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							- #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;
 
- 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;
 
- 	int morale, luck;
 
- };
 
- class CGameInterface
 
- {
 
- public:
 
- 	bool human;
 
- 	int playerID, serialID;
 
- 	virtual void init(ICallback * CB){};
 
- 	virtual void yourTurn(){};
 
- 	virtual void heroKilled(const CGHeroInstance*){};
 
- 	virtual void heroCreated(const CGHeroInstance*){};
 
- 	virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
 
- 	virtual void heroMoved(const HeroMoveDetails & details){};
 
- 	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){};
 
- 	virtual void showSelDialog(std::string &text, std::vector<Component*> &components, ui32 askID){};
 
- 	virtual void garrisonChanged(const CGObjectInstance * obj){};
 
- 	virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
 
- 	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){};
 
- 	//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(BattleResult *br){};
 
- 	virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)=0;
 
- 	virtual void battleAttack(BattleAttack *ba){};
 
- 	virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)=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, bool byShooting){};
 
- 	virtual void battleStackKilled(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
 
 
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