CGameInterface.h 5.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141
  1. #ifndef __CGAMEINTERFACE_H__
  2. #define __CGAMEINTERFACE_H__
  3. #include "../global.h"
  4. #include <set>
  5. #include <vector>
  6. #include "BattleAction.h"
  7. #include "IGameEventsReceiver.h"
  8. /*
  9. * CGameInterface.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. using namespace boost::logic;
  18. class CCallback;
  19. class CBattleCallback;
  20. class ICallback;
  21. class CGlobalAI;
  22. struct Component;
  23. class CSelectableComponent;
  24. struct TryMoveHero;
  25. class CGHeroInstance;
  26. class CGTownInstance;
  27. class CGObjectInstance;
  28. class CGBlackMarket;
  29. class CGDwelling;
  30. class CCreatureSet;
  31. class CArmedInstance;
  32. class IShipyard;
  33. class IMarket;
  34. struct BattleResult;
  35. struct BattleAttack;
  36. struct BattleStackAttacked;
  37. struct BattleSpellCast;
  38. struct SetStackEffect;
  39. struct Bonus;
  40. struct PackageApplied;
  41. struct SetObjectProperty;
  42. struct CatapultAttack;
  43. struct BattleStacksRemoved;
  44. struct StackLocation;
  45. class CStackInstance;
  46. class CStack;
  47. class CCreature;
  48. class CLoadFile;
  49. class CSaveFile;
  50. typedef si32 TQuantity;
  51. template <typename Serializer> class CISer;
  52. template <typename Serializer> class COSer;
  53. struct ArtifactLocation;
  54. class CScriptingModule;
  55. class CBattleGameInterface : public IBattleEventsReceiver
  56. {
  57. public:
  58. bool human;
  59. int playerID;
  60. std::string dllName;
  61. virtual ~CBattleGameInterface() {};
  62. virtual void init(CBattleCallback * CB){};
  63. //battle call-ins
  64. virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
  65. virtual void yourTacticPhase(int distance){}; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
  66. };
  67. /// Central class for managing human player / AI interface logic
  68. class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
  69. {
  70. public:
  71. virtual void init(CCallback * CB){};
  72. virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
  73. 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
  74. 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.
  75. 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
  76. virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
  77. virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
  78. };
  79. class DLL_EXPORT CDynLibHandler
  80. {
  81. public:
  82. static CGlobalAI * getNewAI(std::string dllname);
  83. static CBattleGameInterface * getNewBattleAI(std::string dllname);
  84. static CScriptingModule * getNewScriptingModule(std::string dllname);
  85. };
  86. class DLL_EXPORT CGlobalAI : public CGameInterface // AI class (to derivate)
  87. {
  88. public:
  89. CGlobalAI();
  90. virtual void yourTurn() OVERRIDE{};
  91. virtual void heroKilled(const CGHeroInstance*){};
  92. virtual void heroCreated(const CGHeroInstance*) OVERRIDE{};
  93. virtual void battleStackMoved(const CStack * stack, std::vector<THex> dest, int distance) OVERRIDE{};
  94. virtual void battleStackAttacking(int ID, int dest) {};
  95. virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE{};
  96. virtual BattleAction activeStack(const CStack * stack) OVERRIDE;
  97. };
  98. //class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
  99. class DLL_EXPORT CAdventureAI : public CGlobalAI
  100. {
  101. public:
  102. CAdventureAI() : battleAI(NULL), cbc(NULL) {};
  103. CAdventureAI(const std::string &BattleAIName) : battleAIName(BattleAIName), battleAI(NULL), cbc(NULL) {};
  104. std::string battleAIName;
  105. CBattleGameInterface *battleAI;
  106. CBattleCallback *cbc;
  107. //battle interface
  108. virtual BattleAction activeStack(const CStack * stack);
  109. virtual void yourTacticPhase(int distance);
  110. virtual void battleNewRound(int round);
  111. virtual void battleCatapultAttacked(const CatapultAttack & ca);
  112. virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side);
  113. virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa);
  114. virtual void actionStarted(const BattleAction *action);
  115. virtual void battleNewRoundFirst(int round);
  116. virtual void actionFinished(const BattleAction *action);
  117. virtual void battleStacksEffectsSet(const SetStackEffect & sse);
  118. //virtual void battleTriggerEffect(const BattleTriggerEffect & bte);
  119. virtual void battleStacksRemoved(const BattleStacksRemoved & bsr);
  120. virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles);
  121. virtual void battleNewStackAppeared(const CStack * stack);
  122. virtual void battleStackMoved(const CStack * stack, std::vector<THex> dest, int distance);
  123. virtual void battleAttack(const BattleAttack *ba);
  124. virtual void battleSpellCast(const BattleSpellCast *sc);
  125. virtual void battleEnd(const BattleResult *br);
  126. virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom);
  127. };
  128. #endif // __CGAMEINTERFACE_H__