mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
ad3371b4c0
There is some strange behavior when right-clicking on the artifact screen outside the slots though, all slots then get right-click handling and display the assembly dialog for whatever it finds.
238 lines
11 KiB
C++
238 lines
11 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;
|
|
|
|
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 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 yourTurn();
|
|
void availableCreaturesChanged(const CGDwelling *town);
|
|
void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it
|
|
void playerBonusChanged(const HeroBonus &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 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::vector<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
|
|
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks); //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 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
|
|
|
|
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 );
|
|
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__
|