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# ifndef CGAMEINTERFACE_H
# define CGAMEINTERFACE_H
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# include "global.h"
# include "CCallback.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 CGlobalAI ;
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class CGHeroInstance ;
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class CSelectableComponent ;
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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
} ;
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class CGameInterface
{
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public :
bool human ;
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int playerID , serialID ;
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virtual void init ( ICallback * CB ) = 0 { } ;
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virtual void yourTurn ( ) = 0 { } ;
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virtual void heroKilled ( const CGHeroInstance * ) = 0 { } ;
virtual void heroCreated ( const CGHeroInstance * ) = 0 { } ;
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virtual void heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , int val ) = 0 { } ;
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virtual void heroMoved ( const HeroMoveDetails & details ) = 0 { } ;
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virtual void heroVisitsTown ( const CGHeroInstance * hero , const CGTownInstance * town ) { } ;
virtual void tileRevealed ( int3 pos ) { } ;
virtual void tileHidden ( int3 pos ) { } ;
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virtual void receivedResource ( int type , int val ) { } ;
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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
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 ) { } ;
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virtual void battleStackMoved ( int ID , int dest ) = 0 ;
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//
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} ;
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class CAIHandler
{
public :
static CGlobalAI * getNewAI ( CCallback * cb , std : : string dllname ) ;
} ;
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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 * ) { } ;
virtual void heroCreated ( const CGHeroInstance * ) { } ;
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virtual void battleStackMoved ( int ID , int dest ) { } ;
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} ;
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# endif //CGAMEINTERFACE_H