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vcmi/CGameInterface.h
2009-03-07 16:05:53 +00:00

105 lines
4.7 KiB
C++

#ifndef __CGAMEINTERFACE_H__
#define __CGAMEINTERFACE_H__
#include "global.h"
#include <set>
#include <vector>
#include "lib/BattleAction.h"
#include "client/FunctionList.h"
using namespace boost::logic;
class CCallback;
class ICallback;
class CGlobalAI;
class CGHeroInstance;
class Component;
class CSelectableComponent;
struct HeroMoveDetails;
class CGHeroInstance;
class CGTownInstance;
class CGObjectInstance;
class CCreatureSet;
class CArmedInstance;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
struct SpellCasted;
struct HeroBonus;
class CObstacle
{
int ID;
int position;
//TODO: add some kind of the blockmap
};
struct StackState
{
StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;};
int attackBonus, defenseBonus, healthBonus, speedBonus;
int currentHealth;
int shotsLeft;
std::set<int> effects; //IDs of spells affecting stack
int morale, luck;
};
class CGameInterface
{
public:
bool human;
int playerID, serialID;
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
virtual void heroCreated(const CGHeroInstance*){};
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 heroInGarrisonChange(const CGTownInstance *town){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroMoved(const HeroMoveDetails & details){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
virtual void init(ICallback * CB){};
virtual void receivedResource(int type, int val){};
virtual void showInfoDialog(std::string &text, const std::vector<Component*> &components){};
virtual void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void tileHidden(const std::set<int3> &pos){};
virtual void tileRevealed(const std::set<int3> &pos){};
virtual void yourTurn(){};
virtual void availableCreaturesChanged(const CGTownInstance *town){};
virtual void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
//battle call-ins
virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
virtual void battleAttack(BattleAttack *ba){}; //called when stack is performing attack
virtual void battleStackAttacked(BattleStackAttacked * bsa){}; //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br){};
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
virtual void battleStackMoved(int ID, int dest, int distance){};
virtual void battleSpellCasted(SpellCasted *sc){};
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
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
};
class CAIHandler
{
public:
static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
};
class CGlobalAI : public CGameInterface // AI class (to derivate)
{
public:
//CGlobalAI();
virtual void yourTurn(){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroCreated(const CGHeroInstance*){};
virtual void battleStackMoved(int ID, int dest, int distance){};
virtual void battleStackAttacking(int ID, int dest){};
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){};
virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
};
#endif // __CGAMEINTERFACE_H__