/* * Copyright (C) 2002,2003,2004,2005 Daniel Heck * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef PLAYER_HH_INCLUDED #define PLAYER_HH_INCLUDED /** * @file * * Player management. Deals mostly with inventory management, * switching between players, respawning, etc. Players are numbered * from 0..N-1, where N is the number of players in the current game * (currently always 1 or 2). */ #include "objects.hh" namespace enigma { class Inventory; namespace player { /*! Start a new game for two virtual players. */ void NewGame(bool isRestart); /*! This is called whenever a new level is reached in a running game. The inventories of all players are cleaned up, i.e., all items except for extra lifes are removed. */ void PrepareLevel(); /*! Add a yinyang item to all players' inventories. */ void AddYinYang (); /*! Called after the loading a level but before starting the game. It initializes the inventory. */ void LevelLoaded(bool isRestart); /*! Called as soon as the current level is finished; it removes the actors of all players from the level. */ void LevelFinished(); /* This function is only used by the YinYang items to exchange the two players. */ void SwapPlayers(); void RedrawInventory(); void RedrawInventory(Inventory *inv); // set/remove respawn positions for all black or all white actors // (used when it-flagwhite/black is dropped) void SetRespawnPositions(enigma::GridPos pos, bool black); void RemoveRespawnPositions(bool black); int CurrentPlayer(); void SetCurrentPlayer(unsigned iplayer); unsigned NumberOfRealPlayers(); Inventory *MayPickup(Actor *a, Item *it); Inventory *GetInventory(int iplayer); Inventory *GetInventory(Actor *a); bool WieldedItemIs(Actor *a, const std::string &kind); void Suicide(); void AddActor (unsigned iplayer, Actor *a); void AddUnassignedActor (Actor *a); // actors not assigned to a player bool HasActor(unsigned iplayer, Actor *a); Actor *ReplaceActor (unsigned iplayer, Actor *old, Actor *a); Actor *GetMainActor (unsigned iplayer); bool AllActorsDead(); void InhibitPickup (bool yesno); void PickupItem (Actor *a, enigma::GridPos p); void PickupStoneAsItem (Actor *a, enigma::GridPos p); void RotateInventory (int dir=1); void ActivateFirstItem(); world::ItemAction ActivateItem (Item *it); void Tick (double dtime); } // namespace player } // namespace enigma #endif