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							- #ifndef __CGAMEINTERFACE_H__
 
- #define __CGAMEINTERFACE_H__
 
- #include "global.h"
 
- #include <set>
 
- #include <vector>
 
- #include "lib/BattleAction.h"
 
- #include "client/FunctionList.h"
 
- #include "hch/CMusicHandler.h"
 
- /*
 
-  * CGameInterface.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
 
-  *
 
-  */
 
- using namespace boost::logic;
 
- class CCallback;
 
- class ICallback;
 
- class CGlobalAI;
 
- struct Component;
 
- class CSelectableComponent;
 
- struct TryMoveHero;
 
- class CGHeroInstance;
 
- class CGTownInstance;
 
- class CGObjectInstance;
 
- class CGDwelling;
 
- class CCreatureSet;
 
- class CArmedInstance;
 
- class IShipyard;
 
- class IMarket;
 
- struct BattleResult;
 
- struct BattleAttack;
 
- struct BattleStackAttacked;
 
- struct BattleSpellCast;
 
- struct SetStackEffect;
 
- struct Bonus;
 
- struct PackageApplied;
 
- struct SetObjectProperty;
 
- struct CatapultAttack;
 
- struct BattleStacksRemoved;
 
- class CLoadFile;
 
- class CSaveFile;
 
- template <typename Serializer> class CISer;
 
- template <typename Serializer> class COSer;
 
- class CObstacle
 
- {
 
- 	int ID;
 
- 	int position;
 
- 	//TODO: add some kind of the blockmap
 
- };
 
- class CGameInterface
 
- {
 
- public:
 
- 	bool human;
 
- 	int playerID, serialID;
 
- 	std::string dllName;
 
- 	virtual ~CGameInterface() {};
 
- 	virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
 
- 	virtual void garrisonChanged(const CGObjectInstance * obj){};
 
- 	virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
 
- 	virtual void heroCreated(const CGHeroInstance*){};
 
- 	virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
 
- 	virtual void heroInGarrisonChange(const CGTownInstance *town){};
 
- 	//virtual void heroKilled(const CGHeroInstance*){};
 
- 	virtual void heroMoved(const TryMoveHero & details){};
 
- 	virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){};
 
- 	virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
 
- 	virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
 
- 	virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
 
- 	virtual void init(ICallback * CB){};
 
- 	virtual void receivedResource(int type, int val){};
 
- 	virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
 
- 	virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
 
- 	virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can buid, 1 - lack of resources, 2 - dest tile is blocked, 3 - no water
 
- 	virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) = 0; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
 
- 	virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) = 0; //all stacks operations between these objects become allowed, interface has to call onEnd when done
 
- 	virtual void showPuzzleMap(){};
 
- 	virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
 
- 	virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; //called when a hero casts a spell
 
- 	virtual void tileHidden(const std::set<int3> &pos){};
 
- 	virtual void tileRevealed(const std::set<int3> &pos){};
 
- 	virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
 
- 	virtual void yourTurn(){};
 
- 	virtual void centerView (int3 pos, int focusTime){};
 
- 	virtual void availableCreaturesChanged(const CGDwelling *town){};
 
- 	virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
 
- 	virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
 
- 	virtual void requestRealized(PackageApplied *pa){};
 
- 	virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
 
- 	virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
 
- 	virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
 
- 	virtual void playerBlocked(int reason){}; //reason: 0 - upcoming battle
 
- 	virtual void gameOver(ui8 player, bool victory){}; //player lost or won the game
 
- 	virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
 
- 	virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
 
- 	//battle call-ins
 
- 	virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
 
- 	virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
 
- 	virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
 
- 	virtual void battleAttack(BattleAttack *ba){}; //called when stack is performing attack
 
- 	virtual void battleStacksAttacked(std::vector<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
 
- 	virtual void battleEnd(BattleResult *br){};
 
- 	virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
 
- 	virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
 
- 	virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 
- 	virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
 
- 	virtual void battleSpellCast(BattleSpellCast *sc){};
 
- 	virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
 
- 	virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
 
- 	virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
 
- 	virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
 
- 	virtual void battleNewStackAppeared(int stackID){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
 
- 	virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set  of obstacles is removed from batlefield; IDs of them are given
 
- 	virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
 
- 	virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
 
- };
 
- class CAIHandler
 
- {
 
- public:
 
- 	static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
 
- };
 
- class CGlobalAI : public CGameInterface // AI class (to derivate)
 
- {
 
- public:
 
- 	//CGlobalAI();
 
- 	virtual void yourTurn(){};
 
- 	virtual void heroKilled(const CGHeroInstance*){};
 
- 	virtual void heroCreated(const CGHeroInstance*){};
 
- 	virtual void battleStackMoved(int ID, int dest, int distance){};
 
- 	virtual void battleStackAttacking(int ID, int dest){};
 
- 	virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){};
 
- 	virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
 
- };
 
- #endif // __CGAMEINTERFACE_H__
 
 
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