/* * 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" #include "lib/mapObjects/CGHeroInstance.h" #include "lib/mapObjects/CGTownInstance.h" #include "lib/texts/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" #include "lib/networkPacks/PacksForServer.h" bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where) { CastleTeleportHero pack(who->id, where->id, 1); sendRequest(&pack); return true; } void CCallback::moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) { MoveHero pack({destination}, h->id, transit); sendRequest(&pack); } void CCallback::moveHero(const CGHeroInstance *h, const std::vector & path, bool transit) { MoveHero pack(path, h->id, transit); sendRequest(&pack); } int CCallback::selectionMade(int selection, QueryID queryID) { return sendQueryReply(selection, queryID); } int CCallback::sendQueryReply(std::optional 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 ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) { AssembleArtifacts aa(heroID, 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); } void CCallback::scrollBackpackArtifacts(ObjectInstanceID hero, bool left) { ManageBackpackArtifacts mba(hero, ManageBackpackArtifacts::ManageCmd::SCROLL_RIGHT); if(left) mba.cmd = ManageBackpackArtifacts::ManageCmd::SCROLL_LEFT; sendRequest(&mba); } void CCallback::manageHeroCostume(ObjectInstanceID hero, size_t costumeIndex, bool saveCostume) { ManageEquippedArtifacts mea(hero, costumeIndex, saveCostume); sendRequest(&mea); } 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; } bool CCallback::triggerTownSpecialBuildingAction(const CGTownInstance *town, BuildingSubID::EBuildingSubID subBuildingID) { if(town->tempOwner!=player) return false; TriggerTownSpecialBuildingAction pack(town->id, subBuildingID); 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); } void CCallback::trade(const ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero) { trade(marketId, mode, std::vector(1, id1), std::vector(1, id2), std::vector(1, val1), hero); } void CCallback::trade(const ObjectInstanceID marketId, EMarketMode mode, const std::vector & id1, const std::vector & id2, const std::vector & val1, const CGHeroInstance * hero) { TradeOnMarketplace pack; pack.marketId = marketId; pack.heroId = hero ? hero->id : ObjectInstanceID(); pack.mode = mode; pack.r1 = id1; pack.r2 = id2; pack.val = val1; sendRequest(&pack); } void CCallback::setFormation(const CGHeroInstance * hero, EArmyFormation mode) { SetFormation pack(hero->id, mode); sendRequest(&pack); } void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero) { assert(townOrTavern); assert(hero); HireHero pack(hero->getHeroType(), townOrTavern->id, nextHero); 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(obj)->id; sendRequest(&bb); } CCallback::CCallback(CGameState * GS, std::optional 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 CCallback::getPathsInfo(const CGHeroInstance * h) { return cl->getPathsInfo(h); } std::optional 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 battleEvents) { cl->additionalBattleInts[*player].push_back(battleEvents); } void CCallback::unregisterBattleInterface(std::shared_ptr battleEvents) { cl->additionalBattleInts[*player] -= battleEvents; } CBattleCallback::CBattleCallback(std::optional 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 CBattleCallback::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) { return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID, battleState); } std::shared_ptr CBattleCallback::getBattle(const BattleID & battleID) { 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())); } std::optional CBattleCallback::getPlayerID() const { return player; } void CBattleCallback::onBattleStarted(const IBattleInfo * info) { 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()); activeBattles[info->getBattleID()] = std::make_shared(info, *getPlayerID()); } void CBattleCallback::onBattleEnded(const BattleID & battleID) { 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()); activeBattles.erase(battleID); }