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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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@@ -30,26 +30,26 @@ private:
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protected:
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/// function that must be called if hero got level-up during grantReward call
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void grantRewardAfterLevelup(const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
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void grantRewardAfterLevelup(IGameEventCallback & gameEvents, const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
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/// grants reward to hero
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void grantRewardBeforeLevelup(const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
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void grantRewardBeforeLevelup(IGameEventCallback & gameEvents, const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
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virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
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void selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
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void grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
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virtual void grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
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void selectRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
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void grantAllRewardsWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
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std::vector<Component> loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const;
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void doHeroVisit(const CGHeroInstance *h) const;
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void doHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance *h) const;
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virtual const IObjectInterface * getObject() const = 0;
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virtual bool wasVisitedBefore(const CGHeroInstance * hero) const = 0;
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virtual bool wasVisited(PlayerColor player) const = 0;
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virtual void markAsVisited(const CGHeroInstance * hero) const = 0;
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virtual void markAsScouted(const CGHeroInstance * hero) const = 0;
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virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero) const = 0;
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virtual void markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const = 0;
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virtual void markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const = 0;
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virtual void grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const = 0;
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void onBlockingDialogAnswered(const CGHeroInstance * hero, int32_t answer) const;
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void onBlockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance * hero, int32_t answer) const;
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public:
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/// filters list of visit info and returns rewards that can be granted to current hero
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