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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 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 CAIHandler
 
- {
 
- public:
 
- 	static CGlobalAI * getNewAI(std::string dllname);
 
- 	static CBattleGameInterface * getNewBattleAI(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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