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							- /*
 
-  * CCallback.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "lib/CGameInfoCallback.h"
 
- #include "lib/int3.h" // for int3
 
- class CGHeroInstance;
 
- class CGameState;
 
- struct CPath;
 
- class CGObjectInstance;
 
- class CArmedInstance;
 
- class BattleAction;
 
- class CGTownInstance;
 
- struct lua_State;
 
- class CClient;
 
- class IShipyard;
 
- struct CGPathNode;
 
- struct CGPath;
 
- struct CPathsInfo;
 
- struct CPack;
 
- class IBattleEventsReceiver;
 
- class IGameEventsReceiver;
 
- struct ArtifactLocation;
 
- class IBattleCallback
 
- {
 
- public:
 
- 	bool waitTillRealize; //if true, request functions will return after they are realized by server
 
- 	bool unlockGsWhenWaiting;//if true after sending each request, gs mutex will be unlocked so the changes can be applied; NOTICE caller must have gs mx locked prior to any call to actiob callback!
 
- 	//battle
 
- 	virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
 
- 	virtual bool battleMakeTacticAction(BattleAction * action) =0; // performs tactic phase actions
 
- };
 
- class IGameActionCallback
 
- {
 
- public:
 
- 	//hero
 
- 	virtual bool moveHero(const CGHeroInstance *h, int3 dst, bool transit) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
 
- 	virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
 
- 	virtual void dig(const CGObjectInstance *hero)=0;
 
- 	virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
 
- 	//town
 
- 	virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
 
- 	virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
 
- 	virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
 
- 	virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
 
- 	virtual void swapGarrisonHero(const CGTownInstance *town)=0;
 
- 	virtual void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
 
- 	virtual void 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 = nullptr)=0;
 
- 	virtual int selectionMade(int selection, QueryID queryID) =0;
 
- 	virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0;
 
- 	virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)=0;//swaps creatures between two possibly different garrisons // TODO: AI-unsafe code - fix it!
 
- 	virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)=0;//joins first stack to the second (creatures must be same type)
 
- 	virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
 
- 	virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
 
- 	//virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
 
- 	virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
 
- 	virtual bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
 
- 	virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
 
- 	virtual void endTurn()=0;
 
- 	virtual void buyArtifact(const CGHeroInstance *hero, ArtifactID aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
 
- 	virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
 
- 	virtual void save(const std::string &fname) = 0;
 
- 	virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
 
- 	virtual void buildBoat(const IShipyard *obj) = 0;
 
- };
 
- struct CPackForServer;
 
- class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
 
- {
 
- protected:
 
- 	int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
 
- 	CClient *cl;
 
- public:
 
- 	CBattleCallback(boost::optional<PlayerColor> Player, CClient *C);
 
- 	int battleMakeAction(BattleAction* action) override;//for casting spells by hero - DO NOT use it for moving active stack
 
- 	bool battleMakeTacticAction(BattleAction * action) override; // performs tactic phase actions
 
- 	friend class CCallback;
 
- 	friend class CClient;
 
- };
 
- class CPlayerInterface;
 
- class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
 
- {
 
- public:
 
- 	CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient *C);
 
- 	virtual ~CCallback();
 
- 	//client-specific functionalities (pathfinding)
 
- 	virtual bool canMoveBetween(const int3 &a, const int3 &b);
 
- 	virtual int3 getGuardingCreaturePosition(int3 tile);
 
- 	virtual const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
 
- 	virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
 
- 	//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
 
- 	void registerGameInterface(std::shared_ptr<IGameEventsReceiver> gameEvents);
 
- 	void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
 
- 	void unregisterGameInterface(std::shared_ptr<IGameEventsReceiver> gameEvents);
 
- 	void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
 
- //commands
 
- 	bool moveHero(const CGHeroInstance *h, int3 dst, bool transit = false) override; //dst must be free, neighbouring tile (this function can move hero only by one tile)
 
- 	bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
 
- 	int selectionMade(int selection, QueryID queryID) override;
 
- 	int sendQueryReply(const JsonNode & reply, QueryID queryID) override;
 
- 	int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override;
 
- 	int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
 
- 	int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
 
- 	int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val) override;
 
- 	bool dismissHero(const CGHeroInstance * hero) override;
 
- 	bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
 
- 	bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
 
- 	bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
 
- 	void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
 
- 	bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
 
- 	bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
 
- 	void endTurn() override;
 
- 	void swapGarrisonHero(const CGTownInstance *town) override;
 
- 	void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
 
- 	void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
 
- 	void 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 = nullptr) override;
 
- 	void setFormation(const CGHeroInstance * hero, bool tight) override;
 
- 	void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
 
- 	void save(const std::string &fname) override;
 
- 	void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
 
- 	void buildBoat(const IShipyard *obj) override;
 
- 	void dig(const CGObjectInstance *hero) override;
 
- 	void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1)) override;
 
- //friends
 
- 	friend class CClient;
 
- };
 
 
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