#ifndef __CGAMEINTERFACE_H__ #define __CGAMEINTERFACE_H__ #include "global.h" #include #include #include "lib/BattleAction.h" #include "client/FunctionList.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 IBattleCallback; 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; class IMarket; struct BattleResult; struct BattleAttack; struct BattleStackAttacked; struct BattleSpellCast; struct SetStackEffect; struct Bonus; struct PackageApplied; struct SetObjectProperty; struct CatapultAttack; struct BattleStacksRemoved; struct StackLocation; class CStackInstance; class CStack; class CCreature; class CLoadFile; class CSaveFile; typedef si32 TQuantity; template class CISer; template class COSer; struct ArtifactLocation; class CBattleGameInterface { public: bool human; int playerID; std::string dllName; virtual ~CBattleGameInterface() {}; virtual void init(IBattleCallback * CB){}; //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(const CStack * stack)=0; //called when it's turn of that stack virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack virtual void battleStacksAttacked(const std::vector & bsa){}; //called when stack receives damage (after battleAttack()) virtual void battleEnd(const BattleResult *br){}; virtual void battleResultsApplied(){}; //called when all effects of last battle are applied virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes 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(const CStack * stack, THex dest, int distance, bool end){}; virtual void battleSpellCast(const BattleSpellCast *sc){}; virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right virtual void battleStacksHealedRes(const std::vector > & healedStacks, bool lifeDrain, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp virtual void battleNewStackAppeared(const CStack * stack){}; //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 }; /// Central class for managing human player / AI interface logic class CGameInterface : public CBattleGameInterface { public: virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished //garrison operations virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute){}; //if absolute, change is the new count; otherwise count was modified by adding change virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; //used eg. when upgrading creatures virtual void stacksErased(const StackLocation &location){}; //stack removed from previously filled slot virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){}; virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; //new stack inserted at given (previously empty position) virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count){}; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks //virtual void garrisonChanged(const CGObjectInstance * obj){}; //artifacts operations virtual void artifactPut(const ArtifactLocation &al){}; virtual void artifactRemoved(const ArtifactLocation &al){}; virtual void artifactAssembled(const ArtifactLocation &al){}; virtual void artifactDisassembled(const ArtifactLocation &al){}; virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){}; 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 heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int 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 showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){}; virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){}; virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){}; virtual void showTavernWindow(const CGObjectInstance *townOrTavern){}; virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; //called when a hero casts a spell virtual void tileHidden(const boost::unordered_set &pos){}; virtual void tileRevealed(const boost::unordered_set &pos){}; virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL){}; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns) virtual void yourTurn(){}; virtual void centerView (int3 pos, int focusTime){}; virtual void availableCreaturesChanged(const CGDwelling *town){}; 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 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 }; class CAIHandler { public: static CGlobalAI * getNewAI(std::string dllname); static CBattleGameInterface * getNewBattleAI(std::string dllname); }; class 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, THex dest, int distance, bool end) OVERRIDE{}; virtual void battleStackAttacking(int ID, int dest) {}; virtual void battleStacksAttacked(const std::vector & bsa) OVERRIDE{}; virtual BattleAction activeStack(const CStack * stack) OVERRIDE; }; #endif // __CGAMEINTERFACE_H__