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929ce79ad4
* calls for spell casting in battles (they usually crash VCMI server)
178 lines
4.7 KiB
C++
178 lines
4.7 KiB
C++
#ifndef CADVENTUREMAPINTERFACE_H
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#define CADVENTUREMAPINTERFACE_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 "CPlayerInterface.h"
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#include <map>
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#include "AdventureMapButton.h"
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class CDefHandler;
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class CCallback;
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struct CPath;
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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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/*****************************/
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class CMinimap
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: public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject
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{
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public:
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SDL_Surface * radar;
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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; //one bitmap for each level (terrain, Fog of War)
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//TODO flagged buildings
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std::string statusbarTxt, rcText;
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CMinimap(bool draw=true);
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void draw();
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void redraw(int level=-1);// (level==-1) => redraw all levels
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void updateRadar();
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void clickRight (tribool down);
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void clickLeft (tribool down);
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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(int3 pos); //puts FoW
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void showTile(int3 pos); //removes FoW
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};
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class CTerrainRect
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: public ClickableL, public ClickableR, public Hoverable, public virtual CIntObject, public KeyInterested,
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public MotionInterested
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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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CDefHandler * arrows;
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CTerrainRect();
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CPath * currentPath;
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void activate();
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void deactivate();
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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 mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void keyPressed (const SDL_KeyboardEvent & key);
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void show();
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void showPath();
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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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class CResDataBar
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:public ClickableR, public virtual 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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void clickRight (tribool down);
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void activate();
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void deactivate();
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CResDataBar();
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~CResDataBar();
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void draw();
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};
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class CInfoBar
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:public virtual CIntObject, public TimeInterested
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{
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public:
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CDefHandler *day, *week1, *week2, *week3, *week4;
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SComponent * current;
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int mode;
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int pom;
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CInfoBar();
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~CInfoBar();
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void newDay(int Day);
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void showComp(SComponent * comp, int time=5000);
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void tick();
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void draw(const CGObjectInstance * specific=NULL); // 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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CDefHandler * getAnim(int mode);
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};
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/*****************************/
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class CAdvMapInt : public CMainInterface //adventure map interface
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{
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public:
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CAdvMapInt(int Player);
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~CAdvMapInt();
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int3 position; //top left corner of visible map part
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int player;
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std::vector<CDefHandler *> gems;
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bool scrollingLeft ;
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bool scrollingRight ;
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bool scrollingUp ;
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bool scrollingDown ;
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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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CMinimap minimap;
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SDL_Surface * bg;
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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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//CHeroList herolist;
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CTerrainRect terrain; //visible terrain
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CStatusBar statusbar;
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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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CHeroWindow * heroWindow;
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const CArmedInstance *selection;
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//fuctions binded 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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void activate();
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void deactivate();
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void show(SDL_Surface * to=NULL); //shows and activates adv. map interface
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void hide(); //deactivates advmap interface
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void update(); //redraws terrain
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void select(const CArmedInstance *sel);
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void selectionChanged();
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void centerOn(int3 on);
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int3 verifyPos(int3 ver);
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void handleRightClick(std::string text, tribool down, CIntObject * client);
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};
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#endif //CADVENTUREMAPINTERFACE_H
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