1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/CCallback.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

151 lines
8.5 KiB
C++

/*
* 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
*
*/
#pragma once
#include "lib/CGameInfoCallback.h"
#include "lib/battle/CPlayerBattleCallback.h"
#include "lib/int3.h" // for int3
class CGHeroInstance;
class CGameState;
struct CPath;
class CGObjectInstance;
class CArmedInstance;
class BattleAction;
class CGTownInstance;
struct lua_State;
class CClient;
class IShipyard;
struct CGPathNode;
struct CGPath;
struct CPathsInfo;
class PathfinderConfig;
struct CPack;
class IBattleEventsReceiver;
class IGameEventsReceiver;
struct ArtifactLocation;
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(const 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, bool transit) =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, SpellID 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, BuildingID buildingID)=0;
virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, 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, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
virtual void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr)=0;
virtual int selectionMade(int selection, QueryID queryID) =0;
virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0;
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!
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)
virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID 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 artifactSlot, bool assemble, ArtifactID assembleTo)=0;
virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
virtual void endTurn()=0;
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)
virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
virtual void save(const std::string &fname) = 0;
virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
virtual void buildBoat(const IShipyard *obj) = 0;
};
struct CPackForServer;
class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
{
protected:
int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
CClient *cl;
public:
CBattleCallback(boost::optional<PlayerColor> Player, CClient *C);
int battleMakeAction(const 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
scripting::Pool * getContextPool() const override;
friend class CCallback;
friend class CClient;
};
class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
{
public:
CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient *C);
virtual ~CCallback();
//client-specific functionalities (pathfinding)
virtual bool canMoveBetween(const int3 &a, const int3 &b);
virtual int3 getGuardingCreaturePosition(int3 tile);
virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
//commands
bool moveHero(const CGHeroInstance *h, int3 dst, bool transit = false) override; //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, QueryID queryID) override;
int sendQueryReply(const JsonNode & reply, QueryID queryID) override;
int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override;
int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val) override;
bool dismissHero(const CGHeroInstance * hero) override;
bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
void endTurn() override;
void swapGarrisonHero(const CGTownInstance *town) override;
void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
void setFormation(const CGHeroInstance * hero, bool tight) override;
void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
void save(const std::string &fname) override;
void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
void buildBoat(const IShipyard *obj) override;
void dig(const CGObjectInstance *hero) override;
void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1)) override;
//friends
friend class CClient;
};