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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/CCallback.cpp
2011-02-24 15:33:03 +00:00

1136 lines
30 KiB
C++

#include "stdafx.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/map.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 <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include "lib/CSpellHandler.h"
#include "lib/CArtHandler.h"
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/*
* 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;
}
void CCallback::selectionMade(int selection, int asker)
{
QueryReply pack(asker,selection);
*cl->serv << &pack;
}
void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level/*=-1*/)
{
if(player!=obj->tempOwner && obj->ID != 106)
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
}
UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getUpgradeInfo(obj->getStack(stackPos));
}
const StartInfo * CCallback::getStartInfo() const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->scenarioOps;
}
int CCallback::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
//if there is a battle
if(gs->curB)
return gs->curB->getSpellCost(sp, caster);
//if there is no battle
return caster->getSpellCost(sp);
}
int CCallback::estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(!gs->curB) //no battle
{
if (hero) //but we see hero's spellbook
return gs->curB->calculateSpellDmg(sp, hero, NULL, hero->getSpellSchoolLevel(sp), hero->getPrimSkillLevel(2));
else
return 0; //mage guild
}
//gs->getHero(gs->currentPlayer)
const CGHeroInstance * ourHero = gs->curB->heroes[0]->tempOwner == player ? gs->curB->heroes[0] : gs->curB->heroes[1];
return gs->curB->calculateSpellDmg(sp, ourHero, NULL, ourHero->getSpellSchoolLevel(sp), ourHero->getPrimSkillLevel(2));
}
void CCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(obj == NULL)
return;
if(obj->ID == TOWNI_TYPE || obj->ID == 95) //it is a town or adv map tavern
{
gs->obtainPlayersStats(thi, gs->players[player].towns.size());
}
else if(obj->ID == 97) //Den of Thieves
{
gs->obtainPlayersStats(thi, 20);
}
}
int CCallback::howManyTowns() const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].towns.size();
}
const CGTownInstance * CCallback::getTownInfo(int val, bool mode) const //mode = 0 -> val = serial; mode = 1 -> val = ID
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if (!mode)
{
const std::vector<ConstTransitivePtr<CGTownInstance> > &towns = gs->players[gs->currentPlayer].towns;
if(val < towns.size())
return towns[val];
else
return NULL;
}
else if(mode == 1)
{
const CGObjectInstance *obj = getObjectInfo(val);
if(!obj)
return NULL;
if(obj->ID != TOWNI_TYPE)
return NULL;
else
return static_cast<const CGTownInstance *>(obj);
}
return NULL;
}
bool CCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const
{
if(!isVisible(town, player)) //it's not a town or it's not visible for layer
return false;
bool detailed = hasAccess(town->tempOwner);
//TODO vision support
if(town->ID == TOWNI_TYPE)
dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);
else if(town->ID == 33 || town->ID == 219)
dest.initFromGarrison(static_cast<const CGGarrison *>(town), detailed);
else
return false;
return true;
}
int3 CCallback::guardingCreaturePosition (int3 pos) const
{
return gs->guardingCreaturePosition(pos);
}
int CCallback::howManyHeroes(bool includeGarrisoned) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return cl->getHeroCount(player,includeGarrisoned);
}
const CGHeroInstance * CCallback::getHeroInfo(int val, int mode) const //mode = 0 -> val = serial; mode = 1 -> val = ID
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx); //TODO use me?
//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 (size_t 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<const CGHeroInstance*>(gs->map->objects[val].get());
}
return NULL;
}
const CGObjectInstance * CCallback::getObjectInfo(int ID) const
{
//TODO: check for visibility
return gs->map->objects[ID];
}
bool CCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero);
if(!h || !isVisible(h->getPosition(false))) //it's not a hero or it's not visible for layer
return false;
//TODO vision support
dest.initFromHero(h, hasAccess(h->tempOwner));
return true;
}
int CCallback::getResourceAmount(int type) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].resources[type];
}
std::vector<si32> CCallback::getResourceAmount() const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].resources;
}
int CCallback::getDate(int mode) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getDate(mode);
}
std::vector < std::string > CCallback::getObjDescriptions(int3 pos) const
{
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->getHoverText());
return ret;
}
bool CCallback::verifyPath(CPath * path, bool blockSea) const
{
for (size_t i=0; i < path->nodes.size(); ++i)
{
if ( CGI->mh->map->terrain[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].blocked
&& (! (CGI->mh->map->terrain[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].visitable)))
return false; //path is wrong - one of the tiles is blocked
if (blockSea)
{
if (i==0)
continue;
if (
((CGI->mh->map->terrain[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tertype==TerrainTile::water)
&&
(CGI->mh->map->terrain[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tertype!=TerrainTile::water))
||
((CGI->mh->map->terrain[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tertype!=TerrainTile::water)
&&
(CGI->mh->map->terrain[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tertype==TerrainTile::water))
||
(CGI->mh->map->terrain[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tertype==TerrainTile::rock)
)
return false;
}
}
return true;
}
std::vector< std::vector< std::vector<unsigned char> > > & CCallback::getVisibilityMap() const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getPlayerTeam(player)->fogOfWarMap;
}
bool CCallback::isVisible(int3 pos, int Player) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->map->isInTheMap(pos) && gs->isVisible(pos, Player);
}
std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur) const
{
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 (size_t j=0; j < (*i).second.towns.size(); ++j)
{
if ((*i).first==player
|| (isVisible((*i).second.towns[j],player) && !onlyOur))
{
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) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGHeroInstance *> ret;
for(size_t 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) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return isVisible(pos,player);
}
bool CCallback::isVisible( const CGObjectInstance *obj, int Player ) const
{
return gs->isVisible(obj, Player);
}
int CCallback::getMyColor() const
{
return player;
}
int CCallback::getHeroSerial(const CGHeroInstance * hero) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
for (size_t 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) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
const CArmedInstance *armi = dynamic_cast<const CArmedInstance*>(obj);
if(!armi)
return NULL;
else
return armi;
}
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 CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)
{
if(player!=hero1->tempOwner && player!=hero2->tempOwner)
return false;
ExchangeArtifacts ea(hero1->id, hero2->id, pos1, pos2);
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)
{
CGTownInstance * t = const_cast<CGTownInstance *>(town);
if(town->tempOwner!=player)
return false;
const CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
for(int i=0;i<b->resources.size();i++)
if(b->resources[i] > gs->players[player].resources[i])
return false; //lack of resources
BuildStructure pack(town->id,buildingID);
sendRequest(&pack);
return true;
}
int CBattleCallback::battleGetBattlefieldType()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
//return gs->battleGetBattlefieldType();
if(!gs->curB)
{
tlog2<<"battleGetBattlefieldType called when there is no battle!"<<std::endl;
return -1;
}
return gs->curB->battlefieldType;
}
int CBattleCallback::battleGetObstaclesAtTile(THex tile) //returns bitfield
{
//TODO - write
return -1;
}
std::vector<CObstacleInstance> CBattleCallback::battleGetAllObstacles()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(gs->curB)
return gs->curB->obstacles;
else
return std::vector<CObstacleInstance>();
}
const CStack* CBattleCallback::battleGetStackByID(int ID, bool onlyAlive)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(!gs->curB) return NULL;
return gs->curB->getStack(ID, onlyAlive);
}
int CBattleCallback::battleMakeAction(BattleAction* action)
{
assert(action->actionType == BattleAction::HERO_SPELL);
MakeCustomAction mca(*action);
sendRequest(&mca);
return 0;
}
const CStack* CBattleCallback::battleGetStackByPos(THex pos, bool onlyAlive)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->curB->battleGetStack(pos, onlyAlive);
}
THex CBattleCallback::battleGetPos(int stack)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(!gs->curB)
{
tlog2<<"battleGetPos called when there is no battle!"<<std::endl;
return THex::INVALID;
}
for(size_t g=0; g<gs->curB->stacks.size(); ++g)
{
if(gs->curB->stacks[g]->ID == stack)
return gs->curB->stacks[g]->position;
}
return THex::INVALID;
}
TStacks CBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
TStacks ret;
if(!gs->curB) //there is no battle
{
tlog2<<"battleGetStacks called when there is no battle!"<<std::endl;
return ret;
}
BOOST_FOREACH(const CStack *s, gs->curB->stacks)
{
bool ownerMatches = whose == MINE_AND_ENEMY || whose == ONLY_MINE && s->owner == player || whose == ONLY_ENEMY && s->owner != player;
bool alivenessMatches = s->alive() || !onlyAlive;
if(ownerMatches && alivenessMatches)
ret.push_back(s);
}
return ret;
}
void CBattleCallback::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);
}
std::vector<THex> CBattleCallback::battleGetAvailableHexes(const CStack * stack, 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<THex>();
}
return gs->curB->getAccessibility(stack, addOccupiable);
//return gs->battleGetRange(ID);
}
bool CBattleCallback::battleCanShoot(const CStack * stack, THex dest)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(!gs->curB) return false;
return gs->curB->battleCanShoot(stack, dest);
}
bool CBattleCallback::battleCanCastSpell()
{
if(!gs->curB) //there is no battle
return false;
return gs->curB->battleCanCastSpell(player, SpellCasting::HERO_CASTING) == SpellCasting::OK;
}
bool CBattleCallback::battleCanFlee()
{
return gs->curB->battleCanFlee(player);
}
const CGTownInstance *CBattleCallback::battleGetDefendedTown()
{
if(!gs->curB || gs->curB->town == NULL)
return NULL;
return gs->curB->town;
}
ui8 CBattleCallback::battleGetWallState(int partOfWall)
{
if(!gs->curB || gs->curB->siege == 0)
{
return 0;
}
return gs->curB->si.wallState[partOfWall];
}
int CBattleCallback::battleGetWallUnderHex(THex hex)
{
if(!gs->curB || gs->curB->siege == 0)
{
return -1;
}
return gs->curB->hexToWallPart(hex);
}
TDmgRange CBattleCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg)
{
if(!gs->curB)
return std::make_pair(0, 0);
const CGHeroInstance * attackerHero, * defenderHero;
bool shooting = battleCanShoot(attacker, defender->position);
if(gs->curB->sides[0] == player)
{
attackerHero = gs->curB->heroes[0];
defenderHero = gs->curB->heroes[1];
}
else
{
attackerHero = gs->curB->heroes[1];
defenderHero = gs->curB->heroes[0];
}
TDmgRange ret = gs->curB->calculateDmgRange(attacker, defender, attackerHero, defenderHero, shooting, 0, false, false);
if(retaliationDmg)
{
if(shooting)
{
retaliationDmg->first = retaliationDmg->second = 0;
}
else
{
ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
for (int i=0; i<2; ++i)
{
BattleStackAttacked bsa;
bsa.damageAmount = ret.*pairElems[i];
retaliationDmg->*pairElems[!i] = gs->curB->calculateDmgRange(defender, attacker, bsa.newAmount, attacker->count, attackerHero, defenderHero, false, false, false, false).*pairElems[!i];
}
}
}
return ret;
}
ui8 CBattleCallback::battleGetSiegeLevel()
{
if(!gs->curB)
return 0;
return gs->curB->siege;
}
const CGHeroInstance * CBattleCallback::battleGetFightingHero(ui8 side) const
{
if(!gs->curB)
return 0;
return gs->curB->heroes[side];
}
template <typename T>
void CBattleCallback::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();
}
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;
}
std::vector < const CGObjectInstance * > CCallback::getFlaggableObjects(int3 pos) const
{
if(!isVisible(pos))
return std::vector < const CGObjectInstance * >();
std::vector < const CGObjectInstance * > ret;
const 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(const CGObjectInstance *market, int 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(&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 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;
}
}
}
std::vector<const CGHeroInstance *> CCallback::getAvailableHeroes(const CGObjectInstance * townOrTavern) 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);
}
std::set<int> CCallback::getBuildingRequiments( const CGTownInstance *t, int ID )
{
return gs->getBuildingRequiments(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);
}
CCallback::CCallback( CGameState * GS, int Player, CClient *C )
:CBattleCallback(GS, Player, C)
{
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 )
{
if (!gs->map->isInTheMap(dest))
return false;
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);
}
int3 CCallback::getGrailPos( float &outKnownRatio )
{
if (CGObelisk::obeliskCount == 0)
{
outKnownRatio = 0.0f;
}
else
{
outKnownRatio = (float)CGObelisk::visited[gs->getPlayerTeam(player)->id] / CGObelisk::obeliskCount;
}
return gs->map->grailPos;
}
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);
}
bool CCallback::hasAccess(int playerId) const
{
return gs->getPlayerRelations( playerId, player ) || player < 0;
}
si8 CBattleCallback::battleHasDistancePenalty( const CStack * stack, THex destHex )
{
return gs->curB->hasDistancePenalty(stack, destHex);
}
si8 CBattleCallback::battleHasWallPenalty( const CStack * stack, THex destHex )
{
return gs->curB->hasWallPenalty(stack, destHex);
}
si8 CBattleCallback::battleCanTeleportTo(const CStack * stack, THex destHex, int telportLevel)
{
return gs->curB->canTeleportTo(stack, destHex, telportLevel);
}
int CCallback::getPlayerStatus(int player) const
{
const PlayerState *ps = gs->getPlayer(player, false);
if(!ps)
return -1;
return ps->status;
}
std::string CCallback::getTavernGossip(const CGObjectInstance * townOrTavern) const
{
return "GOSSIP TEST";
}
std::vector < const CGObjectInstance * > CCallback::getMyObjects() const
{
std::vector < const CGObjectInstance * > ret;
for (int g=0; g<gs->map->objects.size(); ++g)
{
if (gs->map->objects[g]->tempOwner == LOCPLINT->playerID)
{
ret.push_back(gs->map->objects[g]);
}
}
return ret;
}
std::vector < const CGDwelling * > CCallback::getMyDwellings() const
{
std::vector < const CGDwelling * > ret;
BOOST_FOREACH(CGDwelling * dw, gs->getPlayer(player)->dwellings)
{
ret.push_back(dw);
}
return ret;
}
int CCallback::getPlayerRelations( ui8 color1, ui8 color2 ) const
{
return gs->getPlayerRelations(color1, color2);
}
InfoAboutTown::InfoAboutTown()
{
tType = NULL;
details = NULL;
fortLevel = 0;
owner = -1;
}
InfoAboutTown::~InfoAboutTown()
{
delete details;
}
void InfoAboutTown::initFromTown( const CGTownInstance *t, bool detailed )
{
obj = t;
army = ArmyDescriptor(t, detailed);
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;
}
//TODO: adjust undetailed info about army to our count of thieves guilds
}
void InfoAboutTown::initFromGarrison(const CGGarrison *garr, bool detailed)
{
obj = garr;
fortLevel = 0;
army = ArmyDescriptor(garr, detailed);
name = CGI->generaltexth->names[33]; // "Garrison"
owner = garr->tempOwner;
built = false;
tType = NULL;
// Show detailed info only to owning player.
if(detailed)
{
details = new InfoAboutTown::Details;
details->customRes = false;
details->garrisonedHero = false;
details->goldIncome = -1;
details->hallLevel = -1;
}
}
bool CBattleCallback::hasAccess( int playerId ) const
{
return playerId == player || player < 0;
}
CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
{
gs = GS;
player = Player;
cl = C;
}
std::vector<int> CBattleCallback::battleGetDistances(const CStack * stack, THex hex /*= THex::INVALID*/, THex * predecessors /*= NULL*/)
{
if(!hex.isValid())
hex = stack->position;
std::vector<int> ret;
bool ac[BFIELD_SIZE];
THex pr[BFIELD_SIZE];
int dist[BFIELD_SIZE];
gs->curB->makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);
for(int i=0; i<BFIELD_SIZE; ++i)
{
if(pr[i] == -1)
ret.push_back(-1);
else
ret.push_back(dist[i]);
}
if(predecessors)
{
memcpy(predecessors, pr, BFIELD_SIZE * sizeof(THex));
}
return ret;
}
SpellCasting::ESpellCastProblem CBattleCallback::battleCanCastThisSpell( const CSpell * spell )
{
if(!gs->curB)
{
tlog1 << "battleCanCastThisSpell called when there is no battle!\n";
return SpellCasting::NO_HERO_TO_CAST_SPELL;
}
return gs->curB->battleCanCastThisSpell(player, spell, SpellCasting::HERO_CASTING);
}
si8 CBattleCallback::battleGetTacticDist()
{
if (!gs->curB)
{
tlog1 << "battleGetTacticDist called when no battle!\n";
return 0;
}
if (gs->curB->sides[gs->curB->tacticsSide] == player)
{
return gs->curB->tacticDistance;
}
return 0;
}
ui8 CBattleCallback::battleGetMySide()
{
if (!gs->curB)
{
tlog1 << "battleGetMySide called when no battle!\n";
return 0;
}
return gs->curB->sides[1] == player;
}
bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
{
MakeAction ma;
ma.ba = *action;
sendRequest(&ma);
return true;
}