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			154 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			154 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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| 
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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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| /*
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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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| 
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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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| 
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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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| 
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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) =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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| struct CPack;
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| 
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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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| 
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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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| 
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| 	friend class CCallback;
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| 	friend class CClient;
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| };
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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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| 
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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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| 
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| 	virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
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| 
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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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| 
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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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| 
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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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| 	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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| 
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| //friends
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| 	friend class CClient;
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| };
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