#ifndef __CPLAYERINTERFACE_H__ #define __CPLAYERINTERFACE_H__ #include "../global.h" #include "../CGameInterface.h" #include "../lib/CondSh.h" #include "SDL_framerate.h" #include #include #include #include "GUIBase.h" #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 IUpdateable { public: //minor interfaces CondSh *showingDialog; //indicates if dialog box is displayed boost::recursive_mutex *pim; bool makingTurn; //if player is already making his turn int firstCall; // -1 - just loaded game; 1 - just started game; 0 otherwise int autosaveCount; static const int SAVES_COUNT = 5; static int howManyPeople; SystemOptions sysOpts; CCastleInterface * castleInt; //NULL if castle window isn't opened static CBattleInterface * battleInt; //NULL if no battle FPSmanager * mainFPSmng; //to keep const framerate CInGameConsole * cingconsole; 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) std::vector towns; //our heroes on the adventure map (not the garrisoned ones) std::map paths; //maps hero => selected path in adventure map struct SpellbookLastSetting { int spellbookLastPageBattle, spellbokLastPageAdvmap; //on which page we left spellbook int spellbookLastTabBattle, spellbookLastTabAdvmap; //on which page we left spellbook SpellbookLastSetting(); template void serialize( Handler &h, const int version ) { h & spellbookLastPageBattle & spellbokLastPageAdvmap & spellbookLastTabBattle & spellbookLastTabAdvmap; } } spellbookSettings; void update(); void recreateHeroTownList(); const CGHeroInstance *getWHero(int pos); //returns NULL if position is not valid 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 &skills, boost::function &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 &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 showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList onYes, CFunctionList 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 &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 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 &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 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(BattleSpellCast *sc); void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks void battleStacksAttacked(std::vector & bsa); void battleStart(const CCreatureSet *army1, const 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, 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 & 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) bool ctrlPressed() const; //determines if ctrl key is pressed (left or right or both) bool altPressed() const; //determines if alt key is pressed (left or right or both) void redrawHeroWin(const CGHeroInstance * hero); 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 updateInfo(const CGObjectInstance * specific); 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, bool delComps = false); 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 void stopMovement(); bool moveHero(const CGHeroInstance *h, CGPath path); void initMovement(const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp );//initializing objects and performing first step of move void movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho );//performing step of movement void finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho ); //finish movement void eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath = true ); CGPath *getAndVerifyPath( const CGHeroInstance * h ); void acceptTurn(); //used during hot seat after your turn message is close void tryDiggging(const CGHeroInstance *h); void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard; void requestReturningToMainMenu(); CPlayerInterface(int Player);//c-tor ~CPlayerInterface();//d-tor CondSh terminate_cond; // confirm termination ////////////////////////////////////////////////////////////////////////// template void serializeTempl(Handler &h, const int version); }; extern CPlayerInterface * LOCPLINT; #endif // __CPLAYERINTERFACE_H__