IGameCallback.h 4.8 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. /*
  8. * IGameCallback.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. struct SetMovePoints;
  17. struct GiveBonus;
  18. class CGObjectInstance;
  19. class CGTownInstance;
  20. class CGHeroInstance;
  21. struct BlockingDialog;
  22. struct InfoWindow;
  23. struct MetaString;
  24. struct ShowInInfobox;
  25. struct BattleResult;
  26. class CGameState;
  27. struct PlayerSettings;
  28. struct CPackForClient;
  29. class CArtHandler;
  30. class CArtifact;
  31. class CArmedInstance;
  32. struct TerrainTile;
  33. class DLL_EXPORT IGameCallback
  34. {
  35. protected:
  36. CGameState *gs;
  37. public:
  38. virtual ~IGameCallback(){};
  39. virtual int getOwner(int heroID);
  40. virtual int getResource(int player, int which);
  41. 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
  42. virtual const CGObjectInstance* getObj(int objid);
  43. virtual const CGHeroInstance* getHero(int objid);
  44. virtual const CGTownInstance* getTown(int objid);
  45. virtual const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
  46. virtual int getCurrentPlayer()=0;
  47. virtual int getSelectedHero()=0;
  48. virtual const PlayerSettings * getPlayerSettings(int color);
  49. virtual int getHeroCount(int player, bool includeGarrisoned);
  50. 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
  51. virtual bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact
  52. virtual void getAllowedArts(std::vector<CArtifact*> &out, std::vector<CArtifact*> CArtHandler::*arts);
  53. virtual void getAllowed(std::vector<CArtifact*> &out, int flags); //flags: bitfield uses EartClass
  54. virtual TerrainTile * getTile(int3 pos);
  55. //do sth
  56. virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
  57. virtual bool removeObject(int objid)=0;
  58. virtual void setBlockVis(int objid, bool bv)=0;
  59. virtual void setOwner(int objid, ui8 owner)=0;
  60. virtual void setHoverName(int objid, MetaString * name)=0;
  61. virtual void setObjProperty(int objid, int prop, int val)=0;
  62. virtual void changePrimSkill(int ID, int which, si64 val, bool abs=false)=0;
  63. virtual void changeSecSkill(int ID, int which, int val, bool abs=false)=0;
  64. virtual void showInfoDialog(InfoWindow *iw)=0;
  65. virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
  66. virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
  67. virtual void showGarrisonDialog(int upobj, int hid, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
  68. virtual void giveResource(int player, int which, int val)=0;
  69. virtual void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet *creatures)=0;
  70. virtual void showCompInfo(ShowInInfobox * comp)=0;
  71. virtual void heroVisitCastle(int obj, int heroID)=0;
  72. virtual void stopHeroVisitCastle(int obj, int heroID)=0;
  73. 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
  74. virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb = 0)=0; //use hero=NULL for no hero
  75. virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0)=0; //if any of armies is hero, hero will be used
  76. virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
  77. //virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
  78. virtual void setAmount(int objid, ui32 val)=0;
  79. virtual bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255)=0;
  80. virtual void giveHeroBonus(GiveBonus * bonus)=0;
  81. virtual void setMovePoints(SetMovePoints * smp)=0;
  82. virtual void setManaPoints(int hid, int val)=0;
  83. virtual void giveHero(int id, int player)=0;
  84. virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
  85. virtual void sendAndApply(CPackForClient * info)=0;
  86. virtual void heroExchange(si32 hero1, si32 hero2)=0; //when two heroes meet on adventure map
  87. friend struct CPackForClient;
  88. friend struct CPackForServer;
  89. };
  90. #endif // __IGAMECALLBACK_H__