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# pragma once
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# include "../widgets/AdventureMapClasses.h"
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# include "CWindowObject.h"
# include "../widgets/TextControls.h"
# include "../widgets/Buttons.h"
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# include "../../lib/spells/ViewSpellInt.h"
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class CCallback ;
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struct CGPath ;
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class CAdvMapInt ;
class CGHeroInstance ;
class CGTownInstance ;
class CHeroWindow ;
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class CSpell ;
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class IShipyard ;
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enum class EMapAnimRedrawStatus ;
class CFadeAnimation ;
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struct MapDrawingInfo ;
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/*****************************/
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/*
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* CAdvmapInterface . h , part of VCMI engine
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*
* 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
*
*/
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enum class EAdvMapMode
{
NORMAL ,
WORLD_VIEW
} ;
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/// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
class CAdventureOptions : public CWindowObject
{
public :
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CButton * exit , * viewWorld , * puzzle , * dig , * scenInfo , * replay ;
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CAdventureOptions ( ) ;
static void showScenarioInfo ( ) ;
} ;
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/// Holds information about which tiles of the terrain are shown/not shown at the screen
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class CTerrainRect
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: public CIntObject
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{
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SDL_Surface * fadeSurface ;
EMapAnimRedrawStatus lastRedrawStatus ;
CFadeAnimation * fadeAnim ;
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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 ( ) ;
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virtual ~ CTerrainRect ( ) ;
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CGPath * currentPath ;
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void deactivate ( ) override ;
void clickLeft ( tribool down , bool previousState ) override ;
void clickRight ( tribool down , bool previousState ) override ;
void hover ( bool on ) override ;
void mouseMoved ( const SDL_MouseMotionEvent & sEvent ) override ;
void show ( SDL_Surface * to ) override ;
void showAll ( SDL_Surface * to ) override ;
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void showAnim ( SDL_Surface * to ) ;
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void showPath ( const SDL_Rect * extRect , SDL_Surface * to ) ;
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int3 whichTileIsIt ( const int x , const int y ) ; //x,y are cursor position
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int3 whichTileIsIt ( ) ; //uses current cursor pos
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/// @returns number of visible tiles on screen respecting current map scaling
int3 tileCountOnScreen ( ) ;
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/// animates view by caching current surface and crossfading it with normal screen
void fadeFromCurrentView ( ) ;
bool needsAnimUpdate ( ) ;
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} ;
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/// Resources bar which shows information about how many gold, crystals,... you have
/// Current date is displayed too
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class CResDataBar : public CIntObject
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{
public :
SDL_Surface * bg ;
std : : vector < std : : pair < int , int > > txtpos ;
std : : string datetext ;
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void clickRight ( tribool down , bool previousState ) override ;
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CResDataBar ( ) ;
CResDataBar ( const std : : string & defname , int x , int y , int offx , int offy , int resdist , int datedist ) ;
~ CResDataBar ( ) ;
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void draw ( SDL_Surface * to ) ;
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void show ( SDL_Surface * to ) override ;
void showAll ( SDL_Surface * to ) override ;
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} ;
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/// 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.
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class CAdvMapInt : public CIntObject
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{
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//Return object that must be active at this tile (=clickable)
const CGObjectInstance * getActiveObject ( const int3 & tile ) ;
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public :
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CAdvMapInt ( ) ;
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~ CAdvMapInt ( ) ;
int3 position ; //top left corner of visible map part
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PlayerColor player ;
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bool duringAITurn ;
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enum { LEFT = 1 , RIGHT = 2 , UP = 4 , DOWN = 8 } ;
ui8 scrollingDir ; //uses enum: LEFT RIGHT, UP, DOWN
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bool scrollingState ;
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enum { NA , INGAME , WAITING } state ;
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bool updateScreen ;
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ui8 anim , animValHitCount ; //animation frame
ui8 heroAnim , heroAnimValHitCount ; //animation frame
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EAdvMapMode mode ;
float worldViewScale ;
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struct WorldViewOptions
{
bool showAllTerrain ; //for expert viewEarth
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std : : vector < ObjectPosInfo > iconPositions ;
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WorldViewOptions ( ) ;
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void clear ( ) ;
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void adjustDrawingInfo ( MapDrawingInfo & info ) ;
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} ;
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WorldViewOptions worldViewOptions ;
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SDL_Surface * bg ;
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SDL_Surface * bgWorldView ;
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std : : vector < CAnimImage * > gems ;
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CMinimap minimap ;
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CGStatusBar statusbar ;
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CButton * kingOverview ;
CButton * underground ;
CButton * questlog ;
CButton * sleepWake ;
CButton * moveHero ;
CButton * spellbook ;
CButton * advOptions ;
CButton * sysOptions ;
CButton * nextHero ;
CButton * endTurn ;
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CButton * worldViewUnderground ;
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CTerrainRect terrain ; //visible terrain
CResDataBar resdatabar ;
CHeroList heroList ;
CTownList townList ;
CInfoBar infoBar ;
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CAdvMapPanel * panelMain ; // panel that holds all right-side buttons in normal view
CAdvMapWorldViewPanel * panelWorldView ; // panel that holds all buttons and other ui in world view
CAdvMapPanel * activeMapPanel ; // currently active panel (either main or world view, depending on current mode)
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std : : shared_ptr < CAnimation > worldViewIcons ; // images for world view overlay
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const CSpell * spellBeingCasted ; //nullptr if none
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const CArmedInstance * selection ; //currently selected town/hero
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//functions bound to buttons
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void fshowOverview ( ) ;
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void fworldViewBack ( ) ;
void fworldViewScale1x ( ) ;
void fworldViewScale2x ( ) ;
void fworldViewScale4x ( ) ;
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void fswitchLevel ( ) ;
void fshowQuestlog ( ) ;
void fsleepWake ( ) ;
void fmoveHero ( ) ;
void fshowSpellbok ( ) ;
void fadventureOPtions ( ) ;
void fsystemOptions ( ) ;
void fnextHero ( ) ;
void fendTurn ( ) ;
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void activate ( ) override ;
void deactivate ( ) override ;
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void show ( SDL_Surface * to ) override ; //redraws terrain
void showAll ( SDL_Surface * to ) override ; //shows and activates adv. map interface
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void select ( const CArmedInstance * sel , bool centerView = true ) ;
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void selectionChanged ( ) ;
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void centerOn ( int3 on , bool fade = false ) ;
void centerOn ( const CGObjectInstance * obj , bool fade = false ) ;
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int3 verifyPos ( int3 ver ) ;
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void handleRightClick ( std : : string text , tribool down ) ;
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void keyPressed ( const SDL_KeyboardEvent & key ) override ;
void mouseMoved ( const SDL_MouseMotionEvent & sEvent ) override ;
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bool isActive ( ) ;
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bool isHeroSleeping ( const CGHeroInstance * hero ) ;
void setHeroSleeping ( const CGHeroInstance * hero , bool sleep ) ;
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int getNextHeroIndex ( int startIndex ) ; //for Next Hero button - cycles awake heroes with movement only
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void setPlayer ( PlayerColor Player ) ;
void startHotSeatWait ( PlayerColor Player ) ;
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void startTurn ( ) ;
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void endingTurn ( ) ;
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void aiTurnStarted ( ) ;
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void adjustActiveness ( bool aiTurnStart ) ; //should be called every time at AI/human turn transition; blocks GUI during AI turn
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void quickCombatLock ( ) ; //should be called when quick battle started
void quickCombatUnlock ( ) ;
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void tileLClicked ( const int3 & mapPos ) ;
void tileHovered ( const int3 & mapPos ) ;
void tileRClicked ( const int3 & mapPos ) ;
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void enterCastingMode ( const CSpell * sp ) ;
void leaveCastingMode ( bool cast = false , int3 dest = int3 ( - 1 , - 1 , - 1 ) ) ;
const CGHeroInstance * curHero ( ) const ;
const CGTownInstance * curTown ( ) const ;
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const IShipyard * ourInaccessibleShipyard ( const CGObjectInstance * obj ) const ; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
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//button updates
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void updateSleepWake ( const CGHeroInstance * h ) ;
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void updateMoveHero ( const CGHeroInstance * h , tribool hasPath = boost : : logic : : indeterminate ) ;
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void updateSpellbook ( const CGHeroInstance * h ) ;
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void updateNextHero ( const CGHeroInstance * h ) ;
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/// changes current adventure map mode; used to switch between default view and world view; scale is ignored if EAdvMapMode == NORMAL
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void changeMode ( EAdvMapMode newMode , float newScale = 0.36f ) ;
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} ;
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extern CAdvMapInt * adventureInt ;