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Merged most of the changes from trunk.
Because of really huge amount of modifications here I've probably missed some minor stuff. I doubt if it's still compatible with gcc - some changes should be reapplied.
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29
CCallback.h
29
CCallback.h
@@ -2,8 +2,13 @@
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#define CCALLBACK_H
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#include "global.h"
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#ifdef _WIN32
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#include "tchar.h"
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#include <set>
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#else
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#include "tchar_amigaos4.h"
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#endif
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#include "CGameState.h"
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class CGHeroInstance;
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class CGameState;
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struct CPath;
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@@ -28,9 +33,9 @@ struct UpgradeInfo
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};
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class ICallback
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{
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{
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public:
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virtual bool moveHero(int ID, CPath * path, int idtype, int pathType=0)=0;//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero
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virtual bool moveHero(int ID, CPath * path, int idtype, int pathType=0)=0;//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero
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//pathType: 0 - nodes are manifestation pos, 1 - nodes are object pos
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virtual int swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)=0;//swaps creatures between two posiibly different garrisons // TODO: AI-unsafe code - fix it!
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virtual int mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)=0;//joins first stack tothe second (creatures must be same type)
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@@ -63,7 +68,7 @@ public:
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//battle
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virtual int battleGetBattlefieldType()=0; // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
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virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
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virtual int battleGetStack(int pos)=0; //returns ID of stack on the tile
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virtual CStack * battleGetStackByID(int ID)=0; //returns stack info by given ID
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virtual CStack * battleGetStackByPos(int pos)=0; //returns stack info by given pos
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@@ -74,6 +79,7 @@ public:
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//virtual bool battleMoveCreature(int ID, int dest)=0; //moves creature with id ID to dest if possible
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virtual std::vector<int> battleGetAvailableHexes(int ID)=0; //reutrns numbers of hexes reachable by creature with id ID
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virtual bool battleIsStackMine(int ID)=0; //returns true if stack with id ID belongs to caller
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virtual bool battleCanShoot(int ID, int dest)=0; //returns true if unit with id ID can shoot to dest
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};
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struct HeroMoveDetails
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@@ -99,7 +105,7 @@ protected:
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public:
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//commands
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bool moveHero(int ID, CPath * path, int idtype, int pathType=0);//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero
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bool moveHero(int ID, CPath * path, int idtype, int pathType=0);//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero
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//pathType: 0 - nodes are manifestation pos, 1 - nodes are object pos
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void selectionMade(int selection, int asker);
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int swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2);
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@@ -136,7 +142,7 @@ public:
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//battle
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int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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int battleGetObstaclesAtTile(int tile); //returns bitfield
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int battleGetObstaclesAtTile(int tile); //returns bitfield
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int battleGetStack(int pos); //returns ID of stack on the tile
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CStack * battleGetStackByID(int ID); //returns stack info by given ID
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CStack * battleGetStackByPos(int pos); //returns stack info by given pos
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@@ -147,9 +153,16 @@ public:
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//bool battleMoveCreature(int ID, int dest); //moves creature with id ID to dest if possible
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std::vector<int> battleGetAvailableHexes(int ID); //reutrns numbers of hexes reachable by creature with id ID
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bool battleIsStackMine(int ID); //returns true if stack with id ID belongs to caller
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bool battleCanShoot(int ID, int dest); //returns true if unit with id ID can shoot to dest
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//friends
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friend class CClient;
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#ifndef __GNUC__
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friend int _tmain(int argc, _TCHAR* argv[]);
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#else
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friend int main(int argc, _TCHAR* argv[]);
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#endif
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};
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#endif //CCALLBACK_H
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#endif //CCALLBACK_H
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