#ifndef __CGAMEINTERFACE_H__ #define __CGAMEINTERFACE_H__ #include "global.h" #include #include #include "lib/BattleAction.h" #include "client/FunctionList.h" #include "hch/CMusicHandler.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; class ICallback; class CGlobalAI; struct Component; class CSelectableComponent; struct TryMoveHero; class CGHeroInstance; class CGTownInstance; class CGObjectInstance; class CGDwelling; class CCreatureSet; class CArmedInstance; class IShipyard; struct BattleResult; struct BattleAttack; struct BattleStackAttacked; struct SpellCast; struct SetStackEffect; struct HeroBonus; struct PackageApplied; struct SetObjectProperty; struct CatapultAttack; struct BattleStacksRemoved; class CLoadFile; class CSaveFile; template class CISer; template class COSer; 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; //IDs of spells affecting stack int morale, luck; int dmgMultiplier; //for ballista dmg bonus handling }; class CGameInterface { public: bool human; int playerID, serialID; std::string dllName; virtual ~CGameInterface() {}; 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 TryMoveHero & details){}; virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){}; 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){}; virtual void showInfoDialog(const std::string &text, const std::vector &components, int soundID){}; virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){} 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 virtual void showBlockingDialog(const std::string &text, const std::vector &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 &onEnd) = 0; //all stacks operations between these objects become allowed, interface has to call onEnd when done virtual void showPuzzleMap(){}; virtual void tileHidden(const std::set &pos){}; virtual void tileRevealed(const std::set &pos){}; virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard virtual void yourTurn(){}; virtual void centerView (int3 pos, int focusTime){}; virtual void availableCreaturesChanged(const CGDwelling *town){}; virtual void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it virtual void playerBonusChanged(const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it virtual void requestRealized(PackageApplied *pa){}; virtual void heroExchangeStarted(si32 hero1, si32 hero2){}; virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero virtual void playerBlocked(int reason){}; //reason: 0 - upcoming battle virtual void gameOver(ui8 player, bool victory){}; //player lost or won the game virtual void serialize(COSer &h, const int version){}; //saving virtual void serialize(CISer &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 virtual void battleStacksAttacked(std::set & bsa){}; //called when stack receives damage (after battleAttack()) virtual void battleEnd(BattleResult *br){}; virtual void battleResultsApplied(){}; //called when all effects of last battle are applied 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){}; virtual void battleSpellCast(SpellCast *sc){}; virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks 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 virtual void battleStacksHealedRes(const std::vector > & healedStacks){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp virtual void battleNewStackAppeared(int stackID){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned virtual void battleObstaclesRemoved(const std::set & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield }; 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__