IGameCallback.h 3.3 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. struct SetMovePoints;
  8. struct GiveBonus;
  9. class CGObjectInstance;
  10. class CGTownInstance;
  11. class CGHeroInstance;
  12. struct BlockingDialog;
  13. struct InfoWindow;
  14. struct MetaString;
  15. struct ShowInInfobox;
  16. struct BattleResult;
  17. class CGameState;
  18. struct PlayerSettings;
  19. struct CPackForClient;
  20. class DLL_EXPORT IGameCallback
  21. {
  22. protected:
  23. CGameState *gs;
  24. public:
  25. virtual ~IGameCallback(){};
  26. virtual int getOwner(int heroID);
  27. virtual int getResource(int player, int which);
  28. virtual int getDate(int mode=0);
  29. virtual const CGObjectInstance* getObj(int objid);
  30. virtual const CGHeroInstance* getHero(int objid);
  31. virtual const CGTownInstance* getTown(int objid);
  32. virtual const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
  33. virtual int getCurrentPlayer()=0;
  34. virtual int getSelectedHero()=0;
  35. virtual const PlayerSettings * getPlayerSettings(int color);
  36. virtual int getHeroCount(int player, bool includeGarrisoned);
  37. 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
  38. virtual bool isAllowed(int type, int id); //type: 0 - spell
  39. //do sth
  40. virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
  41. virtual void removeObject(int objid)=0;
  42. virtual void setBlockVis(int objid, bool bv)=0;
  43. virtual void setOwner(int objid, ui8 owner)=0;
  44. virtual void setHoverName(int objid, MetaString * name)=0;
  45. virtual void setObjProperty(int objid, int prop, int val)=0;
  46. virtual void changePrimSkill(int ID, int which, int val, bool abs=false)=0;
  47. virtual void changeSecSkill(int ID, int which, int val, bool abs=false)=0;
  48. virtual void showInfoDialog(InfoWindow *iw)=0;
  49. virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
  50. virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above
  51. virtual void giveResource(int player, int which, int val)=0;
  52. virtual void showCompInfo(ShowInInfobox * comp)=0;
  53. virtual void heroVisitCastle(int obj, int heroID)=0;
  54. virtual void stopHeroVisitCastle(int obj, int heroID)=0;
  55. 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
  56. virtual void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)=0; //use hero=NULL for no hero
  57. virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
  58. virtual void setAmount(int objid, ui32 val)=0;
  59. virtual void moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255)=0;
  60. virtual void giveHeroBonus(GiveBonus * bonus)=0;
  61. virtual void setMovePoints(SetMovePoints * smp)=0;
  62. virtual void setManaPoints(int hid, int val)=0;
  63. virtual void giveHero(int id, int player)=0;
  64. virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
  65. virtual void sendAndApply(CPackForClient * info)=0;
  66. friend struct CPackForClient;
  67. friend struct CPackForServer;
  68. };
  69. #endif // __IGAMECALLBACK_H__