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vcmi/lib/CGameInterface.h

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#ifndef __CGAMEINTERFACE_H__
#define __CGAMEINTERFACE_H__
#include "../global.h"
#include <set>
#include <vector>
#include "BattleAction.h"
#include "IGameEventsReceiver.h"
/*
* 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
*
*/
using namespace boost::logic;
class CCallback;
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class CBattleCallback;
class ICallback;
class CGlobalAI;
struct Component;
class CSelectableComponent;
struct TryMoveHero;
class CGHeroInstance;
class CGTownInstance;
class CGObjectInstance;
class CGBlackMarket;
class CGDwelling;
class CCreatureSet;
class CArmedInstance;
class IShipyard;
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class IMarket;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
struct BattleSpellCast;
struct SetStackEffect;
struct Bonus;
struct PackageApplied;
struct SetObjectProperty;
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struct CatapultAttack;
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struct BattleStacksRemoved;
struct StackLocation;
class CStackInstance;
class CStack;
class CCreature;
class CLoadFile;
class CSaveFile;
typedef si32 TQuantity;
template <typename Serializer> class CISer;
template <typename Serializer> class COSer;
struct ArtifactLocation;
class CScriptingModule;
class CBattleGameInterface : public IBattleEventsReceiver
{
public:
bool human;
int playerID;
std::string dllName;
virtual ~CBattleGameInterface() {};
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virtual void init(CBattleCallback * CB){};
//battle call-ins
virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
virtual void yourTacticPhase(int distance){}; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
};
/// Central class for managing human player / AI interface logic
class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
{
public:
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virtual void init(CCallback * CB){};
virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
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
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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.
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
virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
};
class DLL_EXPORT CDynLibHandler
{
public:
static CGlobalAI * getNewAI(std::string dllname);
static CBattleGameInterface * getNewBattleAI(std::string dllname);
static CScriptingModule * getNewScriptingModule(std::string dllname);
};
class DLL_EXPORT CGlobalAI : public CGameInterface // AI class (to derivate)
{
public:
CGlobalAI();
virtual void yourTurn() OVERRIDE{};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroCreated(const CGHeroInstance*) OVERRIDE{};
virtual void battleStackMoved(const CStack * stack, std::vector<THex> dest, int distance) OVERRIDE{};
virtual void battleStackAttacking(int ID, int dest) {};
virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE{};
virtual BattleAction activeStack(const CStack * stack) OVERRIDE;
};
//class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
class DLL_EXPORT CAdventureAI : public CGlobalAI
{
public:
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CAdventureAI() : battleAI(NULL), cbc(NULL) {};
CAdventureAI(const std::string &BattleAIName) : battleAIName(BattleAIName), battleAI(NULL), cbc(NULL) {};
std::string battleAIName;
CBattleGameInterface *battleAI;
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CBattleCallback *cbc;
//battle interface
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virtual BattleAction activeStack(const CStack * stack);
virtual void yourTacticPhase(int distance);
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);
//virtual void battleTriggerEffect(const BattleTriggerEffect & bte);
virtual void battleStacksRemoved(const BattleStacksRemoved & bsr);
virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles);
virtual void battleNewStackAppeared(const CStack * stack);
virtual void battleStackMoved(const CStack * stack, std::vector<THex> dest, int distance);
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);
};
#endif // __CGAMEINTERFACE_H__