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@ -157,69 +157,75 @@ public:
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int getLastIndex(std::string namePrefix);
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//overloaded funcs from CGameInterface
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void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
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void garrisonChanged(const CGObjectInstance * obj);
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void heroArtifactSetChanged(const CGHeroInstance* hero);
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void heroCreated(const CGHeroInstance* hero);
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void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
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void heroInGarrisonChange(const CGTownInstance *town);
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void heroMoved(const TryMoveHero & details);
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val);
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void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val);
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void heroManaPointsChanged(const CGHeroInstance * hero);
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void heroMovePointsChanged(const CGHeroInstance * hero);
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
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void receivedResource(int type, int val);
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID);
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void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level);
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void showShipyardDialog(const IShipyard *obj); //obj may be town or shipyard;
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void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd);
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void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
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void showPuzzleMap();
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void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor);
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void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor);
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void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor);
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void showTavernWindow(const CGObjectInstance *townOrTavern);
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void advmapSpellCast(const CGHeroInstance * caster, int spellID); //called when a hero casts a spell
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void tileHidden(const std::set<int3> &pos); //called when given tiles become hidden under fog of war
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void tileRevealed(const std::set<int3> &pos); //called when fog of war disappears from given tiles
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void newObject(const CGObjectInstance * obj);
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void availableArtifactsChanged(const CGBlackMarket *bm = NULL); //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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void yourTurn();
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void availableCreaturesChanged(const CGDwelling *town);
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void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain);//if gain hero received bonus, else he lost it
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void playerBonusChanged(const Bonus &bonus, bool gain);
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void requestRealized(PackageApplied *pa);
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void heroExchangeStarted(si32 hero1, si32 hero2);
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void centerView (int3 pos, int focusTime);
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void objectPropertyChanged(const SetObjectProperty * sop);
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void objectRemoved(const CGObjectInstance *obj);
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void gameOver(ui8 player, bool victory);
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void serialize(COSer<CSaveFile> &h, const int version); //saving
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void serialize(CISer<CLoadFile> &h, const int version); //loading
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void buildChanged(const CGTownInstance *town, int buildingID, int what) OVERRIDE; //what: 1 - built, 2 - demolished
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void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) OVERRIDE; //if absolute, change is the new count; otherwise count was modified by adding change
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void stackChangedType(const StackLocation &location, const CCreature &newType) OVERRIDE; //used eg. when upgrading creatures
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void stacksErased(const StackLocation &location) OVERRIDE; //stack removed from previously filled slot
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void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) OVERRIDE;
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void newStackInserted(const StackLocation &location, const CStackInstance &stack) OVERRIDE; //new stack inserted at given (previously empty position)
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void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) OVERRIDE; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
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void heroArtifactSetChanged(const CGHeroInstance* hero) OVERRIDE;
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void heroCreated(const CGHeroInstance* hero) OVERRIDE;
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void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) OVERRIDE;
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void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
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void heroMoved(const TryMoveHero & details) OVERRIDE;
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
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void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) OVERRIDE;
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void heroManaPointsChanged(const CGHeroInstance * hero) OVERRIDE;
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void heroMovePointsChanged(const CGHeroInstance * hero) OVERRIDE;
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
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void receivedResource(int type, int val) OVERRIDE;
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) OVERRIDE;
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void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
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void showShipyardDialog(const IShipyard *obj) OVERRIDE; //obj may be town or shipyard;
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void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel) OVERRIDE; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) OVERRIDE;
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void showPuzzleMap() OVERRIDE;
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void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
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void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
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void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) OVERRIDE;
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void showTavernWindow(const CGObjectInstance *townOrTavern) OVERRIDE;
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void advmapSpellCast(const CGHeroInstance * caster, int spellID) OVERRIDE; //called when a hero casts a spell
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void tileHidden(const std::set<int3> &pos) OVERRIDE; //called when given tiles become hidden under fog of war
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void tileRevealed(const std::set<int3> &pos) OVERRIDE; //called when fog of war disappears from given tiles
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void newObject(const CGObjectInstance * obj) OVERRIDE;
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void availableArtifactsChanged(const CGBlackMarket *bm = NULL) OVERRIDE; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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void yourTurn() OVERRIDE;
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void availableCreaturesChanged(const CGDwelling *town) OVERRIDE;
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void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;//if gain hero received bonus, else he lost it
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void playerBonusChanged(const Bonus &bonus, bool gain) OVERRIDE;
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void requestRealized(PackageApplied *pa) OVERRIDE;
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void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
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void centerView (int3 pos, int focusTime) OVERRIDE;
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void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
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void objectRemoved(const CGObjectInstance *obj) OVERRIDE;
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void gameOver(ui8 player, bool victory) OVERRIDE;
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void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
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void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
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//for battles
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void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero
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void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
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BattleAction activeStack(int stackID); //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba); //stack performs attack
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void battleEnd(const BattleResult *br); //end of battle
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void actionFinished(const BattleAction* action) OVERRIDE;//occurs AFTER action taken by active stack or by the hero
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void actionStarted(const BattleAction* action) OVERRIDE;//occurs BEFORE action taken by active stack or by the hero
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BattleAction activeStack(int stackID) OVERRIDE; //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba) OVERRIDE; //stack performs attack
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void battleEnd(const BattleResult *br) OVERRIDE; //end of battle
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//void battleResultQuited();
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void battleNewRoundFirst(int round); //called at the beginning of each turn before changes are applied; used for HP regen handling
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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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void battleStackMoved(int ID, int dest, int distance, bool end);
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void battleSpellCast(const BattleSpellCast *sc);
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void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa);
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom); //called when stacks are healed / resurrected
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void battleNewStackAppeared(int stackID); //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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void battleObstaclesRemoved(const std::set<si32> & removedObstacles); //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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void battleCatapultAttacked(const CatapultAttack & ca); //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr); //called when certain stack is completely removed from battlefield
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void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied; used for HP regen handling
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void battleNewRound(int round) OVERRIDE; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved(int ID, int dest, int distance, bool end) OVERRIDE;
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void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
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void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE; //called when a specific effect is set to stacks
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE;
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) OVERRIDE; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected
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void battleNewStackAppeared(int stackID) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
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//-------------//
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void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
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void garrisonChanged(const CGObjectInstance * obj);
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void heroKilled(const CGHeroInstance* hero);
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void waitWhileDialog();
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bool shiftPressed() const; //determines if shift key is pressed (left or right or both)
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