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- #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 CSaveFile;
- class CLoadFile;
- class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
- {
- protected:
- CGameInfoCallback();
- CGameInfoCallback(CGameState *GS, boost::optional<PlayerColor> Player);
- bool hasAccess(boost::optional<PlayerColor> playerId) const;
- bool isVisible(int3 pos, boost::optional<PlayerColor> Player) const;
- bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> 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(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
- 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(PlayerColor color, bool verbose = true) const;
- int getResource(PlayerColor Player, Res::ERes which) const;
- bool isVisible(int3 pos) const;
- PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
- void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
- EPlayerStatus::EStatus getPlayerStatus(PlayerColor player) const; //-1 if no such player
- PlayerColor getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
- virtual PlayerColor getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
- const PlayerSettings * getPlayerSettings(PlayerColor color) const;
- //armed object
- void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
- //hero
- const CGHeroInstance* getHero(ObjectInstanceID objid) const;
- const CGHeroInstance* getHeroWithSubid(int subid) const;
- int getHeroCount(PlayerColor 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
- const CGHeroInstance* getSelectedHero(PlayerColor player) const; //NULL if no hero is selected
- const CGHeroInstance* getSelectedHero() const; //of current (active) player
- const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
- const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
- //objects
- const CGObjectInstance* getObj(ObjectInstanceID 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
- PlayerColor getOwner(ObjectInstanceID heroID) const;
- const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //NULL if object has been removed (eg. killed)
- //map
- int3 guardingCreaturePosition (int3 pos) const;
- std::vector<const CGObjectInstance*> getGuardingCreatures (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(ObjectInstanceID objid) const;
- int howManyTowns(PlayerColor 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;
- 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
- std::set<BuildingID> getBuildingRequiments(const CGTownInstance *t, BuildingID ID);
- virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
- const CTown *getNativeTown(PlayerColor color) const;
- //from gs
- const TeamState *getTeam(TeamID teamID) const;
- const TeamState *getPlayerTeam(PlayerColor color) const;
- std::set<BuildingID> getBuildingRequiments(const CGTownInstance *t, BuildingID ID) const;
- 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
- };
- class DLL_LINKAGE CPlayerSpecificInfoCallback : public CGameInfoCallback
- {
- public:
- int howManyTowns() const;
- int howManyHeroes(bool includeGarrisoned = true) const;
- int3 getGrailPos(double &outKnownRatio);
- boost::optional<PlayerColor> 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(Res::ERes type) const;
- TResources getResourceAmount() const;
- const std::vector< std::vector< std::vector<ui8> > > & getVisibilityMap()const; //returns visibility map
- const PlayerSettings * getPlayerSettings(PlayerColor 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, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
- void getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), 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
- ArtifactID getRandomArt (int flags);
- ArtifactID getArtSync (ui32 rand, int flags, bool erasePicked); //synchronous
- void pickAllowedArtsSet(std::vector<const CArtifact*> &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
- void getAllowedSpells(std::vector<SpellID> &out, ui16 level);
- template<typename Saver>
- void saveCommonState(Saver &out) const; //stores GS and VLC
- template<typename Loader>
- void loadCommonState(Loader &in); //loads GS and VLC
- };
- class DLL_LINKAGE CNonConstInfoCallback : public CPrivilagedInfoCallback
- {
- public:
- PlayerState *getPlayer(PlayerColor color, bool verbose = true);
- TeamState *getTeam(TeamID teamID);//get team by team ID
- TeamState *getPlayerTeam(PlayerColor color);// get team by player color
- CGHeroInstance *getHero(ObjectInstanceID objid);
- CGTownInstance *getTown(ObjectInstanceID objid);
- TerrainTile * getTile(int3 pos);
- CArtifactInstance * getArtInstance(ArtifactInstanceID aid);
- CGObjectInstance * getObjInstance(ObjectInstanceID oid);
- };
- class DLL_LINKAGE IGameEventRealizer
- {
- public:
- virtual void commitPackage(CPackForClient *pack) = 0;
- virtual void showInfoDialog(InfoWindow *iw);
- virtual void setObjProperty(ObjectInstanceID objid, int prop, si64 val);
- virtual void showInfoDialog(const std::string &msg, PlayerColor player);
- };
- class DLL_LINKAGE IGameEventCallback : public IGameEventRealizer
- {
- public:
- virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
- virtual bool removeObject(const CGObjectInstance * obj)=0;
- virtual void setBlockVis(ObjectInstanceID objid, bool bv)=0;
- virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
- virtual void setHoverName(const CGObjectInstance * obj, MetaString * name)=0;
- virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
- virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill 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(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
- virtual void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) =0;
- virtual void giveResource(PlayerColor player, Res::ERes which, int val)=0;
- virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
- virtual void takeCreatures(ObjectInstanceID 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, ArtifactPosition pos) = 0;
- 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
- 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 synchronizeArtifactHandlerLists() = 0;
- virtual void showCompInfo(ShowInInfobox * comp)=0;
- virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
- virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=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(ObjectInstanceID objid, ui32 val)=0;
- virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, PlayerColor asker = PlayerColor::NEUTRAL)=0;
- virtual void giveHeroBonus(GiveBonus * bonus)=0;
- virtual void setMovePoints(SetMovePoints * smp)=0;
- virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
- virtual void giveHero(ObjectInstanceID id, PlayerColor player)=0;
- virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)=0;
- virtual void sendAndApply(CPackForClient * info)=0;
- virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID 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(Obj ID, int subID, int3 pos);
- const CGCreature *putNewMonster(CreatureID creID, int count, int3 pos);
- friend struct CPack;
- friend struct CPackForClient;
- friend struct CPackForServer;
- };
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