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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 "lib/IGameEventsReceiver.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 CBattleCallback;
- class ICallback;
- class CGlobalAI;
- struct Component;
- class CSelectableComponent;
- struct TryMoveHero;
- class CGHeroInstance;
- class CGTownInstance;
- class CGObjectInstance;
- class CGBlackMarket;
- 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;
- struct StackLocation;
- class CStackInstance;
- class CStack;
- class CCreature;
- class CLoadFile;
- class CSaveFile;
- typedef si32 TQuantity;
- template <typename Serializer> class CISer;
- template <typename Serializer> class COSer;
- struct ArtifactLocation;
- class CScriptingModule;
- class CBattleGameInterface : public IBattleEventsReceiver
- {
- public:
- bool human;
- int playerID;
- std::string dllName;
- virtual ~CBattleGameInterface() {};
- virtual void init(CBattleCallback * CB){};
- //battle call-ins
- virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
- };
- /// Central class for managing human player / AI interface logic
- class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
- {
- public:
- virtual void init(CCallback * CB){};
- virtual void yourTurn(){};
- 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 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 serialize(COSer<CSaveFile> &h, const int version){}; //saving
- virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
- };
- class CDynLibHandler
- {
- public:
- static CGlobalAI * getNewAI(std::string dllname);
- static CBattleGameInterface * getNewBattleAI(std::string dllname);
- static CScriptingModule * getNewScriptingModule(std::string dllname);
- };
- class CGlobalAI : public CGameInterface // AI class (to derivate)
- {
- public:
- //CGlobalAI();
- virtual void yourTurn() OVERRIDE{};
- virtual void heroKilled(const CGHeroInstance*){};
- virtual void heroCreated(const CGHeroInstance*) OVERRIDE{};
- virtual void battleStackMoved(const CStack * stack, THex dest, int distance, bool end) OVERRIDE{};
- virtual void battleStackAttacking(int ID, int dest) {};
- virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE{};
- virtual BattleAction activeStack(const CStack * stack) OVERRIDE;
- };
- #endif // __CGAMEINTERFACE_H__
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