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/*
* 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
*
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*/
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# pragma once
# include "lib/CGameInfoCallback.h"
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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# include "lib/battle/CPlayerBattleCallback.h"
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# include "lib/int3.h" // for int3
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance ;
class CGameState ;
struct CPath ;
class CGObjectInstance ;
class CArmedInstance ;
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class BattleAction ;
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class CGTownInstance ;
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class IShipyard ;
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struct CGPathNode ;
struct CGPath ;
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struct CPathsInfo ;
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class PathfinderConfig ;
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struct CPack ;
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struct CPackForServer ;
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class IBattleEventsReceiver ;
class IGameEventsReceiver ;
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struct ArtifactLocation ;
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VCMI_LIB_NAMESPACE_END
class CClient ;
struct lua_State ;
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class IBattleCallback
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{
public :
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virtual ~ IBattleCallback ( ) = default ;
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bool waitTillRealize ; //if true, request functions will return after they are realized by server
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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!
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//battle
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virtual int battleMakeAction ( const 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
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} ;
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class IGameActionCallback
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{
public :
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//hero
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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)
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virtual bool dismissHero ( const CGHeroInstance * hero ) = 0 ; //dismisses given hero; true - successfuly, false - not successfuly
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virtual void dig ( const CGObjectInstance * hero ) = 0 ;
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virtual void castSpell ( const CGHeroInstance * hero , SpellID spellID , const int3 & pos = int3 ( - 1 , - 1 , - 1 ) ) = 0 ; //cast adventure map spell
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//town
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virtual void recruitHero ( const CGObjectInstance * townOrTavern , const CGHeroInstance * hero ) = 0 ;
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virtual bool buildBuilding ( const CGTownInstance * town , BuildingID buildingID ) = 0 ;
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virtual void recruitCreatures ( const CGDwelling * obj , const CArmedInstance * dst , CreatureID ID , ui32 amount , si32 level = - 1 ) = 0 ;
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virtual bool upgradeCreature ( const CArmedInstance * obj , SlotID stackPos , CreatureID newID = CreatureID : : NONE ) = 0 ; //if newID==-1 then best possible upgrade will be made
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virtual void swapGarrisonHero ( const CGTownInstance * town ) = 0 ;
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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
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 ;
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virtual int selectionMade ( int selection , QueryID queryID ) = 0 ;
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virtual int sendQueryReply ( const JsonNode & reply , QueryID queryID ) = 0 ;
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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!
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)
virtual int mergeOrSwapStacks ( const CArmedInstance * s1 , const CArmedInstance * s2 , SlotID p1 , SlotID p2 ) = 0 ; //first goes to the second
virtual int splitStack ( const CArmedInstance * s1 , const CArmedInstance * s2 , SlotID p1 , SlotID p2 , int val ) = 0 ; //split creatures from the first stack
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//virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
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virtual bool swapArtifacts ( const ArtifactLocation & l1 , const ArtifactLocation & l2 ) = 0 ;
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virtual bool assembleArtifacts ( const CGHeroInstance * hero , ArtifactPosition artifactSlot , bool assemble , ArtifactID assembleTo ) = 0 ;
virtual bool dismissCreature ( const CArmedInstance * obj , SlotID stackPos ) = 0 ;
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virtual void endTurn ( ) = 0 ;
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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)
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virtual void setFormation ( const CGHeroInstance * hero , bool tight ) = 0 ;
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virtual void save ( const std : : string & fname ) = 0 ;
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virtual void sendMessage ( const std : : string & mess , const CGObjectInstance * currentObject = nullptr ) = 0 ;
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virtual void buildBoat ( const IShipyard * obj ) = 0 ;
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// To implement high-level army management bulk actions
virtual int bulkMoveArmy ( ObjectInstanceID srcArmy , ObjectInstanceID destArmy , SlotID srcSlot ) = 0 ;
virtual int bulkSplitStack ( ObjectInstanceID armyId , SlotID srcSlot , int howMany = 1 ) = 0 ;
virtual int bulkSmartSplitStack ( ObjectInstanceID armyId , SlotID srcSlot ) = 0 ;
virtual int bulkMergeStacks ( ObjectInstanceID armyId , SlotID srcSlot ) = 0 ;
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} ;
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class CBattleCallback : public IBattleCallback , public CPlayerBattleCallback
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{
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protected :
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int sendRequest ( const CPackForServer * request ) ; //returns requestID (that'll be matched to requestID in PackageApplied)
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CClient * cl ;
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public :
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CBattleCallback ( boost : : optional < PlayerColor > Player , CClient * C ) ;
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int battleMakeAction ( const BattleAction * action ) override ; //for casting spells by hero - DO NOT use it for moving active stack
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bool battleMakeTacticAction ( BattleAction * action ) override ; // performs tactic phase actions
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# if SCRIPTING_ENABLED
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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scripting : : Pool * getContextPool ( ) const override ;
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# endif
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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friend class CCallback ;
friend class CClient ;
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} ;
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class CCallback : public CPlayerSpecificInfoCallback ,
public IGameActionCallback ,
public CBattleCallback
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{
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public :
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CCallback ( CGameState * GS , boost : : optional < PlayerColor > Player , CClient * C ) ;
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virtual ~ CCallback ( ) ;
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//client-specific functionalities (pathfinding)
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virtual bool canMoveBetween ( const int3 & a , const int3 & b ) ;
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virtual int3 getGuardingCreaturePosition ( int3 tile ) ;
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virtual std : : shared_ptr < const CPathsInfo > getPathsInfo ( const CGHeroInstance * h ) ;
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virtual void calculatePaths ( const CGHeroInstance * hero , CPathsInfo & out ) ;
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//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
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void registerBattleInterface ( std : : shared_ptr < IBattleEventsReceiver > battleEvents ) ;
void unregisterBattleInterface ( std : : shared_ptr < IBattleEventsReceiver > battleEvents ) ;
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//commands
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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)
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bool teleportHero ( const CGHeroInstance * who , const CGTownInstance * where ) ;
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int selectionMade ( int selection , QueryID queryID ) override ;
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int sendQueryReply ( const JsonNode & reply , QueryID queryID ) override ;
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int swapCreatures ( const CArmedInstance * s1 , const CArmedInstance * s2 , SlotID p1 , SlotID p2 ) override ;
int mergeOrSwapStacks ( const CArmedInstance * s1 , const CArmedInstance * s2 , SlotID p1 , SlotID p2 ) override ; //first goes to the second
int mergeStacks ( const CArmedInstance * s1 , const CArmedInstance * s2 , SlotID p1 , SlotID p2 ) override ; //first goes to the second
int splitStack ( const CArmedInstance * s1 , const CArmedInstance * s2 , SlotID p1 , SlotID p2 , int val ) override ;
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int bulkMoveArmy ( ObjectInstanceID srcArmy , ObjectInstanceID destArmy , SlotID srcSlot ) override ;
int bulkSplitStack ( ObjectInstanceID armyId , SlotID srcSlot , int howMany = 1 ) override ;
int bulkSmartSplitStack ( ObjectInstanceID armyId , SlotID srcSlot ) override ;
int bulkMergeStacks ( ObjectInstanceID armyId , SlotID srcSlot ) override ;
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bool dismissHero ( const CGHeroInstance * hero ) override ;
bool swapArtifacts ( const ArtifactLocation & l1 , const ArtifactLocation & l2 ) override ;
bool assembleArtifacts ( const CGHeroInstance * hero , ArtifactPosition artifactSlot , bool assemble , ArtifactID assembleTo ) override ;
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bool buildBuilding ( const CGTownInstance * town , BuildingID buildingID ) override ;
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void recruitCreatures ( const CGDwelling * obj , const CArmedInstance * dst , CreatureID ID , ui32 amount , si32 level = - 1 ) override ;
bool dismissCreature ( const CArmedInstance * obj , SlotID stackPos ) override ;
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bool upgradeCreature ( const CArmedInstance * obj , SlotID stackPos , CreatureID newID = CreatureID : : NONE ) override ;
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void endTurn ( ) override ;
void swapGarrisonHero ( const CGTownInstance * town ) override ;
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void buyArtifact ( const CGHeroInstance * hero , ArtifactID aid ) override ;
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void trade ( const CGObjectInstance * market , EMarketMode : : EMarketMode mode , ui32 id1 , ui32 id2 , ui32 val1 , const CGHeroInstance * hero = nullptr ) override ;
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 ;
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void setFormation ( const CGHeroInstance * hero , bool tight ) override ;
void recruitHero ( const CGObjectInstance * townOrTavern , const CGHeroInstance * hero ) override ;
void save ( const std : : string & fname ) override ;
void sendMessage ( const std : : string & mess , const CGObjectInstance * currentObject = nullptr ) override ;
void buildBoat ( const IShipyard * obj ) override ;
void dig ( const CGObjectInstance * hero ) override ;
void castSpell ( const CGHeroInstance * hero , SpellID spellID , const int3 & pos = int3 ( - 1 , - 1 , - 1 ) ) override ;
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//friends
friend class CClient ;
} ;