IGameCallback.h 15 KB

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  1. #pragma once
  2. #include "BattleHex.h"
  3. #include "../client/FunctionList.h"
  4. #include "ResourceSet.h"
  5. #include "int3.h"
  6. #include "GameConstants.h"
  7. #include "CBattleCallback.h"
  8. /*
  9. * IGameCallback.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. struct SetMovePoints;
  18. struct GiveBonus;
  19. class CGObjectInstance;
  20. class CGTownInstance;
  21. class CGHeroInstance;
  22. struct BlockingDialog;
  23. struct InfoWindow;
  24. struct MetaString;
  25. struct ShowInInfobox;
  26. struct BattleResult;
  27. struct Component;
  28. class CGameState;
  29. struct PlayerSettings;
  30. struct CPackForClient;
  31. class CArtHandler;
  32. class CArtifact;
  33. class CArmedInstance;
  34. struct TerrainTile;
  35. struct PlayerState;
  36. class CTown;
  37. struct StackLocation;
  38. struct ArtifactLocation;
  39. class CArtifactInstance;
  40. struct StartInfo;
  41. struct InfoAboutTown;
  42. struct UpgradeInfo;
  43. struct SThievesGuildInfo;
  44. struct CPath;
  45. class CGDwelling;
  46. struct InfoAboutHero;
  47. class CMapHeader;
  48. struct BattleAction;
  49. class CStack;
  50. class CSpell;
  51. class CCreatureSet;
  52. class CCreature;
  53. class CStackBasicDescriptor;
  54. struct TeamState;
  55. struct QuestInfo;
  56. class CGCreature;
  57. class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
  58. {
  59. protected:
  60. CGameInfoCallback();
  61. CGameInfoCallback(CGameState *GS, boost::optional<TPlayerColor> Player);
  62. bool hasAccess(boost::optional<TPlayerColor> playerId) const;
  63. bool isVisible(int3 pos, boost::optional<TPlayerColor> Player) const;
  64. bool isVisible(const CGObjectInstance *obj, boost::optional<TPlayerColor> Player) const;
  65. bool isVisible(const CGObjectInstance *obj) const;
  66. bool canGetFullInfo(const CGObjectInstance *obj) const; //true we player owns obj or ally owns obj or privileged mode
  67. bool isOwnedOrVisited(const CGObjectInstance *obj) const;
  68. public:
  69. //various
  70. 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
  71. const StartInfo * getStartInfo(bool beforeRandomization = false)const;
  72. bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact; 2 - secondary skill
  73. //player
  74. const PlayerState * getPlayer(TPlayerColor color, bool verbose = true) const;
  75. int getResource(TPlayerColor Player, Res::ERes which) const;
  76. bool isVisible(int3 pos) const;
  77. PlayerRelations::PlayerRelations getPlayerRelations(TPlayerColor color1, TPlayerColor color2) const;
  78. void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
  79. EPlayerStatus::EStatus getPlayerStatus(TPlayerColor player) const; //-1 if no such player
  80. int getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
  81. virtual int getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
  82. const PlayerSettings * getPlayerSettings(TPlayerColor color) const;
  83. //armed object
  84. void getUpgradeInfo(const CArmedInstance *obj, int stackPos, UpgradeInfo &out)const;
  85. //hero
  86. const CGHeroInstance* getHero(ObjectInstanceID objid) const;
  87. const CGHeroInstance* getHeroWithSubid(int subid) const;
  88. int getHeroCount(TPlayerColor player, bool includeGarrisoned) const;
  89. bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
  90. int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
  91. int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
  92. const CGHeroInstance* getSelectedHero(TPlayerColor player) const; //NULL if no hero is selected
  93. const CGHeroInstance* getSelectedHero() const; //of current (active) player
  94. const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
  95. const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
  96. //objects
  97. const CGObjectInstance* getObj(ObjectInstanceID objid, bool verbose = true) const;
  98. std::vector <const CGObjectInstance * > getBlockingObjs(int3 pos)const;
  99. std::vector <const CGObjectInstance * > getVisitableObjs(int3 pos, bool verbose = true)const;
  100. std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
  101. std::vector <std::string > getObjDescriptions(int3 pos)const; //returns descriptions of objects at pos in order from the lowest to the highest
  102. TPlayerColor getOwner(ObjectInstanceID heroID) const;
  103. const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //NULL if object has been removed (eg. killed)
  104. //map
  105. int3 guardingCreaturePosition (int3 pos) const;
  106. std::vector<const CGObjectInstance*> getGuardingCreatures (int3 pos) const;
  107. const CMapHeader * getMapHeader()const;
  108. int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
  109. const TerrainTile * getTile(int3 tile, bool verbose = true) const;
  110. bool isInTheMap(const int3 &pos) const;
  111. //town
  112. const CGTownInstance* getTown(ObjectInstanceID objid) const;
  113. int howManyTowns(TPlayerColor Player) const;
  114. const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
  115. std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
  116. std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
  117. 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
  118. std::set<BuildingID> getBuildingRequiments(const CGTownInstance *t, BuildingID ID);
  119. virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
  120. const CTown *getNativeTown(TPlayerColor color) const;
  121. //from gs
  122. const TeamState *getTeam(ui8 teamID) const;
  123. const TeamState *getPlayerTeam(TPlayerColor color) const;
  124. std::set<BuildingID> getBuildingRequiments(const CGTownInstance *t, BuildingID ID) const;
  125. 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
  126. };
  127. class DLL_LINKAGE CPlayerSpecificInfoCallback : public CGameInfoCallback
  128. {
  129. public:
  130. int howManyTowns() const;
  131. int howManyHeroes(bool includeGarrisoned = true) const;
  132. int3 getGrailPos(double &outKnownRatio);
  133. boost::optional<TPlayerColor> getMyColor() const;
  134. std::vector <const CGTownInstance *> getTownsInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
  135. int getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned=true) const;
  136. const CGTownInstance* getTownBySerial(int serialId) const; // serial id is [0, number of towns)
  137. const CGHeroInstance* getHeroBySerial(int serialId, bool includeGarrisoned=true) const; // serial id is [0, number of heroes)
  138. std::vector <const CGHeroInstance *> getHeroesInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
  139. std::vector <const CGDwelling *> getMyDwellings() const; //returns all dwellings that belong to player
  140. std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
  141. std::vector <QuestInfo> getMyQuests() const;
  142. int getResourceAmount(Res::ERes type) const;
  143. TResources getResourceAmount() const;
  144. const std::vector< std::vector< std::vector<ui8> > > & getVisibilityMap()const; //returns visibility map
  145. const PlayerSettings * getPlayerSettings(TPlayerColor color) const;
  146. };
  147. class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
  148. {
  149. public:
  150. CGameState * gameState ();
  151. void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
  152. 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
  153. 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
  154. ArtifactID getRandomArt (int flags);
  155. ArtifactID getArtSync (ui32 rand, int flags, bool erasePicked); //synchronous
  156. void pickAllowedArtsSet(std::vector<const CArtifact*> &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
  157. void getAllowedSpells(std::vector<SpellID> &out, ui16 level);
  158. };
  159. class DLL_LINKAGE CNonConstInfoCallback : public CPrivilagedInfoCallback
  160. {
  161. public:
  162. PlayerState *getPlayer(TPlayerColor color, bool verbose = true);
  163. TeamState *getTeam(ui8 teamID);//get team by team ID
  164. TeamState *getPlayerTeam(TPlayerColor color);// get team by player color
  165. CGHeroInstance *getHero(ObjectInstanceID objid);
  166. CGTownInstance *getTown(ObjectInstanceID objid);
  167. TerrainTile * getTile(int3 pos);
  168. CArtifactInstance * getArtInstance(ArtifactInstanceID aid);
  169. CGObjectInstance * getObjInstance(ObjectInstanceID oid);
  170. };
  171. class DLL_LINKAGE IGameEventRealizer
  172. {
  173. public:
  174. virtual void commitPackage(CPackForClient *pack) = 0;
  175. virtual void showInfoDialog(InfoWindow *iw);
  176. virtual void setObjProperty(ObjectInstanceID objid, int prop, si64 val);
  177. virtual void showInfoDialog(const std::string &msg, TPlayerColor player);
  178. };
  179. class DLL_LINKAGE IGameEventCallback : public IGameEventRealizer
  180. {
  181. public:
  182. virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
  183. virtual bool removeObject(const CGObjectInstance * obj)=0;
  184. virtual void setBlockVis(ObjectInstanceID objid, bool bv)=0;
  185. virtual void setOwner(const CGObjectInstance * objid, TPlayerColor owner)=0;
  186. virtual void setHoverName(const CGObjectInstance * obj, MetaString * name)=0;
  187. virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
  188. virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
  189. virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
  190. virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
  191. virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
  192. virtual void showThievesGuildWindow(TPlayerColor player, ObjectInstanceID requestingObjId) =0;
  193. virtual void giveResource(TPlayerColor player, Res::ERes which, int val)=0;
  194. virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
  195. virtual void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
  196. virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0;
  197. virtual bool changeStackType(const StackLocation &sl, CCreature *c) =0;
  198. virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack
  199. virtual bool eraseStack(const StackLocation &sl, bool forceRemoval = false) =0;
  200. virtual bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) =0;
  201. virtual bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) =0; //makes new stack or increases count of already existing
  202. 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
  203. virtual bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) = 0;
  204. virtual void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) = 0;
  205. virtual void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) = 0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
  206. virtual void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) = 0;
  207. virtual void removeArtifact(const ArtifactLocation &al) = 0;
  208. virtual bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) = 0;
  209. virtual void showCompInfo(ShowInInfobox * comp)=0;
  210. virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  211. virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
  212. 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
  213. 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
  214. 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
  215. virtual void setAmount(ObjectInstanceID objid, ui32 val)=0;
  216. virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER)=0;
  217. virtual void giveHeroBonus(GiveBonus * bonus)=0;
  218. virtual void setMovePoints(SetMovePoints * smp)=0;
  219. virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
  220. virtual void giveHero(ObjectInstanceID id, TPlayerColor player)=0;
  221. virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)=0;
  222. virtual void sendAndApply(CPackForClient * info)=0;
  223. virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
  224. virtual void addQuest(int player, QuestInfo & quest){};
  225. };
  226. /// Interface class for handling general game logic and actions
  227. class DLL_LINKAGE IGameCallback : public CPrivilagedInfoCallback, public IGameEventCallback
  228. {
  229. public:
  230. virtual ~IGameCallback(){};
  231. //do sth
  232. const CGObjectInstance *putNewObject(Obj ID, int subID, int3 pos);
  233. const CGCreature *putNewMonster(int creID, int count, int3 pos);
  234. friend struct CPack;
  235. friend struct CPackForClient;
  236. friend struct CPackForServer;
  237. };