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https://github.com/vcmi/vcmi.git
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7ba271edf1
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
388 lines
10 KiB
C++
388 lines
10 KiB
C++
/*
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* CCallback.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CCallback.h"
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#include "lib/CCreatureHandler.h"
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#include "client/CGameInfo.h"
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#include "lib/CGameState.h"
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#include "client/CPlayerInterface.h"
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#include "client/Client.h"
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#include "lib/mapping/CMap.h"
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#include "lib/CBuildingHandler.h"
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#include "lib/mapObjects/CObjectClassesHandler.h"
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#include "lib/CGeneralTextHandler.h"
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#include "lib/CHeroHandler.h"
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#include "lib/NetPacks.h"
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#include "client/mapHandler.h"
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#include "lib/CArtHandler.h"
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#include "lib/GameConstants.h"
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#include "lib/CPlayerState.h"
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#include "lib/UnlockGuard.h"
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#include "lib/battle/BattleInfo.h"
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bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where)
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{
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CastleTeleportHero pack(who->id, where->id, 1);
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sendRequest(&pack);
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return true;
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}
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bool CCallback::moveHero(const CGHeroInstance *h, int3 dst, bool transit)
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{
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MoveHero pack(dst,h->id,transit);
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sendRequest(&pack);
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return true;
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}
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int CCallback::selectionMade(int selection, QueryID queryID)
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{
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JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
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reply.Integer() = selection;
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return sendQueryReply(reply, queryID);
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}
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int CCallback::sendQueryReply(const JsonNode & reply, QueryID queryID)
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{
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ASSERT_IF_CALLED_WITH_PLAYER
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if(queryID == QueryID(-1))
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{
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logGlobal->error("Cannot answer the query -1!");
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return -1;
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}
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QueryReply pack(queryID, reply);
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pack.player = *player;
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return sendRequest(&pack);
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}
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void CCallback::recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level)
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{
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// TODO exception for neutral dwellings shouldn't be hardcoded
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if(player != obj->tempOwner && obj->ID != Obj::WAR_MACHINE_FACTORY && obj->ID != Obj::REFUGEE_CAMP)
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return;
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RecruitCreatures pack(obj->id, dst->id, ID, amount, level);
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sendRequest(&pack);
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}
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bool CCallback::dismissCreature(const CArmedInstance *obj, SlotID stackPos)
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{
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if((player && obj->tempOwner != player) || (obj->stacksCount()<2 && obj->needsLastStack()))
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return false;
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DisbandCreature pack(stackPos,obj->id);
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sendRequest(&pack);
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return true;
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}
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bool CCallback::upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID)
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{
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UpgradeCreature pack(stackPos,obj->id,newID);
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sendRequest(&pack);
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return false;
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}
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void CCallback::endTurn()
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{
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logGlobal->trace("Player %d ended his turn.", player.get().getNum());
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EndTurn pack;
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sendRequest(&pack);
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}
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int CCallback::swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
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{
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ArrangeStacks pack(1,p1,p2,s1->id,s2->id,0);
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sendRequest(&pack);
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return 0;
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}
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int CCallback::mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
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{
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ArrangeStacks pack(2,p1,p2,s1->id,s2->id,0);
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sendRequest(&pack);
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return 0;
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}
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int CCallback::splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)
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{
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ArrangeStacks pack(3,p1,p2,s1->id,s2->id,val);
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sendRequest(&pack);
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return 0;
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}
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int CCallback::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
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{
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BulkMoveArmy pack(srcArmy, destArmy, srcSlot);
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sendRequest(&pack);
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return 0;
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}
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int CCallback::bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany)
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{
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BulkSplitStack pack(armyId, srcSlot, howMany);
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sendRequest(&pack);
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return 0;
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}
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int CCallback::bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot)
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{
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BulkSmartSplitStack pack(armyId, srcSlot);
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sendRequest(&pack);
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return 0;
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}
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int CCallback::bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot)
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{
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BulkMergeStacks pack(armyId, srcSlot);
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sendRequest(&pack);
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return 0;
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}
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bool CCallback::dismissHero(const CGHeroInstance *hero)
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{
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if(player!=hero->tempOwner) return false;
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DismissHero pack(hero->id);
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sendRequest(&pack);
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return true;
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}
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bool CCallback::swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)
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{
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ExchangeArtifacts ea;
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ea.src = l1;
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ea.dst = l2;
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sendRequest(&ea);
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return true;
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}
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/**
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* Assembles or disassembles a combination artifact.
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* @param hero Hero holding the artifact(s).
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* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
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* @param assemble True for assembly operation, false for disassembly.
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* @param assembleTo If assemble is true, this represents the artifact ID of the combination
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* artifact to assemble to. Otherwise it's not used.
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*/
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bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
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{
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if (player != hero->tempOwner)
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return false;
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AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
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sendRequest(&aa);
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return true;
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}
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bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
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{
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if(town->tempOwner!=player)
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return false;
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if(!canBuildStructure(town, buildingID))
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return false;
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BuildStructure pack(town->id,buildingID);
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sendRequest(&pack);
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return true;
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}
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int CBattleCallback::battleMakeAction(const BattleAction * action)
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{
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assert(action->actionType == EActionType::HERO_SPELL);
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MakeCustomAction mca(*action);
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sendRequest(&mca);
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return 0;
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}
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int CBattleCallback::sendRequest(const CPackForServer * request)
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{
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int requestID = cl->sendRequest(request, *player);
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if(waitTillRealize)
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{
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logGlobal->trace("We'll wait till request %d is answered.\n", requestID);
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auto gsUnlocker = vstd::makeUnlockSharedGuardIf(CGameState::mutex, unlockGsWhenWaiting);
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CClient::waitingRequest.waitWhileContains(requestID);
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}
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boost::this_thread::interruption_point();
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return requestID;
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}
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void CCallback::swapGarrisonHero( const CGTownInstance *town )
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{
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if(town->tempOwner == *player
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|| (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
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{
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GarrisonHeroSwap pack(town->id);
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sendRequest(&pack);
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}
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}
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void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
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{
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if(hero->tempOwner != player) return;
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BuyArtifact pack(hero->id,aid);
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sendRequest(&pack);
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}
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void CCallback::trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero)
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{
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trade(market, mode, std::vector<ui32>(1, id1), std::vector<ui32>(1, id2), std::vector<ui32>(1, val1), hero);
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}
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void CCallback::trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)
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{
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TradeOnMarketplace pack;
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pack.marketId = market->id;
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pack.heroId = hero ? hero->id : ObjectInstanceID();
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pack.mode = mode;
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pack.r1 = id1;
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pack.r2 = id2;
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pack.val = val1;
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sendRequest(&pack);
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}
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void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
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{
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SetFormation pack(hero->id,tight);
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sendRequest(&pack);
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}
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void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
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{
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assert(townOrTavern);
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assert(hero);
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ui8 i=0;
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for(; i<gs->players[*player].availableHeroes.size(); i++)
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{
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if(gs->players[*player].availableHeroes[i] == hero)
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{
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HireHero pack(i, townOrTavern->id);
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pack.player = *player;
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sendRequest(&pack);
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return;
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}
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}
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}
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void CCallback::save( const std::string &fname )
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{
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cl->save(fname);
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}
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void CCallback::sendMessage(const std::string &mess, const CGObjectInstance * currentObject)
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{
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ASSERT_IF_CALLED_WITH_PLAYER
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PlayerMessage pm(mess, currentObject? currentObject->id : ObjectInstanceID(-1));
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sendRequest(&pm);
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}
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void CCallback::buildBoat( const IShipyard *obj )
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{
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BuildBoat bb;
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bb.objid = obj->o->id;
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sendRequest(&bb);
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}
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CCallback::CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient * C)
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: CBattleCallback(Player, C)
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{
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gs = GS;
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waitTillRealize = false;
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unlockGsWhenWaiting = false;
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}
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CCallback::~CCallback()
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{
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//trivial, but required. Don`t remove.
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}
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bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
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{
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//bidirectional
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return gs->map->canMoveBetween(a, b);
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}
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std::shared_ptr<const CPathsInfo> CCallback::getPathsInfo(const CGHeroInstance * h)
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{
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return cl->getPathsInfo(h);
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}
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int3 CCallback::getGuardingCreaturePosition(int3 tile)
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{
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if (!gs->map->isInTheMap(tile))
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return int3(-1,-1,-1);
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return gs->map->guardingCreaturePositions[tile.z][tile.x][tile.y];
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}
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void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out)
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{
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gs->calculatePaths(hero, out);
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}
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void CCallback::dig( const CGObjectInstance *hero )
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{
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DigWithHero dwh;
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dwh.id = hero->id;
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sendRequest(&dwh);
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}
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void CCallback::castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos)
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{
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CastAdvSpell cas;
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cas.hid = hero->id;
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cas.sid = spellID;
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cas.pos = pos;
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sendRequest(&cas);
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}
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int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
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{
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if(s1->getCreature(p1) == s2->getCreature(p2))
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return mergeStacks(s1, s2, p1, p2);
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else
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return swapCreatures(s1, s2, p1, p2);
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}
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void CCallback::registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents)
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{
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cl->additionalBattleInts[*player].push_back(battleEvents);
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}
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void CCallback::unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents)
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{
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cl->additionalBattleInts[*player] -= battleEvents;
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}
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scripting::Pool * CBattleCallback::getContextPool() const
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{
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return cl->getGlobalContextPool();
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}
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CBattleCallback::CBattleCallback(boost::optional<PlayerColor> Player, CClient *C )
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{
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player = Player;
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cl = C;
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}
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bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
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{
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assert(cl->gs->curB->tacticDistance);
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MakeAction ma;
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ma.ba = *action;
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sendRequest(&ma);
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return true;
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}
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