#pragma once #include "BattleHex.h" #include "ResourceSet.h" #include "int3.h" #include "GameConstants.h" #include "CBattleCallback.h" /* * IGameCallback.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 * */ struct SetMovePoints; struct GiveBonus; class CGObjectInstance; class CGTownInstance; class CGHeroInstance; struct BlockingDialog; struct InfoWindow; struct MetaString; struct ShowInInfobox; struct BattleResult; struct Component; class CGameState; struct PlayerSettings; struct CPackForClient; class CArtHandler; class CArtifact; class CArmedInstance; struct TerrainTile; struct PlayerState; class CTown; struct StackLocation; struct ArtifactLocation; class CArtifactInstance; struct StartInfo; struct InfoAboutTown; struct UpgradeInfo; struct SThievesGuildInfo; struct CPath; class CGDwelling; struct InfoAboutHero; class CMapHeader; struct BattleAction; class CStack; class CSpell; class CCreatureSet; class CCreature; class CStackBasicDescriptor; struct TeamState; struct QuestInfo; class CGCreature; class CSaveFile; class CLoadFile; class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase { protected: CGameInfoCallback(); CGameInfoCallback(CGameState *GS, boost::optional Player); bool hasAccess(boost::optional playerId) const; bool isVisible(int3 pos, boost::optional Player) const; bool isVisible(const CGObjectInstance *obj, boost::optional 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) 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 getBlockingObjs(int3 pos)const; std::vector getVisitableObjs(int3 pos, bool verbose = true)const; std::vector getFlaggableObjects(int3 pos) const; std::vector getObjDescriptions(int3 pos)const; //returns descriptions of objects at pos in order from the lowest to the highest 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 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 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 std::set getBuildingRequiments(const CGTownInstance *t, BuildingID ID); 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; std::set getBuildingRequiments(const CGTownInstance *t, BuildingID ID) 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 getMyColor() const; std::vector 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 getHeroesInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible std::vector getMyDwellings() const; //returns all dwellings that belong to player std::vector getMyObjects() const; //returns all objects flagged by belonging player std::vector getMyQuests() const; int getResourceAmount(Res::ERes type) const; TResources getResourceAmount() const; const std::vector< std::vector< std::vector > > & getVisibilityMap()const; //returns visibility map const PlayerSettings * getPlayerSettings(PlayerColor color) const; }; class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback { public: CGameState * gameState (); void getFreeTiles (std::vector &tiles) const; //used for random spawns void getTilesInRange(std::unordered_set &tiles, int3 pos, int radious, boost::optional player = boost::optional(), int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed void getAllTiles (std::unordered_set &tiles, boost::optional player = boost::optional(), int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water ArtifactID getRandomArt (int flags); ArtifactID getArtSync (ui32 rand, int flags, bool erasePicked); //synchronous void pickAllowedArtsSet(std::vector &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant void getAllowedSpells(std::vector &out, ui16 level); template void saveCommonState(Saver &out) const; //stores GS and VLC template void loadCommonState(Loader &in); //loads GS and VLC }; class DLL_LINKAGE CNonConstInfoCallback : public CPrivilagedInfoCallback { public: PlayerState *getPlayer(PlayerColor color, bool verbose = true); TeamState *getTeam(TeamID teamID);//get team by team ID TeamState *getPlayerTeam(PlayerColor color);// get team by player color CGHeroInstance *getHero(ObjectInstanceID objid); CGTownInstance *getTown(ObjectInstanceID objid); TerrainTile * getTile(int3 pos); CArtifactInstance * getArtInstance(ArtifactInstanceID aid); CGObjectInstance * getObjInstance(ObjectInstanceID oid); }; 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); }; class DLL_LINKAGE IGameEventCallback : public IGameEventRealizer { public: virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set &spells)=0; virtual bool removeObject(const CGObjectInstance * obj)=0; virtual void setBlockVis(ObjectInstanceID objid, bool bv)=0; virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0; virtual void setHoverName(const CGObjectInstance * obj, MetaString * name)=0; virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0; virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0; virtual void showBlockingDialog(BlockingDialog *iw) =0; virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window virtual void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) =0; virtual void giveResource(PlayerColor player, Res::ERes which, int val)=0; virtual void giveResources(PlayerColor player, TResources resources)=0; virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0; virtual void takeCreatures(ObjectInstanceID objid, const std::vector &creatures) =0; virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0; virtual bool changeStackType(const StackLocation &sl, CCreature *c) =0; virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0; virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0; virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing virtual void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) =0; //merges army from src do dst or opens a garrison window virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0; virtual void removeAfterVisit(const CGObjectInstance *object) = 0; //object will be destroyed when interaction is over. Do not call when interaction is not ongoing! virtual void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) = 0; virtual void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) = 0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0; virtual void removeArtifact(const ArtifactLocation &al) = 0; virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0; virtual void synchronizeArtifactHandlerLists() = 0; virtual void showCompInfo(ShowInInfobox * comp)=0; virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0; virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0; virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle virtual void setAmount(ObjectInstanceID objid, ui32 val)=0; virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL)=0; virtual void giveHeroBonus(GiveBonus * bonus)=0; virtual void setMovePoints(SetMovePoints * smp)=0; virtual void setManaPoints(ObjectInstanceID hid, int val)=0; virtual void giveHero(ObjectInstanceID id, PlayerColor player)=0; virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)=0; virtual void sendAndApply(CPackForClient * info)=0; virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map virtual void addQuest(int player, QuestInfo & quest){}; }; /// Interface class for handling general game logic and actions class DLL_LINKAGE IGameCallback : public CPrivilagedInfoCallback, public IGameEventCallback { public: virtual ~IGameCallback(){}; //do sth const CGObjectInstance *putNewObject(Obj ID, int subID, int3 pos); const CGCreature *putNewMonster(CreatureID creID, int count, int3 pos); //get info virtual bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero); friend struct CPack; friend struct CPackForClient; friend struct CPackForServer; };