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/*
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* CGameInfoCallback . h , part of VCMI engine
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*
* 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
*
*/
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# pragma once
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# include "int3.h"
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# include "ResourceSet.h" // for Res::ERes
# include "battle/CPlayerBattleCallback.h"
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class CGObjectInstance ;
struct InfoWindow ;
struct PlayerSettings ;
struct CPackForClient ;
struct TerrainTile ;
struct PlayerState ;
class CTown ;
struct StartInfo ;
struct InfoAboutTown ;
struct UpgradeInfo ;
struct SThievesGuildInfo ;
class CGDwelling ;
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class CGTeleport ;
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class CMapHeader ;
struct TeamState ;
struct QuestInfo ;
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struct ShashInt3 ;
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class CGameState ;
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class PathfinderConfig ;
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class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
{
protected :
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CGameState * gs ;
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CGameInfoCallback ( ) ;
CGameInfoCallback ( CGameState * GS , boost : : optional < PlayerColor > Player ) ;
bool hasAccess ( boost : : optional < PlayerColor > playerId ) const ;
bool isVisible ( int3 pos , boost : : optional < PlayerColor > Player ) const ;
bool isVisible ( const CGObjectInstance * obj , boost : : optional < PlayerColor > Player ) const ;
bool isVisible ( const CGObjectInstance * obj ) const ;
bool canGetFullInfo ( const CGObjectInstance * obj ) const ; //true we player owns obj or ally owns obj or privileged mode
bool isOwnedOrVisited ( const CGObjectInstance * obj ) const ;
public :
//various
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virtual int getDate ( Date : : EDateType mode = Date : : DAY ) const ; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
virtual const StartInfo * getStartInfo ( bool beforeRandomization = false ) const ;
virtual bool isAllowed ( int type , int id ) ; //type: 0 - spell; 1- artifact; 2 - secondary skill
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//player
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virtual const PlayerState * getPlayer ( PlayerColor color , bool verbose = true ) const ;
virtual int getResource ( PlayerColor Player , Res : : ERes which ) const ;
virtual bool isVisible ( int3 pos ) const ;
virtual PlayerRelations : : PlayerRelations getPlayerRelations ( PlayerColor color1 , PlayerColor color2 ) const ;
virtual void getThievesGuildInfo ( SThievesGuildInfo & thi , const CGObjectInstance * obj ) ; //get thieves' guild info obtainable while visiting given object
virtual EPlayerStatus : : EStatus getPlayerStatus ( PlayerColor player , bool verbose = true ) const ; //-1 if no such player
virtual PlayerColor getCurrentPlayer ( ) const ; //player that currently makes move // TODO synchronous turns
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virtual PlayerColor getLocalPlayer ( ) const ; //player that is currently owning given client (if not a client, then returns current player)
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virtual const PlayerSettings * getPlayerSettings ( PlayerColor color ) const ;
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//armed object
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virtual void getUpgradeInfo ( const CArmedInstance * obj , SlotID stackPos , UpgradeInfo & out ) const ;
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//hero
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virtual const CGHeroInstance * getHero ( ObjectInstanceID objid ) const ;
virtual const CGHeroInstance * getHeroWithSubid ( int subid ) const ;
virtual int getHeroCount ( PlayerColor player , bool includeGarrisoned ) const ;
virtual bool getHeroInfo ( const CGObjectInstance * hero , InfoAboutHero & dest , const CGObjectInstance * selectedObject = nullptr ) const ;
virtual int getSpellCost ( const CSpell * sp , const CGHeroInstance * caster ) const ; //when called during battle, takes into account creatures' spell cost reduction
virtual int64_t estimateSpellDamage ( const CSpell * sp , const CGHeroInstance * hero ) const ; //estimates damage of given spell; returns 0 if spell causes no dmg
virtual const CArtifactInstance * getArtInstance ( ArtifactInstanceID aid ) const ;
virtual const CGObjectInstance * getObjInstance ( ObjectInstanceID oid ) const ;
//virtual const CGObjectInstance * getArmyInstance(ObjectInstanceID oid) const;
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//objects
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virtual const CGObjectInstance * getObj ( ObjectInstanceID objid , bool verbose = true ) const ;
virtual std : : vector < const CGObjectInstance * > getBlockingObjs ( int3 pos ) const ;
virtual std : : vector < const CGObjectInstance * > getVisitableObjs ( int3 pos , bool verbose = true ) const ;
virtual std : : vector < const CGObjectInstance * > getFlaggableObjects ( int3 pos ) const ;
virtual const CGObjectInstance * getTopObj ( int3 pos ) const ;
virtual PlayerColor getOwner ( ObjectInstanceID heroID ) const ;
virtual const CGObjectInstance * getObjByQuestIdentifier ( int identifier ) const ; //nullptr if object has been removed (eg. killed)
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//map
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virtual int3 guardingCreaturePosition ( int3 pos ) const ;
virtual std : : vector < const CGObjectInstance * > getGuardingCreatures ( int3 pos ) const ;
virtual const CMapHeader * getMapHeader ( ) const ;
virtual int3 getMapSize ( ) const ; //returns size of map - z is 1 for one - level map and 2 for two level map
virtual const TerrainTile * getTile ( int3 tile , bool verbose = true ) const ;
virtual std : : shared_ptr < boost : : multi_array < TerrainTile * , 3 > > getAllVisibleTiles ( ) const ;
virtual bool isInTheMap ( const int3 & pos ) const ;
virtual void getVisibleTilesInRange ( std : : unordered_set < int3 , ShashInt3 > & tiles , int3 pos , int radious , int3 : : EDistanceFormula distanceFormula = int3 : : DIST_2D ) const ;
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virtual void calculatePaths ( std : : shared_ptr < PathfinderConfig > config , const CGHeroInstance * hero ) ;
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//town
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virtual const CGTownInstance * getTown ( ObjectInstanceID objid ) const ;
virtual int howManyTowns ( PlayerColor Player ) const ;
//virtual const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
virtual std : : vector < const CGHeroInstance * > getAvailableHeroes ( const CGObjectInstance * townOrTavern ) const ; //heroes that can be recruited
virtual std : : string getTavernRumor ( const CGObjectInstance * townOrTavern ) const ;
virtual EBuildingState : : EBuildingState canBuildStructure ( const CGTownInstance * t , BuildingID ID ) ; //// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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virtual bool getTownInfo ( const CGObjectInstance * town , InfoAboutTown & dest , const CGObjectInstance * selectedObject = nullptr ) const ;
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virtual const CTown * getNativeTown ( PlayerColor color ) const ;
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//from gs
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virtual const TeamState * getTeam ( TeamID teamID ) const ;
virtual const TeamState * getPlayerTeam ( PlayerColor color ) const ;
//virtual EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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//teleport
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virtual std : : vector < ObjectInstanceID > getVisibleTeleportObjects ( std : : vector < ObjectInstanceID > ids , PlayerColor player ) const ;
virtual std : : vector < ObjectInstanceID > getTeleportChannelEntraces ( TeleportChannelID id , PlayerColor Player = PlayerColor : : UNFLAGGABLE ) const ;
virtual std : : vector < ObjectInstanceID > getTeleportChannelExits ( TeleportChannelID id , PlayerColor Player = PlayerColor : : UNFLAGGABLE ) const ;
virtual ETeleportChannelType getTeleportChannelType ( TeleportChannelID id , PlayerColor player = PlayerColor : : UNFLAGGABLE ) const ;
virtual bool isTeleportChannelImpassable ( TeleportChannelID id , PlayerColor player = PlayerColor : : UNFLAGGABLE ) const ;
virtual bool isTeleportChannelBidirectional ( TeleportChannelID id , PlayerColor player = PlayerColor : : UNFLAGGABLE ) const ;
virtual bool isTeleportChannelUnidirectional ( TeleportChannelID id , PlayerColor player = PlayerColor : : UNFLAGGABLE ) const ;
virtual bool isTeleportEntrancePassable ( const CGTeleport * obj , PlayerColor player ) const ;
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} ;
class DLL_LINKAGE CPlayerSpecificInfoCallback : public CGameInfoCallback
{
public :
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virtual int howManyTowns ( ) const ;
virtual int howManyHeroes ( bool includeGarrisoned = true ) const ;
virtual int3 getGrailPos ( double * outKnownRatio ) ;
virtual boost : : optional < PlayerColor > getMyColor ( ) const ;
virtual std : : vector < const CGTownInstance * > getTownsInfo ( bool onlyOur = true ) const ; //true -> only owned; false -> all visible
virtual int getHeroSerial ( const CGHeroInstance * hero , bool includeGarrisoned = true ) const ;
virtual const CGTownInstance * getTownBySerial ( int serialId ) const ; // serial id is [0, number of towns)
virtual const CGHeroInstance * getHeroBySerial ( int serialId , bool includeGarrisoned = true ) const ; // serial id is [0, number of heroes)
virtual std : : vector < const CGHeroInstance * > getHeroesInfo ( bool onlyOur = true ) const ; //true -> only owned; false -> all visible
virtual std : : vector < const CGDwelling * > getMyDwellings ( ) const ; //returns all dwellings that belong to player
virtual std : : vector < const CGObjectInstance * > getMyObjects ( ) const ; //returns all objects flagged by belonging player
virtual std : : vector < QuestInfo > getMyQuests ( ) const ;
virtual int getResourceAmount ( Res : : ERes type ) const ;
virtual TResources getResourceAmount ( ) const ;
virtual const std : : vector < std : : vector < std : : vector < ui8 > > > & getVisibilityMap ( ) const ; //returns visibility map
//virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;
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} ;
class DLL_LINKAGE IGameEventRealizer
{
public :
virtual void commitPackage ( CPackForClient * pack ) = 0 ;
virtual void showInfoDialog ( InfoWindow * iw ) ;
virtual void setObjProperty ( ObjectInstanceID objid , int prop , si64 val ) ;
virtual void showInfoDialog ( const std : : string & msg , PlayerColor player ) ;
} ;