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- #ifndef CGAMEINTERFACE_H
- #define CGAMEINTERFACE_H
- #include "global.h"
- #include <set>
- #include <vector>
- BOOST_TRIBOOL_THIRD_STATE(outOfRange)
- using namespace boost::logic;
- class CCallback;
- class ICallback;
- class CGlobalAI;
- class CGHeroInstance;
- class Component;
- class CSelectableComponent;
- struct HeroMoveDetails;
- class CGHeroInstance;
- class CGTownInstance;
- class CGObjectInstance;
- class CCreatureSet;
- class CArmedInstance;
- class CObstacle
- {
- int ID;
- int position;
- //TODO: add some kind of the blockmap
- };
- struct BattleAction
- {
- bool side; //who made this action: false - left, true - right player
- int stackNumber;//stack ID, -1 left hero, -2 right hero,
- int actionType; // 0 = Cancel BattleAction 1 = Hero cast a spell 2 = Walk 3 = Defend 4 = Retreat from the battle 5 = Surrender 6 = Walk and Attack 7 = Shoot 8 = Wait 9 = Catapult 10 = Monster casts a spell (i.e. Faerie Dragons)
- int destinationTile;
- int additionalInfo; // e.g. spell number if type is 1 || 10
- };
- struct StackState
- {
- StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;};
- int attackBonus, defenseBonus, healthBonus, speedBonus;
- int currentHealth;
- int shotsLeft;
- std::set<int> effects;
- int morale, luck;
- };
- class CGameInterface
- {
- public:
- bool human;
- int playerID, serialID;
- virtual void init(ICallback * CB){};
- virtual void yourTurn(){};
- virtual void heroKilled(const CGHeroInstance*){};
- virtual void heroCreated(const CGHeroInstance*){};
- virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
- virtual void heroMoved(const HeroMoveDetails & details){};
- virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
- virtual void tileRevealed(int3 pos){};
- virtual void tileHidden(int3 pos){};
- virtual void receivedResource(int type, int val){};
- virtual void showInfoDialog(std::string text, std::vector<Component*> &components)=0;
- virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)=0;
- virtual void garrisonChanged(const CGObjectInstance * obj){};
- virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
- //battle call-ins
- virtual void battleStart(CCreatureSet * army1, 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 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 actionStarted(BattleAction action){};//occurs BEFORE every action taken by any stack or by the hero
- virtual void actionFinished(BattleAction action){};//occurs AFTER 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 battleEnd(CCreatureSet * army1, CCreatureSet * army2, CArmedInstance *hero1, CArmedInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner){};
- virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
- virtual void battleStackAttacking(int ID, int dest)=0;
- virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)=0;
- virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)=0;
- //
- };
- 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, bool startMoving, bool endMoving){};
- virtual void battleStackAttacking(int ID, int dest){};
- virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){};
- virtual void battleStackKilled(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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