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57 lines
2.7 KiB
C++
57 lines
2.7 KiB
C++
/*
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* CGameInterface.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CBattleGameInterface.h"
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#include "IGameEventsReceiver.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class BattleStateInfoForRetreat;
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struct ObjectPosInfo;
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class CCallback;
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class CCommanderInstance;
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using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
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/// Central class for managing human player / AI interface logic
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class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
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{
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public:
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virtual ~CGameInterface() = default;
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virtual void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB){};
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virtual void yourTurn(QueryID askID){}; //called AFTER playerStartsTurn(player)
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//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 heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
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virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)=0;
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// Show a dialog, player must take decision. If selection then he has to choose between one of given components,
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// if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
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// with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) = 0;
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// all stacks operations between these objects become allowed, interface has to call onEnd when done
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virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;
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virtual void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0;
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virtual void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) = 0;
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virtual void finish(){}; //if for some reason we want to end
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virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
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virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
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/// Invalidates and destroys all paths for all heroes
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virtual void invalidatePaths(){};
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};
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VCMI_LIB_NAMESPACE_END
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