1 /***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12 ***********************************************************************/
13
14 #ifdef HAVE_CONFIG_H
15 #include <fc_config.h>
16 #endif
17
18 /* common */
19 #include "game.h"
20 #include "government.h"
21
22 /* gui main header */
23 #include "gui_stub.h"
24
25 #include "dialogs.h"
26
27 /**************************************************************************
28 Popup a dialog to display information about an event that has a
29 specific location. The user should be given the option to goto that
30 location.
31 **************************************************************************/
popup_notify_goto_dialog(const char * headline,const char * lines,const struct text_tag_list * tags,struct tile * ptile)32 void popup_notify_goto_dialog(const char *headline, const char *lines,
33 const struct text_tag_list *tags,
34 struct tile *ptile)
35 {
36 /* PORTME */
37 }
38
39 /**************************************************************************
40 Popup a dialog to display connection message from server.
41 **************************************************************************/
popup_connect_msg(const char * headline,const char * message)42 void popup_connect_msg(const char *headline, const char *message)
43 {
44 /* PORTME */
45 }
46
47 /**************************************************************************
48 Popup a generic dialog to display some generic information.
49 **************************************************************************/
popup_notify_dialog(const char * caption,const char * headline,const char * lines)50 void popup_notify_dialog(const char *caption, const char *headline,
51 const char *lines)
52 {
53 /* PORTME */
54 }
55
56 /**************************************************************************
57 Popup the nation selection dialog.
58 **************************************************************************/
popup_races_dialog(struct player * pplayer)59 void popup_races_dialog(struct player *pplayer)
60 {
61 /* PORTME */
62 }
63
64 /**************************************************************************
65 Close the nation selection dialog. This should allow the user to
66 (at least) select a unit to activate.
67 **************************************************************************/
popdown_races_dialog(void)68 void popdown_races_dialog(void)
69 {
70 /* PORTME */
71 }
72
73 /**************************************************************************
74 Popup a dialog window to select units on a particular tile.
75 **************************************************************************/
unit_select_dialog_popup(struct tile * ptile)76 void unit_select_dialog_popup(struct tile *ptile)
77 {
78 /* PORTME */
79 }
80
81 /**************************************************************************
82 Update the dialog window to select units on a particular tile.
83 **************************************************************************/
unit_select_dialog_update_real(void * unused)84 void unit_select_dialog_update_real(void *unused)
85 {
86 /* PORTME */
87 }
88
89 /**************************************************************************
90 The server has changed the set of selectable nations.
91 **************************************************************************/
races_update_pickable(bool nationset_change)92 void races_update_pickable(bool nationset_change)
93 {
94 /* PORTME */
95 }
96
97 /**************************************************************************
98 In the nation selection dialog, make already-taken nations unavailable.
99 This information is contained in the packet_nations_used packet.
100 **************************************************************************/
races_toggles_set_sensitive(void)101 void races_toggles_set_sensitive(void)
102 {
103 /* PORTME */
104 }
105
106 /**************************************************************************
107 Popup a dialog asking if the player wants to start a revolution.
108 **************************************************************************/
popup_revolution_dialog(void)109 void popup_revolution_dialog(void)
110 {
111 /* PORTME */
112 }
113
114 /**************************************************************************
115 Popup a dialog that allows the player to select what action a unit
116 should take.
117 **************************************************************************/
popup_action_selection(struct unit * actor_unit,struct city * target_city,struct unit * target_unit,struct tile * target_tile,const struct act_prob * act_probs)118 void popup_action_selection(struct unit *actor_unit,
119 struct city *target_city,
120 struct unit *target_unit,
121 struct tile *target_tile,
122 const struct act_prob *act_probs)
123 {
124 /* PORTME */
125 }
126
127 /**************************************************************************
128 Popup a window asking a diplomatic unit if it wishes to incite the
129 given enemy city.
130 **************************************************************************/
popup_incite_dialog(struct unit * actor,struct city * pcity,int cost)131 void popup_incite_dialog(struct unit *actor, struct city *pcity, int cost)
132 {
133 /* PORTME */
134 }
135
136 /**************************************************************************
137 Popup a dialog asking a diplomatic unit if it wishes to bribe the
138 given enemy unit.
139 **************************************************************************/
popup_bribe_dialog(struct unit * actor,struct unit * punit,int cost)140 void popup_bribe_dialog(struct unit *actor, struct unit *punit, int cost)
141 {
142 /* PORTME */
143 }
144
145 /**************************************************************************
146 Popup a dialog asking a diplomatic unit if it wishes to sabotage the
147 given enemy city.
148 **************************************************************************/
popup_sabotage_dialog(struct unit * actor,struct city * pcity)149 void popup_sabotage_dialog(struct unit *actor, struct city *pcity)
150 {
151 /* PORTME */
152 }
153
154 /**************************************************************************
155 Popup a dialog asking the unit which improvement they would like to
156 pillage.
157 **************************************************************************/
popup_pillage_dialog(struct unit * punit,bv_extras may_pillage)158 void popup_pillage_dialog(struct unit *punit, bv_extras may_pillage)
159 {
160 /* PORTME */
161 }
162
163 /****************************************************************************
164 Pops up a dialog to confirm disband of the unit(s).
165 ****************************************************************************/
popup_disband_dialog(struct unit_list * punits)166 void popup_disband_dialog(struct unit_list *punits)
167 {
168 /* PORTME */
169 }
170
171 /**************************************************************************
172 Ruleset (modpack) has suggested loading certain tileset. Confirm from
173 user and load.
174 **************************************************************************/
popup_tileset_suggestion_dialog(void)175 void popup_tileset_suggestion_dialog(void)
176 {
177 /* PORTME */
178 }
179
180 /****************************************************************
181 Ruleset (modpack) has suggested loading certain soundset. Confirm from
182 user and load.
183 *****************************************************************/
popup_soundset_suggestion_dialog(void)184 void popup_soundset_suggestion_dialog(void)
185 {
186 /* PORTME */
187 }
188
189 /****************************************************************
190 Ruleset (modpack) has suggested loading certain musicset. Confirm from
191 user and load.
192 *****************************************************************/
popup_musicset_suggestion_dialog(void)193 void popup_musicset_suggestion_dialog(void)
194 {
195 /* PORTME */
196 }
197
198 /**************************************************************************
199 Tileset (modpack) has suggested loading certain theme. Confirm from
200 user and load.
201 **************************************************************************/
popup_theme_suggestion_dialog(const char * theme_name)202 bool popup_theme_suggestion_dialog(const char *theme_name)
203 {
204 /* PORTME */
205 return FALSE;
206 }
207
208 /**************************************************************************
209 This function is called when the client disconnects or the game is
210 over. It should close all dialog windows for that game.
211 **************************************************************************/
popdown_all_game_dialogs(void)212 void popdown_all_game_dialogs(void)
213 {
214 /* PORTME */
215 }
216
217 /**************************************************************************
218 Returns the id of the actor unit currently handled in action selection
219 dialog when the action selection dialog is open.
220 Returns IDENTITY_NUMBER_ZERO if no action selection dialog is open.
221 **************************************************************************/
action_selection_actor_unit(void)222 int action_selection_actor_unit(void)
223 {
224 /* PORTME */
225 return IDENTITY_NUMBER_ZERO;
226 }
227
228 /**************************************************************************
229 Returns id of the target city of the actions currently handled in action
230 selection dialog when the action selection dialog is open and it has a
231 city target. Returns IDENTITY_NUMBER_ZERO if no action selection dialog
232 is open or no city target is present in the action selection dialog.
233 **************************************************************************/
action_selection_target_city(void)234 int action_selection_target_city(void)
235 {
236 /* PORTME */
237 return IDENTITY_NUMBER_ZERO;
238 }
239
240 /**************************************************************************
241 Returns id of the target unit of the actions currently handled in action
242 selection dialog when the action selection dialog is open and it has a
243 unit target. Returns IDENTITY_NUMBER_ZERO if no action selection dialog
244 is open or no unit target is present in the action selection dialog.
245 **************************************************************************/
action_selection_target_unit(void)246 int action_selection_target_unit(void)
247 {
248 /* PORTME */
249 return IDENTITY_NUMBER_ZERO;
250 }
251
252 /**************************************************************************
253 Updates the action selection dialog with new information.
254 **************************************************************************/
action_selection_refresh(struct unit * actor_unit,struct city * target_city,struct unit * target_unit,struct tile * target_tile,const struct act_prob * act_probs)255 void action_selection_refresh(struct unit *actor_unit,
256 struct city *target_city,
257 struct unit *target_unit,
258 struct tile *target_tile,
259 const struct act_prob *act_probs)
260 {
261 /* TODO: port me. */
262 }
263
264 /****************************************************************
265 Closes the action selection dialog
266 ****************************************************************/
action_selection_close(void)267 void action_selection_close(void)
268 {
269 /* PORTME */
270 }
271
272 /**************************************************************************
273 Let the non shared client code know that the action selection process
274 no longer is in progress for the specified unit.
275
276 This allows the client to clean up any client specific assumptions.
277 **************************************************************************/
action_selection_no_longer_in_progress_gui_specific(int actor_id)278 void action_selection_no_longer_in_progress_gui_specific(int actor_id)
279 {
280 /* PORTME */
281 }
282
283 /****************************************************************
284 Player has gained a new tech.
285 *****************************************************************/
show_tech_gained_dialog(Tech_type_id tech)286 void show_tech_gained_dialog(Tech_type_id tech)
287 {
288 /* PORTME */
289 }
290
291 /****************************************************************
292 Show tileset error dialog.
293 *****************************************************************/
show_tileset_error(const char * msg)294 void show_tileset_error(const char *msg)
295 {
296 /* PORTME */
297 }
298
299 /****************************************************************
300 Give a warning when user is about to edit scenario with manually
301 set properties.
302 *****************************************************************/
gui_handmade_scenario_warning(void)303 bool gui_handmade_scenario_warning(void)
304 {
305 /* Just tell the client common code to handle this. */
306 return FALSE;
307 }
308
309 /****************************************************************
310 Unit wants to get into some transport on given tile.
311 *****************************************************************/
gui_request_transport(struct unit * pcargo,struct tile * ptile)312 bool gui_request_transport(struct unit *pcargo, struct tile *ptile)
313 {
314 return FALSE; /* Unit was not handled here. */
315 }
316
317 /***************************************************************************
318 Popup detailed information about battle or save information for
319 some kind of statistics
320 ***************************************************************************/
gui_popup_combat_info(int attacker_unit_id,int defender_unit_id,int attacker_hp,int defender_hp,bool make_winner_veteran)321 void gui_popup_combat_info(int attacker_unit_id, int defender_unit_id,
322 int attacker_hp, int defender_hp,
323 bool make_winner_veteran)
324 {
325 }
326