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- #ifndef __IGAMECALLBACK_H__
- #define __IGAMECALLBACK_H__
- #include "../global.h"
- #include <vector>
- #include <set>
- #include "../client/FunctionList.h"
- struct SetMovePoints;
- struct GiveBonus;
- class CGObjectInstance;
- class CGTownInstance;
- class CGHeroInstance;
- struct BlockingDialog;
- struct InfoWindow;
- struct MetaString;
- struct ShowInInfobox;
- struct BattleResult;
- class CGameState;
- struct PlayerSettings;
- struct CPackForClient;
- class DLL_EXPORT IGameCallback
- {
- protected:
- CGameState *gs;
- public:
- virtual ~IGameCallback(){};
- virtual int getOwner(int heroID);
- virtual int getResource(int player, int which);
- virtual int getDate(int mode=0);
- virtual const CGObjectInstance* getObj(int objid);
- virtual const CGHeroInstance* getHero(int objid);
- virtual const CGTownInstance* getTown(int objid);
- virtual const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
- virtual int getCurrentPlayer()=0;
- virtual int getSelectedHero()=0;
- virtual const PlayerSettings * getPlayerSettings(int color);
- virtual int getHeroCount(int player, bool includeGarrisoned);
- 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
- virtual bool isAllowed(int type, int id); //type: 0 - spell
- //do sth
- virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
- virtual void removeObject(int objid)=0;
- virtual void setBlockVis(int objid, bool bv)=0;
- virtual void setOwner(int objid, ui8 owner)=0;
- virtual void setHoverName(int objid, MetaString * name)=0;
- virtual void setObjProperty(int objid, int prop, int val)=0;
- virtual void changePrimSkill(int ID, int which, int val, bool abs=false)=0;
- virtual void changeSecSkill(int ID, int which, int val, bool abs=false)=0;
- virtual void showInfoDialog(InfoWindow *iw)=0;
- virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
- virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above
- virtual void giveResource(int player, int which, int val)=0;
- virtual void showCompInfo(ShowInInfobox * comp)=0;
- virtual void heroVisitCastle(int obj, int heroID)=0;
- virtual void stopHeroVisitCastle(int obj, int heroID)=0;
- 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
- 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
- virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
- virtual void setAmount(int objid, ui32 val)=0;
- virtual void moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255)=0;
- virtual void giveHeroBonus(GiveBonus * bonus)=0;
- virtual void setMovePoints(SetMovePoints * smp)=0;
- virtual void setManaPoints(int hid, int val)=0;
- virtual void giveHero(int id, int player)=0;
- virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
- virtual void sendAndApply(CPackForClient * info)=0;
- friend struct CPackForClient;
- friend struct CPackForServer;
- };
- #endif // __IGAMECALLBACK_H__
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