1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-06 00:24:11 +02:00
vcmi/client/windows/CHeroWindow.h

99 lines
3.0 KiB
C
Raw Normal View History

/*
* CHeroWindow.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 "../../lib/HeroBonus.h"
#include "../widgets/CArtifactHolder.h"
#include "../widgets/CGarrisonInt.h"
class CButton;
struct SDL_Surface;
class CGHeroInstance;
class CArtifact;
class CHeroWindow;
2009-06-18 18:05:00 +03:00
class LClickableAreaHero;
class LRClickableAreaWText;
class LRClickableAreaWTextComp;
class CArtifactsOfHero;
class MoraleLuckBox;
class CToggleButton;
class CToggleGroup;
class CGStatusBar;
/// Button which switches hero selection
class CHeroSwitcher : public CIntObject
{
const CGHeroInstance * hero;
CAnimImage *image;
public:
virtual void clickLeft(tribool down, bool previousState) override;
CHeroSwitcher(Point pos, const CGHeroInstance * hero);
};
//helper class for calculating values of hero bonuses without bonuses from picked up artifact
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
class CHeroWithMaybePickedArtifact : public virtual IBonusBearer
{
public:
const CGHeroInstance *hero;
CWindowWithArtifacts *cww;
2010-12-17 00:32:53 +02:00
CHeroWithMaybePickedArtifact(CWindowWithArtifacts *Cww, const CGHeroInstance *Hero);
const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
int64_t getTreeVersion() const override;
};
2010-12-17 00:32:53 +02:00
class CHeroWindow: public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
{
2010-12-17 00:32:53 +02:00
CGStatusBar * ourBar; //heroWindow's statusBar
//buttons
//CButton * gar4button; //splitting
std::vector<CHeroSwitcher *> heroList; //list of heroes
CPicture * listSelection; //selection border
//clickable areas
LRClickableAreaWText * portraitArea;
CAnimImage * portraitImage;
std::vector<LRClickableAreaWTextComp *> primSkillAreas;
LRClickableAreaWText * expArea;
LRClickableAreaWText * spellPointsArea;
LRClickableAreaWText * specArea;//specialty
CAnimImage *specImage;
2010-02-07 17:06:14 +02:00
MoraleLuckBox * morale, * luck;
std::vector<LRClickableAreaWTextComp *> secSkillAreas;
std::vector<CAnimImage *> secSkillImages;
CHeroWithMaybePickedArtifact heroWArt;
CButton * quitButton, * dismissButton, * questlogButton, * commanderButton; //general
2016-10-16 02:52:11 +02:00
CToggleButton *tacticsButton; //garrison / formation handling;
CToggleGroup *formations;
public:
const CGHeroInstance * curHero;
2017-07-17 23:04:00 +02:00
CHeroWindow(const CGHeroInstance *hero);
void update(const CGHeroInstance * hero, bool redrawNeeded = false); //sets main displayed hero
void showAll(SDL_Surface * to) override;
void dismissCurrent(); //dissmissed currently displayed hero (curHero)
void commanderWindow();
void switchHero(); //changes displayed hero
virtual void updateGarrisons() override; //updates the morale widget and calls the parent
//friends
friend void CHeroArtPlace::clickLeft(tribool down, bool previousState);
friend class CPlayerInterface;
};