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@@ -52,7 +52,7 @@ public:
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//TODO: all other public methods of CGameInfoCallback
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//TODO: all other public methods of CGameInfoCallback
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// //various
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// //various
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- virtual int getDate(Date::EDateType mode=Date::DAY) const = 0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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+ virtual int getDate(Date mode=Date::DAY) const = 0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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// const StartInfo * getStartInfo(bool beforeRandomization = false)const;
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// const StartInfo * getStartInfo(bool beforeRandomization = false)const;
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virtual bool isAllowed(int32_t type, int32_t id) const = 0; //type: 0 - spell; 1- artifact; 2 - secondary skill
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virtual bool isAllowed(int32_t type, int32_t id) const = 0; //type: 0 - spell; 1- artifact; 2 - secondary skill
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@@ -107,13 +107,13 @@ public:
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// const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
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// const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
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// std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
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// std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
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// std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
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// std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
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-// EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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+// EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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// virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
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// virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
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//from gs
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//from gs
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// const TeamState *getTeam(TeamID teamID) const;
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// const TeamState *getTeam(TeamID teamID) const;
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// const TeamState *getPlayerTeam(PlayerColor color) const;
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// const TeamState *getPlayerTeam(PlayerColor color) const;
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-// EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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+// EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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//teleport
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//teleport
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// std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
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// std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
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@@ -140,7 +140,7 @@ protected:
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public:
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public:
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//various
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//various
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- int getDate(Date::EDateType mode=Date::DAY)const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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+ int getDate(Date mode=Date::DAY)const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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virtual const StartInfo * getStartInfo(bool beforeRandomization = false)const;
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virtual const StartInfo * getStartInfo(bool beforeRandomization = false)const;
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bool isAllowed(int32_t type, int32_t id) const override; //type: 0 - spell; 1- artifact; 2 - secondary skill
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bool isAllowed(int32_t type, int32_t id) const override; //type: 0 - spell; 1- artifact; 2 - secondary skill
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@@ -205,13 +205,13 @@ public:
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//virtual const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
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//virtual const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
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virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
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virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
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virtual std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
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virtual std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
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- virtual EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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+ virtual EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
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virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
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//from gs
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//from gs
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virtual const TeamState *getTeam(TeamID teamID) const;
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virtual const TeamState *getTeam(TeamID teamID) const;
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virtual const TeamState *getPlayerTeam(PlayerColor color) const;
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virtual const TeamState *getPlayerTeam(PlayerColor color) const;
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- //virtual EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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+ //virtual EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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//teleport
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//teleport
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virtual std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
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virtual std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
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