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4653396d76
2.Partially done support for creature banks. ToDo: load config file, start battle with surrounding enemies 3.Attempt to increase hero exp capacity. You may ignore it at the moment. 4.Fixed negative countdown in timeHandler.
98 lines
4.8 KiB
C++
98 lines
4.8 KiB
C++
#ifndef __IGAMECALLBACK_H__
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#define __IGAMECALLBACK_H__
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#include "../global.h"
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#include <vector>
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#include <set>
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#include "../client/FunctionList.h"
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/*
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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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struct SetMovePoints;
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struct GiveBonus;
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class CGObjectInstance;
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class CGTownInstance;
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class CGHeroInstance;
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struct BlockingDialog;
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struct InfoWindow;
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struct MetaString;
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struct ShowInInfobox;
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struct BattleResult;
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class CGameState;
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struct PlayerSettings;
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struct CPackForClient;
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class CArtHandler;
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class CArtifact;
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class CArmedInstance;
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struct TerrainTile;
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class DLL_EXPORT IGameCallback
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{
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protected:
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CGameState *gs;
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public:
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virtual ~IGameCallback(){};
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virtual int getOwner(int heroID);
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virtual int getResource(int player, int which);
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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
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virtual const CGObjectInstance* getObj(int objid);
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virtual const CGHeroInstance* getHero(int objid);
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virtual const CGTownInstance* getTown(int objid);
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virtual const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
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virtual int getCurrentPlayer()=0;
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virtual int getSelectedHero()=0;
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virtual const PlayerSettings * getPlayerSettings(int color);
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virtual int getHeroCount(int player, bool includeGarrisoned);
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virtual void getTilesInRange(std::set<int3> &tiles, int3 pos, int radious, int player=-1, int mode=0); //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
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virtual bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact
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virtual void getAllowedArts(std::vector<CArtifact*> &out, std::vector<CArtifact*> CArtHandler::*arts);
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virtual void getAllowed(std::vector<CArtifact*> &out, int flags); //flags: bitfield uses EartClass
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virtual TerrainTile * getTile(int3 pos);
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//do sth
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virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
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virtual bool removeObject(int objid)=0;
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virtual void setBlockVis(int objid, bool bv)=0;
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virtual void setOwner(int objid, ui8 owner)=0;
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virtual void setHoverName(int objid, MetaString * name)=0;
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virtual void setObjProperty(int objid, int prop, int val)=0;
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virtual void changePrimSkill(int ID, int which, int val, bool abs=false)=0;
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virtual void changeSecSkill(int ID, int which, int val, bool abs=false)=0;
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virtual void showInfoDialog(InfoWindow *iw)=0;
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virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
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virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
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virtual void showGarrisonDialog(int upobj, int hid, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
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virtual void giveResource(int player, int which, int val)=0;
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virtual void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet *creatures)=0;
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virtual void showCompInfo(ShowInInfobox * comp)=0;
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virtual void heroVisitCastle(int obj, int heroID)=0;
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virtual void stopHeroVisitCastle(int obj, int heroID)=0;
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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
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virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb = 0)=0; //use hero=NULL for no hero
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virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0)=0; //if any of armies is hero, hero will be used
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virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0)=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 startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
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virtual void setAmount(int objid, ui32 val)=0;
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virtual bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255)=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(int hid, int val)=0;
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virtual void giveHero(int id, int player)=0;
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virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
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virtual void sendAndApply(CPackForClient * info)=0;
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virtual void heroExchange(si32 hero1, si32 hero2)=0; //when two heroes meet on adventure map
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friend struct CPackForClient;
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friend struct CPackForServer;
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};
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#endif // __IGAMECALLBACK_H__
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