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3d2ab9c753
* Garrison right-click information shown, but not taking detailed info into account. * Town info dialogs centered around cursor.
148 lines
7.9 KiB
C++
148 lines
7.9 KiB
C++
#ifndef __CGAMEINTERFACE_H__
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#define __CGAMEINTERFACE_H__
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#include "global.h"
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#include <set>
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#include <vector>
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#include "lib/BattleAction.h"
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#include "client/FunctionList.h"
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#include "hch/CMusicHandler.h"
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/*
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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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using namespace boost::logic;
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class CCallback;
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class ICallback;
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class CGlobalAI;
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class CGHeroInstance;
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class Component;
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class CSelectableComponent;
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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 CGDwelling;
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class CCreatureSet;
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class CArmedInstance;
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class IShipyard;
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struct BattleResult;
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struct BattleAttack;
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struct BattleStackAttacked;
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struct SpellCast;
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struct SetStackEffect;
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struct HeroBonus;
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struct PackageApplied;
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struct SetObjectProperty;
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struct CatapultAttack;
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struct BattleStacksRemoved;
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class CLoadFile;
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class CSaveFile;
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template <typename Serializer> class CISer;
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template <typename Serializer> class COSer;
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class CObstacle
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{
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int ID;
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int position;
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//TODO: add some kind of the blockmap
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};
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struct StackState
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{
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StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;};
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int attackBonus, defenseBonus, healthBonus, speedBonus;
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int currentHealth;
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int shotsLeft;
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std::set<int> effects; //IDs of spells affecting stack
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int morale, luck;
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int dmgMultiplier; //for ballista dmg bonus handling
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};
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class CGameInterface
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{
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public:
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bool human;
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int playerID, serialID;
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std::string dllName;
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virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
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virtual void garrisonChanged(const CGObjectInstance * obj){};
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virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
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virtual void heroCreated(const CGHeroInstance*){};
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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
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virtual void heroInGarrisonChange(const CGTownInstance *town){};
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//virtual void heroKilled(const CGHeroInstance*){};
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virtual void heroMoved(const TryMoveHero & details){};
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){};
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virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
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virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
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virtual void init(ICallback * CB){};
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virtual void receivedResource(int type, int val){};
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virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
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virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
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virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can buid, 1 - lack of resources, 2 - dest tile is blocked, 3 - no water
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) = 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.
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virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) = 0; //all stacks operations between these objects become allowed, interface has to call onEnd when done
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virtual void tileHidden(const std::set<int3> &pos){};
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virtual void tileRevealed(const std::set<int3> &pos){};
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virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
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virtual void yourTurn(){};
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virtual void centerView (int3 pos, int focusTime){};
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virtual void availableCreaturesChanged(const CGDwelling *town){};
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virtual void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
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virtual void requestRealized(PackageApplied *pa){};
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virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
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virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
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virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
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virtual void playerBlocked(int reason){}; //reason: 0 - upcoming battle
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virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
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virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
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//battle call-ins
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virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
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virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
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virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
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virtual void battleAttack(BattleAttack *ba){}; //called when stack is performing attack
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virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
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virtual void battleEnd(BattleResult *br){};
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virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
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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
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virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
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virtual void battleSpellCast(SpellCast *sc){};
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virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
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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
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virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
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virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
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virtual void battleNewStackAppeared(int stackID){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
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virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
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};
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class CAIHandler
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{
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public:
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static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
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};
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class CGlobalAI : public CGameInterface // AI class (to derivate)
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{
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public:
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//CGlobalAI();
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virtual void yourTurn(){};
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virtual void heroKilled(const CGHeroInstance*){};
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virtual void heroCreated(const CGHeroInstance*){};
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virtual void battleStackMoved(int ID, int dest, int distance){};
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virtual void battleStackAttacking(int ID, int dest){};
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virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){};
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virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
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};
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#endif // __CGAMEINTERFACE_H__
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