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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
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# include "networkPacks/ObjProperty.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace vstd
{
class RNG ;
}
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struct SetMovePoints ;
struct GiveBonus ;
struct BlockingDialog ;
struct TeleportDialog ;
struct StackLocation ;
struct ArtifactLocation ;
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struct BankConfig ;
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class CCreatureSet ;
class CStackBasicDescriptor ;
class CGCreature ;
enum class EOpenWindowMode : uint8_t ;
namespace spells
{
class Caster ;
}
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namespace Rewardable
{
struct Configuration ;
}
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# if SCRIPTING_ENABLED
namespace scripting
{
class Pool ;
}
# endif
class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback
{
public :
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
void getTilesInRange ( std : : unordered_set < int3 > & tiles ,
const int3 & pos ,
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int radius ,
ETileVisibility mode ,
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std : : optional < PlayerColor > player = std : : optional < PlayerColor > ( ) ,
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 , int level , std : : function < bool ( const TerrainTile * ) > filter ) const ;
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//gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
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void pickAllowedArtsSet ( std : : vector < const CArtifact * > & out , vstd : : RNG & rand ) ;
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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 :
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virtual void setObjPropertyValue ( ObjectInstanceID objid , ObjProperty prop , int32_t value = 0 ) = 0 ;
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virtual void setBankObjectConfiguration ( ObjectInstanceID objid , const BankConfig & configuration ) = 0 ;
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virtual void setRewardableObjectConfiguration ( ObjectInstanceID mapObjectID , const Rewardable : : Configuration & configuration ) = 0 ;
virtual void setRewardableObjectConfiguration ( ObjectInstanceID townInstanceID , BuildingID buildingID , const Rewardable : : Configuration & configuration ) = 0 ;
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virtual void setObjPropertyID ( ObjectInstanceID objid , ObjProperty prop , ObjPropertyID identifier ) = 0 ;
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virtual void showInfoDialog ( InfoWindow * iw ) = 0 ;
virtual void changeSpells ( const CGHeroInstance * hero , bool give , const std : : set < SpellID > & spells ) = 0 ;
virtual bool removeObject ( const CGObjectInstance * obj , const PlayerColor & initiator ) = 0 ;
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virtual void createBoat ( const int3 & visitablePosition , BoatId type , PlayerColor initiator ) = 0 ;
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virtual void setOwner ( const CGObjectInstance * objid , PlayerColor owner ) = 0 ;
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virtual void giveExperience ( const CGHeroInstance * hero , TExpType val ) = 0 ;
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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 showObjectWindow ( const CGObjectInstance * object , EOpenWindowMode window , const CGHeroInstance * visitor , bool addQuery ) = 0 ;
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 ;
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 ;
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virtual bool putArtifact ( const ArtifactLocation & al , const CArtifactInstance * art , std : : optional < bool > askAssemble = std : : nullopt ) = 0 ;
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virtual void removeArtifact ( const ArtifactLocation & al ) = 0 ;
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virtual bool moveArtifact ( const PlayerColor & player , const ArtifactLocation & al1 , const ArtifactLocation & al2 ) = 0 ;
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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
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virtual bool moveHero ( ObjectInstanceID hid , int3 dst , EMovementMode moveMove , bool transit = false , PlayerColor asker = PlayerColor : : NEUTRAL ) = 0 ;
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virtual bool swapGarrisonOnSiege ( ObjectInstanceID tid ) = 0 ;
virtual void giveHeroBonus ( GiveBonus * bonus ) = 0 ;
virtual void setMovePoints ( SetMovePoints * smp ) = 0 ;
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virtual void setMovePoints ( ObjectInstanceID hid , int val , bool absolute ) = 0 ;
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virtual void setManaPoints ( ObjectInstanceID hid , int val ) = 0 ;
virtual void giveHero ( ObjectInstanceID id , PlayerColor player , ObjectInstanceID boatId = ObjectInstanceID ( ) ) = 0 ;
virtual void changeObjPos ( ObjectInstanceID objid , int3 newPos , const PlayerColor & initiator ) = 0 ;
virtual void sendAndApply ( CPackForClient * pack ) = 0 ;
virtual void heroExchange ( ObjectInstanceID hero1 , ObjectInstanceID hero2 ) = 0 ; //when two heroes meet on adventure map
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virtual void changeFogOfWar ( int3 center , ui32 radius , PlayerColor player , ETileVisibility mode ) = 0 ;
virtual void changeFogOfWar ( std : : unordered_set < int3 > & tiles , PlayerColor player , ETileVisibility mode ) = 0 ;
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virtual void castSpell ( const spells : : Caster * caster , SpellID spellID , const int3 & pos ) = 0 ;
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virtual vstd : : RNG & getRandomGenerator ( ) = 0 ;
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} ;
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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using CGameInfoCallback : : getArtSet ;
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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 ) ;
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CArtifactSet * getArtSet ( const ArtifactLocation & loc ) ;
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virtual void updateEntity ( Metatype metatype , int32_t index , const JsonNode & data ) = 0 ;
} ;
/// Interface class for handling general game logic and actions
class DLL_LINKAGE IGameCallback : public CPrivilegedInfoCallback , public IGameEventCallback
{
public :
virtual ~ IGameCallback ( ) { } ;
# if SCRIPTING_ENABLED
virtual scripting : : Pool * getGlobalContextPool ( ) const = 0 ;
# endif
//get info
virtual bool isVisitCoveredByAnotherQuery ( const CGObjectInstance * obj , const CGHeroInstance * hero ) ;
friend struct CPack ;
friend struct CPackForClient ;
friend struct CPackForServer ;
} ;
VCMI_LIB_NAMESPACE_END