/* * 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 * */ #pragma once #include "CPlayerSpecificInfoCallback.h" #include "CBattleCallback.h" #include "IGameActionCallback.h" // in static AI build this file gets included into libvcmi #ifdef STATIC_AI VCMI_LIB_USING_NAMESPACE #endif VCMI_LIB_NAMESPACE_BEGIN class IBattleEventsReceiver; class DLL_LINKAGE CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback { std::shared_ptr gamestate; CGameState & gameState() final { return *gamestate; } const CGameState & gameState() const final { return *gamestate; } public: CCallback(std::shared_ptr gamestate, std::optional Player, IClient * C); virtual ~CCallback(); //client-specific functionalities (pathfinding) virtual bool canMoveBetween(const int3 &a, const int3 &b); virtual int3 getGuardingCreaturePosition(int3 tile); std::optional getPlayerID() const override; //commands void moveHero(const CGHeroInstance *h, const std::vector & path, bool transit) override; void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) override; bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where); int selectionMade(int selection, QueryID queryID) override; int sendQueryReply(std::optional reply, QueryID queryID) override; 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; int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) override; int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) override; int bulkSplitAndRebalanceStack(ObjectInstanceID armyId, SlotID srcSlot) override; int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) override; bool dismissHero(const CGHeroInstance * hero) override; bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override; void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override; void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped = true, bool backpack = true) override; void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) override; void sortBackpackArtifactsBySlot(const ObjectInstanceID hero) override; void sortBackpackArtifactsByCost(const ObjectInstanceID hero) override; void sortBackpackArtifactsByClass(const ObjectInstanceID hero) override; void manageHeroCostume(ObjectInstanceID hero, size_t costumeIdx, bool saveCostume) override; void eraseArtifactByClient(const ArtifactLocation & al) override; bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override; bool visitTownBuilding(const CGTownInstance *town, BuildingID buildingID) override; void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override; bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override; bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override; void saveLocalState(const JsonNode & data) override; void endTurn() override; void spellResearch(const CGTownInstance *town, SpellID spellAtSlot, bool accepted) override; void swapGarrisonHero(const CGTownInstance *town) override; void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override; void trade(const ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override; void trade(const ObjectInstanceID marketId, EMarketMode mode, const std::vector & id1, const std::vector & id2, const std::vector & val1, const CGHeroInstance * hero = nullptr) override; void setFormation(const CGHeroInstance * hero, EArmyFormation mode) override; void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE) override; void save(const std::string &fname) override; void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override; void gamePause(bool pause) 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; //friends friend class CClient; }; VCMI_LIB_NAMESPACE_END