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@@ -98,32 +98,31 @@ public:
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int getSelectedHero();
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//not working yet, will be implement somewhen later with support for local-sim-based gameplay
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- void changeSpells(int hid, bool give, const std::set<ui32> &spells){};
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- bool removeObject(int objid){return false;};
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- void setBlockVis(int objid, bool bv){};
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- void setOwner(int objid, ui8 owner){};
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- void setHoverName(int objid, MetaString * name){};
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- void setObjProperty(int objid, int prop, si64 val){};
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- void changePrimSkill(int ID, int which, si64 val, bool abs=false){};
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- void changeSecSkill(int ID, int which, int val, bool abs=false){};
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- void showInfoDialog(InfoWindow *iw){};
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- void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback){};
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- ui32 showBlockingDialog(BlockingDialog *iw){return 0;}; //synchronous version of above
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- void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb){};
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- void showThievesGuildWindow(int requestingObjId){};
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- void giveResource(int player, int which, int val){};
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-
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- void giveCreatures (const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) {};
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- void takeCreatures (int objid, TSlots creatures){};
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- void takeCreatures (int objid, std::vector<CStackBasicDescriptor> creatures){};
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- bool changeStackType(const StackLocation &sl, CCreature *c){return false;};
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- bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false){return false;};
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- bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count){return false;};
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+ void changeSpells(int hid, bool give, const std::set<ui32> &spells) OVERRIDE {};
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+ bool removeObject(int objid) OVERRIDE {return false;};
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+ void setBlockVis(int objid, bool bv) OVERRIDE {};
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+ void setOwner(int objid, ui8 owner) OVERRIDE {};
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+ void setHoverName(int objid, MetaString * name) OVERRIDE {};
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+ void setObjProperty(int objid, int prop, si64 val) OVERRIDE {};
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+ void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE {};
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+ void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE {};
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+ void showInfoDialog(InfoWindow *iw) OVERRIDE {};
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+ void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE {};
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+ ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above
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+ void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
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+ void showThievesGuildWindow(int requestingObjId) OVERRIDE {};
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+ void giveResource(int player, int which, int val) OVERRIDE {};
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+
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+ void giveCreatures (const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
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+ void takeCreatures (int objid, std::vector<CStackBasicDescriptor> creatures) OVERRIDE {};
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+ bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE {return false;};
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+ bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE {return false;};
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+ bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;};
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bool eraseStack(const StackLocation &sl, bool forceRemoval = false){return false;};
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- bool swapStacks(const StackLocation &sl1, const StackLocation &sl2){return false;}
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- bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count){return false;}
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- void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging){}
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- bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1){return false;}
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+ bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE {return false;}
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+ bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;}
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+ void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE {}
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+ bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE {return false;}
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void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE {};
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void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos) OVERRIDE {};
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@@ -131,24 +130,23 @@ public:
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void removeArtifact(const ArtifactLocation &al) OVERRIDE {};
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void moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE {};
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- void showCompInfo(ShowInInfobox * comp){};
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- void heroVisitCastle(int obj, int heroID){};
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- void stopHeroVisitCastle(int obj, int heroID){};
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+ void showCompInfo(ShowInInfobox * comp) OVERRIDE {};
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+ void heroVisitCastle(int obj, int heroID) OVERRIDE {};
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+ void stopHeroVisitCastle(int obj, int heroID) OVERRIDE {};
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//void giveHeroArtifact(int artid, int hid, int position){};
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//void giveNewArtifact(int hid, int position){};
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- bool removeArtifact(const CArtifact* art, int hid){return false;};
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- void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL){}; //use hero=NULL for no hero
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- void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used
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- void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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- void setAmount(int objid, ui32 val){};
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- bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255){return false;};
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- void giveHeroBonus(GiveBonus * bonus){};
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- void setMovePoints(SetMovePoints * smp){};
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- void setManaPoints(int hid, int val){};
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- void giveHero(int id, int player){};
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- void changeObjPos(int objid, int3 newPos, ui8 flags){};
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- void sendAndApply(CPackForClient * info){};
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- void heroExchange(si32 hero1, si32 hero2){};
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+ void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE {}; //use hero=NULL for no hero
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+ void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used
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+ void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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+ void setAmount(int objid, ui32 val) OVERRIDE {};
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+ bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) OVERRIDE {return false;};
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+ void giveHeroBonus(GiveBonus * bonus) OVERRIDE {};
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+ void setMovePoints(SetMovePoints * smp) OVERRIDE {};
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+ void setManaPoints(int hid, int val) OVERRIDE {};
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+ void giveHero(int id, int player) OVERRIDE {};
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+ void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE {};
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+ void sendAndApply(CPackForClient * info) OVERRIDE {};
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+ void heroExchange(si32 hero1, si32 hero2) OVERRIDE {};
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//////////////////////////////////////////////////////////////////////////
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friend class CCallback; //handling players actions
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