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							- #pragma once
 
- #include "../widgets/AdventureMapClasses.h"
 
- #include "CWindowObject.h"
 
- #include "../widgets/TextControls.h"
 
- #include "../widgets/Buttons.h"
 
- #include "../../lib/spells/ViewSpellInt.h"
 
- class CDefHandler;
 
- class CCallback;
 
- struct CGPath;
 
- class CAdvMapInt;
 
- class CGHeroInstance;
 
- class CGTownInstance;
 
- class CHeroWindow;
 
- class CSpell;
 
- class IShipyard;
 
- enum class EMapAnimRedrawStatus;
 
- class CFadeAnimation;
 
- struct MapDrawingInfo;
 
- /*****************************/
 
- /*
 
-  * CAdvmapInterface.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
 
-  *
 
-  */
 
- enum class EAdvMapMode
 
- {
 
- 	NORMAL,
 
- 	WORLD_VIEW
 
- };
 
- /// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
 
- class CAdventureOptions : public CWindowObject
 
- {
 
- public:
 
- 	CButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay;
 
- 	CAdventureOptions();
 
- 	static void showScenarioInfo();
 
- };
 
- /// Holds information about which tiles of the terrain are shown/not shown at the screen
 
- class CTerrainRect
 
- 	:  public CIntObject
 
- {
 
- 	SDL_Surface * fadeSurface;
 
- 	EMapAnimRedrawStatus lastRedrawStatus;
 
- 	CFadeAnimation * fadeAnim;
 
- public:
 
- 	int tilesw, tilesh; //width and height of terrain to blit in tiles
 
- 	int3 curHoveredTile;
 
- 	int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
 
- 	CTerrainRect();
 
- 	virtual ~CTerrainRect();
 
- 	CGPath * currentPath;
 
- 	void deactivate() override;
 
- 	void clickLeft(tribool down, bool previousState) override;
 
- 	void clickRight(tribool down, bool previousState) override;
 
- 	void hover(bool on) override;
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
 
- 	void show(SDL_Surface * to) override;
 
- 	void showAll(SDL_Surface * to) override;
 
- 	void showAnim(SDL_Surface * to);
 
- 	void showPath(const SDL_Rect * extRect, SDL_Surface * to);
 
- 	int3 whichTileIsIt(const int x, const int y); //x,y are cursor position
 
- 	int3 whichTileIsIt(); //uses current cursor pos
 
- 	/// @returns number of visible tiles on screen respecting current map scaling
 
- 	int3 tileCountOnScreen();
 
- 	/// animates view by caching current surface and crossfading it with normal screen
 
- 	void fadeFromCurrentView();
 
- 	bool needsAnimUpdate();
 
- };
 
- /// Resources bar which shows information about how many gold, crystals,... you have
 
- /// Current date is displayed too
 
- class CResDataBar : public CIntObject
 
- {
 
- public:
 
- 	SDL_Surface * bg;
 
- 	std::vector<std::pair<int,int> > txtpos;
 
- 	std::string datetext;
 
- 	void clickRight(tribool down, bool previousState) override;
 
- 	CResDataBar();
 
- 	CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
 
- 	~CResDataBar();
 
- 	void draw(SDL_Surface * to);
 
- 	void show(SDL_Surface * to) override;
 
- 	void showAll(SDL_Surface * to) override;
 
- };
 
- /// That's a huge class which handles general adventure map actions and
 
- /// shows the right menu(questlog, spellbook, end turn,..) from where you
 
- /// can get to the towns and heroes.
 
- class CAdvMapInt : public CIntObject
 
- {
 
- 	//Return object that must be active at this tile (=clickable)
 
- 	const CGObjectInstance *getActiveObject(const int3 &tile);
 
- public:
 
- 	CAdvMapInt();
 
- 	~CAdvMapInt();
 
- 	int3 position; //top left corner of visible map part
 
- 	PlayerColor player;
 
- 	bool duringAITurn;
 
- 	enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
 
- 	ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
 
- 	enum{NA, INGAME, WAITING} state;
 
- 	bool updateScreen;
 
- 	ui8 anim, animValHitCount; //animation frame
 
- 	ui8 heroAnim, heroAnimValHitCount; //animation frame
 
- 	EAdvMapMode mode;
 
- 	float worldViewScale;
 
- 	
 
- 	struct WorldViewOptions
 
- 	{
 
- 		bool showAllTerrain; //for expert viewEarth
 
- 		
 
- 		std::vector<ObjectPosInfo> iconPositions;
 
- 		
 
- 		WorldViewOptions();
 
- 		
 
- 		void clear();
 
- 		
 
- 		void adjustDrawingInfo(MapDrawingInfo & info);		
 
- 	};
 
- 	
 
- 	WorldViewOptions worldViewOptions; 	
 
- 	SDL_Surface * bg;
 
- 	SDL_Surface * bgWorldView;
 
- 	std::vector<CDefHandler *> gems;
 
- 	CMinimap minimap;
 
- 	CGStatusBar statusbar;
 
- 	CButton * kingOverview;
 
- 	CButton * underground;
 
- 	CButton * questlog;
 
- 	CButton * sleepWake;
 
- 	CButton * moveHero;
 
- 	CButton * spellbook;
 
- 	CButton * advOptions;
 
- 	CButton * sysOptions;
 
- 	CButton * nextHero;
 
- 	CButton * endTurn;
 
- 	CButton * worldViewUnderground;
 
- 	CTerrainRect terrain; //visible terrain
 
- 	CResDataBar resdatabar;
 
- 	CHeroList heroList;
 
- 	CTownList townList;
 
- 	CInfoBar infoBar;
 
- 	CAdvMapPanel *panelMain; // panel that holds all right-side buttons in normal view
 
- 	CAdvMapWorldViewPanel *panelWorldView; // panel that holds all buttons and other ui in world view
 
- 	CAdvMapPanel *activeMapPanel; // currently active panel (either main or world view, depending on current mode)
 
- 	CDefHandler * worldViewIconsDef; // images for world view overlay
 
- 	const CSpell *spellBeingCasted; //nullptr if none
 
- 	const CArmedInstance *selection; //currently selected town/hero
 
- 	//functions bound to buttons
 
- 	void fshowOverview();
 
- 	void fworldViewBack();
 
- 	void fworldViewScale1x();
 
- 	void fworldViewScale2x();
 
- 	void fworldViewScale4x();
 
- 	void fswitchLevel();
 
- 	void fshowQuestlog();
 
- 	void fsleepWake();
 
- 	void fmoveHero();
 
- 	void fshowSpellbok();
 
- 	void fadventureOPtions();
 
- 	void fsystemOptions();
 
- 	void fnextHero();
 
- 	void fendTurn();
 
- 	void activate() override;
 
- 	void deactivate() override;
 
- 	void show(SDL_Surface * to) override; //redraws terrain
 
- 	void showAll(SDL_Surface * to) override; //shows and activates adv. map interface
 
- 	void select(const CArmedInstance *sel, bool centerView = true);
 
- 	void selectionChanged();
 
- 	void centerOn(int3 on, bool fade = false);
 
- 	void centerOn(const CGObjectInstance *obj, bool fade = false);
 
- 	int3 verifyPos(int3 ver);
 
- 	void handleRightClick(std::string text, tribool down);
 
- 	void keyPressed(const SDL_KeyboardEvent & key) override;
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
 
- 	bool isActive();
 
- 	bool isHeroSleeping(const CGHeroInstance *hero);
 
- 	void setHeroSleeping(const CGHeroInstance *hero, bool sleep);
 
- 	int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only
 
- 	void setPlayer(PlayerColor Player);
 
- 	void startHotSeatWait(PlayerColor Player);
 
- 	void startTurn();
 
- 	void endingTurn();
 
- 	void aiTurnStarted();
 
- 	void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
 
- 	void quickCombatLock(); //should be called when quick battle started
 
- 	void quickCombatUnlock();
 
- 	void tileLClicked(const int3 &mapPos);
 
- 	void tileHovered(const int3 &mapPos);
 
- 	void tileRClicked(const int3 &mapPos);
 
- 	void enterCastingMode(const CSpell * sp);
 
- 	void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
 
- 	const CGHeroInstance * curHero() const;
 
- 	const CGTownInstance * curTown() const;
 
- 	const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
 
- 	//button updates
 
- 	void updateSleepWake(const CGHeroInstance *h);
 
- 	void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
 
- 	void updateSpellbook(const CGHeroInstance *h);
 
- 	void updateNextHero(const CGHeroInstance *h);
 
- 	/// changes current adventure map mode; used to switch between default view and world view; scale is ignored if EAdvMapMode == NORMAL
 
- 	void changeMode(EAdvMapMode newMode, float newScale = 0.36f);
 
- };
 
- extern CAdvMapInt *adventureInt;
 
 
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