#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 #include #include #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 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 lock(*gs->mx); return gs->getUpgradeInfo(obj->getStack(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 caster->getSpellCost(sp); } int CCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const { boost::shared_lock 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 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 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 if(mode == 1) { const CGObjectInstance *obj = getObjectInfo(val); if(!obj) return NULL; if(obj->ID != TOWNI_TYPE) return NULL; else return static_cast(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(town), detailed); else if(town->ID == 33 || town->ID == 219) dest.initFromGarrison(static_cast(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 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].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(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 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->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 > > & CCallback::getVisibilityMap() const { boost::shared_lock lock(*gs->mx); return gs->getPlayerTeam(player)->fogOfWarMap; } bool CCallback::isVisible(int3 pos, int Player) const { boost::shared_lock lock(*gs->mx); return gs->map->isInTheMap(pos) && 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 ((*i).first==player || (isVisible((*i).second.towns[j],player) && !onlyOur)) { 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; } 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; } /** * 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(town); if(town->tempOwner!=player) return false; const 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 CBattleCallback::battleGetBattlefieldType() { boost::shared_lock lock(*gs->mx); //return gs->battleGetBattlefieldType(); if(!gs->curB) { tlog2<<"battleGetBattlefieldType called when there is no battle!"<curB->battlefieldType; } int CBattleCallback::battleGetObstaclesAtTile(THex tile) //returns bitfield { //TODO - write return -1; } std::vector CBattleCallback::battleGetAllObstacles() { boost::shared_lock lock(*gs->mx); if(gs->curB) return gs->curB->obstacles; else return std::vector(); } const CStack* CBattleCallback::battleGetStackByID(int ID, bool onlyAlive) { boost::shared_lock 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 lock(*gs->mx); return gs->curB->battleGetStack(pos, onlyAlive); } THex CBattleCallback::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 THex::INVALID; } TStacks CBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/) { boost::shared_lock lock(*gs->mx); TStacks ret; if(!gs->curB) //there is no battle { tlog2<<"battleGetStacks called when there is no battle!"<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 &out, int howMany ) { if(!gs->curB) { tlog2 << "battleGetStackQueue called when there is not battle!" << std::endl; return; } gs->curB->getStackQueue(out, howMany); } std::vector CBattleCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector * attackable) { boost::shared_lock lock(*gs->mx); if(!gs->curB) { tlog2<<"battleGetAvailableHexes called when there is no battle!"<(); } return gs->curB->getAccessibility(stack, addOccupiable, attackable); //return gs->battleGetRange(ID); } bool CBattleCallback::battleCanShoot(const CStack * stack, THex dest) { boost::shared_lock 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 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 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; } 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 > & 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(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(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(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(; iplayers[player].availableHeroes.size(); i++) { if(gs->players[player].availableHeroes[i] == hero) { HireHero pack(i,townOrTavern->id); pack.player = player; sendRequest(&pack); return; } } } std::vector CCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) 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); } std::set 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 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; gmap->objects.size(); ++g) { if (gs->map->objects[g] && 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 CBattleCallback::battleGetDistances(const CStack * stack, THex hex /*= THex::INVALID*/, THex * predecessors /*= NULL*/) { if(!hex.isValid()) hex = stack->position; std::vector ret; bool ac[BFIELD_SIZE] = {0}; std::set 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; icurB) { 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; } int CBattleCallback::battleGetSurrenderCost() { if (!gs->curB) { tlog1 << "battleGetSurrenderCost called when no battle!\n"; return -1; } return gs->curB->getSurrenderingCost(player); }