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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 ;
typedef std : : vector < const CStack * > TStacks ;
typedef std : : function < bool ( const CStack * ) > TStackFilter ;
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 ;
const IBonusBearer * getBattleNode ( ) const ;
public :
enum EStackOwnership
{
ONLY_MINE , ONLY_ENEMY , MINE_AND_ENEMY
} ;
BattlePerspective : : BattlePerspective battleGetMySide ( ) const ;
ETerrainType battleTerrainType ( ) const ;
BFieldType battleGetBattlefieldType ( ) const ;
std : : vector < std : : shared_ptr < const CObstacleInstance > > battleGetAllObstacles ( boost : : optional < BattlePerspective : : BattlePerspective > perspective = boost : : none ) const ; //returns all obstacles on the battlefield
/** @brief Main method for getting battle stacks
*
* @ param predicate Functor that shall return true for desired stack
* @ return filtered stacks
*
*/
TStacks battleGetStacksIf ( TStackFilter predicate ) const ;
bool battleHasNativeStack ( ui8 side ) const ;
int battleGetMoatDmg ( ) const ; //what dmg unit will suffer if ending turn in the moat
const CGTownInstance * battleGetDefendedTown ( ) const ; //returns defended town if current battle is a siege, nullptr instead
const CStack * battleActiveStack ( ) const ;
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 ;
BattleSideOpt playerToSide ( PlayerColor player ) 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 ;
int battleCastSpells ( ui8 side ) const ; //how many spells has given side cast
const CGHeroInstance * battleGetFightingHero ( ui8 side ) const ; //depracated for players callback, easy to get wrong
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 ;
///returns all alive stacks excluding turrets
TStacks battleAliveStacks ( ) const ;
///returns all alive stacks from particular side excluding turrets
TStacks battleAliveStacks ( ui8 side ) 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
PlayerColor battleGetOwner ( const CStack * stack ) const ;
///returns hero that controls given stack; nullptr if none; mind control included
const CGHeroInstance * battleGetOwnerHero ( const CStack * stack ) const ;
///check that stacks are controlled by same|other player(s) depending on positiveness
///mind control included
bool battleMatchOwner ( const CStack * attacker , const CStack * defender , const boost : : logic : : tribool positivness = false ) const ;
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bool battleMatchOwner ( const PlayerColor & attacker , const CStack * defender , const boost : : logic : : tribool positivness = false ) const ;
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} ;