/* * IGameActionCallback.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 "../constants/EntityIdentifiers.h" #include "../networkPacks/TradeItem.h" #include "../int3.h" VCMI_LIB_NAMESPACE_BEGIN struct ArtifactLocation; class JsonNode; class IShipyard; class CGHeroInstance; class CGDwelling; class CGTownInstance; class CArmedInstance; class CGObjectInstance; enum class EMarketMode : int8_t; enum class EArmyFormation : int8_t; class IGameActionCallback { public: //hero virtual void moveHero(const CGHeroInstance *h, const std::vector & path, bool transit) =0; //moves hero alongside provided path virtual void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) =0; //moves hero alongside provided path virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfully, false - not successfully virtual void dig(const CGObjectInstance *hero)=0; virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell //town virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE)=0; virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0; virtual bool visitTownBuilding(const CGTownInstance *town, BuildingID buildingID)=0; virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0; virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made virtual void spellResearch(const CGTownInstance *town, SpellID spellAtSlot, bool accepted)=0; virtual void swapGarrisonHero(const CGTownInstance *town)=0; virtual void trade(const ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce virtual void trade(const ObjectInstanceID marketId, EMarketMode mode, const std::vector & id1, const std::vector & id2, const std::vector & val1, const CGHeroInstance * hero)=0; virtual int selectionMade(int selection, QueryID queryID) =0; virtual int sendQueryReply(std::optional reply, QueryID queryID) =0; 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 //virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0; virtual void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) = 0; virtual void sortBackpackArtifactsBySlot(const ObjectInstanceID hero) = 0; virtual void sortBackpackArtifactsByCost(const ObjectInstanceID hero) = 0; virtual void sortBackpackArtifactsByClass(const ObjectInstanceID hero) = 0; virtual void manageHeroCostume(ObjectInstanceID hero, size_t costumeIndex, bool saveCostume) = 0; virtual void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0; virtual void eraseArtifactByClient(const ArtifactLocation & al)=0; virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0; virtual void saveLocalState(const JsonNode & data)=0; virtual void endTurn()=0; 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) virtual void setFormation(const CGHeroInstance * hero, EArmyFormation mode)=0; virtual void save(const std::string &fname) = 0; virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0; virtual void gamePause(bool pause) = 0; virtual void buildBoat(const IShipyard *obj) = 0; // 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 bulkSplitAndRebalanceStack(ObjectInstanceID armyId, SlotID srcSlot) = 0; virtual int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) = 0; // Moves all artifacts from one hero to another virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack) = 0; }; VCMI_LIB_NAMESPACE_END