#pragma once #include "lib/IGameCallback.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 IBattleCallback { public: bool waitTillRealize; //if true, request functions will return after they are realized by server 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! //battle virtual int battleMakeAction(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 }; 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 mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2) =0; //first goes to the second 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 swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0; 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; }; struct CPack; class CBattleCallback : public IBattleCallback, public CBattleInfoCallback { private: CBattleCallback(CGameState *GS, int Player, CClient *C); protected: void sendRequest(const CPack *request); CClient *cl; //virtual bool hasAccess(int playerId) const; public: int battleMakeAction(BattleAction* action) OVERRIDE;//for casting spells by hero - DO NOT use it for moving active stack bool battleMakeTacticAction(BattleAction * action) OVERRIDE; // performs tactic phase actions friend class CCallback; friend class CClient; }; class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback { private: void validatePaths(); //recalcualte paths if necessary public: CCallback(CGameState * GS, int Player, CClient *C); //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 mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second 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 swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2); //bool moveArtifact(const CGHeroInstance * hero, ui16 src, const CStackInstance * stack, ui16 dest); // TODO: unify classes //bool moveArtifact(const CStackInstance * stack, ui16 src , const CGHeroInstance * hero, ui16 dest); // TODO: unify classes 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; };