IGameCallback.h 8.6 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. VCMI_LIB_NAMESPACE_BEGIN
  15. struct SetMovePoints;
  16. struct GiveBonus;
  17. struct BlockingDialog;
  18. struct TeleportDialog;
  19. struct MetaString;
  20. struct ShowInInfobox;
  21. struct StackLocation;
  22. struct ArtifactLocation;
  23. class CCreatureSet;
  24. class CStackBasicDescriptor;
  25. class CGCreature;
  26. struct ShashInt3;
  27. #if SCRIPTING_ENABLED
  28. namespace scripting
  29. {
  30. class Pool;
  31. }
  32. #endif
  33. class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback
  34. {
  35. public:
  36. enum class MapTerrainFilterMode
  37. {
  38. NONE = 0,
  39. LAND = 1,
  40. WATER = 2,
  41. LAND_CARTOGRAPHER = 3,
  42. UNDERGROUND_CARTOGRAPHER = 4
  43. };
  44. CGameState *gameState();
  45. //used for random spawns
  46. void getFreeTiles(std::vector<int3> &tiles) const;
  47. //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed
  48. void getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious,
  49. boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode = 0,
  50. int3::EDistanceFormula formula = int3::DIST_2D) const;
  51. //returns all tiles on given level (-1 - both levels, otherwise number of level)
  52. void getAllTiles(std::unordered_set<int3, ShashInt3> &tiles, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(),
  53. int level = -1, MapTerrainFilterMode tileFilterMode = MapTerrainFilterMode::NONE) const;
  54. void pickAllowedArtsSet(std::vector<const CArtifact *> &out,
  55. CRandomGenerator &rand); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
  56. void getAllowedSpells(std::vector<SpellID> &out, ui16 level);
  57. template<typename Saver>
  58. void saveCommonState(Saver &out) const; //stores GS and VLC
  59. template<typename Loader>
  60. void loadCommonState(Loader &in); //loads GS and VLC
  61. };
  62. class DLL_LINKAGE IGameEventCallback
  63. {
  64. public:
  65. virtual void setObjProperty(ObjectInstanceID objid, int prop, si64 val) = 0;
  66. virtual void showInfoDialog(InfoWindow * iw) = 0;
  67. virtual void showInfoDialog(const std::string & msg, PlayerColor player) = 0;
  68. virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
  69. virtual bool removeObject(const CGObjectInstance * obj)=0;
  70. virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
  71. virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
  72. virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
  73. virtual void showBlockingDialog(BlockingDialog *iw) =0;
  74. virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window
  75. virtual void showTeleportDialog(TeleportDialog *iw) =0;
  76. virtual void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) =0;
  77. virtual void giveResource(PlayerColor player, Res::ERes which, int val)=0;
  78. virtual void giveResources(PlayerColor player, TResources resources)=0;
  79. virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
  80. virtual void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
  81. virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0;
  82. virtual bool changeStackType(const StackLocation &sl, const CCreature *c) =0;
  83. virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack
  84. virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0;
  85. virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0;
  86. virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing
  87. 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
  88. virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0;
  89. virtual void removeAfterVisit(const CGObjectInstance *object) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
  90. virtual void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) = 0;
  91. 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
  92. virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0;
  93. virtual void removeArtifact(const ArtifactLocation &al) = 0;
  94. virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0;
  95. virtual void showCompInfo(ShowInInfobox * comp)=0;
  96. virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  97. virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  98. virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  99. 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
  100. 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
  101. 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
  102. virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
  103. virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0;
  104. virtual void giveHeroBonus(GiveBonus * bonus)=0;
  105. virtual void setMovePoints(SetMovePoints * smp)=0;
  106. virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
  107. virtual void giveHero(ObjectInstanceID id, PlayerColor player)=0;
  108. virtual void changeObjPos(ObjectInstanceID objid, int3 newPos)=0;
  109. virtual void sendAndApply(CPackForClient * pack) = 0;
  110. virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
  111. virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) = 0;
  112. virtual void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) = 0;
  113. };
  114. class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback
  115. {
  116. public:
  117. //keep const version of callback accessible
  118. using CGameInfoCallback::getPlayerState;
  119. using CGameInfoCallback::getTeam;
  120. using CGameInfoCallback::getPlayerTeam;
  121. using CGameInfoCallback::getHero;
  122. using CGameInfoCallback::getTown;
  123. using CGameInfoCallback::getTile;
  124. using CGameInfoCallback::getArtInstance;
  125. using CGameInfoCallback::getObjInstance;
  126. PlayerState * getPlayerState(PlayerColor color, bool verbose = true);
  127. TeamState *getTeam(TeamID teamID);//get team by team ID
  128. TeamState *getPlayerTeam(PlayerColor color);// get team by player color
  129. CGHeroInstance *getHero(ObjectInstanceID objid);
  130. CGTownInstance *getTown(ObjectInstanceID objid);
  131. TerrainTile * getTile(int3 pos);
  132. CArtifactInstance * getArtInstance(ArtifactInstanceID aid);
  133. CGObjectInstance * getObjInstance(ObjectInstanceID oid);
  134. CArmedInstance * getArmyInstance(ObjectInstanceID oid);
  135. virtual void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) = 0;
  136. };
  137. /// Interface class for handling general game logic and actions
  138. class DLL_LINKAGE IGameCallback : public CPrivilegedInfoCallback, public IGameEventCallback
  139. {
  140. public:
  141. virtual ~IGameCallback(){};
  142. #if SCRIPTING_ENABLED
  143. virtual scripting::Pool * getGlobalContextPool() const = 0;
  144. #endif
  145. //get info
  146. virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero);
  147. friend struct CPack;
  148. friend struct CPackForClient;
  149. friend struct CPackForServer;
  150. };
  151. VCMI_LIB_NAMESPACE_END