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https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
47 lines
1.3 KiB
C++
47 lines
1.3 KiB
C++
/*
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* CCallbackBase.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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#include "../GameConstants.h"
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#define RETURN_IF_NOT_BATTLE(...) if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; }
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#define ASSERT_IF_CALLED_WITH_PLAYER if(!player) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
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VCMI_LIB_NAMESPACE_BEGIN
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class IBattleInfo;
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class BattleInfo;
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class CBattleInfoEssentials;
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//Basic class for various callbacks (interfaces called by players to get info about game and so forth)
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class DLL_LINKAGE CCallbackBase
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{
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const IBattleInfo * battle; //battle to which the player is engaged, nullptr if none or not applicable
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const IBattleInfo * getBattle() const;
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protected:
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boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
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CCallbackBase(boost::optional<PlayerColor> Player);
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CCallbackBase();
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void setBattle(const IBattleInfo * B);
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bool duringBattle() const;
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public:
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boost::optional<PlayerColor> getPlayerID() const;
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friend class CBattleInfoEssentials;
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};
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VCMI_LIB_NAMESPACE_END
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