#pragma once #include #include "SDL.h" #include "UIFramework/CIntObjectClasses.h" #include "GUIClasses.h" class CDefHandler; class CCallback; struct CGPath; class CAdvMapInt; class CGHeroInstance; class CGTownInstance; class CHeroWindow; class CSpell; class IShipyard; /*****************************/ /* * CAdcmapInterface.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 * */ /// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,... class CAdventureOptions : public CIntObject { public: CPicture *bg; CAdventureMapButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay; CAdventureOptions(); ~CAdventureOptions(); static void showScenarioInfo(); }; //Player-specific minimaps class CMinimapSurfacesRef { public: CMinimapSurfacesRef(); // see private members descriptions std::vector< SDL_Surface* > &map(); std::vector< SDL_Surface* > &FoW(); std::vector< SDL_Surface* > &flObjs(); void free(); private: void redraw(int level=-1);// (level==-1) => redraw all levels void initMap(int level=-1);// (level==-1) => redraw all levels void initFoW(int level=-1);// (level==-1) => redraw all levels void initFlaggableObjs(int level=-1);// (level==-1) => redraw all levels void showVisibleTiles(int level=-1);// (level==-1) => redraw all levels private: std::vector< SDL_Surface* > map_, FoW_, flObjs_; //one bitmap for each level (terrain, Fog of War, flaggable objects) (one for underworld, one for surface) bool ready; }; /// Minimap which is displayed at the right upper corner of adventure map class CMinimap : public CIntObject { public: CPicture *aiShield; //the graphic displayed during AI turn SDL_Surface * temps; std::map colors; std::map colorsBlocked; std::map surfs; std::string statusbarTxt, rcText; CMinimap(); ~CMinimap(); void draw(SDL_Surface * to); void updateRadar(); void clickRight(tribool down, bool previousState); void clickLeft(tribool down, bool previousState); void hover (bool on); void mouseMoved (const SDL_MouseMotionEvent & sEvent); void activate(); // makes button active void deactivate(); // makes button inactive (but don't deletes) void hideTile(const int3 &pos); //puts FoW void showTile(const int3 &pos); //removes FoW }; /// Holds information about which tiles of the terrain are shown/not shown at the screen class CTerrainRect : public CIntObject { public: int tilesw, tilesh; //width and height of terrain to blit in tiles int3 curHoveredTile; int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels) CTerrainRect(); ~CTerrainRect(); CGPath * currentPath; void activate(); void deactivate(); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void hover(bool on); void mouseMoved (const SDL_MouseMotionEvent & sEvent); void show(SDL_Surface * to); void showPath(const SDL_Rect * extRect, SDL_Surface * to); 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 { public: SDL_Surface * bg; std::vector > txtpos; std::string datetext; void clickRight(tribool down, bool previousState); void activate(); void deactivate(); CResDataBar(); CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist); ~CResDataBar(); void draw(SDL_Surface * to); void show(SDL_Surface * to); void showAll(SDL_Surface * to); }; /// Info box which shows next week/day information, hold the current date class CInfoBar : public CIntObject { enum EMode {NOTHING = -1, NEW_DAY, NEW_WEEK1, NEW_WEEK2, NEW_WEEK3, NEW_WEEK4, ____, SHOW_COMPONENT, ENEMY_TURN}; CDefHandler *day, *week1, *week2, *week3, *week4, *hourglass, *hourglassSand; CComponent * current; int pom; SDL_Surface *selInfoWin; //info box for selection CDefHandler * getAnim(EMode mode); struct EnemyTurn { ui8 color; double progress; //0-1 EnemyTurn() { color = 255; progress = 0.; } } enemyTurnInfo; public: EMode mode; const CGHeroInstance * curSel; CInfoBar(); ~CInfoBar(); void newDay(int Day); //start showing new day/week animation void showComp(const CComponent * comp, int time=5000); void enemyTurn(ui8 color, double progress); void tick(); void showAll(SDL_Surface * to); // if specific==0 function draws info about selected hero/town void blitAnim(EMode mode);//0 - day, 1 - week void show(SDL_Surface * to); void activate(); void deactivate(); void updateSelection(const CGObjectInstance *obj); }; /// 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 { //get top selectable object at tile const CGObjectInstance *getBlockingObject(const int3 &tile); public: CAdvMapInt(); ~CAdvMapInt(); int3 position; //top left corner of visible map part int player; bool duringAITurn; enum{LEFT=1, RIGHT=2, UP=4, DOWN=8}; ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN enum{NA, INGAME, WAITING} state; bool updateScreen, updateMinimap ; ui8 anim, animValHitCount; //animation frame ui8 heroAnim, heroAnimValHitCount; //animation frame SDL_Surface * bg; std::vector gems; CMinimap minimap; CStatusBar statusbar; CAdventureMapButton kingOverview,//- kingdom overview underground,//- underground switch questlog,//- questlog sleepWake, //- sleep/wake hero moveHero, //- move hero spellbook,//- spellbook advOptions, //- adventure options sysOptions,//- system options nextHero, //- next hero endTurn;//- end turn CTerrainRect terrain; //visible terrain CResDataBar resdatabar; CHeroList heroList; CTownList townList; CInfoBar infoBar; const CSpell *spellBeingCasted; //NULL if none const CArmedInstance *selection; //currently selected town/hero //functions bound to buttons void fshowOverview(); void fswitchLevel(); void fshowQuestlog(); void fsleepWake(); void fmoveHero(); void fshowSpellbok(); void fadventureOPtions(); void fsystemOptions(); void fnextHero(); void fendTurn(); void activate(); void deactivate(); void show(SDL_Surface * to); //redraws terrain void showAll(SDL_Surface * to); //shows and activates adv. map interface void select(const CArmedInstance *sel, bool centerView = true); void selectionChanged(); void centerOn(int3 on); void centerOn(const CGObjectInstance *obj); int3 verifyPos(int3 ver); void handleRightClick(std::string text, tribool down); void keyPressed(const SDL_KeyboardEvent & key); void mouseMoved (const SDL_MouseMotionEvent & sEvent); bool isActive(); 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 setPlayer(int Player); void startHotSeatWait(int Player); void startTurn(); void endingTurn(); void aiTurnStarted(); void adjustActiveness(bool aiTurnStart); //should be called everytime at AI/human turn transition; blocks GUI during AI turn void tileLClicked(const int3 &mapPos); void tileHovered(const int3 &mapPos); void tileRClicked(const int3 &mapPos); void enterCastingMode(const CSpell * sp); void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1)); const CGHeroInstance * curHero() const; const CGTownInstance * curTown() const; const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or NULL else //button updates void updateSleepWake(const CGHeroInstance *h); void updateMoveHero(const CGHeroInstance *h, tribool hasPath = tribool::indeterminate_value); void updateNextHero(const CGHeroInstance *h); }; extern CAdvMapInt *adventureInt;