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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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# pragma once
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# include "../lib/FunctionList.h"
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# include "../lib/CGameInterface.h"
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# include "gui/CIntObject.h"
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VCMI_LIB_NAMESPACE_BEGIN
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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class Artifact ;
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struct TryMoveHero ;
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class CGHeroInstance ;
class CStack ;
class CCreature ;
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struct CGPath ;
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class CCreatureSet ;
class CGObjectInstance ;
struct UpgradeInfo ;
template < typename T > struct CondSh ;
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struct CPathsInfo ;
VCMI_LIB_NAMESPACE_END
class CButton ;
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class AdventureMapInterface ;
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class CCastleInterface ;
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class BattleInterface ;
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class CComponent ;
class CSelectableComponent ;
class CSlider ;
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class CInGameConsole ;
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class CInfoWindow ;
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class IShowActivatable ;
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class ClickableL ;
class ClickableR ;
class Hoverable ;
class KeyInterested ;
class MotionInterested ;
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class PlayerLocalState ;
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class TimeInterested ;
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namespace boost
{
class mutex ;
class recursive_mutex ;
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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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bool duringMovement ;
bool ignoreEvents ;
size_t numOfMovedArts ;
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// -1 - just loaded game; 1 - just started game; 0 otherwise
int firstCall ;
int autosaveCount ;
static const int SAVES_COUNT = 5 ;
std : : pair < const CCreatureSet * , const CCreatureSet * > lastBattleArmies ;
bool allowBattleReplay = false ;
std : : list < std : : shared_ptr < CInfoWindow > > dialogs ; //queue of dialogs awaiting to be shown (not currently shown!)
const BattleAction * curAction ; //during the battle - action currently performed by active stack (or nullptr)
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ObjectInstanceID destinationTeleport ; //contain -1 or object id if teleportation
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int3 destinationTeleportPos ;
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public : // TODO: make private
std : : shared_ptr < Environment > env ;
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std : : unique_ptr < PlayerLocalState > localState ;
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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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CCastleInterface * castleInt ; //nullptr if castle window isn't opened
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static std : : shared_ptr < BattleInterface > 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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//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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protected : // Call-ins from server, should not be called directly, but only via GameInterface
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void update ( ) override ;
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void initGameInterface ( std : : shared_ptr < Environment > ENV , std : : shared_ptr < CCallback > CB ) override ;
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void garrisonsChanged ( ObjectInstanceID id1 , ObjectInstanceID id2 ) override ;
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void buildChanged ( const CGTownInstance * town , BuildingID buildingID , int what ) override ; //what: 1 - built, 2 - demolished
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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 ;
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void bulkArtMovementStart ( size_t numOfArts ) override ;
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void artifactAssembled ( const ArtifactLocation & al ) override ;
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void askToAssembleArtifact ( const ArtifactLocation & dst ) override ;
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void artifactDisassembled ( const ArtifactLocation & al ) override ;
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void heroVisit ( const CGHeroInstance * visitor , const CGObjectInstance * visitedObj , bool start ) 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 ;
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void heroMoved ( const TryMoveHero & details , bool verbose = true ) override ;
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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 ( EInfoWindowMode type , const std : : string & text , const std : : vector < Component > & components , int soundID ) override ;
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void showRecruitmentDialog ( const CGDwelling * dwelling , const CArmedInstance * dst , int level ) override ;
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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 ;
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void showMapObjectSelectDialog ( QueryID askID , const Component & icon , const MetaString & title , const MetaString & description , const std : : vector < ObjectInstanceID > & objects ) 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 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 > & pos ) override ; //called when given tiles become hidden under fog of war
void tileRevealed ( const std : : unordered_set < int3 > & 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 objectRemovedAfter ( ) override ;
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void playerBlocked ( int reason , bool start ) 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
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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 , bool showTerrain ) 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
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void battleEnd ( const BattleResult * br , QueryID queryID ) override ; //end of battle
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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
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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void battleLogMessage ( const std : : vector < MetaString > & lines ) override ;
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void battleStackMoved ( const CStack * stack , std : : vector < BattleHex > dest , int distance , bool teleport ) override ;
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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
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void battleStacksAttacked ( const std : : vector < BattleStackAttacked > & bsa , bool ranged ) 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
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void battleUnitsChanged ( const std : : vector < UnitChanges > & units ) override ;
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void battleObstaclesChanged ( const std : : vector < ObstacleChanges > & obstacles ) override ;
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void battleCatapultAttacked ( const CatapultAttack & ca ) override ; //called when catapult makes an attack
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void battleGateStateChanged ( const EGateState state ) override ;
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void yourTacticPhase ( int distance ) override ;
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void forceEndTacticPhase ( ) override ;
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public : // public interface for use by client via LOCPLINT access
// part of GameInterface that is also used by client code
void showPuzzleMap ( ) override ;
void viewWorldMap ( ) override ;
void showQuestLog ( ) override ;
void showThievesGuildWindow ( const CGObjectInstance * obj ) override ;
void showTavernWindow ( const CGObjectInstance * townOrTavern ) override ;
void showShipyardDialog ( const IShipyard * obj ) override ; //obj may be town or shipyard;
void showHeroExchange ( ObjectInstanceID hero1 , ObjectInstanceID hero2 ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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void showArtifactAssemblyDialog ( const Artifact * artifact , const Artifact * assembledArtifact , CFunctionList < bool ( ) > onYes ) ;
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void waitWhileDialog ( bool unlockPim = true ) ;
void waitForAllDialogs ( bool unlockPim = true ) ;
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void openTownWindow ( const CGTownInstance * town ) ; //shows townscreen
void openHeroWindow ( const CGHeroInstance * hero ) ; //shows hero window with given hero
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void showInfoDialog ( const std : : string & text , std : : shared_ptr < CComponent > component ) ;
void showInfoDialog ( const std : : string & text , const std : : vector < std : : shared_ptr < CComponent > > & components = std : : vector < std : : shared_ptr < CComponent > > ( ) , int soundID = 0 ) ;
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void showInfoDialogAndWait ( std : : vector < Component > & components , const MetaString & text ) ;
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void showYesNoDialog ( const std : : string & text , CFunctionList < void ( ) > onYes , CFunctionList < void ( ) > onNo , const std : : vector < std : : shared_ptr < CComponent > > & components = std : : vector < std : : shared_ptr < CComponent > > ( ) ) ;
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void stopMovement ( ) ;
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void moveHero ( const CGHeroInstance * h , const CGPath & path ) ;
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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 proposeLoadingGame ( ) ;
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///returns true if all events are processed internally
bool capturedAllEvents ( ) ;
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CPlayerInterface ( PlayerColor Player ) ;
~ CPlayerInterface ( ) ;
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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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void heroKilled ( const CGHeroInstance * hero ) ;
void garrisonsChanged ( std : : vector < const CGObjectInstance * > objs ) ;
void requestReturningToMainMenu ( bool won ) ;
void acceptTurn ( ) ; //used during hot seat after your turn message is close
void initializeHeroTownList ( ) ;
int getLastIndex ( std : : string namePrefix ) ;
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void doMoveHero ( const CGHeroInstance * h , CGPath path ) ;
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void setMovementStatus ( bool value ) ;
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/// Performs autosave, if needed according to settings
void performAutosave ( ) ;
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} ;
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/// Provides global access to instance of interface of currently active player
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extern CPlayerInterface * LOCPLINT ;