CCallback.h 8.7 KB

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  1. /*
  2. * CCallback.h, 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. #pragma once
  11. #include "lib/CGameInfoCallback.h"
  12. #include "lib/int3.h" // for int3
  13. class CGHeroInstance;
  14. class CGameState;
  15. struct CPath;
  16. class CGObjectInstance;
  17. class CArmedInstance;
  18. class BattleAction;
  19. class CGTownInstance;
  20. struct lua_State;
  21. class CClient;
  22. class IShipyard;
  23. struct CGPathNode;
  24. struct CGPath;
  25. struct CPathsInfo;
  26. struct CPack;
  27. class IBattleEventsReceiver;
  28. class IGameEventsReceiver;
  29. struct ArtifactLocation;
  30. class IBattleCallback
  31. {
  32. public:
  33. bool waitTillRealize; //if true, request functions will return after they are realized by server
  34. 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!
  35. //battle
  36. virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
  37. virtual bool battleMakeTacticAction(BattleAction * action) =0; // performs tactic phase actions
  38. };
  39. class IGameActionCallback
  40. {
  41. public:
  42. //hero
  43. 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)
  44. virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
  45. virtual void dig(const CGObjectInstance *hero)=0;
  46. virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
  47. //town
  48. virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
  49. virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
  50. virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
  51. virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
  52. virtual void swapGarrisonHero(const CGTownInstance *town)=0;
  53. 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
  54. 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;
  55. virtual int selectionMade(int selection, QueryID queryID) =0;
  56. virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0;
  57. 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!
  58. 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)
  59. virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
  60. virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
  61. //virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
  62. virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
  63. virtual bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
  64. virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
  65. virtual void endTurn()=0;
  66. 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)
  67. virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
  68. virtual void save(const std::string &fname) = 0;
  69. virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
  70. virtual void buildBoat(const IShipyard *obj) = 0;
  71. };
  72. struct CPackForServer;
  73. class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
  74. {
  75. protected:
  76. int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
  77. CClient *cl;
  78. public:
  79. CBattleCallback(boost::optional<PlayerColor> Player, CClient *C);
  80. int battleMakeAction(BattleAction* action) override;//for casting spells by hero - DO NOT use it for moving active stack
  81. bool battleMakeTacticAction(BattleAction * action) override; // performs tactic phase actions
  82. friend class CCallback;
  83. friend class CClient;
  84. };
  85. class CPlayerInterface;
  86. class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
  87. {
  88. public:
  89. CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient *C);
  90. virtual ~CCallback();
  91. //client-specific functionalities (pathfinding)
  92. virtual bool canMoveBetween(const int3 &a, const int3 &b);
  93. virtual int3 getGuardingCreaturePosition(int3 tile);
  94. virtual const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
  95. virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
  96. //Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
  97. void registerGameInterface(std::shared_ptr<IGameEventsReceiver> gameEvents);
  98. void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
  99. void unregisterGameInterface(std::shared_ptr<IGameEventsReceiver> gameEvents);
  100. void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
  101. void unregisterAllInterfaces(); //stops delivering information about game events to player interfaces -> can be called ONLY after victory/loss
  102. //commands
  103. 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)
  104. bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
  105. int selectionMade(int selection, QueryID queryID) override;
  106. int sendQueryReply(const JsonNode & reply, QueryID queryID) override;
  107. int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override;
  108. int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
  109. int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
  110. int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val) override;
  111. bool dismissHero(const CGHeroInstance * hero) override;
  112. bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
  113. bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
  114. bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
  115. void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
  116. bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
  117. bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
  118. void endTurn() override;
  119. void swapGarrisonHero(const CGTownInstance *town) override;
  120. void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
  121. void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
  122. 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;
  123. void setFormation(const CGHeroInstance * hero, bool tight) override;
  124. void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
  125. void save(const std::string &fname) override;
  126. void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
  127. void buildBoat(const IShipyard *obj) override;
  128. void dig(const CGObjectInstance *hero) override;
  129. void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1)) override;
  130. //friends
  131. friend class CClient;
  132. };