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vcmi/client/CPlayerInterface.h

244 lines
12 KiB
C++

#ifndef __CPLAYERINTERFACE_H__
#define __CPLAYERINTERFACE_H__
#include "../global.h"
#include "../CGameInterface.h"
#include "../lib/CondSh.h"
#include "SDL_framerate.h"
#include <map>
#include <list>
#include <algorithm>
#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 <typename T> 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 <typename Handler> 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<bool> *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<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
std::vector<const CGHeroInstance *> wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones)
std::vector<const CGTownInstance *> towns; //our heroes on the adventure map (not the garrisoned ones)
std::map<const CGHeroInstance *, CGPath> paths; //maps hero => selected path in adventure map
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<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 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 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
//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<BattleStackAttacked> & 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<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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 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)
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<SComponent*> & components = std::vector<SComponent*>(), int soundID = 0);
void showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> 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);
CPlayerInterface(int Player, int serial);//c-tor
~CPlayerInterface();//d-tor
CondSh<bool> terminate_cond; // confirm termination
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serializeTempl(Handler &h, const int version);
};
extern CPlayerInterface * LOCPLINT;
#endif // __CPLAYERINTERFACE_H__