfoAboutHero::~InfoAboutHero() { delete details; } void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed ) { owner = h->tempOwner; hclass = h->type->heroClass; name = h->name; portrait = h->portrait; army = h->army; if(detailed) { //include details about hero details = new Details; details->luck = h->getCurrentLuck(); details->morale = h->getCurrentMorale(); details->mana = h->mana; details->primskills.resize(PRIMARY_SKILLS); for (int i = 0; i < PRIMARY_SKILLS ; i++) { details->primskills[i] = h->getPrimSkillLevel(i); } } else { //hide info about hero stacks counts using descriptives names ids for(std::map >::iterator i = army.slots.begin(); i != army.slots.end(); ++i) { i->second.second = CCreature::getQuantityID(i->second.second); } } } 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 = t->army; 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; } /*else { //hide info about hero stacks counts for(std::map >::iterator i = army.slots.begin(); i != army.slots.end(); ++i) { i->second.second = 0; } }*/ }