| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234 | 
							- /*
 
-  * 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 "gui/CIntObject.h"
 
- 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 AdventureMapInterface;
 
- 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 PlayerLocalState;
 
- class TimeInterested;
 
- class HeroMovementController;
 
- namespace boost
 
- {
 
- 	class mutex;
 
- 	class recursive_mutex;
 
- }
 
- /// Central class for managing user interface logic
 
- class CPlayerInterface : public CGameInterface, public IUpdateable
 
- {
 
- 	bool ignoreEvents;
 
- 	size_t numOfMovedArts;
 
- 	// -1 - just loaded game; 1 - just started game; 0 otherwise
 
- 	int firstCall;
 
- 	int autosaveCount;
 
- 	std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
 
- 	std::unique_ptr<HeroMovementController> movementController;
 
- public: // TODO: make private
 
- 	std::shared_ptr<Environment> env;
 
- 	std::unique_ptr<PlayerLocalState> localState;
 
- 	//minor interfaces
 
- 	CondSh<bool> *showingDialog; //indicates if dialog box is displayed
 
- 	bool makingTurn; //if player is already making his turn
 
- 	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
 
- 	//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.
 
- protected: // Call-ins from server, should not be called directly, but only via GameInterface
 
- 	void update() override;
 
- 	void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
 
- 	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 bulkArtMovementStart(size_t numOfArts) override;
 
- 	void artifactAssembled(const ArtifactLocation &al) override;
 
- 	void askToAssembleArtifact(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 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, PrimarySkill 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(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID) override;
 
- 	void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID) override;
 
- 	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(const CGHeroInstance * hero, 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 showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID) override;
 
- 	void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID) override;
 
- 	void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) override;
 
- 	void advmapSpellCast(const CGHeroInstance * caster, SpellID spellID) override; //called when a hero casts a spell
 
- 	void tileHidden(const std::unordered_set<int3> &pos) override; //called when given tiles become hidden under fog of war
 
- 	void tileRevealed(const std::unordered_set<int3> &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(QueryID queryID) 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 beforeObjectPropertyChanged(const SetObjectProperty * sop) override;
 
- 	void objectPropertyChanged(const SetObjectProperty * sop) override;
 
- 	void objectRemoved(const CGObjectInstance *obj, const PlayerColor & initiator) override;
 
- 	void objectRemovedAfter() 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 playerEndsTurn(PlayerColor player) override;
 
- 	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, bool showTerrain) override;
 
- 	//for battles
 
- 	void actionFinished(const BattleID & battleID, const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
 
- 	void actionStarted(const BattleID & battleID, const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
 
- 	void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
 
- 	void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //stack performs attack
 
- 	void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override; //end of battle
 
- 	void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
 
- 	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
 
- 	void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines) override;
 
- 	void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
 
- 	void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
 
- 	void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override; //called when a specific effect is set to stacks
 
- 	void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte) override; //various one-shot effect
 
- 	void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
 
- 	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
 
- 	void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
 
- 	void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
 
- 	void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
 
- 	void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
 
- 	void battleGateStateChanged(const BattleID & battleID, const EGateState state) override;
 
- 	void yourTacticPhase(const BattleID & battleID, int distance) override;
 
- 	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
 
- public: // public interface for use by client via LOCPLINT access
 
- 	// part of GameInterface that is also used by client code
 
- 	void showPuzzleMap() override;
 
- 	void viewWorldMap() override;
 
- 	void showQuestLog() override;
 
- 	void showThievesGuildWindow (const CGObjectInstance * obj) override;
 
- 	void showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID) override;
 
- 	void showShipyardDialog(const IShipyard *obj) override; //obj may be town or shipyard;
 
- 	void showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2);
 
- 	void showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes);
 
- 	void waitWhileDialog();
 
- 	void waitForAllDialogs();
 
- 	void openTownWindow(const CGTownInstance * town); //shows townscreen
 
- 	void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
 
- 	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 moveHero(const CGHeroInstance *h, const CGPath& path);
 
- 	void tryDigging(const CGHeroInstance *h);
 
- 	void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard;
 
- 	void proposeLoadingGame();
 
- 	void performAutosave();
 
- 	void gamePause(bool pause);
 
- 	///returns true if all events are processed internally
 
- 	bool capturedAllEvents();
 
- 	CPlayerInterface(PlayerColor Player);
 
- 	~CPlayerInterface();
 
- private:
 
- 	struct IgnoreEvents
 
- 	{
 
- 		CPlayerInterface & owner;
 
- 		IgnoreEvents(CPlayerInterface & Owner):owner(Owner)
 
- 		{
 
- 			owner.ignoreEvents = true;
 
- 		};
 
- 		~IgnoreEvents()
 
- 		{
 
- 			owner.ignoreEvents = false;
 
- 		};
 
- 	};
 
- 	void heroKilled(const CGHeroInstance* hero);
 
- 	void garrisonsChanged(std::vector<const CGObjectInstance *> objs);
 
- 	void requestReturningToMainMenu(bool won);
 
- 	void acceptTurn(QueryID queryID); //used during hot seat after your turn message is close
 
- 	void initializeHeroTownList();
 
- 	int getLastIndex(std::string namePrefix);
 
- };
 
- /// Provides global access to instance of interface of currently active player
 
- extern CPlayerInterface * LOCPLINT;
 
 
  |