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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/CCallback.cpp
Michał W. Urbańczyk efb1049860 * fixed crashes with paths when fastly switching heroes
* fixed and improved slider behavior
* fixed possible thread access conflicts
* support for attacking town with visiting hero
* fixed dwellings saving
* minor improvements
2009-09-12 22:17:23 +00:00

946 lines
24 KiB
C++

#include "stdafx.h"
#include "CCallback.h"
#include "client/CGameInfo.h"
#include "lib/CGameState.h"
#include "client/CPlayerInterface.h"
#include "client/Client.h"
#include "lib/map.h"
#include "hch/CBuildingHandler.h"
#include "hch/CDefObjInfoHandler.h"
#include "hch/CHeroHandler.h"
#include "hch/CObjectHandler.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>
#include "hch/CSpellHandler.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
*
*/
static int gcd(int x, int y)
{
int temp;
if (y > x)
std::swap(x,y);
while (y != 0)
{
temp = y;
y = x-y;
x = temp;
if (y > x)
std::swap(x,y);
}
return x;
}
HeroMoveDetails::HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho)
:src(Src),dst(Dst),ho(Ho)
{
owner = ho->getOwner();
};
template <ui16 N> bool isType(CPack *pack)
{
return pack->getType() == N;
}
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)
{
if(player!=obj->tempOwner) return;
RecruitCreatures pack(obj->id,ID,amount);
sendRequest(&pack);
}
bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
{
if(((player>=0) && obj->tempOwner != player) || (obj->army.slots.size()<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 << " end 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(const_cast<CArmedInstance*>(obj),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 sp->costs[caster->getSpellSchoolLevel(sp)];
}
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<CGTownInstance *> &towns = gs->players[gs->currentPlayer].towns;
if(val < towns.size())
return towns[val];
else
return NULL;
}
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;
}
bool CCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const
{
const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(town);
if(!t || !isVisible(t, player)) //it's not a town or it's not visible for layer
return false;
//TODO vision support, info about allies
dest.initFromTown(t, false);
return true;
}
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]);
}
return NULL;
}
const CGObjectInstance * CCallback::getObjectInfo(int ID) const
{
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, info about allies
dest.initFromHero(h, false);
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->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==TerrainTile::water)
&&
(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))
||
((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype!=TerrainTile::water)
&&
(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))
||
(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)
)
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->players[player].fogOfWarMap;
}
bool CCallback::isVisible(int3 pos, int Player) const
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return 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 ( ( 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) 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->army;
}
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;
}
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<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 CCallback::battleGetBattlefieldType()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->battleGetBattlefieldType();
}
int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield
{
//TODO - write
return -1;
}
std::vector<CObstacleInstance> CCallback::battleGetAllObstacles()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(gs->curB)
return gs->curB->obstacles;
else
return std::vector<CObstacleInstance>();
}
int CCallback::battleGetStack(int pos, bool onlyAlive)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->battleGetStack(pos, onlyAlive);
}
const CStack* CCallback::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 CCallback::battleMakeAction(BattleAction* action)
{
MakeCustomAction mca(*action);
sendRequest(&mca);
return 0;
}
const CStack* CCallback::battleGetStackByPos(int pos, bool onlyAlive)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return battleGetStackByID(battleGetStack(pos, onlyAlive), onlyAlive);
}
int CCallback::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 -1;
}
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 -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(size_t g=0; g<gs->curB->stacks.size(); ++g)
{
ret[gs->curB->stacks[g]->ID] = *(gs->curB->stacks[g]);
}
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->stacks[attackerID], * defender = gs->curB->stacks[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;
}
}
}