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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"
- 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;
- struct BattleResult;
- struct BattleAttack;
- struct BattleStackAttacked;
- struct SpellCasted;
- struct HeroBonus;
- class CObstacle
- {
- int ID;
- int position;
- //TODO: add some kind of the blockmap
- };
- 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; //IDs of spells affecting stack
- int morale, luck;
- };
- class CGameInterface
- {
- public:
- bool human;
- int playerID, serialID;
- virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
- virtual void garrisonChanged(const CGObjectInstance * obj){};
- virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
- virtual void heroCreated(const CGHeroInstance*){};
- 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 heroInGarrisonChange(const CGTownInstance *town){};
- virtual void heroKilled(const CGHeroInstance*){};
- virtual void heroMoved(const HeroMoveDetails & details){};
- virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
- virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
- virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
- virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
- virtual void init(ICallback * CB){};
- virtual void receivedResource(int type, int val){};
- virtual void showInfoDialog(std::string &text, const std::vector<Component*> &components){};
- virtual void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
- virtual void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
- virtual void tileHidden(const std::set<int3> &pos){};
- virtual void tileRevealed(const std::set<int3> &pos){};
- virtual void yourTurn(){};
- virtual void availableCreaturesChanged(const CGTownInstance *town){};
- virtual void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
- //battle call-ins
- virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
- virtual void actionStarted(const BattleAction *action){};//occurs BEFORE 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 battleAttack(BattleAttack *ba){}; //called when stack is performing attack
- virtual void battleStackAttacked(BattleStackAttacked * bsa){}; //called when stack receives damage (after battleAttack())
- virtual void battleEnd(BattleResult *br){};
- 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 battleStackMoved(int ID, int dest){};
- virtual void battleSpellCasted(SpellCasted *sc){};
- 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
- };
- 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 BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
- };
- #endif // __CGAMEINTERFACE_H__
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