CCallback.h 7.9 KB

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  1. #pragma once
  2. #include "lib/IGameCallback.h"
  3. /*
  4. * CCallback.h, part of VCMI engine
  5. *
  6. * Authors: listed in file AUTHORS in main folder
  7. *
  8. * License: GNU General Public License v2.0 or later
  9. * Full text of license available in license.txt file, in main folder
  10. *
  11. */
  12. class CGHeroInstance;
  13. class CGameState;
  14. struct CPath;
  15. class CGObjectInstance;
  16. class CArmedInstance;
  17. struct BattleAction;
  18. class CGTownInstance;
  19. struct lua_State;
  20. class CClient;
  21. class IShipyard;
  22. struct CGPathNode;
  23. struct CGPath;
  24. struct CPathsInfo;
  25. struct CPack;
  26. class IBattleCallback
  27. {
  28. public:
  29. bool waitTillRealize; //if true, request functions will return after they are realized by server
  30. 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!
  31. //battle
  32. virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
  33. virtual bool battleMakeTacticAction(BattleAction * action) =0; // performs tactic phase actions
  34. };
  35. class IGameActionCallback
  36. {
  37. public:
  38. //hero
  39. virtual bool moveHero(const CGHeroInstance *h, int3 dst) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
  40. virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
  41. virtual void dig(const CGObjectInstance *hero)=0;
  42. virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
  43. //town
  44. virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
  45. virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
  46. virtual void recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level=-1)=0;
  47. virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
  48. virtual void swapGarrisonHero(const CGTownInstance *town)=0;
  49. 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
  50. virtual int selectionMade(int selection, int queryID) =0;
  51. 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!
  52. 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)
  53. virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
  54. virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
  55. //virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
  56. virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
  57. virtual bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
  58. virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
  59. virtual void endTurn()=0;
  60. 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)
  61. virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
  62. virtual void setSelection(const CArmedInstance * obj)=0;
  63. virtual void save(const std::string &fname) = 0;
  64. virtual void sendMessage(const std::string &mess) = 0;
  65. virtual void buildBoat(const IShipyard *obj) = 0;
  66. };
  67. struct CPack;
  68. class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
  69. {
  70. protected:
  71. int sendRequest(const CPack *request); //returns requestID (that'll be matched to requestID in PackageApplied)
  72. CClient *cl;
  73. //virtual bool hasAccess(int playerId) const;
  74. public:
  75. CBattleCallback(CGameState *GS, boost::optional<PlayerColor> Player, CClient *C);
  76. int battleMakeAction(BattleAction* action) OVERRIDE;//for casting spells by hero - DO NOT use it for moving active stack
  77. bool battleMakeTacticAction(BattleAction * action) OVERRIDE; // performs tactic phase actions
  78. friend class CCallback;
  79. friend class CClient;
  80. };
  81. class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
  82. {
  83. private:
  84. void validatePaths(); //recalcualte paths if necessary
  85. public:
  86. CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient *C);
  87. virtual ~CCallback();
  88. //client-specific functionalities (pathfinding)
  89. virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
  90. virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
  91. virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
  92. virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
  93. void unregisterMyInterface(); //stops delivering information about game events to that player's interface -> can be called ONLY after victory/loss
  94. //commands
  95. bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile)
  96. bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
  97. int selectionMade(int selection, int queryID);
  98. int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2);
  99. int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2); //first goes to the second
  100. int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2); //first goes to the second
  101. int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val);
  102. bool dismissHero(const CGHeroInstance * hero);
  103. //bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2);
  104. bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2);
  105. //bool moveArtifact(const CGHeroInstance * hero, ui16 src, const CStackInstance * stack, ui16 dest); // TODO: unify classes
  106. //bool moveArtifact(const CStackInstance * stack, ui16 src , const CGHeroInstance * hero, ui16 dest); // TODO: unify classes
  107. bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
  108. bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) OVERRIDE;
  109. void recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level=-1);
  110. bool dismissCreature(const CArmedInstance *obj, SlotID stackPos);
  111. bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) OVERRIDE;
  112. void endTurn();
  113. void swapGarrisonHero(const CGTownInstance *town);
  114. void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) OVERRIDE;
  115. void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL);
  116. void setFormation(const CGHeroInstance * hero, bool tight);
  117. void setSelection(const CArmedInstance * obj);
  118. void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);
  119. void save(const std::string &fname);
  120. void sendMessage(const std::string &mess);
  121. void buildBoat(const IShipyard *obj);
  122. void dig(const CGObjectInstance *hero);
  123. void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1));
  124. //friends
  125. friend class CClient;
  126. };