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- #pragma once
- #include "BattleAction.h"
- #include "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 CCommanderInstance;
- class CStack;
- class CCreature;
- class CLoadFile;
- class CSaveFile;
- 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
- virtual void yourTacticPhase(int distance){}; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
- };
- /// Central class for managing human player / AI interface logic
- class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
- {
- public:
- virtual void init(CCallback * CB){};
- virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
- //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
- virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)=0;
- virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)=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 showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) = 0;
- // all stacks operations between these objects become allowed, interface has to call onEnd when done
- virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID) = 0;
- virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
- virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
- virtual void finish(){}; //if for some reason we want to end
- };
- class DLL_LINKAGE CDynLibHandler
- {
- public:
- static CGlobalAI * getNewAI(std::string dllname);
- static CBattleGameInterface * getNewBattleAI(std::string dllname);
- static CScriptingModule * getNewScriptingModule(std::string dllname);
- };
- class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
- {
- public:
- CGlobalAI();
- virtual BattleAction activeStack(const CStack * stack) OVERRIDE;
- };
- //class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
- class DLL_LINKAGE CAdventureAI : public CGlobalAI
- {
- public:
- CAdventureAI() : battleAI(NULL), cbc(NULL) {};
- CAdventureAI(const std::string &BattleAIName) : battleAIName(BattleAIName), battleAI(NULL), cbc(NULL) {};
- std::string battleAIName;
- CBattleGameInterface *battleAI;
- CBattleCallback *cbc;
- //battle interface
- virtual BattleAction activeStack(const CStack * stack);
- virtual void yourTacticPhase(int distance);
- virtual void battleNewRound(int round);
- virtual void battleCatapultAttacked(const CatapultAttack & ca);
- virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side);
- virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa);
- virtual void actionStarted(const BattleAction *action);
- virtual void battleNewRoundFirst(int round);
- virtual void actionFinished(const BattleAction *action);
- virtual void battleStacksEffectsSet(const SetStackEffect & sse);
- //virtual void battleTriggerEffect(const BattleTriggerEffect & bte);
- virtual void battleStacksRemoved(const BattleStacksRemoved & bsr);
- virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles);
- virtual void battleNewStackAppeared(const CStack * stack);
- virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance);
- virtual void battleAttack(const BattleAttack *ba);
- virtual void battleSpellCast(const BattleSpellCast *sc);
- virtual void battleEnd(const BattleResult *br);
- virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom);
- };
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