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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/CCallback.h
Ivan Savenko 327ff01471 Implemented explicitly visitable town buildings, e.g. hota mana vortex
Added flag `manualHeroVisit` flag to town building. If this flag is set,
then building will only be activated on click and will not give its
effect on hero recrutiment, hero visit, or new day.

This allows implementing changes to Mana Vortex from HotA
2024-09-03 16:31:07 +00:00

206 lines
12 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 "lib/CGameInfoCallback.h"
#include "lib/battle/CPlayerBattleCallback.h"
#include "lib/int3.h" // for int3
#include "lib/networkPacks/TradeItem.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGameState;
struct CPath;
class CGObjectInstance;
class CArmedInstance;
class BattleAction;
class CGTownInstance;
class IShipyard;
struct CGPathNode;
struct CGPath;
struct CPathsInfo;
class PathfinderConfig;
struct CPack;
struct CPackForServer;
class IBattleEventsReceiver;
class IGameEventsReceiver;
struct ArtifactLocation;
class BattleStateInfoForRetreat;
VCMI_LIB_NAMESPACE_END
// in static AI build this file gets included into libvcmi
#ifdef STATIC_AI
VCMI_LIB_USING_NAMESPACE
#endif
class CClient;
struct lua_State;
class IBattleCallback
{
public:
virtual ~IBattleCallback() = default;
bool waitTillRealize = false; //if true, request functions will return after they are realized by server
bool unlockGsWhenWaiting = false;//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 void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) = 0;
virtual void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) = 0;
virtual void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) = 0;
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
virtual std::optional<PlayerColor> getPlayerID() const = 0;
};
class IGameActionCallback
{
public:
//hero
virtual void moveHero(const CGHeroInstance *h, const std::vector<int3> & 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 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<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)=0;
virtual int selectionMade(int selection, QueryID queryID) =0;
virtual int sendQueryReply(std::optional<int32_t> 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 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 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 bulkSmartSplitStack(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;
};
class CBattleCallback : public IBattleCallback
{
std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
std::optional<PlayerColor> player;
protected:
int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
CClient *cl;
public:
CBattleCallback(std::optional<PlayerColor> player, CClient * C);
void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
std::optional<PlayerColor> getPlayerID() const override;
void onBattleStarted(const IBattleInfo * info);
void onBattleEnded(const BattleID & battleID);
friend class CCallback;
friend class CClient;
};
class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback
{
public:
CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C);
virtual ~CCallback();
//client-specific functionalities (pathfinding)
virtual bool canMoveBetween(const int3 &a, const int3 &b);
virtual int3 getGuardingCreaturePosition(int3 tile);
virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
std::optional<PlayerColor> getPlayerID() const override;
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
//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 bulkSmartSplitStack(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 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 endTurn() 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;
};