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vcmi/lib/callback/CCallback.h
Ivan Savenko 2c17c2d5b7 Rework CCallback <-> CClient interaction
- callback is now part of lib instead of weird class that is shared by
client and AI while being part of client
- callback interacts with client class via minimal interface class
- removed no longer used unlockGsWhileWaiting field
2025-05-12 22:07:10 +03:00

92 lines
5.0 KiB
C++

/*
* 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<CGameState> gamestate;
CGameState & gameState() final { return *gamestate; }
const CGameState & gameState() const final { return *gamestate; }
public:
CCallback(std::shared_ptr<CGameState> gamestate, std::optional<PlayerColor> 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<PlayerColor> getPlayerID() const override;
//commands
void moveHero(const CGHeroInstance *h, const std::vector<int3> & 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<int32_t> 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<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & 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