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4f316cd7e6
Restructured instances classes. Still very instable.
57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
#ifndef CCALLBACK_H
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#define CCALLBACK_H
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#include "mapHandler.h"
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class CGameState;
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class CHeroInstance;
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class CTownInstance;
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class CPath;
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class CGObjectInstance;
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struct HeroMoveDetails
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{
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int3 src, dst; //source and destination points
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CGHeroInstance * ho; //object instance of this hero
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int owner;
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};
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class CCallback
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{
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private:
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void newTurn();
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CCallback(CGameState * GS, int Player):gs(GS),player(Player){};
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CGameState * gs;
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int lowestSpeed(CGHeroInstance * chi); //speed of the slowest stack
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int valMovePoints(CGHeroInstance * chi);
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bool isVisible(int3 pos, int Player);
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protected:
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int player;
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public:
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//commands
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bool moveHero(int ID, CPath * path, int idtype, int pathType=0);//idtype: 0 - position in vector of heroes (of that player); 1 - ID of hero
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//pathType: 0 - nodes are manifestation pos, 1 - nodes are object pos
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//get info
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bool verifyPath(CPath * path, bool blockSea);
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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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PseudoV< PseudoV< PseudoV<unsigned char> > > & getVisibilityMap(); //returns visibility map (TODO: make it const)
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const CGHeroInstance * getHeroInfo(int player, int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
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int getResourceAmount(int type);
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int howManyHeroes();
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const CGTownInstance * getTownInfo(int val, bool mode); //mode = 0 -> val = serial; mode = 1 -> val = ID
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int howManyTowns();
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std::vector < std::string > getObjDescriptions(int3 pos); //returns descriptions of objects at pos in order from the lowest to the highest
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std::vector < const CGHeroInstance *> * getHeroesInfo(bool onlyOur=true);
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bool isVisible(int3 pos);
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//friends
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friend int _tmain(int argc, _TCHAR* argv[]);
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};
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class CLuaCallback
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{
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};
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#endif //CCALLBACK_H
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