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Support for Tree of knowledge and minor changes.
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@ -44,33 +44,35 @@ public:
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bool human;
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int playerID, serialID;
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virtual void init(ICallback * CB){};
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virtual void yourTurn(){};
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virtual void heroKilled(const CGHeroInstance*){};
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virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
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virtual void garrisonChanged(const CGObjectInstance * obj){};
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virtual void heroCreated(const CGHeroInstance*){};
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroInGarrisonChange(const CGTownInstance *town){};
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virtual void heroKilled(const CGHeroInstance*){};
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virtual void heroMoved(const HeroMoveDetails & details){};
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
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virtual void tileRevealed(int3 pos){};
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virtual void tileHidden(int3 pos){};
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virtual void init(ICallback * CB){};
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virtual void receivedResource(int type, int val){};
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virtual void showInfoDialog(std::string &text, const std::vector<Component*> &components){};
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virtual void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
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virtual void garrisonChanged(const CGObjectInstance * obj){};
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virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroInGarrisonChange(const CGTownInstance *town){};
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virtual void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
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virtual void tileHidden(int3 pos){};
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virtual void tileRevealed(int3 pos){};
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virtual void yourTurn(){};
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//battle call-ins
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//virtual void actionFinished(BattleAction action){};//occurs AFTER every action taken by any stack or by the hero
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//virtual void actionStarted(BattleAction action){};//occurs BEFORE every action taken by any stack or by the hero
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virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
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virtual void battleAttack(BattleAttack *ba){};
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virtual void battleEnd(BattleResult *br){};
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virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)=0;
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virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
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virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
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virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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//virtual void actionStarted(BattleAction action){};//occurs BEFORE every action taken by any stack or by the hero
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//virtual void actionFinished(BattleAction action){};//occurs AFTER every action taken by any stack or by the hero
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virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
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virtual void battleEnd(BattleResult *br){};
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virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
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virtual void battleAttack(BattleAttack *ba){};
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virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)=0;
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//
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};
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