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