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9ce3c78387
- fix for #881
421 lines
11 KiB
C++
421 lines
11 KiB
C++
#include "StdInc.h"
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#include "CCallback.h"
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#include "lib/CCreatureHandler.h"
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#include "client/CGameInfo.h"
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#include "lib/CGameState.h"
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#include "lib/BattleState.h"
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#include "client/CPlayerInterface.h"
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#include "client/Client.h"
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#include "lib/map.h"
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#include "lib/CBuildingHandler.h"
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#include "lib/CDefObjInfoHandler.h"
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#include "lib/CGeneralTextHandler.h"
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#include "lib/CHeroHandler.h"
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#include "lib/CObjectHandler.h"
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#include "lib/Connection.h"
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#include "lib/NetPacks.h"
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#include "client/mapHandler.h"
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#include "lib/CSpellHandler.h"
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#include "lib/CArtHandler.h"
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#include "lib/GameConstants.h"
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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#include "lib/UnlockGuard.h"
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/*
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* CCallback.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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template <ui16 N> bool isType(CPack *pack)
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{
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return pack->getType() == N;
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}
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bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where)
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{
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CastleTeleportHero pack(who->id, where->id, 1);
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sendRequest(&pack);
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return true;
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}
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bool CCallback::moveHero(const CGHeroInstance *h, int3 dst)
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{
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MoveHero pack(dst,h->id);
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sendRequest(&pack);
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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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QueryReply pack(asker,selection);
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pack.player = player;
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cl->serv->sendPackToServer(pack, player);
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}
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void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level/*=-1*/)
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{
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if(player!=obj->tempOwner && obj->ID != 106)
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return;
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RecruitCreatures pack(obj->id,ID,amount,level);
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sendRequest(&pack);
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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->stacksCount()<2 && obj->needsLastStack()))
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return false;
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DisbandCreature pack(stackPos,obj->id);
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sendRequest(&pack);
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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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UpgradeCreature pack(stackPos,obj->id,newID);
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sendRequest(&pack);
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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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tlog5 << "Player " << (unsigned)player << " ended his turn." << std::endl;
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EndTurn pack;
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sendRequest(&pack); //report that we ended turn
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}
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int CCallback::swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
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{
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ArrangeStacks pack(1,p1,p2,s1->id,s2->id,0);
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sendRequest(&pack);
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return 0;
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}
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int CCallback::mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
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{
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ArrangeStacks pack(2,p1,p2,s1->id,s2->id,0);
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sendRequest(&pack);
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return 0;
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}
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int CCallback::splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)
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{
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ArrangeStacks pack(3,p1,p2,s1->id,s2->id,val);
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sendRequest(&pack);
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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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DismissHero pack(hero->id);
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sendRequest(&pack);
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return true;
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}
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// int CCallback::getMySerial() const
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// {
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// boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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// return gs->players[player].serial;
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// }
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bool CCallback::swapArtifacts(const IArtifactSetBase * src, ui16 pos1, const IArtifactSetBase * dest, ui16 pos2)
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{
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const CStackInstance * stack1 = dynamic_cast<const CStackInstance*>(src);
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const CStackInstance * stack2 = dynamic_cast<const CStackInstance*>(dest);
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const CGHeroInstance * hero1 = dynamic_cast<const CGHeroInstance*>(src);
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const CGHeroInstance * hero2 = dynamic_cast<const CGHeroInstance*>(dest);
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ExchangeArtifacts ea(0,0,0,0);
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if (hero1 && hero2)
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{
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if(player!=hero1->tempOwner && player!=hero2->tempOwner) //player can exchange artifacts only between his own heroes
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return false;
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else
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{
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ExchangeArtifacts ea(hero1->id, hero2->id, pos1, pos2);
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sendRequest(&ea);
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return true;
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}
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}
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else if (hero1 && stack2) //move artifact from hero to stack
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{
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ea.hid1 = hero1->id;
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ea.s2 = StackLocation(stack2->armyObj, stack2->armyObj->findStack(stack2));
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ea.slot1 = pos1;
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ea.slot2 = pos2;
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sendRequest(&ea);
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return true;
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}
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else if (stack1 && hero2) //move artifacts from stakc to hero
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{
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ea.s1 = StackLocation(stack1->armyObj, stack1->armyObj->findStack(stack1));
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ea.hid2 = hero2->id;
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ea.slot1 = pos1;
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ea.slot2 = pos2;
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sendRequest(&ea);
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return true;
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}
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else if (stack1 && stack2)
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{
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//TODO: merge stacks?
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return false;
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}
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else
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return false;
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}
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/**
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* Assembles or disassembles a combination artifact.
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* @param hero Hero holding the artifact(s).
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* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
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* @param assemble True for assembly operation, false for disassembly.
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* @param assembleTo If assemble is true, this represents the artifact ID of the combination
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* artifact to assemble to. Otherwise it's not used.
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*/
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bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo)
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{
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if (player != hero->tempOwner)
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return false;
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AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
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sendRequest(&aa);
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return true;
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}
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bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
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{
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//CGTownInstance * t = const_cast<CGTownInstance *>(town);
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if(town->tempOwner!=player)
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return false;
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if(!canBuildStructure(town, buildingID))
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return false;
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// const CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
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// for(int i=0;i<b->resources.size();i++)
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// if(b->resources[i] > gs->players[player].resources[i])
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// return false; //lack of resources
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BuildStructure pack(town->id,buildingID);
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sendRequest(&pack);
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return true;
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}
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int CBattleCallback::battleMakeAction(BattleAction* action)
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{
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assert(action->actionType == BattleAction::HERO_SPELL);
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MakeCustomAction mca(*action);
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sendRequest(&mca);
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return 0;
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}
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void CBattleCallback::sendRequest(const CPack* request)
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{
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//TODO should be part of CClient (client owns connection, not CB)
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//but it would have to be very tricky cause template/serialization issues
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if(waitTillRealize)
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cl->waitingRequest.set(typeList.getTypeID(request));
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cl->serv->sendPackToServer(*request, player);
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if(waitTillRealize)
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{
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std::unique_ptr<vstd::unlock_shared_guard> unlocker; //optional, if flag set
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if(unlockGsWhenWaiting)
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unlocker = vstd::make_unique<vstd::unlock_shared_guard>(vstd::makeUnlockSharedGuard(getGsMutex()));
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cl->waitingRequest.waitWhileTrue();
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}
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}
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void CCallback::swapGarrisonHero( const CGTownInstance *town )
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{
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if(town->tempOwner != player) return;
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GarrisonHeroSwap pack(town->id);
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sendRequest(&pack);
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}
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void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
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{
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if(hero->tempOwner != player) return;
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BuyArtifact pack(hero->id,aid);
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sendRequest(&pack);
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}
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void CCallback::trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
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{
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TradeOnMarketplace pack;
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pack.market = market;
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pack.hero = hero;
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pack.mode = mode;
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pack.r1 = id1;
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pack.r2 = id2;
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pack.val = val1;
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sendRequest(&pack);
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}
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void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
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{
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const_cast<CGHeroInstance*>(hero)-> formation = tight;
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SetFormation pack(hero->id,tight);
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sendRequest(&pack);
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}
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void CCallback::setSelection(const CArmedInstance * obj)
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{
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SetSelection ss;
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ss.player = player;
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ss.id = obj->id;
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sendRequest(&(CPackForClient&)ss);
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if(obj->ID == GameConstants::HEROI_TYPE)
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{
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if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
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cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
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//nasty workaround. TODO: nice workaround
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cl->gs->getPlayer(player)->currentSelection = obj->id;
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}
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}
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void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
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{
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ui8 i=0;
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for(; i<gs->players[player].availableHeroes.size(); i++)
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{
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if(gs->players[player].availableHeroes[i] == hero)
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{
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HireHero pack(i,townOrTavern->id);
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pack.player = player;
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sendRequest(&pack);
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return;
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}
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}
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}
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bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
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{
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return gs->getPath(src,dest,hero, ret);
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}
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void CCallback::save( const std::string &fname )
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{
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cl->save(fname);
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}
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void CCallback::sendMessage(const std::string &mess)
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{
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PlayerMessage pm(player, mess);
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sendRequest(&(CPackForClient&)pm);
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}
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void CCallback::buildBoat( const IShipyard *obj )
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{
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BuildBoat bb;
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bb.objid = obj->o->id;
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sendRequest(&bb);
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}
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CCallback::CCallback( CGameState * GS, int Player, CClient *C )
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:CBattleCallback(GS, Player, C)
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{
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waitTillRealize = false;
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unlockGsWhenWaiting = false;
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}
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const CGPathNode * CCallback::getPathInfo( int3 tile )
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{
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if (!gs->map->isInTheMap(tile))
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return nullptr;
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validatePaths();
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return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
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}
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bool CCallback::getPath2( int3 dest, CGPath &ret )
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{
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if (!gs->map->isInTheMap(dest))
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return false;
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validatePaths();
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boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
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return cl->pathInfo->getPath(dest, ret);
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}
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void CCallback::recalculatePaths()
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{
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cl->calculatePaths(cl->IGameCallback::getSelectedHero(player));
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}
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void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
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{
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gs->calculatePaths(hero, out, src, movement);
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}
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void CCallback::dig( const CGObjectInstance *hero )
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{
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DigWithHero dwh;
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dwh.id = hero->id;
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sendRequest(&dwh);
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}
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void CCallback::castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos)
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{
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CastAdvSpell cas;
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cas.hid = hero->id;
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cas.sid = spellID;
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cas.pos = pos;
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sendRequest(&cas);
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}
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void CCallback::unregisterMyInterface()
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{
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assert(player >= 0); //works only for player callback
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cl->playerint.erase(player);
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cl->battleints.erase(player);
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//TODO? should callback be disabled as well?
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}
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void CCallback::validatePaths()
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{
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const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(player);
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if(h && ( cl->pathInfo->hero != h //wrong hero
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|| cl->pathInfo->hpos != h->getPosition(false) //wrong hero positoin
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|| !cl->pathInfo->isValid)) //paths invalidated by game event
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{
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recalculatePaths();
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}
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}
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CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
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{
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gs = GS;
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player = Player;
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cl = C;
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}
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bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
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{
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assert(cl->gs->curB->tacticDistance);
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MakeAction ma;
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ma.ba = *action;
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sendRequest(&ma);
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return true;
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}
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