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vcmi/lib/IGameCallback.h
Michał W. Urbańczyk 221728c680 Fixed #541
2010-07-26 21:14:08 +00:00

113 lines
5.8 KiB
C++

#ifndef __IGAMECALLBACK_H__
#define __IGAMECALLBACK_H__
#include "../global.h"
#include <vector>
#include <set>
#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, bool verbose = true);
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<int3> &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<int3> &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<const CArtifact*> &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<ui16> &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<ui32> &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<void(ui32)> &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<void()> &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 bool 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<void(BattleResult*)> 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<void(BattleResult*)> 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<void(BattleResult*)> 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<void(BattleResult*)> 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__