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Support for Tree of knowledge and minor changes.

This commit is contained in:
Michał W. Urbańczyk
2008-08-22 12:21:09 +00:00
parent 1c7e3718a7
commit 0607ec70cf
16 changed files with 256 additions and 81 deletions

View File

@ -44,33 +44,35 @@ public:
bool human;
int playerID, serialID;
virtual void init(ICallback * CB){};
virtual void yourTurn(){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void heroCreated(const CGHeroInstance*){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
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
virtual void heroInGarrisonChange(const CGTownInstance *town){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroMoved(const HeroMoveDetails & details){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
virtual void tileRevealed(int3 pos){};
virtual void tileHidden(int3 pos){};
virtual void init(ICallback * CB){};
virtual void receivedResource(int type, int val){};
virtual void showInfoDialog(std::string &text, const std::vector<Component*> &components){};
virtual void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
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
virtual void heroInGarrisonChange(const CGTownInstance *town){};
virtual void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void tileHidden(int3 pos){};
virtual void tileRevealed(int3 pos){};
virtual void yourTurn(){};
//battle call-ins
//virtual void actionFinished(BattleAction action){};//occurs AFTER every action taken by any stack or by the hero
//virtual void actionStarted(BattleAction action){};//occurs BEFORE every action taken by any stack or by the hero
virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
virtual void battleAttack(BattleAttack *ba){};
virtual void battleEnd(BattleResult *br){};
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
virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)=0;
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
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
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
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
//virtual void actionStarted(BattleAction action){};//occurs BEFORE every action taken by any stack or by the hero
//virtual void actionFinished(BattleAction action){};//occurs AFTER every action taken by any stack or by the hero
virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
virtual void battleEnd(BattleResult *br){};
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
virtual void battleAttack(BattleAttack *ba){};
virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)=0;
//
};