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mirror of https://github.com/vcmi/vcmi.git synced 2025-05-21 22:33:43 +02:00
vcmi/lib/callback/CCallback.cpp
Ivan Savenko 2c17c2d5b7 Rework CCallback <-> CClient interaction
- callback is now part of lib instead of weird class that is shared by
client and AI while being part of client
- callback interacts with client class via minimal interface class
- removed no longer used unlockGsWhileWaiting field
2025-05-12 22:07:10 +03:00

398 lines
10 KiB
C++

/*
* 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 "../gameState/CGameState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapping/CMap.h"
#include "../networkPacks/PacksForServer.h"
#include "../networkPacks/SaveLocalState.h"
#define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
VCMI_LIB_NAMESPACE_BEGIN
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<int3> & 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<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 = *getPlayerID();
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(getPlayerID() != 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((getPlayerID() && obj->tempOwner != getPlayerID()) || (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.", getPlayerID()->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::bulkSplitAndRebalanceStack(ObjectInstanceID armyId, SlotID srcSlot)
{
BulkSplitAndRebalanceStack 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(getPlayerID()!=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::sortBackpackArtifactsBySlot(const ObjectInstanceID hero)
{
ManageBackpackArtifacts mba(hero, ManageBackpackArtifacts::ManageCmd::SORT_BY_SLOT);
sendRequest(mba);
}
void CCallback::sortBackpackArtifactsByCost(const ObjectInstanceID hero)
{
ManageBackpackArtifacts mba(hero, ManageBackpackArtifacts::ManageCmd::SORT_BY_COST);
sendRequest(mba);
}
void CCallback::sortBackpackArtifactsByClass(const ObjectInstanceID hero)
{
ManageBackpackArtifacts mba(hero, ManageBackpackArtifacts::ManageCmd::SORT_BY_CLASS);
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!=getPlayerID())
return false;
if(canBuildStructure(town, buildingID) != EBuildingState::ALLOWED)
return false;
BuildStructure pack(town->id,buildingID);
sendRequest(pack);
return true;
}
bool CCallback::visitTownBuilding(const CGTownInstance *town, BuildingID buildingID)
{
if(town->tempOwner!=getPlayerID())
return false;
VisitTownBuilding pack(town->id, buildingID);
sendRequest(pack);
return true;
}
void CCallback::spellResearch( const CGTownInstance *town, SpellID spellAtSlot, bool accepted )
{
SpellResearch pack(town->id, spellAtSlot, accepted);
sendRequest(pack);
}
void CCallback::swapGarrisonHero( const CGTownInstance *town )
{
if(town->tempOwner == getPlayerID() || (town->getGarrisonHero() && town->getGarrisonHero()->tempOwner == getPlayerID() ))
{
GarrisonHeroSwap pack(town->id);
sendRequest(pack);
}
}
void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
{
if(hero->tempOwner != getPlayerID()) 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<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & 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->getHeroTypeID(), townOrTavern->id, nextHero);
pack.player = *getPlayerID();
sendRequest(pack);
}
void CCallback::saveLocalState(const JsonNode & data)
{
SaveLocalState state;
state.data = data;
state.player = *getPlayerID();
sendRequest(state);
}
void CCallback::save( const std::string &fname )
{
SaveGame save_game(fname);
sendRequest(save_game);
}
void CCallback::gamePause(bool pause)
{
if(pause)
{
GamePause pack;
pack.player = *getPlayerID();
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(getPlayerID())
pm.player = *getPlayerID();
sendRequest(pm);
}
void CCallback::buildBoat( const IShipyard *obj )
{
BuildBoat bb;
bb.objid = dynamic_cast<const CGObjectInstance*>(obj)->id;
sendRequest(bb);
}
CCallback::CCallback(std::shared_ptr<CGameState> gamestate, std::optional<PlayerColor> Player, IClient * C)
: CBattleCallback(Player, C)
, gamestate(gamestate)
{
waitTillRealize = false;
unlockGsWhenWaiting = false;
}
CCallback::~CCallback() = default;
bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
{
//bidirectional
return gameState().getMap().canMoveBetween(a, b);
}
std::optional<PlayerColor> CCallback::getPlayerID() const
{
return CBattleCallback::getPlayerID();
}
int3 CCallback::getGuardingCreaturePosition(int3 tile)
{
if (!gameState().getMap().isInTheMap(tile))
return int3(-1,-1,-1);
return gameState().getMap().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);
}
VCMI_LIB_NAMESPACE_END