#pragma once #include "ResourceSet.h" // for Res::ERes #include "CBattleCallback.h" //for CCallbackBase /* * 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; 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, 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 getBlockingObjs(int3 pos)const; std::vector getVisitableObjs(int3 pos, bool verbose = true)const; std::vector 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 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 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 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 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); };