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/*
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* CAdvMapInt . 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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# pragma once
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# include "../gui/CIntObject.h"
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# include "../../lib/int3.h"
# include "../../lib/GameConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance ;
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class CGHeroInstance ;
class CGTownInstance ;
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class CArmedInstance ;
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class IShipyard ;
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struct CGPathNode ;
struct ObjectPosInfo ;
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struct Component ;
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VCMI_LIB_NAMESPACE_END
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class CButton ;
class IImage ;
class CAnimImage ;
class CGStatusBar ;
class CAdvMapPanel ;
class CAdvMapWorldViewPanel ;
class CAnimation ;
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class MapView ;
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class CResDataBar ;
class CHeroList ;
class CTownList ;
class CInfoBar ;
class CMinimap ;
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class MapAudioPlayer ;
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struct MapDrawingInfo ;
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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.
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class CAdvMapInt : public CIntObject
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{
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private :
enum EDirections { LEFT = 1 , RIGHT = 2 , UP = 4 , DOWN = 8 } ;
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enum class EGameStates { NA , INGAME , WAITING } ;
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EGameStates state ;
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EAdvMapMode mode ;
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/// Currently selected object, can be town, hero or null
const CArmedInstance * selection ;
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/// currently acting player
PlayerColor player ;
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bool duringAITurn ;
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/// uses EDirections enum
ui8 scrollingDir ;
bool scrollingState ;
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const CSpell * spellBeingCasted ; //nullptr if none
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std : : vector < std : : shared_ptr < CAnimImage > > gems ;
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std : : shared_ptr < IImage > bg ;
std : : shared_ptr < IImage > bgWorldView ;
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std : : shared_ptr < CButton > kingOverview ;
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std : : shared_ptr < CButton > sleepWake ;
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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 ;
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std : : shared_ptr < MapView > terrain ;
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std : : shared_ptr < CMinimap > minimap ;
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std : : shared_ptr < CHeroList > heroList ;
std : : shared_ptr < CTownList > townList ;
std : : shared_ptr < CInfoBar > infoBar ;
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std : : shared_ptr < CGStatusBar > statusbar ;
std : : shared_ptr < CResDataBar > resdatabar ;
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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)
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std : : shared_ptr < CAnimation > worldViewIcons ; // images for world view overlay
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std : : shared_ptr < MapAudioPlayer > mapAudio ;
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private :
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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 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 ) ;
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std : : optional < Point > keyToMoveDirection ( const SDL_Keycode & key ) ;
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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 endingTurn ( ) ;
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public :
CAdvMapInt ( ) ;
// CIntObject interface implementation
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void activate ( ) override ;
void deactivate ( ) override ;
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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
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void startHotSeatWait ( PlayerColor Player ) ;
void startTurn ( ) ;
void initializeNewTurn ( ) ;
void aiTurnStarted ( ) ;
/// Called by PlayerInterface when hero is forced to wake up, e.g. on moving sleeping hero
void onHeroWokeUp ( const CGHeroInstance * hero ) ;
/// Called by PlayerInterface when current player changes in hotseat
void onCurrentPlayerChanged ( PlayerColor Player ) ;
/// Called by PlayerInterface when specific map tile changed and must be updated on minimap
void onMapTileChanged ( const int3 & mapPosition ) ;
/// Called by PlayerInterface when unknown number of tiles changed and minimap should redraw
void onMapTilesChanged ( ) ;
/// Called by PlayerInterface when hero state changed and hero list must be updated
void onHeroChanged ( const CGHeroInstance * hero ) ;
/// Called by PlayerInterface when town state changed and town list must be updated
void onTownChanged ( const CGTownInstance * town ) ;
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/// 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 ( ) ;
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/// Requests to display provided information inside infobox
void showInfoBoxMessage ( const std : : vector < Component > & components , std : : string message , int timer ) ;
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/// Changes currently selected object
void setSelection ( const CArmedInstance * sel , bool centerView = true ) ;
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/// Changes position on map to center selected location
void centerOnTile ( int3 on ) ;
void centerOnObject ( const CGObjectInstance * obj ) ;
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/// called by MapView whenever currently visible area changes
/// visibleArea describes now visible map section measured in tiles
void onMapViewMoved ( const Rect & visibleArea , int mapLevel ) ;
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/// called by MapView whenever tile is clicked
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void onTileLeftClicked ( const int3 & mapPos ) ;
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/// called by MapView whenever tile is hovered
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void onTileHovered ( const int3 & mapPos ) ;
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/// called by MapView whenever tile is clicked
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void onTileRightClicked ( const int3 & mapPos ) ;
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void enterCastingMode ( const CSpell * sp ) ;
void leaveCastingMode ( bool cast = false , int3 dest = int3 ( - 1 , - 1 , - 1 ) ) ;
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const CGHeroInstance * getCurrentHero ( ) const ;
const CGTownInstance * getCurrentTown ( ) const ;
const CArmedInstance * getCurrentArmy ( ) const ;
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/// returns area of screen covered by terrain (main game area)
Rect terrainAreaPixels ( ) const ;
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/// 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 ) ;
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} ;
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extern std : : shared_ptr < CAdvMapInt > adventureInt ;