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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
*
*/
# pragma once
# include "../lib/FunctionList.h"
# include "../lib/CGameInterface.h"
# include "gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class Artifact ;
struct TryMoveHero ;
class CGHeroInstance ;
class CStack ;
class CCreature ;
struct CGPath ;
class CCreatureSet ;
class CGObjectInstance ;
struct UpgradeInfo ;
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class ConditionalWait ;
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struct CPathsInfo ;
VCMI_LIB_NAMESPACE_END
class CButton ;
class AdventureMapInterface ;
class CCastleInterface ;
class BattleInterface ;
class CComponent ;
class CSelectableComponent ;
class CSlider ;
class CInGameConsole ;
class CInfoWindow ;
class IShowActivatable ;
class ClickableL ;
class ClickableR ;
class Hoverable ;
class KeyInterested ;
class MotionInterested ;
class PlayerLocalState ;
class TimeInterested ;
class HeroMovementController ;
namespace boost
{
class mutex ;
class recursive_mutex ;
}
/// Central class for managing user interface logic
class CPlayerInterface : public CGameInterface , public IUpdateable
{
bool ignoreEvents ;
size_t numOfMovedArts ;
// -1 - just loaded game; 1 - just started game; 0 otherwise
int firstCall ;
int autosaveCount ;
std : : list < std : : shared_ptr < CInfoWindow > > dialogs ; //queue of dialogs awaiting to be shown (not currently shown!)
std : : unique_ptr < HeroMovementController > movementController ;
public : // TODO: make private
std : : shared_ptr < Environment > env ;
std : : unique_ptr < PlayerLocalState > localState ;
//minor interfaces
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ConditionalWait * showingDialog ; //indicates if dialog box is displayed
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bool makingTurn ; //if player is already making his turn
CCastleInterface * castleInt ; //nullptr if castle window isn't opened
static std : : shared_ptr < BattleInterface > battleInt ; //nullptr if no battle
CInGameConsole * cingconsole ;
std : : shared_ptr < CCallback > cb ; //to communicate with engine
//During battle is quick combat mode is used
std : : shared_ptr < CBattleGameInterface > autofightingAI ; //AI that makes decisions
bool isAutoFightOn ; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
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bool isAutoFightEndBattle ; //Flag, if battle forced to end with autocombat
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protected : // Call-ins from server, should not be called directly, but only via GameInterface
void update ( ) override ;
void initGameInterface ( std : : shared_ptr < Environment > ENV , std : : shared_ptr < CCallback > CB ) override ;
void garrisonsChanged ( ObjectInstanceID id1 , ObjectInstanceID id2 ) override ;
void buildChanged ( const CGTownInstance * town , BuildingID buildingID , int what ) override ; //what: 1 - built, 2 - demolished
void artifactPut ( const ArtifactLocation & al ) override ;
void artifactRemoved ( const ArtifactLocation & al ) override ;
void artifactMoved ( const ArtifactLocation & src , const ArtifactLocation & dst ) override ;
void bulkArtMovementStart ( size_t numOfArts ) override ;
void artifactAssembled ( const ArtifactLocation & al ) override ;
void askToAssembleArtifact ( const ArtifactLocation & dst ) override ;
void artifactDisassembled ( const ArtifactLocation & al ) override ;
void heroVisit ( const CGHeroInstance * visitor , const CGObjectInstance * visitedObj , bool start ) override ;
void heroCreated ( const CGHeroInstance * hero ) override ;
void heroGotLevel ( const CGHeroInstance * hero , 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 , bool verbose = true ) override ;
void heroPrimarySkillChanged ( const CGHeroInstance * hero , PrimarySkill 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 ;
void receivedResource ( ) override ;
void showInfoDialog ( EInfoWindowMode type , const std : : string & text , const std : : vector < Component > & components , int soundID ) override ;
void showRecruitmentDialog ( const CGDwelling * dwelling , const CArmedInstance * dst , int level , QueryID queryID ) 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 , bool safeToAutoaccept ) 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 ( const CGHeroInstance * hero , TeleportChannelID channel , TTeleportExitsList exits , bool impassable , QueryID askID ) override ;
void showGarrisonDialog ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits , QueryID queryID ) override ;
void showMapObjectSelectDialog ( QueryID askID , const Component & icon , const MetaString & title , const MetaString & description , const std : : vector < ObjectInstanceID > & objects ) override ;
void showMarketWindow ( const IMarket * market , const CGHeroInstance * visitor , QueryID queryID ) override ;
void showUniversityWindow ( const IMarket * market , const CGHeroInstance * visitor , QueryID queryID ) override ;
void showHillFortWindow ( const CGObjectInstance * object , const CGHeroInstance * visitor ) override ;
void advmapSpellCast ( const CGHeroInstance * caster , SpellID spellID ) override ; //called when a hero casts a spell
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
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 ( QueryID queryID ) 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 beforeObjectPropertyChanged ( const SetObjectProperty * sop ) override ;
void objectPropertyChanged ( const SetObjectProperty * sop ) override ;
void objectRemoved ( const CGObjectInstance * obj , const PlayerColor & initiator ) override ;
void objectRemovedAfter ( ) override ;
void playerBlocked ( int reason , bool start ) override ;
void gameOver ( PlayerColor player , const EVictoryLossCheckResult & victoryLossCheckResult ) override ;
void playerStartsTurn ( PlayerColor player ) override ; //called before yourTurn on active itnerface
void playerEndsTurn ( PlayerColor player ) override ;
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void saveGame ( BinarySerializer & h ) override ; //saving
void loadGame ( BinaryDeserializer & h ) override ; //loading
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void showWorldViewEx ( const std : : vector < ObjectPosInfo > & objectPositions , bool showTerrain ) override ;
//for battles
void actionFinished ( const BattleID & battleID , const BattleAction & action ) override ; //occurs AFTER action taken by active stack or by the hero
void actionStarted ( const BattleID & battleID , const BattleAction & action ) override ; //occurs BEFORE action taken by active stack or by the hero
void activeStack ( const BattleID & battleID , const CStack * stack ) override ; //called when it's turn of that stack
void battleAttack ( const BattleID & battleID , const BattleAttack * ba ) override ; //stack performs attack
void battleEnd ( const BattleID & battleID , const BattleResult * br , QueryID queryID ) override ; //end of battle
void battleNewRoundFirst ( const BattleID & battleID ) override ; //called at the beginning of each turn before changes are applied; used for HP regen handling
void battleNewRound ( const BattleID & battleID ) override ; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleLogMessage ( const BattleID & battleID , const std : : vector < MetaString > & lines ) override ;
void battleStackMoved ( const BattleID & battleID , const CStack * stack , std : : vector < BattleHex > dest , int distance , bool teleport ) override ;
void battleSpellCast ( const BattleID & battleID , const BattleSpellCast * sc ) override ;
void battleStacksEffectsSet ( const BattleID & battleID , const SetStackEffect & sse ) override ; //called when a specific effect is set to stacks
void battleTriggerEffect ( const BattleID & battleID , const BattleTriggerEffect & bte ) override ; //various one-shot effect
void battleStacksAttacked ( const BattleID & battleID , const std : : vector < BattleStackAttacked > & bsa , bool ranged ) override ;
void battleStartBefore ( const BattleID & battleID , 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
void battleStart ( const BattleID & battleID , const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool side , bool replayAllowed ) override ; //called by engine when battle starts; side=0 - left, side=1 - right
void battleUnitsChanged ( const BattleID & battleID , const std : : vector < UnitChanges > & units ) override ;
void battleObstaclesChanged ( const BattleID & battleID , const std : : vector < ObstacleChanges > & obstacles ) override ;
void battleCatapultAttacked ( const BattleID & battleID , const CatapultAttack & ca ) override ; //called when catapult makes an attack
void battleGateStateChanged ( const BattleID & battleID , const EGateState state ) override ;
void yourTacticPhase ( const BattleID & battleID , int distance ) override ;
std : : optional < BattleAction > makeSurrenderRetreatDecision ( const BattleID & battleID , const BattleStateInfoForRetreat & battleState ) override ;
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 * object , const CGHeroInstance * visitor , QueryID queryID ) override ;
void showShipyardDialog ( const IShipyard * obj ) override ; //obj may be town or shipyard;
void showHeroExchange ( ObjectInstanceID hero1 , ObjectInstanceID hero2 ) ;
void showArtifactAssemblyDialog ( const Artifact * artifact , const Artifact * assembledArtifact , CFunctionList < void ( ) > onYes ) ;
void waitWhileDialog ( ) ;
void waitForAllDialogs ( ) ;
void openTownWindow ( const CGTownInstance * town ) ; //shows townscreen
void openHeroWindow ( const CGHeroInstance * hero ) ; //shows hero window with given hero
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 ) ;
void showInfoDialogAndWait ( std : : vector < Component > & components , const MetaString & text ) ;
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 > > ( ) ) ;
void moveHero ( const CGHeroInstance * h , const CGPath & path ) ;
void tryDigging ( const CGHeroInstance * h ) ;
void showShipyardDialogOrProblemPopup ( const IShipyard * obj ) ; //obj may be town or shipyard;
void proposeLoadingGame ( ) ;
void performAutosave ( ) ;
void gamePause ( bool pause ) ;
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void endNetwork ( ) ;
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///returns true if all events are processed internally
bool capturedAllEvents ( ) ;
CPlayerInterface ( PlayerColor Player ) ;
~ CPlayerInterface ( ) ;
private :
struct IgnoreEvents
{
CPlayerInterface & owner ;
IgnoreEvents ( CPlayerInterface & Owner ) : owner ( Owner )
{
owner . ignoreEvents = true ;
} ;
~ IgnoreEvents ( )
{
owner . ignoreEvents = false ;
} ;
} ;
void heroKilled ( const CGHeroInstance * hero ) ;
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void garrisonsChanged ( std : : vector < const CArmedInstance * > objs ) ;
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void requestReturningToMainMenu ( bool won ) ;
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void acceptTurn ( QueryID queryID , bool hotseatWait ) ; //used during hot seat after your turn message is close
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void initializeHeroTownList ( ) ;
int getLastIndex ( std : : string namePrefix ) ;
} ;
/// Provides global access to instance of interface of currently active player
extern CPlayerInterface * LOCPLINT ;