mirror of
https://github.com/vcmi/vcmi.git
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45c2809a40
- disabled most of now unused code for changing resolution - added missing spell effect sounds - adventure map spells sounds - remaining fixes for big endian systems
283 lines
8.4 KiB
C++
283 lines
8.4 KiB
C++
#pragma once
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#include <typeinfo>
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#include "SDL.h"
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#include "UIFramework/CIntObjectClasses.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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* 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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/// 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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CAdventureMapButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay;
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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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//Player-specific minimaps
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class CMinimapSurfacesRef
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{
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public:
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CMinimapSurfacesRef();
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// see private members descriptions
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std::vector< SDL_Surface* > &map();
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std::vector< SDL_Surface* > &FoW();
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std::vector< SDL_Surface* > &flObjs();
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void free();
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private:
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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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void showVisibleTiles(int level=-1);// (level==-1) => redraw all levels
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private:
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std::vector< SDL_Surface* > map_, FoW_, flObjs_; //one bitmap for each level (terrain, Fog of War, flaggable objects) (one for underworld, one for surface)
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bool ready;
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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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CPicture *aiShield; //the graphic displayed during AI turn
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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::map<int, CMinimapSurfacesRef> surfs;
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std::string statusbarTxt, rcText;
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CMinimap();
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~CMinimap();
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void draw(SDL_Surface * to);
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void updateRadar();
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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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};
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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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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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/// 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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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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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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/// 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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enum EMode {NOTHING = -1, NEW_DAY, NEW_WEEK1, NEW_WEEK2, NEW_WEEK3, NEW_WEEK4, ____, SHOW_COMPONENT, ENEMY_TURN};
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CDefHandler *day, *week1, *week2, *week3, *week4, *hourglass, *hourglassSand;
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CComponent * current;
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int pom;
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SDL_Surface *selInfoWin; //info box for selection
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CDefHandler * getAnim(EMode mode);
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struct EnemyTurn
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{
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ui8 color;
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double progress; //0-1
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EnemyTurn()
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{
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color = 255;
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progress = 0.;
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}
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} enemyTurnInfo;
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public:
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EMode mode;
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const CGHeroInstance * curSel;
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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(const CComponent * comp, int time=5000);
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void enemyTurn(ui8 color, double progress);
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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(EMode mode);//0 - day, 1 - week
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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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/// 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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//get top selectable object at tile
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const CGObjectInstance *getBlockingObject(const int3 &tile);
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public:
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CAdvMapInt();
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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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bool duringAITurn;
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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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enum{NA, INGAME, WAITING} state;
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bool updateScreen, updateMinimap ;
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ui8 anim, animValHitCount; //animation frame
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ui8 heroAnim, heroAnimValHitCount; //animation frame
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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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CAdventureMapButton 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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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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const CSpell *spellBeingCasted; //NULL if none
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const CArmedInstance *selection; //currently selected town/hero
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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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void activate();
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void deactivate();
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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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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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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(int Player);
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void startHotSeatWait(int Player);
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void startTurn();
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void endingTurn();
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void aiTurnStarted();
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void adjustActiveness(bool aiTurnStart); //should be called everytime at AI/human turn transition; blocks GUI during AI turn
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void tileLClicked(const int3 &mapPos);
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void tileHovered(const int3 &mapPos);
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void tileRClicked(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 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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//button updates
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void updateSleepWake(const CGHeroInstance *h);
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void updateMoveHero(const CGHeroInstance *h, tribool hasPath = tribool::indeterminate_value);
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void updateNextHero(const CGHeroInstance *h);
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};
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extern CAdvMapInt *adventureInt;
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