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vcmi/lib/IGameCallback.h
Arseniy Shestakov c8bcb14d34 CCallbackBase: add CRandomGenerator to all callbacks
This is easiest way to make server RNG available to CBattleInfoCallback.

Now server, client and gamestate have own RNG instance.
Only server and gamestate RNGs are serialized.
2016-09-09 23:16:42 +03:00

133 lines
7.7 KiB
C++

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