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/*
* CBattleInfoEssentials . 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
*
*/
# pragma once
# include "CCallbackBase.h"
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# include "BattleHex.h"
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class CGTownInstance ;
class CGHeroInstance ;
class CStack ;
struct CObstacleInstance ;
class IBonusBearer ;
struct InfoAboutHero ;
class CArmedInstance ;
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typedef std : : vector < const CStack * > TStacks ;
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typedef std : : function < bool ( const CStack * ) > TStackFilter ;
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namespace battle
{
class IUnitInfo ;
class Unit ;
using Units = std : : vector < const Unit * > ;
using UnitFilter = std : : function < bool ( const Unit * ) > ;
}
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namespace BattlePerspective
{
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enum BattlePerspective
{
INVALID = - 2 ,
ALL_KNOWING = - 1 ,
LEFT_SIDE ,
RIGHT_SIDE
} ;
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}
class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
{
protected :
bool battleDoWeKnowAbout ( ui8 side ) const ;
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public :
enum EStackOwnership
{
ONLY_MINE , ONLY_ENEMY , MINE_AND_ENEMY
} ;
BattlePerspective : : BattlePerspective battleGetMySide ( ) const ;
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const IBonusBearer * getBattleNode ( ) const ;
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ETerrainType battleTerrainType ( ) const ;
BFieldType battleGetBattlefieldType ( ) const ;
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int32_t battleGetEnchanterCounter ( ui8 side ) const ;
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std : : vector < std : : shared_ptr < const CObstacleInstance > > battleGetAllObstacles ( boost : : optional < BattlePerspective : : BattlePerspective > perspective = boost : : none ) const ; //returns all obstacles on the battlefield
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std : : shared_ptr < const CObstacleInstance > battleGetObstacleByID ( uint32_t ID ) const ;
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/** @brief Main method for getting battle stacks
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* returns also turrets and removed stacks
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* @ param predicate Functor that shall return true for desired stack
* @ return filtered stacks
*
*/
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TStacks battleGetStacksIf ( TStackFilter predicate ) const ; //deprecated
battle : : Units battleGetUnitsIf ( battle : : UnitFilter predicate ) const ;
const battle : : Unit * battleGetUnitByID ( uint32_t ID ) const ;
const battle : : Unit * battleActiveUnit ( ) const ;
uint32_t battleNextUnitId ( ) const ;
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bool battleHasNativeStack ( ui8 side ) const ;
const CGTownInstance * battleGetDefendedTown ( ) const ; //returns defended town if current battle is a siege, nullptr instead
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si8 battleTacticDist ( ) const ; //returns tactic distance in current tactics phase; 0 if not in tactics phase
si8 battleGetTacticsSide ( ) const ; //returns which side is in tactics phase, undefined if none (?)
bool battleCanFlee ( PlayerColor player ) const ;
bool battleCanSurrender ( PlayerColor player ) const ;
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ui8 otherSide ( ui8 side ) const ;
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PlayerColor otherPlayer ( PlayerColor player ) const ;
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BattleSideOpt playerToSide ( PlayerColor player ) const ;
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PlayerColor sideToPlayer ( ui8 side ) const ;
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bool playerHasAccessToHeroInfo ( PlayerColor player , const CGHeroInstance * h ) const ;
ui8 battleGetSiegeLevel ( ) const ; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
bool battleHasHero ( ui8 side ) const ;
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uint32_t battleCastSpells ( ui8 side ) const ; //how many spells has given side cast
const CGHeroInstance * battleGetFightingHero ( ui8 side ) const ; //deprecated for players callback, easy to get wrong
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const CArmedInstance * battleGetArmyObject ( ui8 side ) const ;
InfoAboutHero battleGetHeroInfo ( ui8 side ) const ;
// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
si8 battleGetWallState ( int partOfWall ) const ;
EGateState battleGetGateState ( ) const ;
//helpers
///returns all stacks, alive or dead or undead or mechanical :)
TStacks battleGetAllStacks ( bool includeTurrets = false ) const ;
const CStack * battleGetStackByID ( int ID , bool onlyAlive = true ) const ; //returns stack info by given ID
bool battleIsObstacleVisibleForSide ( const CObstacleInstance & coi , BattlePerspective : : BattlePerspective side ) const ;
///returns player that controls given stack; mind control included
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PlayerColor battleGetOwner ( const battle : : Unit * unit ) const ;
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///returns hero that controls given stack; nullptr if none; mind control included
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const CGHeroInstance * battleGetOwnerHero ( const battle : : Unit * unit ) const ;
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///check that stacks are controlled by same|other player(s) depending on positiveness
///mind control included
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bool battleMatchOwner ( const battle : : Unit * attacker , const battle : : Unit * defender , const boost : : logic : : tribool positivness = false ) const ;
bool battleMatchOwner ( const PlayerColor & attacker , const battle : : Unit * defender , const boost : : logic : : tribool positivness = false ) const ;
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} ;