CGameInterface.h 6.8 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. #include "hch/CMusicHandler.h"
  9. /*
  10. * CGameInterface.h, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. using namespace boost::logic;
  19. class CCallback;
  20. class ICallback;
  21. class CGlobalAI;
  22. class CGHeroInstance;
  23. class Component;
  24. class CSelectableComponent;
  25. struct TryMoveHero;
  26. class CGHeroInstance;
  27. class CGTownInstance;
  28. class CGObjectInstance;
  29. class CGDwelling;
  30. class CCreatureSet;
  31. class CArmedInstance;
  32. class IShipyard;
  33. struct BattleResult;
  34. struct BattleAttack;
  35. struct BattleStackAttacked;
  36. struct SpellCast;
  37. struct SetStackEffect;
  38. struct HeroBonus;
  39. struct PackageApplied;
  40. class CLoadFile;
  41. class CSaveFile;
  42. template <typename Serializer> class CISer;
  43. template <typename Serializer> class COSer;
  44. class CObstacle
  45. {
  46. int ID;
  47. int position;
  48. //TODO: add some kind of the blockmap
  49. };
  50. struct StackState
  51. {
  52. StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;};
  53. int attackBonus, defenseBonus, healthBonus, speedBonus;
  54. int currentHealth;
  55. int shotsLeft;
  56. std::set<int> effects; //IDs of spells affecting stack
  57. int morale, luck;
  58. };
  59. class CGameInterface
  60. {
  61. public:
  62. bool human;
  63. int playerID, serialID;
  64. std::string dllName;
  65. virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
  66. virtual void garrisonChanged(const CGObjectInstance * obj){};
  67. virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
  68. virtual void heroCreated(const CGHeroInstance*){};
  69. 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
  70. virtual void heroInGarrisonChange(const CGTownInstance *town){};
  71. virtual void heroKilled(const CGHeroInstance*){};
  72. virtual void heroMoved(const TryMoveHero & details){};
  73. virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
  74. virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
  75. virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
  76. virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
  77. virtual void init(ICallback * CB){};
  78. virtual void receivedResource(int type, int val){};
  79. virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
  80. virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
  81. 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
  82. //virtual void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
  83. //virtual void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
  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, boost::function<void()> &onEnd) = 0; //all stacks operations between these objects become allowed, interface has to call onEnd when done
  86. virtual void tileHidden(const std::set<int3> &pos){};
  87. virtual void tileRevealed(const std::set<int3> &pos){};
  88. virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
  89. virtual void yourTurn(){};
  90. virtual void availableCreaturesChanged(const CGDwelling *town){};
  91. virtual void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
  92. virtual void requestRealized(PackageApplied *pa){};
  93. virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
  94. virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
  95. virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
  96. //battle call-ins
  97. virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
  98. virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
  99. virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
  100. virtual void battleAttack(BattleAttack *ba){}; //called when stack is performing attack
  101. virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
  102. virtual void battleEnd(BattleResult *br){};
  103. 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
  104. virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
  105. virtual void battleSpellCast(SpellCast *sc){};
  106. virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
  107. 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
  108. virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
  109. };
  110. class CAIHandler
  111. {
  112. public:
  113. static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
  114. };
  115. class CGlobalAI : public CGameInterface // AI class (to derivate)
  116. {
  117. public:
  118. //CGlobalAI();
  119. virtual void yourTurn(){};
  120. virtual void heroKilled(const CGHeroInstance*){};
  121. virtual void heroCreated(const CGHeroInstance*){};
  122. virtual void battleStackMoved(int ID, int dest, int distance){};
  123. virtual void battleStackAttacking(int ID, int dest){};
  124. virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){};
  125. virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
  126. };
  127. #endif // __CGAMEINTERFACE_H__