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/*
Copyright (c) 2008 Robin Vobruba <hoijui.quaero@gmail.com>
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 {} either version 2 of the License, or
(at your option) any later version.
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, see <http://www.gnu.org/licenses/>.
*/
#ifndef _SKIRMISHAI_H
#define _SKIRMISHAI_H
#include "SkirmishAIKey.h"
#include <string>
class CSkirmishAILibrary;
struct SSkirmishAICallback;
/**
* The most basic representation of a Skirmish AI instance from the engines POV.
* A Skirmish AI instance can be seen as an instance of the AI,
* that is dedicated to control a specific team (eg team 1)).
* @see CSkirmishAILibrary
*/
class CSkirmishAI {
public:
CSkirmishAI(int teamId, const SkirmishAIKey& skirmishAIKey,
const SSkirmishAICallback* c_callback);
~CSkirmishAI();
/**
* CAUTION: takes C AI Interface events, not engine C++ ones!
*/
int HandleEvent(int topic, const void* data) const;
/**
* No events are forwarded to the Skirmish AI plugin
* after this method has been called.
*/
void Dieing();
private:
int teamId;
const SkirmishAIKey key;
const CSkirmishAILibrary* library;
const std::string timerName;
bool initOk;
bool dieing;
};
#endif // _SKIRMISHAI_H
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