mirror of
https://github.com/vcmi/vcmi.git
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2d61fab7e9
* Fixed #736, #737. * Fixed crash on loss/victory. * Fixed crash on loading some AB maps. * Fixed crash on loading map where victory/loss condition objective hero was placed inside the town. * Fixed crash on loading map when neutral Dungeon has built Portal of Summoning. * Mutex protecting GS will be used to prevent changes in GS when GUI might read it. * Little more securities around moving hero and ending turn, still needed more.
154 lines
7.2 KiB
C++
154 lines
7.2 KiB
C++
#ifndef __CCALLBACK_H__
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#define __CCALLBACK_H__
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#include "global.h"
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#ifdef _WIN32
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#include "tchar.h"
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#else
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#include "tchar_amigaos4.h" //XXX this is mingw header are we need this for something? for 'true'
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//support of unicode we should use ICU or some boost wraper areound it
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//(boost using this lib during compilation i dont know what for exactly)
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#endif
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#include "lib/IGameCallback.h"
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/*
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* CCallback.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CGHeroInstance;
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class CGameState;
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struct CPath;
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class CGObjectInstance;
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class CArmedInstance;
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struct BattleAction;
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class CGTownInstance;
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struct lua_State;
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class CClient;
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class IShipyard;
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struct CGPathNode;
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struct CGPath;
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struct CPathsInfo;
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namespace boost
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{class shared_mutex;}
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class IBattleCallback
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{
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public:
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bool waitTillRealize; //if true, request functions will return after they are realized by server
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//battle
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virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
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virtual bool battleMakeTacticAction(BattleAction * action) =0; // performs tactic phase actions
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};
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class IGameActionCallback
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{
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public:
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//hero
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virtual bool moveHero(const CGHeroInstance *h, int3 dst) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
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virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
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virtual void dig(const CGObjectInstance *hero)=0;
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virtual void castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
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//town
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virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
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virtual bool buildBuilding(const CGTownInstance *town, si32 buildingID)=0;
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virtual void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level=-1)=0;
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virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
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virtual void swapGarrisonHero(const CGTownInstance *town)=0;
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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
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virtual void selectionMade(int selection, int asker) =0;
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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!
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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)
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virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)=0;//split creatures from the first stack
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virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
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virtual bool assembleArtifacts(const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo)=0;
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virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=0;
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virtual void endTurn()=0;
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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)
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virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
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virtual void setSelection(const CArmedInstance * obj)=0;
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virtual void save(const std::string &fname) = 0;
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virtual void sendMessage(const std::string &mess) = 0;
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virtual void buildBoat(const IShipyard *obj) = 0;
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};
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class CBattleCallback : public IBattleCallback, public CBattleInfoCallback
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{
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private:
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CBattleCallback(CGameState *GS, int Player, CClient *C);
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protected:
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template <typename T> void sendRequest(const T*request);
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CClient *cl;
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//virtual bool hasAccess(int playerId) const;
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public:
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int battleMakeAction(BattleAction* action) OVERRIDE;//for casting spells by hero - DO NOT use it for moving active stack
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bool battleMakeTacticAction(BattleAction * action) OVERRIDE; // performs tactic phase actions
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friend class CCallback;
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friend class CClient;
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};
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class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
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{
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private:
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CCallback(CGameState * GS, int Player, CClient *C);
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public:
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//client-specific functionalities (pathfinding)
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virtual bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret); //DEPRACATED!!!
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virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
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virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
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virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
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virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
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boost::shared_mutex &getGsMutex(); //just return a reference to mutex, does not lock nor anything
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void unregisterMyInterface(); //stops delivering information about game events to that player's interface -> can be called ONLY after victory/loss
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//commands
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bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile)
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bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
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void selectionMade(int selection, int asker);
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int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
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int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
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int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val);
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bool dismissHero(const CGHeroInstance * hero);
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bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2);
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bool assembleArtifacts(const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo);
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bool buildBuilding(const CGTownInstance *town, si32 buildingID);
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void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level=-1);
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bool dismissCreature(const CArmedInstance *obj, int stackPos);
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bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
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void endTurn();
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void swapGarrisonHero(const CGTownInstance *town);
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void buyArtifact(const CGHeroInstance *hero, int aid);
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void trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL);
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void setFormation(const CGHeroInstance * hero, bool tight);
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void setSelection(const CArmedInstance * obj);
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void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);
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void save(const std::string &fname);
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void sendMessage(const std::string &mess);
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void buildBoat(const IShipyard *obj);
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void dig(const CGObjectInstance *hero);
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void castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos = int3(-1, -1, -1));
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//friends
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friend class CClient;
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};
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#endif // __CCALLBACK_H__
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