/* * 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 "../lib/NetPacksBase.h" #include "gui/CIntObject.h" #ifdef __GNUC__ #define sprintf_s snprintf #endif 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 CToggleGroup; class CAdvMapInt; 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 TimeInterested; class IShowable; struct SDL_Surface; union SDL_Event; namespace boost { class mutex; class recursive_mutex; } /// Central class for managing user interface logic class CPlayerInterface : public CGameInterface, public IUpdateable { const CArmedInstance * currentSelection; public: std::shared_ptr env; ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation int3 destinationTeleportPos; //minor interfaces CondSh *showingDialog; //indicates if dialog box is displayed static boost::recursive_mutex *pim; bool makingTurn; //if player is already making his turn int firstCall; // -1 - just loaded game; 1 - just started game; 0 otherwise int autosaveCount; static const int SAVES_COUNT = 5; 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 const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr) std::list> dialogs; //queue of dialogs awaiting to be shown (not currently shown!) std::vector wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones) std::vector towns; //our towns on the adventure map std::map paths; //maps hero => selected path in adventure map std::vector sleepingHeroes; //if hero is in here, he's sleeping //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. const CArmedInstance * getSelection(); void setSelection(const CArmedInstance * obj); struct SpellbookLastSetting { int spellbookLastPageBattle, spellbokLastPageAdvmap; //on which page we left spellbook int spellbookLastTabBattle, spellbookLastTabAdvmap; //on which page we left spellbook SpellbookLastSetting(); template void serialize( Handler &h, const int version ) { h & spellbookLastPageBattle; h & spellbokLastPageAdvmap; h & spellbookLastTabBattle; h & spellbookLastTabAdvmap; } } spellbookSettings; void update() override; void initializeHeroTownList(); int getLastIndex(std::string namePrefix); //overridden funcs from CGameInterface 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 artifactAssembled(const ArtifactLocation &al) override; void artifactPossibleAssembling(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(const std::string & text, const std::vector & 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; 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 showPuzzleMap() override; void viewWorldMap() 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 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 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 objectPropertyChanged(const SetObjectProperty * sop) override; void objectRemoved(const CGObjectInstance *obj) 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 showComp(const Component &comp, std::string message) override; //display component in the advmapint infobox void saveGame(BinarySerializer & h, const int version) override; //saving void loadGame(BinaryDeserializer & h, const int version) override; //loading void showWorldViewEx(const std::vector & objectPositions) 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) 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 showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList onYes); void garrisonsChanged(std::vector objs); void garrisonChanged(const CGObjectInstance * obj); void heroKilled(const CGHeroInstance* hero); void waitWhileDialog(bool unlockPim = true); void waitForAllDialogs(bool unlockPim = true); bool shiftPressed() const; //determines if shift key is pressed (left or right or both) bool ctrlPressed() const; //determines if ctrl key is pressed (left or right or both) bool altPressed() const; //determines if alt key is pressed (left or right or both) void redrawHeroWin(const CGHeroInstance * hero); void openTownWindow(const CGTownInstance * town); //shows townscreen void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero void updateInfo(const CGObjectInstance * specific); void initGameInterface(std::shared_ptr ENV, std::shared_ptr CB) override; int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on void activateForSpectator(); // TODO: spectator probably need own player interface class // show dialogs 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, CGPath path); 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 void eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath = true ); void removeLastNodeFromPath(const CGHeroInstance *ho); CGPath *getAndVerifyPath( const CGHeroInstance * h ); void acceptTurn(); //used during hot seat after your turn message is close void tryDiggging(const CGHeroInstance *h); void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard; void requestReturningToMainMenu(bool won); void sendCustomEvent(int code); void proposeLoadingGame(); // Ambient sounds void updateAmbientSounds(bool resetAll = false); ///returns true if all events are processed internally bool capturedAllEvents(); CPlayerInterface(PlayerColor Player); ~CPlayerInterface(); private: template void serializeTempl(Handler &h, const int version); private: struct IgnoreEvents { CPlayerInterface & owner; IgnoreEvents(CPlayerInterface & Owner):owner(Owner) { owner.ignoreEvents = true; }; ~IgnoreEvents() { owner.ignoreEvents = false; }; }; bool duringMovement; bool ignoreEvents; void doMoveHero(const CGHeroInstance *h, CGPath path); void setMovementStatus(bool value); void askToAssembleArtifact(const ArtifactLocation &al); }; extern CPlayerInterface * LOCPLINT;