#ifndef __IGAMECALLBACK_H__ #define __IGAMECALLBACK_H__ #include "../global.h" #include #include #include "../client/FunctionList.h" #include "CCreatureSet.h" /* * 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 * */ struct SetMovePoints; struct GiveBonus; class CGObjectInstance; class CGTownInstance; class CGHeroInstance; struct BlockingDialog; struct InfoWindow; struct MetaString; struct ShowInInfobox; struct BattleResult; struct Component; class CGameState; struct PlayerSettings; struct CPackForClient; class CArtHandler; class CArtifact; class CArmedInstance; struct TerrainTile; struct PlayerState; class CTown; class DLL_EXPORT IGameCallback { protected: CGameState *gs; public: virtual ~IGameCallback(){}; CGameState *const gameState (); virtual int getOwner(int heroID); virtual int getResource(int player, int which); virtual int getDate(int mode=0); ////mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month virtual const CGObjectInstance* getObj(int objid); virtual const CGHeroInstance* getHero(int objid); virtual const CGTownInstance* getTown(int objid); virtual const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected virtual int getCurrentPlayer()=0; virtual int getSelectedHero()=0; virtual const PlayerSettings * getPlayerSettings(int color); virtual int getHeroCount(int player, bool includeGarrisoned); virtual void getTilesInRange(std::set &tiles, int3 pos, int radious, int player=-1, int mode=0); //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed virtual void getAllTiles (std::set &tiles, int player=-1, int level=-1, int surface=0); //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water virtual bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact; 2 - secondary skill virtual ui16 getRandomArt (int flags); virtual ui16 getArtSync (ui32 rand, int flags); //synchronic virtual void pickAllowedArtsSet(std::vector &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant virtual void erasePickedArt (si32 id); virtual void getAllowedSpells(std::vector &out, ui16 level); virtual int3 getMapSize(); //returns size of the map virtual TerrainTile * getTile(int3 pos); virtual const PlayerState * getPlayerState(int color); virtual const CTown *getNativeTown(int color); //do sth virtual void changeSpells(int hid, bool give, const std::set &spells)=0; virtual bool removeObject(int objid)=0; virtual void setBlockVis(int objid, bool bv)=0; virtual void setOwner(int objid, ui8 owner)=0; virtual void setHoverName(int objid, MetaString * name)=0; virtual void setObjProperty(int objid, int prop, si64 val)=0; virtual void changePrimSkill(int ID, int which, si64 val, bool abs=false)=0; virtual void changeSecSkill(int ID, int which, int val, bool abs=false)=0; virtual void showInfoDialog(InfoWindow *iw)=0; virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList &callback)=0; virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO: virtual void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function &cb) =0; //cb will be called when player closes garrison window virtual void showThievesGuildWindow(int requestingObjId) =0; virtual void giveResource(int player, int which, int val)=0; virtual void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures) =0; virtual void takeCreatures (int objid, TSlots creatures) =0; virtual void showCompInfo(ShowInInfobox * comp)=0; virtual void heroVisitCastle(int obj, int heroID)=0; virtual void stopHeroVisitCastle(int obj, int heroID)=0; virtual void giveHeroArtifact(int artid, int hid, int position)=0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack virtual void removeArtifact(int artid, int hid) = 0; virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function cb = 0, const CGTownInstance *town = NULL)=0; //use hero=NULL for no hero virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle //virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function cb)=0; //for hero<=>neutral army virtual void setAmount(int objid, ui32 val)=0; virtual bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255)=0; virtual void giveHeroBonus(GiveBonus * bonus)=0; virtual void setMovePoints(SetMovePoints * smp)=0; virtual void setManaPoints(int hid, int val)=0; virtual void giveHero(int id, int player)=0; virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0; virtual void sendAndApply(CPackForClient * info)=0; virtual void heroExchange(si32 hero1, si32 hero2)=0; //when two heroes meet on adventure map friend struct CPack; friend struct CPackForClient; friend struct CPackForServer; }; #endif // __IGAMECALLBACK_H__