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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Adjusted player interface to new set of stack operations.

Const transitive ptr.
This commit is contained in:
Michał W. Urbańczyk 2010-12-14 21:55:23 +00:00
parent f7f917845c
commit e301256f92
9 changed files with 178 additions and 77 deletions

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@ -42,8 +42,12 @@ struct PackageApplied;
struct SetObjectProperty;
struct CatapultAttack;
struct BattleStacksRemoved;
struct StackLocation;
class CStackInstance;
class CCreature;
class CLoadFile;
class CSaveFile;
typedef TQuantity;
template <typename Serializer> class CISer;
template <typename Serializer> class COSer;
@ -56,8 +60,19 @@ public:
virtual ~CGameInterface() {};
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void garrisonChanged(const CGObjectInstance * obj){};
//garrison operations
virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute){}; //if absolute, change is the new count; otherwise count was modified by adding change
virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; //used eg. when upgrading creatures
virtual void stacksErased(const StackLocation &location){}; //stack removed from previously filled slot
virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; //new stack inserted at given (previously empty position)
virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count){}; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
//virtual void garrisonChanged(const CGObjectInstance * obj){};
//artifacts operations
virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
virtual void heroCreated(const CGHeroInstance*){};
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){};

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@ -2106,6 +2106,40 @@ void CPlayerInterface::sendCustomEvent( int code )
SDL_PushEvent(&event);
}
void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
{
garrisonChanged(location.army);
}
void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
{
garrisonChanged(location.army);
}
void CPlayerInterface::stacksErased(const StackLocation &location)
{
garrisonChanged(location.army);
}
void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
{
garrisonChanged(loc1.army);
if(loc2.army != loc1.army)
garrisonChanged(loc2.army);
}
void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
{
garrisonChanged(location.army);
}
void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
{
garrisonChanged(src.army);
if(dst.army != src.army)
garrisonChanged(dst.army);
}
CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
{
spellbookLastPageBattle = spellbokLastPageAdvmap = 0;

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@ -157,69 +157,75 @@ public:
int getLastIndex(std::string namePrefix);
//overloaded funcs from CGameInterface
void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
void garrisonChanged(const CGObjectInstance * obj);
void heroArtifactSetChanged(const CGHeroInstance* hero);
void heroCreated(const CGHeroInstance* hero);
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
void heroInGarrisonChange(const CGTownInstance *town);
void heroMoved(const TryMoveHero & details);
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val);
void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val);
void heroManaPointsChanged(const CGHeroInstance * hero);
void heroMovePointsChanged(const CGHeroInstance * hero);
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
void receivedResource(int type, int val);
void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID);
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level);
void showShipyardDialog(const IShipyard *obj); //obj may be town or shipyard;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd);
void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
void showPuzzleMap();
void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor);
void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor);
void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor);
void showTavernWindow(const CGObjectInstance *townOrTavern);
void advmapSpellCast(const CGHeroInstance * caster, int spellID); //called when a hero casts a spell
void tileHidden(const std::set<int3> &pos); //called when given tiles become hidden under fog of war
void tileRevealed(const std::set<int3> &pos); //called when fog of war disappears from given tiles
void newObject(const CGObjectInstance * obj);
void availableArtifactsChanged(const CGBlackMarket *bm = NULL); //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
void yourTurn();
void availableCreaturesChanged(const CGDwelling *town);
void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain);//if gain hero received bonus, else he lost it
void playerBonusChanged(const Bonus &bonus, bool gain);
void requestRealized(PackageApplied *pa);
void heroExchangeStarted(si32 hero1, si32 hero2);
void centerView (int3 pos, int focusTime);
void objectPropertyChanged(const SetObjectProperty * sop);
void objectRemoved(const CGObjectInstance *obj);
void gameOver(ui8 player, bool victory);
void serialize(COSer<CSaveFile> &h, const int version); //saving
void serialize(CISer<CLoadFile> &h, const int version); //loading
void buildChanged(const CGTownInstance *town, int buildingID, int what) OVERRIDE; //what: 1 - built, 2 - demolished
void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) OVERRIDE; //if absolute, change is the new count; otherwise count was modified by adding change
void stackChangedType(const StackLocation &location, const CCreature &newType) OVERRIDE; //used eg. when upgrading creatures
void stacksErased(const StackLocation &location) OVERRIDE; //stack removed from previously filled slot
void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) OVERRIDE;
void newStackInserted(const StackLocation &location, const CStackInstance &stack) OVERRIDE; //new stack inserted at given (previously empty position)
void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) OVERRIDE; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
void heroArtifactSetChanged(const CGHeroInstance* hero) OVERRIDE;
void heroCreated(const CGHeroInstance* hero) OVERRIDE;
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) OVERRIDE;
void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
void heroMoved(const TryMoveHero & details) OVERRIDE;
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) OVERRIDE;
void heroManaPointsChanged(const CGHeroInstance * hero) OVERRIDE;
void heroMovePointsChanged(const CGHeroInstance * hero) OVERRIDE;
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
void receivedResource(int type, int val) OVERRIDE;
void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) OVERRIDE;
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
void showShipyardDialog(const IShipyard *obj) OVERRIDE; //obj may be town or shipyard;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel) OVERRIDE; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) OVERRIDE;
void showPuzzleMap() OVERRIDE;
void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) OVERRIDE;
void showTavernWindow(const CGObjectInstance *townOrTavern) OVERRIDE;
void advmapSpellCast(const CGHeroInstance * caster, int spellID) OVERRIDE; //called when a hero casts a spell
void tileHidden(const std::set<int3> &pos) OVERRIDE; //called when given tiles become hidden under fog of war
void tileRevealed(const std::set<int3> &pos) OVERRIDE; //called when fog of war disappears from given tiles
void newObject(const CGObjectInstance * obj) OVERRIDE;
void availableArtifactsChanged(const CGBlackMarket *bm = NULL) OVERRIDE; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
void yourTurn() OVERRIDE;
void availableCreaturesChanged(const CGDwelling *town) OVERRIDE;
void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;//if gain hero received bonus, else he lost it
void playerBonusChanged(const Bonus &bonus, bool gain) OVERRIDE;
void requestRealized(PackageApplied *pa) OVERRIDE;
void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
void centerView (int3 pos, int focusTime) OVERRIDE;
void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
void objectRemoved(const CGObjectInstance *obj) OVERRIDE;
void gameOver(ui8 player, bool victory) OVERRIDE;
void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
//for battles
void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero
void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
BattleAction activeStack(int stackID); //called when it's turn of that stack
void battleAttack(const BattleAttack *ba); //stack performs attack
void battleEnd(const BattleResult *br); //end of battle
void actionFinished(const BattleAction* action) OVERRIDE;//occurs AFTER action taken by active stack or by the hero
void actionStarted(const BattleAction* action) OVERRIDE;//occurs BEFORE action taken by active stack or by the hero
BattleAction activeStack(int stackID) OVERRIDE; //called when it's turn of that stack
void battleAttack(const BattleAttack *ba) OVERRIDE; //stack performs attack
void battleEnd(const BattleResult *br) OVERRIDE; //end of battle
//void battleResultQuited();
void battleNewRoundFirst(int round); //called at the beginning of each turn before changes are applied; used for HP regen handling
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(int ID, int dest, int distance, bool end);
void battleSpellCast(const BattleSpellCast *sc);
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa);
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom); //called when stacks are healed / resurrected
void battleNewStackAppeared(int stackID); //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
void battleObstaclesRemoved(const std::set<si32> & removedObstacles); //called when a certain set of obstacles is removed from batlefield; IDs of them are given
void battleCatapultAttacked(const CatapultAttack & ca); //called when catapult makes an attack
void battleStacksRemoved(const BattleStacksRemoved & bsr); //called when certain stack is completely removed from battlefield
void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied; used for HP regen handling
void battleNewRound(int round) OVERRIDE; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(int ID, int dest, int distance, bool end) OVERRIDE;
void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE; //called when a specific effect is set to stacks
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE;
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) OVERRIDE; //called by engine when battle starts; side=0 - left, side=1 - right
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected
void battleNewStackAppeared(int stackID) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
//-------------//
void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
void garrisonChanged(const CGObjectInstance * obj);
void heroKilled(const CGHeroInstance* hero);
void waitWhileDialog();
bool shiftPressed() const; //determines if shift key is pressed (left or right or both)

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@ -124,36 +124,36 @@ void SetAvailableHeroes::applyCl( CClient *cl )
void ChangeStackCount::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,garrisonChanged,sl.army);
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,stackChagedCount, sl, count, absoluteValue);
}
void SetStackType::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,garrisonChanged,sl.army);
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,stackChangedType,sl, *type);
}
void EraseStack::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,garrisonChanged,sl.army);
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,stacksErased,sl);
}
void SwapStacks::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner,garrisonChanged,sl1.army);
if(sl1.army != sl2.army)
INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner,garrisonChanged,sl2.army);
INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner,stacksSwapped, sl1, sl2);
if(sl1.army->tempOwner != sl2.army->tempOwner)
INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner,stacksSwapped, sl1, sl2);
}
void InsertNewStack::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,garrisonChanged,sl.army);
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,newStackInserted,sl, *sl.getStack());
}
void RebalanceStacks::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(src.army->tempOwner,garrisonChanged,src.army);
if(src.army != dst.army)
INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,garrisonChanged,dst.army);
INTERFACE_CALL_IF_PRESENT(src.army->tempOwner, stacksRebalanced, src, dst, count);
if(src.army->tempOwner != dst.army->tempOwner)
INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,stacksRebalanced, src, dst, count);
}
void GiveBonus::applyCl( CClient *cl )

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@ -80,6 +80,11 @@ enum ECombatInfo{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFE
class CGameInfo;
extern CGameInfo* CGI; //game info for general use
//a few typedefs for CCreatureSet
typedef si32 TSlot;
typedef si32 TQuantity;
typedef ui32 TCreature; //creature id
const int ARMY_SIZE = 7;
const int HEROI_TYPE = 34,
TOWNI_TYPE = 98,

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@ -9,12 +9,6 @@ class CCreature;
class CGHeroInstance;
class CArmedInstance;
//a few typedefs for CCreatureSet
typedef si32 TSlot;
typedef si32 TQuantity;
typedef ui32 TCreature; //creature id
const int ARMY_SIZE = 7;
class DLL_EXPORT CStackBasicDescriptor
{

36
lib/ConstTransitivePtr.h Normal file
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@ -0,0 +1,36 @@
#pragma once
template <typename T>
class ConstTransitivePtr
{
T *ptr;
public:
ConstTransitivePtr()
: ptr(NULL)
{}
ConstTransitivePtr(T *Ptr)
: ptr(Ptr)
{}
operator const T*() const
{
return ptr;
}
operator T*()
{
return ptr;
}
T *operator->()
{
return ptr;
}
const T *operator->() const
{
return ptr;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ptr;
}
};

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@ -8,6 +8,7 @@
#include "CCreatureSet.h"
#include "CMapInfo.h"
#include "../StartInfo.h"
#include "ConstTransitivePtr.h"
/*
* NetPacks.h, part of VCMI engine
@ -717,7 +718,7 @@ struct NewArtifact : public CPackForClient
struct StackLocation
{
CArmedInstance *army;
ConstTransitivePtr<CArmedInstance> army;
TSlot slot;
StackLocation()
@ -730,7 +731,7 @@ struct StackLocation
army = const_cast<CArmedInstance*>(Army); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
slot = Slot;
}
DLL_EXPORT const CStackInstance *getStack();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & army & slot;

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@ -605,6 +605,16 @@ DLL_EXPORT void NewArtifact::applyGs( CGameState *gs )
gs->map->artInstances.push_back(art);
}
DLL_EXPORT const CStackInstance * StackLocation::getStack()
{
if(!army->hasStackAtSlot(slot))
{
tlog2 << "Warning: " << army->nodeName() << " dont have a stack at slot " << slot << std::endl;
return NULL;
}
return &army->getStack(slot);
}
DLL_EXPORT void ChangeStackCount::applyGs( CGameState *gs )
{
if(absoluteValue)