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vcmi/CGameInterface.h
Michał W. Urbańczyk 617e1f962e New files for lib:
* lib/ERMScriptModule.cpp
* lib/ERMScriptModule.h
* lib/CObstacleInstance.h

More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts.
Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).
2011-05-09 22:20:47 +00:00

105 lines
3.7 KiB
C++

#ifndef __CGAMEINTERFACE_H__
#define __CGAMEINTERFACE_H__
#include "global.h"
#include <set>
#include <vector>
#include "lib/BattleAction.h"
#include "client/FunctionList.h"
#include "lib/IGameEventsReceiver.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 namespace boost::logic;
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 CStack;
class CCreature;
class CLoadFile;
class CSaveFile;
typedef si32 TQuantity;
template <typename Serializer> class CISer;
template <typename Serializer> class COSer;
struct ArtifactLocation;
class CBattleGameInterface : public IBattleEventsReceiver
{
public:
bool human;
int playerID;
std::string dllName;
virtual ~CBattleGameInterface() {};
virtual void init(CBattleCallback * CB){};
//battle call-ins
virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
};
/// Central class for managing human player / AI interface logic
class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
{
public:
virtual void init(CCallback * CB){};
virtual void yourTurn(){};
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
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.
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
virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
};
class CAIHandler
{
public:
static CGlobalAI * getNewAI(std::string dllname);
static CBattleGameInterface * getNewBattleAI(std::string dllname);
};
class CGlobalAI : public CGameInterface // AI class (to derivate)
{
public:
//CGlobalAI();
virtual void yourTurn() OVERRIDE{};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroCreated(const CGHeroInstance*) OVERRIDE{};
virtual void battleStackMoved(const CStack * stack, THex dest, int distance, bool end) OVERRIDE{};
virtual void battleStackAttacking(int ID, int dest) {};
virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE{};
virtual BattleAction activeStack(const CStack * stack) OVERRIDE;
};
#endif // __CGAMEINTERFACE_H__