#pragma once using namespace std; #include "TutorialTask.h" #include "TutorialConstraint.h" #include "TutorialHint.h" #include "TutorialMessage.h" #include "TutorialEnum.h" // #define TUTORIAL_HINT_DELAY_TIME 14000 // How long we should wait from displaying one hint to the next // #define TUTORIAL_DISPLAY_MESSAGE_TIME 7000 // #define TUTORIAL_MINIMUM_DISPLAY_MESSAGE_TIME 2000 // #define TUTORIAL_REMINDER_TIME (TUTORIAL_DISPLAY_MESSAGE_TIME + 20000) // #define TUTORIAL_CONSTRAINT_DELAY_REMOVE_TICKS 15 // // // 0-24000 // #define TUTORIAL_FREEZE_TIME_VALUE 8000 class Level; class CXuiScene; class Tutorial { public: class PopupMessageDetails { public: int m_messageId; int m_promptId; int m_titleId; wstring m_messageString; wstring m_promptString; wstring m_titleString; int m_icon; int m_iAuxVal; bool m_allowFade; bool m_isReminder; bool m_replaceCurrent; bool m_forceDisplay; bool m_delay; PopupMessageDetails() { m_messageId = -1; m_promptId = -1; m_titleId = -1; m_messageString = L""; m_promptString = L""; m_titleString = L""; m_icon = TUTORIAL_NO_ICON; m_iAuxVal = 0; m_allowFade = true; m_isReminder = false; m_replaceCurrent = false; m_forceDisplay = false; m_delay = false; } bool isSameContent(PopupMessageDetails *other); }; private: static int m_iTutorialHintDelayTime; static int m_iTutorialDisplayMessageTime; static int m_iTutorialMinimumDisplayMessageTime; static int m_iTutorialExtraReminderTime; static int m_iTutorialReminderTime; static int m_iTutorialConstraintDelayRemoveTicks; static int m_iTutorialFreezeTimeValue; eTutorial_State m_CurrentState; bool m_hasStateChanged; #ifdef _XBOX HXUIOBJ m_hTutorialScene; // to store the popup scene (splitscreen or normal) #endif bool m_bSceneIsSplitscreen; bool m_bHasTickedOnce; int m_firstTickTime; protected: unordered_map messages; vector m_globalConstraints; vector constraints[e_Tutorial_State_Max]; vector< pair > constraintsToRemove[e_Tutorial_State_Max]; vector tasks; // We store a copy of the tasks for the main gameplay tutorial so that we could display an overview menu vector activeTasks[e_Tutorial_State_Max]; vector hints[e_Tutorial_State_Max]; TutorialTask *currentTask[e_Tutorial_State_Max]; TutorialConstraint *currentFailedConstraint[e_Tutorial_State_Max]; bool m_freezeTime; bool m_timeFrozen; //D3DXVECTOR3 m_OriginalPosition; public: DWORD lastMessageTime; DWORD m_lastHintDisplayedTime; private: PopupMessageDetails *m_lastMessage; eTutorial_State m_lastMessageState; unsigned int m_iTaskReminders; bool m_allowShow; public: bool m_hintDisplayed; private: bool hasRequestedUI; bool uiTempDisabled; #ifdef _XBOX CXuiScene *m_UIScene; #else UIScene *m_UIScene; #endif int m_iPad; public: bool m_allTutorialsComplete; bool m_fullTutorialComplete; bool m_isFullTutorial; public: Tutorial(int iPad, bool isFullTutorial = false); ~Tutorial(); void tick(); int getPad() { return m_iPad; } virtual bool isStateCompleted( eTutorial_State state ); virtual void setStateCompleted( eTutorial_State state ); bool isHintCompleted( eTutorial_Hint hint ); void setHintCompleted( eTutorial_Hint hint ); void setHintCompleted( TutorialHint *hint ); // completableId will be either a eTutorial_State value or eTutorial_Hint void setCompleted( int completableId ); bool getCompleted( int completableId ); #ifdef _XBOX void changeTutorialState(eTutorial_State newState, CXuiScene *scene = NULL); #else void changeTutorialState(eTutorial_State newState, UIScene *scene = NULL); #endif bool isSelectedItemState(); bool setMessage(PopupMessageDetails *message); bool setMessage(TutorialHint *hint, PopupMessageDetails *message); bool setMessage(const wstring &message, int icon, int auxValue); void showTutorialPopup(bool show); void useItemOn(Level *level, std::shared_ptr item, int x, int y, int z,bool bTestUseOnly=false); void useItemOn(std::shared_ptr item, bool bTestUseOnly=false); void completeUsingItem(std::shared_ptr item); void startDestroyBlock(std::shared_ptr item, Tile *tile); void destroyBlock(Tile *tile); void attack(std::shared_ptr player, std::shared_ptr entity); void itemDamaged(std::shared_ptr item); void handleUIInput(int iAction); void createItemSelected(std::shared_ptr item, bool canMake); void onCrafted(std::shared_ptr item); void onTake(std::shared_ptr item, unsigned int invItemCountAnyAux, unsigned int invItemCountThisAux); void onSelectedItemChanged(std::shared_ptr item); void onLookAt(int id, int iData=0); void onLookAtEntity(eINSTANCEOF type); void onEffectChanged(MobEffect *effect, bool bRemoved=false); bool canMoveToPosition(double xo, double yo, double zo, double xt, double yt, double zt); bool isInputAllowed(int mapping); void AddGlobalConstraint(TutorialConstraint *c); void AddConstraint(TutorialConstraint *c); void RemoveConstraint(TutorialConstraint *c, bool delayedRemove = false); void addTask(eTutorial_State state, TutorialTask *t); void addHint(eTutorial_State state, TutorialHint *h); void addMessage(int messageId, bool limitRepeats = false, unsigned char numRepeats = TUTORIAL_MESSAGE_DEFAULT_SHOW); int GetTutorialDisplayMessageTime() {return m_iTutorialDisplayMessageTime;} // Only for the main gameplay tutorial vector *getTasks(); unsigned int getCurrentTaskIndex(); #ifdef _XBOX CXuiScene *getScene() { return m_UIScene; } #else UIScene *getScene() { return m_UIScene; } #endif eTutorial_State getCurrentState() { return m_CurrentState; } // These are required so that we have a consistent mapping of the completion bits stored in the profile data static void staticCtor(); static vector s_completableTasks; static void debugResetPlayerSavedProgress(int iPad); };