#ifndef CCALLBACK_H #define CCALLBACK_H #include "global.h" #ifdef _WIN32 #include "tchar.h" #else #include "tchar_amigaos4.h" #endif #include "CGameState.h" class CGHeroInstance; class CGameState; struct CPath; class CGObjectInstance; class CArmedInstance; class SComponent; class IChosen; class CSelectableComponent; struct BattleAction; class CGTownInstance; struct StartInfo; class CStack; struct lua_State; class CClient; //structure gathering info about upgrade possibilites class ICallback { public: virtual bool moveHero(int ID, CPath * path, int idtype, int pathType=0)=0;//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero //pathType: 0 - nodes are manifestation pos, 1 - nodes are object pos virtual int swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)=0;//swaps creatures between two posiibly different garrisons // TODO: AI-unsafe code - fix it! virtual int mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)=0;//joins first stack tothe second (creatures must be same type) virtual int splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)=0;//split creatures from the first stack virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses diven hero; true - successfuly, false - not successfuly virtual bool swapArifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes virtual void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount)=0; virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=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 endTurn()=0; virtual void swapGarrisonHero(const CGTownInstance *town)=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 trade(int mode, int id1, int id2, int val1)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce virtual void setFormation(const CGHeroInstance * hero, bool tight)=0; virtual void setSelection(const CArmedInstance * obj)=0; virtual void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero)=0; //get info virtual bool verifyPath(CPath * path, bool blockSea)const =0; virtual int getDate(int mode=0)const =0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month virtual std::vector< std::vector< std::vector > > & getVisibilityMap()const =0; //returns visibility map (TODO: make it const) virtual const CGHeroInstance * getHeroInfo(int val, int mode=2)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID virtual int getResourceAmount(int type)const =0; virtual int howManyHeroes()const =0; virtual const CGTownInstance * getTownInfo(int val, bool mode)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID virtual int howManyTowns()const =0; virtual std::vector < std::string > getObjDescriptions(int3 pos)const =0; //returns descriptions of objects at pos in order from the lowest to the highest virtual std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true)const =0; virtual bool isVisible(int3 pos)const =0; virtual int getMyColor()const =0; virtual int getMySerial()const =0; virtual int getHeroSerial(const CGHeroInstance * hero)const =0; virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)const =0; virtual UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos)const =0; virtual const StartInfo * getStartInfo()const =0; virtual std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos)const =0; virtual std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos)const =0; virtual void getMarketOffer(int t1, int t2, int &give, int &rec, int mode=0)const =0; virtual std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const =0; virtual int3 getMapSize() const =0; //returns size of map - z is 1 for one - level map and 2 for two level map virtual std::vector getAvailableHeroes(const CGTownInstance * town) const =0; //heroes that can be recruited //battle virtual int battleGetBattlefieldType()=0; // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield virtual int battleGetStack(int pos)=0; //returns ID of stack on the tile virtual CStack * battleGetStackByID(int ID)=0; //returns stack info by given ID virtual CStack * battleGetStackByPos(int pos)=0; //returns stack info by given pos virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack virtual std::map battleGetStacks()=0; //returns stacks on battlefield virtual CCreature battleGetCreature(int number)=0; //returns type of creature by given number of stack //virtual bool battleMoveCreature(int ID, int dest)=0; //moves creature with id ID to dest if possible virtual std::vector battleGetAvailableHexes(int ID)=0; //reutrns numbers of hexes reachable by creature with id ID virtual bool battleIsStackMine(int ID)=0; //returns true if stack with id ID belongs to caller virtual bool battleCanShoot(int ID, int dest)=0; //returns true if unit with id ID can shoot to dest }; struct HeroMoveDetails { HeroMoveDetails(){}; HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho); int3 src, dst; //source and destination points CGHeroInstance * ho; //object instance of this hero int owner, style; //style: 0 - normal move, 1 - teleport, 2 - instant jump bool successful; }; class CCallback : public ICallback { private: CCallback(CGameState * GS, int Player, CClient *C):gs(GS),player(Player),cl(C){}; CGameState * gs; CClient *cl; bool isVisible(int3 pos, int Player) const; bool isVisible(CGObjectInstance *obj, int Player) const; protected: int player; public: //commands bool moveHero(int ID, CPath * path, int idtype, int pathType=0);//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero //pathType: 0 - nodes are manifestation pos, 1 - nodes are object pos void selectionMade(int selection, int asker); int swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2); int mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2); //first goes to the second int splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val); bool dismissHero(const CGHeroInstance * hero); bool swapArifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2); bool buildBuilding(const CGTownInstance *town, si32 buildingID); void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount); 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(int mode, int id1, int id2, int val1); void setFormation(const CGHeroInstance * hero, bool tight); void setSelection(const CArmedInstance * obj); void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero); //get info bool verifyPath(CPath * path, bool blockSea) const; int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month std::vector< std::vector< std::vector > > & getVisibilityMap() const; //returns visibility map (TODO: make it const) const CGHeroInstance * getHeroInfo(int val, int mode=2) const; //mode = 0 -> val = serial; mode = 1 -> val = ID int getResourceAmount(int type) const; std::vector getResourceAmount() const; int howManyHeroes() const; const CGTownInstance * getTownInfo(int val, bool mode) const; //mode = 0 -> val = serial; mode = 1 -> val = ID std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const; int howManyTowns()const; std::vector < std::string > getObjDescriptions(int3 pos) const; //returns descriptions of objects at pos in order from the lowest to the highest std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true) const; bool isVisible(int3 pos) const; int getMyColor() const; int getHeroSerial(const CGHeroInstance * hero) const; int getMySerial() const; const CCreatureSet* getGarrison(const CGObjectInstance *obj) const; UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos) const; const StartInfo * getStartInfo() const; std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos) const; std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos) const; void getMarketOffer(int t1, int t2, int &give, int &rec, int mode=0) const; std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const; int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map std::vector getAvailableHeroes(const CGTownInstance * town) const; //heroes that can be recruited //battle int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship int battleGetObstaclesAtTile(int tile); //returns bitfield int battleGetStack(int pos); //returns ID of stack on the tile CStack * battleGetStackByID(int ID); //returns stack info by given ID CStack * battleGetStackByPos(int pos); //returns stack info by given pos int battleGetPos(int stack); //returns position (tile ID) of stack int battleMakeAction(BattleAction* action);//for casting spells by hero - DO NOT use it for moving active stack std::map battleGetStacks(); //returns stacks on battlefield CCreature battleGetCreature(int number); //returns type of creature by given number of stack std::vector battleGetAvailableHexes(int ID); //reutrns numbers of hexes reachable by creature with id ID bool battleIsStackMine(int ID); //returns true if stack with id ID belongs to caller bool battleCanShoot(int ID, int dest); //returns true if unit with id ID can shoot to dest //friends friend class CClient; #ifndef __GNUC__ friend int _tmain(int argc, _TCHAR* argv[]); #else friend int main(int argc, char** argv); #endif }; #endif //CCALLBACK_H