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25663ce7af
* refactoring
141 lines
5.4 KiB
C++
141 lines
5.4 KiB
C++
#pragma once
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#include "BattleAction.h"
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#include "IGameEventsReceiver.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 CBattleCallback;
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class ICallback;
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class CGlobalAI;
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struct 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 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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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 BattleStacksRemoved;
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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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template <typename Serializer> class CISer;
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template <typename Serializer> class COSer;
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struct ArtifactLocation;
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class CScriptingModule;
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class CBattleGameInterface : public IBattleEventsReceiver
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{
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public:
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bool human;
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int playerID;
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std::string dllName;
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virtual ~CBattleGameInterface() {};
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virtual void init(CBattleCallback * CB){};
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//battle call-ins
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virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
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virtual void yourTacticPhase(int distance){}; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
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};
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/// Central class for managing human player / AI interface logic
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class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
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{
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public:
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virtual void init(CCallback * CB){};
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virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
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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::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID)=0;
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virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)=0;
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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, ui32 askID, const int soundID, bool selection, bool cancel) = 0;
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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, int queryID) = 0;
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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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virtual void finish(){}; //if for some reason we want to end
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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 CGlobalAI * getNewAI(std::string dllname);
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static CBattleGameInterface * getNewBattleAI(std::string dllname);
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static CScriptingModule * getNewScriptingModule(std::string dllname);
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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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CGlobalAI();
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virtual BattleAction activeStack(const CStack * stack) OVERRIDE;
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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() : battleAI(NULL), cbc(NULL) {};
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CBattleGameInterface *battleAI;
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CBattleCallback *cbc;
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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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//battle interface
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virtual BattleAction activeStack(const CStack * stack);
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virtual void yourTacticPhase(int distance);
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virtual void battleNewRound(int round);
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virtual void battleCatapultAttacked(const CatapultAttack & ca);
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side);
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa);
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virtual void actionStarted(const BattleAction *action);
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virtual void battleNewRoundFirst(int round);
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virtual void actionFinished(const BattleAction *action);
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virtual void battleStacksEffectsSet(const SetStackEffect & sse);
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//virtual void battleTriggerEffect(const BattleTriggerEffect & bte);
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virtual void battleStacksRemoved(const BattleStacksRemoved & bsr);
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virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles);
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virtual void battleNewStackAppeared(const CStack * stack);
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virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance);
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virtual void battleAttack(const BattleAttack *ba);
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virtual void battleSpellCast(const BattleSpellCast *sc);
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virtual void battleEnd(const BattleResult *br);
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virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom);
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};
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