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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
99 lines
3.0 KiB
C++
99 lines
3.0 KiB
C++
/*
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* CHeroWindow.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 "../../lib/HeroBonus.h"
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#include "../widgets/CArtifactHolder.h"
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#include "../widgets/CGarrisonInt.h"
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class CButton;
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struct SDL_Surface;
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class CGHeroInstance;
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class CArtifact;
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class CHeroWindow;
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class LClickableAreaHero;
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class LRClickableAreaWText;
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class LRClickableAreaWTextComp;
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class CArtifactsOfHero;
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class MoraleLuckBox;
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class CToggleButton;
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class CToggleGroup;
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class CGStatusBar;
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/// Button which switches hero selection
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class CHeroSwitcher : public CIntObject
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{
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const CGHeroInstance * hero;
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CAnimImage *image;
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public:
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virtual void clickLeft(tribool down, bool previousState) override;
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CHeroSwitcher(Point pos, const CGHeroInstance * hero);
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};
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//helper class for calculating values of hero bonuses without bonuses from picked up artifact
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class CHeroWithMaybePickedArtifact : public virtual IBonusBearer
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{
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public:
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const CGHeroInstance *hero;
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CWindowWithArtifacts *cww;
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CHeroWithMaybePickedArtifact(CWindowWithArtifacts *Cww, const CGHeroInstance *Hero);
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const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
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int64_t getTreeVersion() const override;
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};
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class CHeroWindow: public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
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{
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CGStatusBar * ourBar; //heroWindow's statusBar
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//buttons
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//CButton * gar4button; //splitting
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std::vector<CHeroSwitcher *> heroList; //list of heroes
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CPicture * listSelection; //selection border
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//clickable areas
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LRClickableAreaWText * portraitArea;
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CAnimImage * portraitImage;
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std::vector<LRClickableAreaWTextComp *> primSkillAreas;
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LRClickableAreaWText * expArea;
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LRClickableAreaWText * spellPointsArea;
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LRClickableAreaWText * specArea;//specialty
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CAnimImage *specImage;
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MoraleLuckBox * morale, * luck;
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std::vector<LRClickableAreaWTextComp *> secSkillAreas;
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std::vector<CAnimImage *> secSkillImages;
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CHeroWithMaybePickedArtifact heroWArt;
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CButton * quitButton, * dismissButton, * questlogButton, * commanderButton; //general
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CToggleButton *tacticsButton; //garrison / formation handling;
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CToggleGroup *formations;
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public:
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const CGHeroInstance * curHero;
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CHeroWindow(const CGHeroInstance *hero);
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void update(const CGHeroInstance * hero, bool redrawNeeded = false); //sets main displayed hero
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void showAll(SDL_Surface * to) override;
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void dismissCurrent(); //dissmissed currently displayed hero (curHero)
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void commanderWindow();
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void switchHero(); //changes displayed hero
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virtual void updateGarrisons() override; //updates the morale widget and calls the parent
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//friends
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friend void CHeroArtPlace::clickLeft(tribool down, bool previousState);
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friend class CPlayerInterface;
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};
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