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vcmi/lib/CGameInfoCallback.h

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#pragma once
#include "ResourceSet.h" // for Res::ERes
#include "CBattleCallback.h" //for CCallbackBase
/*
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* CGameInfoCallback.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
*
*/
class CGObjectInstance;
struct InfoWindow;
struct PlayerSettings;
struct CPackForClient;
struct TerrainTile;
struct PlayerState;
class CTown;
struct StartInfo;
struct InfoAboutTown;
struct UpgradeInfo;
struct SThievesGuildInfo;
class CGDwelling;
class CMapHeader;
struct TeamState;
struct QuestInfo;
class int3;
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class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
{
protected:
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
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
const StartInfo * getStartInfo(bool beforeRandomization = false)const;
bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact; 2 - secondary skill
//player
const PlayerState * getPlayer(PlayerColor color, bool verbose = true) const;
int getResource(PlayerColor Player, Res::ERes which) const;
bool isVisible(int3 pos) const;
PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
PlayerColor getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
virtual PlayerColor getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
const PlayerSettings * getPlayerSettings(PlayerColor color) const;
//armed object
void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
//hero
const CGHeroInstance* getHero(ObjectInstanceID objid) const;
const CGHeroInstance* getHeroWithSubid(int subid) const;
int getHeroCount(PlayerColor player, bool includeGarrisoned) const;
bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
const CGHeroInstance* getSelectedHero(PlayerColor player) const; //nullptr if no hero is selected
const CGHeroInstance* getSelectedHero() const; //of current (active) player
const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
//objects
const CGObjectInstance* getObj(ObjectInstanceID objid, bool verbose = true) const;
std::vector <const CGObjectInstance * > getBlockingObjs(int3 pos)const;
std::vector <const CGObjectInstance * > getVisitableObjs(int3 pos, bool verbose = true)const;
std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
const CGObjectInstance * getTopObj (int3 pos) const;
PlayerColor getOwner(ObjectInstanceID heroID) const;
const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //nullptr if object has been removed (eg. killed)
//map
int3 guardingCreaturePosition (int3 pos) const;
std::vector<const CGObjectInstance*> getGuardingCreatures (int3 pos) const;
const CMapHeader * getMapHeader()const;
int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
const TerrainTile * getTile(int3 tile, bool verbose = true) const;
bool isInTheMap(const int3 &pos) const;
//town
const CGTownInstance* getTown(ObjectInstanceID objid) const;
int howManyTowns(PlayerColor Player) const;
const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
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
virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
const CTown *getNativeTown(PlayerColor color) const;
//from gs
const TeamState *getTeam(TeamID teamID) const;
const TeamState *getPlayerTeam(PlayerColor color) const;
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
};
class DLL_LINKAGE CPlayerSpecificInfoCallback : public CGameInfoCallback
{
public:
int howManyTowns() const;
int howManyHeroes(bool includeGarrisoned = true) const;
int3 getGrailPos(double &outKnownRatio);
boost::optional<PlayerColor> getMyColor() const;
std::vector <const CGTownInstance *> getTownsInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
int getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned=true) const;
const CGTownInstance* getTownBySerial(int serialId) const; // serial id is [0, number of towns)
const CGHeroInstance* getHeroBySerial(int serialId, bool includeGarrisoned=true) const; // serial id is [0, number of heroes)
std::vector <const CGHeroInstance *> getHeroesInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
std::vector <const CGDwelling *> getMyDwellings() const; //returns all dwellings that belong to player
std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
std::vector <QuestInfo> getMyQuests() const;
int getResourceAmount(Res::ERes type) const;
TResources getResourceAmount() const;
const std::vector< std::vector< std::vector<ui8> > > & getVisibilityMap()const; //returns visibility map
const PlayerSettings * getPlayerSettings(PlayerColor color) const;
};
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);
};