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- #pragma once
- #include "../lib/CondSh.h"
- #include "FunctionList.h"
- #include "../lib/CGameInterface.h"
- #include "UIFramework/CIntObject.h"
- #include "../lib/CGameState.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 CAdventureMapButton;
- class CHighlightableButtonsGroup;
- 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
- };
- /// Central class for managing user interface logic
- class CPlayerInterface : public CGameInterface, public IUpdateable
- {
- public:
- bool observerInDuelMode;
- //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; //NULL if castle window isn't opened
- static CBattleInterface * battleInt; //NULL if no battle
- CInGameConsole * cingconsole;
- CCallback * cb; //to communicate with engine
- const BattleAction *curAction; //during the battle - action currently performed by active stack (or NULL)
- 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
- 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();
- 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);
- void artifactRemoved(const ArtifactLocation &al);
- void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
- void artifactAssembled(const ArtifactLocation &al);
- void artifactDisassembled(const ArtifactLocation &al);
- void heroCreated(const CGHeroInstance* hero) OVERRIDE;
- void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, int queryID) OVERRIDE;
- void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int 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, 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.
- void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID) OVERRIDE;
- void showPuzzleMap() 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 boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE; //called when given tiles become hidden under fog of war
- void tileRevealed(const boost::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 = NULL) OVERRIDE; //bm may be NULL, 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) OVERRIDE;
- void centerView (int3 pos, int focusTime) OVERRIDE;
- void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
- void objectRemoved(const CGObjectInstance *obj) OVERRIDE;
- void gameOver(PlayerColor player, bool victory) 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 serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
- void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
- //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 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<void()> onYes, CFunctionList<void()> 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(CCallback * CB);
- int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
- 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 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();
- bool 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();
- CPlayerInterface(PlayerColor Player);//c-tor
- ~CPlayerInterface();//d-tor
- static CondSh<bool> terminate_cond; // confirm termination
- //////////////////////////////////////////////////////////////////////////
- template <typename Handler> void serializeTempl(Handler &h, const int version);
- };
- extern CPlayerInterface * LOCPLINT;
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