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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"
 
- #include "CTerrainRect.h"
 
- #include "CResDataBar.h"
 
- #include "CList.h"
 
- #include "CInfoBar.h"
 
- #include "CMinimap.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;
 
- 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
 
- {
 
- 	//Return object that must be active at this tile (=clickable)
 
- 	const CGObjectInstance *getActiveObject(const int3 &tile);
 
- 	boost::optional<Point> keyToMoveDirection(const SDL_Keycode & key);
 
- public:
 
- 	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
 
- 	bool scrollingState;
 
- 	bool swipeEnabled;
 
- 	bool swipeMovementRequested;
 
- 	int3 swipeTargetPosition;
 
- 	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;
 
- 	std::shared_ptr<IImage> bg;
 
- 	std::shared_ptr<IImage> bgWorldView;
 
- 	std::vector<std::shared_ptr<CAnimImage>> gems;
 
- 	CMinimap minimap;
 
- 	std::shared_ptr<CGStatusBar> statusbar;
 
- 	std::shared_ptr<CButton> kingOverview;
 
- 	std::shared_ptr<CButton> underground;
 
- 	std::shared_ptr<CButton> questlog;
 
- 	std::shared_ptr<CButton> sleepWake;
 
- 	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;
 
- 	CTerrainRect terrain; //visible terrain
 
- 	CResDataBar resdatabar;
 
- 	CHeroList heroList;
 
- 	CTownList townList;
 
- 	CInfoBar infoBar;
 
- 	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
 
- 	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 keyPressed(const SDL_Keycode & key) override;
 
- 	void keyReleased(const SDL_Keycode & key) override;
 
- 	void mouseMoved (const Point & cursorPosition) 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);
 
- 	void handleMapScrollingUpdate();
 
- 	void handleSwipeUpdate();
 
- private:
 
- 	void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
 
- };
 
- extern std::shared_ptr<CAdvMapInt> adventureInt;
 
 
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