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vcmi/client/adventureMap/CAdvMapInt.h

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/*
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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"
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;
class CTerrainRect;
class CResDataBar;
class CHeroList;
class CTownList;
class CInfoBar;
class CMinimap;
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.
class CAdvMapInt : public CIntObject
{
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//TODO: remove
friend class CPlayerInterface;
friend class CTerrainRect;
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private:
enum EDirections {LEFT=1, RIGHT=2, UP=4, DOWN=8};
enum EGameStates {NA, INGAME, WAITING};
bool swipeEnabled;
bool swipeMovementRequested;
Point swipeTargetPosition;
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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;
std::shared_ptr<CButton> kingOverview;
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std::shared_ptr<CButton> sleepWake;
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<CTerrainRect> terrain;
std::shared_ptr<CMinimap> minimap;
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;
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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private:
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//functions bound to buttons
void fshowOverview();
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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();
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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 handleSwipeUpdate();
void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
const CGObjectInstance *getActiveObject(const int3 &tile);
boost::optional<Point> keyToMoveDirection(const SDL_Keycode & key);
public:
CAdvMapInt();
// CIntObject interface implementation
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
void select(const CArmedInstance *sel, bool centerView = true);
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void centerOn(int3 on, bool fade = false);
void centerOn(const CGObjectInstance *obj, bool fade = false);
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
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void setPlayer(PlayerColor Player);
void startHotSeatWait(PlayerColor Player);
void startTurn();
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void initializeNewTurn();
void endingTurn();
void aiTurnStarted();
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 CArmedInstance * curArmy() const;
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void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
void updateNextHero(const CGHeroInstance *h);
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/// returns area of screen covered by terrain (main game area)
Rect terrainAreaPixels() const;
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/// returs visible section of game map, in tiles
Rect terrainAreaTiles() const;
/// 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);
};
extern std::shared_ptr<CAdvMapInt> adventureInt;