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- #ifndef __CCALLBACK_H__
- #define __CCALLBACK_H__
- #include "global.h"
- #ifdef _WIN32
- #include "tchar.h"
- #else
- #include "tchar_amigaos4.h" //XXX this is mingw header are we need this for something? for 'true'
- //support of unicode we should use ICU or some boost wraper areound it
- //(boost using this lib during compilation i dont know what for exactly)
- #endif
- #include "lib/IGameCallback.h"
- #include "lib/CBattleCallback.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 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, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
- virtual void selectionMade(int selection, int asker) =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 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 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;
- };
- class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
- {
- private:
- CCallback(CGameState * GS, int Player, CClient *C);
- public:
- CClient *cl;
- //client-specific functionalities (pathfinding)
- virtual bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret); //DEPRACATED!!!
- 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);
- void selectionMade(int selection, int asker);
- int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
- 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 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, int 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;
- };
- #endif // __CCALLBACK_H__
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