/* * 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 "CRandomGenerator.h" VCMI_LIB_NAMESPACE_BEGIN struct SetMovePoints; struct GiveBonus; struct BlockingDialog; struct TeleportDialog; struct MetaString; struct ShowInInfobox; struct StackLocation; struct ArtifactLocation; class CCreatureSet; class CStackBasicDescriptor; class CGCreature; struct ShashInt3; #if SCRIPTING_ENABLED namespace scripting { class Pool; } #endif class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback { public: CGameState * gameState(); void getFreeTiles (std::vector &tiles) const; //used for random spawns void getTilesInRange(std::unordered_set &tiles, int3 pos, int radious, boost::optional player = boost::optional(), int mode = 0, int3::EDistanceFormula formula = int3::DIST_2D) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed void getAllTiles (std::unordered_set &tiles, boost::optional player = boost::optional(), int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water void pickAllowedArtsSet(std::vector &out, CRandomGenerator & rand); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant void getAllowedSpells(std::vector &out, ui16 level); 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 setObjProperty(ObjectInstanceID objid, int prop, si64 val) = 0; virtual void showInfoDialog(InfoWindow * iw) = 0; virtual void showInfoDialog(const std::string & msg, PlayerColor player) = 0; virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set &spells)=0; virtual bool removeObject(const CGObjectInstance * obj)=0; virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0; virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::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 showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) =0; virtual void giveResource(PlayerColor player, Res::ERes 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 void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) = 0; virtual void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) = 0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0; virtual void removeArtifact(const ArtifactLocation &al) = 0; virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0; virtual void showCompInfo(ShowInInfobox * comp)=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, ui8 teleporting, 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 setManaPoints(ObjectInstanceID hid, int val)=0; virtual void giveHero(ObjectInstanceID id, PlayerColor player)=0; virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)=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, bool hide) = 0; virtual void changeFogOfWar(std::unordered_set &tiles, PlayerColor player, bool hide) = 0; }; class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback { public: PlayerState * getPlayerState(PlayerColor color, bool verbose = true); TeamState *getTeam(TeamID teamID);//get team by team ID TeamState *getPlayerTeam(PlayerColor color);// get team by player color CGHeroInstance *getHero(ObjectInstanceID objid); CGTownInstance *getTown(ObjectInstanceID objid); TerrainTile * getTile(int3 pos); CArtifactInstance * getArtInstance(ArtifactInstanceID aid); CGObjectInstance * getObjInstance(ObjectInstanceID oid); CArmedInstance * getArmyInstance(ObjectInstanceID oid); 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