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							- #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;
 
- 	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
 
- 	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 heroSecondarySkillChanged(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 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 showMarketWindow(const IMarket *market, const CGHeroInstance *visitor);
 
- 	void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor);
 
- 	void showTavernWindow(const CGObjectInstance *townOrTavern);
 
- 	void advmapSpellCast(const CGHeroInstance * caster, int spellID); //called when a hero casts a spell
 
- 	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 availableArtifactsChanged(const CGBlackMarket *bm = NULL); //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
 
- 	void yourTurn();
 
- 	void availableCreaturesChanged(const CGDwelling *town);
 
- 	void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain);//if gain hero received bonus, else he lost it
 
- 	void playerBonusChanged(const Bonus &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 battleNewRoundFirst(int round); //called at the beginning of each turn before changes are applied; used for HP regen handling
 
- 	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(BattleSpellCast *sc);
 
- 	void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
 
- 	void battleStacksAttacked(std::vector<BattleStackAttacked> & bsa);
 
- 	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
 
- 	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, bool lifeDrain, si32 lifeDrainFrom); //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 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);
 
- 	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; 
 
- 	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__
 
 
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