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# pragma once
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# include "BattleAction.h"
# include "IGameEventsReceiver.h"
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/*
* 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
*
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*/
using namespace boost : : logic ;
class CCallback ;
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class CBattleCallback ;
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class ICallback ;
class CGlobalAI ;
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struct Component ;
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class CSelectableComponent ;
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struct TryMoveHero ;
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class CGHeroInstance ;
class CGTownInstance ;
class CGObjectInstance ;
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class CGBlackMarket ;
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class CGDwelling ;
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class CCreatureSet ;
class CArmedInstance ;
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class IShipyard ;
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class IMarket ;
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struct BattleResult ;
struct BattleAttack ;
struct BattleStackAttacked ;
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struct BattleSpellCast ;
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struct SetStackEffect ;
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struct Bonus ;
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struct PackageApplied ;
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struct SetObjectProperty ;
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struct CatapultAttack ;
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struct BattleStacksRemoved ;
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struct StackLocation ;
class CStackInstance ;
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class CCommanderInstance ;
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class CStack ;
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class CCreature ;
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class CLoadFile ;
class CSaveFile ;
template < typename Serializer > class CISer ;
template < typename Serializer > class COSer ;
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struct ArtifactLocation ;
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class CScriptingModule ;
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class CBattleGameInterface : public IBattleEventsReceiver
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{
public :
bool human ;
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int playerID ;
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std : : string dllName ;
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virtual ~ CBattleGameInterface ( ) { } ;
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virtual void init ( CBattleCallback * CB ) { } ;
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//battle call-ins
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virtual BattleAction activeStack ( const CStack * stack ) = 0 ; //called when it's turn of that stack
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virtual void yourTacticPhase ( int distance ) { } ; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
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} ;
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/// Central class for managing human player / AI interface logic
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class CGameInterface : public CBattleGameInterface , public IGameEventsReceiver
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{
public :
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virtual void init ( CCallback * CB ) { } ;
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virtual void yourTurn ( ) { } ; //called AFTER playerStartsTurn(player)
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//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroGotLevel ( const CGHeroInstance * hero , int pskill , std : : vector < ui16 > & skills , int queryID ) = 0 ;
virtual void commanderGotLevel ( const CCommanderInstance * commander , std : : vector < ui32 > skills , int queryID ) = 0 ;
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// 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 , ui32 askID , const int soundID , bool selection , bool cancel ) = 0 ;
// all stacks operations between these objects become allowed, interface has to call onEnd when done
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virtual void showGarrisonDialog ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits , int queryID ) = 0 ;
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virtual void serialize ( COSer < CSaveFile > & h , const int version ) { } ; //saving
virtual void serialize ( CISer < CLoadFile > & h , const int version ) { } ; //loading
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virtual void finish ( ) { } ; //if for some reason we want to end
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} ;
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class DLL_LINKAGE CDynLibHandler
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{
public :
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static CGlobalAI * getNewAI ( std : : string dllname ) ;
static CBattleGameInterface * getNewBattleAI ( std : : string dllname ) ;
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static CScriptingModule * getNewScriptingModule ( std : : string dllname ) ;
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} ;
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class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
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{
public :
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CGlobalAI ( ) ;
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virtual BattleAction activeStack ( const CStack * stack ) OVERRIDE ;
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} ;
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//class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
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class DLL_LINKAGE CAdventureAI : public CGlobalAI
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{
public :
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CAdventureAI ( ) : battleAI ( NULL ) , cbc ( NULL ) { } ;
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CBattleGameInterface * battleAI ;
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CBattleCallback * cbc ;
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virtual std : : string getBattleAIName ( ) const = 0 ; //has to return name of the battle AI to be used
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//battle interface
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virtual BattleAction activeStack ( const CStack * stack ) ;
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virtual void yourTacticPhase ( int distance ) ;
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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 ) ;
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//virtual void battleTriggerEffect(const BattleTriggerEffect & bte);
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virtual void battleStacksRemoved ( const BattleStacksRemoved & bsr ) ;
virtual void battleObstaclesRemoved ( const std : : set < si32 > & removedObstacles ) ;
virtual void battleNewStackAppeared ( const CStack * stack ) ;
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virtual void battleStackMoved ( const CStack * stack , std : : vector < BattleHex > dest , int distance ) ;
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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 ) ;
} ;