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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/CCallback.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

499 lines
13 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 "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"
#include "lib/networkPacks/SaveLocalState.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<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 = *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::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!=player)
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!=player)
return false;
VisitTownBuilding 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::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 == *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<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 = *player;
sendRequest(pack);
}
void CCallback::saveLocalState(const JsonNode & data)
{
SaveLocalState state;
state.data = data;
state.player = *player;
sendRequest(state);
}
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)
{
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<PlayerColor> 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<CPlayerBattleCallback>(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);
}