mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
300 lines
15 KiB
C++
300 lines
15 KiB
C++
#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
|
|
|
|
#ifdef max
|
|
#undef max
|
|
#endif
|
|
#ifdef min
|
|
#undef min
|
|
#endif
|
|
|
|
/*
|
|
* 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
|
|
*
|
|
*/
|
|
|
|
class CDefEssential;
|
|
class CButton;
|
|
class CToggleGroup;
|
|
class CDefHandler;
|
|
struct TryMoveHero;
|
|
class CDefEssential;
|
|
class CGHeroInstance;
|
|
class CAdvMapInt;
|
|
class CCastleInterface;
|
|
class CBattleInterface;
|
|
class CStack;
|
|
class CComponent;
|
|
class CCreature;
|
|
struct SDL_Surface;
|
|
struct CGPath;
|
|
class CCreatureAnimation;
|
|
class CSelectableComponent;
|
|
class CCreatureSet;
|
|
class CGObjectInstance;
|
|
class CSlider;
|
|
struct UpgradeInfo;
|
|
template <typename T> struct CondSh;
|
|
class CInGameConsole;
|
|
class CGarrisonInt;
|
|
class CInGameConsole;
|
|
union SDL_Event;
|
|
class CInfoWindow;
|
|
class IShowActivatable;
|
|
class ClickableL;
|
|
class ClickableR;
|
|
class Hoverable;
|
|
class KeyInterested;
|
|
class MotionInterested;
|
|
class TimeInterested;
|
|
class IShowable;
|
|
struct CPathsInfo;
|
|
|
|
namespace boost
|
|
{
|
|
class mutex;
|
|
class recursive_mutex;
|
|
}
|
|
|
|
enum
|
|
{
|
|
/*CHANGE_SCREEN_RESOLUTION = 1,*/
|
|
RETURN_TO_MAIN_MENU = 2,
|
|
STOP_CLIENT = 3,
|
|
RESTART_GAME,
|
|
RETURN_TO_MENU_LOAD,
|
|
FULLSCREEN_TOGGLED,
|
|
PREPARE_RESTART_CAMPAIGN,
|
|
FORCE_QUIT //quit client without question
|
|
};
|
|
|
|
/// Central class for managing user interface logic
|
|
class CPlayerInterface : public CGameInterface, public IUpdateable
|
|
{
|
|
const CArmedInstance * currentSelection;
|
|
public:
|
|
bool observerInDuelMode;
|
|
ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation
|
|
|
|
//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
|
|
int firstCall; // -1 - just loaded game; 1 - just started game; 0 otherwise
|
|
int autosaveCount;
|
|
static const int SAVES_COUNT = 5;
|
|
static int howManyPeople;
|
|
|
|
CCastleInterface * castleInt; //nullptr if castle window isn't opened
|
|
static CBattleInterface * battleInt; //nullptr if no battle
|
|
CInGameConsole * cingconsole;
|
|
|
|
shared_ptr<CCallback> cb; //to communicate with engine
|
|
const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr)
|
|
|
|
std::list<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
|
|
|
|
std::vector<const CGHeroInstance *> wanderingHeroes; //our heroes on the adventure map (not the garrisoned ones)
|
|
std::vector<const CGTownInstance *> towns; //our towns on the adventure map
|
|
std::map<const CGHeroInstance *, CGPath> paths; //maps hero => selected path in adventure map
|
|
std::vector<const CGHeroInstance *> sleepingHeroes; //if hero is in here, he's sleeping
|
|
|
|
//During battle is quick combat mode is used
|
|
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.
|
|
|
|
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 <typename Handler> void serialize( Handler &h, const int version )
|
|
{
|
|
h & spellbookLastPageBattle & spellbokLastPageAdvmap & spellbookLastTabBattle & spellbookLastTabAdvmap;
|
|
}
|
|
} spellbookSettings;
|
|
|
|
void update() override;
|
|
void initializeHeroTownList();
|
|
int getLastIndex(std::string namePrefix);
|
|
|
|
//overridden funcs from CGameInterface
|
|
void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) override; //what: 1 - built, 2 - demolished
|
|
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
|
|
void stackChangedType(const StackLocation &location, const CCreature &newType) override; //used eg. when upgrading creatures
|
|
void stacksErased(const StackLocation &location) override; //stack removed from previously filled slot
|
|
void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) override;
|
|
void newStackInserted(const StackLocation &location, const CStackInstance &stack) override; //new stack inserted at given (previously empty position)
|
|
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
|
|
|
|
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 artifactDisassembled(const ArtifactLocation &al) 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) 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(int type, int val) override;
|
|
void showInfoDialog(const std::string &text, const std::vector<Component*> &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<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;
|
|
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<int3, ShashInt3> &pos) override; //called when given tiles become hidden under fog of war
|
|
void tileRevealed(const std::unordered_set<int3, ShashInt3> &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 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(COSer & h, const int version) override; //saving
|
|
void loadGame(CISer & h, const int version) override; //loading
|
|
void showWorldViewEx(const std::vector<ObjectPosInfo> & 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 battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) 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) 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 battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected
|
|
void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
|
|
void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
|
|
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
|
void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
|
|
void battleObstaclePlaced(const CObstacleInstance &obstacle) override;
|
|
void yourTacticPhase(int distance) override;
|
|
|
|
//-------------//
|
|
void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<bool()> onYes, CFunctionList<bool()> onNo);
|
|
void garrisonsChanged(std::vector<const CGObjectInstance *> 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 init(shared_ptr<CCallback> CB) override;
|
|
int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
|
|
|
|
// show dialogs
|
|
void showInfoDialog(const std::string &text, CComponent * component);
|
|
void showInfoDialog(const std::string &text, const std::vector<CComponent*> & components = std::vector<CComponent*>(), int soundID = 0, bool delComps = false);
|
|
void showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text);
|
|
void showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk);
|
|
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
|
|
|
|
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();
|
|
void requestStoppingClient();
|
|
void sendCustomEvent(int code);
|
|
void proposeLoadingGame();
|
|
|
|
///returns true if all events are processed internally
|
|
bool capturedAllEvents();
|
|
|
|
CPlayerInterface(PlayerColor Player);//c-tor
|
|
~CPlayerInterface();//d-tor
|
|
|
|
private:
|
|
|
|
template <typename Handler> 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);
|
|
};
|
|
|
|
extern CPlayerInterface * LOCPLINT;
|