IGameCallback.h 5.7 KB

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  1. #ifndef __IGAMECALLBACK_H__
  2. #define __IGAMECALLBACK_H__
  3. #include "../global.h"
  4. #include <vector>
  5. #include <set>
  6. #include "../client/FunctionList.h"
  7. #include "CCreatureSet.h"
  8. /*
  9. * IGameCallback.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. struct SetMovePoints;
  18. struct GiveBonus;
  19. class CGObjectInstance;
  20. class CGTownInstance;
  21. class CGHeroInstance;
  22. struct BlockingDialog;
  23. struct InfoWindow;
  24. struct MetaString;
  25. struct ShowInInfobox;
  26. struct BattleResult;
  27. struct Component;
  28. class CGameState;
  29. struct PlayerSettings;
  30. struct CPackForClient;
  31. class CArtHandler;
  32. class CArtifact;
  33. class CArmedInstance;
  34. struct TerrainTile;
  35. struct PlayerState;
  36. class DLL_EXPORT IGameCallback
  37. {
  38. protected:
  39. CGameState *gs;
  40. public:
  41. virtual ~IGameCallback(){};
  42. CGameState *const gameState ();
  43. virtual int getOwner(int heroID);
  44. virtual int getResource(int player, int which);
  45. virtual int getDate(int mode=0); ////mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  46. virtual const CGObjectInstance* getObj(int objid);
  47. virtual const CGHeroInstance* getHero(int objid);
  48. virtual const CGTownInstance* getTown(int objid);
  49. virtual const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
  50. virtual int getCurrentPlayer()=0;
  51. virtual int getSelectedHero()=0;
  52. virtual const PlayerSettings * getPlayerSettings(int color);
  53. virtual int getHeroCount(int player, bool includeGarrisoned);
  54. virtual void getTilesInRange(std::set<int3> &tiles, int3 pos, int radious, int player=-1, int mode=0); //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
  55. virtual void getAllTiles (std::set<int3> &tiles, int player=-1, int level=-1, int surface=0); //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
  56. virtual bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact
  57. virtual ui16 getRandomArt (int flags);
  58. virtual void getAllowedArts(std::vector<CArtifact*> &out, std::vector<CArtifact*> CArtHandler::*arts, int flag);
  59. virtual void getAllowed(std::vector<CArtifact*> &out, int flags); //flags: bitfield uses EartClass
  60. virtual void getAllowedSpells(std::vector<ui16> &out, ui16 level);
  61. virtual int3 getMapSize(); //returns size of the map
  62. virtual TerrainTile * getTile(int3 pos);
  63. virtual const PlayerState * getPlayerState(int color);
  64. //do sth
  65. virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
  66. virtual bool removeObject(int objid)=0;
  67. virtual void setBlockVis(int objid, bool bv)=0;
  68. virtual void setOwner(int objid, ui8 owner)=0;
  69. virtual void setHoverName(int objid, MetaString * name)=0;
  70. virtual void setObjProperty(int objid, int prop, si64 val)=0;
  71. virtual void changePrimSkill(int ID, int which, si64 val, bool abs=false)=0;
  72. virtual void changeSecSkill(int ID, int which, int val, bool abs=false)=0;
  73. virtual void showInfoDialog(InfoWindow *iw)=0;
  74. virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
  75. virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
  76. virtual void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
  77. virtual void showThievesGuildWindow(int requestingObjId) =0;
  78. virtual void giveResource(int player, int which, int val)=0;
  79. virtual void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures) =0;
  80. virtual void takeCreatures (int objid, TSlots creatures) =0;
  81. virtual void showCompInfo(ShowInInfobox * comp)=0;
  82. virtual void heroVisitCastle(int obj, int heroID)=0;
  83. virtual void stopHeroVisitCastle(int obj, int heroID)=0;
  84. virtual void giveHeroArtifact(int artid, int hid, int position)=0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
  85. virtual void removeArtifact(int artid, int hid) = 0;
  86. virtual 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)=0; //use hero=NULL for no hero
  87. virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
  88. virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
  89. //virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
  90. virtual void setAmount(int objid, ui32 val)=0;
  91. virtual bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255)=0;
  92. virtual void giveHeroBonus(GiveBonus * bonus)=0;
  93. virtual void setMovePoints(SetMovePoints * smp)=0;
  94. virtual void setManaPoints(int hid, int val)=0;
  95. virtual void giveHero(int id, int player)=0;
  96. virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
  97. virtual void sendAndApply(CPackForClient * info)=0;
  98. virtual void heroExchange(si32 hero1, si32 hero2)=0; //when two heroes meet on adventure map
  99. friend struct CPack;
  100. friend struct CPackForClient;
  101. friend struct CPackForServer;
  102. };
  103. #endif // __IGAMECALLBACK_H__