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vcmi/lib/IGameCallback.h
Michał W. Urbańczyk d390113c23 * New files for lib: CBattleCallback.cpp and CBattleCallback.h
* Updated MSVC project files
* Filesystem: My version of .SND archive does not have \0 after WAV extension. Fixed (though hardcoded 3-char extension length).
* New bonus types: BLOCK_MAGIC_ABOVE for blocking casting spells above given level and BLOCK_ALL_MAGIC for blocking all magic.
* Heavy rewrite of battle callbacks. Fixed some minor bugs. Code reusage between lib/client/server (removed proxy calls). Better access control and support for various perspectives.
* Fixed #1031
* Fixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented). Fixed #97.
* Fleeing hero won't lose artifacts. Spellbook won't be captured. Fixed #980.
* Fixed crash when attacking stack dies before counterattack (ie. because of Fire Shield)
* Server does some basic checks if action requests during battle are valid
* Minor stuff.
2012-08-26 09:07:48 +00:00

268 lines
13 KiB
C++

#pragma once
#include "BattleHex.h"
#include "../client/FunctionList.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 DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
{
protected:
CGameInfoCallback();
CGameInfoCallback(CGameState *GS, int Player);
bool hasAccess(int playerId) const;
bool isVisible(int3 pos, int Player) const;
bool isVisible(const CGObjectInstance *obj, int 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(int mode=0)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(int color, bool verbose = true) const;
int getResource(int Player, int which) const;
bool isVisible(int3 pos) const;
int getPlayerRelations(ui8 color1, ui8 color2) const;// 0 = enemy, 1 = ally, 2 = same player
void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
int getPlayerStatus(int player) const; //-1 if no such player
int getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
virtual int getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
const PlayerSettings * getPlayerSettings(int color) const;
//armed object
void getUpgradeInfo(const CArmedInstance *obj, int stackPos, UpgradeInfo &out)const;
//hero
const CGHeroInstance* getHero(int objid) const;
const CGHeroInstance* getHeroWithSubid(int subid) const;
int getHeroCount(int 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
bool verifyPath(CPath * path, bool blockSea)const;
const CGHeroInstance* getSelectedHero(int player) const; //NULL if no hero is selected
const CGHeroInstance* getSelectedHero() const; //of current (active) player
//objects
const CGObjectInstance* getObj(int 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;
std::vector <std::string > getObjDescriptions(int3 pos)const; //returns descriptions of objects at pos in order from the lowest to the highest
int getOwner(int heroID) const;
const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //NULL if object has been removed (eg. killed)
//map
int3 guardingCreaturePosition (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(int objid) const;
int howManyTowns(int 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;
int canBuildStructure(const CGTownInstance *t, int 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<int> getBuildingRequiments(const CGTownInstance *t, int ID);
virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
const CTown *getNativeTown(int color) const;
//from gs
const TeamState *getTeam(ui8 teamID) const;
const TeamState *getPlayerTeam(ui8 color) const;
std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) const;
int canBuildStructure(const CGTownInstance *t, int 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);
int 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(int type)const;
TResources getResourceAmount() const;
const std::vector< std::vector< std::vector<ui8> > > & getVisibilityMap()const; //returns visibility map
const PlayerSettings * getPlayerSettings(int color) const;
};
class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
{
public:
CGameState * gameState ();
void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
void getTilesInRange(boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int player=-1, int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
void getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, int player=-1, 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
ui16 getRandomArt (int flags);
ui16 getArtSync (ui32 rand, int flags); //synchronous
void pickAllowedArtsSet(std::vector<const CArtifact*> &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
void erasePickedArt (si32 id);
void getAllowedSpells(std::vector<ui16> &out, ui16 level);
};
class DLL_LINKAGE CNonConstInfoCallback : public CPrivilagedInfoCallback
{
public:
PlayerState *getPlayer(ui8 color, bool verbose = true);
TeamState *getTeam(ui8 teamID);//get team by team ID
TeamState *getPlayerTeam(ui8 color);// get team by player color
CGHeroInstance *getHero(int objid);
CGTownInstance *getTown(int objid);
TerrainTile * getTile(int3 pos);
};
class DLL_LINKAGE IGameEventRealizer
{
public:
virtual void commitPackage(CPackForClient *pack) = 0;
virtual void showInfoDialog(InfoWindow *iw);
virtual void setObjProperty(int objid, int prop, si64 val);
virtual void showInfoDialog(const std::string &msg, int player);
};
class DLL_LINKAGE IGameEventCallback : public IGameEventRealizer
{
public:
virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
virtual bool removeObject(int objid)=0;
virtual void setBlockVis(int objid, bool bv)=0;
virtual void setOwner(int objid, ui8 owner)=0;
virtual void setHoverName(int objid, MetaString * name)=0;
virtual void changePrimSkill(int ID, int which, si64 val, bool abs=false)=0;
virtual void changeSecSkill(int ID, int which, int val, bool abs=false)=0;
virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
virtual void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
virtual void showThievesGuildWindow(int player, int requestingObjId) =0;
virtual void giveResource(int player, int which, int val)=0;
virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
virtual void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &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 giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) = 0;
virtual void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int 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 showCompInfo(ShowInInfobox * comp)=0;
virtual void heroVisitCastle(int obj, int heroID)=0;
virtual void stopHeroVisitCastle(int obj, int heroID)=0;
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL)=0; //use hero=NULL for no hero
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, 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(int objid, ui32 val)=0;
virtual bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255)=0;
virtual void giveHeroBonus(GiveBonus * bonus)=0;
virtual void setMovePoints(SetMovePoints * smp)=0;
virtual void setManaPoints(int hid, int val)=0;
virtual void giveHero(int id, int player)=0;
virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
virtual void sendAndApply(CPackForClient * info)=0;
virtual void heroExchange(si32 hero1, si32 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(int ID, int subID, int3 pos);
const CGCreature *putNewMonster(int creID, int count, int3 pos);
friend struct CPack;
friend struct CPackForClient;
friend struct CPackForServer;
};