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/*
* 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
*
*/
# include "StdInc.h"
# include "CCallback.h"
# include "lib/CCreatureHandler.h"
# include "lib/gameState/CGameState.h"
# include "client/CPlayerInterface.h"
# include "client/Client.h"
# include "lib/mapping/CMap.h"
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# include "lib/mapObjects/CGHeroInstance.h"
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# include "lib/mapObjects/CGTownInstance.h"
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# include "lib/CBuildingHandler.h"
# include "lib/CGeneralTextHandler.h"
# include "lib/CHeroHandler.h"
# include "lib/CArtHandler.h"
# include "lib/GameConstants.h"
# include "lib/CPlayerState.h"
# include "lib/UnlockGuard.h"
# include "lib/battle/BattleInfo.h"
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# include "lib/networkPacks/PacksForServer.h"
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bool CCallback : : teleportHero ( const CGHeroInstance * who , const CGTownInstance * where )
{
CastleTeleportHero pack ( who - > id , where - > id , 1 ) ;
sendRequest ( & pack ) ;
return true ;
}
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void CCallback : : moveHero ( const CGHeroInstance * h , const int3 & destination , bool transit )
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{
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MoveHero pack ( { destination } , h - > id , transit ) ;
sendRequest ( & pack ) ;
}
void CCallback : : moveHero ( const CGHeroInstance * h , const std : : vector < int3 > & path , bool transit )
{
MoveHero pack ( path , h - > id , transit ) ;
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sendRequest ( & pack ) ;
}
int CCallback : : selectionMade ( int selection , QueryID queryID )
{
return sendQueryReply ( selection , queryID ) ;
}
int CCallback : : sendQueryReply ( std : : optional < int32_t > reply , QueryID queryID )
{
ASSERT_IF_CALLED_WITH_PLAYER
if ( queryID = = QueryID ( - 1 ) )
{
logGlobal - > error ( " Cannot answer the query -1! " ) ;
return - 1 ;
}
QueryReply pack ( queryID , reply ) ;
pack . player = * player ;
return sendRequest ( & pack ) ;
}
void CCallback : : recruitCreatures ( const CGDwelling * obj , const CArmedInstance * dst , CreatureID ID , ui32 amount , si32 level )
{
// TODO exception for neutral dwellings shouldn't be hardcoded
if ( player ! = obj - > tempOwner & & obj - > ID ! = Obj : : WAR_MACHINE_FACTORY & & obj - > ID ! = Obj : : REFUGEE_CAMP )
return ;
RecruitCreatures pack ( obj - > id , dst - > id , ID , amount , level ) ;
sendRequest ( & pack ) ;
}
bool CCallback : : dismissCreature ( const CArmedInstance * obj , SlotID stackPos )
{
if ( ( player & & 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 - > trace ( " Player %d ended his turn. " , player - > getNum ( ) ) ;
EndTurn pack ;
sendRequest ( & pack ) ;
}
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 ;
}
int CCallback : : bulkMoveArmy ( ObjectInstanceID srcArmy , ObjectInstanceID destArmy , SlotID srcSlot )
{
BulkMoveArmy pack ( srcArmy , destArmy , srcSlot ) ;
sendRequest ( & pack ) ;
return 0 ;
}
int CCallback : : bulkSplitStack ( ObjectInstanceID armyId , SlotID srcSlot , int howMany )
{
BulkSplitStack pack ( armyId , srcSlot , howMany ) ;
sendRequest ( & pack ) ;
return 0 ;
}
int CCallback : : bulkSmartSplitStack ( ObjectInstanceID armyId , SlotID srcSlot )
{
BulkSmartSplitStack pack ( armyId , srcSlot ) ;
sendRequest ( & pack ) ;
return 0 ;
}
int CCallback : : bulkMergeStacks ( ObjectInstanceID armyId , SlotID srcSlot )
{
BulkMergeStacks pack ( armyId , srcSlot ) ;
sendRequest ( & pack ) ;
return 0 ;
}
bool CCallback : : dismissHero ( const CGHeroInstance * hero )
{
if ( player ! = hero - > tempOwner ) return false ;
DismissHero pack ( hero - > id ) ;
sendRequest ( & pack ) ;
return true ;
}
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 .
*/
void CCallback : : assembleArtifacts ( const CGHeroInstance * hero , ArtifactPosition artifactSlot , bool assemble , ArtifactID assembleTo )
{
AssembleArtifacts aa ( hero - > id , artifactSlot , assemble , assembleTo ) ;
sendRequest ( & aa ) ;
}
void CCallback : : bulkMoveArtifacts ( ObjectInstanceID srcHero , ObjectInstanceID dstHero , bool swap , bool equipped , bool backpack )
{
BulkExchangeArtifacts bma ( srcHero , dstHero , swap , equipped , backpack ) ;
sendRequest ( & bma ) ;
}
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void CCallback : : scrollBackpackArtifacts ( ObjectInstanceID hero , bool left )
{
ManageBackpackArtifacts mba ( hero , ManageBackpackArtifacts : : ManageCmd : : SCROLL_RIGHT ) ;
if ( left )
mba . cmd = ManageBackpackArtifacts : : ManageCmd : : SCROLL_LEFT ;
sendRequest ( & mba ) ;
}
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void CCallback : : eraseArtifactByClient ( const ArtifactLocation & al )
{
EraseArtifactByClient ea ( al ) ;
sendRequest ( & ea ) ;
}
bool CCallback : : buildBuilding ( const CGTownInstance * town , BuildingID buildingID )
{
if ( town - > tempOwner ! = player )
return false ;
if ( canBuildStructure ( town , buildingID ) ! = EBuildingState : : ALLOWED )
return false ;
BuildStructure pack ( town - > id , buildingID ) ;
sendRequest ( & pack ) ;
return true ;
}
void CBattleCallback : : battleMakeSpellAction ( const BattleID & battleID , const BattleAction & action )
{
assert ( action . actionType = = EActionType : : HERO_SPELL ) ;
MakeAction mca ( action ) ;
mca . battleID = battleID ;
sendRequest ( & mca ) ;
}
int CBattleCallback : : sendRequest ( const CPackForServer * request )
{
int requestID = cl - > sendRequest ( request , * getPlayerID ( ) ) ;
if ( waitTillRealize )
{
logGlobal - > trace ( " We'll wait till request %d is answered. \n " , requestID ) ;
auto gsUnlocker = vstd : : makeUnlockSharedGuardIf ( CGameState : : mutex , unlockGsWhenWaiting ) ;
CClient : : waitingRequest . waitWhileContains ( requestID ) ;
}
boost : : this_thread : : interruption_point ( ) ;
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 ) ;
}
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void CCallback : : trade ( const IMarket * market , EMarketMode mode , TradeItemSell id1 , TradeItemBuy id2 , ui32 val1 , const CGHeroInstance * hero )
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{
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trade ( market , mode , std : : vector ( 1 , id1 ) , std : : vector ( 1 , id2 ) , std : : vector ( 1 , val1 ) , hero ) ;
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}
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void CCallback : : trade ( const IMarket * market , EMarketMode mode , const std : : vector < TradeItemSell > & id1 , const std : : vector < TradeItemBuy > & id2 , const std : : vector < ui32 > & val1 , const CGHeroInstance * hero )
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{
TradeOnMarketplace pack ;
pack . marketId = dynamic_cast < const CGObjectInstance * > ( market ) - > id ;
pack . heroId = hero ? hero - > id : ObjectInstanceID ( ) ;
pack . mode = mode ;
pack . r1 = id1 ;
pack . r2 = id2 ;
pack . val = val1 ;
sendRequest ( & pack ) ;
}
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void CCallback : : setFormation ( const CGHeroInstance * hero , EArmyFormation mode )
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{
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SetFormation pack ( hero - > id , mode ) ;
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sendRequest ( & pack ) ;
}
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void CCallback : : recruitHero ( const CGObjectInstance * townOrTavern , const CGHeroInstance * hero , const HeroTypeID & nextHero )
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{
assert ( townOrTavern ) ;
assert ( hero ) ;
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HireHero pack ( hero - > getHeroType ( ) , townOrTavern - > id , nextHero ) ;
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pack . player = * player ;
sendRequest ( & pack ) ;
}
void CCallback : : save ( const std : : string & fname )
{
cl - > save ( fname ) ;
}
void CCallback : : gamePause ( bool pause )
{
if ( pause )
{
GamePause pack ;
pack . player = * player ;
sendRequest ( & pack ) ;
}
else
{
sendQueryReply ( 0 , QueryID : : CLIENT ) ;
}
}
void CCallback : : sendMessage ( const std : : string & mess , const CGObjectInstance * currentObject )
{
ASSERT_IF_CALLED_WITH_PLAYER
PlayerMessage pm ( mess , currentObject ? currentObject - > id : ObjectInstanceID ( - 1 ) ) ;
if ( player )
pm . player = * player ;
sendRequest ( & pm ) ;
}
void CCallback : : buildBoat ( const IShipyard * obj )
{
BuildBoat bb ;
bb . objid = dynamic_cast < const CGObjectInstance * > ( obj ) - > id ;
sendRequest ( & bb ) ;
}
CCallback : : CCallback ( CGameState * GS , std : : optional < PlayerColor > Player , CClient * C )
: CBattleCallback ( Player , C )
{
gs = GS ;
waitTillRealize = false ;
unlockGsWhenWaiting = false ;
}
CCallback : : ~ CCallback ( ) = default ;
bool CCallback : : canMoveBetween ( const int3 & a , const int3 & b )
{
//bidirectional
return gs - > map - > canMoveBetween ( a , b ) ;
}
std : : shared_ptr < const CPathsInfo > CCallback : : getPathsInfo ( const CGHeroInstance * h )
{
return cl - > getPathsInfo ( h ) ;
}
std : : optional < PlayerColor > CCallback : : getPlayerID ( ) const
{
return CBattleCallback : : getPlayerID ( ) ;
}
int3 CCallback : : getGuardingCreaturePosition ( int3 tile )
{
if ( ! gs - > map - > isInTheMap ( tile ) )
return int3 ( - 1 , - 1 , - 1 ) ;
return gs - > map - > guardingCreaturePositions [ tile . z ] [ tile . x ] [ tile . y ] ;
}
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 ) ;
}
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 : : registerBattleInterface ( std : : shared_ptr < IBattleEventsReceiver > battleEvents )
{
cl - > additionalBattleInts [ * player ] . push_back ( battleEvents ) ;
}
void CCallback : : unregisterBattleInterface ( std : : shared_ptr < IBattleEventsReceiver > battleEvents )
{
cl - > additionalBattleInts [ * player ] - = battleEvents ;
}
CBattleCallback : : CBattleCallback ( std : : optional < PlayerColor > player , CClient * C ) :
cl ( C ) ,
player ( player )
{
}
void CBattleCallback : : battleMakeUnitAction ( const BattleID & battleID , const BattleAction & action )
{
assert ( ! cl - > gs - > getBattle ( battleID ) - > tacticDistance ) ;
MakeAction ma ;
ma . ba = action ;
ma . battleID = battleID ;
sendRequest ( & ma ) ;
}
void CBattleCallback : : battleMakeTacticAction ( const BattleID & battleID , const BattleAction & action )
{
assert ( cl - > gs - > getBattle ( battleID ) - > tacticDistance ) ;
MakeAction ma ;
ma . ba = action ;
ma . battleID = battleID ;
sendRequest ( & ma ) ;
}
std : : optional < BattleAction > CBattleCallback : : makeSurrenderRetreatDecision ( const BattleID & battleID , const BattleStateInfoForRetreat & battleState )
{
return cl - > playerint [ getPlayerID ( ) . value ( ) ] - > makeSurrenderRetreatDecision ( battleID , battleState ) ;
}
std : : shared_ptr < CPlayerBattleCallback > CBattleCallback : : getBattle ( const BattleID & battleID )
{
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if ( activeBattles . count ( battleID ) )
return activeBattles . at ( battleID ) ;
throw std : : runtime_error ( " Failed to find battle " + std : : to_string ( battleID . getNum ( ) ) + " of player " + player - > toString ( ) + " . Number of ongoing battles: " + std : : to_string ( activeBattles . size ( ) ) ) ;
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}
std : : optional < PlayerColor > CBattleCallback : : getPlayerID ( ) const
{
return player ;
}
void CBattleCallback : : onBattleStarted ( const IBattleInfo * info )
{
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if ( activeBattles . count ( info - > getBattleID ( ) ) > 0 )
throw std : : runtime_error ( " Player " + player - > toString ( ) + " is already engaged in battle " + std : : to_string ( info - > getBattleID ( ) . getNum ( ) ) ) ;
logGlobal - > debug ( " Battle %d started for player %s " , info - > getBattleID ( ) , player - > toString ( ) ) ;
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activeBattles [ info - > getBattleID ( ) ] = std : : make_shared < CPlayerBattleCallback > ( info , * getPlayerID ( ) ) ;
}
void CBattleCallback : : onBattleEnded ( const BattleID & battleID )
{
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if ( activeBattles . count ( battleID ) = = 0 )
throw std : : runtime_error ( " Player " + player - > toString ( ) + " is not engaged in battle " + std : : to_string ( battleID . getNum ( ) ) ) ;
logGlobal - > debug ( " Battle %d ended for player %s " , battleID , player - > toString ( ) ) ;
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activeBattles . erase ( battleID ) ;
}