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a15ffb06e6
* half-done support for battles
94 lines
3.8 KiB
C++
94 lines
3.8 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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BOOST_TRIBOOL_THIRD_STATE(outOfRange)
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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 HeroMoveDetails;
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class CGHeroInstance;
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class CGTownInstance;
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class CGObjectInstance;
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class CCreatureSet;
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class CArmedInstance;
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struct BattleResult;
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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;
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int morale, luck;
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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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virtual void init(ICallback * CB){};
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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 heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
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virtual void heroMoved(const HeroMoveDetails & details){};
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
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virtual void tileRevealed(int3 pos){};
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virtual void tileHidden(int3 pos){};
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virtual void receivedResource(int type, int val){};
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virtual void showInfoDialog(std::string text, std::vector<Component*> &components)=0;
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virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)=0;
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virtual void garrisonChanged(const CGObjectInstance * obj){};
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virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
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//battle call-ins
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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 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 actionStarted(BattleAction action){};//occurs BEFORE every action taken by any stack or by the hero
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virtual void actionFinished(BattleAction action){};//occurs AFTER 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 battleEnd(BattleResult *br){};
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virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
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virtual void battleStackAttacking(int ID, int dest)=0;
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virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)=0;
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virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)=0;
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//
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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, bool startMoving, bool endMoving){};
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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 void battleStackKilled(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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