* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
201 lines
6.0 KiB
C++
201 lines
6.0 KiB
C++
#pragma once
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using namespace std;
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#include "TutorialTask.h"
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#include "TutorialConstraint.h"
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#include "TutorialHint.h"
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#include "TutorialMessage.h"
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#include "TutorialEnum.h"
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// #define TUTORIAL_HINT_DELAY_TIME 14000 // How long we should wait from displaying one hint to the next
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// #define TUTORIAL_DISPLAY_MESSAGE_TIME 7000
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// #define TUTORIAL_MINIMUM_DISPLAY_MESSAGE_TIME 2000
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// #define TUTORIAL_REMINDER_TIME (TUTORIAL_DISPLAY_MESSAGE_TIME + 20000)
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// #define TUTORIAL_CONSTRAINT_DELAY_REMOVE_TICKS 15
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//
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// // 0-24000
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// #define TUTORIAL_FREEZE_TIME_VALUE 8000
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class Level;
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class CXuiScene;
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class Tutorial
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{
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public:
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class PopupMessageDetails
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{
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public:
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int m_messageId;
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int m_promptId;
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int m_titleId;
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wstring m_messageString;
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wstring m_promptString;
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wstring m_titleString;
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int m_icon;
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int m_iAuxVal;
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bool m_allowFade;
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bool m_isReminder;
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bool m_replaceCurrent;
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bool m_forceDisplay;
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bool m_delay;
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PopupMessageDetails()
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{
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m_messageId = -1;
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m_promptId = -1;
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m_titleId = -1;
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m_messageString = L"";
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m_promptString = L"";
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m_titleString = L"";
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m_icon = TUTORIAL_NO_ICON;
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m_iAuxVal = 0;
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m_allowFade = true;
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m_isReminder = false;
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m_replaceCurrent = false;
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m_forceDisplay = false;
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m_delay = false;
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}
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bool isSameContent(PopupMessageDetails *other);
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};
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private:
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static int m_iTutorialHintDelayTime;
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static int m_iTutorialDisplayMessageTime;
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static int m_iTutorialMinimumDisplayMessageTime;
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static int m_iTutorialExtraReminderTime;
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static int m_iTutorialReminderTime;
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static int m_iTutorialConstraintDelayRemoveTicks;
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static int m_iTutorialFreezeTimeValue;
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eTutorial_State m_CurrentState;
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bool m_hasStateChanged;
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#ifdef _XBOX
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HXUIOBJ m_hTutorialScene; // to store the popup scene (splitscreen or normal)
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#endif
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bool m_bSceneIsSplitscreen;
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bool m_bHasTickedOnce;
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int m_firstTickTime;
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protected:
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unordered_map<int, TutorialMessage *> messages;
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vector<TutorialConstraint *> m_globalConstraints;
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vector<TutorialConstraint *> constraints[e_Tutorial_State_Max];
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vector< pair<TutorialConstraint *, unsigned char> > constraintsToRemove[e_Tutorial_State_Max];
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vector<TutorialTask *> tasks; // We store a copy of the tasks for the main gameplay tutorial so that we could display an overview menu
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vector<TutorialTask *> activeTasks[e_Tutorial_State_Max];
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vector<TutorialHint *> hints[e_Tutorial_State_Max];
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TutorialTask *currentTask[e_Tutorial_State_Max];
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TutorialConstraint *currentFailedConstraint[e_Tutorial_State_Max];
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bool m_freezeTime;
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bool m_timeFrozen;
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//D3DXVECTOR3 m_OriginalPosition;
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public:
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DWORD lastMessageTime;
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DWORD m_lastHintDisplayedTime;
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private:
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PopupMessageDetails *m_lastMessage;
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eTutorial_State m_lastMessageState;
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unsigned int m_iTaskReminders;
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bool m_allowShow;
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public:
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bool m_hintDisplayed;
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private:
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bool hasRequestedUI;
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bool uiTempDisabled;
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#ifdef _XBOX
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CXuiScene *m_UIScene;
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#else
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UIScene *m_UIScene;
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#endif
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int m_iPad;
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public:
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bool m_allTutorialsComplete;
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bool m_fullTutorialComplete;
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bool m_isFullTutorial;
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public:
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Tutorial(int iPad, bool isFullTutorial = false);
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~Tutorial();
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void tick();
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int getPad() { return m_iPad; }
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virtual bool isStateCompleted( eTutorial_State state );
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virtual void setStateCompleted( eTutorial_State state );
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bool isHintCompleted( eTutorial_Hint hint );
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void setHintCompleted( eTutorial_Hint hint );
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void setHintCompleted( TutorialHint *hint );
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// completableId will be either a eTutorial_State value or eTutorial_Hint
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void setCompleted( int completableId );
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bool getCompleted( int completableId );
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#ifdef _XBOX
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void changeTutorialState(eTutorial_State newState, CXuiScene *scene = nullptr);
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#else
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void changeTutorialState(eTutorial_State newState, UIScene *scene = nullptr);
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#endif
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bool isSelectedItemState();
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bool setMessage(PopupMessageDetails *message);
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bool setMessage(TutorialHint *hint, PopupMessageDetails *message);
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bool setMessage(const wstring &message, int icon, int auxValue);
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void showTutorialPopup(bool show);
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void useItemOn(Level *level, shared_ptr<ItemInstance> item, int x, int y, int z,bool bTestUseOnly=false);
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void useItemOn(shared_ptr<ItemInstance> item, bool bTestUseOnly=false);
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void completeUsingItem(shared_ptr<ItemInstance> item);
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void startDestroyBlock(shared_ptr<ItemInstance> item, Tile *tile);
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void destroyBlock(Tile *tile);
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void attack(shared_ptr<Player> player, shared_ptr<Entity> entity);
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void itemDamaged(shared_ptr<ItemInstance> item);
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void handleUIInput(int iAction);
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void createItemSelected(shared_ptr<ItemInstance> item, bool canMake);
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void onCrafted(shared_ptr<ItemInstance> item);
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void onTake(shared_ptr<ItemInstance> item, unsigned int invItemCountAnyAux, unsigned int invItemCountThisAux);
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void onSelectedItemChanged(shared_ptr<ItemInstance> item);
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void onLookAt(int id, int iData=0);
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void onLookAtEntity(shared_ptr<Entity> entity);
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void onRideEntity(shared_ptr<Entity> entity);
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void onEffectChanged(MobEffect *effect, bool bRemoved=false);
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bool canMoveToPosition(double xo, double yo, double zo, double xt, double yt, double zt);
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bool isInputAllowed(int mapping);
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void AddGlobalConstraint(TutorialConstraint *c);
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void AddConstraint(TutorialConstraint *c);
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void RemoveConstraint(TutorialConstraint *c, bool delayedRemove = false);
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void addTask(eTutorial_State state, TutorialTask *t);
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void addHint(eTutorial_State state, TutorialHint *h);
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void addMessage(int messageId, bool limitRepeats = false, unsigned char numRepeats = TUTORIAL_MESSAGE_DEFAULT_SHOW);
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int GetTutorialDisplayMessageTime() {return m_iTutorialDisplayMessageTime;}
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// Only for the main gameplay tutorial
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vector<TutorialTask *> *getTasks();
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unsigned int getCurrentTaskIndex();
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#ifdef _XBOX
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CXuiScene *getScene() { return m_UIScene; }
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#else
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UIScene *getScene() { return m_UIScene; }
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#endif
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eTutorial_State getCurrentState() { return m_CurrentState; }
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// These are required so that we have a consistent mapping of the completion bits stored in the profile data
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static void staticCtor();
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static vector<int> s_completableTasks;
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static void debugResetPlayerSavedProgress(int iPad);
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};
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