IGameCallback.h 8.0 KB

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  1. /*
  2. * IGameCallback.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include <vcmi/Metatype.h>
  12. #include "CGameInfoCallback.h" // for CGameInfoCallback
  13. #include "CRandomGenerator.h"
  14. struct SetMovePoints;
  15. struct GiveBonus;
  16. struct BlockingDialog;
  17. struct TeleportDialog;
  18. struct MetaString;
  19. struct ShowInInfobox;
  20. struct StackLocation;
  21. struct ArtifactLocation;
  22. class CCreatureSet;
  23. class CStackBasicDescriptor;
  24. class CGCreature;
  25. struct ShashInt3;
  26. namespace scripting
  27. {
  28. class Context;
  29. class Pool;
  30. class Script;
  31. }
  32. class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback
  33. {
  34. public:
  35. CGameState * gameState();
  36. void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
  37. void getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode = 0, int3::EDistanceFormula formula = int3::DIST_2D) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed
  38. void getAllTiles (std::unordered_set<int3, ShashInt3> &tiles, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
  39. void pickAllowedArtsSet(std::vector<const CArtifact*> &out, CRandomGenerator & rand); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
  40. void getAllowedSpells(std::vector<SpellID> &out, ui16 level);
  41. template<typename Saver>
  42. void saveCommonState(Saver &out) const; //stores GS and VLC
  43. template<typename Loader>
  44. void loadCommonState(Loader &in); //loads GS and VLC
  45. };
  46. class DLL_LINKAGE IGameEventCallback
  47. {
  48. public:
  49. virtual void setObjProperty(ObjectInstanceID objid, int prop, si64 val) = 0;
  50. virtual void showInfoDialog(InfoWindow * iw) = 0;
  51. virtual void showInfoDialog(const std::string & msg, PlayerColor player) = 0;
  52. virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
  53. virtual bool removeObject(const CGObjectInstance * obj)=0;
  54. virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
  55. virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
  56. virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
  57. virtual void showBlockingDialog(BlockingDialog *iw) =0;
  58. virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window
  59. virtual void showTeleportDialog(TeleportDialog *iw) =0;
  60. virtual void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) =0;
  61. virtual void giveResource(PlayerColor player, Res::ERes which, int val)=0;
  62. virtual void giveResources(PlayerColor player, TResources resources)=0;
  63. virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
  64. virtual void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
  65. virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0;
  66. virtual bool changeStackType(const StackLocation &sl, const CCreature *c) =0;
  67. virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack
  68. virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0;
  69. virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0;
  70. virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing
  71. virtual void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) =0; //merges army from src do dst or opens a garrison window
  72. virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0;
  73. virtual void removeAfterVisit(const CGObjectInstance *object) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
  74. virtual void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) = 0;
  75. virtual void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) = 0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
  76. virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0;
  77. virtual void removeArtifact(const ArtifactLocation &al) = 0;
  78. virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0;
  79. virtual void showCompInfo(ShowInInfobox * comp)=0;
  80. virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  81. virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  82. virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  83. virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero
  84. virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
  85. virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
  86. virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
  87. virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0;
  88. virtual void giveHeroBonus(GiveBonus * bonus)=0;
  89. virtual void setMovePoints(SetMovePoints * smp)=0;
  90. virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
  91. virtual void giveHero(ObjectInstanceID id, PlayerColor player)=0;
  92. virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)=0;
  93. virtual void sendAndApply(CPackForClient * pack) = 0;
  94. virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
  95. virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) = 0;
  96. virtual void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) = 0;
  97. };
  98. class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback
  99. {
  100. public:
  101. PlayerState * getPlayerState(PlayerColor color, bool verbose = true);
  102. TeamState *getTeam(TeamID teamID);//get team by team ID
  103. TeamState *getPlayerTeam(PlayerColor color);// get team by player color
  104. CGHeroInstance *getHero(ObjectInstanceID objid);
  105. CGTownInstance *getTown(ObjectInstanceID objid);
  106. TerrainTile * getTile(int3 pos);
  107. CArtifactInstance * getArtInstance(ArtifactInstanceID aid);
  108. CGObjectInstance * getObjInstance(ObjectInstanceID oid);
  109. CArmedInstance * getArmyInstance(ObjectInstanceID oid);
  110. virtual void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) = 0;
  111. };
  112. /// Interface class for handling general game logic and actions
  113. class DLL_LINKAGE IGameCallback : public CPrivilegedInfoCallback, public IGameEventCallback
  114. {
  115. public:
  116. virtual ~IGameCallback(){};
  117. virtual scripting::Pool * getGlobalContextPool() const = 0;
  118. //get info
  119. virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero);
  120. friend struct CPack;
  121. friend struct CPackForClient;
  122. friend struct CPackForServer;
  123. };