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vcmi/CCallback.h

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#ifndef CCALLBACK_H
#define CCALLBACK_H
#include "mapHandler.h"
class CGameState;
class CHeroInstance;
class CTownInstance;
class CPath;
class CObjectInstance;
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struct HeroMoveDetails
{
int3 src, dst; //source and destination points
CObjectInstance * ho; //object instance of this hero
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int owner;
};
class CCallback
{
private:
void newTurn();
CCallback(CGameState * GS, int Player):gs(GS),player(Player){};
CGameState * gs;
int lowestSpeed(CHeroInstance * chi); //speed of the slowest stack
int valMovePoints(CHeroInstance * chi);
protected:
int player;
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public:
bool moveHero(int ID, CPath * path, int idtype, int pathType=0);//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero
//pathType: 0 - nodes are manifestation pos, 1 - nodes are object pos
std::vector < std::string > getObjDescriptions(int3 pos); //returns descriptions of objects at pos in order from the lowest to the highest
int howManyTowns();
const CTownInstance * getTownInfo(int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
int howManyHeroes(int player);
const CHeroInstance * getHeroInfo(int player, int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
int getResourceAmount(int type);
PseudoV< PseudoV< PseudoV<unsigned char> > > & getVisibilityMap(); //returns visibility map (TODO: make it const)
int getDate(int mode=0); //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
bool verifyPath(CPath * path, bool blockSea);
friend int _tmain(int argc, _TCHAR* argv[]);
};
#endif //CCALLBACK_H