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- #define VCMI_DLL
- #include "IGameCallback.h"
- #include "../CGameState.h"
- #include "../map.h"
- #include "../hch/CObjectHandler.h"
- #include "../StartInfo.h"
- const CGObjectInstance* IGameCallback::getObj(int objid)
- {
- return gs->map->objects[objid];
- }
- const CGHeroInstance* IGameCallback::getHero(int objid)
- {
- return dynamic_cast<const CGHeroInstance*>(gs->map->objects[objid]);
- }
- const CGTownInstance* IGameCallback::getTown(int objid)
- {
- return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid]);
- }
- int IGameCallback::getOwner(int heroID)
- {
- return gs->map->objects[heroID]->tempOwner;
- }
- int IGameCallback::getResource(int player, int which)
- {
- return gs->players.find(player)->second.resources[which];
- }
- int IGameCallback::getDate(int mode)
- {
- return gs->getDate(mode);
- }
- const CGHeroInstance* IGameCallback::getSelectedHero( int player )
- {
- return getHero(gs->players.find(player)->second.currentSelection);
- }
- const PlayerSettings * IGameCallback::getPlayerSettings( int color )
- {
- return &gs->scenarioOps->getIthPlayersSettings(color);
- }
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