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# ifndef __IGAMECALLBACK_H__
# define __IGAMECALLBACK_H__
# include "../global.h"
# include <vector>
# include <set>
# include "../client/FunctionList.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
*
*/
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struct SetMovePoints ;
struct GiveBonus ;
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class CGObjectInstance ;
class CGTownInstance ;
class CGHeroInstance ;
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struct BlockingDialog ;
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struct InfoWindow ;
struct MetaString ;
struct ShowInInfobox ;
struct BattleResult ;
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struct Component ;
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class CGameState ;
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struct PlayerSettings ;
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struct CPackForClient ;
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class CArtHandler ;
class CArtifact ;
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class CArmedInstance ;
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struct TerrainTile ;
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class DLL_EXPORT IGameCallback
{
protected :
CGameState * gs ;
public :
virtual ~ IGameCallback ( ) { } ;
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CGameState * const gameState ( ) ;
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virtual int getOwner ( int heroID ) ;
virtual int getResource ( int player , int which ) ;
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virtual int getDate ( int mode = 0 ) ; ////mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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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 ;
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virtual int getSelectedHero ( ) = 0 ;
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virtual const PlayerSettings * getPlayerSettings ( int color ) ;
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virtual int getHeroCount ( int player , bool includeGarrisoned ) ;
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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
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virtual void getAllTiles ( std : : set < int3 > & tiles , int player = - 1 , int level = - 1 , int surface = 0 ) ; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
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virtual bool isAllowed ( int type , int id ) ; //type: 0 - spell; 1- artifact
virtual void getAllowedArts ( std : : vector < CArtifact * > & out , std : : vector < CArtifact * > CArtHandler : : * arts ) ;
virtual void getAllowed ( std : : vector < CArtifact * > & out , int flags ) ; //flags: bitfield uses EartClass
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virtual int3 getMapSize ( ) ; //returns size of the map
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virtual TerrainTile * getTile ( int3 pos ) ;
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//do sth
virtual void changeSpells ( int hid , bool give , const std : : set < ui32 > & spells ) = 0 ;
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virtual bool removeObject ( int objid ) = 0 ;
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virtual void setBlockVis ( int objid , bool bv ) = 0 ;
virtual void setOwner ( int objid , ui8 owner ) = 0 ;
virtual void setHoverName ( int objid , MetaString * name ) = 0 ;
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virtual void setObjProperty ( int objid , int prop , si64 val ) = 0 ;
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virtual void changePrimSkill ( int ID , int which , si64 val , bool abs = false ) = 0 ;
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virtual void changeSecSkill ( int ID , int which , int val , bool abs = false ) = 0 ;
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virtual void showInfoDialog ( InfoWindow * iw ) = 0 ;
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virtual void showBlockingDialog ( BlockingDialog * iw , const CFunctionList < void ( ui32 ) > & callback ) = 0 ;
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virtual ui32 showBlockingDialog ( BlockingDialog * iw ) = 0 ; //synchronous version of above //TODO:
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virtual void showGarrisonDialog ( int upobj , int hid , bool removableUnits , const boost : : function < void ( ) > & cb ) = 0 ; //cb will be called when player closes garrison window
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virtual void giveResource ( int player , int which , int val ) = 0 ;
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virtual void giveCreatures ( int objid , const CGHeroInstance * h , CCreatureSet creatures ) = 0 ;
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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
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virtual void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool creatureBank = false , boost : : function < void ( BattleResult * ) > cb = 0 , const CGTownInstance * town = NULL ) = 0 ; //use hero=NULL for no hero
virtual void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , boost : : function < void ( BattleResult * ) > cb = 0 , bool creatureBank = false ) = 0 ; //if any of armies is hero, hero will be used
virtual void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , boost : : function < void ( BattleResult * ) > cb = 0 , 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 void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
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virtual void setAmount ( int objid , ui32 val ) = 0 ;
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virtual bool moveHero ( si32 hid , int3 dst , ui8 instant , ui8 asker = 255 ) = 0 ;
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virtual void giveHeroBonus ( GiveBonus * bonus ) = 0 ;
virtual void setMovePoints ( SetMovePoints * smp ) = 0 ;
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virtual void setManaPoints ( int hid , int val ) = 0 ;
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virtual void giveHero ( int id , int player ) = 0 ;
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virtual void changeObjPos ( int objid , int3 newPos , ui8 flags ) = 0 ;
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virtual void sendAndApply ( CPackForClient * info ) = 0 ;
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virtual void heroExchange ( si32 hero1 , si32 hero2 ) = 0 ; //when two heroes meet on adventure map
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friend struct CPack ;
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friend struct CPackForClient ;
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friend struct CPackForServer ;
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} ;
# endif // __IGAMECALLBACK_H__