| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100 | 
							- #ifndef CGAMEINTERFACE_H
 
- #define CGAMEINTERFACE_H
 
- #include "global.h"
 
- #include <set>
 
- #include <vector>
 
- BOOST_TRIBOOL_THIRD_STATE(outOfRange)
 
- 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;
 
- class CObstacle
 
- {
 
- 	int ID;
 
- 	int position;
 
- 	//TODO: add some kind of the blockmap
 
- };
 
- struct BattleAction
 
- {
 
- 	bool side; //who made this action: false - left, true - right player
 
- 	int stackNumber;//stack ID, -1 left hero, -2 right hero, 
 
- 	int actionType; //    0 = Cancel BattleAction   1 = Hero cast a spell   2 = Walk   3 = Defend   4 = Retreat from the battle   5 = Surrender   6 = Walk and Attack   7 = Shoot    8 = Wait   9 = Catapult 10 = Monster casts a spell (i.e. Faerie Dragons) 
 
- 	int destinationTile; 
 
- 	int additionalInfo; // e.g. spell number if type is 1 || 10
 
- };
 
- 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; 
 
- 	int morale, luck;
 
- };
 
- class CGameInterface
 
- {
 
- public:
 
- 	bool human;
 
- 	int playerID, serialID;
 
- 	virtual void init(ICallback * CB)=0{};
 
- 	virtual void yourTurn()=0{};
 
- 	virtual void heroKilled(const CGHeroInstance*)=0{};
 
- 	virtual void heroCreated(const CGHeroInstance*)=0{};
 
- 	virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val)=0{};
 
- 	virtual void heroMoved(const HeroMoveDetails & details)=0{};
 
- 	virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
 
- 	virtual void tileRevealed(int3 pos){};
 
- 	virtual void tileHidden(int3 pos){};
 
- 	virtual void receivedResource(int type, int val){};
 
- 	virtual void showInfoDialog(std::string text, std::vector<Component*> &components)=0{};
 
- 	virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)=0{};
 
- 	virtual void garrisonChanged(const CGObjectInstance * obj){};
 
- 	virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
 
- 	//battle call-ins 
 
- 	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
 
- 	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 actionStarted(BattleAction action){};//occurs BEFORE every action taken by any stack or by the hero
 
- 	virtual void actionFinished(BattleAction action){};//occurs AFTER 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 battleEnd(CCreatureSet * army1, CCreatureSet * army2, CArmedInstance *hero1, CArmedInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner){};
 
- 	virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
 
- 	virtual void battleStackAttacking(int ID, int dest)=0;
 
- 	virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby)=0;
 
- 	virtual void battleStackKilled(int ID, int dmg, int killed, int IDby)=0;
 
- 	//
 
- };
 
- 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, bool startMoving, bool endMoving){};
 
- 	virtual void battleStackAttacking(int ID, int dest){};
 
- 	virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby){};
 
- 	virtual void battleStackKilled(int ID, int dmg, int killed, int IDby){};
 
- 	virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
 
- };
 
- #endif //CGAMEINTERFACE_H
 
 
  |