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vcmi/lib/IGameCallback.h

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/*
* IGameCallback.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 <vcmi/Metatype.h>
#include "CGameInfoCallback.h" // for CGameInfoCallback
#include "CRandomGenerator.h"
VCMI_LIB_NAMESPACE_BEGIN
struct SetMovePoints;
struct GiveBonus;
struct BlockingDialog;
struct TeleportDialog;
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class MetaString;
struct StackLocation;
struct ArtifactLocation;
class CCreatureSet;
class CStackBasicDescriptor;
class CGCreature;
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namespace spells
{
class Caster;
}
#if SCRIPTING_ENABLED
namespace scripting
{
class Pool;
}
#endif
class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback
{
public:
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enum class MapTerrainFilterMode
{
NONE = 0,
LAND = 1,
WATER = 2,
LAND_CARTOGRAPHER = 3,
UNDERGROUND_CARTOGRAPHER = 4
};
CGameState *gameState();
//used for random spawns
void getFreeTiles(std::vector<int3> &tiles) const;
//mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed
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void getTilesInRange(std::unordered_set<int3> & tiles,
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const int3 & pos,
int radious,
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std::optional<PlayerColor> player = std::optional<PlayerColor>(),
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int mode = 0,
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int3::EDistanceFormula formula = int3::DIST_2D) const;
//returns all tiles on given level (-1 - both levels, otherwise number of level)
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void getAllTiles(std::unordered_set<int3> &tiles, std::optional<PlayerColor> player = std::optional<PlayerColor>(),
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int level = -1, MapTerrainFilterMode tileFilterMode = MapTerrainFilterMode::NONE) const;
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//gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
void pickAllowedArtsSet(std::vector<const CArtifact *> & out, CRandomGenerator & rand) const;
void getAllowedSpells(std::vector<SpellID> &out, std::optional<ui16> level = std::nullopt);
template<typename Saver>
void saveCommonState(Saver &out) const; //stores GS and VLC
template<typename Loader>
void loadCommonState(Loader &in); //loads GS and VLC
};
class DLL_LINKAGE IGameEventCallback
{
public:
virtual void setObjProperty(ObjectInstanceID objid, int prop, si64 val) = 0;
virtual void showInfoDialog(InfoWindow * iw) = 0;
virtual void showInfoDialog(const std::string & msg, PlayerColor player) = 0;
virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
virtual bool removeObject(const CGObjectInstance * obj)=0;
virtual void createObject(const int3 & visitablePosition, Obj type, int32_t subtype = 0) = 0;
virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs=false)=0;
virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
virtual void showBlockingDialog(BlockingDialog *iw) =0;
virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window
virtual void showTeleportDialog(TeleportDialog *iw) =0;
virtual void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) =0;
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virtual void giveResource(PlayerColor player, GameResID which, int val)=0;
virtual void giveResources(PlayerColor player, TResources resources)=0;
virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
virtual void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0;
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virtual bool changeStackType(const StackLocation &sl, const CCreature *c) =0;
virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack
virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0;
virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0;
virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing
virtual void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) =0; //merges army from src do dst or opens a garrison window
virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0;
virtual void removeAfterVisit(const CGObjectInstance *object) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
virtual bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) = 0;
virtual bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) = 0;
virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0;
virtual void removeArtifact(const ArtifactLocation &al) = 0;
virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0;
virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0;
virtual void giveHeroBonus(GiveBonus * bonus)=0;
virtual void setMovePoints(SetMovePoints * smp)=0;
virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
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virtual void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) = 0;
virtual void changeObjPos(ObjectInstanceID objid, int3 newPos)=0;
virtual void sendAndApply(CPackForClient * pack) = 0;
virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) = 0;
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virtual void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide) = 0;
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virtual void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) = 0;
};
class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback
{
public:
//keep const version of callback accessible
using CGameInfoCallback::getPlayerState;
using CGameInfoCallback::getTeam;
using CGameInfoCallback::getPlayerTeam;
using CGameInfoCallback::getHero;
using CGameInfoCallback::getTown;
using CGameInfoCallback::getTile;
using CGameInfoCallback::getArtInstance;
using CGameInfoCallback::getObjInstance;
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PlayerState * getPlayerState(const PlayerColor & color, bool verbose = true);
TeamState * getTeam(const TeamID & teamID); //get team by team ID
TeamState * getPlayerTeam(const PlayerColor & color); // get team by player color
CGHeroInstance * getHero(const ObjectInstanceID & objid);
CGTownInstance * getTown(const ObjectInstanceID & objid);
TerrainTile * getTile(const int3 & pos);
CArtifactInstance * getArtInstance(const ArtifactInstanceID & aid);
CGObjectInstance * getObjInstance(const ObjectInstanceID & oid);
CArmedInstance * getArmyInstance(const ObjectInstanceID & oid);
virtual void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) = 0;
};
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/// Interface class for handling general game logic and actions
class DLL_LINKAGE IGameCallback : public CPrivilegedInfoCallback, public IGameEventCallback
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{
public:
virtual ~IGameCallback(){};
#if SCRIPTING_ENABLED
virtual scripting::Pool * getGlobalContextPool() const = 0;
#endif
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//get info
virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero);
friend struct CPack;
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friend struct CPackForClient;
friend struct CPackForServer;
};
VCMI_LIB_NAMESPACE_END