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