/* * 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; template struct CondSh; 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; namespace boost { class mutex; class recursive_mutex; } /// Central class for managing user interface logic class CPlayerInterface : public CGameInterface, public IUpdateable { bool duringMovement; bool ignoreEvents; size_t numOfMovedArts; // -1 - just loaded game; 1 - just started game; 0 otherwise int firstCall; int autosaveCount; static const int SAVES_COUNT = 5; std::pair lastBattleArmies; bool allowBattleReplay = false; std::list> 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) ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation int3 destinationTeleportPos; public: // TODO: make private std::shared_ptr env; std::unique_ptr localState; //minor interfaces CondSh *showingDialog; //indicates if dialog box is displayed static boost::recursive_mutex *pim; bool makingTurn; //if player is already making his turn CCastleInterface * castleInt; //nullptr if castle window isn't opened static std::shared_ptr battleInt; //nullptr if no battle CInGameConsole * cingconsole; std::shared_ptr cb; //to communicate with engine //During battle is quick combat mode is used std::shared_ptr autofightingAI; //AI that makes decisions bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface. protected: // Call-ins from server, should not be called directly, but only via GameInterface void update() override; void initGameInterface(std::shared_ptr ENV, std::shared_ptr 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::PrimarySkill pskill, std::vector &skills, QueryID queryID) override; void commanderGotLevel (const CCommanderInstance * commander, std::vector skills, QueryID queryID) override; void heroInGarrisonChange(const CGTownInstance *town) override; void heroMoved(const TryMoveHero & details, bool verbose = true) 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; void receivedResource() override; void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector & components, int soundID) override; void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) override; void showBlockingDialog(const std::string &text, const std::vector &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. void showTeleportDialog(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 & objects) override; 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 void tileHidden(const std::unordered_set &pos) override; //called when given tiles become hidden under fog of war void tileRevealed(const std::unordered_set &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() 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) 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 saveGame(BinarySerializer & h, const int version) override; //saving void loadGame(BinaryDeserializer & h, const int version) override; //loading void showWorldViewEx(const std::vector & objectPositions, bool showTerrain) override; //for battles 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, QueryID queryID) 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 battleLogMessage(const std::vector & lines) override; void battleStackMoved(const CStack * stack, std::vector dest, int distance, bool teleport) 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 & bsa, bool ranged) override; 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 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 battleUnitsChanged(const std::vector & units) override; void battleObstaclesChanged(const std::vector & obstacles) override; void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack void battleGateStateChanged(const EGateState state) override; void yourTacticPhase(int distance) override; void forceEndTacticPhase() 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 *townOrTavern) 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 onYes); void waitWhileDialog(bool unlockPim = true); void waitForAllDialogs(bool unlockPim = true); 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 component); void showInfoDialog(const std::string &text, const std::vector> & components = std::vector>(), int soundID = 0); void showInfoDialogAndWait(std::vector & components, const MetaString & text); void showYesNoDialog(const std::string &text, CFunctionList onYes, CFunctionList onNo, const std::vector> & components = std::vector>()); void stopMovement(); void moveHero(const CGHeroInstance *h, const CGPath& path); void tryDiggging(const CGHeroInstance *h); void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard; void proposeLoadingGame(); ///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); void garrisonsChanged(std::vector objs); void requestReturningToMainMenu(bool won); void acceptTurn(); //used during hot seat after your turn message is close void initializeHeroTownList(); int getLastIndex(std::string namePrefix); void doMoveHero(const CGHeroInstance *h, CGPath path); void setMovementStatus(bool value); /// Performs autosave, if needed according to settings void performAutosave(); }; /// Provides global access to instance of interface of currently active player extern CPlayerInterface * LOCPLINT;