mirror of
https://github.com/vcmi/vcmi.git
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bda92a4a73
* fixed bug 1143 * some work on campaigns
269 lines
14 KiB
C++
269 lines
14 KiB
C++
#pragma once
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#include "BattleHex.h"
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#include "../client/FunctionList.h"
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#include "ResourceSet.h"
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#include "int3.h"
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#include "GameConstants.h"
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#include "CBattleCallback.h"
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/*
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* IGameCallback.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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struct SetMovePoints;
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struct GiveBonus;
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class CGObjectInstance;
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class CGTownInstance;
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class CGHeroInstance;
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struct BlockingDialog;
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struct InfoWindow;
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struct MetaString;
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struct ShowInInfobox;
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struct BattleResult;
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struct Component;
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class CGameState;
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struct PlayerSettings;
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struct CPackForClient;
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class CArtHandler;
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class CArtifact;
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class CArmedInstance;
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struct TerrainTile;
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struct PlayerState;
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class CTown;
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struct StackLocation;
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struct ArtifactLocation;
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class CArtifactInstance;
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struct StartInfo;
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struct InfoAboutTown;
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struct UpgradeInfo;
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struct SThievesGuildInfo;
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struct CPath;
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class CGDwelling;
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struct InfoAboutHero;
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class CMapHeader;
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struct BattleAction;
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class CStack;
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class CSpell;
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class CCreatureSet;
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class CCreature;
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class CStackBasicDescriptor;
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struct TeamState;
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struct QuestInfo;
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class CGCreature;
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class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
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{
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protected:
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CGameInfoCallback();
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CGameInfoCallback(CGameState *GS, int Player);
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bool hasAccess(int playerId) const;
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bool isVisible(int3 pos, int Player) const;
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bool isVisible(const CGObjectInstance *obj, int Player) const;
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bool isVisible(const CGObjectInstance *obj) const;
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bool canGetFullInfo(const CGObjectInstance *obj) const; //true we player owns obj or ally owns obj or privileged mode
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bool isOwnedOrVisited(const CGObjectInstance *obj) const;
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public:
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//various
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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
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const StartInfo * getStartInfo(bool beforeRandomization = false)const;
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bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact; 2 - secondary skill
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//player
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const PlayerState * getPlayer(int color, bool verbose = true) const;
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int getResource(int Player, int which) const;
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bool isVisible(int3 pos) const;
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PlayerRelations::PlayerRelations getPlayerRelations(TPlayerColor color1, TPlayerColor color2) const;
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void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
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int getPlayerStatus(int player) const; //-1 if no such player
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int getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
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virtual int getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
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const PlayerSettings * getPlayerSettings(int color) const;
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//armed object
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void getUpgradeInfo(const CArmedInstance *obj, int stackPos, UpgradeInfo &out)const;
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//hero
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const CGHeroInstance* getHero(int objid) const;
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const CGHeroInstance* getHeroWithSubid(int subid) const;
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int getHeroCount(int player, bool includeGarrisoned) const;
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bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
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int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
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int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
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bool verifyPath(CPath * path, bool blockSea)const;
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const CGHeroInstance* getSelectedHero(int player) const; //NULL if no hero is selected
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const CGHeroInstance* getSelectedHero() const; //of current (active) player
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//objects
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const CGObjectInstance* getObj(int objid, bool verbose = true) const;
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std::vector <const CGObjectInstance * > getBlockingObjs(int3 pos)const;
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std::vector <const CGObjectInstance * > getVisitableObjs(int3 pos, bool verbose = true)const;
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std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
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std::vector <std::string > getObjDescriptions(int3 pos)const; //returns descriptions of objects at pos in order from the lowest to the highest
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int getOwner(int heroID) const;
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const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //NULL if object has been removed (eg. killed)
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//map
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int3 guardingCreaturePosition (int3 pos) const;
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std::vector<const CGObjectInstance*> getGuardingCreatures (int3 pos) const;
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const CMapHeader * getMapHeader()const;
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int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
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const TerrainTile * getTile(int3 tile, bool verbose = true) const;
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bool isInTheMap(const int3 &pos) const;
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//town
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const CGTownInstance* getTown(int objid) const;
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int howManyTowns(int Player) const;
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const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
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std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
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std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
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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
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std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID);
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virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
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const CTown *getNativeTown(int color) const;
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//from gs
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const TeamState *getTeam(ui8 teamID) const;
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const TeamState *getPlayerTeam(ui8 color) const;
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std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) const;
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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
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};
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class DLL_LINKAGE CPlayerSpecificInfoCallback : public CGameInfoCallback
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{
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public:
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int howManyTowns() const;
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int howManyHeroes(bool includeGarrisoned = true) const;
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int3 getGrailPos(double &outKnownRatio);
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int getMyColor() const;
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std::vector <const CGTownInstance *> getTownsInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
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int getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned=true) const;
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const CGTownInstance* getTownBySerial(int serialId) const; // serial id is [0, number of towns)
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const CGHeroInstance* getHeroBySerial(int serialId, bool includeGarrisoned=true) const; // serial id is [0, number of heroes)
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std::vector <const CGHeroInstance *> getHeroesInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
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std::vector <const CGDwelling *> getMyDwellings() const; //returns all dwellings that belong to player
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std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
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std::vector <QuestInfo> getMyQuests() const;
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int getResourceAmount(int type)const;
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TResources getResourceAmount() const;
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const std::vector< std::vector< std::vector<ui8> > > & getVisibilityMap()const; //returns visibility map
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const PlayerSettings * getPlayerSettings(int color) const;
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};
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class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
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{
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public:
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CGameState * gameState ();
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void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
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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
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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
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ui16 getRandomArt (int flags);
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ui16 getArtSync (ui32 rand, int flags); //synchronous
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void pickAllowedArtsSet(std::vector<const CArtifact*> &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
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void erasePickedArt (si32 id);
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void getAllowedSpells(std::vector<ui16> &out, ui16 level);
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};
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class DLL_LINKAGE CNonConstInfoCallback : public CPrivilagedInfoCallback
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{
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public:
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PlayerState *getPlayer(TPlayerColor color, bool verbose = true);
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TeamState *getTeam(ui8 teamID);//get team by team ID
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TeamState *getPlayerTeam(TPlayerColor color);// get team by player color
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CGHeroInstance *getHero(int objid);
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CGTownInstance *getTown(int objid);
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TerrainTile * getTile(int3 pos);
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};
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class DLL_LINKAGE IGameEventRealizer
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{
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public:
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virtual void commitPackage(CPackForClient *pack) = 0;
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virtual void showInfoDialog(InfoWindow *iw);
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virtual void setObjProperty(int objid, int prop, si64 val);
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virtual void showInfoDialog(const std::string &msg, int player);
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};
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class DLL_LINKAGE IGameEventCallback : public IGameEventRealizer
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{
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public:
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virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
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virtual bool removeObject(int objid)=0;
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virtual void setBlockVis(int objid, bool bv)=0;
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virtual void setOwner(int objid, TPlayerColor owner)=0;
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virtual void setHoverName(int objid, MetaString * name)=0;
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virtual void changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
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virtual void changeSecSkill(int ID, SecondarySkill::SecondarySkill which, int val, bool abs=false)=0;
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virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
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virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
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virtual void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
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virtual void showThievesGuildWindow(int player, int requestingObjId) =0;
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virtual void giveResource(int player, Res::ERes which, int val)=0;
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virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
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virtual void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
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virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0;
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virtual bool changeStackType(const StackLocation &sl, CCreature *c) =0;
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virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack
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virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0;
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virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0;
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virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing
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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
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virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0;
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virtual void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) = 0;
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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
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virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0;
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virtual void removeArtifact(const ArtifactLocation &al) = 0;
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virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0;
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virtual void showCompInfo(ShowInInfobox * comp)=0;
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virtual void heroVisitCastle(int obj, int heroID)=0;
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virtual void stopHeroVisitCastle(int obj, int heroID)=0;
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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
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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
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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
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virtual void setAmount(int objid, ui32 val)=0;
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virtual bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255)=0;
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virtual void giveHeroBonus(GiveBonus * bonus)=0;
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virtual void setMovePoints(SetMovePoints * smp)=0;
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virtual void setManaPoints(int hid, int val)=0;
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virtual void giveHero(int id, int player)=0;
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virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
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virtual void sendAndApply(CPackForClient * info)=0;
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virtual void heroExchange(si32 hero1, si32 hero2)=0; //when two heroes meet on adventure map
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virtual void addQuest(int player, QuestInfo & quest){};
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};
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/// Interface class for handling general game logic and actions
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class DLL_LINKAGE IGameCallback : public CPrivilagedInfoCallback, public IGameEventCallback
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{
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public:
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virtual ~IGameCallback(){};
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//do sth
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const CGObjectInstance *putNewObject(int ID, int subID, int3 pos);
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const CGCreature *putNewMonster(int creID, int count, int3 pos);
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friend struct CPack;
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friend struct CPackForClient;
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friend struct CPackForServer;
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};
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