mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
d390113c23
* Updated MSVC project files * Filesystem: My version of .SND archive does not have \0 after WAV extension. Fixed (though hardcoded 3-char extension length). * New bonus types: BLOCK_MAGIC_ABOVE for blocking casting spells above given level and BLOCK_ALL_MAGIC for blocking all magic. * Heavy rewrite of battle callbacks. Fixed some minor bugs. Code reusage between lib/client/server (removed proxy calls). Better access control and support for various perspectives. * Fixed #1031 * Fixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented). Fixed #97. * Fleeing hero won't lose artifacts. Spellbook won't be captured. Fixed #980. * Fixed crash when attacking stack dies before counterattack (ie. because of Fire Shield) * Server does some basic checks if action requests during battle are valid * Minor stuff.
151 lines
7.7 KiB
C++
151 lines
7.7 KiB
C++
#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 int selectionMade(int selection, int queryID) =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 CPlayerBattleCallback
|
|
{
|
|
protected:
|
|
int sendRequest(const CPack *request); //returns requestID (that'll be matched to requestID in PackageApplied)
|
|
CClient *cl;
|
|
//virtual bool hasAccess(int playerId) const;
|
|
|
|
public:
|
|
CBattleCallback(CGameState *GS, int Player, CClient *C);
|
|
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);
|
|
int selectionMade(int selection, int queryID);
|
|
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;
|
|
};
|