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- #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 TryMoveHero;
- 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;
- };
- struct SystemOptions
- {
- ui8 heroMoveSpeed; //speed of player's hero movement
- //TODO: enemy hero speed
- ui8 mapScrollingSpeed; //map scrolling speed
- ui8 musicVolume, soundVolume;
- //TODO: rest of system options
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroMoveSpeed & mapScrollingSpeed & musicVolume & soundVolume;
- }
- SystemOptions()
- {
- heroMoveSpeed = 2;
- mapScrollingSpeed = 2;
- musicVolume = 88;
- soundVolume = 88;
- }
- 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();
- };
- extern SystemOptions GDefaultOptions; //defined and inited in CMT.cpp, stores default settings loaded with application
- 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
- SystemOptions sysOpts;
- SDL_Event * current; //current event
- 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
- std::vector<const CGHeroInstance *> wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones)
- void recreateWanderingHeroes();
- const CGHeroInstance *getWHero(int pos); //returns NULL if position is not valid
- //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 heroMoved(const TryMoveHero & 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 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, 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 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 requestRealized(PackageApplied *pa);
- void heroExchangeStarted(si32 hero1, si32 hero2);
- void objectPropertyChanged(const SetObjectProperty * sop);
- void objectRemoved(const CGObjectInstance *obj);
- 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
- 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 heroKilled(const CGHeroInstance* hero);
- void waitWhileDialog();
- 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 = 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, 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__
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