CCallback.h 22 KB

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  1. #ifndef __CCALLBACK_H__
  2. #define __CCALLBACK_H__
  3. #include "global.h"
  4. #ifdef _WIN32
  5. #include "tchar.h"
  6. #else
  7. #include "tchar_amigaos4.h" //XXX this is mingw header are we need this for something? for 'true'
  8. //support of unicode we should use ICU or some boost wraper areound it
  9. //(boost using this lib during compilation i dont know what for exactly)
  10. #endif
  11. #include "lib/CGameState.h"
  12. /*
  13. * CCallback.h, part of VCMI engine
  14. *
  15. * Authors: listed in file AUTHORS in main folder
  16. *
  17. * License: GNU General Public License v2.0 or later
  18. * Full text of license available in license.txt file, in main folder
  19. *
  20. */
  21. class CGHeroInstance;
  22. class CGameState;
  23. struct CPath;
  24. class CGObjectInstance;
  25. class CArmedInstance;
  26. class SComponent;
  27. class IChosen;
  28. class CSelectableComponent;
  29. struct BattleAction;
  30. class CGTownInstance;
  31. struct StartInfo;
  32. class CStack;
  33. struct lua_State;
  34. class CClient;
  35. struct TerrainTile;
  36. class CHeroClass;
  37. class IShipyard;
  38. struct CPackForServer;
  39. class CMapHeader;
  40. struct CGPathNode;
  41. struct CGPath;
  42. class CGGarrison;
  43. struct InfoAboutTown
  44. {
  45. struct Details
  46. {
  47. int hallLevel, goldIncome;
  48. bool customRes;
  49. bool garrisonedHero;
  50. } *details;
  51. const CArmedInstance * obj;
  52. char fortLevel; //0 - none
  53. char owner;
  54. std::string name;
  55. CTown *tType;
  56. bool built;
  57. CCreatureSet army; //numbers of creatures are valid only if details
  58. InfoAboutTown();
  59. ~InfoAboutTown();
  60. void initFromTown(const CGTownInstance *t, bool detailed);
  61. void initFromGarrison(const CGGarrison *garr, bool detailed);
  62. };
  63. class ICallback
  64. {
  65. public:
  66. bool waitTillRealize; //if true, request functions will return after they are realized by server
  67. //hero
  68. virtual bool moveHero(const CGHeroInstance *h, int3 dst) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
  69. virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
  70. //town
  71. virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
  72. virtual bool buildBuilding(const CGTownInstance *town, si32 buildingID)=0;
  73. virtual void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level=-1)=0;
  74. virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
  75. virtual void swapGarrisonHero(const CGTownInstance *town)=0;
  76. virtual void trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
  77. virtual void selectionMade(int selection, int asker) =0;
  78. virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//swaps creatures between two posiibly different garrisons // TODO: AI-unsafe code - fix it!
  79. virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//joins first stack tothe second (creatures must be same type)
  80. virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)=0;//split creatures from the first stack
  81. virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
  82. virtual bool assembleArtifacts(const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo)=0;
  83. virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=0;
  84. virtual void endTurn()=0;
  85. virtual void buyArtifact(const CGHeroInstance *hero, int aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
  86. virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
  87. virtual void setSelection(const CArmedInstance * obj)=0;
  88. virtual void save(const std::string &fname) = 0;
  89. virtual void sendMessage(const std::string &mess) = 0;
  90. virtual void buildBoat(const IShipyard *obj) = 0;
  91. //get info
  92. virtual bool verifyPath(CPath * path, bool blockSea)const =0;
  93. virtual int getDate(int mode=0)const =0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
  94. virtual std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap()const =0; //returns visibility map (TODO: make it const)
  95. virtual int getResourceAmount(int type)const =0;
  96. virtual bool isVisible(int3 pos)const =0;
  97. virtual int getMyColor()const =0;
  98. virtual int getHeroSerial(const CGHeroInstance * hero)const =0;
  99. virtual const StartInfo * getStartInfo()const =0;
  100. virtual const CMapHeader * getMapHeader()const =0;
  101. virtual int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const =0; //when called during battle, takes into account creatures' spell cost reduction
  102. virtual int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const =0; //estimates damage of given spell; returns 0 if spell causes no dmg
  103. virtual void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)=0; //get thieves' guild info obtainable while visiting given object
  104. virtual int3 getGrailPos(float &outKnownRatio)=0;
  105. virtual int getPlayerStatus(int player) const = 0; //-1 if no such player
  106. //hero
  107. virtual int howManyHeroes(bool includeGarrisoned = true)const =0;
  108. virtual const CGHeroInstance * getHeroInfo(int val, int mode=2)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
  109. virtual std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true)const =0;
  110. virtual bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const = 0;
  111. virtual bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)=0;
  112. virtual const CGPathNode *getPathInfo(int3 tile)=0; //uses main, client pathfinder info
  113. virtual bool getPath2(int3 dest, CGPath &ret)=0; //uses main, client pathfinder info
  114. virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1) =0;
  115. virtual void recalculatePaths()=0; //updates main, client pathfinder info (should be called when moving hero is over)
  116. virtual void dig(const CGObjectInstance *hero)=0;
  117. virtual void castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
  118. //map
  119. virtual std::vector < const CGDwelling * > getMyDwellings() const =0; //returns all dwellings that belong to player
  120. virtual std::vector < const CGObjectInstance * > getMyObjects() const =0; //returns all objects flagged by belonging player
  121. virtual std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos)const =0;
  122. virtual std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos)const =0;
  123. virtual std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const =0;
  124. virtual std::vector < std::string > getObjDescriptions(int3 pos)const =0; //returns descriptions of objects at pos in order from the lowest to the highest
  125. //town
  126. virtual int howManyTowns()const =0;
  127. virtual const CGTownInstance * getTownInfo(int val, bool mode)const =0; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
  128. virtual std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const=0;
  129. virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const =0; //heroes that can be recruited
  130. virtual std::string getTavernGossip(const CGObjectInstance * townOrTavern) const =0;
  131. virtual int canBuildStructure(const CGTownInstance *t, int ID) =0;//// 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
  132. virtual std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) =0;
  133. virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const = 0;
  134. virtual UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos)const =0;
  135. virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)const =0;
  136. virtual int3 getMapSize() const =0; //returns size of map - z is 1 for one - level map and 2 for two level map
  137. virtual const TerrainTile * getTileInfo(int3 tile) const = 0;
  138. virtual int getPlayerRelations(ui8 color1, ui8 color2) const =0;// 0 = enemy, 1 = ally, 2 = same player
  139. //battle
  140. virtual int battleGetBattlefieldType()=0; // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
  141. virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
  142. virtual std::vector<CObstacleInstance> battleGetAllObstacles()=0; //returns all obstacles on the battlefield
  143. virtual int battleGetStack(int pos, bool onlyAlive)=0; //returns ID of stack on the tile
  144. virtual const CStack * battleGetStackByID(int ID, bool onlyAlive = true)=0; //returns stack info by given ID
  145. virtual const CStack * battleGetStackByPos(int pos, bool onlyAlive = true)=0; //returns stack info by given pos
  146. virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack
  147. virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
  148. virtual std::map<int, CStack> battleGetStacks()=0; //returns stacks on battlefield
  149. virtual void getStackQueue( std::vector<const CStack *> &out, int howMany )=0; //returns vector of stack in order of their move sequence
  150. virtual CCreature battleGetCreature(int number)=0; //returns type of creature by given number of stack
  151. //virtual bool battleMoveCreature(int ID, int dest)=0; //moves creature with id ID to dest if possible
  152. virtual std::vector<int> battleGetAvailableHexes(int ID, bool addOccupiable)=0; //returns numbers of hexes reachable by creature with id ID
  153. virtual bool battleIsStackMine(int ID)=0; //returns true if stack with id ID belongs to caller
  154. virtual bool battleCanShoot(int ID, int dest)=0; //returns true if unit with id ID can shoot to dest
  155. virtual bool battleCanCastSpell()=0; //returns true, if caller can cast a spell
  156. virtual bool battleCanFlee()=0; //returns true if caller can flee from the battle
  157. virtual const CGTownInstance * battleGetDefendedTown()=0; //returns defended town if current battle is a siege, NULL instead
  158. virtual ui8 battleGetWallState(int partOfWall)=0; //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
  159. virtual int battleGetWallUnderHex(int hex)=0; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  160. virtual std::pair<ui32, ui32> battleEstimateDamage(int attackerID, int defenderID)=0; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
  161. virtual ui8 battleGetSiegeLevel()=0; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
  162. virtual const CGHeroInstance * battleGetFightingHero(ui8 side) const =0; //returns hero corresponding to given side (0 - attacker, 1 - defender)
  163. virtual si8 battleGetStackMorale(int stackID) =0; //returns morale of given stack
  164. virtual si8 battleGetStackLuck(int stackID) =0; //returns luck of given stack
  165. virtual si8 battleHasDistancePenalty(int stackID, int destHex) =0; //checks if given stack has distance penalty
  166. virtual si8 battleHasWallPenalty(int stackID, int destHex) =0; //checks if given stack has wall penalty
  167. };
  168. struct HeroMoveDetails
  169. {
  170. HeroMoveDetails(){};
  171. HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho);
  172. int3 src, dst; //source and destination points
  173. CGHeroInstance * ho; //object instance of this hero
  174. int owner, style; //style: 0 - normal move, 1 - teleport, 2 - instant jump
  175. bool successful;
  176. };
  177. class CCallback : public ICallback
  178. {
  179. private:
  180. CCallback(CGameState * GS, int Player, CClient *C);;
  181. CGameState * gs;
  182. CClient *cl;
  183. bool isVisible(int3 pos, int Player) const;
  184. bool isVisible(const CGObjectInstance *obj, int Player) const;
  185. template <typename T> void sendRequest(const T*request);
  186. protected:
  187. bool hasAccess(int playerId) const;
  188. int player;
  189. public:
  190. //commands
  191. bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile)
  192. bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
  193. void selectionMade(int selection, int asker);
  194. int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
  195. int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
  196. int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val);
  197. bool dismissHero(const CGHeroInstance * hero);
  198. bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2);
  199. bool assembleArtifacts(const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo);
  200. bool buildBuilding(const CGTownInstance *town, si32 buildingID);
  201. void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level=-1);
  202. bool dismissCreature(const CArmedInstance *obj, int stackPos);
  203. bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
  204. void endTurn();
  205. void swapGarrisonHero(const CGTownInstance *town);
  206. void buyArtifact(const CGHeroInstance *hero, int aid);
  207. void trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL);
  208. void setFormation(const CGHeroInstance * hero, bool tight);
  209. void setSelection(const CArmedInstance * obj);
  210. void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);
  211. void save(const std::string &fname);
  212. void sendMessage(const std::string &mess);
  213. void buildBoat(const IShipyard *obj);
  214. void dig(const CGObjectInstance *hero);
  215. void castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos = int3(-1, -1, -1));
  216. //get info
  217. bool verifyPath(CPath * path, bool blockSea) const;
  218. 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
  219. std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap() const; //returns visibility map (TODO: make it const)
  220. const CGHeroInstance * getHeroInfo(int val, int mode=2) const; //mode = 0 -> val = serial; mode = 1 -> val = hero type id (subID); mode = 2 -> val = global object serial id (id)
  221. const CGObjectInstance * getObjectInfo(int ID) const; //global object serial id (ID)
  222. int getResourceAmount(int type) const;
  223. std::vector<si32> getResourceAmount() const;
  224. int howManyHeroes(bool includeGarrisoned = true) const;
  225. const CGTownInstance * getTownInfo(int val, bool mode) const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
  226. std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const;
  227. int howManyTowns()const;
  228. std::vector < std::string > getObjDescriptions(int3 pos) const; //returns descriptions of objects at pos in order from the lowest to the highest
  229. std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true) const;
  230. bool isVisible(int3 pos) const;
  231. int getMyColor() const;
  232. int getHeroSerial(const CGHeroInstance * hero) const;
  233. //int getMySerial() const;
  234. const CCreatureSet* getGarrison(const CGObjectInstance *obj) const;
  235. UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos) const;
  236. const StartInfo * getStartInfo() const;
  237. const CMapHeader * getMapHeader()const ;
  238. int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
  239. int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
  240. void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
  241. int3 getGrailPos(float &outKnownRatio); //returns pos and (via arg) percent of discovered obelisks; TODO: relies on fairness of GUI/AI... :/
  242. std::vector < const CGDwelling * > getMyDwellings() const; //returns all dwellings that belong to player
  243. std::vector < const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
  244. std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos) const;
  245. std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos) const;
  246. std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
  247. int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
  248. std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
  249. std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
  250. const TerrainTile * getTileInfo(int3 tile) const;
  251. 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
  252. std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID);
  253. bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret);
  254. const CGPathNode *getPathInfo(int3 tile);
  255. bool getPath2(int3 dest, CGPath &ret);
  256. void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left;
  257. void recalculatePaths(); //updates pathfinder info (should be called when moving hero is over)
  258. bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
  259. bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
  260. int3 guardingCreaturePosition (int3 pos) const;
  261. int getPlayerStatus(int player) const;
  262. int getPlayerRelations(ui8 color1, ui8 color2) const;// 0 = enemy, 1 = ally, 2 = same player
  263. //battle
  264. int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
  265. int battleGetObstaclesAtTile(int tile); //returns bitfield
  266. std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield
  267. int battleGetStack(int pos, bool onlyAlive = true); //returns ID of stack on the tile
  268. const CStack * battleGetStackByID(int ID, bool onlyAlive = true); //returns stack info by given ID
  269. const CStack * battleGetStackByPos(int pos, bool onlyAlive = true); //returns stack info by given pos
  270. int battleGetPos(int stack); //returns position (tile ID) of stack
  271. int battleMakeAction(BattleAction* action);//for casting spells by hero - DO NOT use it for moving active stack
  272. std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
  273. void getStackQueue( std::vector<const CStack *> &out, int howMany ); //returns vector of stack in order of their move sequence
  274. CCreature battleGetCreature(int number); //returns type of creature by given number of stack
  275. std::vector<int> battleGetAvailableHexes(int ID, bool addOccupiable); //reutrns numbers of hexes reachable by creature with id ID
  276. bool battleIsStackMine(int ID); //returns true if stack with id ID belongs to caller
  277. bool battleCanShoot(int ID, int dest); //returns true if unit with id ID can shoot to dest
  278. bool battleCanCastSpell(); //returns true, if caller can cast a spell
  279. bool battleCanFlee(); //returns true if caller can flee from the battle
  280. const CGTownInstance * battleGetDefendedTown(); //returns defended town if current battle is a siege, NULL instead
  281. ui8 battleGetWallState(int partOfWall); //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
  282. int battleGetWallUnderHex(int hex); //returns part of destructible wall / gate / keep under given hex or -1 if not found
  283. std::pair<ui32, ui32> battleEstimateDamage(int attackerID, int defenderID); //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
  284. ui8 battleGetSiegeLevel(); //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
  285. const CGHeroInstance * battleGetFightingHero(ui8 side) const; //returns hero corresponding ot given side (0 - attacker, 1 - defender)
  286. si8 battleGetStackMorale(int stackID); //returns morale of given stack
  287. si8 battleGetStackLuck(int stackID); //returns luck of given stack
  288. si8 battleHasDistancePenalty(int stackID, int destHex); //checks if given stack has distance penalty
  289. si8 battleHasWallPenalty(int stackID, int destHex); //checks if given stack has wall penalty
  290. si8 battleCanTeleportTo(int stackID, int destHex, int telportLevel); //checks if teleportation of given stack to given position can take place
  291. //XXX hmmm _tmain on _GNUC_ wtf?
  292. //friends
  293. friend class CClient;
  294. #ifndef __GNUC__
  295. friend int _tmain(int argc, _TCHAR* argv[]);
  296. #else
  297. friend int main(int argc, char** argv);
  298. #endif
  299. };
  300. #endif // __CCALLBACK_H__