CCallback.h 23 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. class CObstacleInstance;
  44. struct InfoAboutTown
  45. {
  46. struct Details
  47. {
  48. int hallLevel, goldIncome;
  49. bool customRes;
  50. bool garrisonedHero;
  51. } *details;
  52. const CArmedInstance * obj;
  53. char fortLevel; //0 - none
  54. char owner;
  55. std::string name;
  56. CTown *tType;
  57. bool built;
  58. ArmyDescriptor army; //numbers of creatures are valid only if details
  59. InfoAboutTown();
  60. ~InfoAboutTown();
  61. void initFromTown(const CGTownInstance *t, bool detailed);
  62. void initFromGarrison(const CGGarrison *garr, bool detailed);
  63. };
  64. class IBattleCallback
  65. {
  66. public:
  67. ///describes why player cannot cast a specific spell
  68. enum ESpellCastProblem
  69. {
  70. OK, GENERAL_CASTING_PROBLEM, ANOTHER_ELEMENTAL_SUMMONED
  71. };
  72. bool waitTillRealize; //if true, request functions will return after they are realized by server
  73. //battle
  74. 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
  75. virtual int battleGetObstaclesAtTile(THex tile)=0; //returns bitfield
  76. virtual std::vector<CObstacleInstance> battleGetAllObstacles()=0; //returns all obstacles on the battlefield
  77. virtual const CStack * battleGetStackByID(int ID, bool onlyAlive = true)=0; //returns stack info by given ID
  78. virtual const CStack * battleGetStackByPos(THex pos, bool onlyAlive = true)=0; //returns stack info by given pos
  79. virtual THex battleGetPos(int stack)=0; //returns position (tile ID) of stack
  80. virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
  81. virtual std::vector<const CStack*> battleGetStacks(bool onlyAlive = true)=0; //returns stacks on battlefield
  82. virtual void getStackQueue( std::vector<const CStack *> &out, int howMany )=0; //returns vector of stack in order of their move sequence
  83. virtual std::vector<THex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable)=0; //returns numbers of hexes reachable by creature with id ID
  84. virtual std::vector<int> battleGetDistances(const CStack * stack, THex hex = THex::INVALID, THex * predecessors = NULL)=0; //returns vector of distances to [dest hex number]
  85. virtual bool battleCanShoot(const CStack * stack, THex dest)=0; //returns true if unit with id ID can shoot to dest
  86. virtual bool battleCanCastSpell()=0; //returns true, if caller can cast a spell
  87. virtual ESpellCastProblem battleCanCastThisSpell(const CSpell * spell)=0; //determines if given spell can be casted (and returns problem description)
  88. virtual bool battleCanFlee()=0; //returns true if caller can flee from the battle
  89. virtual const CGTownInstance * battleGetDefendedTown()=0; //returns defended town if current battle is a siege, NULL instead
  90. 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
  91. virtual int battleGetWallUnderHex(THex hex)=0; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  92. virtual TDmgRange battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg = NULL)=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>
  93. virtual ui8 battleGetSiegeLevel()=0; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
  94. virtual const CGHeroInstance * battleGetFightingHero(ui8 side) const =0; //returns hero corresponding to given side (0 - attacker, 1 - defender)
  95. virtual si8 battleHasDistancePenalty(const CStack * stack, THex destHex) =0; //checks if given stack has distance penalty
  96. virtual si8 battleHasWallPenalty(const CStack * stack, THex destHex) =0; //checks if given stack has wall penalty
  97. virtual si8 battleCanTeleportTo(const CStack * stack, THex destHex, int telportLevel) =0; //checks if teleportation of given stack to given position can take place
  98. };
  99. class ICallback : public virtual IBattleCallback
  100. {
  101. public:
  102. //hero
  103. virtual bool moveHero(const CGHeroInstance *h, int3 dst) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
  104. virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
  105. //town
  106. virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
  107. virtual bool buildBuilding(const CGTownInstance *town, si32 buildingID)=0;
  108. virtual void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level=-1)=0;
  109. virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
  110. virtual void swapGarrisonHero(const CGTownInstance *town)=0;
  111. 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
  112. virtual void selectionMade(int selection, int asker) =0;
  113. 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!
  114. virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//joins first stack tothe second (creatures must be same type)
  115. virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)=0;//split creatures from the first stack
  116. virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
  117. virtual bool assembleArtifacts(const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo)=0;
  118. virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=0;
  119. virtual void endTurn()=0;
  120. 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)
  121. virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
  122. virtual void setSelection(const CArmedInstance * obj)=0;
  123. virtual void save(const std::string &fname) = 0;
  124. virtual void sendMessage(const std::string &mess) = 0;
  125. virtual void buildBoat(const IShipyard *obj) = 0;
  126. //get info
  127. virtual bool verifyPath(CPath * path, bool blockSea)const =0;
  128. 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
  129. virtual std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap()const =0; //returns visibility map (TODO: make it const)
  130. virtual int getResourceAmount(int type)const =0;
  131. virtual bool isVisible(int3 pos)const =0;
  132. virtual int getMyColor()const =0;
  133. virtual int getHeroSerial(const CGHeroInstance * hero)const =0;
  134. virtual const StartInfo * getStartInfo()const =0;
  135. virtual const CMapHeader * getMapHeader()const =0;
  136. virtual int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const =0; //when called during battle, takes into account creatures' spell cost reduction
  137. virtual int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const =0; //estimates damage of given spell; returns 0 if spell causes no dmg
  138. virtual void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj)=0; //get thieves' guild info obtainable while visiting given object
  139. virtual int3 getGrailPos(float &outKnownRatio)=0;
  140. virtual int getPlayerStatus(int player) const = 0; //-1 if no such player
  141. //hero
  142. virtual int howManyHeroes(bool includeGarrisoned = true)const =0;
  143. virtual const CGHeroInstance * getHeroInfo(int val, int mode=2)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
  144. virtual std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true)const =0;
  145. virtual bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const = 0;
  146. virtual bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)=0;
  147. virtual const CGPathNode *getPathInfo(int3 tile)=0; //uses main, client pathfinder info
  148. virtual bool getPath2(int3 dest, CGPath &ret)=0; //uses main, client pathfinder info
  149. virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1) =0;
  150. virtual void recalculatePaths()=0; //updates main, client pathfinder info (should be called when moving hero is over)
  151. virtual void dig(const CGObjectInstance *hero)=0;
  152. virtual void castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
  153. //map
  154. virtual std::vector < const CGDwelling * > getMyDwellings() const =0; //returns all dwellings that belong to player
  155. virtual std::vector < const CGObjectInstance * > getMyObjects() const =0; //returns all objects flagged by belonging player
  156. virtual std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos)const =0;
  157. virtual std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos)const =0;
  158. virtual std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const =0;
  159. virtual std::vector < std::string > getObjDescriptions(int3 pos)const =0; //returns descriptions of objects at pos in order from the lowest to the highest
  160. //town
  161. virtual int howManyTowns()const =0;
  162. virtual const CGTownInstance * getTownInfo(int val, bool mode)const =0; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
  163. virtual std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const=0;
  164. virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const =0; //heroes that can be recruited
  165. virtual std::string getTavernGossip(const CGObjectInstance * townOrTavern) const =0;
  166. 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
  167. virtual std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) =0;
  168. virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const = 0;
  169. virtual UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos)const =0;
  170. virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)const =0;
  171. virtual int3 getMapSize() const =0; //returns size of map - z is 1 for one - level map and 2 for two level map
  172. virtual const TerrainTile * getTileInfo(int3 tile) const = 0;
  173. virtual int getPlayerRelations(ui8 color1, ui8 color2) const =0;// 0 = enemy, 1 = ally, 2 = same player
  174. };
  175. class CBattleCallback : public virtual IBattleCallback
  176. {
  177. private:
  178. CGameState * gs;
  179. CBattleCallback(CGameState *GS, int Player, CClient *C);
  180. protected:
  181. template <typename T> void sendRequest(const T*request);
  182. CClient *cl;
  183. virtual bool hasAccess(int playerId) const;
  184. int player;
  185. public:
  186. //battle
  187. int battleGetBattlefieldType() OVERRIDE; // 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
  188. int battleGetObstaclesAtTile(THex tile) OVERRIDE; //returns bitfield
  189. std::vector<CObstacleInstance> battleGetAllObstacles() OVERRIDE; //returns all obstacles on the battlefield
  190. const CStack * battleGetStackByID(int ID, bool onlyAlive = true) OVERRIDE; //returns stack info by given ID
  191. const CStack * battleGetStackByPos(THex pos, bool onlyAlive = true) OVERRIDE; //returns stack info by given pos
  192. THex battleGetPos(int stack) OVERRIDE; //returns position (tile ID) of stack
  193. int battleMakeAction(BattleAction* action) OVERRIDE;//for casting spells by hero - DO NOT use it for moving active stack
  194. std::vector<const CStack*> battleGetStacks(bool onlyAlive = true) OVERRIDE; //returns stacks on battlefield
  195. void getStackQueue( std::vector<const CStack *> &out, int howMany ) OVERRIDE; //returns vector of stack in order of their move sequence
  196. std::vector<THex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable) OVERRIDE; //reutrns numbers of hexes reachable by creature with id ID
  197. std::vector<int> battleGetDistances(const CStack * stack, THex hex = THex::INVALID, THex * predecessors = NULL) OVERRIDE; //returns vector of distances to [dest hex number]; if predecessors is not null, it must point to BFIELD_SIZE * sizeof(int) of allocated memory
  198. bool battleCanShoot(const CStack * stack, THex dest) OVERRIDE; //returns true if unit with id ID can shoot to dest
  199. bool battleCanCastSpell() OVERRIDE; //returns true, if caller can cast a spell
  200. ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) OVERRIDE; //determines if given spell can be casted (and returns problem description)
  201. bool battleCanFlee() OVERRIDE; //returns true if caller can flee from the battle
  202. const CGTownInstance * battleGetDefendedTown() OVERRIDE; //returns defended town if current battle is a siege, NULL instead
  203. ui8 battleGetWallState(int partOfWall) OVERRIDE; //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
  204. int battleGetWallUnderHex(THex hex) OVERRIDE; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  205. TDmgRange battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg = NULL) OVERRIDE; //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>
  206. ui8 battleGetSiegeLevel() OVERRIDE; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
  207. const CGHeroInstance * battleGetFightingHero(ui8 side) const OVERRIDE; //returns hero corresponding ot given side (0 - attacker, 1 - defender)
  208. si8 battleHasDistancePenalty(const CStack * stack, THex destHex) OVERRIDE; //checks if given stack has distance penalty
  209. si8 battleHasWallPenalty(const CStack * stack, THex destHex) OVERRIDE; //checks if given stack has wall penalty
  210. si8 battleCanTeleportTo(const CStack * stack, THex destHex, int telportLevel) OVERRIDE; //checks if teleportation of given stack to given position can take place
  211. friend class CCallback;
  212. friend class CClient;
  213. };
  214. class CCallback : public ICallback, public CBattleCallback
  215. {
  216. private:
  217. CCallback(CGameState * GS, int Player, CClient *C);
  218. bool isVisible(int3 pos, int Player) const;
  219. bool isVisible(const CGObjectInstance *obj, int Player) const;
  220. protected:
  221. virtual bool hasAccess(int playerId) const OVERRIDE;
  222. public:
  223. //commands
  224. bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile)
  225. bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
  226. void selectionMade(int selection, int asker);
  227. int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
  228. int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
  229. int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val);
  230. bool dismissHero(const CGHeroInstance * hero);
  231. bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2);
  232. bool assembleArtifacts(const CGHeroInstance * hero, ui16 artifactSlot, bool assemble, ui32 assembleTo);
  233. bool buildBuilding(const CGTownInstance *town, si32 buildingID);
  234. void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level=-1);
  235. bool dismissCreature(const CArmedInstance *obj, int stackPos);
  236. bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
  237. void endTurn();
  238. void swapGarrisonHero(const CGTownInstance *town);
  239. void buyArtifact(const CGHeroInstance *hero, int aid);
  240. void trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL);
  241. void setFormation(const CGHeroInstance * hero, bool tight);
  242. void setSelection(const CArmedInstance * obj);
  243. void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);
  244. void save(const std::string &fname);
  245. void sendMessage(const std::string &mess);
  246. void buildBoat(const IShipyard *obj);
  247. void dig(const CGObjectInstance *hero);
  248. void castSpell(const CGHeroInstance *hero, int spellID, const int3 &pos = int3(-1, -1, -1));
  249. //get info
  250. bool verifyPath(CPath * path, bool blockSea) const;
  251. 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
  252. std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap() const; //returns visibility map (TODO: make it const)
  253. 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)
  254. const CGObjectInstance * getObjectInfo(int ID) const; //global object serial id (ID)
  255. int getResourceAmount(int type) const;
  256. std::vector<si32> getResourceAmount() const;
  257. int howManyHeroes(bool includeGarrisoned = true) const;
  258. const CGTownInstance * getTownInfo(int val, bool mode) const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
  259. std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const;
  260. int howManyTowns()const;
  261. std::vector < std::string > getObjDescriptions(int3 pos) const; //returns descriptions of objects at pos in order from the lowest to the highest
  262. std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true) const;
  263. bool isVisible(int3 pos) const;
  264. int getMyColor() const;
  265. int getHeroSerial(const CGHeroInstance * hero) const;
  266. //int getMySerial() const;
  267. const CCreatureSet* getGarrison(const CGObjectInstance *obj) const;
  268. UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos) const;
  269. const StartInfo * getStartInfo() const;
  270. const CMapHeader * getMapHeader()const ;
  271. int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
  272. int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
  273. void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
  274. int3 getGrailPos(float &outKnownRatio); //returns pos and (via arg) percent of discovered obelisks; TODO: relies on fairness of GUI/AI... :/
  275. std::vector < const CGDwelling * > getMyDwellings() const; //returns all dwellings that belong to player
  276. std::vector < const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
  277. std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos) const;
  278. std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos) const;
  279. std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
  280. int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
  281. std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
  282. std::string getTavernGossip(const CGObjectInstance * townOrTavern) const;
  283. const TerrainTile * getTileInfo(int3 tile) const;
  284. 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
  285. std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID);
  286. bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret);
  287. const CGPathNode *getPathInfo(int3 tile);
  288. bool getPath2(int3 dest, CGPath &ret);
  289. 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;
  290. void recalculatePaths(); //updates pathfinder info (should be called when moving hero is over)
  291. bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
  292. bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
  293. int3 guardingCreaturePosition (int3 pos) const;
  294. int getPlayerStatus(int player) const;
  295. int getPlayerRelations(ui8 color1, ui8 color2) const;// 0 = enemy, 1 = ally, 2 = same player
  296. //XXX hmmm _tmain on _GNUC_ wtf?
  297. //friends
  298. friend class CClient;
  299. #ifndef __GNUC__
  300. friend int _tmain(int argc, _TCHAR* argv[]);
  301. #else
  302. friend int main(int argc, char** argv);
  303. #endif
  304. };
  305. #endif // __CCALLBACK_H__