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vcmi/lib/CGameInterface.h
ArseniyShestakov 25656aa586 Add showTeleportDialog everywhere except actual code for AI and player
Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
2015-03-08 16:52:50 +03:00

149 lines
5.6 KiB
C++

#pragma once
#include "BattleAction.h"
#include "IGameEventsReceiver.h"
#include "CGameStateFwd.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 boost::logic::tribool;
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 CCommanderInstance;
class CStack;
class CPathsInfo;
class CCreature;
class CLoadFile;
class CSaveFile;
class CISer;
class COSer;
struct ArtifactLocation;
class CScriptingModule;
class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
{
public:
bool human;
PlayerColor playerID;
std::string dllName;
virtual ~CBattleGameInterface() {};
virtual void init(shared_ptr<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
virtual void saveGame(COSer &h, const int version);
virtual void loadGame(CISer &h, const int version);
};
/// Central class for managing human player / AI interface logic
class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
{
public:
virtual void init(shared_ptr<CCallback> CB){};
virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)=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 showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) = 0;
// all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;
virtual void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) = 0;
virtual void finish(){}; //if for some reason we want to end
};
class DLL_LINKAGE CDynLibHandler
{
public:
static shared_ptr<CGlobalAI> getNewAI(std::string dllname);
static shared_ptr<CBattleGameInterface> getNewBattleAI(std::string dllname);
static shared_ptr<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() {};
shared_ptr<CBattleGameInterface> battleAI;
shared_ptr<CBattleCallback> cbc;
virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
//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<BattleStackAttacked> & 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<si32> & removedObstacles);
virtual void battleNewStackAppeared(const CStack * stack);
virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> 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<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom);
virtual void saveGame(COSer & h, const int version); //saving
virtual void loadGame(CISer & h, const int version); //loading
};