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vcmi/client/CPlayerInterface.h
Michał W. Urbańczyk e301256f92 Adjusted player interface to new set of stack operations.
Const transitive ptr.
2010-12-14 21:55:23 +00:00

272 lines
14 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
{
std::string playerName;
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 setPlayerName(const std::string &newPlayerName);
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 & playerName;
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
struct SpellbookLastSetting
{
int spellbookLastPageBattle, spellbokLastPageAdvmap; //on which page we left spellbook
int spellbookLastTabBattle, spellbookLastTabAdvmap; //on which page we left spellbook
SpellbookLastSetting();
template <typename Handler> 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) OVERRIDE; //what: 1 - built, 2 - demolished
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
void stackChangedType(const StackLocation &location, const CCreature &newType) OVERRIDE; //used eg. when upgrading creatures
void stacksErased(const StackLocation &location) OVERRIDE; //stack removed from previously filled slot
void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) OVERRIDE;
void newStackInserted(const StackLocation &location, const CStackInstance &stack) OVERRIDE; //new stack inserted at given (previously empty position)
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
void heroArtifactSetChanged(const CGHeroInstance* hero) OVERRIDE;
void heroCreated(const CGHeroInstance* hero) OVERRIDE;
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) OVERRIDE;
void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
void heroMoved(const TryMoveHero & details) OVERRIDE;
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) OVERRIDE;
void heroManaPointsChanged(const CGHeroInstance * hero) OVERRIDE;
void heroMovePointsChanged(const CGHeroInstance * hero) OVERRIDE;
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
void receivedResource(int type, int val) OVERRIDE;
void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) OVERRIDE;
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
void showShipyardDialog(const IShipyard *obj) OVERRIDE; //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) 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.
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) OVERRIDE;
void showPuzzleMap() OVERRIDE;
void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) OVERRIDE;
void showTavernWindow(const CGObjectInstance *townOrTavern) OVERRIDE;
void advmapSpellCast(const CGHeroInstance * caster, int spellID) OVERRIDE; //called when a hero casts a spell
void tileHidden(const std::set<int3> &pos) OVERRIDE; //called when given tiles become hidden under fog of war
void tileRevealed(const std::set<int3> &pos) OVERRIDE; //called when fog of war disappears from given tiles
void newObject(const CGObjectInstance * obj) OVERRIDE;
void availableArtifactsChanged(const CGBlackMarket *bm = NULL) OVERRIDE; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
void yourTurn() OVERRIDE;
void availableCreaturesChanged(const CGDwelling *town) OVERRIDE;
void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;//if gain hero received bonus, else he lost it
void playerBonusChanged(const Bonus &bonus, bool gain) OVERRIDE;
void requestRealized(PackageApplied *pa) OVERRIDE;
void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
void centerView (int3 pos, int focusTime) OVERRIDE;
void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
void objectRemoved(const CGObjectInstance *obj) OVERRIDE;
void gameOver(ui8 player, bool victory) OVERRIDE;
void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
//for battles
void actionFinished(const BattleAction* action) OVERRIDE;//occurs AFTER action taken by active stack or by the hero
void actionStarted(const BattleAction* action) OVERRIDE;//occurs BEFORE action taken by active stack or by the hero
BattleAction activeStack(int stackID) OVERRIDE; //called when it's turn of that stack
void battleAttack(const BattleAttack *ba) OVERRIDE; //stack performs attack
void battleEnd(const BattleResult *br) OVERRIDE; //end of battle
//void battleResultQuited();
void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied; used for HP regen handling
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
void battleStackMoved(int ID, int dest, int distance, bool end) OVERRIDE;
void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE; //called when a specific effect is set to stacks
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE;
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
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected
void battleNewStackAppeared(int stackID) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
//-------------//
void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
void garrisonChanged(const CGObjectInstance * obj);
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<SComponent*> & components = std::vector<SComponent*>(), int soundID = 0, bool delComps = false);
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);
void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard;
void requestReturningToMainMenu();
void requestStoppingClient();
void sendCustomEvent(int code);
CPlayerInterface(int Player);//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__