#ifndef __CPLAYERINTERFACE_H__ #define __CPLAYERINTERFACE_H__ #include "../global.h" #include "../CGameInterface.h" #include "SDL_framerate.h" #include #include #include #ifdef __GNUC__ #define sprintf_s snprintf #endif #ifdef max #undef max #endif #ifdef min #undef min #endif /* * CPlayerInterface.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ class CDefEssential; class AdventureMapButton; class CHighlightableButtonsGroup; class CDefHandler; struct TryMoveHero; class CDefEssential; class CGHeroInstance; class CAdvMapInt; class CCastleInterface; class CBattleInterface; class CStack; class SComponent; class CCreature; struct SDL_Surface; struct CGPath; class CCreatureAnimation; class CSelectableComponent; class CCreatureSet; class CGObjectInstance; class CSlider; struct UpgradeInfo; template struct CondSh; class CInGameConsole; class CGarrisonInt; class CInGameConsole; union SDL_Event; class IStatusBar; class CInfoWindow; class IShowActivable; class ClickableL; class ClickableR; class Hoverable; class KeyInterested; class MotionInterested; class TimeInterested; class IShowable; struct CPathsInfo; namespace boost { class mutex; class recursive_mutex; }; struct SystemOptions { ui8 heroMoveSpeed;/*, enemyMoveSpeed*/ //speed of player's hero movement ui8 mapScrollingSpeed; //map scrolling speed ui8 musicVolume, soundVolume; //TODO: rest of system options //battle settings ui8 printCellBorders; //if true, cell borders will be printed ui8 printStackRange; //if true,range of active stack will be printed ui8 animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest ui8 printMouseShadow; //if true, hex under mouse will be shaded ui8 showQueue; SystemOptions(); void setHeroMoveSpeed(int newSpeed); //set for the member above void setMapScrollingSpeed(int newSpeed); //set the member above void setMusicVolume(int newVolume); void setSoundVolume(int newVolume); void settingsChanged(); //updates file with "default" settings for next running of application void apply(); template void serialize(Handler &h, const int version) { h & heroMoveSpeed & mapScrollingSpeed & musicVolume & soundVolume; h & printCellBorders & printStackRange & animSpeed & printMouseShadow & showQueue; } }; extern SystemOptions GDefaultOptions; //defined and inited in CMT.cpp, stores default settings loaded with application class CPlayerInterface : public CGameInterface { public: //minor interfaces CondSh *showingDialog; //indicates if dialog box is displayed boost::recursive_mutex *pim; bool makingTurn; //if player is already making his turn SystemOptions sysOpts; CAdvMapInt * adventureInt; CCastleInterface * castleInt; //NULL if castle window isn't opened CBattleInterface * battleInt; //NULL if no battle FPSmanager * mainFPSmng; //to keep const framerate CInGameConsole * cingconsole; IStatusBar *statusbar; //current statusbar - will be used to show hover tooltips CCallback * cb; //to communicate with engine const BattleAction *curAction; //during the battle - action currently performed by active stack (or NULL) std::list dialogs; //queue of dialogs awaiting to be shown (not currently shown!) std::vector wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones) void recreateWanderingHeroes(); const CGHeroInstance *getWHero(int pos); //returns NULL if position is not valid //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 &skills, boost::function &callback); void heroInGarrisonChange(const CGTownInstance *town); void heroMoved(const TryMoveHero & details); void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 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 &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 &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 &onEnd); void tileHidden(const std::set &pos); //called when given tiles become hidden under fog of war void tileRevealed(const std::set &pos); //called when fog of war disappears from given tiles void newObject(const CGObjectInstance * obj); void yourTurn(); void availableCreaturesChanged(const CGDwelling *town); void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it 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 serialize(COSer &h, const int version); //saving void serialize(CISer &h, const int version); //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(BattleAttack *ba); //stack performs attack void battleEnd(BattleResult *br); //end of battle //void battleResultQuited(); 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(SpellCast *sc); void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks void battleStacksAttacked(std::set & bsa); 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 void battlefieldPrepared(int battlefieldType, std::vector obstacles); //called when battlefield is prepared, prior the battle beginning void battleStacksHealedRes(const std::vector > & healedStacks); //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 & 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 heroKilled(const CGHeroInstance* hero); void waitWhileDialog(); bool shiftPressed() const; //determines if shift key is pressed (left or right or both) void redrawHeroWin(const CGHeroInstance * hero); void updateWater(); void showComp(SComponent comp); //TODO: comment me void openTownWindow(const CGTownInstance * town); //shows townscreen void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero void init(ICallback * CB); int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on void showInfoDialog(const std::string &text, const std::vector & components = std::vector(), int soundID = 0); void showYesNoDialog(const std::string &text, const std::vector & components, CFunctionList onYes, CFunctionList onNo, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close bool moveHero(const CGHeroInstance *h, CGPath path); CPlayerInterface(int Player, int serial);//c-tor ~CPlayerInterface();//d-tor ////////////////////////////////////////////////////////////////////////// template void serializeTempl(Handler &h, const int version); }; extern CPlayerInterface * LOCPLINT; #endif // __CPLAYERINTERFACE_H__