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2710017049
* presumably fixed crash occurring sometimes on battle end * fixed problems when attacking with two-hex creature another two-hex creature, when tile before our destination was blocked * minor changes
115 lines
5.2 KiB
C++
115 lines
5.2 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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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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struct BattleAttack;
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struct BattleStackAttacked;
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struct SpellCasted;
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struct SetStackEffect;
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struct HeroBonus;
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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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};
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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 HeroMoveDetails & details){};
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int 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){};
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virtual void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
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virtual void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
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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 yourTurn(){};
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virtual void availableCreaturesChanged(const CGTownInstance *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 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 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 battleSpellCasted(SpellCasted *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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};
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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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