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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 "ArtifactsUIController.h"
- #include "../lib/callback/CGameInterface.h"
- #include "../lib/FunctionList.h"
- #include "gui/CIntObject.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class Artifact;
- struct TryMoveHero;
- class CStack;
- class CCreature;
- struct CGPath;
- class CCreatureSet;
- class CGObjectInstance;
- class UpgradeInfo;
- class ConditionalWait;
- struct CPathsInfo;
- class PathfinderCache;
- 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
- {
- bool ignoreEvents;
- int autosaveCount;
- std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
- std::unique_ptr<HeroMovementController> movementController;
- std::unique_ptr<PathfinderCache> pathfinderCache;
- public: // TODO: make private
- std::unique_ptr<ArtifactsUIController> artifactController;
- std::shared_ptr<Environment> env;
- std::unique_ptr<PlayerLocalState> localState;
- //minor interfaces
- ConditionalWait * 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.
- bool isAutoFightEndBattle; //Flag, if battle forced to end with autocombat
- protected: // Call-ins from server, should not be called directly, but only via GameInterface
- 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 totalNumOfArts, size_t possibleAssemblyNumOfArts) 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 heroExperienceChanged(const CGHeroInstance * hero, si64 val) 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, 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.
- 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 FowTilesType &pos) override; //called when given tiles become hidden under fog of war
- void tileRevealed(const FowTilesType &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 interface
- void playerEndsTurn(PlayerColor player) override;
- void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
- void setColorScheme(ColorScheme scheme) 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, const BattleHexArray & 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, BattleSide 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 GAME->interface() access
- // part of GameInterface that is also used by client code
- void update();
- 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 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);
- void endNetwork();
- void closeAllDialogs();
- std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
- void invalidatePaths() override;
- ///returns true if all events are processed internally
- bool capturedAllEvents();
- void registerBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents);
- void unregisterBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents);
- 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 townRemoved(const CGTownInstance* town);
- void garrisonsChanged(std::vector<const CArmedInstance *> objs);
- void requestReturningToMainMenu(bool won);
- void acceptTurn(QueryID queryID, bool hotseatWait); //used during hot seat after your turn message is close
- void initializeHeroTownList();
- int getLastIndex(std::string namePrefix);
- };
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