CCallback.h 9.3 KB

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  1. #ifndef CCALLBACK_H
  2. #define CCALLBACK_H
  3. #include "mapHandler.h"
  4. #include "tchar.h"
  5. #include "CGameState.h"
  6. class CGameState;
  7. class CPath;
  8. class CGObjectInstance;
  9. class SComponent;
  10. class IChosen;
  11. class CSelectableComponent;
  12. struct BattleAction;
  13. typedef struct lua_State lua_State;
  14. class ICallback
  15. {
  16. public:
  17. virtual bool moveHero(int ID, CPath * path, int idtype, int pathType=0)=0;//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero
  18. //pathType: 0 - nodes are manifestation pos, 1 - nodes are object pos
  19. virtual int swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)=0;//swaps creatures between two posiibly different garrisons // TODO: AI-unsafe code - fix it!
  20. virtual int mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)=0;//joins first stack tothe second (creatures must be same type)
  21. virtual int splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)=0;//split creatures from the first stack
  22. virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses diven hero; true - successfuly, false - not successfuly
  23. virtual bool swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2)=0; //swaps artifacts between two given heroes
  24. virtual void recruitCreatures(const CGObjectInstance *obj, int ID, int amount)=0;
  25. //get info
  26. virtual bool verifyPath(CPath * path, bool blockSea)=0;
  27. virtual int getDate(int mode=0)=0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  28. virtual PseudoV< PseudoV< PseudoV<unsigned char> > > & getVisibilityMap()=0; //returns visibility map (TODO: make it const)
  29. virtual const CGHeroInstance * getHeroInfo(int player, int val, bool mode)=0; //mode = 0 -> val = serial; mode = 1 -> val = ID
  30. virtual int getResourceAmount(int type)=0;
  31. virtual int howManyHeroes()=0;
  32. virtual const CGTownInstance * getTownInfo(int val, bool mode)=0; //mode = 0 -> val = serial; mode = 1 -> val = ID
  33. virtual int howManyTowns()=0;
  34. virtual std::vector < std::string > getObjDescriptions(int3 pos)=0; //returns descriptions of objects at pos in order from the lowest to the highest
  35. virtual std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true)=0;
  36. virtual bool isVisible(int3 pos)=0;
  37. virtual int getMyColor()=0;
  38. virtual int getMySerial()=0;
  39. virtual int getHeroSerial(const CGHeroInstance * hero)=0;
  40. virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)=0;
  41. //battle
  42. virtual int battleGetBattlefieldType()=0; // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
  43. virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
  44. virtual int battleGetStack(int pos)=0; //returns ID of stack on the tile
  45. virtual CStack battleGetStackByID(int ID)=0; //returns stack info by given ID
  46. virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack
  47. //virtual int battleMakeAction(BattleAction* action)=0;//perform action with an active stack (or custom action)
  48. virtual std::map<int, CStack> battleGetStacks()=0; //returns stacks on battlefield
  49. virtual CCreature battleGetCreature(int number)=0; //returns type of creature by given number of stack
  50. //virtual bool battleMoveCreature(int ID, int dest)=0; //moves creature with id ID to dest if possible
  51. virtual std::vector<int> battleGetAvailableHexes(int ID)=0; //reutrns numbers of hexes reachable by creature with id ID
  52. virtual bool battleIsStackMine(int ID)=0; //returns true if stack with id ID belongs to caller
  53. };
  54. struct HeroMoveDetails
  55. {
  56. int3 src, dst; //source and destination points
  57. CGHeroInstance * ho; //object instance of this hero
  58. int owner;
  59. bool successful;
  60. };
  61. class CCallback : public ICallback
  62. {
  63. private:
  64. void newTurn();
  65. CCallback(CGameState * GS, int Player):gs(GS),player(Player){};
  66. CGameState * gs;
  67. int lowestSpeed(CGHeroInstance * chi); //speed of the slowest stack
  68. int valMovePoints(CGHeroInstance * chi);
  69. bool isVisible(int3 pos, int Player);
  70. protected:
  71. int player;
  72. public:
  73. //commands
  74. bool moveHero(int ID, CPath * path, int idtype, int pathType=0);//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero
  75. //pathType: 0 - nodes are manifestation pos, 1 - nodes are object pos
  76. void selectionMade(int selection, int asker);
  77. void recruitCreatures(const CGObjectInstance *obj, int ID, int amount);
  78. //get info
  79. bool verifyPath(CPath * path, bool blockSea);
  80. int getDate(int mode=0); //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  81. PseudoV< PseudoV< PseudoV<unsigned char> > > & getVisibilityMap(); //returns visibility map (TODO: make it const)
  82. const CGHeroInstance * getHeroInfo(int player, int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
  83. int getResourceAmount(int type);
  84. int howManyHeroes();
  85. const CGTownInstance * getTownInfo(int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
  86. std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true);
  87. int howManyTowns();
  88. std::vector < std::string > getObjDescriptions(int3 pos); //returns descriptions of objects at pos in order from the lowest to the highest
  89. std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true);
  90. bool isVisible(int3 pos);
  91. int getMyColor();
  92. int getHeroSerial(const CGHeroInstance * hero);
  93. int getMySerial();
  94. int swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2);
  95. int mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2); //first goes to the second
  96. int splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val);
  97. bool dismissHero(const CGHeroInstance * hero);
  98. const CCreatureSet* getGarrison(const CGObjectInstance *obj);
  99. bool swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2);
  100. bool buildBuilding(const CGTownInstance *town, int buildingID);
  101. //battle
  102. int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
  103. int battleGetObstaclesAtTile(int tile); //returns bitfield
  104. int battleGetStack(int pos); //returns ID of stack on the tile
  105. CStack battleGetStackByID(int ID); //returns stack info by given ID
  106. int battleGetPos(int stack); //returns position (tile ID) of stack
  107. //int battleMakeAction(BattleAction* action);//perform action with an active stack (or custom action)
  108. std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
  109. CCreature battleGetCreature(int number); //returns type of creature by given number of stack
  110. //bool battleMoveCreature(int ID, int dest); //moves creature with id ID to dest if possible
  111. std::vector<int> battleGetAvailableHexes(int ID); //reutrns numbers of hexes reachable by creature with id ID
  112. bool battleIsStackMine(int ID); //returns true if stack with id ID belongs to caller
  113. //friends
  114. friend int _tmain(int argc, _TCHAR* argv[]);
  115. };
  116. class CScriptCallback
  117. {
  118. public:
  119. CGameState * gs;
  120. //get info
  121. static int3 getPos(CGObjectInstance * ob);
  122. int getHeroOwner(int heroID);
  123. int getSelectedHero();
  124. int getDate(int mode=0);
  125. //do sth
  126. static void changePrimSkill(int ID, int which, int val);
  127. void showInfoDialog(int player, std::string text, std::vector<SComponent*> * components); //TODO: obslugiwac nulle
  128. void showSelDialog(int player, std::string text, std::vector<CSelectableComponent*>*components, IChosen * asker);
  129. void giveResource(int player, int which, int val);
  130. void showCompInfo(int player, SComponent * comp);
  131. void heroVisitCastle(CGObjectInstance * ob, int heroID);
  132. void stopHeroVisitCastle(CGObjectInstance * ob, int heroID);
  133. void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack
  134. void startBattle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //use hero=NULL for no hero
  135. void startBattle(int heroID, CCreatureSet * army, int3 tile); //for hero<=>neutral army
  136. //friends
  137. friend void initGameState(CGameInfo * cgi);
  138. };
  139. class CLuaCallback : public CScriptCallback
  140. {
  141. private:
  142. static void registerFuncs(lua_State * L);
  143. static int getPos(lua_State * L);//(CGObjectInstance * object);
  144. static int changePrimSkill(lua_State * L);//(int ID, int which, int val);
  145. static int getGnrlText(lua_State * L);//(int ID, int which, int val);
  146. static int getSelectedHero(lua_State * L);//()
  147. friend void initGameState(CGameInfo * cgi);
  148. };
  149. #endif //CCALLBACK_H