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							- #ifndef CGAMEINTERFACE_H
 
- #define CGAMEINTERFACE_H
 
- #include "global.h"
 
- #include "CCallback.h"
 
- BOOST_TRIBOOL_THIRD_STATE(outOfRange)
 
- using namespace boost::logic;
 
- class CCallback;
 
- class CGlobalAI;
 
- class CGHeroInstance;
 
- class CSelectableComponent;
 
- class CObstacle
 
- {
 
- 	int ID;
 
- 	int position;
 
- 	//TODO: add some kind of the blockmap
 
- };
 
- struct Action
 
- {
 
- 	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 Action   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
 
- };
 
- 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 showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)=0{};
 
- 	virtual void garrisonChanged(const CGObjectInstance * obj){};
 
- 	//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(Action action){};//occurs BEFORE every action taken by any stack or by the hero
 
- 	virtual void actionFinished(Action action){};//occurs AFTER every action taken by any stack or by the hero
 
- 	virtual void activeStack(int stackID){}; //called when it's turn of that stack
 
- 	virtual void battleEnd(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner){};
 
- 	//
 
- };
 
- 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*){};
 
- };
 
- #endif //CGAMEINTERFACE_H
 
 
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