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	Mixed line endings cause problems when exporting patches with git-format-patch and then trying to "git am" a patch with mixed and non-matching line endings. In such a situation git will fail to apply the patch. This commit runs the dos2unix tools on the remaining files with CRLF (\r\n) line endings to convert them to line-feeds (\n) only. Files that are Windows specific like *.vcxproj and *.props files were not converted. Closes: #3073
		
			
				
	
	
		
			170 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			7.0 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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| 
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| #include "battle/AutocombatPreferences.h"
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| #include "IGameEventsReceiver.h"
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| 
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| #include "spells/ViewSpellInt.h"
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| 
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| class CBattleCallback;
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| class CCallback;
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| 
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| VCMI_LIB_NAMESPACE_BEGIN
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| 
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| using boost::logic::tribool;
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| 
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| class Environment;
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| 
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| class ICallback;
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| class CGlobalAI;
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| struct Component;
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| struct TryMoveHero;
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| class CGHeroInstance;
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| class CGTownInstance;
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| class CGObjectInstance;
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| class CGBlackMarket;
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| class CGDwelling;
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| class CCreatureSet;
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| class CArmedInstance;
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| class IShipyard;
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| class IMarket;
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| class BattleAction;
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| struct BattleResult;
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| struct BattleAttack;
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| struct BattleStackAttacked;
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| struct BattleSpellCast;
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| struct SetStackEffect;
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| struct Bonus;
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| struct PackageApplied;
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| struct SetObjectProperty;
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| struct CatapultAttack;
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| struct StackLocation;
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| class CStackInstance;
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| class CCommanderInstance;
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| class CStack;
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| class CCreature;
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| class CLoadFile;
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| class CSaveFile;
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| class BinaryDeserializer;
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| class BinarySerializer;
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| class BattleStateInfo;
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| struct ArtifactLocation;
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| class BattleStateInfoForRetreat;
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| 
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| #if SCRIPTING_ENABLED
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| namespace scripting
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| {
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| 	class Module;
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| }
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| #endif
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| 
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| using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
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| 
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| class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
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| {
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| public:
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| 	bool human;
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| 	PlayerColor playerID;
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| 	std::string dllName;
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| 
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| 	virtual ~CBattleGameInterface() {};
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| 	virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB){};
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| 	virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences){};
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| 
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| 	//battle call-ins
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| 	virtual void activeStack(const BattleID & battleID, const CStack * stack)=0; //called when it's turn of that stack
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| 	virtual void yourTacticPhase(const BattleID & battleID, int distance)=0; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
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| };
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| 
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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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| 
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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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| 
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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) = 0;
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| 
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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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| 
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| 	virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
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| 
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| 	virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
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| 
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| 	virtual void saveGame(BinarySerializer & h, const int version) = 0;
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| 	virtual void loadGame(BinaryDeserializer & h, const int version) = 0;
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| };
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| 
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| class DLL_LINKAGE CDynLibHandler
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| {
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| public:
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| 	static std::shared_ptr<CGlobalAI> getNewAI(const std::string & dllname);
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| 	static std::shared_ptr<CBattleGameInterface> getNewBattleAI(const std::string & dllname);
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| #if SCRIPTING_ENABLED
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| 	static std::shared_ptr<scripting::Module> getNewScriptingModule(const boost::filesystem::path & dllname);
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| #endif
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| };
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| 
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| class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
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| {
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| public:
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| 	std::shared_ptr<Environment> env;
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| 	CGlobalAI();
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| };
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| 
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| //class to  be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
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| class DLL_LINKAGE CAdventureAI : public CGlobalAI
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| {
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| public:
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| 	CAdventureAI() = default;
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| 
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| 	std::shared_ptr<CBattleGameInterface> battleAI;
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| 	std::shared_ptr<CBattleCallback> cbc;
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| 
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| 	virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
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| 
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| 	//battle interface
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| 	virtual void activeStack(const BattleID & battleID, const CStack * stack) override;
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| 	virtual void yourTacticPhase(const BattleID & battleID, int distance) override;
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| 
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| 	virtual void battleNewRound(const BattleID & battleID) override;
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| 	virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;
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| 	virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
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| 	virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
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| 	virtual void actionStarted(const BattleID & battleID, const BattleAction &action) override;
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| 	virtual void battleNewRoundFirst(const BattleID & battleID) override;
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| 	virtual void actionFinished(const BattleID & battleID, const BattleAction &action) override;
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| 	virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;
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| 	virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
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| 	virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
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| 	virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba) override;
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| 	virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
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| 	virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
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| 	virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
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| 
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| 	virtual void saveGame(BinarySerializer & h, const int version) override;
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| 	virtual void loadGame(BinaryDeserializer & h, const int version) override;
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| };
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| 
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| VCMI_LIB_NAMESPACE_END
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