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vcmi/CGameInterface.h
Michał W. Urbańczyk 22ade5efbe * make compatible with boost 1.36.0 (there was breaking change in boost::function)
* randomizing spells in towns
* fixed reading forbidden structures
* support for heroes starting in town garrisons
* hopefully fixed problems with wrong town defs (village/fort/capitol)
* moved CSpellHandler.* to VCMI_Lib (project files must be updated)
* redone reading spell info
* added missing features to the fort screen
* minor improvements

* partially done mage guild screen
2008-08-20 06:57:53 +00:00

96 lines
4.1 KiB
C++

#ifndef CGAMEINTERFACE_H
#define CGAMEINTERFACE_H
#include "global.h"
#include <set>
#include <vector>
#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<int> effects;
int morale, luck;
};
class CGameInterface
{
public:
bool human;
int playerID, serialID;
virtual void init(ICallback * CB){};
virtual void yourTurn(){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroCreated(const CGHeroInstance*){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
virtual void heroMoved(const HeroMoveDetails & details){};
virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
virtual void tileRevealed(int3 pos){};
virtual void tileHidden(int3 pos){};
virtual void receivedResource(int type, int val){};
virtual void showInfoDialog(std::string &text, const std::vector<Component*> &components){};
virtual void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &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){};
//battle call-ins
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<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
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 actionStarted(BattleAction action){};//occurs BEFORE every action taken by any stack or by the hero
//virtual void actionFinished(BattleAction action){};//occurs AFTER 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 battleEnd(BattleResult *br){};
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
virtual void battleAttack(BattleAttack *ba){};
virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)=0;
//
};
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