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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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*/
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# pragma once
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# include "battle/AutocombatPreferences.h"
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# include "battle/BattleAction.h"
# include "IGameEventsReceiver.h"
# include "spells/ViewSpellInt.h"
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class CBattleCallback ;
class CCallback ;
VCMI_LIB_NAMESPACE_BEGIN
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using boost : : logic : : tribool ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
class Environment ;
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class ICallback ;
class CGlobalAI ;
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struct Component ;
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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 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 ;
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class BinaryDeserializer ;
class BinarySerializer ;
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class BattleStateInfo ;
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struct ArtifactLocation ;
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class BattleStateInfoForRetreat ;
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# if SCRIPTING_ENABLED
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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namespace scripting
{
class Module ;
}
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# endif
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using TTeleportExitsList = std : : vector < std : : pair < ObjectInstanceID , int3 > > ;
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class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
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{
public :
bool human ;
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PlayerColor playerID ;
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std : : string dllName ;
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virtual ~ CBattleGameInterface ( ) { } ;
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virtual void initBattleInterface ( std : : shared_ptr < Environment > ENV , std : : shared_ptr < CBattleCallback > CB ) { } ;
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virtual void initBattleInterface ( std : : shared_ptr < Environment > ENV , std : : shared_ptr < CBattleCallback > CB , AutocombatPreferences autocombatPreferences ) { } ;
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//battle call-ins
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virtual void activeStack ( const CStack * stack ) = 0 ; //called when it's turn of that stack
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virtual void yourTacticPhase ( int distance ) = 0 ; //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 DLL_LINKAGE CGameInterface : public CBattleGameInterface , public IGameEventsReceiver
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{
public :
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virtual ~ CGameInterface ( ) = default ;
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virtual void initGameInterface ( std : : shared_ptr < Environment > ENV , std : : shared_ptr < 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 , PrimarySkill : : PrimarySkill pskill , std : : vector < SecondarySkill > & skills , QueryID queryID ) = 0 ;
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virtual void commanderGotLevel ( const CCommanderInstance * commander , std : : vector < ui32 > skills , QueryID 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.
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virtual void showBlockingDialog ( const std : : string & text , const std : : vector < Component > & components , QueryID askID , const int soundID , bool selection , bool cancel ) = 0 ;
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// 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 , QueryID queryID ) = 0 ;
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virtual void showTeleportDialog ( TeleportChannelID channel , TTeleportExitsList exits , bool impassable , QueryID askID ) = 0 ;
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virtual void showMapObjectSelectDialog ( QueryID askID , const Component & icon , const MetaString & title , const MetaString & description , const std : : vector < ObjectInstanceID > & objects ) = 0 ;
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virtual void finish ( ) { } ; //if for some reason we want to end
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virtual void showWorldViewEx ( const std : : vector < ObjectPosInfo > & objectPositions , bool showTerrain ) { } ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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virtual std : : optional < BattleAction > makeSurrenderRetreatDecision ( const BattleStateInfoForRetreat & battleState )
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{
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return std : : nullopt ;
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}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
virtual void saveGame ( BinarySerializer & h , const int version ) = 0 ;
virtual void loadGame ( BinaryDeserializer & h , const int version ) = 0 ;
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} ;
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class DLL_LINKAGE CDynLibHandler
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{
public :
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static std : : shared_ptr < CGlobalAI > getNewAI ( const std : : string & dllname ) ;
static std : : shared_ptr < CBattleGameInterface > getNewBattleAI ( const std : : string & dllname ) ;
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# if SCRIPTING_ENABLED
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
static std : : shared_ptr < scripting : : Module > getNewScriptingModule ( const boost : : filesystem : : path & dllname ) ;
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# endif
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} ;
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class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
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{
public :
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
std : : shared_ptr < Environment > env ;
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CGlobalAI ( ) ;
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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 ( ) = default ;
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std : : shared_ptr < CBattleGameInterface > battleAI ;
std : : shared_ptr < 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 void activeStack ( const CStack * stack ) override ;
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virtual void yourTacticPhase ( int distance ) override ;
virtual void battleNewRound ( int round ) override ;
virtual void battleCatapultAttacked ( const CatapultAttack & ca ) override ;
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virtual void battleStart ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool side , bool replayAllowed ) override ;
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virtual void battleStacksAttacked ( const std : : vector < BattleStackAttacked > & bsa , bool ranged ) override ;
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virtual void actionStarted ( const BattleAction & action ) override ;
virtual void battleNewRoundFirst ( int round ) override ;
virtual void actionFinished ( const BattleAction & action ) override ;
virtual void battleStacksEffectsSet ( const SetStackEffect & sse ) override ;
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virtual void battleObstaclesChanged ( const std : : vector < ObstacleChanges > & obstacles ) override ;
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virtual void battleStackMoved ( const CStack * stack , std : : vector < BattleHex > dest , int distance , bool teleport ) override ;
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virtual void battleAttack ( const BattleAttack * ba ) override ;
virtual void battleSpellCast ( const BattleSpellCast * sc ) override ;
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virtual void battleEnd ( const BattleResult * br , QueryID queryID ) override ;
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virtual void battleUnitsChanged ( const std : : vector < UnitChanges > & units ) override ;
2015-10-12 15:47:10 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
virtual void saveGame ( BinarySerializer & h , const int version ) override ;
virtual void loadGame ( BinaryDeserializer & h , const int version ) override ;
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} ;
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VCMI_LIB_NAMESPACE_END