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9819bc86e2
* Sprites/ folder works for h3sprite.lod same as Data/ for h3bitmap.lod * randomization quantity of creatures on the map * minor changes
418 lines
12 KiB
C++
418 lines
12 KiB
C++
#pragma once
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#include "global.h"
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#include "CGameInterface.h"
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#include "SDL.h"
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#include "SDL_framerate.h"
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class CDefEssential;
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class CDefHandler;
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struct HeroMoveDetails;
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class CDefEssential;
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class CGHeroInstance;
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class CAdvMapInt;
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class CCastleInterface;
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class IShowable
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{
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public:
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virtual void show(SDL_Surface * to = NULL)=0;
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};
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class IStatusBar
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{
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public:
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virtual ~IStatusBar(){}; //d-tor
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virtual void print(std::string text)=0; //prints text and refreshes statusbar
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virtual void clear()=0;//clears statusbar and refreshes
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virtual void show()=0; //shows statusbar (with current text)
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virtual std::string getCurrent()=0;
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};
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class IActivable
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{
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public:
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class CIntObject //interface object
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{
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public:
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SDL_Rect pos;
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int ID;
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};
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class CSimpleWindow : public virtual CIntObject, public IShowable
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{
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public:
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SDL_Surface * bitmap;
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CIntObject * owner;
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virtual void show(SDL_Surface * to = NULL);
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CSimpleWindow():bitmap(NULL),owner(NULL){};
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virtual ~CSimpleWindow();
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};
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class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
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{
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public:
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int bitmapOffset;
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int type; //advmapbutton=2
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bool abs;
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bool active;
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bool notFreeButton;
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CIntObject * ourObj; // "owner"
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int state;
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std::vector< std::vector<SDL_Surface*> > imgs;
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int curimg;
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virtual void show(SDL_Surface * to = NULL);
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virtual void activate()=0;
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virtual void deactivate()=0;
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CButtonBase();
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virtual ~CButtonBase();
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};
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class ClickableL : public virtual CIntObject //for left-clicks
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{
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public:
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bool pressedL;
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ClickableL();
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virtual void clickLeft (tribool down)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class ClickableR : public virtual CIntObject //for right-clicks
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{
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public:
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bool pressedR;
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ClickableR();
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virtual void clickRight (tribool down)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class Hoverable : public virtual CIntObject
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{
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public:
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Hoverable(){hovered=false;}
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bool hovered;
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virtual void hover (bool on)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class KeyInterested : public virtual CIntObject
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{
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public:
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virtual void keyPressed (SDL_KeyboardEvent & key)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class MotionInterested: public virtual CIntObject
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{
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public:
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virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class TimeInterested: public virtual CIntObject
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{
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public:
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int toNextTick;
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virtual void tick()=0;
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virtual void activate();
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virtual void deactivate();
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};
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template <typename T> class CSCButton: public CButtonBase, public ClickableL //prosty guzik, ktory tylko zmienia obrazek
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{
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public:
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int3 posr; //position in the bitmap
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int state;
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T* delg;
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void(T::*func)(tribool);
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CSCButton(CDefHandler * img, CIntObject * obj, void(T::*poin)(tribool), T* Delg=NULL);
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void clickLeft (tribool down);
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void activate();
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void deactivate();
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void show(SDL_Surface * to = NULL);
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};
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class CInfoWindow : public CSimpleWindow //text + comp. + ok button
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{ //okno usuwa swoje komponenty w chwili zamkniecia
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public:
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CSCButton<CInfoWindow> okb;
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std::vector<SComponent*> components;
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virtual void okClicked(tribool down);
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virtual void close();
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CInfoWindow();
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virtual ~CInfoWindow();
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};
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class CSelWindow : public CInfoWindow //component selection window
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{ //uwaga - to okno nie usuwa swoich komponentow przy usuwaniu, moga sie one jeszcze przydac skryptowi - tak wiec skrypt korzystajacyz tego okna musi je usunac
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public:
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void selectionChange(CSelectableComponent * to);
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void okClicked(tribool down);
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void close();
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CSelWindow(){};
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};
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class CRClickPopup : public IShowable, public ClickableR
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{
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public:
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virtual void activate()=0;
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virtual void deactivate()=0;
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virtual void close()=0;
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virtual ~CRClickPopup(){};
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free;
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SDL_Surface * bitmap;
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
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void clickRight (tribool down);
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void activate();
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void deactivate();
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void close();
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void show(SDL_Surface * to = NULL);
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~CInfoPopup(){};
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};
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class SComponent : public ClickableR
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{
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public:
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enum Etype
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{
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primskill, secskill, resource, creature, artifact, experience
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} type;
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int subtype;
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int val;
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std::string description; //r-click
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std::string subtitle;
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SComponent(Etype Type, int Subtype, int Val);
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//SComponent(const & SComponent r);
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void clickRight (tribool down);
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virtual SDL_Surface * getImg();
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virtual void activate();
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virtual void deactivate();
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};
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class CSelectableComponent : public SComponent, public ClickableL
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{
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public:
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bool selected;
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bool customB;
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SDL_Surface * border, *myBitmap;
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CSelWindow * owner;
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void clickLeft(tribool down);
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CSelectableComponent(Etype Type, int Sub, int Val, CSelWindow * Owner=NULL, SDL_Surface * Border=NULL);
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~CSelectableComponent();
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void activate();
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void deactivate();
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void select(bool on);
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SDL_Surface * getImg();
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};
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class CGarrisonInt;
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class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
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{
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public:
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CGarrisonInt *owner;
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const CCreature * creature;
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int count;
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int upg; //0 - up garrison, 1 - down garrison
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virtual void hover (bool on);
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void clickRight (tribool down);
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void clickLeft(tribool down);
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void activate();
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void deactivate();
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void show();
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
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};
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class CGarrisonInt :public CIntObject
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{
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public:
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int interx, intery;
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CGarrisonSlot *highlighted;
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SDL_Surface *sur;
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int offx, offy;
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bool ignoreEvent, update;
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const CCreatureSet *set1;
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const CCreatureSet *set2;
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std::vector<CGarrisonSlot*> *sup, *sdown;
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const CGObjectInstance *oup, *odown;
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void activate();
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void deactivate();
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void show();
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void activeteSlots();
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void deactiveteSlots();
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void deleteSlots();
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void createSlots();
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void recreateSlots();
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CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CGObjectInstance *s1, const CGObjectInstance *s2=NULL);
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~CGarrisonInt();
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};
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class CPlayerInterface : public CGameInterface
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{
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public:
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bool makingTurn;
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SDL_Event * current;
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IActivable *curint;
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CAdvMapInt * adventureInt;
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CCastleInterface * castleInt;
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FPSmanager * mainFPSmng;
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IStatusBar *statusbar;
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//TODO: town interace, battle interface, other interfaces
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CCallback * cb;
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std::vector<ClickableL*> lclickable;
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std::vector<ClickableR*> rclickable;
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std::vector<Hoverable*> hoverable;
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std::vector<KeyInterested*> keyinterested;
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std::vector<MotionInterested*> motioninterested;
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std::vector<TimeInterested*> timeinterested;
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std::vector<IShowable*> objsToBlit;
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SDL_Surface * hInfo, *tInfo;
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std::vector<std::pair<int, int> > slotsPos;
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CDefEssential *luck22, *luck30, *luck42, *luck82,
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*morale22, *morale30, *morale42, *morale82,
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*halls, *forts, *bigTownPic;
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std::map<int,SDL_Surface*> heroWins;
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std::map<int,SDL_Surface*> townWins;
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//overloaded funcs from Interface
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void yourTurn();
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void heroMoved(const HeroMoveDetails & details);
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void tileRevealed(int3 pos);
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void tileHidden(int3 pos);
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void heroKilled(const CGHeroInstance* hero);
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void heroCreated(const CGHeroInstance* hero);
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
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void receivedResource(int type, int val);
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void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID);
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
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void garrisonChanged(const CGObjectInstance * obj);
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//battles
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void battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, tribool side); //called by engine when battle starts; side=0 - left, side=1 - right
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void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void actionStarted(Action action);//occurs BEFORE every action taken by any stack or by the hero
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void actionFinished(Action action);//occurs AFTER every action taken by any stack or by the hero
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void activeStack(int stackID); //called when it's turn of that stack
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void battleEnd(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner);
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//-------------//
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void showComp(SComponent comp);
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void openTownWindow(const CGTownInstance * town); //shows townscreen
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void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
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SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
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void handleEvent(SDL_Event * sEvent);
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void handleKeyDown(SDL_Event *sEvent);
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void handleKeyUp(SDL_Event *sEvent);
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void handleMouseMotion(SDL_Event *sEvent);
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void init(ICallback * CB);
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int3 repairScreenPos(int3 pos);
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void showInfoDialog(std::string text, std::vector<SComponent*> & components);
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void removeObjToBlit(IShowable* obj);
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SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
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SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
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SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
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CPlayerInterface(int Player, int serial);
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};
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class CStatusBar
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: public CIntObject, public IStatusBar
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{
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public:
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SDL_Surface * bg; //background
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int middlex, middley; //middle of statusbar
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std::string current; //text currently printed
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CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
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~CStatusBar(); //d-tor
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void print(std::string text); //prints text and refreshes statusbar
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void clear();//clears statusbar and refreshes
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void show(); //shows statusbar (with current text)
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std::string getCurrent();
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};
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class CList
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
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{
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public:
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SDL_Surface * bg;
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CDefHandler *arrup, *arrdo;
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SDL_Surface *empty, *selection;
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SDL_Rect arrupp, arrdop; //positions of arrows
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int posw, posh; //position width/height
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int selected, //id of selected position, <0 if none
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from;
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const int SIZE;
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tribool pressed; //true=up; false=down; indeterminate=none
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CList(int Size = 5);
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void clickLeft(tribool down);
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void activate();
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void deactivate();
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virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
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virtual void genList()=0;
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virtual void select(int which)=0;
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virtual void draw()=0;
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};
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class CHeroList
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: public CList
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{
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public:
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CDefHandler *mobile, *mana;
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std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
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int posmobx, posporx, posmanx, posmoby, pospory, posmany;
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CHeroList(int Size = 5);
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void genList();
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void select(int which);
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void mouseMoved (SDL_MouseMotionEvent & sEvent);
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void clickLeft(tribool down);
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void clickRight(tribool down);
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void hover (bool on);
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void keyPressed (SDL_KeyboardEvent & key);
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void updateHList();
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void updateMove(const CGHeroInstance* which); //draws move points bar
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void redrawAllOne(int which);
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void draw();
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void init();
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};
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template<typename T>
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class CTownList
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: public CList
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{
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public:
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T* owner;
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void(T::*fun)();
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std::vector<const CGTownInstance*> items;
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int posporx,pospory;
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CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy);
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~CTownList();
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void genList();
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void select(int which);
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void mouseMoved (SDL_MouseMotionEvent & sEvent);
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void clickLeft(tribool down);
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void clickRight(tribool down);
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void hover (bool on);
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void keyPressed (SDL_KeyboardEvent & key);
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void draw();
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}; |