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vcmi/CCallback.h
mateuszb 4e631fc530 * fix for bug 573
* minor changes
2011-02-15 19:54:55 +00:00

354 lines
24 KiB
C++

#ifndef __CCALLBACK_H__
#define __CCALLBACK_H__
#include "global.h"
#ifdef _WIN32
#include "tchar.h"
#else
#include "tchar_amigaos4.h" //XXX this is mingw header are we need this for something? for 'true'
//support of unicode we should use ICU or some boost wraper areound it
//(boost using this lib during compilation i dont know what for exactly)
#endif
#include "lib/CGameState.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;
class SComponent;
class IChosen;
class CSelectableComponent;
struct BattleAction;
class CGTownInstance;
struct StartInfo;
class CStack;
struct lua_State;
class CClient;
struct TerrainTile;
class CHeroClass;
class IShipyard;
struct CPackForServer;
class CMapHeader;
struct CGPathNode;
struct CGPath;
class CGGarrison;
class CObstacleInstance;
typedef std::vector<const CStack*> TStacks;
struct InfoAboutTown
{
struct Details
{
int hallLevel, goldIncome;
bool customRes;
bool garrisonedHero;
} *details;
const CArmedInstance * obj;
char fortLevel; //0 - none
char owner;
std::string name;
CTown *tType;
bool built;
ArmyDescriptor army; //numbers of creatures are valid only if details
InfoAboutTown();
~InfoAboutTown();
void initFromTown(const CGTownInstance *t, bool detailed);
void initFromGarrison(const CGGarrison *garr, bool detailed);
};
class IBattleCallback
{
public:
///describes why player cannot cast a specific spell
enum EStackOwnership
{
ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
};
bool waitTillRealize; //if true, request functions will return after they are realized by server
//battle
virtual int battleGetBattlefieldType()=0; // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
virtual int battleGetObstaclesAtTile(THex tile)=0; //returns bitfield
virtual std::vector<CObstacleInstance> battleGetAllObstacles()=0; //returns all obstacles on the battlefield
virtual const CStack * battleGetStackByID(int ID, bool onlyAlive = true)=0; //returns stack info by given ID
virtual const CStack * battleGetStackByPos(THex pos, bool onlyAlive = true)=0; //returns stack info by given pos
virtual THex battleGetPos(int stack)=0; //returns position (tile ID) of stack
virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
virtual TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true)=0; //returns stacks on battlefield
virtual void getStackQueue( std::vector<const CStack *> &out, int howMany )=0; //returns vector of stack in order of their move sequence
virtual std::vector<THex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable)=0; //returns numbers of hexes reachable by creature with id ID
virtual std::vector<int> battleGetDistances(const CStack * stack, THex hex = THex::INVALID, THex * predecessors = NULL)=0; //returns vector of distances to [dest hex number]
virtual bool battleCanShoot(const CStack * stack, THex dest)=0; //returns true if unit with id ID can shoot to dest
virtual bool battleCanCastSpell()=0; //returns true, if caller can cast a spell
virtual SpellCasting::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell)=0; //determines if given spell can be casted (and returns problem description)
virtual bool battleCanFlee()=0; //returns true if caller can flee from the battle
virtual const CGTownInstance * battleGetDefendedTown()=0; //returns defended town if current battle is a siege, NULL instead
virtual ui8 battleGetWallState(int partOfWall)=0; //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
virtual int battleGetWallUnderHex(THex hex)=0; //returns part of destructible wall / gate / keep under given hex or -1 if not found
virtual TDmgRange battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg = NULL)=0; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
virtual ui8 battleGetSiegeLevel()=0; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
virtual const CGHeroInstance * battleGetFightingHero(ui8 side) const =0; //returns hero corresponding to given side (0 - attacker, 1 - defender)
virtual si8 battleHasDistancePenalty(const CStack * stack, THex destHex) =0; //checks if given stack has distance penalty
virtual si8 battleHasWallPenalty(const CStack * stack, THex destHex) =0; //checks if given stack has wall penalty
virtual si8 battleCanTeleportTo(const CStack * stack, THex destHex, int telportLevel) =0; //checks if teleportation of given stack to given position can take place
virtual si8 battleGetTacticDist() =0; //returns tactic distance for calling player or 0 if player is not in tactic phase
virtual ui8 battleGetMySide() =0; //return side of player in battle (attacker/defender)
virtual bool battleMakeTacticAction(BattleAction * action) =0; // performs tactic phase actions
//convienience methods using the ones above
TStacks battleGetAllStacks() //returns all stacks, alive or dead or undead or mechanical :)
{
return battleGetStacks(MINE_AND_ENEMY, false);
}
};
class ICallback : public virtual IBattleCallback
{
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
//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 void selectionMade(int selection, int asker) =0;
virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//swaps creatures between two posiibly 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 tothe second (creatures must be same type)
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 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;
//get info
virtual bool verifyPath(CPath * path, bool blockSea)const =0;
virtual int getDate(int mode=0)const =0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
virtual std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap()const =0; //returns visibility map (TODO: make it const)
virtual int getResourceAmount(int type)const =0;
virtual bool isVisible(int3 pos)const =0;
virtual int getMyColor()const =0;
virtual int getHeroSerial(const CGHeroInstance * hero)const =0;
virtual const StartInfo * getStartInfo()const =0;
virtual const CMapHeader * getMapHeader()const =0;
virtual int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const =0; //when called during battle, takes into account creatures' spell cost reduction
virtual int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const =0; //estimates damage of given spell; returns 0 if spell causes no dmg
virtual void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)=0; //get thieves' guild info obtainable while visiting given object
virtual int3 getGrailPos(float &outKnownRatio)=0;
virtual int getPlayerStatus(int player) const = 0; //-1 if no such player
//hero
virtual int howManyHeroes(bool includeGarrisoned = true)const =0;
virtual const CGHeroInstance * getHeroInfo(int val, int mode=2)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
virtual std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true)const =0;
virtual bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const = 0;
virtual bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)=0;
virtual const CGPathNode *getPathInfo(int3 tile)=0; //uses main, client pathfinder info
virtual bool getPath2(int3 dest, CGPath &ret)=0; //uses main, client pathfinder info
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1) =0;
virtual void recalculatePaths()=0; //updates main, client pathfinder info (should be called when moving hero is over)
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
//map
virtual std::vector < const CGDwelling * > getMyDwellings() const =0; //returns all dwellings that belong to player
virtual std::vector < const CGObjectInstance * > getMyObjects() const =0; //returns all objects flagged by belonging player
virtual std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos)const =0;
virtual std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos)const =0;
virtual std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const =0;
virtual std::vector < std::string > getObjDescriptions(int3 pos)const =0; //returns descriptions of objects at pos in order from the lowest to the highest
//town
virtual int howManyTowns()const =0;
virtual const CGTownInstance * getTownInfo(int val, bool mode)const =0; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
virtual std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const=0;
virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const =0; //heroes that can be recruited
virtual std::string getTavernGossip(const CGObjectInstance * townOrTavern) const =0;
virtual int canBuildStructure(const CGTownInstance *t, int ID) =0;//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
virtual std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) =0;
virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const = 0;
virtual UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos)const =0;
virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)const =0;
virtual int3 getMapSize() const =0; //returns size of map - z is 1 for one - level map and 2 for two level map
virtual const TerrainTile * getTileInfo(int3 tile) const = 0;
virtual int getPlayerRelations(ui8 color1, ui8 color2) const =0;// 0 = enemy, 1 = ally, 2 = same player
};
class CBattleCallback : public virtual IBattleCallback
{
private:
CGameState * gs;
CBattleCallback(CGameState *GS, int Player, CClient *C);
protected:
template <typename T> void sendRequest(const T*request);
CClient *cl;
virtual bool hasAccess(int playerId) const;
int player;
public:
//battle
int battleGetBattlefieldType() OVERRIDE; // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
int battleGetObstaclesAtTile(THex tile) OVERRIDE; //returns bitfield
std::vector<CObstacleInstance> battleGetAllObstacles() OVERRIDE; //returns all obstacles on the battlefield
const CStack * battleGetStackByID(int ID, bool onlyAlive = true) OVERRIDE; //returns stack info by given ID
const CStack * battleGetStackByPos(THex pos, bool onlyAlive = true) OVERRIDE; //returns stack info by given pos
THex battleGetPos(int stack) OVERRIDE; //returns position (tile ID) of stack
int battleMakeAction(BattleAction* action) OVERRIDE;//for casting spells by hero - DO NOT use it for moving active stack
TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) OVERRIDE; //returns stacks on battlefield
void getStackQueue( std::vector<const CStack *> &out, int howMany ) OVERRIDE; //returns vector of stack in order of their move sequence
std::vector<THex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable) OVERRIDE; //reutrns numbers of hexes reachable by creature with id ID
std::vector<int> battleGetDistances(const CStack * stack, THex hex = THex::INVALID, THex * predecessors = NULL) OVERRIDE; //returns vector of distances to [dest hex number]; if predecessors is not null, it must point to BFIELD_SIZE * sizeof(int) of allocated memory
bool battleCanShoot(const CStack * stack, THex dest) OVERRIDE; //returns true if unit with id ID can shoot to dest
bool battleCanCastSpell() OVERRIDE; //returns true, if caller can cast a spell
SpellCasting::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) OVERRIDE; //determines if given spell can be casted (and returns problem description)
bool battleCanFlee() OVERRIDE; //returns true if caller can flee from the battle
const CGTownInstance * battleGetDefendedTown() OVERRIDE; //returns defended town if current battle is a siege, NULL instead
ui8 battleGetWallState(int partOfWall) OVERRIDE; //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
int battleGetWallUnderHex(THex hex) OVERRIDE; //returns part of destructible wall / gate / keep under given hex or -1 if not found
TDmgRange battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg = NULL) OVERRIDE; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
ui8 battleGetSiegeLevel() OVERRIDE; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
const CGHeroInstance * battleGetFightingHero(ui8 side) const OVERRIDE; //returns hero corresponding ot given side (0 - attacker, 1 - defender)
si8 battleHasDistancePenalty(const CStack * stack, THex destHex) OVERRIDE; //checks if given stack has distance penalty
si8 battleHasWallPenalty(const CStack * stack, THex destHex) OVERRIDE; //checks if given stack has wall penalty
si8 battleCanTeleportTo(const CStack * stack, THex destHex, int telportLevel) OVERRIDE; //checks if teleportation of given stack to given position can take place
si8 battleGetTacticDist() OVERRIDE; //returns tactic distance for calling player or 0 if player is not in tactic phase
ui8 battleGetMySide() OVERRIDE; //return side of player in battle (attacker/defender)
bool battleMakeTacticAction(BattleAction * action) OVERRIDE; // performs tactic phase actions
friend class CCallback;
friend class CClient;
};
class CCallback : public ICallback, public CBattleCallback
{
private:
CCallback(CGameState * GS, int Player, CClient *C);
bool isVisible(int3 pos, int Player) const;
bool isVisible(const CGObjectInstance *obj, int Player) const;
protected:
virtual bool hasAccess(int playerId) const OVERRIDE;
public:
//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);
void selectionMade(int selection, int asker);
int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
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 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));
//get info
bool verifyPath(CPath * path, bool blockSea) const;
int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap() const; //returns visibility map (TODO: make it const)
const CGHeroInstance * getHeroInfo(int val, int mode=2) const; //mode = 0 -> val = serial; mode = 1 -> val = hero type id (subID); mode = 2 -> val = global object serial id (id)
const CGObjectInstance * getObjectInfo(int ID) const; //global object serial id (ID)
int getResourceAmount(int type) const;
std::vector<si32> getResourceAmount() const;
int howManyHeroes(bool includeGarrisoned = true) const;
const CGTownInstance * getTownInfo(int val, bool mode) const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const;
int howManyTowns()const;
std::vector < std::string > getObjDescriptions(int3 pos) const; //returns descriptions of objects at pos in order from the lowest to the highest
std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true) const;
bool isVisible(int3 pos) const;
int getMyColor() const;
int getHeroSerial(const CGHeroInstance * hero) const;
//int getMySerial() const;
const CCreatureSet* getGarrison(const CGObjectInstance *obj) const;
UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos) const;
const StartInfo * getStartInfo() const;
const CMapHeader * getMapHeader()const ;
int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
int3 getGrailPos(float &outKnownRatio); //returns pos and (via arg) percent of discovered obelisks; TODO: relies on fairness of GUI/AI... :/
std::vector < const CGDwelling * > getMyDwellings() const; //returns all dwellings that belong to player
std::vector < const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos) const;
std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos) const;
std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
const TerrainTile * getTileInfo(int3 tile) const;
int canBuildStructure(const CGTownInstance *t, int ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID);
bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret);
const CGPathNode *getPathInfo(int3 tile);
bool getPath2(int3 dest, CGPath &ret);
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left;
void recalculatePaths(); //updates pathfinder info (should be called when moving hero is over)
bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
int3 guardingCreaturePosition (int3 pos) const;
int getPlayerStatus(int player) const;
int getPlayerRelations(ui8 color1, ui8 color2) const;// 0 = enemy, 1 = ally, 2 = same player
//XXX hmmm _tmain on _GNUC_ wtf?
//friends
friend class CClient;
#ifndef __GNUC__
friend int _tmain(int argc, _TCHAR* argv[]);
#else
friend int main(int argc, char** argv);
#endif
};
#endif // __CCALLBACK_H__