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							- /*
 
-  * IGameActionCallback.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- #include "../constants/EntityIdentifiers.h"
 
- #include "../networkPacks/TradeItem.h"
 
- #include "../int3.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- struct ArtifactLocation;
 
- class JsonNode;
 
- class IShipyard;
 
- class CGHeroInstance;
 
- class CGDwelling;
 
- class CGTownInstance;
 
- class CArmedInstance;
 
- class CGObjectInstance;
 
- enum class EMarketMode : int8_t;
 
- enum class EArmyFormation : int8_t;
 
- class IGameActionCallback
 
- {
 
- public:
 
- 	//hero
 
- 	virtual void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) =0; //moves hero alongside provided path
 
- 	virtual void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) =0; //moves hero alongside provided path
 
- 	virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfully, false - not successfully
 
- 	virtual void dig(const CGObjectInstance *hero)=0;
 
- 	virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
 
- 	//town
 
- 	virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE)=0;
 
- 	virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
 
- 	virtual bool visitTownBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
 
- 	virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
 
- 	virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
 
- 	virtual void spellResearch(const CGTownInstance *town, SpellID spellAtSlot, bool accepted)=0;
 
- 	virtual void swapGarrisonHero(const CGTownInstance *town)=0;
 
- 	virtual void trade(const ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
 
- 	virtual void trade(const ObjectInstanceID marketId, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)=0;
 
- 	virtual int selectionMade(int selection, QueryID queryID) =0;
 
- 	virtual int sendQueryReply(std::optional<int32_t> reply, QueryID queryID) =0;
 
- 	virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)=0;//swaps creatures between two possibly different garrisons // TODO: AI-unsafe code - fix it!
 
- 	virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)=0;//joins first stack to the second (creatures must be same type)
 
- 	virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
 
- 	virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
 
- 	//virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
 
- 	virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
 
- 	virtual void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) = 0;
 
- 	virtual void sortBackpackArtifactsBySlot(const ObjectInstanceID hero) = 0;
 
- 	virtual void sortBackpackArtifactsByCost(const ObjectInstanceID hero) = 0;
 
- 	virtual void sortBackpackArtifactsByClass(const ObjectInstanceID hero) = 0;
 
- 	virtual void manageHeroCostume(ObjectInstanceID hero, size_t costumeIndex, bool saveCostume) = 0;
 
- 	virtual void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
 
- 	virtual void eraseArtifactByClient(const ArtifactLocation & al)=0;
 
- 	virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
 
- 	virtual void saveLocalState(const JsonNode & data)=0;
 
- 	virtual void endTurn()=0;
 
- 	virtual void buyArtifact(const CGHeroInstance *hero, ArtifactID aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
 
- 	virtual void setFormation(const CGHeroInstance * hero, EArmyFormation mode)=0;
 
- 	virtual void setTownName(const CGTownInstance * town, std::string & name)=0;
 
- 	virtual void save(const std::string &fname) = 0;
 
- 	virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
 
- 	virtual void gamePause(bool pause) = 0;
 
- 	virtual void buildBoat(const IShipyard *obj) = 0;
 
- 	// To implement high-level army management bulk actions
 
- 	virtual int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) = 0;
 
- 	virtual int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) = 0;
 
- 	virtual int bulkSplitAndRebalanceStack(ObjectInstanceID armyId, SlotID srcSlot) = 0;
 
- 	virtual int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) = 0;
 
- 	// Moves all artifacts from one hero to another
 
- 	virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack) = 0;
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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