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306 lines
20 KiB
C++
306 lines
20 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/CGameState.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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class SComponent;
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class IChosen;
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class CSelectableComponent;
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struct BattleAction;
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class CGTownInstance;
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struct StartInfo;
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class CStack;
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struct lua_State;
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class CClient;
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struct TerrainTile;
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class CHeroClass;
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class IShipyard;
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struct CPackForServer;
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class CMapHeader;
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struct CGPathNode;
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struct CGPath;
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struct InfoAboutTown
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{
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struct Details
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{
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int hallLevel, goldIncome;
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bool customRes;
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bool garrisonedHero;
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} *details;
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const CArmedInstance * obj;
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char fortLevel; //0 - none
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char owner;
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std::string name;
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CTown *tType;
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bool built;
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CCreatureSet army; //numbers of creatures are valid only if details
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InfoAboutTown();
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~InfoAboutTown();
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void initFromTown(const CGTownInstance *t, bool detailed);
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};
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class ICallback
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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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//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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//town
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virtual void recruitHero(const CGTownInstance *town, 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)=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(int mode, int id1, int id2, int val1)=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 posiibly 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 tothe 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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//get info
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virtual bool verifyPath(CPath * path, bool blockSea)const =0;
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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
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virtual std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap()const =0; //returns visibility map (TODO: make it const)
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virtual int getResourceAmount(int type)const =0;
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virtual bool isVisible(int3 pos)const =0;
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virtual int getMyColor()const =0;
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virtual int getMySerial()const =0;
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virtual int getHeroSerial(const CGHeroInstance * hero)const =0;
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virtual const StartInfo * getStartInfo()const =0;
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virtual const CMapHeader * getMapHeader()const =0;
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virtual int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const =0; //when called during battle, takes into account creatures' spell cost reduction
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virtual int estimateSpellDamage(const CSpell * sp) const =0; //estimates damage of given spell; returns 0 if spell causes no dmg
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virtual void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)=0; //get thieves' guild info obtainable while visiting given object
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virtual int3 getGrailPos(float &outKnownRatio)=0;
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//hero
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virtual int howManyHeroes(bool includeGarrisoned = true)const =0;
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virtual const CGHeroInstance * getHeroInfo(int val, int mode=2)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
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virtual std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true)const =0;
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virtual bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const = 0;
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virtual bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)=0;
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virtual const CGPathNode *getPathInfo(int3 tile)=0; //uses main, client pathfinder info
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virtual bool getPath2(int3 dest, CGPath &ret)=0; //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) =0;
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virtual void recalculatePaths()=0; //updates main, client pathfinder info (should be called when moving hero is over)
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//map
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virtual std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos)const =0;
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virtual std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos)const =0;
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virtual std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const =0;
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virtual std::vector < std::string > getObjDescriptions(int3 pos)const =0; //returns descriptions of objects at pos in order from the lowest to the highest
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//town
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virtual int howManyTowns()const =0;
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virtual const CGTownInstance * getTownInfo(int val, bool mode)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
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virtual std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const=0;
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virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGTownInstance * town) const =0; //heroes that can be recruited
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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
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virtual std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) =0;
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virtual void getMarketOffer(int t1, int t2, int &give, int &rec, int mode=0)const =0; //t1 - type of given resource, t2 - type of received resource; give is the amount of resource t1 that can be traded for amount rec of resource t2 (one of them is 1)
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virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const = 0;
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virtual UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos)const =0;
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virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)const =0;
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virtual int3 getMapSize() const =0; //returns size of map - z is 1 for one - level map and 2 for two level map
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virtual const TerrainTile * getTileInfo(int3 tile) const = 0;
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//battle
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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
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virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
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virtual std::vector<CObstacleInstance> battleGetAllObstacles()=0; //returns all obstacles on the battlefield
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virtual int battleGetStack(int pos, bool onlyAlive)=0; //returns ID of stack on the tile
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virtual const CStack * battleGetStackByID(int ID, bool onlyAlive = true)=0; //returns stack info by given ID
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virtual const CStack * battleGetStackByPos(int pos, bool onlyAlive = true)=0; //returns stack info by given pos
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virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack
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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 std::map<int, CStack> battleGetStacks()=0; //returns stacks on battlefield
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virtual void getStackQueue( std::vector<const CStack *> &out, int howMany )=0; //returns vector of stack in order of their move sequence
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virtual CCreature battleGetCreature(int number)=0; //returns type of creature by given number of stack
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//virtual bool battleMoveCreature(int ID, int dest)=0; //moves creature with id ID to dest if possible
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virtual std::vector<int> battleGetAvailableHexes(int ID, bool addOccupiable)=0; //reutrns numbers of hexes reachable by creature with id ID
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virtual bool battleIsStackMine(int ID)=0; //returns true if stack with id ID belongs to caller
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virtual bool battleCanShoot(int ID, int dest)=0; //returns true if unit with id ID can shoot to dest
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virtual bool battleCanCastSpell()=0; //returns true, if caller can cast a spell
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virtual bool battleCanFlee()=0; //returns true if caller can flee from the battle
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virtual const CGTownInstance * battleGetDefendedTown()=0; //returns defended town if current battle is a siege, NULL instead
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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
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virtual int battleGetWallUnderHex(int hex)=0; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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virtual std::pair<ui32, ui32> battleEstimateDamage(int attackerID, int defenderID)=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>
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virtual ui8 battleGetSiegeLevel()=0; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
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virtual const CGHeroInstance * battleGetFightingHero(ui8 side) const =0; //returns hero corresponding ot given side (0 - attacker, 1 - defender)
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};
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struct HeroMoveDetails
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{
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HeroMoveDetails(){};
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HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho);
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int3 src, dst; //source and destination points
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CGHeroInstance * ho; //object instance of this hero
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int owner, style; //style: 0 - normal move, 1 - teleport, 2 - instant jump
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bool successful;
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};
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class CCallback : public ICallback
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{
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private:
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CCallback(CGameState * GS, int Player, CClient *C);;
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CGameState * gs;
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CClient *cl;
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bool isVisible(int3 pos, int Player) const;
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bool isVisible(const CGObjectInstance *obj, int Player) const;
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template <typename T> void sendRequest(const T*request);
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protected:
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int player;
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public:
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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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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);
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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(int mode, int id1, int id2, int val1);
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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 CGTownInstance *town, 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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//get info
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bool verifyPath(CPath * path, bool blockSea) const;
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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
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std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap() const; //returns visibility map (TODO: make it const)
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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)
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const CGObjectInstance * getObjectInfo(int ID) const; //global object serial id (ID)
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int getResourceAmount(int type) const;
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std::vector<si32> getResourceAmount() const;
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int howManyHeroes(bool includeGarrisoned = true) const;
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const CGTownInstance * getTownInfo(int val, bool mode) const; //mode = 0 -> val = serial; mode = 1 -> val = ID
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std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const;
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int howManyTowns()const;
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std::vector < std::string > getObjDescriptions(int3 pos) const; //returns descriptions of objects at pos in order from the lowest to the highest
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std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true) const;
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bool isVisible(int3 pos) const;
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int getMyColor() const;
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int getHeroSerial(const CGHeroInstance * hero) const;
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int getMySerial() const;
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const CCreatureSet* getGarrison(const CGObjectInstance *obj) const;
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UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos) const;
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const StartInfo * getStartInfo() const;
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const CMapHeader * getMapHeader()const ;
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int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
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int estimateSpellDamage(const CSpell * sp) const; //estimates damage of given spell; returns 0 if spell causes no dmg
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void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
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int3 getGrailPos(float &outKnownRatio); //returns pos and (via arg) percent of discovered obelisks; TODO: relies on fairness of GUI/AI... :/
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std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos) const;
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std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos) const;
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void getMarketOffer(int t1, int t2, int &give, int &rec, int mode=0) const; //t1 - type of given resource, t2 - type of received resource; give is the amount of resource t1 that can be traded for amount rec of resource t2 (one of them is 1)
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std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
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int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
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std::vector<const CGHeroInstance *> getAvailableHeroes(const CGTownInstance * town) const; //heroes that can be recruited
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const TerrainTile * getTileInfo(int3 tile) const;
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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
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std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID);
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bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret);
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const CGPathNode *getPathInfo(int3 tile);
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bool getPath2(int3 dest, CGPath &ret);
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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;
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void recalculatePaths(); //updates pathfinder info (should be called when moving hero is over)
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bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
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bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
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//battle
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int battleGetBattlefieldType(); // 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
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int battleGetObstaclesAtTile(int tile); //returns bitfield
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std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield
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int battleGetStack(int pos, bool onlyAlive = true); //returns ID of stack on the tile
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const CStack * battleGetStackByID(int ID, bool onlyAlive = true); //returns stack info by given ID
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const CStack * battleGetStackByPos(int pos, bool onlyAlive = true); //returns stack info by given pos
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int battleGetPos(int stack); //returns position (tile ID) of stack
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int battleMakeAction(BattleAction* action);//for casting spells by hero - DO NOT use it for moving active stack
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std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
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void getStackQueue( std::vector<const CStack *> &out, int howMany ); //returns vector of stack in order of their move sequence
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CCreature battleGetCreature(int number); //returns type of creature by given number of stack
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std::vector<int> battleGetAvailableHexes(int ID, bool addOccupiable); //reutrns numbers of hexes reachable by creature with id ID
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bool battleIsStackMine(int ID); //returns true if stack with id ID belongs to caller
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bool battleCanShoot(int ID, int dest); //returns true if unit with id ID can shoot to dest
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bool battleCanCastSpell(); //returns true, if caller can cast a spell
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bool battleCanFlee(); //returns true if caller can flee from the battle
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const CGTownInstance * battleGetDefendedTown(); //returns defended town if current battle is a siege, NULL instead
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ui8 battleGetWallState(int partOfWall); //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
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int battleGetWallUnderHex(int hex); //returns part of destructible wall / gate / keep under given hex or -1 if not found
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std::pair<ui32, ui32> battleEstimateDamage(int attackerID, int defenderID); //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>
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ui8 battleGetSiegeLevel(); //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
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const CGHeroInstance * battleGetFightingHero(ui8 side) const; //returns hero corresponding ot given side (0 - attacker, 1 - defender)
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//XXX hmmm _tmain on _GNUC_ wtf?
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//friends
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friend class CClient;
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#ifndef __GNUC__
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friend int _tmain(int argc, _TCHAR* argv[]);
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#else
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friend int main(int argc, char** argv);
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#endif
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};
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#endif // __CCALLBACK_H__
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