#ifndef CGAMEINTERFACE_H #define CGAMEINTERFACE_H #include "global.h" #include #include #include "lib/BattleAction.h" #include "client/FunctionList.h" 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; struct BattleResult; struct BattleAttack; class CObstacle { int ID; int position; //TODO: add some kind of the blockmap }; struct StackState { StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;}; int attackBonus, defenseBonus, healthBonus, speedBonus; int currentHealth; int shotsLeft; std::set effects; int morale, luck; }; class CGameInterface { public: bool human; int playerID, serialID; 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 &skills, boost::function &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){}; virtual void heroKilled(const CGHeroInstance*){}; virtual void heroMoved(const HeroMoveDetails & details){}; virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){}; virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){}; virtual void init(ICallback * CB){}; virtual void receivedResource(int type, int val){}; virtual void showInfoDialog(std::string &text, const std::vector &components){}; virtual void showSelDialog(std::string &text, const std::vector &components, ui32 askID){}; virtual void showYesNoDialog(std::string &text, const std::vector &components, ui32 askID){}; virtual void tileHidden(int3 pos){}; virtual void tileRevealed(int3 pos){}; virtual void yourTurn(){}; //battle call-ins //virtual void actionFinished(BattleAction action){};//occurs AFTER every action taken by any stack or by the hero //virtual void actionStarted(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){}; virtual void battleEnd(BattleResult *br){}; 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 battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)=0; virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0; 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 obstacles){}; //called when battlefield is prepared, prior the battle beginning // }; 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, bool startMoving, bool endMoving){}; virtual void battleStackAttacking(int ID, int dest){}; virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){}; virtual void battleStackKilled(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