CGameInterface.h 9.6 KB

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  1. #ifndef __CGAMEINTERFACE_H__
  2. #define __CGAMEINTERFACE_H__
  3. #include "global.h"
  4. #include <set>
  5. #include <vector>
  6. #include "lib/BattleAction.h"
  7. #include "client/FunctionList.h"
  8. /*
  9. * CGameInterface.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. using namespace boost::logic;
  18. class CCallback;
  19. class ICallback;
  20. class CGlobalAI;
  21. struct Component;
  22. class CSelectableComponent;
  23. struct TryMoveHero;
  24. class CGHeroInstance;
  25. class CGTownInstance;
  26. class CGObjectInstance;
  27. class CGBlackMarket;
  28. class CGDwelling;
  29. class CCreatureSet;
  30. class CArmedInstance;
  31. class IShipyard;
  32. class IMarket;
  33. struct BattleResult;
  34. struct BattleAttack;
  35. struct BattleStackAttacked;
  36. struct BattleSpellCast;
  37. struct SetStackEffect;
  38. struct Bonus;
  39. struct PackageApplied;
  40. struct SetObjectProperty;
  41. struct CatapultAttack;
  42. struct BattleStacksRemoved;
  43. struct StackLocation;
  44. class CStackInstance;
  45. class CCreature;
  46. class CLoadFile;
  47. class CSaveFile;
  48. typedef TQuantity;
  49. template <typename Serializer> class CISer;
  50. template <typename Serializer> class COSer;
  51. class CGameInterface
  52. {
  53. public:
  54. bool human;
  55. int playerID;
  56. std::string dllName;
  57. virtual ~CGameInterface() {};
  58. virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
  59. //garrison operations
  60. virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute){}; //if absolute, change is the new count; otherwise count was modified by adding change
  61. virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; //used eg. when upgrading creatures
  62. virtual void stacksErased(const StackLocation &location){}; //stack removed from previously filled slot
  63. virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
  64. virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; //new stack inserted at given (previously empty position)
  65. virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count){}; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
  66. //virtual void garrisonChanged(const CGObjectInstance * obj){};
  67. //artifacts operations
  68. virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
  69. virtual void heroCreated(const CGHeroInstance*){};
  70. 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
  71. virtual void heroInGarrisonChange(const CGTownInstance *town){};
  72. //virtual void heroKilled(const CGHeroInstance*){};
  73. virtual void heroMoved(const TryMoveHero & details){};
  74. virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){};
  75. virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){};
  76. virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
  77. virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
  78. virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
  79. virtual void init(ICallback * CB){};
  80. virtual void receivedResource(int type, int val){};
  81. virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
  82. virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
  83. virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can buid, 1 - lack of resources, 2 - dest tile is blocked, 3 - no water
  84. 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.
  85. 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
  86. virtual void showPuzzleMap(){};
  87. virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
  88. virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
  89. virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
  90. virtual void showTavernWindow(const CGObjectInstance *townOrTavern){};
  91. virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; //called when a hero casts a spell
  92. virtual void tileHidden(const std::set<int3> &pos){};
  93. virtual void tileRevealed(const std::set<int3> &pos){};
  94. virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
  95. virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL){}; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
  96. virtual void yourTurn(){};
  97. virtual void centerView (int3 pos, int focusTime){};
  98. virtual void availableCreaturesChanged(const CGDwelling *town){};
  99. virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
  100. virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
  101. virtual void requestRealized(PackageApplied *pa){};
  102. virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
  103. virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
  104. virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
  105. virtual void playerBlocked(int reason){}; //reason: 0 - upcoming battle
  106. virtual void gameOver(ui8 player, bool victory){}; //player lost or won the game
  107. virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
  108. virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
  109. //battle call-ins
  110. virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
  111. virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
  112. virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
  113. virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
  114. virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
  115. virtual void battleEnd(const BattleResult *br){};
  116. virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
  117. virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
  118. 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
  119. virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
  120. virtual void battleSpellCast(const BattleSpellCast *sc){};
  121. virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
  122. virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
  123. //virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
  124. virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
  125. virtual void battleNewStackAppeared(int stackID){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
  126. virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
  127. virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
  128. virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
  129. };
  130. class CAIHandler
  131. {
  132. public:
  133. static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
  134. };
  135. class CGlobalAI : public CGameInterface // AI class (to derivate)
  136. {
  137. public:
  138. //CGlobalAI();
  139. virtual void yourTurn(){};
  140. virtual void heroKilled(const CGHeroInstance*){};
  141. virtual void heroCreated(const CGHeroInstance*){};
  142. virtual void battleStackMoved(int ID, int dest, int distance){};
  143. virtual void battleStackAttacking(int ID, int dest){};
  144. virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){};
  145. virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
  146. };
  147. #endif // __CGAMEINTERFACE_H__