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Add showTeleportDialog everywhere except actual code for AI and player

Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
This commit is contained in:
ArseniyShestakov 2015-03-08 16:52:50 +03:00
parent 18535db0ef
commit 25656aa586
9 changed files with 21 additions and 0 deletions

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@ -30,6 +30,11 @@ void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Com
cb->selectionMade(0, askID);
}
void CEmptyAI::showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID)
{
cb->selectionMade(0, askID);
}
void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
{
cb->selectionMade(0, queryID);

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@ -15,6 +15,7 @@ public:
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 showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
};

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@ -190,6 +190,7 @@ public:
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
virtual 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.
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) override;
virtual void saveGame(COSer & h, const int version) override; //saving
virtual void loadGame(CISer & h, const int version) override; //loading
virtual void finish() override;

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@ -168,6 +168,7 @@ public:
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) override;
void showShipyardDialog(const IShipyard *obj) override; //obj may be town or shipyard;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, 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.
void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
void showPuzzleMap() override;
void viewWorldMap() override;

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@ -179,6 +179,7 @@ public:
void showBlockingDialog(BlockingDialog *iw) override {};
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {};
void showTeleportDialog(TeleportDialog *iw) override {};
void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {};
void giveResource(PlayerColor player, Res::ERes which, int val) override {};
virtual void giveResources(PlayerColor player, TResources resources) override {};

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@ -92,6 +92,7 @@ public:
// all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;
virtual void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) = 0;
virtual void finish(){}; //if for some reason we want to end
};

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@ -15,6 +15,7 @@
struct SetMovePoints;
struct GiveBonus;
struct BlockingDialog;
struct TeleportDialog;
struct MetaString;
struct ShowInInfobox;
struct StackLocation;
@ -52,6 +53,7 @@ public:
virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
virtual void showBlockingDialog(BlockingDialog *iw) =0;
virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window
virtual void showTeleportDialog(TeleportDialog *iw) =0;
virtual void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) =0;
virtual void giveResource(PlayerColor player, Res::ERes which, int val)=0;
virtual void giveResources(PlayerColor player, TResources resources)=0;

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@ -1897,6 +1897,14 @@ void CGameHandler::showBlockingDialog( BlockingDialog *iw )
sendToAllClients(iw);
}
void CGameHandler::showTeleportDialog( TeleportDialog *iw )
{
auto dialogQuery = make_shared<CTeleportDialogQuery>(*iw);
queries.addQuery(dialogQuery);
iw->queryID = dialogQuery->queryID;
sendToAllClients(iw);
}
void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
{
if(!val) return; //don't waste time on empty call

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@ -134,6 +134,7 @@ public:
//void showInfoDialog(InfoWindow *iw) override;
void showBlockingDialog(BlockingDialog *iw) override;
void showTeleportDialog(TeleportDialog *iw) override;
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
void giveResource(PlayerColor player, Res::ERes which, int val) override;