/* * IGameCallback.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include #include "CGameInfoCallback.h" // for CGameInfoCallback #include "networkPacks/ObjProperty.h" VCMI_LIB_NAMESPACE_BEGIN namespace vstd { class RNG; } struct SetMovePoints; struct GiveBonus; struct BlockingDialog; struct TeleportDialog; struct StackLocation; struct ArtifactLocation; struct BankConfig; class CCreatureSet; class CStackBasicDescriptor; class CGCreature; enum class EOpenWindowMode : uint8_t; namespace spells { class Caster; } namespace Rewardable { struct Configuration; } #if SCRIPTING_ENABLED namespace scripting { class Pool; } #endif class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback { public: CGameState *gameState(); //used for random spawns void getFreeTiles(std::vector &tiles) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed void getTilesInRange(std::unordered_set & tiles, const int3 & pos, int radius, ETileVisibility mode, std::optional player = std::optional(), int3::EDistanceFormula formula = int3::DIST_2D) const; //returns all tiles on given level (-1 - both levels, otherwise number of level) void getAllTiles(std::unordered_set &tiles, std::optional player, int level, std::function filter) const; //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant void pickAllowedArtsSet(std::vector & out, vstd::RNG & rand); void getAllowedSpells(std::vector &out, std::optional level = std::nullopt); template void saveCommonState(Saver &out) const; //stores GS and VLC template void loadCommonState(Loader &in); //loads GS and VLC }; class DLL_LINKAGE IGameEventCallback { public: virtual void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value = 0) = 0; virtual void setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration) = 0; virtual void setRewardableObjectConfiguration(ObjectInstanceID mapObjectID, const Rewardable::Configuration & configuration) = 0; virtual void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) = 0; virtual void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) = 0; virtual void showInfoDialog(InfoWindow * iw) = 0; virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set &spells)=0; virtual bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) = 0; virtual void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) = 0; virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0; virtual void giveExperience(const CGHeroInstance * hero, TExpType val) =0; virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs=false)=0; virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0; virtual void showBlockingDialog(BlockingDialog *iw) =0; virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window virtual void showTeleportDialog(TeleportDialog *iw) =0; virtual void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) = 0; virtual void giveResource(PlayerColor player, GameResID which, int val)=0; virtual void giveResources(PlayerColor player, TResources resources)=0; virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0; virtual void takeCreatures(ObjectInstanceID objid, const std::vector &creatures) =0; virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0; virtual bool changeStackType(const StackLocation &sl, const CCreature *c) =0; virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0; virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0; virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing virtual void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) =0; //merges army from src do dst or opens a garrison window virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0; virtual void removeAfterVisit(const CGObjectInstance *object) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing! virtual bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) = 0; virtual bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional askAssemble = std::nullopt) = 0; virtual void removeArtifact(const ArtifactLocation &al) = 0; virtual bool moveArtifact(const PlayerColor & player, const ArtifactLocation & al1, const ArtifactLocation & al2) = 0; virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0; virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0; virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0; virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveMove, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0; virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0; virtual void giveHeroBonus(GiveBonus * bonus)=0; virtual void setMovePoints(SetMovePoints * smp)=0; virtual void setMovePoints(ObjectInstanceID hid, int val, bool absolute)=0; virtual void setManaPoints(ObjectInstanceID hid, int val)=0; virtual void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) = 0; virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)=0; virtual void sendAndApply(CPackForClient * pack) = 0; virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) = 0; virtual void changeFogOfWar(std::unordered_set &tiles, PlayerColor player, ETileVisibility mode) = 0; virtual void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) = 0; virtual vstd::RNG & getRandomGenerator() = 0; }; class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback { public: //keep const version of callback accessible using CGameInfoCallback::getPlayerState; using CGameInfoCallback::getTeam; using CGameInfoCallback::getPlayerTeam; using CGameInfoCallback::getHero; using CGameInfoCallback::getTown; using CGameInfoCallback::getTile; using CGameInfoCallback::getArtInstance; using CGameInfoCallback::getObjInstance; using CGameInfoCallback::getArtSet; PlayerState * getPlayerState(const PlayerColor & color, bool verbose = true); TeamState * getTeam(const TeamID & teamID); //get team by team ID TeamState * getPlayerTeam(const PlayerColor & color); // get team by player color CGHeroInstance * getHero(const ObjectInstanceID & objid); CGTownInstance * getTown(const ObjectInstanceID & objid); TerrainTile * getTile(const int3 & pos); CArtifactInstance * getArtInstance(const ArtifactInstanceID & aid); CGObjectInstance * getObjInstance(const ObjectInstanceID & oid); CArmedInstance * getArmyInstance(const ObjectInstanceID & oid); CArtifactSet * getArtSet(const ArtifactLocation & loc); virtual void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) = 0; }; /// Interface class for handling general game logic and actions class DLL_LINKAGE IGameCallback : public CPrivilegedInfoCallback, public IGameEventCallback { public: virtual ~IGameCallback(){}; #if SCRIPTING_ENABLED virtual scripting::Pool * getGlobalContextPool() const = 0; #endif //get info virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero); friend struct CPack; friend struct CPackForClient; friend struct CPackForServer; }; VCMI_LIB_NAMESPACE_END