mirror of
https://github.com/vcmi/vcmi.git
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130 lines
7.7 KiB
C++
130 lines
7.7 KiB
C++
/*
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* IGameCallback.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CGameInfoCallback.h" // for CGameInfoCallback
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#include "CRandomGenerator.h"
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struct SetMovePoints;
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struct GiveBonus;
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struct BlockingDialog;
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struct TeleportDialog;
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struct MetaString;
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struct ShowInInfobox;
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struct StackLocation;
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struct ArtifactLocation;
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class CCreatureSet;
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class CStackBasicDescriptor;
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class CGCreature;
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struct ShashInt3;
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class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
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{
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public:
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CGameState * gameState();
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void getFreeTiles(std::vector<int3> & tiles) const; //used for random spawns
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void getTilesInRange(std::unordered_set<int3, ShashInt3> & tiles, int3 pos, int radious, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode = 0, bool patrolDistance = false) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
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void getAllTiles(std::unordered_set<int3, ShashInt3> & tiles, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), 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
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void pickAllowedArtsSet(std::vector<const CArtifact *> & out, CRandomGenerator & rand); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
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void getAllowedSpells(std::vector<SpellID> & out, ui16 level);
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template<typename Saver>
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void saveCommonState(Saver & out) const; //stores GS and VLC
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template<typename Loader>
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void loadCommonState(Loader & in); //loads GS and VLC
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};
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class DLL_LINKAGE IGameEventCallback : public IGameEventRealizer
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{
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public:
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virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> & spells) = 0;
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virtual bool removeObject(const CGObjectInstance * obj) = 0;
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virtual void setBlockVis(ObjectInstanceID objid, bool bv) = 0;
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virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner) = 0;
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virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs = false) = 0;
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virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs = false) = 0;
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virtual void showBlockingDialog(BlockingDialog * iw) = 0;
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virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) = 0; //cb will be called when player closes garrison window
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virtual void showTeleportDialog(TeleportDialog * iw) = 0;
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virtual void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) = 0;
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virtual void giveResource(PlayerColor player, Res::ERes which, int val) = 0;
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virtual void giveResources(PlayerColor player, TResources resources) = 0;
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virtual void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet & creatures, bool remove) = 0;
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virtual void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> & creatures) = 0;
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virtual bool changeStackCount(const StackLocation & sl, TQuantity count, bool absoluteValue = false) = 0;
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virtual bool changeStackType(const StackLocation & sl, const CCreature * c) = 0;
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virtual bool insertNewStack(const StackLocation & sl, const CCreature * c, TQuantity count = -1) = 0; //count -1 => moves whole stack
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virtual bool eraseStack(const StackLocation & sl, bool forceRemoval = false) = 0;
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virtual bool swapStacks(const StackLocation & sl1, const StackLocation & sl2) = 0;
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virtual bool addToSlot(const StackLocation & sl, const CCreature * c, TQuantity count) = 0; //makes new stack or increases count of already existing
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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
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virtual bool moveStack(const StackLocation & src, const StackLocation & dst, TQuantity count) = 0;
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virtual void removeAfterVisit(const CGObjectInstance * object) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
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virtual void giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) = 0;
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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
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virtual void putArtifact(const ArtifactLocation & al, const CArtifactInstance * a) = 0;
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virtual void removeArtifact(const ArtifactLocation & al) = 0;
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virtual bool moveArtifact(const ArtifactLocation & al1, const ArtifactLocation & al2) = 0;
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virtual void synchronizeArtifactHandlerLists() = 0;
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virtual void showCompInfo(ShowInInfobox * comp) = 0;
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virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) = 0;
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virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) = 0;
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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
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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
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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
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virtual void setAmount(ObjectInstanceID objid, ui32 val) = 0;
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virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) = 0;
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virtual void giveHeroBonus(GiveBonus * bonus) = 0;
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virtual void setMovePoints(SetMovePoints * smp) = 0;
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virtual void setManaPoints(ObjectInstanceID hid, int val) = 0;
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virtual void giveHero(ObjectInstanceID id, PlayerColor player) = 0;
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virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) = 0;
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virtual void sendAndApply(CPackForClient * info) = 0;
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virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) = 0; //when two heroes meet on adventure map
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virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) = 0;
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virtual void changeFogOfWar(std::unordered_set<int3, ShashInt3> & tiles, PlayerColor player, bool hide) = 0;
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};
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class DLL_LINKAGE CNonConstInfoCallback : public CPrivilagedInfoCallback
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{
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public:
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PlayerState * getPlayer(PlayerColor color, bool verbose = true);
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TeamState * getTeam(TeamID teamID); //get team by team ID
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TeamState * getPlayerTeam(PlayerColor color); // get team by player color
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CGHeroInstance * getHero(ObjectInstanceID objid);
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CGTownInstance * getTown(ObjectInstanceID objid);
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TerrainTile * getTile(int3 pos);
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CArtifactInstance * getArtInstance(ArtifactInstanceID aid);
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CGObjectInstance * getObjInstance(ObjectInstanceID oid);
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};
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/// Interface class for handling general game logic and actions
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class DLL_LINKAGE IGameCallback : public CPrivilagedInfoCallback, public IGameEventCallback
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{
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public:
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virtual ~IGameCallback(){};
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//do sth
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const CGObjectInstance * putNewObject(Obj ID, int subID, int3 pos);
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const CGCreature * putNewMonster(CreatureID creID, int count, int3 pos);
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//get info
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virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance * obj, const CGHeroInstance * hero);
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friend struct CPack;
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friend struct CPackForClient;
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friend struct CPackForServer;
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};
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