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vcmi/CCallback.cpp
Ivan Savenko 2b45e13c5c c++03 -> c++11 switch:
- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions

NOTE: this may be last revision that supports gcc-4.5
2013-06-26 11:18:27 +00:00

414 lines
10 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, QueryID queryID)
{
ASSERT_IF_CALLED_WITH_PLAYER
if(queryID == QueryID(-1))
{
logGlobal->errorStream() << "Cannot answer the query -1!";
return false;
}
QueryReply pack(queryID,selection);
pack.player = *player;
return sendRequest(&pack);
}
void CCallback::recruitCreatures(const CGObjectInstance *obj, CreatureID 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, SlotID 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, SlotID stackPos, CreatureID newID)
{
UpgradeCreature pack(stackPos,obj->id,newID);
sendRequest(&pack);
return false;
}
void CCallback::endTurn()
{
logGlobal->traceStream() << "Player " << *player << " ended his turn.";
EndTurn pack;
sendRequest(&pack); //report that we ended turn
}
int CCallback::swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
{
ArrangeStacks pack(1,p1,p2,s1->id,s2->id,0);
sendRequest(&pack);
return 0;
}
int CCallback::mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
{
ArrangeStacks pack(2,p1,p2,s1->id,s2->id,0);
sendRequest(&pack);
return 0;
}
int CCallback::splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID 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, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
{
if (player != hero->tempOwner)
return false;
AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
sendRequest(&aa);
return true;
}
bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID 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)
{
logGlobal->traceStream() << 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
|| (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
{
GarrisonHeroSwap pack(town->id);
sendRequest(&pack);
}
}
void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID 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/* = nullptr*/)
{
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)
{
assert(townOrTavern);
assert(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;
}
}
}
void CCallback::save( const std::string &fname )
{
cl->save(fname);
}
void CCallback::sendMessage(const std::string &mess)
{
ASSERT_IF_CALLED_WITH_PLAYER
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, boost::optional<PlayerColor> Player, CClient *C )
:CBattleCallback(GS, Player, C)
{
waitTillRealize = false;
unlockGsWhenWaiting = false;
}
CCallback::~CCallback()
{
//trivial, but required. Don`t remove.
}
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, SpellID spellID, const int3 &pos)
{
CastAdvSpell cas;
cas.hid = hero->id;
cas.sid = spellID;
cas.pos = pos;
sendRequest(&cas);
}
void CCallback::unregisterMyInterface()
{
ASSERT_IF_CALLED_WITH_PLAYER
cl->playerint.erase(*player);
cl->battleints.erase(*player);
//TODO? should callback be disabled as well?
}
void CCallback::validatePaths()
{
ASSERT_IF_CALLED_WITH_PLAYER
const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(*player);
if(h && ( cl->pathInfo->hero != h //wrong hero
|| cl->pathInfo->hpos != h->getPosition(false) //wrong hero position
|| !cl->pathInfo->isValid)) //paths invalidated by game event
{
recalculatePaths();
}
}
int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
{
if(s1->getCreature(p1) == s2->getCreature(p2))
return mergeStacks(s1, s2, p1, p2);
else
return swapCreatures(s1, s2, p1, p2);
}
void CCallback::registerGameInterface(shared_ptr<IGameEventsReceiver> gameEvents)
{
cl->additionalPlayerInts[*player].push_back(gameEvents);
}
void CCallback::registerBattleInterface(shared_ptr<IBattleEventsReceiver> battleEvents)
{
cl->additionalBattleInts[*player].push_back(battleEvents);
}
void CCallback::unregisterGameInterface(shared_ptr<IGameEventsReceiver> gameEvents)
{
cl->additionalPlayerInts[*player] -= gameEvents;
}
void CCallback::unregisterBattleInterface(shared_ptr<IBattleEventsReceiver> battleEvents)
{
cl->additionalBattleInts[*player] -= battleEvents;
}
CBattleCallback::CBattleCallback(CGameState *GS, boost::optional<PlayerColor> 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;
}