mirror of
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223 lines
6.5 KiB
C++
223 lines
6.5 KiB
C++
/*
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* CAdvMapInt.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../gui/CIntObject.h"
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#include "../../lib/int3.h"
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#include "../../lib/GameConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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class CGHeroInstance;
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class CGTownInstance;
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class CArmedInstance;
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class IShipyard;
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struct CGPathNode;
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struct ObjectPosInfo;
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VCMI_LIB_NAMESPACE_END
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class CButton;
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class IImage;
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class CAnimImage;
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class CGStatusBar;
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class CAdvMapPanel;
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class CAdvMapWorldViewPanel;
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class CAnimation;
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class MapView;
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class CResDataBar;
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class CHeroList;
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class CTownList;
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class CInfoBar;
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class CMinimap;
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class MapAudioPlayer;
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struct MapDrawingInfo;
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enum class EAdvMapMode
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{
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NORMAL,
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WORLD_VIEW
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};
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/// That's a huge class which handles general adventure map actions and
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/// shows the right menu(questlog, spellbook, end turn,..) from where you
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/// can get to the towns and heroes.
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class CAdvMapInt : public CIntObject
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{
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//TODO: remove
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friend class CPlayerInterface;
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private:
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enum EDirections {LEFT=1, RIGHT=2, UP=4, DOWN=8};
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enum 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
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const CArmedInstance *selection;
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/// currently acting player
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PlayerColor player;
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bool duringAITurn;
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/// uses EDirections enum
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ui8 scrollingDir;
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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;
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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;
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std::shared_ptr<CButton> questlog;
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std::shared_ptr<CButton> moveHero;
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std::shared_ptr<CButton> spellbook;
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std::shared_ptr<CButton> advOptions;
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std::shared_ptr<CButton> sysOptions;
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std::shared_ptr<CButton> nextHero;
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std::shared_ptr<CButton> endTurn;
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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;
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std::shared_ptr<CTownList> townList;
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std::shared_ptr<CInfoBar> infoBar;
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std::shared_ptr<CGStatusBar> statusbar;
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std::shared_ptr<CResDataBar> resdatabar;
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std::shared_ptr<CAdvMapPanel> panelMain; // panel that holds all right-side buttons in normal view
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std::shared_ptr<CAdvMapWorldViewPanel> panelWorldView; // panel that holds all buttons and other ui in world view
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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();
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void fworldViewScale1x();
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void fworldViewScale2x();
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void fworldViewScale4x();
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void fswitchLevel();
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void fshowQuestlog();
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void fsleepWake();
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void fmoveHero();
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void fshowSpellbok();
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void fadventureOPtions();
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void fsystemOptions();
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void fnextHero();
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void fendTurn();
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void setScrollingCursor(ui8 direction) const;
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void selectionChanged();
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bool isActive();
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void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
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const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
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//button updates
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void updateSleepWake(const CGHeroInstance *h);
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void updateSpellbook(const CGHeroInstance *h);
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void handleMapScrollingUpdate();
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void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
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const CGObjectInstance *getActiveObject(const int3 &tile);
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boost::optional<Point> keyToMoveDirection(const SDL_Keycode & key);
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public:
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CAdvMapInt();
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// CIntObject interface implementation
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void activate() override;
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void deactivate() override;
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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void keyPressed(const SDL_Keycode & key) override;
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void keyReleased(const SDL_Keycode & key) override;
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void mouseMoved (const Point & cursorPosition) override;
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// public interface
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/// called by MapView whenever currently visible area changes
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/// visibleArea describen now visible map section measured in tiles
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void onMapViewMoved(const Rect & visibleArea, int mapLevel);
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/// Called when map audio should be paused, e.g. on combat or town scren access
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void onAudioPaused();
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/// Called when map audio should be resume, opposite to onPaused
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void onAudioResumed();
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void select(const CArmedInstance *sel, bool centerView = true);
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void centerOnTile(int3 on);
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void centerOnObject(const CGObjectInstance *obj);
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bool isHeroSleeping(const CGHeroInstance *hero);
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void setHeroSleeping(const CGHeroInstance *hero, bool sleep);
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int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only
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void setPlayer(PlayerColor Player);
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void startHotSeatWait(PlayerColor Player);
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void startTurn();
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void initializeNewTurn();
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void endingTurn();
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void aiTurnStarted();
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void quickCombatLock(); //should be called when quick battle started
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void quickCombatUnlock();
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void onTileLeftClicked(const int3 & mapPos);
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void onTileHovered(const int3 & mapPos);
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void onTileRightClicked(const int3 & mapPos);
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void enterCastingMode(const CSpell * sp);
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void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
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const CGHeroInstance * curHero() const;
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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);
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void updateNextHero(const CGHeroInstance *h);
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/// returns area of screen covered by terrain (main game area)
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Rect terrainAreaPixels() const;
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/// exits currently opened world view mode and returns to normal map
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void exitWorldView();
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/// opens world view at default scale
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void openWorldView();
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/// opens world view at specific scale
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void openWorldView(int tileSize);
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/// opens world view with specific info, e.g. after View Earth/Air is shown
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void openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain);
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};
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extern std::shared_ptr<CAdvMapInt> adventureInt;
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