mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-12 10:03:53 +02:00
ec879046ca
Okay let's do this!
153 lines
5.8 KiB
C++
153 lines
5.8 KiB
C++
#pragma once
|
|
|
|
|
|
#include "BattleAction.h"
|
|
#include "IGameEventsReceiver.h"
|
|
#include "CGameStateFwd.h"
|
|
|
|
#include "spells/ViewSpellInt.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
|
|
|
|
virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions){};
|
|
};
|
|
|
|
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
|
|
};
|