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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/CCallback.cpp
Michał W. Urbańczyk 856698bd80 * fixes for MSVC (it needs to have global variables from library explicitly exported)
* renamed logging variables to tlogX ('_' in var names looks ugly)
* cleaned it improved setting formations
* fixed crashbug on maps with random hero
2008-09-19 08:16:19 +00:00

595 lines
17 KiB
C++

#include "stdafx.h"
#include "CAdvmapInterface.h"
#include "CCallback.h"
#include "CGameInfo.h"
#include "CGameState.h"
#include "CPathfinder.h"
#include "CPlayerInterface.h"
#include "CPlayerInterface.h"
#include "client/Client.h"
#include "hch/CAmbarCendamo.h"
#include "hch/CBuildingHandler.h"
#include "hch/CDefObjInfoHandler.h"
#include "hch/CGeneralTextHandler.h"
#include "hch/CHeroHandler.h"
#include "hch/CObjectHandler.h"
#include "hch/CTownHandler.h"
#include "lib/Connection.h"
#include "lib/NetPacks.h"
#include "mapHandler.h"
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
extern CSharedCond<std::set<IPack*> > mess;
int gcd(int x, int y)
{
int temp;
if (y > x)
swap(x,y);
while (y != 0)
{
temp = y;
y = x-y;
x = temp;
if (y > x)
swap(x,y);
}
return x;
}
HeroMoveDetails::HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho)
:src(Src),dst(Dst),ho(Ho)
{
owner = ho->getOwner();
};
bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
{
CGHeroInstance * hero = NULL;
if (idtype==0)
{
if (player==-1)
hero=gs->players[player+1].heroes[ID];
else
hero=gs->players[player].heroes[ID];
}
else if (idtype==1 && player>=0) //looking for it in local area
{
for (int i=0; i<gs->players[player].heroes.size();i++)
{
if (gs->players[player].heroes[i]->type->ID == ID)
hero = gs->players[player].heroes[i];
}
}
else //idtype==1; player<0
{
for(std::map<ui8, PlayerState>::iterator j=gs->players.begin(); j!=gs->players.end(); ++j)
{
for (int i=0; i<(*j).second.heroes.size();i++)
{
if ((*j).second.heroes[i]->type->ID == ID)
{
hero = (*j).second.heroes[i];
}
}
}
}
if (!hero)
return false; //can't find hero
if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
return false; //invalid path
//check path format
if (pathType==0)
CPathfinder::convertPath(path,pathType);
if (pathType>1)
#ifndef __GNUC__
throw std::exception("Unknown path format");
#else
throw std::exception();
#endif
CPath * ourPath = path;
if(!ourPath)
return false;
for(int i=ourPath->nodes.size()-1; i>0; i--)
{
int3 stpos(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z),
endpos(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
HeroMoveDetails curd(stpos,endpos,hero);
*cl->serv << ui16(501) << hero->id << stpos << endpos;
{//wait till there is server answer
boost::unique_lock<boost::mutex> lock(*mess.mx);
while(std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>) == mess.res->end())
mess.cv->wait(lock);
std::set<IPack*>::iterator itr = std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>);
TryMoveHero tmh = *static_cast<TryMoveHero*>(*itr);
mess.res->erase(itr);
if(!tmh.result)
return false;
}
}
return true;
}
void CCallback::selectionMade(int selection, int asker)
{
*cl->serv << ui16(2001) << ui32(asker) << ui32(selection);
}
void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount)
{
if(player!=obj->tempOwner) return;
*cl->serv << ui16(506) << obj->id << ID << amount;
}
bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
{
if(((player>=0) && obj->tempOwner != player) || obj->army.slots.size()<2)
return false;
*cl->serv << ui16(503) << obj->id << ui8(stackPos);
return true;
}
bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID)
{
*cl->serv << ui16(507) << obj->id << ui8(stackPos) << ui32(newID);
return false;
}
void CCallback::endTurn()
{
std::cout << "Player "<<(unsigned)player<<" end his turn."<<std::endl;
cl->serv->wmx->lock();
*cl->serv << ui16(100); //report that we ended turn
cl->serv->wmx->unlock();
}
UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getUpgradeInfo(const_cast<CArmedInstance*>(obj),stackPos);
}
const StartInfo * CCallback::getStartInfo()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->scenarioOps;
}
int CCallback::howManyTowns()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].towns.size();
}
const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if (!mode)
return gs->players[gs->currentPlayer].towns[val];
else
{
//TODO: add some smart ID to the CTownInstance
//for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
//{
// if (gs->players[gs->currentPlayer].towns[i]->someID==val)
// return gs->players[gs->currentPlayer].towns[i];
//}
return NULL;
}
return NULL;
}
int CCallback::howManyHeroes()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].heroes.size();
}
const CGHeroInstance * CCallback::getHeroInfo(int val, int mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
//if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
// return NULL;
if (!mode) //esrial id
if(val<gs->players[player].heroes.size())
return gs->players[player].heroes[val];
else return NULL;
else if(mode==1) //it's hero type id
{
for (int i=0; i<gs->players[player].heroes.size();i++)
{
if (gs->players[player].heroes[i]->type->ID==val)
return gs->players[player].heroes[i];
}
}
else //object id
{
return static_cast<CGHeroInstance*>(gs->map->objects[val]);
}
return NULL;
}
int CCallback::getResourceAmount(int type)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].resources[type];
}
std::vector<si32> CCallback::getResourceAmount()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].resources;
}
int CCallback::getDate(int mode)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getDate(mode);
}
std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector<std::string> ret;
if(!isVisible(pos,player))
return ret;
BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].blockingObjects)
ret.push_back(obj->hoverName);
return ret;
}
bool CCallback::verifyPath(CPath * path, bool blockSea)
{
for (int i=0;i<path->nodes.size();i++)
{
if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->blocked
&& (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->visitable)))
return false; //path is wrong - one of the tiles is blocked
if (blockSea)
{
if (i==0)
continue;
if (
((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype==water)
&&
(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype!=water))
||
((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype!=water)
&&
(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==water))
||
(CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==rock)
)
return false;
}
}
return true;
}
std::vector< std::vector< std::vector<unsigned char> > > & CCallback::getVisibilityMap()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].fogOfWarMap;
}
bool CCallback::isVisible(int3 pos, int Player)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
}
std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
for (int j=0;j<(*i).second.towns.size();j++)
{
if ( ( isVisible((*i).second.towns[j],player) ) || (*i).first==player)
{
ret.push_back((*i).second.towns[j]);
}
}
} // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
return ret;
}
std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGHeroInstance *> ret;
for(int i=0;i<gs->map->heroes.size();i++)
{
if( (gs->map->heroes[i]->tempOwner==player) ||
(isVisible(gs->map->heroes[i]->getPosition(false),player) && !onlyOur) )
{
ret.push_back(gs->map->heroes[i]);
}
}
return ret;
}
bool CCallback::isVisible(int3 pos)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return isVisible(pos,player);
}
bool CCallback::isVisible( CGObjectInstance *obj, int Player )
{
//object is visible when at least one blocked tile is visible
for(int fx=0; fx<8; ++fx)
{
for(int fy=0; fy<6; ++fy)
{
int3 pos = obj->pos + int3(fx-7,fy-5,0);
if(gs->map->isInTheMap(pos)
&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
&& isVisible(pos,Player) )
return true;
}
}
return false;
}
int CCallback::getMyColor()
{
return player;
}
int CCallback::getHeroSerial(const CGHeroInstance * hero)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
for (int i=0; i<gs->players[player].heroes.size();i++)
{
if (gs->players[player].heroes[i]==hero)
return i;
}
return -1;
}
const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(!obj)
return NULL;
if(obj->ID == 34)
return &(dynamic_cast<const CGHeroInstance*>(obj))->army;
else if(obj->ID == 98)
return &(dynamic_cast<const CGTownInstance*>(obj)->army);
else return NULL;
}
int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
{
if(s1->tempOwner != player || s2->tempOwner != player)
return -1;
*cl->serv << ui16(502) << ui8(1) << s1->id << ui8(p1) << s2->id << ui8(p2);
return 0;
}
int CCallback::mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
{
if ((s1->tempOwner!= player || s2->tempOwner!=player))
{
return -1;
}
*cl->serv << ui16(502) << ui8(2) << s1->id << ui8(p1) << s2->id << ui8(p2);
return 0;
}
int CCallback::splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)
{
if (s1->tempOwner!= player || s2->tempOwner!=player || (!val))
{
return -1;
}
*cl->serv << ui16(502) << ui8(3) << s1->id << ui8(p1) << s2->id << ui8(p2) << si32(val);
return 0;
}
bool CCallback::dismissHero(const CGHeroInstance *hero)
{
if(player!=hero->tempOwner) return false;
*cl->serv << ui16(500) << hero->id;
return true;
}
int CCallback::getMySerial()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].serial;
}
bool CCallback::swapArifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)
{
if(player!=hero1->tempOwner || player!=hero2->tempOwner)
return false;
*cl->serv << ui16(509) << hero1->id << pos1 << hero2->id << 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;
return true;
}
int CCallback::battleGetBattlefieldType()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return CGI->mh->ttiles[gs->curB->tile.x][gs->curB->tile.y][gs->curB->tile.z].tileInfo->tertype;
}
int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield
{
//TODO - write
return -1;
}
int CCallback::battleGetStack(int pos)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->battleGetStack(pos);
}
CStack* CCallback::battleGetStackByID(int ID)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(!gs->curB) return NULL;
return gs->curB->getStack(ID);
}
CStack* CCallback::battleGetStackByPos(int pos)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return battleGetStackByID(battleGetStack(pos));
}
int CCallback::battleGetPos(int stack)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
for(int g=0; g<gs->curB->stacks.size(); ++g)
{
if(gs->curB->stacks[g]->ID == stack)
return gs->curB->stacks[g]->position;
}
return -1;
}
std::map<int, CStack> CCallback::battleGetStacks()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::map<int, CStack> ret;
if(!gs->curB) //there is no battle
{
return ret;
}
for(int g=0; g<gs->curB->stacks.size(); ++g)
{
ret[gs->curB->stacks[g]->ID] = *(gs->curB->stacks[g]);
}
return ret;
}
CCreature CCallback::battleGetCreature(int number)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
for(int 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)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->curB->getAccessibility(ID);
//return gs->battleGetRange(ID);
}
bool CCallback::battleIsStackMine(int ID)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
for(int 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) //TODO: finish
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(battleGetStackByID(ID)->creature->isShooting()
&& battleGetStack(dest) != -1
&& battleGetStackByPos(dest)->owner != battleGetStackByID(ID)->owner
&& battleGetStackByPos(dest)->alive())
return true;
return false;
}
void CCallback::swapGarrisonHero( const CGTownInstance *town )
{
if(town->tempOwner != player) return;
*cl->serv << ui16(508) << si32(town->id);
}
void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
{
if(hero->tempOwner != player) return;
*cl->serv << ui16(510) << hero->id << ui32(aid);
}
std::vector < const CGObjectInstance * > CCallback::getBlockingObjs( int3 pos )
{
std::vector<const CGObjectInstance *> ret;
if(!gs->map->isInTheMap(pos))
return ret;
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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 )
{
std::vector<const CGObjectInstance *> ret;
if(!gs->map->isInTheMap(pos))
return ret;
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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*/ )
{
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],
g = gs->resVals[t2] / gs->getMarketEfficiency(player,mode);
if(r>g)
{
rec = ceil(r / g);
give = 1;
}
else
{
give = ceil(g / r);
rec = 1;
}
}
void CCallback::trade( int mode, int id1, int id2, int val1 )
{
int p1, p2;
getMarketOffer(id1,id2,p1,p2,mode);
*cl->serv << ui16(511) << ui8(player) << ui32(mode) << ui32(id1) << ui32(id2) << ui32(val1);
}
void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
{
const_cast<CGHeroInstance*>(hero)->army.formation = tight;
*cl->serv << ui16(512) << hero->id << ui8(tight);
}