IGameEventCallback.h 6.8 KB

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  1. /*
  2. * IGameEventCallback.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 "../GameConstants.h"
  12. #include "../networkPacks/ObjProperty.h"
  13. VCMI_LIB_NAMESPACE_BEGIN
  14. class int3;
  15. struct GiveBonus;
  16. struct CPackForClient;
  17. struct SetMovePoints;
  18. struct BattleLayout;
  19. struct ArtifactLocation;
  20. struct InfoWindow;
  21. struct TeleportDialog;
  22. struct BlockingDialog;
  23. struct StackLocation;
  24. class CStackBasicDescriptor;
  25. class ResourceSet;
  26. class CGHeroInstance;
  27. class CArmedInstance;
  28. class CGTownInstance;
  29. class CCreatureSet;
  30. class CGObjectInstance;
  31. class IObjectInterface;
  32. using FowTilesType = std::set<int3>;
  33. enum class EOpenWindowMode : uint8_t;
  34. namespace Rewardable
  35. {
  36. struct Configuration;
  37. }
  38. namespace spells
  39. {
  40. class Caster;
  41. }
  42. namespace vstd
  43. {
  44. class RNG;
  45. }
  46. class DLL_LINKAGE IGameEventCallback
  47. {
  48. public:
  49. virtual void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value = 0) = 0;
  50. virtual void setRewardableObjectConfiguration(ObjectInstanceID mapObjectID, const Rewardable::Configuration & configuration) = 0;
  51. virtual void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) = 0;
  52. virtual void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) = 0;
  53. virtual void showInfoDialog(InfoWindow * iw) = 0;
  54. virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
  55. virtual void setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted)=0;
  56. virtual bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
  57. virtual void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) = 0;
  58. virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
  59. virtual void giveExperience(const CGHeroInstance * hero, TExpType val) =0;
  60. virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, ChangeValueMode mode)=0;
  61. virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, ChangeValueMode mode)=0;
  62. virtual void showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw) =0;
  63. virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window
  64. virtual void showTeleportDialog(TeleportDialog *iw) =0;
  65. virtual void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) = 0;
  66. virtual void giveResource(PlayerColor player, GameResID which, int val)=0;
  67. virtual void giveResources(PlayerColor player, const ResourceSet & resources)=0;
  68. virtual void giveCreatures(const CGHeroInstance * h, const CCreatureSet &creatures) =0;
  69. virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
  70. virtual void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures, bool forceRemoval = false) =0;
  71. virtual bool changeStackCount(const StackLocation &sl, TQuantity count, ChangeValueMode mode) =0;
  72. virtual bool changeStackType(const StackLocation &sl, const CCreature *c) =0;
  73. virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack
  74. virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0;
  75. virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0;
  76. virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing
  77. 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
  78. virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0;
  79. virtual void removeAfterVisit(const ObjectInstanceID & id) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
  80. virtual bool giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos) = 0;
  81. virtual bool giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos) = 0;
  82. virtual bool putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble = std::nullopt) = 0;
  83. virtual void removeArtifact(const ArtifactLocation& al) = 0;
  84. virtual bool moveArtifact(const PlayerColor & player, const ArtifactLocation & al1, const ArtifactLocation & al2) = 0;
  85. virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  86. virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  87. virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  88. virtual void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)=0; //use hero=nullptr for no hero
  89. virtual void startBattle(const CArmedInstance *army1, const CArmedInstance *army2)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
  90. virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveMove, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
  91. virtual void giveHeroBonus(GiveBonus * bonus)=0;
  92. virtual void setMovePoints(SetMovePoints * smp)=0;
  93. virtual void setMovePoints(ObjectInstanceID hid, int val)=0;
  94. virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
  95. virtual void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) = 0;
  96. virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)=0;
  97. virtual void sendAndApply(CPackForClient & pack) = 0;
  98. virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
  99. virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) = 0;
  100. virtual void changeFogOfWar(const FowTilesType &tiles, PlayerColor player, ETileVisibility mode) = 0;
  101. virtual void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) = 0;
  102. virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) = 0;
  103. /// Returns global random generator. TODO: remove, replace with IGameRanndomizer as separate parameter to such methods
  104. virtual vstd::RNG & getRandomGenerator() = 0;
  105. };
  106. VCMI_LIB_NAMESPACE_END