mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
25663ce7af
* refactoring
385 lines
9.4 KiB
C++
385 lines
9.4 KiB
C++
#include "StdInc.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/Mapping/CMap.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 "lib/CSpellHandler.h"
|
|
#include "lib/CArtHandler.h"
|
|
#include "lib/GameConstants.h"
|
|
#ifdef min
|
|
#undef min
|
|
#endif
|
|
#ifdef max
|
|
#undef max
|
|
#endif
|
|
#include "lib/UnlockGuard.h"
|
|
|
|
/*
|
|
* 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 <ui16 N> 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;
|
|
}
|
|
|
|
int CCallback::selectionMade(int selection, int queryID)
|
|
{
|
|
if(queryID == -1)
|
|
{
|
|
tlog1 << "Cannot answer the query -1!\n";
|
|
return false;
|
|
}
|
|
|
|
QueryReply pack(queryID,selection);
|
|
pack.player = player;
|
|
return sendRequest(&pack);
|
|
}
|
|
|
|
void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level/*=-1*/)
|
|
{
|
|
if(player!=obj->tempOwner && obj->ID != Obj::WAR_MACHINE_FACTORY)
|
|
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
|
|
}
|
|
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<boost::shared_mutex> lock(*gs->mx);
|
|
// return gs->players[player].serial;
|
|
// }
|
|
|
|
bool CCallback::swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)
|
|
{
|
|
ExchangeArtifacts ea;
|
|
ea.src = l1;
|
|
ea.dst = l2;
|
|
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)
|
|
{
|
|
if(town->tempOwner!=player)
|
|
return false;
|
|
|
|
if(!canBuildStructure(town, buildingID))
|
|
return false;
|
|
|
|
BuildStructure pack(town->id,buildingID);
|
|
sendRequest(&pack);
|
|
return true;
|
|
}
|
|
|
|
int CBattleCallback::battleMakeAction(BattleAction* action)
|
|
{
|
|
assert(action->actionType == Battle::HERO_SPELL);
|
|
MakeCustomAction mca(*action);
|
|
sendRequest(&mca);
|
|
return 0;
|
|
}
|
|
|
|
int CBattleCallback::sendRequest(const CPack *request)
|
|
{
|
|
int requestID = cl->sendRequest(request, player);
|
|
if(waitTillRealize)
|
|
{
|
|
tlog5 << boost::format("We'll wait till request %d is answered.\n") % requestID;
|
|
auto gsUnlocker = vstd::makeUnlockSharedGuardIf(getGsMutex(), unlockGsWhenWaiting);
|
|
cl->waitingRequest.waitWhileContains(requestID);
|
|
}
|
|
|
|
return requestID;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode 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<CGHeroInstance*>(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(&(CPackForClient&)ss);
|
|
|
|
if(obj->ID == Obj::HERO)
|
|
{
|
|
if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
|
|
cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
|
|
|
|
//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(; i<gs->players[player].availableHeroes.size(); i++)
|
|
{
|
|
if(gs->players[player].availableHeroes[i] == hero)
|
|
{
|
|
HireHero pack(i,townOrTavern->id);
|
|
pack.player = player;
|
|
sendRequest(&pack);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
|
|
{
|
|
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(&(CPackForClient&)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;
|
|
unlockGsWhenWaiting = false;
|
|
}
|
|
|
|
const CGPathNode * CCallback::getPathInfo( int3 tile )
|
|
{
|
|
if (!gs->map->isInTheMap(tile))
|
|
return nullptr;
|
|
|
|
validatePaths();
|
|
return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
|
|
}
|
|
|
|
bool CCallback::getPath2( int3 dest, CGPath &ret )
|
|
{
|
|
if (!gs->map->isInTheMap(dest))
|
|
return false;
|
|
|
|
validatePaths();
|
|
|
|
boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
|
|
return cl->pathInfo->getPath(dest, ret);
|
|
}
|
|
|
|
void CCallback::recalculatePaths()
|
|
{
|
|
cl->calculatePaths(cl->IGameCallback::getSelectedHero(player));
|
|
}
|
|
|
|
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
|
|
{
|
|
gs->calculatePaths(hero, out, src, movement);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void CCallback::unregisterMyInterface()
|
|
{
|
|
assert(player >= 0); //works only for player callback
|
|
cl->playerint.erase(player);
|
|
cl->battleints.erase(player);
|
|
//TODO? should callback be disabled as well?
|
|
}
|
|
|
|
void CCallback::validatePaths()
|
|
{
|
|
const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(player);
|
|
if(h && ( cl->pathInfo->hero != h //wrong hero
|
|
|| cl->pathInfo->hpos != h->getPosition(false) //wrong hero positoin
|
|
|| !cl->pathInfo->isValid)) //paths invalidated by game event
|
|
{
|
|
recalculatePaths();
|
|
}
|
|
}
|
|
|
|
int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
|
|
{
|
|
if(s1->getCreature(p1) == s2->getCreature(p2))
|
|
return mergeStacks(s1, s2, p1, p2);
|
|
else
|
|
return swapCreatures(s1, s2, p1, p2);
|
|
}
|
|
|
|
CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
|
|
{
|
|
gs = GS;
|
|
player = Player;
|
|
cl = C;
|
|
}
|
|
|
|
bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
|
|
{
|
|
assert(cl->gs->curB->tacticDistance);
|
|
MakeAction ma;
|
|
ma.ba = *action;
|
|
sendRequest(&ma);
|
|
return true;
|
|
} |