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							- /*
 
-  * CPlayerInterface.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- #include "../lib/FunctionList.h"
 
- #include "../lib/CGameInterface.h"
 
- #include "../lib/NetPacksBase.h"
 
- #include "gui/CIntObject.h"
 
- #ifdef __GNUC__
 
- #define sprintf_s snprintf
 
- #endif
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class Artifact;
 
- struct TryMoveHero;
 
- class CGHeroInstance;
 
- class CStack;
 
- class CCreature;
 
- struct CGPath;
 
- class CCreatureSet;
 
- class CGObjectInstance;
 
- struct UpgradeInfo;
 
- template <typename T> struct CondSh;
 
- struct CPathsInfo;
 
- VCMI_LIB_NAMESPACE_END
 
- class CButton;
 
- class CToggleGroup;
 
- class CAdvMapInt;
 
- class CCastleInterface;
 
- class BattleInterface;
 
- class CComponent;
 
- class CSelectableComponent;
 
- class CSlider;
 
- class CInGameConsole;
 
- class CInfoWindow;
 
- class IShowActivatable;
 
- class ClickableL;
 
- class ClickableR;
 
- class Hoverable;
 
- class KeyInterested;
 
- class MotionInterested;
 
- class TimeInterested;
 
- class IShowable;
 
- struct SDL_Surface;
 
- union SDL_Event;
 
- namespace boost
 
- {
 
- 	class mutex;
 
- 	class recursive_mutex;
 
- }
 
- /// Central class for managing user interface logic
 
- class CPlayerInterface : public CGameInterface, public IUpdateable
 
- {
 
- 	const CArmedInstance * currentSelection;
 
- public:
 
- 	std::shared_ptr<Environment> env;
 
- 	ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation
 
- 	int3 destinationTeleportPos;
 
- 	//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;
 
- 	CCastleInterface * castleInt; //nullptr if castle window isn't opened
 
- 	static std::shared_ptr<BattleInterface> battleInt; //nullptr if no battle
 
- 	CInGameConsole * cingconsole;
 
- 	std::shared_ptr<CCallback> cb; //to communicate with engine
 
- 	const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr)
 
- 	std::list<std::shared_ptr<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
 
- 	std::shared_ptr<CBattleGameInterface> autofightingAI; //AI that makes decisions
 
- 	bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
 
- 	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;
 
- 			h & spellbokLastPageAdvmap;
 
- 			h & spellbookLastTabBattle;
 
- 			h & spellbookLastTabAdvmap;
 
- 		}
 
- 	} spellbookSettings;
 
- 	void update() override;
 
- 	void initializeHeroTownList();
 
- 	int getLastIndex(std::string namePrefix);
 
- 	//overridden funcs from CGameInterface
 
- 	void garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2) override;
 
- 	void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) override; //what: 1 - built, 2 - demolished
 
- 	void artifactPut(const ArtifactLocation &al) override;
 
- 	void artifactRemoved(const ArtifactLocation &al) override;
 
- 	void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) override;
 
- 	void artifactAssembled(const ArtifactLocation &al) override;
 
- 	void artifactPossibleAssembling(const ArtifactLocation & dst) override;
 
- 	void artifactDisassembled(const ArtifactLocation &al) override;
 
- 	void heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start) override;
 
- 	void heroCreated(const CGHeroInstance* hero) override;
 
- 	void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
 
- 	void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
 
- 	void heroInGarrisonChange(const CGTownInstance *town) override;
 
- 	void heroMoved(const TryMoveHero & details, bool verbose = true) override;
 
- 	void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) override;
 
- 	void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
 
- 	void heroManaPointsChanged(const CGHeroInstance * hero) override;
 
- 	void heroMovePointsChanged(const CGHeroInstance * hero) override;
 
- 	void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) override;
 
- 	void receivedResource() override;
 
- 	void showInfoDialog(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, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
 
- 	void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
 
- 	void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
 
- 	void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
 
- 	void 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 playerBlocked(int reason, bool start) override;
 
- 	void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) override;
 
- 	void playerStartsTurn(PlayerColor player) override; //called before yourTurn on active itnerface
 
- 	void showComp(const Component &comp, std::string message) override; //display component in the advmapint infobox
 
- 	void saveGame(BinarySerializer & h, const int version) override; //saving
 
- 	void loadGame(BinaryDeserializer & h, const int version) override; //loading
 
- 	void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) 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 battleLogMessage(const std::vector<MetaString> & lines) override;
 
- 	void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
 
- 	void battleSpellCast(const BattleSpellCast *sc) override;
 
- 	void battleStacksEffectsSet(const SetStackEffect & sse) override; //called when a specific effect is set to stacks
 
- 	void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
 
- 	void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
 
- 	void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
 
- 	void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
 
- 	void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
 
- 	void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
 
- 	void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
 
- 	void battleGateStateChanged(const EGateState state) override;
 
- 	void yourTacticPhase(int distance) override;
 
- 	//-------------//
 
- 	void showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes);
 
- 	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 initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
 
- 	int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
 
- 	void activateForSpectator(); // TODO: spectator probably need own player interface class
 
- 	// show dialogs
 
- 	void showInfoDialog(const std::string &text, std::shared_ptr<CComponent> component);
 
- 	void showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components = std::vector<std::shared_ptr<CComponent>>(), int soundID = 0);
 
- 	void showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text);
 
- 	void showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components = std::vector<std::shared_ptr<CComponent>>());
 
- 	void stopMovement();
 
- 	void moveHero(const CGHeroInstance *h, 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(bool won);
 
- 	void sendCustomEvent(int code);
 
- 	void proposeLoadingGame();
 
- 	// Ambient sounds
 
- 	void updateAmbientSounds(bool resetAll = false);
 
- 	///returns true if all events are processed internally
 
- 	bool capturedAllEvents();
 
- 	CPlayerInterface(PlayerColor Player);
 
- 	~CPlayerInterface();
 
- 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);
 
- 	void setMovementStatus(bool value);
 
- 	void askToAssembleArtifact(const ArtifactLocation &al);
 
- };
 
- extern CPlayerInterface * LOCPLINT;
 
 
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