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vcmi/lib/IGameCallback.h

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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 SelectionDialog;
struct YesNoDialog;
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 showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
virtual void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback)=0; //returns question id
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;
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friend struct CPackForClient;
friend struct CPackForServer;
};
#endif // __IGAMECALLBACK_H__