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236 lines
7.4 KiB
C++
236 lines
7.4 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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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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struct Component;
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class int3;
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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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/// 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 CAdventureMapInterface : public CIntObject
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{
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private:
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enum class EGameState
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{
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NOT_INITIALIZED,
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HOTSEAT_WAIT,
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MAKING_TURN,
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ENEMY_TURN,
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WORLD_VIEW
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};
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EGameState state;
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/// Currently selected object, can be town, hero or null
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const CArmedInstance *currentSelection;
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/// currently acting player
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PlayerColor currentPlayerID;
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/// uses EDirections enum
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bool scrollingCursorSet;
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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 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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std::optional<Point> keyToMoveDirection(const SDL_Keycode & key);
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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 endingTurn();
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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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protected:
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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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public:
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CAdventureMapInterface();
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/// Called by PlayerInterface when specified player is ready to start his turn
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void onHotseatWaitStarted(PlayerColor playerID);
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/// Called by PlayerInterface when AI or remote human player starts his turn
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void onEnemyTurnStarted(PlayerColor playerID);
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/// Called by PlayerInterface when local human player starts his turn
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void onPlayerTurnStarted(PlayerColor playerID);
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/// Called by PlayerInterface when interface should be switched to specified player without starting turn
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void onCurrentPlayerChanged(PlayerColor playerID);
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/// Called by PlayerInterface when hero is forced to wake up, e.g. on moving sleeping hero
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void onHeroWokeUp(const CGHeroInstance * hero);
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/// Called by PlayerInterface when specific map tile changed and must be updated on minimap
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void onMapTilesChanged( boost::optional<std::unordered_set<int3> > positions);
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/// Called by PlayerInterface when hero state changed and hero list must be updated
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void onHeroChanged(const CGHeroInstance * hero);
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/// Called by PlayerInterface when town state changed and town list must be updated
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void onTownChanged(const CGTownInstance * town);
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/// Called when map audio should be paused, e.g. on combat or town screen 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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/// Requests to display provided information inside infobox
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void showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer);
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/// Changes currently selected object
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void setSelection(const CArmedInstance *sel, bool centerView = true);
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/// Changes position on map to center selected location
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void centerOnTile(int3 on);
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void centerOnObject(const CGObjectInstance *obj);
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/// called by MapView whenever currently visible area changes
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/// visibleArea describes now visible map section measured in tiles
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void onMapViewMoved(const Rect & visibleArea, int mapLevel);
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/// called by MapView whenever tile is clicked
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void onTileLeftClicked(const int3 & mapPos);
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/// called by MapView whenever tile is hovered
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void onTileHovered(const int3 & mapPos);
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/// called by MapView whenever tile is clicked
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void onTileRightClicked(const int3 & mapPos);
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void enterCastingMode(const CSpell * sp);
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void leaveCastingMode(const int3 & castTarget);
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void abortCastingMode();
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const CGHeroInstance * getCurrentHero() const;
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const CGTownInstance * getCurrentTown() const;
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const CArmedInstance * getCurrentArmy() const;
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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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/// 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<CAdventureMapInterface> adventureInt;
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