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Completely remove IGameCallback class
- CClient now inherits directly from CPrivilegedInfoCallback, like IGameCallback did before. However CClient no longer needs dummy implementation of IGameEventCallback - CGObjectInstance hierarchy now uses CPrivilegedInfoCallback for callback. Actual events can only be emitted in calls that receive IGameEventCallback pointer, e.g. heroVisit - CGameHandler now inherits directly from both CPrivilegedInfoCallback and IGameEventCallback as it did before via IGameCallback
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@ -15,30 +15,31 @@
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#include "MiscObjects.h"
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#include "../TerrainHandler.h"
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#include "../callback/IGameCallback.h"
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#include "../callback/CPrivilegedInfoCallback.h"
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#include "../callback/IGameEventCallback.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../networkPacks/PacksForClient.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void IObjectInterface::showInfoDialog(const ui32 txtID, const ui16 soundID, EInfoWindowMode mode) const
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void IObjectInterface::showInfoDialog(IGameEventCallback & gameEvents, const ui32 txtID, const ui16 soundID, EInfoWindowMode mode) const
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{
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InfoWindow iw;
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iw.soundID = soundID;
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iw.player = getOwner();
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iw.type = mode;
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iw.text.appendLocalString(EMetaText::ADVOB_TXT,txtID);
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cb->sendAndApply(iw);
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gameEvents.sendAndApply(iw);
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}
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///IObjectInterface
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void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
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void IObjectInterface::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
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{}
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void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
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void IObjectInterface::onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
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{}
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void IObjectInterface::newTurn(vstd::RNG & rand) const
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void IObjectInterface::newTurn(IGameEventCallback & gameEvents) const
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{}
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void IObjectInterface::initObj(vstd::RNG & rand)
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@ -65,16 +66,16 @@ void IObjectInterface::postInit()
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void IObjectInterface::preInit()
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{}
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void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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void IObjectInterface::battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const
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{}
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void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
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void IObjectInterface::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
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{}
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void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
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void IObjectInterface::garrisonDialogClosed(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
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{}
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void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
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void IObjectInterface::heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
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{}
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int3 IBoatGenerator::bestLocation() const
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