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			200 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			9.3 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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| 
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| #include <vcmi/Metatype.h>
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| 
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| #include "CGameInfoCallback.h" // for CGameInfoCallback
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| #include "networkPacks/ObjProperty.h"
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| 
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| VCMI_LIB_NAMESPACE_BEGIN
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| 
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| namespace vstd
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| {
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| class RNG;
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| }
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| 
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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 StackLocation;
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| struct ArtifactLocation;
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| struct BankConfig;
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| class CCreatureSet;
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| class CStackBasicDescriptor;
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| class CGCreature;
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| enum class EOpenWindowMode : uint8_t;
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| 
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| namespace spells
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| {
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| 	class Caster;
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| }
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| 
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| namespace Rewardable
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| {
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| 	struct Configuration;
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| }
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| 
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| #if SCRIPTING_ENABLED
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| namespace scripting
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| {
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| 	class Pool;
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| }
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| #endif
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| 
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| 
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| class DLL_LINKAGE CPrivilegedInfoCallback : public CGameInfoCallback
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| {
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| public:
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| 	CGameState *gameState();
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| 
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| 	//used for random spawns
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| 	void getFreeTiles(std::vector<int3> &tiles) const;
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| 
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| 	//mode 1 - only unrevealed tiles; mode 0 - all, mode -1 -  only revealed
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| 	void getTilesInRange(std::unordered_set<int3> & tiles,
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| 						 const int3 & pos,
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| 						 int radius,
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| 						 ETileVisibility mode,
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| 						 std::optional<PlayerColor> player = std::optional<PlayerColor>(),
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| 						 int3::EDistanceFormula formula = int3::DIST_2D) const;
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| 
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| 	//returns all tiles on given level (-1 - both levels, otherwise number of level)
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| 	void getAllTiles(std::unordered_set<int3> &tiles, std::optional<PlayerColor> player, int level, std::function<bool(const TerrainTile *)> filter) const;
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| 
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| 	//gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
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| 	void pickAllowedArtsSet(std::vector<const CArtifact *> & out, vstd::RNG & rand);
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| 	void getAllowedSpells(std::vector<SpellID> &out, std::optional<ui16> level = std::nullopt);
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| 
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| 	template<typename Saver>
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| 	void saveCommonState(Saver &out) const; //stores GS and VLC
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| 
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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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| 
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| class DLL_LINKAGE IGameEventCallback
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| {
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| public:
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| 	virtual void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value = 0) = 0;
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| 	virtual void setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration) = 0;
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| 	virtual void setRewardableObjectConfiguration(ObjectInstanceID mapObjectID, const Rewardable::Configuration & configuration) = 0;
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| 	virtual void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) = 0;
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| 	virtual void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) = 0;
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| 
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| 	virtual void showInfoDialog(InfoWindow * iw) = 0;
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| 
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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, const PlayerColor & initiator) = 0;
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| 	virtual void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) = 0;
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| 	virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
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| 	virtual void giveExperience(const CGHeroInstance * hero, TExpType val) =0;
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| 	virtual void changePrimSkill(const CGHeroInstance * hero, 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 showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) = 0;
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| 	virtual void giveResource(PlayerColor player, GameResID which, int val)=0;
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| 	virtual void giveResources(PlayerColor player, TResources resources)=0;
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| 
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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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| 
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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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| 
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| 	virtual bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) = 0;
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| 	virtual bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble = std::nullopt) = 0;
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| 	virtual void removeArtifact(const ArtifactLocation &al) = 0;
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| 	virtual bool moveArtifact(const PlayerColor & player, const ArtifactLocation & al1, const ArtifactLocation & al2) = 0;
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| 
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| 	virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
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| 	virtual void visitCastleObjects(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 bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveMove, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
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| 	virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=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 setMovePoints(ObjectInstanceID hid, int val, bool absolute)=0;
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| 	virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
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| 	virtual void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) = 0;
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| 	virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)=0;
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| 	virtual void sendAndApply(CPackForClient * pack) = 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, ETileVisibility mode) = 0;
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| 	virtual void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode) = 0;
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| 	
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| 	virtual void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) = 0;
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| 
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| 	virtual vstd::RNG & getRandomGenerator() = 0;
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| 
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| };
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| 
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| class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback
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| {
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| public:
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| 	//keep const version of callback accessible
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| 	using CGameInfoCallback::getPlayerState;
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| 	using CGameInfoCallback::getTeam;
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| 	using CGameInfoCallback::getPlayerTeam;
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| 	using CGameInfoCallback::getHero;
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| 	using CGameInfoCallback::getTown;
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| 	using CGameInfoCallback::getTile;
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| 	using CGameInfoCallback::getArtInstance;
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| 	using CGameInfoCallback::getObjInstance;
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| 	using CGameInfoCallback::getArtSet;
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| 
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| 	PlayerState * getPlayerState(const PlayerColor & color, bool verbose = true);
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| 	TeamState * getTeam(const TeamID & teamID); //get team by team ID
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| 	TeamState * getPlayerTeam(const PlayerColor & color); // get team by player color
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| 	CGHeroInstance * getHero(const ObjectInstanceID & objid);
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| 	CGTownInstance * getTown(const ObjectInstanceID & objid);
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| 	TerrainTile * getTile(const int3 & pos);
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| 	CArtifactInstance * getArtInstance(const ArtifactInstanceID & aid);
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| 	CGObjectInstance * getObjInstance(const ObjectInstanceID & oid);
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| 	CArmedInstance * getArmyInstance(const ObjectInstanceID & oid);
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| 	CArtifactSet * getArtSet(const ArtifactLocation & loc);
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| 
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| 	virtual void updateEntity(Metatype metatype, int32_t index, const JsonNode & data) = 0;
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| };
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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 CPrivilegedInfoCallback, public IGameEventCallback
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| {
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| public:
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| 	virtual ~IGameCallback(){};
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| 
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| #if SCRIPTING_ENABLED
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| 	virtual scripting::Pool * getGlobalContextPool() const = 0;
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| #endif
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| 
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| 	//get info
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| 	virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero);
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| 
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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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| 
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| 
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| VCMI_LIB_NAMESPACE_END
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