CCallback.cpp 12 KB

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  1. /*
  2. * CCallback.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CCallback.h"
  12. #include "lib/CCreatureHandler.h"
  13. #include "lib/gameState/CGameState.h"
  14. #include "client/CPlayerInterface.h"
  15. #include "client/Client.h"
  16. #include "lib/mapping/CMap.h"
  17. #include "lib/mapObjects/CGHeroInstance.h"
  18. #include "lib/mapObjects/CGTownInstance.h"
  19. #include "lib/CBuildingHandler.h"
  20. #include "lib/CGeneralTextHandler.h"
  21. #include "lib/CHeroHandler.h"
  22. #include "lib/CArtHandler.h"
  23. #include "lib/GameConstants.h"
  24. #include "lib/CPlayerState.h"
  25. #include "lib/UnlockGuard.h"
  26. #include "lib/battle/BattleInfo.h"
  27. #include "lib/networkPacks/PacksForServer.h"
  28. bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where)
  29. {
  30. CastleTeleportHero pack(who->id, where->id, 1);
  31. sendRequest(&pack);
  32. return true;
  33. }
  34. bool CCallback::moveHero(const CGHeroInstance *h, int3 dst, bool transit)
  35. {
  36. MoveHero pack(dst,h->id,transit);
  37. sendRequest(&pack);
  38. return true;
  39. }
  40. int CCallback::selectionMade(int selection, QueryID queryID)
  41. {
  42. return sendQueryReply(selection, queryID);
  43. }
  44. int CCallback::sendQueryReply(std::optional<int32_t> reply, QueryID queryID)
  45. {
  46. ASSERT_IF_CALLED_WITH_PLAYER
  47. if(queryID == QueryID(-1))
  48. {
  49. logGlobal->error("Cannot answer the query -1!");
  50. return -1;
  51. }
  52. QueryReply pack(queryID, reply);
  53. pack.player = *player;
  54. return sendRequest(&pack);
  55. }
  56. void CCallback::recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level)
  57. {
  58. // TODO exception for neutral dwellings shouldn't be hardcoded
  59. if(player != obj->tempOwner && obj->ID != Obj::WAR_MACHINE_FACTORY && obj->ID != Obj::REFUGEE_CAMP)
  60. return;
  61. RecruitCreatures pack(obj->id, dst->id, ID, amount, level);
  62. sendRequest(&pack);
  63. }
  64. bool CCallback::dismissCreature(const CArmedInstance *obj, SlotID stackPos)
  65. {
  66. if((player && obj->tempOwner != player) || (obj->stacksCount()<2 && obj->needsLastStack()))
  67. return false;
  68. DisbandCreature pack(stackPos,obj->id);
  69. sendRequest(&pack);
  70. return true;
  71. }
  72. bool CCallback::upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID)
  73. {
  74. UpgradeCreature pack(stackPos,obj->id,newID);
  75. sendRequest(&pack);
  76. return false;
  77. }
  78. void CCallback::endTurn()
  79. {
  80. logGlobal->trace("Player %d ended his turn.", player->getNum());
  81. EndTurn pack;
  82. sendRequest(&pack);
  83. }
  84. int CCallback::swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
  85. {
  86. ArrangeStacks pack(1,p1,p2,s1->id,s2->id,0);
  87. sendRequest(&pack);
  88. return 0;
  89. }
  90. int CCallback::mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
  91. {
  92. ArrangeStacks pack(2,p1,p2,s1->id,s2->id,0);
  93. sendRequest(&pack);
  94. return 0;
  95. }
  96. int CCallback::splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)
  97. {
  98. ArrangeStacks pack(3,p1,p2,s1->id,s2->id,val);
  99. sendRequest(&pack);
  100. return 0;
  101. }
  102. int CCallback::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  103. {
  104. BulkMoveArmy pack(srcArmy, destArmy, srcSlot);
  105. sendRequest(&pack);
  106. return 0;
  107. }
  108. int CCallback::bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany)
  109. {
  110. BulkSplitStack pack(armyId, srcSlot, howMany);
  111. sendRequest(&pack);
  112. return 0;
  113. }
  114. int CCallback::bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot)
  115. {
  116. BulkSmartSplitStack pack(armyId, srcSlot);
  117. sendRequest(&pack);
  118. return 0;
  119. }
  120. int CCallback::bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot)
  121. {
  122. BulkMergeStacks pack(armyId, srcSlot);
  123. sendRequest(&pack);
  124. return 0;
  125. }
  126. bool CCallback::dismissHero(const CGHeroInstance *hero)
  127. {
  128. if(player!=hero->tempOwner) return false;
  129. DismissHero pack(hero->id);
  130. sendRequest(&pack);
  131. return true;
  132. }
  133. bool CCallback::swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)
  134. {
  135. ExchangeArtifacts ea;
  136. ea.src = l1;
  137. ea.dst = l2;
  138. sendRequest(&ea);
  139. return true;
  140. }
  141. /**
  142. * Assembles or disassembles a combination artifact.
  143. * @param hero Hero holding the artifact(s).
  144. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  145. * @param assemble True for assembly operation, false for disassembly.
  146. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  147. * artifact to assemble to. Otherwise it's not used.
  148. */
  149. void CCallback::assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  150. {
  151. AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
  152. sendRequest(&aa);
  153. }
  154. void CCallback::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack)
  155. {
  156. BulkExchangeArtifacts bma(srcHero, dstHero, swap, equipped, backpack);
  157. sendRequest(&bma);
  158. }
  159. void CCallback::eraseArtifactByClient(const ArtifactLocation & al)
  160. {
  161. EraseArtifactByClient ea(al);
  162. sendRequest(&ea);
  163. }
  164. bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
  165. {
  166. if(town->tempOwner!=player)
  167. return false;
  168. if(canBuildStructure(town, buildingID) != EBuildingState::ALLOWED)
  169. return false;
  170. BuildStructure pack(town->id,buildingID);
  171. sendRequest(&pack);
  172. return true;
  173. }
  174. void CBattleCallback::battleMakeSpellAction(const BattleID & battleID, const BattleAction & action)
  175. {
  176. assert(action.actionType == EActionType::HERO_SPELL);
  177. MakeAction mca(action);
  178. mca.battleID = battleID;
  179. sendRequest(&mca);
  180. }
  181. int CBattleCallback::sendRequest(const CPackForServer * request)
  182. {
  183. int requestID = cl->sendRequest(request, *getPlayerID());
  184. if(waitTillRealize)
  185. {
  186. logGlobal->trace("We'll wait till request %d is answered.\n", requestID);
  187. auto gsUnlocker = vstd::makeUnlockSharedGuardIf(CGameState::mutex, unlockGsWhenWaiting);
  188. CClient::waitingRequest.waitWhileContains(requestID);
  189. }
  190. boost::this_thread::interruption_point();
  191. return requestID;
  192. }
  193. void CCallback::swapGarrisonHero( const CGTownInstance *town )
  194. {
  195. if(town->tempOwner == *player || (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
  196. {
  197. GarrisonHeroSwap pack(town->id);
  198. sendRequest(&pack);
  199. }
  200. }
  201. void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
  202. {
  203. if(hero->tempOwner != *player) return;
  204. BuyArtifact pack(hero->id,aid);
  205. sendRequest(&pack);
  206. }
  207. void CCallback::trade(const IMarket * market, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero)
  208. {
  209. trade(market, mode, std::vector(1, id1), std::vector(1, id2), std::vector(1, val1), hero);
  210. }
  211. void CCallback::trade(const IMarket * market, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)
  212. {
  213. TradeOnMarketplace pack;
  214. pack.marketId = dynamic_cast<const CGObjectInstance *>(market)->id;
  215. pack.heroId = hero ? hero->id : ObjectInstanceID();
  216. pack.mode = mode;
  217. pack.r1 = id1;
  218. pack.r2 = id2;
  219. pack.val = val1;
  220. sendRequest(&pack);
  221. }
  222. void CCallback::setFormation(const CGHeroInstance * hero, EArmyFormation mode)
  223. {
  224. SetFormation pack(hero->id, mode);
  225. sendRequest(&pack);
  226. }
  227. void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero)
  228. {
  229. assert(townOrTavern);
  230. assert(hero);
  231. HireHero pack(hero->getHeroType(), townOrTavern->id, nextHero);
  232. pack.player = *player;
  233. sendRequest(&pack);
  234. }
  235. void CCallback::save( const std::string &fname )
  236. {
  237. cl->save(fname);
  238. }
  239. void CCallback::gamePause(bool pause)
  240. {
  241. if(pause)
  242. {
  243. GamePause pack;
  244. pack.player = *player;
  245. sendRequest(&pack);
  246. }
  247. else
  248. {
  249. sendQueryReply(0, QueryID::CLIENT);
  250. }
  251. }
  252. void CCallback::sendMessage(const std::string &mess, const CGObjectInstance * currentObject)
  253. {
  254. ASSERT_IF_CALLED_WITH_PLAYER
  255. PlayerMessage pm(mess, currentObject? currentObject->id : ObjectInstanceID(-1));
  256. if(player)
  257. pm.player = *player;
  258. sendRequest(&pm);
  259. }
  260. void CCallback::buildBoat( const IShipyard *obj )
  261. {
  262. BuildBoat bb;
  263. bb.objid = dynamic_cast<const CGObjectInstance*>(obj)->id;
  264. sendRequest(&bb);
  265. }
  266. CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C)
  267. : CBattleCallback(Player, C)
  268. {
  269. gs = GS;
  270. waitTillRealize = false;
  271. unlockGsWhenWaiting = false;
  272. }
  273. CCallback::~CCallback() = default;
  274. bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
  275. {
  276. //bidirectional
  277. return gs->map->canMoveBetween(a, b);
  278. }
  279. std::shared_ptr<const CPathsInfo> CCallback::getPathsInfo(const CGHeroInstance * h)
  280. {
  281. return cl->getPathsInfo(h);
  282. }
  283. std::optional<PlayerColor> CCallback::getPlayerID() const
  284. {
  285. return CBattleCallback::getPlayerID();
  286. }
  287. int3 CCallback::getGuardingCreaturePosition(int3 tile)
  288. {
  289. if (!gs->map->isInTheMap(tile))
  290. return int3(-1,-1,-1);
  291. return gs->map->guardingCreaturePositions[tile.z][tile.x][tile.y];
  292. }
  293. void CCallback::dig( const CGObjectInstance *hero )
  294. {
  295. DigWithHero dwh;
  296. dwh.id = hero->id;
  297. sendRequest(&dwh);
  298. }
  299. void CCallback::castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos)
  300. {
  301. CastAdvSpell cas;
  302. cas.hid = hero->id;
  303. cas.sid = spellID;
  304. cas.pos = pos;
  305. sendRequest(&cas);
  306. }
  307. int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
  308. {
  309. if(s1->getCreature(p1) == s2->getCreature(p2))
  310. return mergeStacks(s1, s2, p1, p2);
  311. else
  312. return swapCreatures(s1, s2, p1, p2);
  313. }
  314. void CCallback::registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents)
  315. {
  316. cl->additionalBattleInts[*player].push_back(battleEvents);
  317. }
  318. void CCallback::unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents)
  319. {
  320. cl->additionalBattleInts[*player] -= battleEvents;
  321. }
  322. CBattleCallback::CBattleCallback(std::optional<PlayerColor> player, CClient * C):
  323. cl(C),
  324. player(player)
  325. {
  326. }
  327. void CBattleCallback::battleMakeUnitAction(const BattleID & battleID, const BattleAction & action)
  328. {
  329. assert(!cl->gs->getBattle(battleID)->tacticDistance);
  330. MakeAction ma;
  331. ma.ba = action;
  332. ma.battleID = battleID;
  333. sendRequest(&ma);
  334. }
  335. void CBattleCallback::battleMakeTacticAction(const BattleID & battleID, const BattleAction & action )
  336. {
  337. assert(cl->gs->getBattle(battleID)->tacticDistance);
  338. MakeAction ma;
  339. ma.ba = action;
  340. ma.battleID = battleID;
  341. sendRequest(&ma);
  342. }
  343. std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  344. {
  345. return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID, battleState);
  346. }
  347. std::shared_ptr<CPlayerBattleCallback> CBattleCallback::getBattle(const BattleID & battleID)
  348. {
  349. if (activeBattles.count(battleID))
  350. return activeBattles.at(battleID);
  351. 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()));
  352. }
  353. std::optional<PlayerColor> CBattleCallback::getPlayerID() const
  354. {
  355. return player;
  356. }
  357. void CBattleCallback::onBattleStarted(const IBattleInfo * info)
  358. {
  359. if (activeBattles.count(info->getBattleID()) > 0)
  360. throw std::runtime_error("Player " + player->toString() + " is already engaged in battle " + std::to_string(info->getBattleID().getNum()));
  361. logGlobal->debug("Battle %d started for player %s", info->getBattleID(), player->toString());
  362. activeBattles[info->getBattleID()] = std::make_shared<CPlayerBattleCallback>(info, *getPlayerID());
  363. }
  364. void CBattleCallback::onBattleEnded(const BattleID & battleID)
  365. {
  366. if (activeBattles.count(battleID) == 0)
  367. throw std::runtime_error("Player " + player->toString() + " is not engaged in battle " + std::to_string(battleID.getNum()));
  368. logGlobal->debug("Battle %d ended for player %s", battleID, player->toString());
  369. activeBattles.erase(battleID);
  370. }