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vcmi/client/CPlayerInterface.h
2009-05-20 10:08:56 +00:00

193 lines
8.7 KiB
C++

#ifndef __CPLAYERINTERFACE_H__
#define __CPLAYERINTERFACE_H__
#include "../global.h"
#include "../CGameInterface.h"
#include "SDL_framerate.h"
#include <map>
#include <list>
#include <algorithm>
#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 HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
class CAdvMapInt;
class CCastleInterface;
class CBattleInterface;
class CStack;
class SComponent;
class CCreature;
struct SDL_Surface;
struct CPath;
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;
namespace boost
{
class mutex;
class recursive_mutex;
};
class CPlayerInterface : public CGameInterface
{
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
//TODO: exclude to some kind Settings struct
int heroMoveSpeed; //speed of player's hero movement
void setHeroMoveSpeed(int newSpeed) {heroMoveSpeed = newSpeed;} //set for the member above
int mapScrollingSpeed; //map scrolling speed
void setMapScrollingSpeed(int newSpeed) {mapScrollingSpeed = newSpeed;} //set the member above
SDL_Event * current; //current event
//CMainInterface *curint;
CAdvMapInt * adventureInt;
CCastleInterface * castleInt; //NULL if castle window isn't opened
CBattleInterface * battleInt; //NULL if no battle
CInGameConsole * cingconsole;
FPSmanager * mainFPSmng; //to keep const framerate
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<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
std::list<IShowActivable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
void totalRedraw(); //forces total redraw (using showAll)
void popInt(IShowActivable *top); //removes given interface from the top and activates next
void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next
void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top
void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
IShowActivable *topInt(); //returns top interface
//GUI elements
std::list<ClickableL*> lclickable;
std::list<ClickableR*> rclickable;
std::list<Hoverable*> hoverable;
std::list<KeyInterested*> keyinterested;
std::list<MotionInterested*> motioninterested;
std::list<TimeInterested*> timeinterested;
std::vector<IShowable*> objsToBlit;
//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 heroKilled(const CGHeroInstance* hero);
void heroMoved(const HeroMoveDetails & details);
void heroPrimarySkillChanged(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 showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
//void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
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, boost::function<void()> &onEnd);
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 yourTurn();
void availableCreaturesChanged(const CGTownInstance *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 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 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<BattleStackAttacked> & 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<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
//-------------//
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 handleEvent(SDL_Event * sEvent);
void handleKeyDown(SDL_Event *sEvent);
void handleKeyUp(SDL_Event *sEvent);
void handleMouseMotion(SDL_Event *sEvent);
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, int soundID);
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
bool moveHero(const CGHeroInstance *h, CPath path);
CPlayerInterface(int Player, int serial);//c-tor
~CPlayerInterface();//d-tor
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serializeTempl(Handler &h, const int version);
};
extern CPlayerInterface * LOCPLINT;
#endif // __CPLAYERINTERFACE_H__