IGameCallback.h 8.9 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 "networkPacks/ObjProperty.h"
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. struct SetMovePoints;
  16. struct GiveBonus;
  17. struct BlockingDialog;
  18. struct TeleportDialog;
  19. struct StackLocation;
  20. struct ArtifactLocation;
  21. class CRandomGenerator;
  22. class CCreatureSet;
  23. class CStackBasicDescriptor;
  24. class CGCreature;
  25. enum class EOpenWindowMode : uint8_t;
  26. namespace spells
  27. {
  28. class Caster;
  29. }
  30. #if SCRIPTING_ENABLED
  31. namespace scripting
  32. {
  33. class Pool;
  34. }
  35. #endif
  36. class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback
  37. {
  38. public:
  39. CGameState *gameState();
  40. //used for random spawns
  41. void getFreeTiles(std::vector<int3> &tiles) const;
  42. //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed
  43. void getTilesInRange(std::unordered_set<int3> & tiles,
  44. const int3 & pos,
  45. int radius,
  46. ETileVisibility mode,
  47. std::optional<PlayerColor> player = std::optional<PlayerColor>(),
  48. int3::EDistanceFormula formula = int3::DIST_2D) const;
  49. //returns all tiles on given level (-1 - both levels, otherwise number of level)
  50. void getAllTiles(std::unordered_set<int3> &tiles, std::optional<PlayerColor> player, int level, std::function<bool(const TerrainTile *)> filter) const;
  51. //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
  52. void pickAllowedArtsSet(std::vector<const CArtifact *> & out, CRandomGenerator & rand);
  53. void getAllowedSpells(std::vector<SpellID> &out, std::optional<ui16> level = std::nullopt);
  54. template<typename Saver>
  55. void saveCommonState(Saver &out) const; //stores GS and VLC
  56. template<typename Loader>
  57. void loadCommonState(Loader &in); //loads GS and VLC
  58. };
  59. class DLL_LINKAGE IGameEventCallback
  60. {
  61. public:
  62. virtual void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value = 0) = 0;
  63. virtual void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) = 0;
  64. virtual void showInfoDialog(InfoWindow * iw) = 0;
  65. virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
  66. virtual bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
  67. virtual void createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype) = 0;
  68. virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
  69. virtual void giveExperience(const CGHeroInstance * hero, TExpType val) =0;
  70. virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs=false)=0;
  71. virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
  72. virtual void showBlockingDialog(BlockingDialog *iw) =0;
  73. virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window
  74. virtual void showTeleportDialog(TeleportDialog *iw) =0;
  75. virtual void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) = 0;
  76. virtual void giveResource(PlayerColor player, GameResID which, int val)=0;
  77. virtual void giveResources(PlayerColor player, TResources resources)=0;
  78. virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
  79. virtual void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
  80. virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0;
  81. virtual bool changeStackType(const StackLocation &sl, const CCreature *c) =0;
  82. virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack
  83. virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0;
  84. virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0;
  85. virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing
  86. 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
  87. virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0;
  88. virtual void removeAfterVisit(const CGObjectInstance *object) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
  89. virtual bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) = 0;
  90. virtual bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble = std::nullopt) = 0;
  91. virtual void removeArtifact(const ArtifactLocation &al) = 0;
  92. virtual bool moveArtifact(const PlayerColor & player, const ArtifactLocation & al1, const ArtifactLocation & al2) = 0;
  93. virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  94. virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  95. virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  96. 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
  97. 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
  98. 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
  99. virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveMove, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
  100. virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0;
  101. virtual void giveHeroBonus(GiveBonus * bonus)=0;
  102. virtual void setMovePoints(SetMovePoints * smp)=0;
  103. virtual void setMovePoints(ObjectInstanceID hid, int val, bool absolute)=0;
  104. virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
  105. virtual void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) = 0;
  106. virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)=0;
  107. virtual void sendAndApply(CPackForClient * pack) = 0;
  108. virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
  109. virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) = 0;
  110. virtual void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode) = 0;
  111. virtual void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) = 0;
  112. };
  113. class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback
  114. {
  115. public:
  116. //keep const version of callback accessible
  117. using CGameInfoCallback::getPlayerState;
  118. using CGameInfoCallback::getTeam;
  119. using CGameInfoCallback::getPlayerTeam;
  120. using CGameInfoCallback::getHero;
  121. using CGameInfoCallback::getTown;
  122. using CGameInfoCallback::getTile;
  123. using CGameInfoCallback::getArtInstance;
  124. using CGameInfoCallback::getObjInstance;
  125. using CGameInfoCallback::getArtSet;
  126. PlayerState * getPlayerState(const PlayerColor & color, bool verbose = true);
  127. TeamState * getTeam(const TeamID & teamID); //get team by team ID
  128. TeamState * getPlayerTeam(const PlayerColor & color); // get team by player color
  129. CGHeroInstance * getHero(const ObjectInstanceID & objid);
  130. CGTownInstance * getTown(const ObjectInstanceID & objid);
  131. TerrainTile * getTile(const int3 & pos);
  132. CArtifactInstance * getArtInstance(const ArtifactInstanceID & aid);
  133. CGObjectInstance * getObjInstance(const ObjectInstanceID & oid);
  134. CArmedInstance * getArmyInstance(const ObjectInstanceID & oid);
  135. CArtifactSet * getArtSet(const ArtifactLocation & loc);
  136. virtual void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) = 0;
  137. };
  138. /// Interface class for handling general game logic and actions
  139. class DLL_LINKAGE IGameCallback : public CPrivilegedInfoCallback, public IGameEventCallback
  140. {
  141. public:
  142. virtual ~IGameCallback(){};
  143. #if SCRIPTING_ENABLED
  144. virtual scripting::Pool * getGlobalContextPool() const = 0;
  145. #endif
  146. //get info
  147. virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero);
  148. friend struct CPack;
  149. friend struct CPackForClient;
  150. friend struct CPackForServer;
  151. };
  152. VCMI_LIB_NAMESPACE_END