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vcmi/lib/callback/CPlayerSpecificInfoCallback.h

43 lines
1.5 KiB
C++

/*
* CPlayerSpecificInfoCallback.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 "CGameInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
struct QuestInfo;
class ResourceSet;
class DLL_LINKAGE CPlayerSpecificInfoCallback : public CGameInfoCallback
{
public:
// keep player-specific override in scope
using CGameInfoCallback::howManyTowns;
virtual int howManyTowns() const;
virtual int howManyHeroes(bool includeGarrisoned = true) const;
virtual int3 getGrailPos(double *outKnownRatio);
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() const;
virtual std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
virtual std::vector <QuestInfo> getMyQuests() const;
virtual int getResourceAmount(GameResID type) const;
virtual ResourceSet getResourceAmount() const;
};
VCMI_LIB_NAMESPACE_END