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vcmi/CCallback.h
mateuszb f1c78e3260 * creature ID refactoring
* double week creatures are configurable now
2013-02-07 17:34:50 +00:00

150 lines
7.9 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, CreatureID::CreatureID ID, ui32 amount, si32 level=-1)=0;
virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, CreatureID::CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
virtual void swapGarrisonHero(const CGTownInstance *town)=0;
virtual void trade(const CGObjectInstance *market, EMarketMode::EMarketMode 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, ArtifactPosition::ArtifactPosition 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, ArtifactID::ArtifactID 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 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, ArtifactPosition::ArtifactPosition artifactSlot, bool assemble, ui32 assembleTo);
bool buildBuilding(const CGTownInstance *town, si32 buildingID);
void recruitCreatures(const CGObjectInstance *obj, CreatureID::CreatureID ID, ui32 amount, si32 level=-1);
bool dismissCreature(const CArmedInstance *obj, int stackPos);
bool upgradeCreature(const CArmedInstance *obj, int stackPos, CreatureID::CreatureID newID=CreatureID::NONE) OVERRIDE;
void endTurn();
void swapGarrisonHero(const CGTownInstance *town);
void buyArtifact(const CGHeroInstance *hero, ArtifactID::ArtifactID aid) OVERRIDE;
void trade(const CGObjectInstance *market, EMarketMode::EMarketMode 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;
};