| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397 | /* * 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_BEGINbool 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
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