| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228 | 
							- #ifndef __CADVMAPINTERFACE_H__
 
- #define __CADVMAPINTERFACE_H__
 
- #include <typeinfo>
 
- #include "../global.h"
 
- #include "SDL.h"
 
- #include <map>
 
- #include "AdventureMapButton.h"
 
- #include "GUIClasses.h"
 
- class CDefHandler;
 
- class CCallback;
 
- struct CGPath;
 
- class CAdvMapInt;
 
- class CGHeroInstance;
 
- class CGTownInstance;
 
- class CHeroWindow;
 
- class CSpell;
 
- class IShipyard;
 
- /*****************************/
 
- /*
 
-  * CAdcmapInterface.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
 
-  *
 
-  */
 
- class CAdventureOptions : public CIntObject
 
- {
 
- public:
 
- 	CPicture *bg;
 
- 	AdventureMapButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay;
 
- 	CAdventureOptions();
 
- 	~CAdventureOptions();
 
- 	static void showScenarioInfo();
 
- };
 
- 	 
 
- class CMinimap : public CIntObject
 
- {
 
- public:
 
- 	SDL_Surface * radar;
 
- 	SDL_Surface * temps;
 
- 	std::map<int,SDL_Color> colors;
 
- 	std::map<int,SDL_Color> colorsBlocked;
 
- 	std::vector<SDL_Surface *> map, FoW, flObjs; //one bitmap for each level (terrain, Fog of War, flaggable objects)
 
- 	std::string statusbarTxt, rcText;
 
- 	CMinimap(bool draw=true);
 
- 	~CMinimap();
 
- 	void show(SDL_Surface * to);
 
- 	void draw(SDL_Surface * to);
 
- 	void redraw(int level=-1);// (level==-1) => redraw all levels
 
- 	void initMap(int level=-1);// (level==-1) => redraw all levels
 
- 	void initFoW(int level=-1);// (level==-1) => redraw all levels
 
- 	void initFlaggableObjs(int level=-1);// (level==-1) => redraw all levels
 
- 	void updateRadar();
 
- 	void clickRight(tribool down, bool previousState);
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void hover (bool on);
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
 
- 	void activate(); // makes button active
 
- 	void deactivate(); // makes button inactive (but don't deletes)
 
- 	void hideTile(const int3 &pos); //puts FoW
 
- 	void showTile(const int3 &pos); //removes FoW
 
- 	void showVisibleTiles(int level=-1);// (level==-1) => redraw all levels
 
- };
 
- class CTerrainRect
 
- 	:  public CIntObject
 
- {
 
- 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)
 
- 	CDefHandler * arrows;
 
- 	CTerrainRect();
 
- 	~CTerrainRect();
 
- 	CGPath * currentPath;
 
- 	void activate();
 
- 	void deactivate();
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void clickRight(tribool down, bool previousState);
 
- 	void hover(bool on);
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
 
- 	void show(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
 
- };
 
- class CResDataBar
 
- 	: public CIntObject
 
- {
 
- public:
 
- 	SDL_Surface * bg;
 
- 	std::vector<std::pair<int,int> > txtpos;
 
- 	std::string datetext;
 
- 	void clickRight(tribool down, bool previousState);
 
- 	void activate();
 
- 	void deactivate();
 
- 	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);
 
- };
 
- class CInfoBar : public CIntObject
 
- {
 
- public:
 
- 	CDefHandler *day, *week1, *week2, *week3, *week4;
 
- 	SComponent * current;
 
- 	int mode;
 
- 	int pom;
 
- 	SDL_Surface *selInfoWin; //info box for selection
 
- 	CInfoBar();
 
- 	~CInfoBar();
 
- 	void newDay(int Day); //start showing new day/week animation
 
- 	void showComp(SComponent * comp, int time=5000);
 
- 	void tick();
 
- 	void showAll(SDL_Surface * to); // if specific==0 function draws info about selected hero/town
 
- 	void blitAnim(int mode);//0 - day, 1 - week
 
- 	CDefHandler * getAnim(int mode);
 
- 	void show(SDL_Surface * to);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void updateSelection(const CGObjectInstance *obj);
 
- };
 
- /*****************************/
 
- class CAdvMapInt : public CIntObject //adventure map interface
 
- {
 
- public:
 
- 	CAdvMapInt();
 
- 	~CAdvMapInt();
 
- 	int3 position; //top left corner of visible map part
 
- 	int player;
 
- 	enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
 
- 	ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
 
- 	enum{NA, INGAME, WAITING} state;
 
- 	bool updateScreen, updateMinimap ;
 
- 	unsigned char anim, animValHitCount; //animation frame
 
- 	unsigned char heroAnim, heroAnimValHitCount; //animation frame
 
- 	SDL_Surface * bg;
 
- 	std::vector<CDefHandler *> gems;
 
- 	CMinimap minimap;
 
- 	CStatusBar statusbar;
 
- 	AdventureMapButton kingOverview,//- kingdom overview
 
- 		underground,//- underground switch
 
- 		questlog,//- questlog
 
- 		sleepWake, //- sleep/wake hero
 
- 		moveHero, //- move hero
 
- 		spellbook,//- spellbook
 
- 		advOptions, //- adventure options
 
- 		sysOptions,//- system options
 
- 		nextHero, //- next hero
 
- 		endTurn;//- end turn
 
- 	CTerrainRect terrain; //visible terrain
 
- 	CResDataBar resdatabar;
 
- 	CHeroList heroList;
 
- 	CTownList townList;
 
- 	CInfoBar infoBar;
 
- 	const CSpell *spellBeingCasted; //NULL if none
 
- 	CHeroWindow * heroWindow;
 
- 	const CArmedInstance *selection; //currently selected town/hero
 
- 	//functions bound to buttons
 
- 	void fshowOverview();
 
- 	void fswitchLevel();
 
- 	void fshowQuestlog();
 
- 	void fsleepWake();
 
- 	void fmoveHero();
 
- 	void fshowSpellbok();
 
- 	void fadventureOPtions();
 
- 	void fsystemOptions();
 
- 	void fnextHero();
 
- 	void fendTurn();
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to); //redraws terrain
 
- 	void showAll(SDL_Surface * to); //shows and activates adv. map interface
 
- 	void select(const CArmedInstance *sel, bool centerView = true);
 
- 	void selectionChanged();
 
- 	void centerOn(int3 on);
 
- 	void centerOn(const CGObjectInstance *obj);
 
- 	int3 verifyPos(int3 ver);
 
- 	void handleRightClick(std::string text, tribool down);
 
- 	void keyPressed(const SDL_KeyboardEvent & key);
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
 
- 	bool isActive();
 
- 	void setPlayer(int Player);
 
- 	void startHotSeatWait(int Player);
 
- 	void startTurn();
 
- 	void tileLClicked(const int3 &mp);
 
- 	void tileHovered(const int3 &tile);
 
- 	void tileRClicked(const int3 &mp);
 
- 	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 NULL else
 
- };
 
- extern CAdvMapInt *adventureInt;
 
- #endif // __CADVMAPINTERFACE_H__
 
 
  |