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- #pragma once
- #include <typeinfo>
- #include "SDL.h"
- #include "UIFramework/CIntObjectClasses.h"
- #include "GUIClasses.h"
- #include "AdventureMapClasses.h"
- class CDefHandler;
- class CCallback;
- struct CGPath;
- class CAdvMapInt;
- class CGHeroInstance;
- class CGTownInstance;
- class CHeroWindow;
- class CSpell;
- class IShipyard;
- /*****************************/
- /*
- * 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
- *
- */
- /// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
- class CAdventureOptions : public CWindowObject
- {
- public:
- CAdventureMapButton *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
- {
- 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();
- CGPath * currentPath;
- 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();
- 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
- };
- /// 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);
- 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();
- void showAll();
- };
- /// 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
- {
- //get top selectable object at tile
- const CGObjectInstance *getBlockingObject(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
- SDL_Surface * bg;
- std::vector<CDefHandler *> gems;
- CMinimap minimap;
- CGStatusBar statusbar;
- CAdventureMapButton 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
- 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(); //redraws terrain
- void showAll(); //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();
- 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 everytime at AI/human turn transition; blocks GUI during AI turn
- 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 NULL else
- //button updates
- void updateSleepWake(const CGHeroInstance *h);
- void updateMoveHero(const CGHeroInstance *h, tribool hasPath = tribool::indeterminate_value);
- void updateNextHero(const CGHeroInstance *h);
- };
- extern CAdvMapInt *adventureInt;
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