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- /*
- * IGameCallback.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
- *
- */
- #pragma once
- #include <vcmi/Metatype.h>
- #include "CGameInfoCallback.h" // for CGameInfoCallback
- #include "CRandomGenerator.h"
- VCMI_LIB_NAMESPACE_BEGIN
- struct SetMovePoints;
- struct GiveBonus;
- struct BlockingDialog;
- struct TeleportDialog;
- struct MetaString;
- struct StackLocation;
- struct ArtifactLocation;
- class CCreatureSet;
- class CStackBasicDescriptor;
- class CGCreature;
- namespace spells
- {
- class Caster;
- }
- #if SCRIPTING_ENABLED
- namespace scripting
- {
- class Pool;
- }
- #endif
- class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback
- {
- public:
- enum class MapTerrainFilterMode
- {
- NONE = 0,
- LAND = 1,
- WATER = 2,
- LAND_CARTOGRAPHER = 3,
- UNDERGROUND_CARTOGRAPHER = 4
- };
- CGameState *gameState();
- //used for random spawns
- void getFreeTiles(std::vector<int3> &tiles) const;
- //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed
- void getTilesInRange(std::unordered_set<int3> & tiles,
- const int3 & pos,
- int radious,
- std::optional<PlayerColor> player = std::optional<PlayerColor>(),
- int mode = 0,
- int3::EDistanceFormula formula = int3::DIST_2D) const;
- //returns all tiles on given level (-1 - both levels, otherwise number of level)
- void getAllTiles(std::unordered_set<int3> &tiles, std::optional<PlayerColor> player = std::optional<PlayerColor>(),
- int level = -1, MapTerrainFilterMode tileFilterMode = MapTerrainFilterMode::NONE) const;
- //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
- void pickAllowedArtsSet(std::vector<const CArtifact *> & out, CRandomGenerator & rand) const;
- void getAllowedSpells(std::vector<SpellID> &out, ui16 level);
- template<typename Saver>
- void saveCommonState(Saver &out) const; //stores GS and VLC
- template<typename Loader>
- void loadCommonState(Loader &in); //loads GS and VLC
- };
- class DLL_LINKAGE IGameEventCallback
- {
- public:
- virtual void setObjProperty(ObjectInstanceID objid, int prop, si64 val) = 0;
- virtual void showInfoDialog(InfoWindow * iw) = 0;
- virtual void showInfoDialog(const std::string & msg, PlayerColor player) = 0;
- virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
- virtual bool removeObject(const CGObjectInstance * obj)=0;
- virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
- virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
- virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
- virtual void showBlockingDialog(BlockingDialog *iw) =0;
- virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window
- virtual void showTeleportDialog(TeleportDialog *iw) =0;
- virtual void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) =0;
- virtual void giveResource(PlayerColor player, GameResID which, int val)=0;
- virtual void giveResources(PlayerColor player, TResources resources)=0;
- virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
- virtual void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
- virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0;
- virtual bool changeStackType(const StackLocation &sl, const CCreature *c) =0;
- virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack
- virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0;
- virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0;
- virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing
- 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
- virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0;
- virtual void removeAfterVisit(const CGObjectInstance *object) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
- virtual bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) = 0;
- virtual bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) = 0;
- virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0;
- virtual void removeArtifact(const ArtifactLocation &al) = 0;
- virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0;
- virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
- virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
- virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
- 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
- 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
- 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
- virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
- virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0;
- virtual void giveHeroBonus(GiveBonus * bonus)=0;
- virtual void setMovePoints(SetMovePoints * smp)=0;
- virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
- virtual void giveHero(ObjectInstanceID id, PlayerColor player)=0;
- virtual void changeObjPos(ObjectInstanceID objid, int3 newPos)=0;
- virtual void sendAndApply(CPackForClient * pack) = 0;
- virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
- virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) = 0;
- virtual void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide) = 0;
-
- virtual void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) = 0;
- };
- class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback
- {
- public:
- //keep const version of callback accessible
- using CGameInfoCallback::getPlayerState;
- using CGameInfoCallback::getTeam;
- using CGameInfoCallback::getPlayerTeam;
- using CGameInfoCallback::getHero;
- using CGameInfoCallback::getTown;
- using CGameInfoCallback::getTile;
- using CGameInfoCallback::getArtInstance;
- using CGameInfoCallback::getObjInstance;
- PlayerState * getPlayerState(const PlayerColor & color, bool verbose = true);
- TeamState * getTeam(const TeamID & teamID); //get team by team ID
- TeamState * getPlayerTeam(const PlayerColor & color); // get team by player color
- CGHeroInstance * getHero(const ObjectInstanceID & objid);
- CGTownInstance * getTown(const ObjectInstanceID & objid);
- TerrainTile * getTile(const int3 & pos);
- CArtifactInstance * getArtInstance(const ArtifactInstanceID & aid);
- CGObjectInstance * getObjInstance(const ObjectInstanceID & oid);
- CArmedInstance * getArmyInstance(const ObjectInstanceID & oid);
- virtual void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) = 0;
- };
- /// Interface class for handling general game logic and actions
- class DLL_LINKAGE IGameCallback : public CPrivilegedInfoCallback, public IGameEventCallback
- {
- public:
- virtual ~IGameCallback(){};
- #if SCRIPTING_ENABLED
- virtual scripting::Pool * getGlobalContextPool() const = 0;
- #endif
- //get info
- virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero);
- friend struct CPack;
- friend struct CPackForClient;
- friend struct CPackForServer;
- };
- VCMI_LIB_NAMESPACE_END
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