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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name ai.h - The ai headerfile. */
//
// (c) Copyright 1998-2009 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
#ifndef __AI_H__
#define __AI_H__
//@{
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
class CPlayer;
class CFile;
class CUnit;
class CUnitType;
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
extern void AiEachCycle(CPlayer *player); /// Called each game cycle
extern void AiEachSecond(CPlayer *player); /// Called each second
extern void InitAiModule(); /// Init AI global structures
extern void AiInit(CPlayer *player); /// Init AI for this player
extern void CleanAi(); /// Cleanup the AI module
extern void FreeAi(); /// Free the AI resources
extern void SaveAi(CFile *file); /// Save the AI state
extern void AiCclRegister(); /// Register ccl features
/*--------------------------------------------------------
-- Callbacks/Triggers
--------------------------------------------------------*/
extern void AiHelpMe(const CUnit *attacker, CUnit *defender);
extern void AiUnitKilled(CUnit *unit);
extern void AiWorkComplete(CUnit *unit, CUnit *newUnit);
extern void AiCanNotBuild(CUnit *unit, const CUnitType *unitType);
extern void AiCanNotReach(CUnit *unit, const CUnitType *unitType);
extern void AiCanNotMove(CUnit *unit);
extern void AiTrainingComplete(CUnit *unit, CUnit *newUnit);
//@}
#endif // !__AI_H__
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