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	- minor gcc fixes - updated castle interface code, added missing parts including #380 - buildings enum in global.h
		
			
				
	
	
		
			239 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			239 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef __CADVMAPINTERFACE_H__
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| #define __CADVMAPINTERFACE_H__
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| #include <typeinfo>
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| #include "../global.h"
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| #include "SDL.h"
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| #include <map>
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| #include "AdventureMapButton.h"
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| #include "GUIClasses.h"
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| class CDefHandler;
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| class CCallback;
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| struct CGPath;
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| class CAdvMapInt;
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| class CGHeroInstance;
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| class CGTownInstance;
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| class CHeroWindow;
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| class CSpell;
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| class IShipyard;
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| 
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| /*****************************/
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| 
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| /*
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|  * CAdcmapInterface.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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| 
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| /// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
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| class CAdventureOptions : public CIntObject
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| {
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| public:
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| 	CPicture *bg;
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| 	AdventureMapButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay;
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| 
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| 	CAdventureOptions();
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| 	~CAdventureOptions();
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| 	static void showScenarioInfo();
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| };
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| 	 
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| /// Minimap which is displayed at the right upper corner of adventure map
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| class CMinimap : public CIntObject
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| {
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| public:
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| 	SDL_Surface * temps;
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| 	std::map<int,SDL_Color> colors;
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| 	std::map<int,SDL_Color> colorsBlocked;
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| 	std::vector<SDL_Surface *> map, FoW, flObjs; //one bitmap for each level (terrain, Fog of War, flaggable objects)
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| 	std::string statusbarTxt, rcText;
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| 
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| 	CMinimap(bool draw=true);
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| 	~CMinimap();
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| 	void show(SDL_Surface * to);
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| 	void draw(SDL_Surface * to);
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| 	void redraw(int level=-1);// (level==-1) => redraw all levels
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| 	void initMap(int level=-1);// (level==-1) => redraw all levels
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| 	void initFoW(int level=-1);// (level==-1) => redraw all levels
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| 	void initFlaggableObjs(int level=-1);// (level==-1) => redraw all levels
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| 
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| 	void updateRadar();
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| 
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| 	void clickRight(tribool down, bool previousState);
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| 	void clickLeft(tribool down, bool previousState);
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| 	void hover (bool on);
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| 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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| 	void activate(); // makes button active
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| 	void deactivate(); // makes button inactive (but don't deletes)
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| 	void hideTile(const int3 &pos); //puts FoW
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| 	void showTile(const int3 &pos); //removes FoW
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| 	void showVisibleTiles(int level=-1);// (level==-1) => redraw all levels
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| };
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| 
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| /// Holds information about which tiles of the terrain are shown/not shown at the screen
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| class CTerrainRect
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| 	:  public CIntObject
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| {
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| public:
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| 	int tilesw, tilesh; //width and height of terrain to blit in tiles
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| 	int3 curHoveredTile;
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| 	int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
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| 
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| 	CTerrainRect();
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| 	~CTerrainRect();
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| 	CGPath * currentPath;
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| 	void activate();
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| 	void deactivate();
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| 	void clickLeft(tribool down, bool previousState);
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| 	void clickRight(tribool down, bool previousState);
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| 	void hover(bool on);
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| 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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| 	void show(SDL_Surface * to);
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| 	void showPath(const SDL_Rect * extRect, SDL_Surface * to);
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| 	int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
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| 	int3 whichTileIsIt(); //uses current cursor pos
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| };
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| 
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| /// Resources bar which shows information about how many gold, crystals,... you have
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| /// Current date is displayed too
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| class CResDataBar
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| 	: public CIntObject
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| {
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| public:
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| 	SDL_Surface * bg;
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| 	std::vector<std::pair<int,int> > txtpos;
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| 	std::string datetext;
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| 
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| 	void clickRight(tribool down, bool previousState);
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| 	void activate();
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| 	void deactivate();
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| 	CResDataBar();
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| 	CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
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| 	~CResDataBar();
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| 
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| 	void draw(SDL_Surface * to);
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| 	void show(SDL_Surface * to);
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| 	void showAll(SDL_Surface * to);
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| };
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| 
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| /// Info box which shows next week/day information, hold the current date
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| class CInfoBar : public CIntObject
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| {
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| 	CDefHandler *day, *week1, *week2, *week3, *week4;
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| 	SComponent * current;
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| 	int pom;
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| 	SDL_Surface *selInfoWin; //info box for selection
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| 	CDefHandler * getAnim(int mode);
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| public:
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| 	int mode;
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| 	const CGHeroInstance * curSel;
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| 
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| 	CInfoBar();
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| 	~CInfoBar();
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| 	void newDay(int Day); //start showing new day/week animation
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| 	void showComp(SComponent * comp, int time=5000);
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| 	void tick();
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| 	void showAll(SDL_Surface * to); // if specific==0 function draws info about selected hero/town
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| 	void blitAnim(int mode);//0 - day, 1 - week
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| 
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| 	void show(SDL_Surface * to);
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| 	void activate();
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| 	void deactivate();
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| 	void updateSelection(const CGObjectInstance *obj);
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| };
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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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| public:
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| 	CAdvMapInt();
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| 	~CAdvMapInt();
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| 
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| 	int3 position; //top left corner of visible map part
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| 	int player;
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| 
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| 
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| 	enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
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| 	ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
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| 
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| 	enum{NA, INGAME, WAITING} state;
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| 
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| 	bool updateScreen, updateMinimap ;
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| 	unsigned char anim, animValHitCount; //animation frame
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| 	unsigned char heroAnim, heroAnimValHitCount; //animation frame
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| 
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| 	SDL_Surface * bg;
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| 	std::vector<CDefHandler *> gems;
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| 	CMinimap minimap;
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| 	CStatusBar statusbar;
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| 
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| 	AdventureMapButton kingOverview,//- kingdom overview
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| 		underground,//- underground switch
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| 		questlog,//- questlog
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| 		sleepWake, //- sleep/wake hero
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| 		moveHero, //- move hero
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| 		spellbook,//- spellbook
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| 		advOptions, //- adventure options
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| 		sysOptions,//- system options
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| 		nextHero, //- next hero
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| 		endTurn;//- end turn
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| 
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| 	CTerrainRect terrain; //visible terrain
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| 	CResDataBar resdatabar;
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| 	CHeroList heroList;
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| 	CTownList townList;
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| 	CInfoBar infoBar;
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| 
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| 	const CSpell *spellBeingCasted; //NULL if none
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| 
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| 	const CArmedInstance *selection; //currently selected town/hero
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| 
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| 	//functions bound to buttons
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| 	void fshowOverview();
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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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| 
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| 	void activate();
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| 	void deactivate();
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| 
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| 	void show(SDL_Surface * to); //redraws terrain
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| 	void showAll(SDL_Surface * to); //shows and activates adv. map interface
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| 
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| 	void select(const CArmedInstance *sel, bool centerView = true);
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| 	void selectionChanged();
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| 	void centerOn(int3 on);
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| 	void centerOn(const CGObjectInstance *obj);
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| 	int3 verifyPos(int3 ver);
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| 	void handleRightClick(std::string text, tribool down);
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| 	void keyPressed(const SDL_KeyboardEvent & key);
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| 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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| 	bool isActive();
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| 
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| 	void setPlayer(int Player);
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| 	void startHotSeatWait(int Player);
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| 	void startTurn();
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| 	void tileLClicked(const int3 &mp);
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| 	void tileHovered(const int3 &tile);
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| 	void tileRClicked(const int3 &mp);
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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 IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or NULL else
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| };
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| 
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| extern CAdvMapInt *adventureInt;
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| 
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| #endif // __CADVMAPINTERFACE_H__
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