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9fd1cff090
Long time ago it's was used without prefix to make future switch from boost to std version easier. I discusses this with Ivan and decide to drop these using from Global.h now. This change wouldn't break anything because there was already code with prefix for each of three cases.
158 lines
8.1 KiB
C++
158 lines
8.1 KiB
C++
#pragma once
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#include "ResourceSet.h" // for Res::ERes
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#include "CBattleCallback.h" //for CCallbackBase
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/*
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* CGameInfoCallback.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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class CGObjectInstance;
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struct InfoWindow;
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struct PlayerSettings;
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struct CPackForClient;
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struct TerrainTile;
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struct PlayerState;
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class CTown;
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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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class CGDwelling;
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class CGTeleport;
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class CMapHeader;
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struct TeamState;
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struct QuestInfo;
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class int3;
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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, boost::optional<PlayerColor> Player);
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bool hasAccess(boost::optional<PlayerColor> playerId) const;
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bool isVisible(int3 pos, boost::optional<PlayerColor> Player) const;
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bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> 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(PlayerColor color, bool verbose = true) const;
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int getResource(PlayerColor Player, Res::ERes which) const;
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bool isVisible(int3 pos) const;
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PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor 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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EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
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PlayerColor getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
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virtual PlayerColor getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
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const PlayerSettings * getPlayerSettings(PlayerColor color) const;
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//armed object
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void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
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//hero
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const CGHeroInstance* getHero(ObjectInstanceID objid) const;
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const CGHeroInstance* getHeroWithSubid(int subid) const;
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int getHeroCount(PlayerColor player, bool includeGarrisoned) const;
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bool getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject = nullptr) 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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const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
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const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
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//objects
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const CGObjectInstance* getObj(ObjectInstanceID 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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const CGObjectInstance * getTopObj (int3 pos) const;
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PlayerColor getOwner(ObjectInstanceID heroID) const;
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const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //nullptr 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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std::shared_ptr<boost::multi_array<TerrainTile*, 3>> getAllVisibleTiles() const;
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bool isInTheMap(const int3 &pos) const;
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//town
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const CGTownInstance* getTown(ObjectInstanceID objid) const;
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int howManyTowns(PlayerColor 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 getTavernRumor(const CGObjectInstance * townOrTavern) const;
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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
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virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
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const CTown *getNativeTown(PlayerColor color) const;
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//from gs
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const TeamState *getTeam(TeamID teamID) const;
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const TeamState *getPlayerTeam(PlayerColor color) const;
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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
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//teleport
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std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
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std::vector<ObjectInstanceID> getTeleportChannelEntraces(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const;
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std::vector<ObjectInstanceID> getTeleportChannelExits(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const;
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ETeleportChannelType getTeleportChannelType(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
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bool isTeleportChannelImpassable(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
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bool isTeleportChannelBidirectional(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
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bool isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
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bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const;
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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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boost::optional<PlayerColor> 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(Res::ERes 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(PlayerColor color) const;
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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(ObjectInstanceID objid, int prop, si64 val);
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virtual void showInfoDialog(const std::string &msg, PlayerColor player);
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};
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