mirror of
https://github.com/vcmi/vcmi.git
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b368e565ab
- Performance improvements, refactoring
161 lines
8.6 KiB
C++
161 lines
8.6 KiB
C++
#pragma once
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#include "lib/IGameCallback.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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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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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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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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//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 CGObjectInstance *obj, 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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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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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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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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};
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struct CPack;
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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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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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friend class CCallback;
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friend class CClient;
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};
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class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
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{
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private:
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void validatePaths(); //recalcualte paths if necessary
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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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//client-specific functionalities (pathfinding)
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virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
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virtual int getDistance(int3 tile);
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virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
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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 void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
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virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
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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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void unregisterAllInterfaces(); //stops delivering information about game events to player interfaces -> can be called ONLY after victory/loss
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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 CGObjectInstance *obj, 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 setSelection(const CArmedInstance * obj);
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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);
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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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//friends
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friend class CClient;
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};
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