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# pragma once
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# include "../lib/FunctionList.h"
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# include "../lib/CGameInterface.h"
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# include "../lib/NetPacksBase.h"
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# include "gui/CIntObject.h"
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# ifdef __GNUC__
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# define sprintf_s snprintf
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# endif
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# ifdef max
# undef max
# endif
# ifdef min
# undef min
# endif
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/*
* 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
*
*/
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class CButton ;
class CToggleGroup ;
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struct TryMoveHero ;
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class CGHeroInstance ;
class CAdvMapInt ;
class CCastleInterface ;
class CBattleInterface ;
class CStack ;
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class CComponent ;
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class CCreature ;
struct SDL_Surface ;
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struct CGPath ;
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class CCreatureAnimation ;
class CSelectableComponent ;
class CCreatureSet ;
class CGObjectInstance ;
class CSlider ;
struct UpgradeInfo ;
template < typename T > struct CondSh ;
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class CInGameConsole ;
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class CGarrisonInt ;
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class CInGameConsole ;
union SDL_Event ;
class CInfoWindow ;
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class IShowActivatable ;
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class ClickableL ;
class ClickableR ;
class Hoverable ;
class KeyInterested ;
class MotionInterested ;
class TimeInterested ;
class IShowable ;
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struct CPathsInfo ;
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namespace boost
{
class mutex ;
class recursive_mutex ;
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}
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enum
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{
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/*CHANGE_SCREEN_RESOLUTION = 1,*/
RETURN_TO_MAIN_MENU = 2 ,
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//STOP_CLIENT = 3,
RESTART_GAME = 4 ,
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RETURN_TO_MENU_LOAD ,
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FULLSCREEN_TOGGLED ,
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PREPARE_RESTART_CAMPAIGN ,
FORCE_QUIT //quit client without question
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} ;
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/// Central class for managing user interface logic
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class CPlayerInterface : public CGameInterface , public IUpdateable
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{
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const CArmedInstance * currentSelection ;
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public :
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bool observerInDuelMode ;
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ObjectInstanceID destinationTeleport ; //contain -1 or object id if teleportation
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int3 destinationTeleportPos ;
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//minor interfaces
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CondSh < bool > * showingDialog ; //indicates if dialog box is displayed
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static boost : : recursive_mutex * pim ;
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bool makingTurn ; //if player is already making his turn
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int firstCall ; // -1 - just loaded game; 1 - just started game; 0 otherwise
int autosaveCount ;
static const int SAVES_COUNT = 5 ;
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static int howManyPeople ;
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CCastleInterface * castleInt ; //nullptr if castle window isn't opened
static CBattleInterface * battleInt ; //nullptr if no battle
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CInGameConsole * cingconsole ;
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std : : shared_ptr < CCallback > cb ; //to communicate with engine
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const BattleAction * curAction ; //during the battle - action currently performed by active stack (or nullptr)
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std : : list < CInfoWindow * > dialogs ; //queue of dialogs awaiting to be shown (not currently shown!)
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std : : vector < const CGHeroInstance * > wanderingHeroes ; //our heroes on the adventure map (not the garrisoned ones)
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std : : vector < const CGTownInstance * > towns ; //our towns on the adventure map
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std : : map < const CGHeroInstance * , CGPath > paths ; //maps hero => selected path in adventure map
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std : : vector < const CGHeroInstance * > sleepingHeroes ; //if hero is in here, he's sleeping
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//During battle is quick combat mode is used
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std : : shared_ptr < CBattleGameInterface > autofightingAI ; //AI that makes decisions
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bool isAutoFightOn ; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
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const CArmedInstance * getSelection ( ) ;
void setSelection ( const CArmedInstance * obj ) ;
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struct SpellbookLastSetting
{
int spellbookLastPageBattle , spellbokLastPageAdvmap ; //on which page we left spellbook
int spellbookLastTabBattle , spellbookLastTabAdvmap ; //on which page we left spellbook
SpellbookLastSetting ( ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & spellbookLastPageBattle & spellbokLastPageAdvmap & spellbookLastTabBattle & spellbookLastTabAdvmap ;
}
} spellbookSettings ;
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void update ( ) override ;
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void initializeHeroTownList ( ) ;
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int getLastIndex ( std : : string namePrefix ) ;
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//overridden funcs from CGameInterface
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void buildChanged ( const CGTownInstance * town , BuildingID buildingID , int what ) override ; //what: 1 - built, 2 - demolished
void stackChagedCount ( const StackLocation & location , const TQuantity & change , bool isAbsolute ) override ; //if absolute, change is the new count; otherwise count was modified by adding change
void stackChangedType ( const StackLocation & location , const CCreature & newType ) override ; //used eg. when upgrading creatures
void stacksErased ( const StackLocation & location ) override ; //stack removed from previously filled slot
void stacksSwapped ( const StackLocation & loc1 , const StackLocation & loc2 ) override ;
void newStackInserted ( const StackLocation & location , const CStackInstance & stack ) override ; //new stack inserted at given (previously empty position)
void stacksRebalanced ( const StackLocation & src , const StackLocation & dst , TQuantity count ) override ; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
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void artifactPut ( const ArtifactLocation & al ) override ;
void artifactRemoved ( const ArtifactLocation & al ) override ;
void artifactMoved ( const ArtifactLocation & src , const ArtifactLocation & dst ) override ;
void artifactAssembled ( const ArtifactLocation & al ) override ;
void artifactDisassembled ( const ArtifactLocation & al ) override ;
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void heroCreated ( const CGHeroInstance * hero ) override ;
void heroGotLevel ( const CGHeroInstance * hero , PrimarySkill : : PrimarySkill pskill , std : : vector < SecondarySkill > & skills , QueryID queryID ) override ;
void commanderGotLevel ( const CCommanderInstance * commander , std : : vector < ui32 > skills , QueryID queryID ) override ;
void heroInGarrisonChange ( const CGTownInstance * town ) override ;
void heroMoved ( const TryMoveHero & details ) override ;
void heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , si64 val ) override ;
void heroSecondarySkillChanged ( const CGHeroInstance * hero , int which , int val ) override ;
void heroManaPointsChanged ( const CGHeroInstance * hero ) override ;
void heroMovePointsChanged ( const CGHeroInstance * hero ) override ;
void heroVisitsTown ( const CGHeroInstance * hero , const CGTownInstance * town ) override ;
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void receivedResource ( ) override ;
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void showInfoDialog ( const std : : string & text , const std : : vector < Component * > & components , int soundID ) override ;
void showRecruitmentDialog ( const CGDwelling * dwelling , const CArmedInstance * dst , int level ) override ;
void showShipyardDialog ( const IShipyard * obj ) override ; //obj may be town or shipyard;
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void showBlockingDialog ( const std : : string & text , const std : : vector < Component > & components , QueryID askID , const int soundID , bool selection , bool cancel ) override ; //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.
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void showTeleportDialog ( TeleportChannelID channel , TTeleportExitsList exits , bool impassable , QueryID askID ) override ;
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void showGarrisonDialog ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits , QueryID queryID ) override ;
void showPuzzleMap ( ) override ;
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void viewWorldMap ( ) override ;
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void showMarketWindow ( const IMarket * market , const CGHeroInstance * visitor ) override ;
void showUniversityWindow ( const IMarket * market , const CGHeroInstance * visitor ) override ;
void showHillFortWindow ( const CGObjectInstance * object , const CGHeroInstance * visitor ) override ;
void showTavernWindow ( const CGObjectInstance * townOrTavern ) override ;
void showThievesGuildWindow ( const CGObjectInstance * obj ) override ;
void showQuestLog ( ) override ;
void advmapSpellCast ( const CGHeroInstance * caster , int spellID ) override ; //called when a hero casts a spell
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void tileHidden ( const std : : unordered_set < int3 , ShashInt3 > & pos ) override ; //called when given tiles become hidden under fog of war
void tileRevealed ( const std : : unordered_set < int3 , ShashInt3 > & pos ) override ; //called when fog of war disappears from given tiles
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void newObject ( const CGObjectInstance * obj ) override ;
void availableArtifactsChanged ( const CGBlackMarket * bm = nullptr ) override ; //bm may be nullptr, then artifacts are changed in the global pool (used by merchants in towns)
void yourTurn ( ) override ;
void availableCreaturesChanged ( const CGDwelling * town ) override ;
void heroBonusChanged ( const CGHeroInstance * hero , const Bonus & bonus , bool gain ) override ; //if gain hero received bonus, else he lost it
void playerBonusChanged ( const Bonus & bonus , bool gain ) override ;
void requestRealized ( PackageApplied * pa ) override ;
void heroExchangeStarted ( ObjectInstanceID hero1 , ObjectInstanceID hero2 , QueryID query ) override ;
void centerView ( int3 pos , int focusTime ) override ;
void objectPropertyChanged ( const SetObjectProperty * sop ) override ;
void objectRemoved ( const CGObjectInstance * obj ) override ;
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void gameOver ( PlayerColor player , const EVictoryLossCheckResult & victoryLossCheckResult ) override ;
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void playerStartsTurn ( PlayerColor player ) override ; //called before yourTurn on active itnerface
void showComp ( const Component & comp , std : : string message ) override ; //display component in the advmapint infobox
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void saveGame ( BinarySerializer & h , const int version ) override ; //saving
void loadGame ( BinaryDeserializer & h , const int version ) override ; //loading
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void showWorldViewEx ( const std : : vector < ObjectPosInfo > & objectPositions ) override ;
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//for battles
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void actionFinished ( const BattleAction & action ) override ; //occurs AFTER action taken by active stack or by the hero
void actionStarted ( const BattleAction & action ) override ; //occurs BEFORE action taken by active stack or by the hero
BattleAction activeStack ( const CStack * stack ) override ; //called when it's turn of that stack
void battleAttack ( const BattleAttack * ba ) override ; //stack performs attack
void battleEnd ( const BattleResult * br ) override ; //end of battle
void battleNewRoundFirst ( int round ) override ; //called at the beginning of each turn before changes are applied; used for HP regen handling
void battleNewRound ( int round ) override ; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved ( const CStack * stack , std : : vector < BattleHex > dest , int distance ) override ;
void battleSpellCast ( const BattleSpellCast * sc ) override ;
void battleStacksEffectsSet ( const SetStackEffect & sse ) override ; //called when a specific effect is set to stacks
void battleTriggerEffect ( const BattleTriggerEffect & bte ) override ; //various one-shot effect
void battleStacksAttacked ( const std : : vector < BattleStackAttacked > & bsa ) override ;
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void battleStartBefore ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 ) override ; //called by engine just before battle starts; side=0 - left, side=1 - right
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void battleStart ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool side ) override ; //called by engine when battle starts; side=0 - left, side=1 - right
void battleStacksHealedRes ( const std : : vector < std : : pair < ui32 , ui32 > > & healedStacks , bool lifeDrain , bool tentHeal , si32 lifeDrainFrom ) override ; //called when stacks are healed / resurrected
void battleNewStackAppeared ( const CStack * stack ) override ; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
void battleObstaclesRemoved ( const std : : set < si32 > & removedObstacles ) override ; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
void battleCatapultAttacked ( const CatapultAttack & ca ) override ; //called when catapult makes an attack
void battleStacksRemoved ( const BattleStacksRemoved & bsr ) override ; //called when certain stack is completely removed from battlefield
void battleObstaclePlaced ( const CObstacleInstance & obstacle ) override ;
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void battleGateStateChanged ( const EGateState state ) override ;
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void yourTacticPhase ( int distance ) override ;
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//-------------//
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void showArtifactAssemblyDialog ( ui32 artifactID , ui32 assembleTo , bool assemble , CFunctionList < bool ( ) > onYes , CFunctionList < bool ( ) > onNo ) ;
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void garrisonsChanged ( std : : vector < const CGObjectInstance * > objs ) ;
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void garrisonChanged ( const CGObjectInstance * obj ) ;
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void heroKilled ( const CGHeroInstance * hero ) ;
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void waitWhileDialog ( bool unlockPim = true ) ;
void waitForAllDialogs ( bool unlockPim = true ) ;
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bool shiftPressed ( ) const ; //determines if shift key is pressed (left or right or both)
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bool ctrlPressed ( ) const ; //determines if ctrl key is pressed (left or right or both)
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bool altPressed ( ) const ; //determines if alt key is pressed (left or right or both)
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void redrawHeroWin ( const CGHeroInstance * hero ) ;
void openTownWindow ( const CGTownInstance * town ) ; //shows townscreen
void openHeroWindow ( const CGHeroInstance * hero ) ; //shows hero window with given hero
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void updateInfo ( const CGObjectInstance * specific ) ;
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void init ( std : : shared_ptr < CCallback > CB ) override ;
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int3 repairScreenPos ( int3 pos ) ; //returns position closest to pos we can center screen on
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// show dialogs
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void showInfoDialog ( const std : : string & text , CComponent * component ) ;
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void showInfoDialog ( const std : : string & text , const std : : vector < CComponent * > & components = std : : vector < CComponent * > ( ) , int soundID = 0 , bool delComps = false ) ;
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void showInfoDialogAndWait ( std : : vector < Component > & components , const MetaString & text ) ;
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void showOkDialog ( std : : vector < Component > & components , const MetaString & text , const std : : function < void ( ) > & onOk ) ;
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void showYesNoDialog ( const std : : string & text , CFunctionList < void ( ) > onYes , CFunctionList < void ( ) > onNo , bool DelComps = false , const std : : vector < CComponent * > & components = std : : vector < CComponent * > ( ) ) ; //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
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void stopMovement ( ) ;
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void moveHero ( const CGHeroInstance * h , CGPath path ) ;
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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
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void eraseCurrentPathOf ( const CGHeroInstance * ho , bool checkForExistanceOfPath = true ) ;
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void removeLastNodeFromPath ( const CGHeroInstance * ho ) ;
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CGPath * getAndVerifyPath ( const CGHeroInstance * h ) ;
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void acceptTurn ( ) ; //used during hot seat after your turn message is close
void tryDiggging ( const CGHeroInstance * h ) ;
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void showShipyardDialogOrProblemPopup ( const IShipyard * obj ) ; //obj may be town or shipyard;
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void requestReturningToMainMenu ( ) ;
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void sendCustomEvent ( int code ) ;
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void proposeLoadingGame ( ) ;
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///returns true if all events are processed internally
bool capturedAllEvents ( ) ;
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CPlayerInterface ( PlayerColor Player ) ; //c-tor
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~ CPlayerInterface ( ) ; //d-tor
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private :
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template < typename Handler > void serializeTempl ( Handler & h , const int version ) ;
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private :
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struct IgnoreEvents
{
CPlayerInterface & owner ;
IgnoreEvents ( CPlayerInterface & Owner ) : owner ( Owner )
{
owner . ignoreEvents = true ;
} ;
~ IgnoreEvents ( )
{
owner . ignoreEvents = false ;
} ;
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} ;
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bool duringMovement ;
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bool ignoreEvents ;
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void doMoveHero ( const CGHeroInstance * h , CGPath path ) ;
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void setMovementStatus ( bool value ) ;
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void askToAssembleArtifact ( const ArtifactLocation & al ) ;
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} ;
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extern CPlayerInterface * LOCPLINT ;