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21aaad6972
Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it. Currently it's will be only allowed is object under destination is teleport.
154 lines
8.4 KiB
C++
154 lines
8.4 KiB
C++
#pragma once
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#include "lib/CGameInfoCallback.h"
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#include "lib/int3.h" // for int3
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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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struct CPack;
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class IBattleEventsReceiver;
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class IGameEventsReceiver;
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struct ArtifactLocation;
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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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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!
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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, bool transit) =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, SpellID 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, BuildingID buildingID)=0;
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virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
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virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=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, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
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virtual int selectionMade(int selection, QueryID queryID) =0;
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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!
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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)
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virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
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virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID 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 swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
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virtual bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
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virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
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virtual void endTurn()=0;
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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)
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virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
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virtual void save(const std::string &fname) = 0;
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virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
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virtual void buildBoat(const IShipyard *obj) = 0;
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};
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struct CPack;
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class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
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{
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protected:
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int sendRequest(const CPack *request); //returns requestID (that'll be matched to requestID in PackageApplied)
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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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CBattleCallback(CGameState *GS, boost::optional<PlayerColor> Player, CClient *C);
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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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public:
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CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient *C);
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virtual ~CCallback();
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//client-specific functionalities (pathfinding)
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virtual bool canMoveBetween(const int3 &a, const int3 &b);
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virtual int getMovementCost(const CGHeroInstance * hero, int3 dest);
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virtual int3 getGuardingCreaturePosition(int3 tile);
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virtual const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
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virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
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//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
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void registerGameInterface(shared_ptr<IGameEventsReceiver> gameEvents);
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void registerBattleInterface(shared_ptr<IBattleEventsReceiver> battleEvents);
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void unregisterGameInterface(shared_ptr<IGameEventsReceiver> gameEvents);
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void unregisterBattleInterface(shared_ptr<IBattleEventsReceiver> battleEvents);
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void unregisterAllInterfaces(); //stops delivering information about game events to player interfaces -> can be called ONLY after victory/loss
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//commands
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bool moveHero(const CGHeroInstance *h, int3 dst, bool transit = false); //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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int selectionMade(int selection, QueryID queryID);
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int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2);
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int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2); //first goes to the second
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int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2); //first goes to the second
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int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID 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 swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2);
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//bool moveArtifact(const CGHeroInstance * hero, ui16 src, const CStackInstance * stack, ui16 dest); // TODO: unify classes
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//bool moveArtifact(const CStackInstance * stack, ui16 src , const CGHeroInstance * hero, ui16 dest); // TODO: unify classes
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bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
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bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
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void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1);
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bool dismissCreature(const CArmedInstance *obj, SlotID stackPos);
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bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
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void endTurn();
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void swapGarrisonHero(const CGTownInstance *town);
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void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
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void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = nullptr);
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void setFormation(const CGHeroInstance * hero, bool tight);
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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, const CGObjectInstance * currentObject = nullptr);
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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, SpellID 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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