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			279 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			279 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef __CPLAYERINTERFACE_H__
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| #define __CPLAYERINTERFACE_H__
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| #include "../global.h"
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| #include "../CGameInterface.h"
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| #include "../lib/CondSh.h"
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| #include <map>
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| #include <list>
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| #include <algorithm>
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| #include "GUIBase.h"
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| 
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| #ifdef __GNUC__
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| #define sprintf_s snprintf 
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| #endif
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| 
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| #ifdef max
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| #undef max
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| #endif
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| #ifdef min
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| #undef min
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| #endif
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| 
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| /*
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|  * CPlayerInterface.h, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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|  */
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| 
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| class CDefEssential;
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| class AdventureMapButton;
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| class CHighlightableButtonsGroup;
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| class CDefHandler;
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| struct TryMoveHero;
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| class CDefEssential;
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| class CGHeroInstance;
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| class CAdvMapInt;
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| class CCastleInterface;
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| class CBattleInterface;
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| class CStack;
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| class SComponent;
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| class CCreature;
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| struct SDL_Surface;
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| struct CGPath;
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| class CCreatureAnimation;
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| class CSelectableComponent;
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| class CCreatureSet;
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| class CGObjectInstance;
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| class CSlider;
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| struct UpgradeInfo;
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| template <typename T> struct CondSh;
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| class CInGameConsole;
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| class CGarrisonInt;
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| class CInGameConsole;
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| union SDL_Event;
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| class IStatusBar;
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| class CInfoWindow;
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| class IShowActivable;
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| class ClickableL;
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| class ClickableR;
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| class Hoverable;
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| class KeyInterested;
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| class MotionInterested;
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| class TimeInterested;
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| class IShowable;
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| struct CPathsInfo;
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| 
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| namespace boost
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| {
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| 	class mutex;
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| 	class recursive_mutex;
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| };
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| 
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| /// Stores information about system options like hero move speed, map scrolling speed, creature animation speed,...
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| struct SystemOptions
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| {
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| 	std::string playerName;
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| 
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| 	ui8 heroMoveSpeed;/*, enemyMoveSpeed*/ //speed of player's hero movement
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| 	ui8 mapScrollingSpeed; //map scrolling speed
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| 	ui8 musicVolume, soundVolume;
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| 	//TODO: rest of system options
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| 
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| 	//battle settings
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| 	ui8 printCellBorders; //if true, cell borders will be printed
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| 	ui8 printStackRange; //if true,range of active stack will be printed
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| 	ui8 animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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| 	ui8 printMouseShadow; //if true, hex under mouse will be shaded
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| 	ui8 showQueue;
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| 
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| 	SystemOptions();
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| 	void setHeroMoveSpeed(int newSpeed); //set for the member above
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| 	void setMapScrollingSpeed(int newSpeed); //set the member above
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| 	void setMusicVolume(int newVolume);
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| 	void setSoundVolume(int newVolume);
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| 	void setPlayerName(const std::string &newPlayerName);
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| 	void settingsChanged(); //updates file with "default" settings for next running of application
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| 	void apply();
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & playerName;
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| 		h & heroMoveSpeed & mapScrollingSpeed & musicVolume & soundVolume;
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| 		h & printCellBorders & printStackRange & animSpeed & printMouseShadow & showQueue;
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| 	}
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| };
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| 
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| extern SystemOptions GDefaultOptions; //defined and inited in CMT.cpp, stores default settings loaded with application
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| 
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| /// Central class for managing user interface logic
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| class CPlayerInterface : public CGameInterface, public IUpdateable
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| {
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| public:
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| 	bool observerInDuelMode;
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| 
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| 	//minor interfaces
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| 	CondSh<bool> *showingDialog; //indicates if dialog box is displayed
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| 
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| 	static boost::recursive_mutex *pim;
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| 	bool makingTurn; //if player is already making his turn
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| 	int firstCall; // -1 - just loaded game; 1 - just started game; 0 otherwise
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| 	int autosaveCount;
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| 	static const int SAVES_COUNT = 5;
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| 	static int howManyPeople;
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| 
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| 	SystemOptions sysOpts;
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| 
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| 	CCastleInterface * castleInt; //NULL if castle window isn't opened
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| 	static CBattleInterface * battleInt; //NULL if no battle
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| 	CInGameConsole * cingconsole;
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| 	
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| 	CCallback * cb; //to communicate with engine
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| 	const BattleAction *curAction; //during the battle - action currently performed by active stack (or NULL)
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| 
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| 	std::list<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
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| 
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| 
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| 	std::vector<const CGHeroInstance *> wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones)
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| 	std::vector<const CGTownInstance *> towns; //our heroes on the adventure map (not the garrisoned ones)
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| 	std::map<const CGHeroInstance *, CGPath> paths; //maps hero => selected path in adventure map
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| 
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| 	struct SpellbookLastSetting
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| 	{
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| 		int spellbookLastPageBattle, spellbokLastPageAdvmap; //on which page we left spellbook
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| 		int spellbookLastTabBattle, spellbookLastTabAdvmap; //on which page we left spellbook
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| 
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| 		SpellbookLastSetting();
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| 		template <typename Handler> void serialize( Handler &h, const int version )
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| 		{
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| 			h & spellbookLastPageBattle & spellbokLastPageAdvmap & spellbookLastTabBattle & spellbookLastTabAdvmap;
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| 		}
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| 	} spellbookSettings;
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| 
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| 	void update();
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| 	void recreateHeroTownList();
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| 	const CGHeroInstance *getWHero(int pos); //returns NULL if position is not valid
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| 	int getLastIndex(std::string namePrefix);
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| 
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| 	//overridden funcs from CGameInterface
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| 	void buildChanged(const CGTownInstance *town, int buildingID, int what) OVERRIDE; //what: 1 - built, 2 - demolished
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| 	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
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| 	void stackChangedType(const StackLocation &location, const CCreature &newType) OVERRIDE; //used eg. when upgrading creatures
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| 	void stacksErased(const StackLocation &location) OVERRIDE; //stack removed from previously filled slot
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| 	void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) OVERRIDE;
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| 	void newStackInserted(const StackLocation &location, const CStackInstance &stack) OVERRIDE; //new stack inserted at given (previously empty position)
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| 	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
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| 
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| 	void artifactPut(const ArtifactLocation &al);
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| 	void artifactRemoved(const ArtifactLocation &al);
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| 	void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
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| 	void artifactAssembled(const ArtifactLocation &al);
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| 	void artifactDisassembled(const ArtifactLocation &al);
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| 
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| 	void heroCreated(const CGHeroInstance* hero) OVERRIDE;
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| 	void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) OVERRIDE;
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| 	void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
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| 	void heroMoved(const TryMoveHero & details) OVERRIDE;
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| 	void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
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| 	void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) OVERRIDE;
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| 	void heroManaPointsChanged(const CGHeroInstance * hero) OVERRIDE;
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| 	void heroMovePointsChanged(const CGHeroInstance * hero) OVERRIDE;
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| 	void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
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| 	void receivedResource(int type, int val) OVERRIDE;
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| 	void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) OVERRIDE;
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| 	void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
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| 	void showShipyardDialog(const IShipyard *obj) OVERRIDE; //obj may be town or shipyard; 
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| 	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.
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| 	void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) OVERRIDE;
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| 	void showPuzzleMap() OVERRIDE;
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| 	void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
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| 	void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
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| 	void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) OVERRIDE;
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| 	void showTavernWindow(const CGObjectInstance *townOrTavern) OVERRIDE;
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| 	void advmapSpellCast(const CGHeroInstance * caster, int spellID) OVERRIDE; //called when a hero casts a spell
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| 	void tileHidden(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE; //called when given tiles become hidden under fog of war
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| 	void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE; //called when fog of war disappears from given tiles
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| 	void newObject(const CGObjectInstance * obj) OVERRIDE;
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| 	void availableArtifactsChanged(const CGBlackMarket *bm = NULL) OVERRIDE; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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| 	void yourTurn() OVERRIDE;
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| 	void availableCreaturesChanged(const CGDwelling *town) OVERRIDE;
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| 	void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;//if gain hero received bonus, else he lost it
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| 	void playerBonusChanged(const Bonus &bonus, bool gain) OVERRIDE;
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| 	void requestRealized(PackageApplied *pa) OVERRIDE;
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| 	void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
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| 	void centerView (int3 pos, int focusTime) OVERRIDE;
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| 	void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
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| 	void objectRemoved(const CGObjectInstance *obj) OVERRIDE;
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| 	void gameOver(ui8 player, bool victory) OVERRIDE;
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| 	void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
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| 	void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
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| 
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| 	//for battles
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| 	void actionFinished(const BattleAction* action) OVERRIDE;//occurs AFTER action taken by active stack or by the hero
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| 	void actionStarted(const BattleAction* action) OVERRIDE;//occurs BEFORE action taken by active stack or by the hero
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| 	BattleAction activeStack(const CStack * stack) OVERRIDE; //called when it's turn of that stack
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| 	void battleAttack(const BattleAttack *ba) OVERRIDE; //stack performs attack
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| 	void battleEnd(const BattleResult *br) OVERRIDE; //end of battle
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| 	void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied; used for HP regen handling
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| 	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
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| 	void battleStackMoved(const CStack * stack, THex dest, int distance, bool end) OVERRIDE;
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| 	void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
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| 	void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE; //called when a specific effect is set to stacks
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| 	void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE;
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| 	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
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| 	void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected
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| 	void battleNewStackAppeared(const CStack * stack) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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| 	void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set  of obstacles is removed from batlefield; IDs of them are given
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| 	void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
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| 	void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
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| 
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| 	//-------------//
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| 	void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
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| 	void garrisonChanged(const CGObjectInstance * obj, bool updateInfobox = true);
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| 	void heroKilled(const CGHeroInstance* hero);
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| 	void waitWhileDialog();
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| 	bool shiftPressed() const; //determines if shift key is pressed (left or right or both)
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| 	bool ctrlPressed() const; //determines if ctrl key is pressed (left or right or both)
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| 	bool altPressed() const; //determines if alt key is pressed (left or right or both)
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| 	void redrawHeroWin(const CGHeroInstance * hero);
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| 	void showComp(SComponent comp); //TODO: comment me
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| 	void openTownWindow(const CGTownInstance * town); //shows townscreen
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| 	void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
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| 	SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero
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| 	void updateInfo(const CGObjectInstance * specific);
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| 	void init(CCallback * CB);
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| 	int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
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| 	void showInfoDialog(const std::string &text, const std::vector<SComponent*> & components = std::vector<SComponent*>(), int soundID = 0, bool delComps = false);
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| 	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
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| 	void stopMovement();
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| 	bool moveHero(const CGHeroInstance *h, CGPath path);
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| 	void initMovement(const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp );//initializing objects and performing first step of move
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| 	void movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho );//performing step of movement
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| 	void finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho ); //finish movement
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| 	void eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath = true );
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| 	CGPath *getAndVerifyPath( const CGHeroInstance * h );
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| 	void acceptTurn(); //used during hot seat after your turn message is close
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| 	void tryDiggging(const CGHeroInstance *h);
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| 	void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard; 
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| 	void requestReturningToMainMenu();
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| 	void requestStoppingClient();
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| 	void sendCustomEvent(int code);
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| 
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| 	CPlayerInterface(int Player);//c-tor
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| 	~CPlayerInterface();//d-tor
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| 
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| 	CondSh<bool> terminate_cond; // confirm termination
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| 
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| 	//////////////////////////////////////////////////////////////////////////
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| 
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| 	template <typename Handler> void serializeTempl(Handler &h, const int version);
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| };
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| 
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| extern CPlayerInterface * LOCPLINT;
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| 
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| 
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| #endif // __CPLAYERINTERFACE_H__
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