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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 boost::logic::tribool;
 
- 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 DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
 
- {
 
- public:
 
- 	bool human;
 
- 	PlayerColor playerID;
 
- 	std::string dllName;
 
- 	virtual ~CBattleGameInterface() {};
 
- 	virtual void init(shared_ptr<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
 
- 	virtual void saveGame(COSer<CSaveFile> &h, const int version);
 
- 	virtual void loadGame(CISer<CLoadFile> &h, const int version);
 
- };
 
- /// Central class for managing human player / AI interface logic
 
- class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
 
- {
 
- public:
 
- 	virtual void init(shared_ptr<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, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
 
- 	virtual	void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID 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, QueryID 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, QueryID queryID) = 0;
 
- 	virtual void finish(){}; //if for some reason we want to end
 
- };
 
- class DLL_LINKAGE CDynLibHandler
 
- {
 
- public:
 
- 	static shared_ptr<CGlobalAI> getNewAI(std::string dllname);
 
- 	static shared_ptr<CBattleGameInterface> getNewBattleAI(std::string dllname);
 
- 	static shared_ptr<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() {};
 
- 	shared_ptr<CBattleGameInterface> battleAI;
 
- 	shared_ptr<CBattleCallback> cbc;
 
- 	virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
 
- 	//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);
 
- 	virtual void saveGame(COSer<CSaveFile> &h, const int version); //saving
 
- 	virtual void loadGame(CISer<CLoadFile> &h, const int version); //loading
 
- };
 
 
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