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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"
- #include "../../lib/int3.h"
- #include "../../lib/GameConstants.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CGObjectInstance;
- class CGHeroInstance;
- class CGTownInstance;
- class CArmedInstance;
- class IShipyard;
- struct CGPathNode;
- struct ObjectPosInfo;
- 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;
- enum class EAdvMapMode
- {
- NORMAL,
- WORLD_VIEW
- };
- /// 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
- {
- //TODO: remove
- friend class CPlayerInterface;
- private:
- enum EDirections {LEFT=1, RIGHT=2, UP=4, DOWN=8};
- enum EGameStates {NA, INGAME, WAITING};
- EGameStates state;
- EAdvMapMode mode;
- /// Currently selected object, can be town, hero or null
- const CArmedInstance *selection;
- /// currently acting player
- PlayerColor player;
- bool duringAITurn;
- /// uses EDirections enum
- ui8 scrollingDir;
- bool scrollingState;
- 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 setScrollingCursor(ui8 direction) const;
- void selectionChanged();
- 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
- //button updates
- void updateSleepWake(const CGHeroInstance *h);
- void updateSpellbook(const CGHeroInstance *h);
- void handleMapScrollingUpdate();
- void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
- const CGObjectInstance *getActiveObject(const int3 &tile);
- std::optional<Point> keyToMoveDirection(const SDL_Keycode & key);
- public:
- CAdvMapInt();
- // CIntObject interface implementation
- void activate() override;
- void deactivate() override;
- void show(SDL_Surface * to) override;
- void showAll(SDL_Surface * to) override;
- void keyPressed(const SDL_Keycode & key) override;
- void keyReleased(const SDL_Keycode & key) override;
- void mouseMoved (const Point & cursorPosition) override;
- // public interface
- /// called by MapView whenever currently visible area changes
- /// visibleArea describen now visible map section measured in tiles
- void onMapViewMoved(const Rect & visibleArea, int mapLevel);
- /// Called when map audio should be paused, e.g. on combat or town scren access
- void onAudioPaused();
- /// Called when map audio should be resume, opposite to onPaused
- void onAudioResumed();
- void select(const CArmedInstance *sel, bool centerView = true);
- void centerOnTile(int3 on);
- void centerOnObject(const CGObjectInstance *obj);
- 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 initializeNewTurn();
- void endingTurn();
- void aiTurnStarted();
- void quickCombatLock(); //should be called when quick battle started
- void quickCombatUnlock();
- void onTileLeftClicked(const int3 & mapPos);
- void onTileHovered(const int3 & mapPos);
- void onTileRightClicked(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 CArmedInstance * curArmy() const;
- void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
- void updateNextHero(const CGHeroInstance *h);
- /// returns area of screen covered by terrain (main game area)
- Rect terrainAreaPixels() const;
- /// exits currently opened world view mode and returns to normal map
- void exitWorldView();
- /// 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<CAdvMapInt> adventureInt;
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