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416c08260a
- First part of unified quests interface This graphics package is needed: http://forum.vcmi.eu/viewtopic.php?p=6943#6943
250 lines
14 KiB
C++
250 lines
14 KiB
C++
#pragma once
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#include "../lib/CondSh.h"
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#include "FunctionList.h"
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#include "../lib/CGameInterface.h"
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#include "UIFramework/CIntObject.h"
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#ifdef __GNUC__
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#define sprintf_s snprintf
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#endif
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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/*
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* CPlayerInterface.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CDefEssential;
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class CAdventureMapButton;
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class CHighlightableButtonsGroup;
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class CDefHandler;
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struct TryMoveHero;
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class CDefEssential;
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class CGHeroInstance;
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class CAdvMapInt;
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class CCastleInterface;
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class CBattleInterface;
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class CStack;
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class CComponent;
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class CCreature;
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struct SDL_Surface;
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struct CGPath;
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class CCreatureAnimation;
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class CSelectableComponent;
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class CCreatureSet;
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class CGObjectInstance;
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class CSlider;
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struct UpgradeInfo;
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template <typename T> struct CondSh;
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class CInGameConsole;
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class CGarrisonInt;
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class CInGameConsole;
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union SDL_Event;
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class IStatusBar;
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class CInfoWindow;
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class IShowActivatable;
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class ClickableL;
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class ClickableR;
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class Hoverable;
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class KeyInterested;
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class MotionInterested;
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class TimeInterested;
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class IShowable;
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struct CPathsInfo;
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namespace boost
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{
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class mutex;
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class recursive_mutex;
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};
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enum {CHANGE_SCREEN_RESOLUTION = 1, RETURN_TO_MAIN_MENU = 2, STOP_CLIENT = 3, RESTART_GAME,
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RETURN_TO_MENU_LOAD};
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/// Central class for managing user interface logic
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class CPlayerInterface : public CGameInterface, public IUpdateable
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{
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public:
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bool observerInDuelMode;
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//minor interfaces
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CondSh<bool> *showingDialog; //indicates if dialog box is displayed
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static boost::recursive_mutex *pim;
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bool makingTurn; //if player is already making his turn
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int firstCall; // -1 - just loaded game; 1 - just started game; 0 otherwise
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int autosaveCount;
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static const int SAVES_COUNT = 5;
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static int howManyPeople;
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CCastleInterface * castleInt; //NULL if castle window isn't opened
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static CBattleInterface * battleInt; //NULL if no battle
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CInGameConsole * cingconsole;
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CCallback * cb; //to communicate with engine
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const BattleAction *curAction; //during the battle - action currently performed by active stack (or NULL)
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std::list<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
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std::vector<const CGHeroInstance *> wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones)
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std::vector<const CGTownInstance *> towns; //our heroes on the adventure map (not the garrisoned ones)
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std::map<const CGHeroInstance *, CGPath> paths; //maps hero => selected path in adventure map
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std::vector<const CGHeroInstance *> sleepingHeroes; //if hero is in here, he's sleeping
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struct SpellbookLastSetting
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{
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int spellbookLastPageBattle, spellbokLastPageAdvmap; //on which page we left spellbook
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int spellbookLastTabBattle, spellbookLastTabAdvmap; //on which page we left spellbook
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SpellbookLastSetting();
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template <typename Handler> void serialize( Handler &h, const int version )
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{
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h & spellbookLastPageBattle & spellbokLastPageAdvmap & spellbookLastTabBattle & spellbookLastTabAdvmap;
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}
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} spellbookSettings;
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void update();
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void recreateHeroTownList();
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const CGHeroInstance *getWHero(int pos); //returns NULL if position is not valid
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int getLastIndex(std::string namePrefix);
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//overridden funcs from CGameInterface
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void buildChanged(const CGTownInstance *town, int buildingID, int what) OVERRIDE; //what: 1 - built, 2 - demolished
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void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) OVERRIDE; //if absolute, change is the new count; otherwise count was modified by adding change
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void stackChangedType(const StackLocation &location, const CCreature &newType) OVERRIDE; //used eg. when upgrading creatures
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void stacksErased(const StackLocation &location) OVERRIDE; //stack removed from previously filled slot
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void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) OVERRIDE;
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void newStackInserted(const StackLocation &location, const CStackInstance &stack) OVERRIDE; //new stack inserted at given (previously empty position)
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void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) OVERRIDE; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
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void artifactPut(const ArtifactLocation &al);
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void artifactRemoved(const ArtifactLocation &al);
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void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
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void artifactAssembled(const ArtifactLocation &al);
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void artifactDisassembled(const ArtifactLocation &al);
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void heroCreated(const CGHeroInstance* hero) OVERRIDE;
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void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) OVERRIDE;
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void commanderGotLevel (const CCommanderInstance * commander, std::vector<std::pair<ui8, ui8> > secondarySkills,
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std::vector<Bonus *> specialSkills, boost::function<void(ui32)> &callback) OVERRIDE;
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void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
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void heroMoved(const TryMoveHero & details) OVERRIDE;
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
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void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) OVERRIDE;
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void heroManaPointsChanged(const CGHeroInstance * hero) OVERRIDE;
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void heroMovePointsChanged(const CGHeroInstance * hero) OVERRIDE;
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
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void receivedResource(int type, int val) OVERRIDE;
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) OVERRIDE;
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void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
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void showShipyardDialog(const IShipyard *obj) OVERRIDE; //obj may be town or shipyard;
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void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 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.
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void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) OVERRIDE;
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void showPuzzleMap() OVERRIDE;
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void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
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void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
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void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) OVERRIDE;
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void showTavernWindow(const CGObjectInstance *townOrTavern) OVERRIDE;
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void showThievesGuildWindow (const CGObjectInstance * obj) OVERRIDE;
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void advmapSpellCast(const CGHeroInstance * caster, int spellID) OVERRIDE; //called when a hero casts a spell
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void tileHidden(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE; //called when given tiles become hidden under fog of war
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void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE; //called when fog of war disappears from given tiles
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void newObject(const CGObjectInstance * obj) OVERRIDE;
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void availableArtifactsChanged(const CGBlackMarket *bm = NULL) OVERRIDE; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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void yourTurn() OVERRIDE;
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void availableCreaturesChanged(const CGDwelling *town) OVERRIDE;
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void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;//if gain hero received bonus, else he lost it
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void playerBonusChanged(const Bonus &bonus, bool gain) OVERRIDE;
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void requestRealized(PackageApplied *pa) OVERRIDE;
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void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
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void centerView (int3 pos, int focusTime) OVERRIDE;
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void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
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void objectRemoved(const CGObjectInstance *obj) OVERRIDE;
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void gameOver(ui8 player, bool victory) OVERRIDE;
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void playerStartsTurn(ui8 player) OVERRIDE; //called before yourTurn on active itnerface
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void showComp(const CComponent &comp) OVERRIDE; //display component in the advmapint infobox
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void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
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void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
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//for battles
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void actionFinished(const BattleAction* action) OVERRIDE;//occurs AFTER action taken by active stack or by the hero
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void actionStarted(const BattleAction* action) OVERRIDE;//occurs BEFORE action taken by active stack or by the hero
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BattleAction activeStack(const CStack * stack) OVERRIDE; //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba) OVERRIDE; //stack performs attack
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void battleEnd(const BattleResult *br) OVERRIDE; //end of battle
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void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied; used for HP regen handling
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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
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void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) OVERRIDE;
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void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
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void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE; //called when a specific effect is set to stacks
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void battleTriggerEffect(const BattleTriggerEffect & bte) OVERRIDE; //various one-shot effect
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE;
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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
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void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected
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void battleNewStackAppeared(const CStack * stack) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
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void battleObstaclePlaced(const CObstacleInstance &obstacle) OVERRIDE;
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void yourTacticPhase(int distance) OVERRIDE;
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//-------------//
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void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
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void garrisonChanged(const CGObjectInstance * obj, bool updateInfobox = true);
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void heroKilled(const CGHeroInstance* hero);
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void waitWhileDialog(bool unlockPim = true);
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void waitForAllDialogs(bool unlockPim = true);
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bool shiftPressed() const; //determines if shift key is pressed (left or right or both)
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bool ctrlPressed() const; //determines if ctrl key is pressed (left or right or both)
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bool altPressed() const; //determines if alt key is pressed (left or right or both)
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void redrawHeroWin(const CGHeroInstance * hero);
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void openTownWindow(const CGTownInstance * town); //shows townscreen
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void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
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SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero
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void updateInfo(const CGObjectInstance * specific);
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void init(CCallback * CB);
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int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
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void showInfoDialog(const std::string &text, const std::vector<CComponent*> & components = std::vector<CComponent*>(), int soundID = 0, bool delComps = false);
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void showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps = false, const std::vector<CComponent*> & components = std::vector<CComponent*>()); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
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void stopMovement();
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bool moveHero(const CGHeroInstance *h, CGPath path);
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void initMovement(const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp );//initializing objects and performing first step of move
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void movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho );//performing step of movement
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void finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho ); //finish movement
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void eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath = true );
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void removeLastNodeFromPath(const CGHeroInstance *ho);
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CGPath *getAndVerifyPath( const CGHeroInstance * h );
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void acceptTurn(); //used during hot seat after your turn message is close
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void tryDiggging(const CGHeroInstance *h);
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void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard;
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void requestReturningToMainMenu();
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void requestStoppingClient();
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void sendCustomEvent(int code);
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void proposeLoadingGame();
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CPlayerInterface(int Player);//c-tor
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~CPlayerInterface();//d-tor
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CondSh<bool> terminate_cond; // confirm termination
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//////////////////////////////////////////////////////////////////////////
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template <typename Handler> void serializeTempl(Handler &h, const int version);
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};
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extern CPlayerInterface * LOCPLINT;
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