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							- #pragma once
 
- #include "lib/IGameCallback.h"
 
- /*
 
-  * 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
 
-  *
 
-  */
 
- class CGHeroInstance;
 
- class CGameState;
 
- struct CPath;
 
- class CGObjectInstance;
 
- class CArmedInstance;
 
- struct BattleAction;
 
- class CGTownInstance;
 
- struct lua_State;
 
- class CClient;
 
- class IShipyard;
 
- struct CGPathNode;
 
- struct CGPath;
 
- struct CPathsInfo;
 
- struct CPack;
 
- 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) =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, int 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, si32 buildingID)=0;
 
- 	virtual void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level=-1)=0;
 
- 	virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=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, int id1, int id2, int val1, const CGHeroInstance *hero = NULL)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
 
- 	virtual int selectionMade(int selection, int queryID) =0;
 
- 	virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//swaps creatures between two possibly different garrisons // TODO: AI-unsafe code - fix it!
 
- 	virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//joins first stack to the second (creatures must be same type)
 
- 	virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2) =0; //first goes to the second
 
- 	virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int 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, ui16 artifactSlot, bool assemble, ui32 assembleTo)=0;
 
- 	virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=0;
 
- 	virtual void endTurn()=0;
 
- 	virtual void buyArtifact(const CGHeroInstance *hero, int 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 setSelection(const CArmedInstance * obj)=0;
 
- 	virtual void save(const std::string &fname) = 0;
 
- 	virtual void sendMessage(const std::string &mess) = 0;
 
- 	virtual void buildBoat(const IShipyard *obj) = 0;
 
- };
 
- struct CPack;
 
- class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
 
- {
 
- protected:
 
- 	int sendRequest(const CPack *request); //returns requestID (that'll be matched to requestID in PackageApplied)
 
- 	CClient *cl;
 
- 	//virtual bool hasAccess(int playerId) const;
 
- public:
 
- 	CBattleCallback(CGameState *GS, int 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 CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
 
- {
 
- private:
 
- 	void validatePaths(); //recalcualte paths if necessary
 
- public:
 
- 	CCallback(CGameState * GS, int Player, CClient *C);
 
- 	//client-specific functionalities (pathfinding)
 
- 	virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
 
- 	virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
 
- 	virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
 
- 	virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
 
- 	void unregisterMyInterface(); //stops delivering information about game events to that player's interface -> can be called ONLY after victory/loss
 
- //commands
 
- 	bool moveHero(const CGHeroInstance *h, int3 dst); //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, int queryID);
 
- 	int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
 
- 	int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
 
- 	int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
 
- 	int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val);
 
- 	bool dismissHero(const CGHeroInstance * hero);
 
- 	//bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2);
 
- 	bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2);
 
- 	//bool moveArtifact(const CGHeroInstance * hero, ui16 src, const CStackInstance * stack, ui16 dest); // TODO: unify classes
 
- 	//bool moveArtifact(const CStackInstance * stack, ui16 src , const CGHeroInstance * hero, ui16 dest); // TODO: unify classes
 
- 	bool assembleArtifacts(const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo);
 
- 	bool buildBuilding(const CGTownInstance *town, si32 buildingID);
 
- 	void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level=-1);
 
- 	bool dismissCreature(const CArmedInstance *obj, int stackPos);
 
- 	bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
 
- 	void endTurn();
 
- 	void swapGarrisonHero(const CGTownInstance *town);
 
- 	void buyArtifact(const CGHeroInstance *hero, int aid);
 
- 	void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL);
 
- 	void setFormation(const CGHeroInstance * hero, bool tight);
 
- 	void setSelection(const CArmedInstance * obj);
 
- 	void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);
 
- 	void save(const std::string &fname);
 
- 	void sendMessage(const std::string &mess);
 
- 	void buildBoat(const IShipyard *obj);
 
- 	void dig(const CGObjectInstance *hero); 
 
- 	void castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos = int3(-1, -1, -1));
 
- //friends
 
- 	friend class CClient;
 
- };
 
 
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