#pragma once #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; 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; 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; template class CISer; template class COSer; struct ArtifactLocation; class CScriptingModule; class CBattleGameInterface : public IBattleEventsReceiver { public: bool human; int playerID; std::string dllName; virtual ~CBattleGameInterface() {}; 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: virtual void init(CCallback * CB){}; virtual void yourTurn(){}; //called AFTER playerStartsTurn(player) 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 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 serialize(COSer &h, const int version){}; //saving virtual void serialize(CISer &h, const int version){}; //loading virtual void finish(){}; //if for some reason we want to end }; class DLL_LINKAGE CDynLibHandler { public: static CGlobalAI * getNewAI(std::string dllname); static CBattleGameInterface * getNewBattleAI(std::string dllname); static CScriptingModule * getNewScriptingModule(std::string dllname); }; class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate) { public: CGlobalAI(); 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_LINKAGE CAdventureAI : public CGlobalAI { public: CAdventureAI() : battleAI(NULL), cbc(NULL) {}; CAdventureAI(const std::string &BattleAIName) : battleAIName(BattleAIName), battleAI(NULL), cbc(NULL) {}; std::string battleAIName; CBattleGameInterface *battleAI; CBattleCallback *cbc; //battle interface 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 & 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 & removedObstacles); virtual void battleNewStackAppeared(const CStack * stack); virtual void battleStackMoved(const CStack * stack, std::vector 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 > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom); };