CCallback.h 9.7 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/battle/CPlayerBattleCallback.h"
  13. #include "lib/int3.h" // for int3
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. class CGHeroInstance;
  16. class CGameState;
  17. struct CPath;
  18. class CGObjectInstance;
  19. class CArmedInstance;
  20. class BattleAction;
  21. class CGTownInstance;
  22. class IShipyard;
  23. struct CGPathNode;
  24. struct CGPath;
  25. struct CPathsInfo;
  26. class PathfinderConfig;
  27. struct CPack;
  28. struct CPackForServer;
  29. class IBattleEventsReceiver;
  30. class IGameEventsReceiver;
  31. struct ArtifactLocation;
  32. class BattleStateInfoForRetreat;
  33. VCMI_LIB_NAMESPACE_END
  34. class CClient;
  35. struct lua_State;
  36. class IBattleCallback
  37. {
  38. public:
  39. virtual ~IBattleCallback() = default;
  40. bool waitTillRealize; //if true, request functions will return after they are realized by server
  41. 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!
  42. //battle
  43. virtual int battleMakeAction(const BattleAction * action) = 0;//for casting spells by hero - DO NOT use it for moving active stack
  44. virtual bool battleMakeTacticAction(BattleAction * action) = 0; // performs tactic phase actions
  45. virtual boost::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
  46. };
  47. class IGameActionCallback
  48. {
  49. public:
  50. //hero
  51. 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)
  52. virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
  53. virtual void dig(const CGObjectInstance *hero)=0;
  54. virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
  55. //town
  56. virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
  57. virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
  58. virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
  59. virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
  60. virtual void swapGarrisonHero(const CGTownInstance *town)=0;
  61. 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
  62. 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;
  63. virtual int selectionMade(int selection, QueryID queryID) =0;
  64. virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0;
  65. 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!
  66. 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)
  67. virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
  68. virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
  69. //virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
  70. virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
  71. virtual bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
  72. virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
  73. virtual void endTurn()=0;
  74. 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)
  75. virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
  76. virtual void save(const std::string &fname) = 0;
  77. virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
  78. virtual void buildBoat(const IShipyard *obj) = 0;
  79. // To implement high-level army management bulk actions
  80. virtual int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) = 0;
  81. virtual int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) = 0;
  82. virtual int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) = 0;
  83. virtual int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) = 0;
  84. };
  85. class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
  86. {
  87. protected:
  88. int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
  89. CClient *cl;
  90. public:
  91. CBattleCallback(boost::optional<PlayerColor> Player, CClient *C);
  92. int battleMakeAction(const BattleAction * action) override;//for casting spells by hero - DO NOT use it for moving active stack
  93. bool battleMakeTacticAction(BattleAction * action) override; // performs tactic phase actions
  94. boost::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
  95. #if SCRIPTING_ENABLED
  96. scripting::Pool * getContextPool() const override;
  97. #endif
  98. friend class CCallback;
  99. friend class CClient;
  100. };
  101. class CCallback : public CPlayerSpecificInfoCallback,
  102. public IGameActionCallback,
  103. public CBattleCallback
  104. {
  105. public:
  106. CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient *C);
  107. virtual ~CCallback();
  108. //client-specific functionalities (pathfinding)
  109. virtual bool canMoveBetween(const int3 &a, const int3 &b);
  110. virtual int3 getGuardingCreaturePosition(int3 tile);
  111. virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
  112. virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
  113. //Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
  114. void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
  115. void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
  116. //commands
  117. 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)
  118. bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
  119. int selectionMade(int selection, QueryID queryID) override;
  120. int sendQueryReply(const JsonNode & reply, QueryID queryID) override;
  121. int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override;
  122. int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
  123. int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
  124. int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val) override;
  125. int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) override;
  126. int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) override;
  127. int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) override;
  128. int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) override;
  129. bool dismissHero(const CGHeroInstance * hero) override;
  130. bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
  131. bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
  132. bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
  133. void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
  134. bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
  135. bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
  136. void endTurn() override;
  137. void swapGarrisonHero(const CGTownInstance *town) override;
  138. void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
  139. void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
  140. 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;
  141. void setFormation(const CGHeroInstance * hero, bool tight) override;
  142. void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
  143. void save(const std::string &fname) override;
  144. void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
  145. void buildBoat(const IShipyard *obj) override;
  146. void dig(const CGObjectInstance *hero) override;
  147. void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1)) override;
  148. //friends
  149. friend class CClient;
  150. };