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vcmi/CGameInterface.h

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#ifndef CGAMEINTERFACE_H
#define CGAMEINTERFACE_H
#include "global.h"
#include <set>
#include <vector>
BOOST_TRIBOOL_THIRD_STATE(outOfRange)
using namespace boost::logic;
class CCallback;
class ICallback;
class CGlobalAI;
class CGHeroInstance;
class Component;
class CSelectableComponent;
struct HeroMoveDetails;
class CGHeroInstance;
class CGTownInstance;
class CGObjectInstance;
class CCreatureSet;
class CArmedInstance;
class CObstacle
{
int ID;
int position;
//TODO: add some kind of the blockmap
};
struct BattleAction
{
bool side; //who made this action: false - left, true - right player
int stackNumber;//stack ID, -1 left hero, -2 right hero,
int actionType; // 0 = Cancel BattleAction 1 = Hero cast a spell 2 = Walk 3 = Defend 4 = Retreat from the battle 5 = Surrender 6 = Walk and Attack 7 = Shoot 8 = Wait 9 = Catapult 10 = Monster casts a spell (i.e. Faerie Dragons)
int destinationTile;
int additionalInfo; // e.g. spell number if type is 1 || 10
};
struct StackState
{
StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;};
int attackBonus, defenseBonus, healthBonus, speedBonus;
int currentHealth;
int shotsLeft;
std::set<int> effects;
int morale, luck;
};
class CGameInterface
{
public:
bool human;
int playerID, serialID;
virtual void init(ICallback * CB)=0{};
virtual void yourTurn()=0{};
virtual void heroKilled(const CGHeroInstance*)=0{};
virtual void heroCreated(const CGHeroInstance*)=0{};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val)=0{};
virtual void heroMoved(const HeroMoveDetails & details)=0{};
virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
virtual void tileRevealed(int3 pos){};
virtual void tileHidden(int3 pos){};
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virtual void receivedResource(int type, int val){};
virtual void showInfoDialog(std::string text, std::vector<Component*> &components)=0{};
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)=0{};
virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
//battle call-ins
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
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
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 actionStarted(BattleAction action){};//occurs BEFORE every action taken by any stack or by the hero
virtual void actionFinished(BattleAction action){};//occurs AFTER 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 battleEnd(CCreatureSet * army1, CCreatureSet * army2, CArmedInstance *hero1, CArmedInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner){};
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
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virtual void battleStackAttacking(int ID, int dest)=0;
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virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby)=0;
virtual void battleStackKilled(int ID, int dmg, int killed, int IDby)=0;
//
};
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class CAIHandler
{
public:
static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
};
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class CGlobalAI : public CGameInterface // AI class (to derivate)
{
public:
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//CGlobalAI();
virtual void yourTurn(){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroCreated(const CGHeroInstance*){};
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving){};
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virtual void battleStackAttacking(int ID, int dest){};
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virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby){};
virtual void battleStackKilled(int ID, int dmg, int killed, int IDby){};
virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
};
#endif //CGAMEINTERFACE_H