mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
947 lines
24 KiB
C++
947 lines
24 KiB
C++
#include "stdafx.h"
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#include "CCallback.h"
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#include "client/CGameInfo.h"
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#include "lib/CGameState.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 "hch/CBuildingHandler.h"
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#include "hch/CDefObjInfoHandler.h"
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#include "hch/CHeroHandler.h"
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#include "hch/CObjectHandler.h"
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#include "lib/Connection.h"
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#include "lib/NetPacks.h"
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#include "mapHandler.h"
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include "hch/CSpellHandler.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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/*
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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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static int gcd(int x, int y)
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{
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int temp;
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if (y > x)
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std::swap(x,y);
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while (y != 0)
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{
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temp = y;
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y = x-y;
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x = temp;
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if (y > x)
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std::swap(x,y);
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}
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return x;
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}
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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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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::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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*cl->serv << &pack;
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}
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void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount)
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{
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if(player!=obj->tempOwner) return;
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RecruitCreatures pack(obj->id,ID,amount);
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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->army.slots.size()<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 << " end 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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UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->getUpgradeInfo(const_cast<CArmedInstance*>(obj),stackPos);
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}
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const StartInfo * CCallback::getStartInfo() const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->scenarioOps;
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}
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int CCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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//if there is a battle
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if(gs->curB)
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return gs->curB->getSpellCost(sp, caster);
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//if there is no battle
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return sp->costs[caster->getSpellSchoolLevel(sp)];
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}
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int CCallback::howManyTowns() 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].towns.size();
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}
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const CGTownInstance * CCallback::getTownInfo(int val, bool mode) const //mode = 0 -> val = serial; mode = 1 -> val = ID
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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if (!mode)
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{
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const std::vector<CGTownInstance *> &towns = gs->players[gs->currentPlayer].towns;
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if(val < towns.size())
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return towns[val];
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else
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return NULL;
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}
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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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bool CCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const
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{
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const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(town);
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if(!t || !isVisible(t, player)) //it's not a town or it's not visible for layer
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return false;
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//TODO vision support, info about allies
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dest.initFromTown(t, false);
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return true;
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}
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int CCallback::howManyHeroes(bool includeGarrisoned) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return cl->getHeroCount(player,includeGarrisoned);
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}
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const CGHeroInstance * CCallback::getHeroInfo(int val, int mode) const //mode = 0 -> val = serial; mode = 1 -> val = ID
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx); //TODO use me?
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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) //esrial id
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{
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if(val<gs->players[player].heroes.size())
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{
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return gs->players[player].heroes[val];
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}
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else
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{
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return NULL;
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}
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}
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else if(mode==1) //it's hero type id
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{
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for (size_t 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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{
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return gs->players[player].heroes[i];
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}
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}
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}
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else //object id
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{
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return static_cast<const CGHeroInstance*>(gs->map->objects[val]);
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}
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return NULL;
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}
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const CGObjectInstance * CCallback::getObjectInfo(int ID) const
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{
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return gs->map->objects[ID];
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}
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bool CCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const
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{
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const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero);
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if(!h || !isVisible(h->getPosition(false))) //it's not a hero or it's not visible for layer
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return false;
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//TODO vision support, info about allies
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dest.initFromHero(h, false);
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return true;
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}
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int CCallback::getResourceAmount(int type) 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].resources[type];
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}
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std::vector<si32> CCallback::getResourceAmount() 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].resources;
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}
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int CCallback::getDate(int mode) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->getDate(mode);
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}
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std::vector < std::string > CCallback::getObjDescriptions(int3 pos) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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std::vector<std::string> ret;
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if(!isVisible(pos,player))
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return 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->getHoverText());
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return ret;
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}
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bool CCallback::verifyPath(CPath * path, bool blockSea) const
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{
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for (size_t 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==TerrainTile::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!=TerrainTile::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!=TerrainTile::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==TerrainTile::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==TerrainTile::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() 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].fogOfWarMap;
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}
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bool CCallback::isVisible(int3 pos, int Player) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->isVisible(pos, Player);
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}
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std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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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 (size_t j=0; j < (*i).second.towns.size(); ++j)
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{
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if ( ( isVisible((*i).second.towns[j],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) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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std::vector < const CGHeroInstance *> ret;
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for(size_t 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) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return isVisible(pos,player);
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}
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bool CCallback::isVisible( const CGObjectInstance *obj, int Player ) const
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{
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return gs->isVisible(obj, Player);
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}
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int CCallback::getMyColor() const
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{
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return player;
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}
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int CCallback::getHeroSerial(const CGHeroInstance * hero) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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for (size_t 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) const
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);
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if(!armi)
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return NULL;
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else
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return &armi->army;
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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 CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)
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{
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if(player!=hero1->tempOwner || player!=hero2->tempOwner)
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return false;
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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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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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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 CCallback::battleGetBattlefieldType()
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->battleGetBattlefieldType();
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}
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int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield
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{
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//TODO - write
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return -1;
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}
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std::vector<CObstacleInstance> CCallback::battleGetAllObstacles()
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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if(gs->curB)
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return gs->curB->obstacles;
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else
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return std::vector<CObstacleInstance>();
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}
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int CCallback::battleGetStack(int pos, bool onlyAlive)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->battleGetStack(pos, onlyAlive);
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}
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const CStack* CCallback::battleGetStackByID(int ID, bool onlyAlive)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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if(!gs->curB) return NULL;
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return gs->curB->getStack(ID, onlyAlive);
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}
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int CCallback::battleMakeAction(BattleAction* action)
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{
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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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const CStack* CCallback::battleGetStackByPos(int pos, bool onlyAlive)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return battleGetStackByID(battleGetStack(pos, onlyAlive), onlyAlive);
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}
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int CCallback::battleGetPos(int stack)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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if(!gs->curB)
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{
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tlog2<<"battleGetPos called when there is no battle!"<<std::endl;
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return -1;
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}
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for(size_t g=0; g<gs->curB->stacks.size(); ++g)
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{
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if(gs->curB->stacks[g]->ID == stack)
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return gs->curB->stacks[g]->position;
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}
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return -1;
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}
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std::map<int, CStack> CCallback::battleGetStacks()
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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std::map<int, CStack> ret;
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if(!gs->curB) //there is no battle
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{
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return ret;
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}
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for(size_t g=0; g<gs->curB->stacks.size(); ++g)
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{
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ret[gs->curB->stacks[g]->ID] = *(gs->curB->stacks[g]);
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}
|
|
return ret;
|
|
}
|
|
|
|
void CCallback::getStackQueue( std::vector<const CStack *> &out, int howMany )
|
|
{
|
|
if(!gs->curB)
|
|
{
|
|
tlog2 << "battleGetStackQueue called when there is not battle!" << std::endl;
|
|
return;
|
|
}
|
|
gs->curB->getStackQueue(out, howMany);
|
|
}
|
|
|
|
CCreature CCallback::battleGetCreature(int number)
|
|
{
|
|
boost::shared_lock<boost::shared_mutex> lock(*gs->mx); //TODO use me?
|
|
if(!gs->curB)
|
|
{
|
|
tlog2<<"battleGetCreature called when there is no battle!"<<std::endl;
|
|
}
|
|
for(size_t h=0; h<gs->curB->stacks.size(); ++h)
|
|
{
|
|
if(gs->curB->stacks[h]->ID == number) //creature found
|
|
return *(gs->curB->stacks[h]->creature);
|
|
}
|
|
#ifndef __GNUC__
|
|
throw new std::exception("Cannot find the creature");
|
|
#else
|
|
throw new std::exception();
|
|
#endif
|
|
}
|
|
|
|
std::vector<int> CCallback::battleGetAvailableHexes(int ID, bool addOccupiable)
|
|
{
|
|
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
if(!gs->curB)
|
|
{
|
|
tlog2<<"battleGetAvailableHexes called when there is no battle!"<<std::endl;
|
|
return std::vector<int>();
|
|
}
|
|
return gs->curB->getAccessibility(ID, addOccupiable);
|
|
//return gs->battleGetRange(ID);
|
|
}
|
|
|
|
bool CCallback::battleIsStackMine(int ID)
|
|
{
|
|
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
if(!gs->curB)
|
|
{
|
|
tlog2<<"battleIsStackMine called when there is no battle!"<<std::endl;
|
|
return false;
|
|
}
|
|
for(size_t h=0; h<gs->curB->stacks.size(); ++h)
|
|
{
|
|
if(gs->curB->stacks[h]->ID == ID) //creature found
|
|
return gs->curB->stacks[h]->owner == player;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CCallback::battleCanShoot(int ID, int dest)
|
|
{
|
|
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
|
|
if(!gs->curB) return false;
|
|
|
|
return gs->battleCanShoot(ID, dest);
|
|
}
|
|
|
|
bool CCallback::battleCanCastSpell()
|
|
{
|
|
if(!gs->curB) //there is no battle
|
|
return false;
|
|
|
|
if(gs->curB->side1 == player)
|
|
return gs->curB->castSpells[0] == 0 && gs->getHero(gs->curB->hero1)->getArt(17);
|
|
else
|
|
return gs->curB->castSpells[1] == 0 && gs->getHero(gs->curB->hero2)->getArt(17);
|
|
}
|
|
|
|
bool CCallback::battleCanFlee()
|
|
{
|
|
return gs->battleCanFlee(player);
|
|
}
|
|
|
|
const CGTownInstance *CCallback::battleGetDefendedTown()
|
|
{
|
|
if(!gs->curB || gs->curB->tid == -1)
|
|
return NULL;
|
|
|
|
return static_cast<const CGTownInstance *>(gs->map->objects[gs->curB->tid]);
|
|
}
|
|
|
|
ui8 CCallback::battleGetWallState(int partOfWall)
|
|
{
|
|
if(!gs->curB || gs->curB->siege == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
return gs->curB->si.wallState[partOfWall];
|
|
}
|
|
|
|
int CCallback::battleGetWallUnderHex(int hex)
|
|
{
|
|
if(!gs->curB || gs->curB->siege == 0)
|
|
{
|
|
return -1;
|
|
}
|
|
return gs->curB->hexToWallPart(hex);
|
|
}
|
|
|
|
std::pair<ui32, ui32> CCallback::battleEstimateDamage(int attackerID, int defenderID)
|
|
{
|
|
if(!gs->curB)
|
|
return std::make_pair(0, 0);
|
|
|
|
const CGHeroInstance * attackerHero, * defenderHero;
|
|
|
|
if(gs->curB->side1 == player)
|
|
{
|
|
attackerHero = gs->getHero(gs->curB->hero1);
|
|
defenderHero = gs->getHero(gs->curB->hero2);
|
|
}
|
|
else
|
|
{
|
|
attackerHero = gs->getHero(gs->curB->hero2);
|
|
defenderHero = gs->getHero(gs->curB->hero1);
|
|
}
|
|
|
|
const CStack * attacker = gs->curB->getStack(attackerID, false),
|
|
* defender = gs->curB->getStack(defenderID);
|
|
|
|
return BattleInfo::calculateDmgRange(attacker, defender, attackerHero, defenderHero, battleCanShoot(attacker->ID, defender->position), 0);
|
|
}
|
|
|
|
ui8 CCallback::battleGetSiegeLevel()
|
|
{
|
|
if(!gs->curB)
|
|
return 0;
|
|
|
|
return gs->curB->siege;
|
|
}
|
|
|
|
void CCallback::swapGarrisonHero( const CGTownInstance *town )
|
|
{
|
|
if(town->tempOwner != player) return;
|
|
|
|
GarrisonHeroSwap pack(town->id);
|
|
sendRequest(&pack);
|
|
}
|
|
|
|
void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
|
|
{
|
|
if(hero->tempOwner != player) return;
|
|
|
|
BuyArtifact pack(hero->id,aid);
|
|
sendRequest(&pack);
|
|
}
|
|
|
|
std::vector < const CGObjectInstance * > CCallback::getBlockingObjs( int3 pos ) const
|
|
{
|
|
std::vector<const CGObjectInstance *> ret;
|
|
boost::shared_lock<boost::shared_mutex> 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<const CGObjectInstance *> ret;
|
|
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
if(!gs->map->isInTheMap(pos) || !isVisible(pos))
|
|
return ret;
|
|
BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].visitableObjects)
|
|
ret.push_back(obj);
|
|
return ret;
|
|
}
|
|
|
|
void CCallback::getMarketOffer( int t1, int t2, int &give, int &rec, int mode/*=0*/ ) const
|
|
{
|
|
if(mode) return; //TODO - support
|
|
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
//if(gs->resVals[t1] >= gs->resVals[t2])
|
|
float r = gs->resVals[t1], //price of given resource
|
|
g = gs->resVals[t2] / gs->getMarketEfficiency(player,mode); //price of wanted resource
|
|
if(r>g) //if given resource is more expensive than wanted
|
|
{
|
|
rec = ceil(r / g);
|
|
give = 1;
|
|
}
|
|
else //if wanted resource is more expensive
|
|
{
|
|
give = ceil(g / r);
|
|
rec = 1;
|
|
}
|
|
}
|
|
|
|
std::vector < const CGObjectInstance * > CCallback::getFlaggableObjects(int3 pos) const
|
|
{
|
|
if(!isVisible(pos))
|
|
return std::vector < const CGObjectInstance * >();
|
|
|
|
std::vector < const CGObjectInstance * > ret;
|
|
|
|
std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[pos.x][pos.y][pos.z].objects;
|
|
for(size_t b=0; b<objs.size(); ++b)
|
|
{
|
|
if(objs[b].first->tempOwner!=254 && !((objs[b].first->defInfo->blockMap[pos.y - objs[b].first->pos.y + 5] >> (objs[b].first->pos.x - pos.x)) & 1))
|
|
ret.push_back(CGI->mh->ttiles[pos.x][pos.y][pos.z].objects[b].first);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
int3 CCallback::getMapSize() const
|
|
{
|
|
return CGI->mh->sizes;
|
|
}
|
|
|
|
void CCallback::trade( int mode, int id1, int id2, int val1 )
|
|
{
|
|
int p1, p2;
|
|
getMarketOffer(id1,id2,p1,p2,mode);
|
|
TradeOnMarketplace pack(player,mode,id1,id2,val1);
|
|
sendRequest(&pack);
|
|
}
|
|
|
|
void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
|
|
{
|
|
const_cast<CGHeroInstance*>(hero)->army.formation = tight;
|
|
SetFormation pack(hero->id,tight);
|
|
sendRequest(&pack);
|
|
}
|
|
|
|
void CCallback::setSelection(const CArmedInstance * obj)
|
|
{
|
|
SetSelection ss;
|
|
ss.player = player;
|
|
ss.id = obj->id;
|
|
sendRequest(&ss);
|
|
|
|
if(obj->ID == HEROI_TYPE)
|
|
{
|
|
cl->gs->calculatePaths(static_cast<const CGHeroInstance *>(obj), *cl->pathInfo);
|
|
//nasty workaround. TODO: nice workaround
|
|
cl->gs->getPlayer(player)->currentSelection = obj->id;
|
|
}
|
|
}
|
|
|
|
void CCallback::recruitHero(const CGTownInstance *town, const CGHeroInstance *hero)
|
|
{
|
|
ui8 i=0;
|
|
for(; i<gs->players[player].availableHeroes.size(); i++)
|
|
{
|
|
if(gs->players[player].availableHeroes[i] == hero)
|
|
{
|
|
HireHero pack(i,town->id);
|
|
sendRequest(&pack);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
std::vector<const CGHeroInstance *> CCallback::getAvailableHeroes(const CGTownInstance * town) const
|
|
{
|
|
std::vector<const CGHeroInstance *> 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<boost::shared_mutex> lock(*gs->mx);
|
|
return &gs->map->getTile(tile);
|
|
}
|
|
|
|
int CCallback::canBuildStructure( const CGTownInstance *t, int ID )
|
|
{
|
|
return gs->canBuildStructure(t,ID);
|
|
}
|
|
|
|
bool CCallback::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
|
|
{
|
|
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
|
return gs->getPath(src,dest,hero, ret);
|
|
}
|
|
|
|
void CCallback::save( const std::string &fname )
|
|
{
|
|
cl->save(fname);
|
|
}
|
|
|
|
|
|
void CCallback::sendMessage(const std::string &mess)
|
|
{
|
|
PlayerMessage pm(player, mess);
|
|
sendRequest(&pm);
|
|
}
|
|
|
|
void CCallback::buildBoat( const IShipyard *obj )
|
|
{
|
|
BuildBoat bb;
|
|
bb.objid = obj->o->id;
|
|
sendRequest(&bb);
|
|
}
|
|
|
|
template <typename T>
|
|
void CCallback::sendRequest(const T* request)
|
|
{
|
|
//TODO? should be part of CClient but it would have to be very tricky cause template/serialization issues
|
|
if(waitTillRealize)
|
|
cl->waitingRequest.set(true);
|
|
|
|
*cl->serv << request;
|
|
|
|
if(waitTillRealize)
|
|
cl->waitingRequest.waitWhileTrue();
|
|
}
|
|
|
|
CCallback::CCallback( CGameState * GS, int Player, CClient *C )
|
|
:gs(GS), cl(C), player(Player)
|
|
{
|
|
waitTillRealize = false;
|
|
}
|
|
|
|
const CMapHeader * CCallback::getMapHeader() const
|
|
{
|
|
return gs->map;
|
|
}
|
|
|
|
const CGPathNode * CCallback::getPathInfo( int3 tile )
|
|
{
|
|
return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
|
|
}
|
|
|
|
bool CCallback::getPath2( int3 dest, CGPath &ret )
|
|
{
|
|
const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(player);
|
|
assert(cl->pathInfo->hero == h);
|
|
if(cl->pathInfo->hpos != h->getPosition(false)) //hero position changed, must update paths
|
|
{
|
|
recalculatePaths();
|
|
}
|
|
return cl->pathInfo->getPath(dest, ret);
|
|
}
|
|
|
|
void CCallback::recalculatePaths()
|
|
{
|
|
gs->calculatePaths(cl->IGameCallback::getSelectedHero(player), *cl->pathInfo);
|
|
}
|
|
|
|
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
|
|
{
|
|
gs->calculatePaths(hero, out, src, movement);
|
|
}
|
|
|
|
InfoAboutHero::InfoAboutHero()
|
|
{
|
|
details = NULL;
|
|
hclass = NULL;
|
|
portrait = -1;
|
|
}
|
|
|
|
InfoAboutHero::~InfoAboutHero()
|
|
{
|
|
delete details;
|
|
}
|
|
|
|
void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed )
|
|
{
|
|
owner = h->tempOwner;
|
|
hclass = h->type->heroClass;
|
|
name = h->name;
|
|
portrait = h->portrait;
|
|
army = h->army;
|
|
|
|
if(detailed)
|
|
{
|
|
//include details about hero
|
|
details = new Details;
|
|
details->luck = h->getCurrentLuck();
|
|
details->morale = h->getCurrentMorale();
|
|
details->mana = h->mana;
|
|
details->primskills.resize(PRIMARY_SKILLS);
|
|
|
|
for (int i = 0; i < PRIMARY_SKILLS ; i++)
|
|
{
|
|
details->primskills[i] = h->getPrimSkillLevel(i);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//hide info about hero stacks counts using descriptives names ids
|
|
for(std::map<si32,std::pair<ui32,si32> >::iterator i = army.slots.begin(); i != army.slots.end(); ++i)
|
|
{
|
|
i->second.second = CCreature::getQuantityID(i->second.second);
|
|
}
|
|
}
|
|
}
|
|
|
|
InfoAboutTown::InfoAboutTown()
|
|
{
|
|
tType = NULL;
|
|
details = NULL;
|
|
fortLevel = 0;
|
|
owner = -1;
|
|
}
|
|
|
|
InfoAboutTown::~InfoAboutTown()
|
|
{
|
|
delete details;
|
|
}
|
|
|
|
void InfoAboutTown::initFromTown( const CGTownInstance *t, bool detailed )
|
|
{
|
|
army = t->army;
|
|
built = t->builded;
|
|
fortLevel = t->fortLevel();
|
|
name = t->name;
|
|
tType = t->town;
|
|
owner = t->tempOwner;
|
|
|
|
if(detailed)
|
|
{
|
|
//include details about hero
|
|
details = new Details;
|
|
details->goldIncome = t->dailyIncome();
|
|
details->customRes = vstd::contains(t->builtBuildings, 15);
|
|
details->hallLevel = t->hallLevel();
|
|
details->garrisonedHero = t->garrisonHero;
|
|
}
|
|
else
|
|
{
|
|
//hide info about hero stacks counts
|
|
for(std::map<si32,std::pair<ui32,si32> >::iterator i = army.slots.begin(); i != army.slots.end(); ++i)
|
|
{
|
|
i->second.second = 0;
|
|
}
|
|
}
|
|
} |