mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
246 lines
12 KiB
C++
246 lines
12 KiB
C++
/*
|
|
* 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 <typename T> 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;
|
|
class IShowable;
|
|
|
|
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<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)
|
|
|
|
ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation
|
|
int3 destinationTeleportPos;
|
|
|
|
public: // TODO: make private
|
|
std::shared_ptr<Environment> env;
|
|
|
|
std::unique_ptr<PlayerLocalState> localState;
|
|
|
|
//minor interfaces
|
|
CondSh<bool> *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<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.
|
|
|
|
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::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, 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<Component> & components, int soundID) override;
|
|
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) override;
|
|
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.
|
|
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<ObjectInstanceID> & 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<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() 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 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<ObjectPosInfo> & 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<MetaString> & lines) override;
|
|
void battleStackMoved(const CStack * stack, std::vector<BattleHex> 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<BattleStackAttacked> & 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<UnitChanges> & units) override;
|
|
void battleObstaclesChanged(const std::vector<ObstacleChanges> & 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<bool()> 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<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 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<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);
|
|
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;
|