This repository has been archived by the owner on Aug 21, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 19
/
CCallback.h
160 lines (136 loc) · 8.56 KB
/
CCallback.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
#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 IBattleEventsReceiver;
class IGameEventsReceiver;
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, 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 CGObjectInstance *obj, 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, int id1, int id2, int val1, const CGHeroInstance *hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
virtual int selectionMade(int selection, 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 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, boost::optional<PlayerColor> 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, boost::optional<PlayerColor> Player, CClient *C);
virtual ~CCallback();
//client-specific functionalities (pathfinding)
virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
virtual int getDistance(int3 tile);
virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
virtual bool canMoveBetween(const int3 &a, const int3 &b);
virtual int getMovementCost(const CGHeroInstance * hero, int3 dest);
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)
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerGameInterface(shared_ptr<IGameEventsReceiver> gameEvents);
void registerBattleInterface(shared_ptr<IBattleEventsReceiver> battleEvents);
void unregisterGameInterface(shared_ptr<IGameEventsReceiver> gameEvents);
void unregisterBattleInterface(shared_ptr<IBattleEventsReceiver> battleEvents);
void unregisterAllInterfaces(); //stops delivering information about game events to player interfaces -> 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, QueryID queryID);
int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2);
int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2); //first goes to the second
int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2); //first goes to the second
int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID 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 artifactSlot, bool assemble, ArtifactID assembleTo);
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
void recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level=-1);
bool dismissCreature(const CArmedInstance *obj, SlotID stackPos);
bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
void endTurn();
void swapGarrisonHero(const CGTownInstance *town);
void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = nullptr);
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, SpellID spellID, const int3 &pos = int3(-1, -1, -1));
//friends
friend class CClient;
};