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233 lines
13 KiB
C++
233 lines
13 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 "ArtifactsUIController.h"
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#include "../lib/FunctionList.h"
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#include "../lib/CGameInterface.h"
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#include "gui/CIntObject.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class Artifact;
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struct TryMoveHero;
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class CStack;
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class CCreature;
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struct CGPath;
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class CCreatureSet;
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class CGObjectInstance;
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struct UpgradeInfo;
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class ConditionalWait;
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struct CPathsInfo;
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VCMI_LIB_NAMESPACE_END
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class CButton;
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class AdventureMapInterface;
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class CCastleInterface;
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class BattleInterface;
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class CComponent;
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class CSelectableComponent;
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class CSlider;
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class CInGameConsole;
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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 PlayerLocalState;
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class TimeInterested;
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class HeroMovementController;
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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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/// 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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bool ignoreEvents;
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int autosaveCount;
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std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
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std::unique_ptr<HeroMovementController> movementController;
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public: // TODO: make private
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std::unique_ptr<ArtifactsUIController> artifactController;
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std::shared_ptr<Environment> env;
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std::unique_ptr<PlayerLocalState> localState;
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//minor interfaces
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ConditionalWait * showingDialog; //indicates if dialog box is displayed
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bool makingTurn; //if player is already making his turn
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CCastleInterface * castleInt; //nullptr if castle window isn't opened
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static std::shared_ptr<BattleInterface> 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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//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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bool isAutoFightEndBattle; //Flag, if battle forced to end with autocombat
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protected: // Call-ins from server, should not be called directly, but only via GameInterface
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void update() override;
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void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
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void garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2) override;
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void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) override; //what: 1 - built, 2 - demolished
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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 bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts) override;
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void artifactAssembled(const ArtifactLocation &al) override;
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void askToAssembleArtifact(const ArtifactLocation & dst) override;
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void artifactDisassembled(const ArtifactLocation &al) override;
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void heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start) override;
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void heroCreated(const CGHeroInstance* hero) override;
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void heroGotLevel(const CGHeroInstance *hero, 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, bool verbose = true) override;
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void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill 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(EInfoWindowMode type, 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, QueryID queryID) override;
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void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) 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(const CGHeroInstance * hero, 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 showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID) override;
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void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID) override;
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void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) override;
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void advmapSpellCast(const CGHeroInstance * caster, SpellID spellID) override; //called when a hero casts a spell
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void tileHidden(const std::unordered_set<int3> &pos) override; //called when given tiles become hidden under fog of war
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void tileRevealed(const std::unordered_set<int3> &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(QueryID queryID) 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 beforeObjectPropertyChanged(const SetObjectProperty * sop) override;
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void objectPropertyChanged(const SetObjectProperty * sop) override;
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void objectRemoved(const CGObjectInstance *obj, const PlayerColor & initiator) override;
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void objectRemovedAfter() override;
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void playerBlocked(int reason, bool start) 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 interface
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void playerEndsTurn(PlayerColor player) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
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//for battles
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void actionFinished(const BattleID & battleID, const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
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void actionStarted(const BattleID & battleID, const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
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void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
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void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //stack performs attack
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void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override; //end of battle
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void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
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void battleNewRound(const BattleID & battleID) 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 battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines) override;
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void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
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void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
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void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override; //called when a specific effect is set to stacks
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void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte) override; //various one-shot effect
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void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
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void battleStartBefore(const BattleID & battleID, 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 BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
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void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
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void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
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void battleGateStateChanged(const BattleID & battleID, const EGateState state) override;
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void yourTacticPhase(const BattleID & battleID, int distance) override;
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std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
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public: // public interface for use by client via LOCPLINT access
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// part of GameInterface that is also used by client code
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void showPuzzleMap() override;
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void viewWorldMap() override;
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void showQuestLog() override;
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void showThievesGuildWindow (const CGObjectInstance * obj) override;
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void showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID) override;
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void showShipyardDialog(const IShipyard *obj) override; //obj may be town or shipyard;
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void showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2);
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void waitWhileDialog();
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void waitForAllDialogs();
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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 showInfoDialog(const std::string &text, std::shared_ptr<CComponent> component);
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void showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components = std::vector<std::shared_ptr<CComponent>>(), int soundID = 0);
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void showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text);
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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>>());
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void moveHero(const CGHeroInstance *h, const CGPath& path);
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void tryDigging(const CGHeroInstance *h);
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void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard;
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void proposeLoadingGame();
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void performAutosave();
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void gamePause(bool pause);
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void endNetwork();
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void closeAllDialogs();
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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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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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void heroKilled(const CGHeroInstance* hero);
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void townRemoved(const CGTownInstance* town);
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void garrisonsChanged(std::vector<const CArmedInstance *> objs);
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void requestReturningToMainMenu(bool won);
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void acceptTurn(QueryID queryID, bool hotseatWait); //used during hot seat after your turn message is close
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void initializeHeroTownList();
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int getLastIndex(std::string namePrefix);
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};
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/// Provides global access to instance of interface of currently active player
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extern CPlayerInterface * LOCPLINT;
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