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88e1636250
Minor changes.
246 lines
12 KiB
C++
246 lines
12 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 "SDL_framerate.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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#ifdef __GNUC__
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#define sprintf_s snprintf
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#endif
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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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* 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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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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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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struct SystemOptions
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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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//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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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 settingsChanged(); //updates file with "default" settings for next running of application
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void apply();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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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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extern SystemOptions GDefaultOptions; //defined and inited in CMT.cpp, stores default settings loaded with application
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class CPlayerInterface : public CGameInterface, public IUpdateable
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{
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public:
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//minor interfaces
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CondSh<bool> *showingDialog; //indicates if dialog box is displayed
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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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SystemOptions sysOpts;
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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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FPSmanager * mainFPSmng; //to keep const framerate
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CInGameConsole * cingconsole;
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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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std::list<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
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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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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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//overloaded funcs from CGameInterface
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void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
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void garrisonChanged(const CGObjectInstance * obj);
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void heroArtifactSetChanged(const CGHeroInstance* hero);
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void heroCreated(const CGHeroInstance* hero);
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void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
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void heroInGarrisonChange(const CGTownInstance *town);
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void heroMoved(const TryMoveHero & details);
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val);
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void heroManaPointsChanged(const CGHeroInstance * hero);
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void heroMovePointsChanged(const CGHeroInstance * hero);
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
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void receivedResource(int type, int val);
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID);
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void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level);
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void showShipyardDialog(const IShipyard *obj); //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); //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);
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void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
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void showPuzzleMap();
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void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor);
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void showTavernWindow(const CGObjectInstance *townOrTavern);
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void advmapSpellCast(const CGHeroInstance * caster, int spellID); //called when a hero casts a spell
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void tileHidden(const std::set<int3> &pos); //called when given tiles become hidden under fog of war
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void tileRevealed(const std::set<int3> &pos); //called when fog of war disappears from given tiles
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void newObject(const CGObjectInstance * obj);
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void availableArtifactsChanged(const CGBlackMarket *bm = NULL); //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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void yourTurn();
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void availableCreaturesChanged(const CGDwelling *town);
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void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain);//if gain hero received bonus, else he lost it
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void playerBonusChanged(const Bonus &bonus, bool gain);
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void requestRealized(PackageApplied *pa);
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void heroExchangeStarted(si32 hero1, si32 hero2);
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void centerView (int3 pos, int focusTime);
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void objectPropertyChanged(const SetObjectProperty * sop);
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void objectRemoved(const CGObjectInstance *obj);
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void gameOver(ui8 player, bool victory);
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void serialize(COSer<CSaveFile> &h, const int version); //saving
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void serialize(CISer<CLoadFile> &h, const int version); //loading
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//for battles
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void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero
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void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
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BattleAction activeStack(int stackID); //called when it's turn of that stack
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void battleAttack(BattleAttack *ba); //stack performs attack
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void battleEnd(BattleResult *br); //end of battle
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//void battleResultQuited();
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void battleNewRoundFirst(int round); //called at the beginning of each turn before changes are applied; used for HP regen handling
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void battleNewRound(int round); //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(int ID, int dest, int distance, bool end);
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void battleSpellCast(BattleSpellCast *sc);
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void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
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void battleStacksAttacked(std::vector<BattleStackAttacked> & bsa);
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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
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void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom); //called when stacks are healed / resurrected
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void battleNewStackAppeared(int stackID); //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); //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); //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr); //called when certain stack is completely removed from battlefield
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//-------------//
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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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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(ICallback * 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);
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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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CPlayerInterface(int Player, int serial);//c-tor
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~CPlayerInterface();//d-tor
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CondSh<bool> terminate_cond; // confirm termination
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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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extern CPlayerInterface * LOCPLINT;
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#endif // __CPLAYERINTERFACE_H__
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