mirror of
https://github.com/vcmi/vcmi.git
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303 lines
16 KiB
C++
303 lines
16 KiB
C++
/*
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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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#pragma once
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#include "../lib/FunctionList.h"
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#include "../lib/CGameInterface.h"
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#include "../lib/NetPacksBase.h"
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#include "gui/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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class CButton;
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class CToggleGroup;
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struct TryMoveHero;
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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 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
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{
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/*CHANGE_SCREEN_RESOLUTION = 1,*/
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RETURN_TO_MAIN_MENU = 2,
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//STOP_CLIENT = 3,
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RESTART_GAME = 4,
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RETURN_TO_MENU_LOAD,
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FULLSCREEN_TOGGLED,
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PREPARE_RESTART_CAMPAIGN,
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FORCE_QUIT //quit client without question
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};
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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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const CArmedInstance * currentSelection;
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public:
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ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation
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int3 destinationTeleportPos;
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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; //nullptr if castle window isn't opened
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static CBattleInterface * battleInt; //nullptr if no battle
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CInGameConsole * cingconsole;
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std::shared_ptr<CCallback> cb; //to communicate with engine
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const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr)
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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 towns on the adventure map
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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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//During battle is quick combat mode is used
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std::shared_ptr<CBattleGameInterface> autofightingAI; //AI that makes decisions
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bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
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const CArmedInstance * getSelection();
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void setSelection(const CArmedInstance * obj);
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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;
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h & spellbokLastPageAdvmap;
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h & spellbookLastTabBattle;
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h & spellbookLastTabAdvmap;
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}
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} spellbookSettings;
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void update() override;
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void initializeHeroTownList();
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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, BuildingID 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) override;
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void artifactRemoved(const ArtifactLocation &al) override;
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void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) override;
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void artifactAssembled(const ArtifactLocation &al) override;
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void artifactDisassembled(const ArtifactLocation &al) override;
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void heroCreated(const CGHeroInstance* hero) override;
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void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
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void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) 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() 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, 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.
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void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
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void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
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void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
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void showPuzzleMap() override;
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void viewWorldMap() 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 showQuestLog() 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 std::unordered_set<int3, ShashInt3> &pos) override; //called when given tiles become hidden under fog of war
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void tileRevealed(const std::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 = nullptr) override; //bm may be nullptr, 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(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) 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(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) override;
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void playerStartsTurn(PlayerColor player) override; //called before yourTurn on active itnerface
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void showComp(const Component &comp, std::string message) override; //display component in the advmapint infobox
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void saveGame(BinarySerializer & h, const int version) override; //saving
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void loadGame(BinaryDeserializer & h, const int version) override; //loading
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) override;
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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 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
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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 battleGateStateChanged(const EGateState state) 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<bool()> onYes, CFunctionList<bool()> onNo);
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void garrisonsChanged(std::vector<const CGObjectInstance *> objs);
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void garrisonChanged(const CGObjectInstance * obj);
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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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void updateInfo(const CGObjectInstance * specific);
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void init(std::shared_ptr<CCallback> CB) override;
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int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
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void activateForSpectator(); // TODO: spectator probably need own player interface class
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// show dialogs
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void showInfoDialog(const std::string &text, CComponent * component);
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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 showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text);
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void showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk);
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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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void 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 sendCustomEvent(int code);
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void proposeLoadingGame();
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///returns true if all events are processed internally
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bool capturedAllEvents();
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CPlayerInterface(PlayerColor Player);
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~CPlayerInterface();
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private:
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template <typename Handler> void serializeTempl(Handler &h, const int version);
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private:
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struct IgnoreEvents
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{
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CPlayerInterface & owner;
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IgnoreEvents(CPlayerInterface & Owner):owner(Owner)
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{
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owner.ignoreEvents = true;
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};
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~IgnoreEvents()
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{
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owner.ignoreEvents = false;
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};
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};
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bool duringMovement;
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bool ignoreEvents;
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void doMoveHero(const CGHeroInstance *h, CGPath path);
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void setMovementStatus(bool value);
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void askToAssembleArtifact(const ArtifactLocation &al);
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};
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extern CPlayerInterface * LOCPLINT;
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