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vcmi/client/windows/CHeroWindow.h

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/*
* 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
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#include <vcmi/FactionMember.h>
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#include "../../lib/bonuses/Bonus.h"
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#include "../../lib/bonuses/IBonusBearer.h"
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#include "../widgets/CWindowWithArtifacts.h"
#include "../widgets/CGarrisonInt.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
VCMI_LIB_NAMESPACE_END
class CButton;
struct SDL_Surface;
class CHeroWindow;
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class LClickableAreaHero;
class LRClickableAreaWText;
class LRClickableAreaWTextComp;
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class CArtifactsOfHeroMain;
class MoraleLuckBox;
class CToggleButton;
class CToggleGroup;
class CGStatusBar;
class CTextBox;
/// Button which switches hero selection
class CHeroSwitcher : public CIntObject
{
const CGHeroInstance * hero;
std::shared_ptr<CAnimImage> image;
CHeroWindow * owner;
public:
void clickLeft(tribool down, bool previousState) override;
CHeroSwitcher(CHeroWindow * owner_, Point pos_, const CGHeroInstance * hero_);
};
//helper class for calculating values of hero bonuses without bonuses from picked up artifact
class CHeroWithMaybePickedArtifact : public IBonusBearer, public AFactionMember
{
public:
const CGHeroInstance * hero;
CWindowWithArtifacts * cww;
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CHeroWithMaybePickedArtifact(CWindowWithArtifacts * Cww, const CGHeroInstance * Hero);
TConstBonusListPtr 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
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const IBonusBearer * getBonusBearer() const override;
FactionID getFaction() 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
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int64_t getTreeVersion() const override;
si32 manaLimit() const;
};
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class CHeroWindow : public CStatusbarWindow, public CGarrisonHolder, public CWindowWithArtifacts
{
std::shared_ptr<CLabel> name;
std::shared_ptr<CLabel> title;
std::shared_ptr<CAnimImage> banner;
std::vector<std::shared_ptr<CHeroSwitcher>> heroList;
std::shared_ptr<CPicture> listSelection;
std::shared_ptr<LRClickableAreaWText> portraitArea;
std::shared_ptr<CAnimImage> portraitImage;
std::vector<std::shared_ptr<LRClickableAreaWTextComp>> primSkillAreas;
std::vector<std::shared_ptr<CAnimImage>> primSkillImages;
std::vector<std::shared_ptr<CLabel>> primSkillValues;
std::shared_ptr<CLabel> expValue;
std::shared_ptr<LRClickableAreaWText> expArea;
std::shared_ptr<CLabel> manaValue;
std::shared_ptr<LRClickableAreaWText> spellPointsArea;
std::shared_ptr<LRClickableAreaWText> specArea;
std::shared_ptr<CAnimImage> specImage;
std::shared_ptr<CLabel> specName;
std::shared_ptr<MoraleLuckBox> morale;
std::shared_ptr<MoraleLuckBox> luck;
std::vector<std::shared_ptr<LRClickableAreaWTextComp>> secSkillAreas;
std::vector<std::shared_ptr<CAnimImage>> secSkillImages;
std::vector<std::shared_ptr<CLabel>> secSkillNames;
std::vector<std::shared_ptr<CLabel>> secSkillValues;
CHeroWithMaybePickedArtifact heroWArt;
std::shared_ptr<CButton> quitButton;
std::shared_ptr<CTextBox> dismissLabel;
std::shared_ptr<CButton> dismissButton;
std::shared_ptr<CTextBox> questlogLabel;
std::shared_ptr<CButton> questlogButton;
std::shared_ptr<CButton> commanderButton;
std::shared_ptr<CToggleButton> tacticsButton;
std::shared_ptr<CToggleGroup> formations;
std::shared_ptr<CGarrisonInt> garr;
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std::shared_ptr<CArtifactsOfHeroMain> arts;
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std::vector<std::shared_ptr<CLabel>> labels;
public:
const CGHeroInstance * curHero;
CHeroWindow(const CGHeroInstance * hero);
void update(const CGHeroInstance * hero, bool redrawNeeded = false); //sets main displayed hero
void dismissCurrent(); //dissmissed currently displayed hero (curHero)
void commanderWindow();
void switchHero(); //changes displayed hero
void updateGarrisons() override;
//friends
friend void CHeroArtPlace::clickLeft(tribool down, bool previousState);
friend class CPlayerInterface;
};