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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"
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# include "hch/CMusicHandler.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 ;
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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class CLoadFile ;
class CSaveFile ;
template < typename Serializer > class CISer ;
template < typename Serializer > class COSer ;
class CObstacle
{
int ID ;
int position ;
//TODO: add some kind of the blockmap
} ;
class CGameInterface
{
public :
bool human ;
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int playerID ;
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std : : string dllName ;
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virtual ~ CGameInterface ( ) { } ;
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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 ) { } ;
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//virtual void heroKilled(const CGHeroInstance*){};
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virtual void heroMoved ( const TryMoveHero & details ) { } ;
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virtual void heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , si64 val ) { } ;
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virtual void heroSecondarySkillChanged ( const CGHeroInstance * hero , int which , int val ) { } ;
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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 ) { } ;
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virtual void showInfoDialog ( const std : : string & text , const std : : vector < Component * > & components , int soundID ) { } ;
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virtual void showRecruitmentDialog ( const CGDwelling * dwelling , const CArmedInstance * dst , int level ) { }
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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
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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.
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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
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virtual void showPuzzleMap ( ) { } ;
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virtual void showMarketWindow ( const IMarket * market , const CGHeroInstance * visitor ) { } ;
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virtual void showUniversityWindow ( const IMarket * market , const CGHeroInstance * visitor ) { } ;
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virtual void showHillFortWindow ( const CGObjectInstance * object , const CGHeroInstance * visitor ) { } ;
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virtual void showTavernWindow ( const CGObjectInstance * townOrTavern ) { } ;
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virtual void advmapSpellCast ( const CGHeroInstance * caster , int spellID ) { } ; //called when a hero casts a spell
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virtual void tileHidden ( const std : : set < int3 > & pos ) { } ;
virtual void tileRevealed ( const std : : set < int3 > & pos ) { } ;
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virtual void newObject ( const CGObjectInstance * obj ) { } ; //eg. ship built in shipyard
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virtual void availableArtifactsChanged ( const CGBlackMarket * bm = NULL ) { } ; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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virtual void yourTurn ( ) { } ;
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virtual void centerView ( int3 pos , int focusTime ) { } ;
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virtual void availableCreaturesChanged ( const CGDwelling * town ) { } ;
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virtual void heroBonusChanged ( const CGHeroInstance * hero , const Bonus & bonus , bool gain ) { } ; //if gain hero received bonus, else he lost it
virtual void playerBonusChanged ( const Bonus & bonus , bool gain ) { } ; //if gain hero received bonus, else he lost it
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virtual void requestRealized ( PackageApplied * pa ) { } ;
virtual void heroExchangeStarted ( si32 hero1 , si32 hero2 ) { } ;
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virtual void objectPropertyChanged ( const SetObjectProperty * sop ) { } ; //eg. mine has been flagged
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virtual void objectRemoved ( const CGObjectInstance * obj ) { } ; //eg. collected resource, picked artifact, beaten hero
virtual void playerBlocked ( int reason ) { } ; //reason: 0 - upcoming battle
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virtual void gameOver ( ui8 player , bool victory ) { } ; //player lost or won the game
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virtual void serialize ( COSer < CSaveFile > & h , const int version ) { } ; //saving
virtual void serialize ( CISer < CLoadFile > & h , const int version ) { } ; //loading
//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
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virtual void battleStacksAttacked ( std : : vector < BattleStackAttacked > & bsa ) { } ; //called when stack receives damage (after battleAttack())
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virtual void battleEnd ( BattleResult * br ) { } ;
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virtual void battleResultsApplied ( ) { } ; //called when all effects of last battle are applied
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virtual void battleNewRoundFirst ( int round ) { } ; //called at the beginning of each turn before changes are applied;
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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 , int distance , bool end ) { } ;
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virtual void battleSpellCast ( BattleSpellCast * sc ) { } ;
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virtual void battleStacksEffectsSet ( SetStackEffect & sse ) { } ; //called when a specific effect is set to stacks
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virtual void battleStart ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , CGHeroInstance * hero1 , CGHeroInstance * hero2 , bool side ) { } ; //called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battlefieldPrepared ( int battlefieldType , std : : vector < CObstacle * > obstacles ) { } ; //called when battlefield is prepared, prior the battle beginning
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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
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virtual void battleNewStackAppeared ( int stackID ) { } ; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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virtual void battleObstaclesRemoved ( const std : : set < si32 > & removedObstacles ) { } ; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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virtual void battleCatapultAttacked ( const CatapultAttack & ca ) { } ; //called when catapult makes an attack
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virtual void battleStacksRemoved ( const BattleStacksRemoved & bsr ) { } ; //called when certain stack is completely removed from battlefield
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} ;
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 , int distance ) { } ;
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__