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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

* beegee's comments patch

* very minor changes
This commit is contained in:
mateuszb 2011-02-22 11:52:36 +00:00
parent a46ad0b7ef
commit b4edd10e6c
42 changed files with 216 additions and 75 deletions

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@ -46,6 +46,7 @@ class CGGarrison;
class CObstacleInstance;
typedef std::vector<const CStack*> TStacks;
/// Struct which holds a short information about a town
struct InfoAboutTown
{
struct Details

View File

@ -18,6 +18,8 @@ namespace boost
class thread;
}
/// Class which wraps the native console. It can print text based on
/// the chosen color
class DLL_EXPORT CConsoleHandler
{
public:

View File

@ -86,6 +86,7 @@ public:
virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
};
/// Central class for managing human player / AI interface logic
class CGameInterface : public CBattleGameInterface
{
public:

View File

@ -18,6 +18,7 @@
typedef boost::function<void()> Task;
/// Can assign CPU work to other threads/cores
class CThreadHelper
{
boost::mutex rtinm;

View File

@ -15,7 +15,7 @@
*
*/
/// Struct which describes the name, the color, the starting bonus of a player
struct PlayerSettings
{
enum Ebonus {brandom=-1,bartifact, bgold, bresource};
@ -50,6 +50,7 @@ struct PlayerSettings
}
};
/// Struct which describes the difficulty, the turn time,.. of a heroes match.
struct StartInfo
{
enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, DUEL, INVALID = 255};

View File

@ -23,8 +23,8 @@ class CLabel;
namespace config{struct ButtonInfo;}
class CButtonBase : public KeyShortcut//basic button class
/// Base class for buttons.
class CButtonBase : public KeyShortcut
{
public:
enum ButtonState
@ -60,6 +60,8 @@ public:
virtual ~CButtonBase(); //d-tor
};
/// Typical Heroes 3 button which can be inactive or active and can
/// hold further information if you right-click it
class AdventureMapButton : public CButtonBase
{
std::vector<std::string> imageNames;//store list of images that can be used by this button
@ -87,6 +89,7 @@ public:
void setPlayerColor(int player);
};
/// A button which can be selected/deselected
class CHighlightableButton
: public AdventureMapButton
{
@ -101,6 +104,7 @@ public:
void clickLeft(tribool down, bool previousState);
};
/// A group of buttons where one button can be selected
class CHighlightableButtonsGroup : public CIntObject
{
public:
@ -120,7 +124,7 @@ public:
void block(ui8 on);
};
/// A typical slider which can be orientated horizontally/vertically.
class CSlider : public CIntObject
{
public:

View File

@ -28,6 +28,7 @@ class IShipyard;
*
*/
/// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
class CAdventureOptions : public CIntObject
{
public:
@ -39,7 +40,7 @@ public:
static void showScenarioInfo();
};
/// Minimap which is displayed at the right upper corner of adventure map
class CMinimap : public CIntObject
{
public:
@ -70,6 +71,8 @@ public:
void showTile(const int3 &pos); //removes FoW
void showVisibleTiles(int level=-1);// (level==-1) => redraw all levels
};
/// Holds information about which tiles of the terrain are shown/not shown at the screen
class CTerrainRect
: public CIntObject
{
@ -93,6 +96,9 @@ public:
int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
int3 whichTileIsIt(); //uses current cursor pos
};
/// Resources bar which shows information about how many gold, crystals,... you have
/// Current date is displayed too
class CResDataBar
: public CIntObject
{
@ -111,6 +117,8 @@ public:
void draw(SDL_Surface * to);
void show(SDL_Surface * to);
};
/// Info box which shows next week/day information, hold the current date
class CInfoBar : public CIntObject
{
public:
@ -133,8 +141,11 @@ public:
void deactivate();
void updateSelection(const CGObjectInstance *obj);
};
/*****************************/
class CAdvMapInt : public CIntObject //adventure map interface
/// 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
{
public:
CAdvMapInt();

View File

@ -25,10 +25,8 @@ struct SDL_Surface;
class SDLImageLoader;
class CompImageLoader;
/*
* class for def loading, methods are based on CDefHandler
* after loading will store general info (palette and frame offsets) and pointer to file itself
*/
/// Class for def loading, methods are based on CDefHandler
/// After loading will store general info (palette and frame offsets) and pointer to file itself
class CDefFile
{
private:
@ -254,9 +252,7 @@ public:
void showAll(SDL_Surface *to);
};
/*
* Base class for displaying animation, used as superclass for different animations
*/
/// Base class for displaying animation, used as superclass for different animations
class CShowableAnim: public CIntObject
{
public:
@ -312,9 +308,7 @@ public:
void showAll(SDL_Surface *to);
};
/*
*
*/
/// Creature-dependend animations like attacking, moving,... outside battles
class CCreatureAnim: public CShowableAnim
{
public:

View File

@ -32,9 +32,9 @@ struct SetStackEffect;;
struct BattleAction;
class CGTownInstance;
struct CatapultAttack;
class CBattleInterface;
/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
struct SStackAttackedInfo
{
const CStack * defender; //attacked stack
@ -45,6 +45,7 @@ struct SStackAttackedInfo
bool killed; //if true, stack has been killed
};
/// Small struct which contains information about the position and the velocity of a projectile
struct SProjectileInfo
{
int x, y; //position on the screen
@ -57,8 +58,8 @@ struct SProjectileInfo
bool reverse; //if true, projectile will be flipped by vertical asix
};
//battle animation handlers
/// Base class of battle animations
class CBattleAnimation
{
protected:
@ -88,6 +89,7 @@ public:
CDummyAnim(CBattleInterface * _owner, int howManyFrames);
};
/// This class manages a spell effect animation
class CSpellEffectAnim : public CBattleAnimation
{
private:
@ -105,6 +107,7 @@ public:
CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
};
/// Sub-class which is responsible for managing the battle stack animation.
class CBattleStackAnimation : public CBattleAnimation
{
public:
@ -115,6 +118,7 @@ public:
static bool isToReverse(THex hexFrom, THex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir); //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
};
/// Class responsible for animation of stack chaning direction (left <-> right)
class CReverseAnim : public CBattleStackAnimation
{
private:
@ -130,6 +134,7 @@ public:
CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
};
/// Animation of a defending unit
class CDefenceAnim : public CBattleStackAnimation
{
private:
@ -147,6 +152,7 @@ public:
CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
};
/// Move animation of a creature
class CBattleStackMoved : public CBattleStackAnimation
{
private:
@ -165,6 +171,7 @@ public:
CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, THex _destHex, bool _endMoving, int _distance);
};
/// Move start animation of a creature
class CBattleMoveStart : public CBattleStackAnimation
{
public:
@ -175,6 +182,7 @@ public:
CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
};
/// Move end animation of a creature
class CBattleMoveEnd : public CBattleStackAnimation
{
private:
@ -187,6 +195,7 @@ public:
CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
};
/// This class is responsible for managing the battle attack animation
class CBattleAttack : public CBattleStackAnimation
{
protected:
@ -205,6 +214,7 @@ public:
CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
};
/// Hand-to-hand attack
class CMeleeAttack : public CBattleAttack
{
public:
@ -215,6 +225,7 @@ public:
CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
};
/// Shooting attack
class CShootingAnim : public CBattleAttack
{
private:
@ -230,7 +241,7 @@ public:
//end of battle animation handlers
/// Hero battle animation
class CBattleHero : public CIntObject
{
public:
@ -251,6 +262,7 @@ public:
~CBattleHero(); //d-tor
};
/// Class which stands for a single hex field on a battlefield
class CBattleHex : public CIntObject
{
private:
@ -272,11 +284,13 @@ public:
CBattleHex();
};
/// Class which manages the locked hex fields that are blocked e.g. by obstacles
class CBattleObstacle
{
std::vector<int> lockedHexes;
};
/// Class which shows the console at the bottom of the battle screen and manages the text of the console
class CBattleConsole : public CIntObject
{
private:
@ -296,6 +310,7 @@ public:
void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
};
/// Class which is responsible for showing the battle result window
class CBattleResultWindow : public CIntObject
{
private:
@ -313,6 +328,7 @@ public:
void show(SDL_Surface * to = 0);
};
/// Class which manages the battle options window
class CBattleOptionsWindow : public CIntObject
{
private:
@ -333,6 +349,7 @@ public:
void show(SDL_Surface * to = 0);
};
/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
struct SBattleEffect
{
int x, y; //position on the screen
@ -341,6 +358,7 @@ struct SBattleEffect
int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
};
/// Shows the stack queue
class CStackQueue : public CIntObject
{
class StackBox : public CIntObject
@ -374,6 +392,8 @@ public:
//void showAll(SDL_Surface *to);
};
/// Big class which handles the overall battle interface actions and it is also responsible for
/// drawing everything correctly.
class CBattleInterface : public CIntObject
{
private:
@ -421,6 +441,7 @@ private:
std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
/// Class which is resposible for the wall of a siege during battle
class SiegeHelper
{
private:

View File

@ -18,11 +18,13 @@ class CLodHandler;
enum Epcxformat {PCX8B, PCX24B};
/// Struct which stands for a simple rgba palette
struct BMPPalette
{
unsigned char R,G,B,F;
};
/// Class which converts pcx to bmp images
class CPCXConv
{
public:

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@ -30,6 +30,7 @@ class CMinorResDataBar;
*
*/
/// Building "button"
class CBuildingRect : public CShowableAnim
{
public:
@ -47,6 +48,7 @@ public:
void showAll(SDL_Surface *to);
};
/// Hero army slot
class CHeroGSlot : public CIntObject
{
public:
@ -65,8 +67,10 @@ public:
~CHeroGSlot(); //d-tor
};
/// Huge class which manages the castle window
class CCastleInterface : public CWindowWithGarrison
{
/// Creature info window
class CCreaInfo : public CIntObject
{
public:
@ -79,6 +83,7 @@ class CCastleInterface : public CWindowWithGarrison
void clickRight(tribool down, bool previousState);
void show(SDL_Surface * to);
};
/// Town info which gets shown by right-clicking on a town at the map
class CTownInfo : public CIntObject
{
public:
@ -141,11 +146,14 @@ public:
void recreateBuildings();
void recreateIcons();
};
/// Hall window where you can build things
class CHallInterface : public CIntObject
{
public:
CMinorResDataBar * resdatabar;
/// The building information box which gets shown by right-clicking on a building image
class CBuildingBox : public CIntObject
{
public:
@ -161,6 +169,7 @@ public:
~CBuildingBox(); //d-tor
};
/// The actual building window where you can decide to buy a building or not
class CBuildWindow: public CIntObject
{
public:
@ -195,6 +204,7 @@ public:
void deactivate();
};
/// The fort screen where you can afford units
class CFortScreen : public CIntObject
{
class RecArea : public CIntObject
@ -225,6 +235,7 @@ public:
void deactivate();
};
/// The mage guild screen where you can see which spells you have
class CMageGuildScreen : public CIntObject
{
public:
@ -252,6 +263,7 @@ public:
};
/// The blacksmith window where you can buy one of the three war machines
class CBlacksmithDialog : public CIntObject
{
public:

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@ -15,6 +15,7 @@ class CAdvMapInt;
namespace config
{
/// Struct holds data about client resolution, colors, fullscreen mode
struct ClientConfig
{
int resx, resy, bpp, fullscreen; //client resolution/colours
@ -24,6 +25,7 @@ namespace config
std::string server, //server address (e.g. 127.0.0.1)
defaultAI; //dll name
};
struct ButtonInfo
{
std::string defName;
@ -31,6 +33,7 @@ namespace config
int x, y; //position on the screen
bool playerColoured; //if true button will be colored to main player's color (works properly only for appropriate 8bpp graphics)
};
/// Struct which holds data about position of several GUI elements at the adventure map screen
struct AdventureMapConfig
{
//minimap properties
@ -71,6 +74,7 @@ namespace config
{
AdventureMapConfig ac;
};
/// Handles adventure map screen settings
class CConfigHandler
{
public:

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@ -20,6 +20,7 @@
struct BMPPalette;
/// Class which manages animations of creatures/units inside battles
class CCreatureAnimation : public CIntObject
{
private:

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@ -16,7 +16,8 @@ struct SDL_Surface;
*
*/
class CCursorHandler //handles cursor
/// handles mouse cursor
class CCursorHandler
{
public:
int mode, number;

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@ -45,10 +45,8 @@ public:
struct Mapa;
/*
CGameInfo class
for allowing different functions for accessing game informations
*/
/// CGameInfo class
/// for allowing different functions for accessing game informations
class CGameInfo
{
ConstTransitivePtr<CGameState> state; //don't touch it in client's code

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@ -25,6 +25,7 @@ class LRClickableAreaWText;
class LRClickableAreaWTextComp;
class CArtifactsOfHero;
/// Button which switches hero selection
class CHeroSwitcher : public CIntObject
{
public:

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@ -25,6 +25,7 @@ class MoraleLuckBox;
*
*/
/// Huge class responsible for viewing and handling kingdom view, where you can see all your towns, flagged mines and heroes
class CKingdomInterface : public CGarrisonHolder
{
class CTownItem : public CWindowWithGarrison

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@ -56,6 +56,7 @@ struct ComponentsToBlit
~ComponentsToBlit(); //d-tor
};
/// Class which draws formatted text messages and generates chat windows
class CMessage
{
public:

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@ -74,6 +74,7 @@ namespace boost
class recursive_mutex;
};
/// Stores information about system options like hero move speed, map scrolling speed, creature animation speed,...
struct SystemOptions
{
std::string playerName;
@ -109,6 +110,7 @@ struct SystemOptions
extern SystemOptions GDefaultOptions; //defined and inited in CMT.cpp, stores default settings loaded with application
/// Central class for managing user interface logic
class CPlayerInterface : public CGameInterface, public IUpdateable
{
public:

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@ -34,6 +34,7 @@ namespace boost{ class thread; class recursive_mutex;}
enum ESortBy{_playerAm, _size, _format, _name, _viccon, _loscon, _numOfMaps}; //_numOfMaps is for campaigns
/// Class which handles map sorting by different criteria
class mapSorter
{
public:
@ -42,6 +43,7 @@ public:
mapSorter(ESortBy es):sortBy(es){};
};
/// The main menu screens listed in the EState enum
class CMenuScreen : public CIntObject
{
public:
@ -63,7 +65,7 @@ public:
void moveTo(CMenuScreen *next);
};
/// Struct which stores name, date and a value which says if the file is located in LOD
struct FileInfo
{
std::string name; // file name with full path and extension
@ -71,6 +73,7 @@ struct FileInfo
bool inLod; //tells if this file is located in Lod
};
/// Implementation of the chat box
class CChatBox : public CIntObject
{
public:
@ -109,6 +112,7 @@ public:
~InfoCard();
};
/// The selection tab which is shown at the map selection screen
class SelectionTab : public CIntObject
{
private:
@ -153,6 +157,7 @@ public:
~SelectionTab();
};
/// The options tab which is shown at the map selection phase.
class OptionsTab : public CIntObject
{
CPicture *bg;
@ -218,6 +223,7 @@ public:
bool canUseThisHero( int ID );
};
/// Interface for selecting a map.
class ISelectionScreenInfo
{
public:
@ -243,6 +249,7 @@ public:
};
/// The actual map selection screen which consists of the options and selection tab
class CSelectionScreen : public CIntObject, public ISelectionScreenInfo
{
public:
@ -281,6 +288,7 @@ public:
void propagateNames();
};
/// Save game screen
class CSavingScreen : public CSelectionScreen
{
public:
@ -291,7 +299,7 @@ public:
~CSavingScreen();
};
//scenario information screen shown during the game (thus not really a "pre-game" but fits here anyway)
/// Scenario information screen shown during the game (thus not really a "pre-game" but fits here anyway)
class CScenarioInfo : public CIntObject, public ISelectionScreenInfo
{
public:
@ -303,6 +311,7 @@ public:
~CScenarioInfo();
};
/// Multiplayer mode
class CMultiMode : public CIntObject
{
public:
@ -317,6 +326,7 @@ public:
void joinTCP();
};
/// Hot seat player window
class CHotSeatPlayers : public CIntObject
{
public:
@ -329,6 +339,7 @@ public:
void enterSelectionScreen();
};
/// Campaign screen where you can choose one out of three starting bonuses
class CBonusSelection : public CIntObject
{
SDL_Surface * background;
@ -405,6 +416,7 @@ public:
void startMap();
};
/// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
class CGPreGame : public CIntObject, public IUpdateable
{
public:

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@ -22,6 +22,7 @@ struct SDL_Rect;
class CGHeroInstance;
class CStatusBar;
/// Spellbook button is used by the spell window class
class SpellbookInteractiveArea : public CIntObject
{
private:
@ -39,6 +40,7 @@ public:
boost::function<void()> funcHon, boost::function<void()> funcHoff, CPlayerInterface * _myInt);//c-tor
};
/// The spell window
class CSpellWindow : public CIntObject
{
private:

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@ -941,5 +941,5 @@ CVideoPlayer::~CVideoPlayer()
}
#endif

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@ -32,7 +32,7 @@ namespace boost { class thread; }
void processCommand(const std::string &message, CClient *&client);
//structure to handle running server and connecting to it
/// structure to handle running server and connecting to it
class CServerHandler
{
private:
@ -56,6 +56,7 @@ public:
~CServerHandler();
};
/// Class which handles client - server logic
class CClient : public IGameCallback
{
public:

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@ -15,7 +15,8 @@ enum EFonts
{
FONT_BIG, FONT_CALLI, FONT_CREDITS, FONT_HIGH_SCORE, FONT_MEDIUM, FONT_SMALL, FONT_TIMES, FONT_TINY, FONT_VERD
};
struct Font
{
struct Char

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@ -14,6 +14,7 @@
*
*/
/// List of functions that share the same signature - can be used to call all of them easily
template<typename Signature>
class CFunctionList
{

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@ -56,6 +56,7 @@ class CGTownInstance;
class StackState;
class CPlayerInterface;
/// A point with x/y coordinate, used mostly for graphic rendering
struct Point
{
int x, y;
@ -122,6 +123,7 @@ struct Point
}
};
/// Rectangle class, which have a position and a size
struct Rect : public SDL_Rect
{
Rect()//default c-tor
@ -276,6 +278,7 @@ struct Rect : public SDL_Rect
}
};
/// Defines a show method
class IShowable
{
public:
@ -288,6 +291,7 @@ public:
virtual ~IShowable(){}; //d-tor
};
/// Status bar interface
class IStatusBar
{
public:
@ -298,6 +302,7 @@ public:
virtual std::string getCurrent()=0; //returns currently displayed text
};
/// Defines a activate/deactive method
class IActivable
{
public:
@ -305,6 +310,8 @@ public:
virtual void deactivate()=0;
virtual ~IActivable(){}; //d-tor
};
class IShowActivable : public IShowable, public IActivable
{
public:
@ -314,6 +321,7 @@ public:
virtual ~IShowActivable(){}; //d-tor
};
class IUpdateable
{
public:
@ -321,6 +329,7 @@ public:
virtual ~IUpdateable(){}; //d-tor
};
/// Base UI element
class CIntObject : public IShowActivable //interface object
{
public:
@ -431,8 +440,8 @@ public:
}
};
//class for binding keys to left mouse button clicks
//classes wanting use it should have it as one of their base classes
/// Class for binding keys to left mouse button clicks
/// Classes wanting use it should have it as one of their base classes
class KeyShortcut : public virtual CIntObject
{
public:
@ -443,7 +452,8 @@ public:
virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
};
class CGarrisonHolder : public virtual CIntObject// to unify updating garrisons via PlayerInterface
/// to unify updating garrisons via PlayerInterface
class CGarrisonHolder : public virtual CIntObject
{
public:
CGarrisonHolder();
@ -456,7 +466,7 @@ public:
CGarrisonInt *garr;
virtual void updateGarrisons();
};
/// Window GUI class
class CSimpleWindow : public CIntObject
{
public:
@ -465,7 +475,7 @@ public:
CSimpleWindow():bitmap(NULL){}; //c-tor
virtual ~CSimpleWindow(); //d-tor
};
/// Image class
class CPicture : public CIntObject
{
public:
@ -494,6 +504,7 @@ public:
void colorizeAndConvert(int player);
};
/// Handles GUI logic and drawing
class CGuiHandler
{
public:

View File

@ -73,7 +73,8 @@ class CArtifactInstance;
extern SDL_Color tytulowy, tlo, zwykly ;
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
/// text + comp. + ok button
class CInfoWindow : public CSimpleWindow
{ //window able to delete its components when closed
bool delComps; //whether comps will be deleted
@ -98,7 +99,9 @@ public:
static void showYesNoDialog( const std::string & text, const std::vector<SComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector<SComponent*> *components = NULL, bool DelComps = false);
};
class CSelWindow : public CInfoWindow //component selection window
/// component selection window
class CSelWindow : public CInfoWindow
{ //warning - this window deletes its components by closing!
public:
void selectionChange(unsigned to);
@ -108,7 +111,8 @@ public:
//notification - this class inherits important destructor from CInfoWindow
};
class CRClickPopup : public CIntObject //popup displayed on R-click
/// popup displayed on R-click
class CRClickPopup : public CIntObject
{
public:
virtual void activate();
@ -123,7 +127,8 @@ public:
static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
};
class CRClickPopupInt : public CRClickPopup //popup displayed on R-click
/// popup displayed on R-click
class CRClickPopupInt : public CRClickPopup
{
public:
IShowActivable *inner;
@ -150,7 +155,8 @@ public:
~CInfoPopup(); //d-tor
};
class SComponent : public virtual CIntObject //common popup window component
/// common popup window component
class SComponent : public virtual CIntObject
{
public:
enum Etype
@ -198,6 +204,8 @@ public:
void select(bool on);
};
class CGarrisonInt;
/// A single garrison slot which holds one creature of a specific amount
class CGarrisonSlot : public CIntObject
{
public:
@ -221,6 +229,7 @@ public:
~CGarrisonSlot(); //d-tor
};
/// Class which manages slots of upper and lower garrison, splitting of units
class CGarrisonInt :public CIntObject
{
public:
@ -262,6 +271,7 @@ public:
~CGarrisonInt(); //d-tor
};
/// Status bar which is shown at the bottom of the in-game screens
class CStatusBar
: public CIntObject, public IStatusBar
{
@ -278,6 +288,7 @@ public:
std::string getCurrent(); //getter for current
};
/// Label which shows text
class CLabel
: public virtual CIntObject
{
@ -296,7 +307,7 @@ public:
CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly, const std::string &Text = "");
};
//a multi-line label that tries to fit text with given available width and height; if not possible, it creates a slider for scrolling text
/// a multi-line label that tries to fit text with given available width and height; if not possible, it creates a slider for scrolling text
class CTextBox
: public CLabel
{
@ -320,6 +331,7 @@ public:
void sliderMoved(int to);
};
/// Status bar which is shown at the bottom of the in-game screens
class CGStatusBar
: public CLabel, public IStatusBar
{
@ -341,6 +353,7 @@ public:
void calcOffset();
};
/// UIElement which can get input focus
class CFocusable
: public virtual CIntObject
{
@ -356,6 +369,7 @@ public:
~CFocusable();
};
/// Text input box where players can enter text
class CTextInput
: public CLabel, public CFocusable
{
@ -372,6 +386,7 @@ public:
void keyPressed(const SDL_KeyboardEvent & key);
};
/// Listbox UI Element
class CList : public CIntObject
{
public:
@ -396,6 +411,8 @@ public:
virtual int size() = 0; //how many elements do we have
void fixPos(); //scrolls list, so the selection will be visible
};
/// List of heroes which is shown at the right of the adventure map screen
class CHeroList
: public CList
{
@ -420,6 +437,7 @@ public:
int size(); //how many elements do we have
};
/// List of towns which is shown at the right of the adventure map screen
class CTownList
: public CList
{
@ -441,7 +459,8 @@ public:
int size(); //how many elements do we have
};
class CCreaturePic : public CIntObject //draws picture with creature on background, use Animated=true to get animation
/// draws picture with creature on background, use Animated=true to get animation
class CCreaturePic : public CIntObject
{
private:
CPicture *bg; //background
@ -452,6 +471,7 @@ public:
~CCreaturePic(); //d-tor
};
/// Recruitment window where you can recruit creatures
class CRecruitmentWindow : public CIntObject
{
public:
@ -492,6 +512,7 @@ public:
~CRecruitmentWindow(); //d-tor
};
/// Split window where creatures can be splitted up into two single unit stacks
class CSplitWindow : public CIntObject
{
public:
@ -516,6 +537,7 @@ public:
void sliderMoved(int to);
};
/// Raised up level windowe where you can select one out of two skills
class CLevelWindow : public CIntObject
{
public:
@ -534,6 +556,7 @@ public:
void show(SDL_Surface * to);
};
/// Resource bar like that at the bottom of the adventure map screen
class CMinorResDataBar : public CIntObject
{
public:
@ -544,6 +567,7 @@ public:
~CMinorResDataBar(); //d-tor
};
/// Town portal, castle gate window
class CObjectListWindow : public CIntObject
{
public:
@ -811,6 +835,7 @@ public:
CInGameConsole(); //c-tor
};
/// Shows a text by moving the mouse cursor over the object
class HoverableArea: public virtual CIntObject
{
public:
@ -822,6 +847,7 @@ public:
virtual ~HoverableArea();
};
/// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it
class LRClickableAreaWText: public HoverableArea
{
public:
@ -836,6 +862,7 @@ public:
virtual void clickRight(tribool down, bool previousState);
};
/// Can interact on left and right mouse clicks
class LRClickableAreaWTextComp: public LRClickableAreaWText
{
public:
@ -858,6 +885,7 @@ public:
~MoraleLuckBox();
};
/// Opens hero window by left-clicking on it
class CHeroArea: public CIntObject
{
public:
@ -871,7 +899,7 @@ public:
void showAll(SDL_Surface * to);
};
/// Opens town screen by left-clicking on it
class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
{
public:
@ -881,6 +909,7 @@ public:
LRClickableAreaOpenTown();
};
/// Creature info window
class CCreInfoWindow : public CIntObject
{
public:
@ -912,6 +941,7 @@ public:
void show(SDL_Surface * to);
};
/// Artifacts can be placed there. Gets shown at the hero window
class CArtPlace: public LRClickableAreaWTextComp
{
public:
@ -939,6 +969,7 @@ public:
~CArtPlace(); //d-tor
};
/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
class CArtifactsOfHero : public CIntObject
{
const CGHeroInstance * curHero; //local copy of hero on which we operate
@ -997,6 +1028,7 @@ public:
friend class CArtPlace;
};
/// Garrison window where you can take creatures out of the hero to place it on the garrison
class CGarrisonWindow : public CWindowWithGarrison
{
public:
@ -1043,6 +1075,7 @@ public:
~CExchangeWindow(); //d-tor
};
/// Here you can buy ships
class CShipyardWindow : public CIntObject
{
public:
@ -1060,6 +1093,7 @@ public:
~CShipyardWindow();
};
/// Puzzle screen which gets uncovered when you visit obilisks
class CPuzzleWindow : public CIntObject
{
private:
@ -1079,6 +1113,7 @@ public:
~CPuzzleWindow();
};
/// Creature transformer window
class CTransformerWindow : public CIntObject
{
public:
@ -1143,8 +1178,8 @@ public:
~CUniversityWindow(); //d-tor
};
class CUnivConfirmWindow : public CIntObject//Confirmation window for University
/// Confirmation window for University
class CUnivConfirmWindow : public CIntObject
{
public:
CUniversityWindow * parent;
@ -1156,6 +1191,7 @@ public:
void makeDeal(int skill);
};
/// Hill fort is the building where you can upgrade units
class CHillFortWindow : public CWindowWithGarrison
{
public:

View File

@ -29,6 +29,7 @@ class CGDefInfo;
typedef struct _TTF_Font TTF_Font; //from SDL_ttf.h
/// Handles fonts, hero images, town images, various graphics
class Graphics
{
public:

1
int3.h
View File

@ -13,6 +13,7 @@
#include <cmath>
/// Class which consists of three integer values. Represents position on adventure map.
class int3
{
public:

View File

@ -13,6 +13,7 @@
*
*/
/// A struct which handles battle actions like defending, walking,... - represents a creature stack in a battle
class CStack;
struct DLL_EXPORT BattleAction

View File

@ -1665,7 +1665,7 @@ SpellCasting::ESpellCastProblem BattleInfo::battleCanCastThisSpell( int player,
case 1:
if(stack->owner == caster->getOwner())
{
if(canCastHereLower(player, spell, mode, stack->position) == SpellCasting::OK)
if(battleIsImmune(player, spell, mode, stack->position) == SpellCasting::OK)
{
targetExists = true;
break;
@ -1673,7 +1673,7 @@ SpellCasting::ESpellCastProblem BattleInfo::battleCanCastThisSpell( int player,
}
break;
case 0:
if(canCastHereLower(player, spell, mode, stack->position) == SpellCasting::OK)
if(battleIsImmune(player, spell, mode, stack->position) == SpellCasting::OK)
{
targetExists = true;
break;
@ -1682,7 +1682,7 @@ SpellCasting::ESpellCastProblem BattleInfo::battleCanCastThisSpell( int player,
case -1:
if(stack->owner != caster->getOwner())
{
if(canCastHereLower(player, spell, mode, stack->position) == SpellCasting::OK)
if(battleIsImmune(player, spell, mode, stack->position) == SpellCasting::OK)
{
targetExists = true;
break;
@ -1710,7 +1710,7 @@ SpellCasting::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int play
if(moreGeneralProblem != SpellCasting::OK)
return moreGeneralProblem;
return canCastHereLower(player, spell, mode, dest);
return battleIsImmune(player, spell, mode, dest);
}
const CGHeroInstance * BattleInfo::getHero( int player ) const
@ -1721,7 +1721,7 @@ const CGHeroInstance * BattleInfo::getHero( int player ) const
return heroes[1];
}
SpellCasting::ESpellCastProblem BattleInfo::canCastHereLower( int player, const CSpell * spell, ECastingMode mode, THex dest ) const
SpellCasting::ESpellCastProblem BattleInfo::battleIsImmune( int player, const CSpell * spell, ECastingMode mode, THex dest ) const
{
const CStack * subject = getStackT(dest, false);
const CGHeroInstance * caster = mode == HERO_CASTING ? getHero(player) : NULL;

View File

@ -120,9 +120,7 @@ struct DLL_EXPORT BattleInfo : public CBonusSystemNode
SpellCasting::ESpellCastProblem battleCanCastSpell(int player, ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
SpellCasting::ESpellCastProblem battleCanCastThisSpell(int player, const CSpell * spell, ECastingMode mode) const; //checks if given player can cast given spell
private:
SpellCasting::ESpellCastProblem canCastHereLower(int player, const CSpell * spell, ECastingMode mode, THex dest) const; //same as battleCanCastThisSpellHere, but doesn't refer to battleCanCastThisSpell
public:
SpellCasting::ESpellCastProblem battleIsImmune(int player, const CSpell * spell, ECastingMode mode, THex dest) const; //checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc.
SpellCasting::ESpellCastProblem battleCanCastThisSpellHere(int player, const CSpell * spell, ECastingMode mode, THex dest); //checks if given player can cast given spell at given tile in given mode
bool battleCanFlee(int player) const; //returns true if player can flee from the battle

View File

@ -6,7 +6,8 @@ class CMapHeader;
class CCampaignHeader;
struct StartInfo;
/// A class which stores the count of human players and all players, the filename,
/// scenario options, the map header information,...
class DLL_EXPORT CMapInfo
{
public:

View File

@ -12,6 +12,7 @@
*
*/
/// Used for multithreading, wraps boost functions
template <typename T> struct CondSh
{
T data;

View File

@ -244,6 +244,7 @@ struct VectorisedObjectInfo
}
};
/// Class which is responsible for storing and loading data.
class DLL_EXPORT CSerializer
{
public:
@ -349,6 +350,7 @@ struct VectorisedTypeFor
>::type type;
};
/// The class which manages saving objects.
template <typename Serializer> class DLL_EXPORT COSer : public CSaverBase
{
public:
@ -587,6 +589,7 @@ public:
}
};
/// The class which manages loading of objects.
template <typename Serializer> class DLL_EXPORT CISer : public CLoaderBase
{
public:

View File

@ -157,6 +157,7 @@ namespace PrimarySkill
BONUS_NAME(CREATURE_DAMAGE)/*subtype 0 = both, 1 = min, 2 = max*/\
BONUS_NAME(EXP_MULTIPLIER)/* val - percent of additional exp gained by stack/commander (base value 100)*/
/// Struct for handling bonuses of several types. Can be transfered to any hero
struct DLL_EXPORT Bonus
{
enum BonusType
@ -472,7 +473,7 @@ namespace NBonus
DLL_EXPORT int getCount(const CBonusSystemNode *obj, int from, int id);
};
//generates HeroBonus from given data
/// generates HeroBonus from given data
inline Bonus makeFeatureVal(Bonus::BonusType type, ui8 duration, si16 subtype, si32 value, Bonus::BonusSource source, ui16 turnsRemain = 0, si32 additionalInfo = 0)
{
Bonus sf;

View File

@ -41,6 +41,7 @@ struct StackLocation;
struct ArtifactLocation;
class CArtifactInstance;
/// Interface class for handling general game logic and actions
class DLL_EXPORT IGameCallback
{
protected:

View File

@ -1,5 +1,3 @@
#include "Connection.h"
#include "NetPacks.h"
#include "VCMI_Lib.h"

View File

@ -14,7 +14,7 @@
#endif
/* Where to find the various VCMI files. This is mostly usefull for linux. */
/// Where to find the various VCMI files. This is mostly usefull for linux.
class VCMIDirs {
public:
std::string UserPath;

View File

@ -23,6 +23,7 @@ class CDefObjInfoHandler;
class CTownHandler;
class CGeneralTextHandler;
/// Loads and constructs several handlers
class DLL_EXPORT LibClasses
{
public:

View File

@ -35,7 +35,7 @@ class CQuest;
class CGTownInstance;
class IModableArt;
/// Struct which describes a single terrain tile
struct DLL_EXPORT TerrainTile
{
enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock};
@ -71,7 +71,9 @@ struct DLL_EXPORT TerrainTile
bool entrableTerrain(bool allowLand, bool allowSea) const; //checks if terrain is not a rock. If from is water/land, same type is also required.
bool isClear(const TerrainTile *from = NULL) const; //checks for blocking objs and terraint type (water / land)
};
struct DLL_EXPORT SheroName //name of starting hero
/// name of starting hero
struct DLL_EXPORT SheroName
{
int heroID;
std::string heroName;
@ -81,6 +83,9 @@ struct DLL_EXPORT SheroName //name of starting hero
h & heroID & heroName;
}
};
/// Player information regarding map. Which factions are allowed, AI tactic setting, main hero name,
/// position of main town,...
struct DLL_EXPORT PlayerInfo
{
si32 p7, p8, p9;
@ -136,6 +141,8 @@ struct DLL_EXPORT PlayerInfo
posOfMainTown & team & generateHero;
}
};
/// Small struct which holds information about the loss condition
struct DLL_EXPORT LossCondition
{
ElossCon typeOfLossCon;
@ -153,6 +160,8 @@ struct DLL_EXPORT LossCondition
LossCondition();
};
/// Small struct which holds information about the victory condition
struct DLL_EXPORT CVictoryCondition
{
EvictoryConditions condition; //ID of condition
@ -172,6 +181,7 @@ struct DLL_EXPORT CVictoryCondition
}
};
/// Struct which holds a name and the rumor text
struct DLL_EXPORT Rumor
{
std::string name, text;
@ -182,6 +192,7 @@ struct DLL_EXPORT Rumor
}
};
/// Struct which describes who can hire this hero
struct DLL_EXPORT DisposedHero
{
ui32 ID;
@ -195,6 +206,7 @@ struct DLL_EXPORT DisposedHero
}
};
/// Class which manages map events.
class DLL_EXPORT CMapEvent
{
public:
@ -221,6 +233,8 @@ public:
}
};
/// Sub-class derived by CMapEvent; This event can build specific buildings or add
/// additional creatures in a town.
class DLL_EXPORT CCastleEvent: public CMapEvent
{
public:
@ -235,6 +249,7 @@ public:
}
};
/// Holds information about loss/victory condition, map format, version, players, height, width,...
class DLL_EXPORT CMapHeader
{
public:
@ -267,6 +282,8 @@ public:
}
};
/// Extends the base class and adds further map information like rumors, disposed heroes,
/// allowed spells, artifacts, abilities and such things.
struct DLL_EXPORT Mapa : public CMapHeader
{
ui32 checksum;

View File

@ -4870,22 +4870,16 @@ void CGameHandler::runBattle()
}
//spells opening battle
if (gs->curB->heroes[0] && gs->curB->heroes[0]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
{
BonusList bl;
gs->curB->heroes[0]->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
BOOST_FOREACH (Bonus *b, bl)
if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
{
handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[0]->tempOwner, NULL, gs->curB->heroes[1], b->val);
}
}
if (gs->curB->heroes[1] && gs->curB->heroes[1]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
{
BonusList bl;
gs->curB->heroes[1]->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
BOOST_FOREACH (Bonus *b, bl)
{
handleSpellCasting(b->subtype, 3, -1, 1, gs->curB->heroes[1]->tempOwner, NULL, gs->curB->heroes[0], b->val);
BonusList bl;
gs->curB->heroes[i]->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
BOOST_FOREACH (Bonus *b, bl)
{
handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val);
}
}
}