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							- /*
 
-  * CAdvMapInt.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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../gui/CIntObject.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CGObjectInstance;
 
- class CGHeroInstance;
 
- class CGTownInstance;
 
- class CArmedInstance;
 
- class IShipyard;
 
- struct CGPathNode;
 
- struct ObjectPosInfo;
 
- struct Component;
 
- class int3;
 
- VCMI_LIB_NAMESPACE_END
 
- class CButton;
 
- class IImage;
 
- class CAnimImage;
 
- class CGStatusBar;
 
- class CAdvMapPanel;
 
- class CAdvMapWorldViewPanel;
 
- class CAnimation;
 
- class MapView;
 
- class CResDataBar;
 
- class CHeroList;
 
- class CTownList;
 
- class CInfoBar;
 
- class CMinimap;
 
- class MapAudioPlayer;
 
- struct MapDrawingInfo;
 
- /// 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 CAdventureMapInterface : public CIntObject
 
- {
 
- private:
 
- 	enum class EGameState
 
- 	{
 
- 		NOT_INITIALIZED,
 
- 		HOTSEAT_WAIT,
 
- 		MAKING_TURN,
 
- 		ENEMY_TURN,
 
- 		WORLD_VIEW
 
- 	};
 
- 	EGameState state;
 
- 	/// currently acting player
 
- 	PlayerColor currentPlayerID;
 
- 	/// uses EDirections enum
 
- 	bool scrollingCursorSet;
 
- 	const CSpell *spellBeingCasted; //nullptr if none
 
- 	std::vector<std::shared_ptr<CAnimImage>> gems;
 
- 	std::shared_ptr<IImage> bg;
 
- 	std::shared_ptr<IImage> bgWorldView;
 
- 	std::shared_ptr<CButton> kingOverview;
 
- 	std::shared_ptr<CButton> sleepWake;
 
- 	std::shared_ptr<CButton> underground;
 
- 	std::shared_ptr<CButton> questlog;
 
- 	std::shared_ptr<CButton> moveHero;
 
- 	std::shared_ptr<CButton> spellbook;
 
- 	std::shared_ptr<CButton> advOptions;
 
- 	std::shared_ptr<CButton> sysOptions;
 
- 	std::shared_ptr<CButton> nextHero;
 
- 	std::shared_ptr<CButton> endTurn;
 
- 	std::shared_ptr<CButton> worldViewUnderground;
 
- 	std::shared_ptr<MapView> terrain;
 
- 	std::shared_ptr<CMinimap> minimap;
 
- 	std::shared_ptr<CHeroList> heroList;
 
- 	std::shared_ptr<CTownList> townList;
 
- 	std::shared_ptr<CInfoBar> infoBar;
 
- 	std::shared_ptr<CGStatusBar> statusbar;
 
- 	std::shared_ptr<CResDataBar> resdatabar;
 
- 	std::shared_ptr<CAdvMapPanel> panelMain; // panel that holds all right-side buttons in normal view
 
- 	std::shared_ptr<CAdvMapWorldViewPanel> panelWorldView; // panel that holds all buttons and other ui in world view
 
- 	std::shared_ptr<CAdvMapPanel> activeMapPanel; // currently active panel (either main or world view, depending on current mode)
 
- 	std::shared_ptr<CAnimation> worldViewIcons;// images for world view overlay
 
- 	std::shared_ptr<MapAudioPlayer> mapAudio;
 
- private:
 
- 	//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 hotkeyMoveHeroDirectional(Point direction);
 
- 	bool isActive();
 
- 	void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
 
- 	const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
 
- 	// update locked state of buttons
 
- 	void updateButtons();
 
- 	void handleMapScrollingUpdate();
 
- 	void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
 
- 	const CGObjectInstance *getActiveObject(const int3 &tile);
 
- 	std::optional<Point> keyToMoveDirection(EShortcut key);
 
- 	void endingTurn();
 
- 	/// exits currently opened world view mode and returns to normal map
 
- 	void exitWorldView();
 
- 	void exitCastingMode();
 
- 	void leaveCastingMode(const int3 & castTarget);
 
- 	void abortCastingMode();
 
- protected:
 
- 	// CIntObject interface implementation
 
- 	void activate() override;
 
- 	void deactivate() override;
 
- 	void show(SDL_Surface * to) override;
 
- 	void showAll(SDL_Surface * to) override;
 
- 	void keyPressed(EShortcut key) override;
 
- public:
 
- 	CAdventureMapInterface();
 
- 	/// Called by PlayerInterface when specified player is ready to start his turn
 
- 	void onHotseatWaitStarted(PlayerColor playerID);
 
- 	/// Called by PlayerInterface when AI or remote human player starts his turn
 
- 	void onEnemyTurnStarted(PlayerColor playerID);
 
- 	/// Called by PlayerInterface when local human player starts his turn
 
- 	void onPlayerTurnStarted(PlayerColor playerID);
 
- 	/// Called by PlayerInterface when interface should be switched to specified player without starting turn
 
- 	void onCurrentPlayerChanged(PlayerColor playerID);
 
- 	/// Called by PlayerInterface when specific map tile changed and must be updated on minimap
 
- 	void onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions);
 
- 	/// Called by PlayerInterface when hero starts movement
 
- 	void onHeroMovementStarted(const CGHeroInstance * hero);
 
- 	/// Called by PlayerInterface when hero state changed and hero list must be updated
 
- 	void onHeroChanged(const CGHeroInstance * hero);
 
- 	/// Called by PlayerInterface when town state changed and town list must be updated
 
- 	void onTownChanged(const CGTownInstance * town);
 
- 	/// Called when currently selected object changes
 
- 	void onSelectionChanged(const CArmedInstance *sel);
 
- 	/// Called when map audio should be paused, e.g. on combat or town screen access
 
- 	void onAudioPaused();
 
- 	/// Called when map audio should be resume, opposite to onPaused
 
- 	void onAudioResumed();
 
- 	/// Requests to display provided information inside infobox
 
- 	void showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer);
 
- 	/// Changes position on map to center selected location
 
- 	void centerOnTile(int3 on);
 
- 	void centerOnObject(const CGObjectInstance *obj);
 
- 	/// called by MapView whenever currently visible area changes
 
- 	/// visibleArea describes now visible map section measured in tiles
 
- 	void onMapViewMoved(const Rect & visibleArea, int mapLevel);
 
- 	/// called by MapView whenever tile is clicked
 
- 	void onTileLeftClicked(const int3 & mapPos);
 
- 	/// called by MapView whenever tile is hovered
 
- 	void onTileHovered(const int3 & mapPos);
 
- 	/// called by MapView whenever tile is clicked
 
- 	void onTileRightClicked(const int3 & mapPos);
 
- 	/// called by spell window when spell to cast has been selected
 
- 	void enterCastingMode(const CSpell * sp);
 
- 	/// returns area of screen covered by terrain (main game area)
 
- 	Rect terrainAreaPixels() const;
 
- 	/// opens world view at default scale
 
- 	void openWorldView();
 
- 	/// opens world view at specific scale
 
- 	void openWorldView(int tileSize);
 
- 	/// opens world view with specific info, e.g. after View Earth/Air is shown
 
- 	void openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain);
 
- };
 
- extern std::shared_ptr<CAdventureMapInterface> adventureInt;
 
 
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