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# pragma once
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# include "CAnimation.h"
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# include "FunctionList.h"
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# include "../lib/ResourceSet.h"
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# include "../lib/CConfigHandler.h"
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# include "../lib/GameConstants.h"
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# include "UIFramework/CIntObject.h"
# include "UIFramework/CIntObjectClasses.h"
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# ifdef max
# undef max
# endif
# ifdef min
# undef min
# endif
/*
* GUIClasses . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
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struct ArtifactLocation ;
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class CStackBasicDescriptor ;
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class CBonusSystemNode ;
class CArtifact ;
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class CDefEssential ;
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class CAdventureMapButton ;
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class CHighlightableButtonsGroup ;
class CDefHandler ;
struct HeroMoveDetails ;
class CDefEssential ;
class CGHeroInstance ;
class CAdvMapInt ;
class CCastleInterface ;
class CBattleInterface ;
class CStack ;
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class CComponent ;
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class CCreature ;
struct SDL_Surface ;
struct CPath ;
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class CCreatureAnim ;
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class CSelectableComponent ;
class CCreatureSet ;
class CGObjectInstance ;
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class CGDwelling ;
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class CSlider ;
struct UpgradeInfo ;
template < typename T > struct CondSh ;
class CInGameConsole ;
class CGarrisonInt ;
class CInGameConsole ;
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struct Component ;
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class CArmedInstance ;
class CGTownInstance ;
class StackState ;
class CPlayerInterface ;
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class CHeroWindow ;
class CArtifact ;
class CArtifactsOfHero ;
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class CCreatureArtifactSet ;
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class CResDataBar ;
struct SPuzzleInfo ;
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class CGGarrison ;
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class CStackInstance ;
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class IMarket ;
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class CTextBox ;
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class CArtifactInstance ;
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class IBonusBearer ;
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class CArtPlace ;
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class CAnimImage ;
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struct InfoAboutArmy ;
struct InfoAboutHero ;
struct InfoAboutTown ;
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/// text + comp. + ok button
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class CInfoWindow : public CSimpleWindow
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{ //window able to delete its components when closed
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bool delComps ; //whether comps will be deleted
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public :
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typedef std : : vector < std : : pair < std : : string , CFunctionList < void ( ) > > > TButtonsInfo ;
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typedef std : : vector < CComponent * > TCompsInfo ;
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int ID ; //for identification
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CTextBox * text ;
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std : : vector < CAdventureMapButton * > buttons ;
std : : vector < CComponent * > components ;
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CSlider * slider ;
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void setDelComps ( bool DelComps ) ;
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virtual void close ( ) ;
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void show ( SDL_Surface * to ) ;
void showAll ( SDL_Surface * to ) ;
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void sliderMoved ( int to ) ;
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CInfoWindow ( std : : string Text , int player , const TCompsInfo & comps = TCompsInfo ( ) , const TButtonsInfo & Buttons = TButtonsInfo ( ) , bool delComps = true ) ; //c-tor
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CInfoWindow ( ) ; //c-tor
~ CInfoWindow ( ) ; //d-tor
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static void showYesNoDialog ( const std : : string & text , const std : : vector < CComponent * > * components , const CFunctionList < void ( ) > & onYes , const CFunctionList < void ( ) > & onNo , bool DelComps = true , int player = 1 ) ; //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
static CInfoWindow * create ( const std : : string & text , int playerID = 1 , const std : : vector < CComponent * > * components = NULL , bool DelComps = false ) ;
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/// create text from title and description: {title}\n\n description
static std : : string genText ( std : : string title , std : : string description ) ;
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} ;
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/// component selection window
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class CSelWindow : public CInfoWindow
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{ //warning - this window deletes its components by closing!
public :
void selectionChange ( unsigned to ) ;
void madeChoice ( ) ; //looks for selected component and calls callback
CSelWindow ( const std : : string & text , int player , int charperline , const std : : vector < CSelectableComponent * > & comps , const std : : vector < std : : pair < std : : string , CFunctionList < void ( ) > > > & Buttons , int askID ) ; //c-tor
CSelWindow ( ) { } ; //c-tor
//notification - this class inherits important destructor from CInfoWindow
} ;
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/// popup displayed on R-click
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class CRClickPopup : public CIntObject
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{
public :
virtual void close ( ) ;
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void clickRight ( tribool down , bool previousState ) ;
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CRClickPopup ( ) ;
virtual ~ CRClickPopup ( ) ; //d-tor
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static CIntObject * createInfoWin ( Point position , const CGObjectInstance * specific ) ;
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static void createAndPush ( const std : : string & txt , const CInfoWindow : : TCompsInfo & comps = CInfoWindow : : TCompsInfo ( ) ) ;
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static void createAndPush ( const std : : string & txt , CComponent * component ) ;
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static void createAndPush ( const CGObjectInstance * obj , const Point & p , EAlignment alignment = BOTTOMRIGHT ) ;
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} ;
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/// popup displayed on R-click
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class CRClickPopupInt : public CRClickPopup
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{
public :
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IShowActivatable * inner ;
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bool delInner ;
void show ( SDL_Surface * to ) ;
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void showAll ( SDL_Surface * to ) ;
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CRClickPopupInt ( IShowActivatable * our , bool deleteInt ) ; //c-tor
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virtual ~ CRClickPopupInt ( ) ; //d-tor
} ;
class CInfoPopup : public CRClickPopup
{
public :
bool free ; //TODO: comment me
SDL_Surface * bitmap ; //popup background
void close ( ) ;
void show ( SDL_Surface * to ) ;
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CInfoPopup ( SDL_Surface * Bitmap , int x , int y , bool Free = false ) ; //c-tor
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CInfoPopup ( SDL_Surface * Bitmap , const Point & p , EAlignment alignment , bool Free = false ) ; //c-tor
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CInfoPopup ( SDL_Surface * Bitmap = NULL , bool Free = false ) ; //default c-tor
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void init ( int x , int y ) ;
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~ CInfoPopup ( ) ; //d-tor
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} ;
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/// popup on adventure map for town\hero objects
class CInfoBoxPopup : public CWindowObject
{
Point toScreen ( Point pos ) ;
public :
CInfoBoxPopup ( Point position , const CGTownInstance * town ) ;
CInfoBoxPopup ( Point position , const CGHeroInstance * hero ) ;
CInfoBoxPopup ( Point position , const CGGarrison * garr ) ;
} ;
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/// common popup window component
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class CComponent : public virtual CIntObject
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{
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public :
enum Etype
{
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primskill , secskill , resource , creature , artifact , experience , spell , morale , luck , building , hero , flag , typeInvalid
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} ;
//NOTE: not all types have exact these sizes or have less than 4 of them. In such cases closest one will be used
enum ESize
{
tiny , // ~22-24px
small , // ~30px
medium , // ~42px
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large , // ~82px
sizeInvalid
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} ;
private :
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size_t getIndex ( ) ;
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const std : : vector < std : : string > getFileName ( ) ;
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void setSurface ( std : : string defName , int imgPos ) ;
std : : string getSubtitleInternal ( ) ;
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void init ( Etype Type , int Subtype , int Val , ESize imageSize ) ;
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public :
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CAnimImage * image ; //our image
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Etype compType ; //component type
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ESize size ; //component size.
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int subtype ; //type-dependant subtype. See getSomething methods for details
int val ; // value \ strength \ amount of component. See getSomething methods for details
bool perDay ; // add "per day" text to subtitle
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std : : string getDescription ( ) ;
std : : string getSubtitle ( ) ;
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CComponent ( Etype Type , int Subtype , int Val = 0 , ESize imageSize = large ) ; //c-tor
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CComponent ( const Component & c ) ; //c-tor
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void clickRight ( tribool down , bool previousState ) ; //call-in
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} ;
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/// component that can be selected or deselected
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class CSelectableComponent : public CComponent , public CKeyShortcut
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{
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void init ( ) ;
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public :
bool selected ; //if true, this component is selected
boost : : function < void ( ) > onSelect ; //function called on selection change
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void showAll ( SDL_Surface * to ) ;
void select ( bool on ) ;
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void clickLeft ( tribool down , bool previousState ) ; //call-in
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CSelectableComponent ( Etype Type , int Sub , int Val , ESize imageSize = large , boost : : function < void ( ) > OnSelect = 0 ) ; //c-tor
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CSelectableComponent ( const Component & c , boost : : function < void ( ) > OnSelect = 0 ) ; //c-tor
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} ;
/// box with multiple components (up to 8?)
/// will take ownership on components and delete them afterwards
class CComponentBox : public CIntObject
{
std : : vector < CComponent * > components ;
CSelectableComponent * selected ;
boost : : function < void ( int newID ) > onSelect ;
void selectionChanged ( CSelectableComponent * newSelection ) ;
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//get position of "or" text between these comps
//it will place "or" equidistant to both images
Point getOrTextPos ( CComponent * left , CComponent * right ) ;
//get distance between these copmonents
int getDistance ( CComponent * left , CComponent * right ) ;
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void placeComponents ( bool selectable ) ;
public :
/// return index of selected item
int selectedIndex ( ) ;
/// constructor for quite common 1-components popups
/// if position width or height are 0 then it will be determined automatically
CComponentBox ( CComponent * components , Rect position ) ;
/// constructor for non-selectable components
CComponentBox ( std : : vector < CComponent * > components , Rect position ) ;
/// constructor for selectable components
/// will also create "or" labels between components
/// onSelect - optional function that will be called every time on selection change
CComponentBox ( std : : vector < CSelectableComponent * > components , Rect position , boost : : function < void ( int newID ) > onSelect = 0 ) ;
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} ;
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////////////////////////////////////////////////////////////////////////////////
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/// base class for hero/town/garrison tooltips
class CArmyTooltip : public CIntObject
{
void init ( const InfoAboutArmy & army ) ;
public :
CArmyTooltip ( Point pos , const InfoAboutArmy & army ) ;
CArmyTooltip ( Point pos , const CArmedInstance * army ) ;
} ;
/// Class for hero tooltip. Does not have any background!
/// background for infoBox: ADSTATHR
/// background for tooltip: HEROQVBK
class CHeroTooltip : public CArmyTooltip
{
void init ( const InfoAboutHero & hero ) ;
public :
CHeroTooltip ( Point pos , const InfoAboutHero & hero ) ;
CHeroTooltip ( Point pos , const CGHeroInstance * hero ) ;
} ;
/// Class for town tooltip. Does not have any background!
/// background for infoBox: ADSTATCS
/// background for tooltip: TOWNQVBK
class CTownTooltip : public CArmyTooltip
{
void init ( const InfoAboutTown & town ) ;
public :
CTownTooltip ( Point pos , const InfoAboutTown & town ) ;
CTownTooltip ( Point pos , const CGTownInstance * town ) ;
} ;
///////////////////////////////////////////////////////////////////////////////
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class CGarrisonInt ;
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/// A single garrison slot which holds one creature of a specific amount
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class CGarrisonSlot : public CIntObject
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{
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int ID ; //for identification
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CGarrisonInt * owner ;
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const CStackInstance * myStack ; //NULL if slot is empty
const CCreature * creature ;
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int upg ; //0 - up garrison, 1 - down garrison
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CAnimImage * creatureImage ;
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CAnimImage * selectionImage ; // image for selection, not always visible
CLabel * stackCount ;
void setHighlight ( bool on ) ;
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public :
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virtual void hover ( bool on ) ; //call-in
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const CArmedInstance * getObj ( ) const ;
bool our ( ) const ;
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void clickRight ( tribool down , bool previousState ) ;
void clickLeft ( tribool down , bool previousState ) ;
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void update ( ) ;
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CGarrisonSlot ( CGarrisonInt * Owner , int x , int y , int IID , int Upg = 0 , const CStackInstance * Creature = NULL ) ;
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friend class CGarrisonInt ;
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} ;
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/// Class which manages slots of upper and lower garrison, splitting of units
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class CGarrisonInt : public CIntObject
{
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CGarrisonSlot * highlighted ; //chosen slot. Should be changed only via selectSlot
bool inSplittingMode ;
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public :
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void selectSlot ( CGarrisonSlot * slot ) ; //null = deselect
const CGarrisonSlot * getSelection ( ) ;
void setSplittingMode ( bool on ) ;
bool getSplittingMode ( ) ;
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int interx ; //space between slots
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Point garOffset ; //offset between garrisons (not used if only one hero)
std : : vector < CAdventureMapButton * > splitButtons ; //may be empty if no buttons
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int p2 , //TODO: comment me
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shiftPos ; //1st slot of the second row, set shiftPoint for effect
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bool pb ,
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smallIcons , //true - 32x32 imgs, false - 58x64
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removableUnits , //player can remove units from up
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twoRows , //slots will be placed in 2 rows
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owned [ 2 ] ; //player owns up or down army [0] upper, [1] lower
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// const CCreatureSet *set1; //top set of creatures
// const CCreatureSet *set2; //bottom set of creatures
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std : : vector < CGarrisonSlot * > slotsUp , slotsDown ; //slots of upper and lower garrison
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const CArmedInstance * armedObjs [ 2 ] ; //[0] is upper, [1] is down
//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
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void setArmy ( const CArmedInstance * army , bool bottomGarrison ) ;
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void addSplitBtn ( CAdventureMapButton * button ) ;
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void createSet ( std : : vector < CGarrisonSlot * > & ret , const CCreatureSet * set , int posX , int distance , int posY , int Upg ) ;
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void createSlots ( ) ;
void recreateSlots ( ) ;
void splitClick ( ) ; //handles click on split button
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void splitStacks ( int amountLeft , int amountRight ) ; //TODO: comment me
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//x, y - position;
//inx - distance between slots;
//pomsur, SurOffset - UNUSED
//s1, s2 - top and bottom armies;
//removableUnits - you can take units from top;
//smallImgs - units images size 64x58 or 32x32;
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//twoRows - display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
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CGarrisonInt ( int x , int y , int inx , const Point & garsOffset , SDL_Surface * pomsur , const Point & SurOffset , const CArmedInstance * s1 , const CArmedInstance * s2 = NULL , bool _removableUnits = true , bool smallImgs = false , bool _twoRows = false ) ; //c-tor
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} ;
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/// draws picture with creature on background, use Animated=true to get animation
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class CCreaturePic : public CIntObject
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{
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private :
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CPicture * bg ;
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CCreatureAnim * anim ; //displayed animation
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public :
CCreaturePic ( int x , int y , const CCreature * cre , bool Big = true , bool Animated = true ) ; //c-tor
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} ;
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/// Recruitment window where you can recruit creatures
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class CRecruitmentWindow : public CWindowObject
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{
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class CCreatureCard : public CIntObject
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{
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CRecruitmentWindow * parent ;
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CCreaturePic * pic ; //creature's animation
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bool selected ;
void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
void showAll ( SDL_Surface * to ) ;
public :
const CCreature * creature ;
si32 amount ;
void select ( bool on ) ;
CCreatureCard ( CRecruitmentWindow * window , const CCreature * crea , int totalAmount ) ;
} ;
/// small class to display creature costs
class CCostBox : public CIntObject
{
std : : map < int , std : : pair < CLabel * , CAnimImage * > > resources ;
public :
//res - resources to show
void set ( TResources res ) ;
//res - visible resources
CCostBox ( Rect position , std : : string title ) ;
void createItems ( TResources res ) ;
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} ;
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boost : : function < void ( int , int ) > onRecruit ; //void (int ID, int amount) <-- call to recruit creatures
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int level ;
const CArmedInstance * dst ;
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CCreatureCard * selected ;
std : : vector < CCreatureCard * > cards ;
CSlider * slider ; //for selecting amount
CAdventureMapButton * maxButton , * buyButton , * cancelButton ;
//labels for visible values
CLabel * title ;
CLabel * availableValue ;
CLabel * toRecruitValue ;
CCostBox * costPerTroopValue ;
CCostBox * totalCostValue ;
void select ( CCreatureCard * card ) ;
void buy ( ) ;
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void sliderMoved ( int to ) ;
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void showAll ( SDL_Surface * to ) ;
public :
const CGDwelling * const dwelling ;
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CRecruitmentWindow ( const CGDwelling * Dwelling , int Level , const CArmedInstance * Dst , const boost : : function < void ( int , int ) > & Recruit , int y_offset = 0 ) ; //creatures - pairs<creature_ID,amount> //c-tor
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void availableCreaturesChanged ( ) ;
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} ;
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/// Split window where creatures can be splitted up into two single unit stacks
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class CSplitWindow : public CWindowObject
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{
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boost : : function < void ( int , int ) > callback ;
int leftAmount ;
int rightAmount ;
int leftMin ;
int rightMin ;
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CSlider * slider ;
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CCreaturePic * animLeft , * animRight ; //creature's animation
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CAdventureMapButton * ok , * cancel ;
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CTextInput * leftInput , * rightInput ;
void setAmountText ( std : : string text , bool left ) ;
void setAmount ( int value , bool left ) ;
void sliderMoved ( int value ) ;
void apply ( ) ;
public :
/**
* creature - displayed creature
* callback ( leftAmount , rightAmount ) - function to call on close
* leftMin , rightMin - minimal amount of creatures in each stack
* leftAmount , rightAmount - amount of creatures in each stack
*/
CSplitWindow ( const CCreature * creature , boost : : function < void ( int , int ) > callback ,
int leftMin , int rightMin , int leftAmount , int rightAmount ) ;
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} ;
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/// Raised up level windowe where you can select one out of two skills
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class CLevelWindow : public CWindowObject
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{
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CComponentBox * box ; //skills to select
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boost : : function < void ( ui32 ) > cb ;
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void selectionChanged ( unsigned to ) ;
public :
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CLevelWindow ( const CGHeroInstance * hero , int pskill , std : : vector < ui16 > & skills , boost : : function < void ( ui32 ) > callback ) ; //c-tor
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~ CLevelWindow ( ) ; //d-tor
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} ;
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/// Resource bar like that at the bottom of the adventure map screen
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class CMinorResDataBar : public CIntObject
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{
public :
SDL_Surface * bg ; //background bitmap
void show ( SDL_Surface * to ) ;
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void showAll ( SDL_Surface * to ) ;
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CMinorResDataBar ( ) ; //c-tor
~ CMinorResDataBar ( ) ; //d-tor
} ;
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/// Town portal, castle gate window
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class CObjectListWindow : public CWindowObject
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{
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class CItem : public CIntObject
{
CObjectListWindow * parent ;
CLabel * text ;
CPicture * border ;
public :
const size_t index ;
CItem ( CObjectListWindow * parent , size_t id , std : : string text ) ;
void select ( bool on ) ;
void clickLeft ( tribool down , bool previousState ) ;
} ;
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boost : : function < void ( int ) > onSelect ; //called when OK button is pressed, returns id of selected item.
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CLabel * title ;
CLabel * descr ;
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CListBox * list ;
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CPicture * titleImage ; //title image (castle gate\town portal picture)
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CAdventureMapButton * ok , * exit ;
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std : : vector < std : : pair < int , std : : string > > items ; //all items present in list
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void init ( CPicture * titlePic , std : : string _title , std : : string _descr ) ;
public :
size_t selected ; //index of currently selected item
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/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
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/// Image can be NULL
///item names will be taken from map objects
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CObjectListWindow ( const std : : vector < int > & _items , CPicture * titlePic , std : : string _title , std : : string _descr ,
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boost : : function < void ( int ) > Callback ) ;
CObjectListWindow ( const std : : vector < std : : string > & _items , CPicture * titlePic , std : : string _title , std : : string _descr ,
boost : : function < void ( int ) > Callback ) ;
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CIntObject * genItem ( size_t index ) ;
void elementSelected ( ) ; //call callback and close this window
void changeSelection ( size_t which ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ;
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} ;
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class CArtifactHolder
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{
public :
CArtifactHolder ( ) ;
virtual void artifactRemoved ( const ArtifactLocation & artLoc ) = 0 ;
virtual void artifactMoved ( const ArtifactLocation & artLoc , const ArtifactLocation & destLoc ) = 0 ;
virtual void artifactDisassembled ( const ArtifactLocation & artLoc ) = 0 ;
virtual void artifactAssembled ( const ArtifactLocation & artLoc ) = 0 ;
} ;
class CWindowWithArtifacts : public CArtifactHolder
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{
public :
std : : vector < CArtifactsOfHero * > artSets ;
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void artifactRemoved ( const ArtifactLocation & artLoc ) ;
void artifactMoved ( const ArtifactLocation & artLoc , const ArtifactLocation & destLoc ) ;
void artifactDisassembled ( const ArtifactLocation & artLoc ) ;
void artifactAssembled ( const ArtifactLocation & artLoc ) ;
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} ;
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class CTradeWindow : public CWindowObject , public CWindowWithArtifacts //base for markets and altar of sacrifice
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{
public :
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enum EType
{
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RESOURCE , PLAYER , ARTIFACT_TYPE , CREATURE , CREATURE_PLACEHOLDER , ARTIFACT_PLACEHOLDER , ARTIFACT_INSTANCE
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} ;
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class CTradeableItem : public CIntObject
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{
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const CArtifactInstance * hlp ; //holds ptr to artifact instance id type artifact
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public :
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EType type ;
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int id ;
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int serial ;
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bool left ;
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std : : string subtitle ; //empty if default
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const CArtifactInstance * getArtInstance ( ) const ;
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void setArtInstance ( const CArtifactInstance * art ) ;
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// const CArtifact *getArt() const;
// void setArt(const CArtifact *artT) const;
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CFunctionList < void ( ) > callback ;
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bool downSelection ;
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void showAllAt ( const Point & dstPos , const std : : string & customSub , SDL_Surface * to ) ;
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void clickRight ( tribool down , bool previousState ) ;
void hover ( bool on ) ;
void showAll ( SDL_Surface * to ) ;
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void clickLeft ( tribool down , bool previousState ) ;
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SDL_Surface * getSurface ( ) ;
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std : : string getName ( int number = - 1 ) const ;
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CTradeableItem ( EType Type , int ID , bool Left , int Serial ) ;
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} ;
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const IMarket * market ;
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const CGHeroInstance * hero ;
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CArtifactsOfHero * arts ;
//all indexes: 1 = left, 0 = right
std : : vector < CTradeableItem * > items [ 2 ] ;
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CTradeableItem * hLeft , * hRight ; //highlighted items (NULL if no highlight)
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EType itemsType [ 2 ] ;
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EMarketMode : : EMarketMode mode ; //0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
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CAdventureMapButton * ok , * max , * deal ;
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CSlider * slider ; //for choosing amount to be exchanged
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bool readyToTrade ;
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CTradeWindow ( std : : string bgName , const IMarket * Market , const CGHeroInstance * Hero , EMarketMode : : EMarketMode Mode ) ; //c
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void showAll ( SDL_Surface * to ) ;
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void initSubs ( bool Left ) ;
void initTypes ( ) ;
void initItems ( bool Left ) ;
std : : vector < int > * getItemsIds ( bool Left ) ; //NULL if default
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void getPositionsFor ( std : : vector < Rect > & poss , bool Left , EType type ) const ;
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void removeItems ( const std : : set < CTradeableItem * > & toRemove ) ;
void removeItem ( CTradeableItem * t ) ;
void getEmptySlots ( std : : set < CTradeableItem * > & toRemove ) ;
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void setMode ( EMarketMode : : EMarketMode Mode ) ; //mode setter
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void artifactSelected ( CArtPlace * slot ) ; //used when selling artifacts -> called when user clicked on artifact slot
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virtual void getBaseForPositions ( EType type , int & dx , int & dy , int & x , int & y , int & h , int & w , bool Right , int & leftToRightOffset ) const = 0 ;
virtual void selectionChanged ( bool side ) = 0 ; //true == left
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virtual Point selectionOffset ( bool Left ) const = 0 ;
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virtual std : : string selectionSubtitle ( bool Left ) const = 0 ;
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virtual void garrisonChanged ( ) = 0 ;
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virtual void artifactsChanged ( bool left ) = 0 ;
} ;
class CMarketplaceWindow : public CTradeWindow
{
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bool printButtonFor ( EMarketMode : : EMarketMode M ) const ;
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std : : string getBackgroundForMode ( EMarketMode : : EMarketMode mode ) ;
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public :
int r1 , r2 ; //suggested amounts of traded resources
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bool madeTransaction ; //if player made at least one transaction
CTextBox * traderText ;
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void setMax ( ) ;
void sliderMoved ( int to ) ;
void makeDeal ( ) ;
void selectionChanged ( bool side ) ; //true == left
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CMarketplaceWindow ( const IMarket * Market , const CGHeroInstance * Hero = NULL , EMarketMode : : EMarketMode Mode = EMarketMode : : RESOURCE_RESOURCE ) ; //c-tor
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~ CMarketplaceWindow ( ) ; //d-tor
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Point selectionOffset ( bool Left ) const ;
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std : : string selectionSubtitle ( bool Left ) const ;
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void garrisonChanged ( ) ; //removes creatures with count 0 from the list (apparently whole stack has been sold)
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void artifactsChanged ( bool left ) ;
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void resourceChanged ( int type , int val ) ;
void getBaseForPositions ( EType type , int & dx , int & dy , int & x , int & y , int & h , int & w , bool Right , int & leftToRightOffset ) const ;
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void updateTraderText ( ) ;
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} ;
class CAltarWindow : public CTradeWindow
{
public :
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CAltarWindow ( const IMarket * Market , const CGHeroInstance * Hero , EMarketMode : : EMarketMode Mode ) ; //c-tor
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void getExpValues ( ) ;
~ CAltarWindow ( ) ; //d-tor
std : : vector < int > sacrificedUnits , //[slot_nr] -> how many creatures from that slot will be sacrificed
expPerUnit ;
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CAdventureMapButton * sacrificeAll , * sacrificeBackpack ;
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CLabel * expToLevel , * expOnAltar ;
void selectionChanged ( bool side ) ; //true == left
void SacrificeAll ( ) ;
void SacrificeBackpack ( ) ;
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void putOnAltar ( int backpackIndex ) ;
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bool putOnAltar ( CTradeableItem * altarSlot , const CArtifactInstance * art ) ;
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void makeDeal ( ) ;
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void showAll ( SDL_Surface * to ) ;
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void blockTrade ( ) ;
void sliderMoved ( int to ) ;
void getBaseForPositions ( EType type , int & dx , int & dy , int & x , int & y , int & h , int & w , bool Right , int & leftToRightOffset ) const ;
void mimicCres ( ) ;
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Point selectionOffset ( bool Left ) const ;
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std : : string selectionSubtitle ( bool Left ) const ;
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void garrisonChanged ( ) ;
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void artifactsChanged ( bool left ) ;
void calcTotalExp ( ) ;
void setExpToLevel ( ) ;
void updateRight ( CTradeableItem * toUpdate ) ;
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void artifactPicked ( ) ;
int firstFreeSlot ( ) ;
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void moveFromSlotToAltar ( int slotID , CTradeableItem * altarSlot , const CArtifactInstance * art ) ;
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} ;
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class CSystemOptionsWindow : public CWindowObject
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{
private :
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CLabel * title ;
CLabelGroup * leftGroup ;
CLabelGroup * rightGroup ;
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CAdventureMapButton * load , * save , * restart , * mainMenu , * quitGame , * backToMap ; //load and restart are not used yet
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CHighlightableButtonsGroup * heroMoveSpeed ;
CHighlightableButtonsGroup * mapScrollSpeed ;
CHighlightableButtonsGroup * musicVolume , * effectsVolume ;
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//CHighlightableButton * showPath;
CHighlightableButton * showReminder ;
//CHighlightableButton * quickCombat;
//CHighlightableButton * videoSubs;
CHighlightableButton * newCreatureWin ;
CHighlightableButton * fullscreen ;
CAdventureMapButton * gameResButton ;
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CLabel * gameResLabel ;
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SettingsListener onFullscreenChanged ;
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void setMusicVolume ( int newVolume ) ;
void setSoundVolume ( int newVolume ) ;
void setHeroMoveSpeed ( int newSpeed ) ;
void setMapScrollingSpeed ( int newSpeed ) ;
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//functions bound to buttons
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void bloadf ( ) ; //load game
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void bsavef ( ) ; //save game
void bquitf ( ) ; //quit game
void breturnf ( ) ; //return to game
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void brestartf ( ) ; //restart game
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void bmainmenuf ( ) ; //return to main menu
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//functions for checkboxes
void toggleReminder ( bool on ) ;
void toggleCreatureWin ( bool on ) ;
void toggleFullscreen ( bool on ) ;
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void selectGameRes ( ) ;
void setGameRes ( int index ) ;
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void closeAndPushEvent ( int eventType , int code = 0 ) ;
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public :
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CSystemOptionsWindow ( ) ; //c-tor
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} ;
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class CTavernWindow : public CWindowObject
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{
public :
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class HeroPortrait : public CIntObject
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{
public :
std : : string hoverName ;
const CGHeroInstance * h ;
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char descr [ 100 ] ; // "XXX is a level Y ZZZ with N artifacts"
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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void hover ( bool on ) ;
HeroPortrait ( int & sel , int id , int x , int y , const CGHeroInstance * H ) ;
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private :
int * _sel ;
const int _id ;
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} * h1 , * h2 ; //recruitable heroes
CGStatusBar * bar ; //tavern's internal status bar
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int selected ; //0 (left) or 1 (right)
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int oldSelected ; //0 (left) or 1 (right)
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CAdventureMapButton * thiefGuild , * cancel , * recruit ;
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const CGObjectInstance * tavernObj ;
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CTavernWindow ( const CGObjectInstance * TavernObj ) ; //c-tor
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~ CTavernWindow ( ) ; //d-tor
void recruitb ( ) ;
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void thievesguildb ( ) ;
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void show ( SDL_Surface * to ) ;
} ;
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class CInGameConsole : public CIntObject
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{
private :
std : : list < std : : pair < std : : string , int > > texts ; //<text to show, time of add>
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boost : : mutex texts_mx ; // protects texts
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std : : vector < std : : string > previouslyEntered ; //previously entered texts, for up/down arrows to work
int prevEntDisp ; //displayed entry from previouslyEntered - if none it's -1
int defaultTimeout ; //timeout for new texts (in ms)
int maxDisplayedTexts ; //hiw many texts can be displayed simultaneously
public :
std : : string enteredText ;
void show ( SDL_Surface * to ) ;
void print ( const std : : string & txt ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
void startEnteringText ( ) ;
void endEnteringText ( bool printEnteredText ) ;
void refreshEnteredText ( ) ;
CInGameConsole ( ) ; //c-tor
} ;
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/// Can interact on left and right mouse clicks
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class LRClickableAreaWTextComp : public LRClickableAreaWText
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{
public :
int baseType ;
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int bonusValue , type ;
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virtual void clickLeft ( tribool down , bool previousState ) ;
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virtual void clickRight ( tribool down , bool previousState ) ;
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LRClickableAreaWTextComp ( const Rect & Pos = Rect ( 0 , 0 , 0 , 0 ) , int BaseType = - 1 ) ;
CComponent * createComponent ( ) const ;
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} ;
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class MoraleLuckBox : public LRClickableAreaWTextComp
{
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CAnimImage * image ;
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public :
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bool morale ; //true if morale, false if luck
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bool small ;
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void set ( const IBonusBearer * node ) ;
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MoraleLuckBox ( bool Morale , const Rect & r , bool Small = false ) ;
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} ;
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/// Opens hero window by left-clicking on it
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class CHeroArea : public CIntObject
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{
const CGHeroInstance * hero ;
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public :
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CHeroArea ( int x , int y , const CGHeroInstance * _hero ) ;
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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void hover ( bool on ) ;
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} ;
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/// Opens town screen by left-clicking on it
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class LRClickableAreaOpenTown : public LRClickableAreaWTextComp
{
public :
const CGTownInstance * town ;
void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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LRClickableAreaOpenTown ( ) ;
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} ;
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/// Artifacts can be placed there. Gets shown at the hero window
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class CArtPlace : public LRClickableAreaWTextComp
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{
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CAnimImage * image ;
CAnimImage * selection ;
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void createImage ( ) ;
public :
// consider these members as const - change them only with appropriate methods e.g. lockSlot()
bool locked ;
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bool picked ;
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bool marked ;
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int slotID ; //Arts::EPOS enum + backpack starting from Arts::BACKPACK_START
void lockSlot ( bool on ) ;
void pickSlot ( bool on ) ;
void selectSlot ( bool on ) ;
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CArtifactsOfHero * ourOwner ;
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const CArtifactInstance * ourArt ; // should be changed only with setArtifact()
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CArtPlace ( Point position , const CArtifactInstance * Art = NULL ) ; //c-tor
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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void select ( ) ;
void deselect ( ) ;
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void showAll ( SDL_Surface * to ) ;
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bool fitsHere ( const CArtifactInstance * art ) const ; //returns true if given artifact can be placed here
void setMeAsDest ( bool backpackAsVoid = true ) ;
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void setArtifact ( const CArtifactInstance * art ) ;
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} ;
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/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
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class CArtifactsOfHero : public CIntObject
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{
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const CGHeroInstance * curHero ;
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std : : vector < CArtPlace * > artWorn ; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std : : vector < CArtPlace * > backpack ; //hero's visible backpack (only 5 elements!)
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int backpackPos ; //number of first art visible in backpack (in hero's vector)
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public :
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struct SCommonPart
{
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struct Artpos
{
int slotID ;
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const CArtifactsOfHero * AOH ;
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const CArtifactInstance * art ;
Artpos ( ) ;
void clear ( ) ;
void setTo ( const CArtPlace * place , bool dontTakeBackpack ) ;
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bool valid ( ) ;
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bool operator = = ( const ArtifactLocation & al ) const ;
} src , dst ;
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std : : set < CArtifactsOfHero * > participants ; // Needed to mark slots.
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void reset ( ) ;
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} * commonInfo ; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally
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bool updateState ; // Whether the commonInfo should be updated on setHero or not.
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CAdventureMapButton * leftArtRoll , * rightArtRoll ;
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bool allowedAssembling ;
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std : : multiset < const CArtifactInstance * > artifactsOnAltar ; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be omitted in backpack slots
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boost : : function < void ( CArtPlace * ) > highlightModeCallback ; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
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void realizeCurrentTransaction ( ) ; //calls callback with parameters stored in commonInfo
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void artifactMoved ( const ArtifactLocation & src , const ArtifactLocation & dst ) ;
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void artifactRemoved ( const ArtifactLocation & al ) ;
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void artifactAssembled ( const ArtifactLocation & al ) ;
void artifactDisassembled ( const ArtifactLocation & al ) ;
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CArtPlace * getArtPlace ( int slot ) ;
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void setHero ( const CGHeroInstance * hero ) ;
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const CGHeroInstance * getHero ( ) const ;
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void dispose ( ) ; //free resources not needed after closing windows and reset state
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void scrollBackpack ( int dir ) ; //dir==-1 => to left; dir==1 => to right
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void safeRedraw ( ) ;
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void markPossibleSlots ( const CArtifactInstance * art ) ;
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void unmarkSlots ( bool withRedraw = true ) ; //unmarks slots in all visible AOHs
void unmarkLocalSlots ( bool withRedraw = true ) ; //unmarks slots in that particular AOH
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void setSlotData ( CArtPlace * artPlace , int slotID ) ;
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void updateWornSlots ( bool redrawParent = true ) ;
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void updateSlot ( int i ) ;
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void eraseSlotData ( CArtPlace * artPlace , int slotID ) ;
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CArtifactsOfHero ( const Point & position , bool createCommonPart = false ) ;
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//Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
CArtifactsOfHero ( std : : vector < CArtPlace * > ArtWorn , std : : vector < CArtPlace * > Backpack ,
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CAdventureMapButton * leftScroll , CAdventureMapButton * rightScroll , bool createCommonPart = false ) ;
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~ CArtifactsOfHero ( ) ; //d-tor
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void updateParentWindow ( ) ;
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friend class CArtPlace ;
} ;
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class CGarrisonHolder
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{
public :
CGarrisonHolder ( ) ;
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virtual void updateGarrisons ( ) = 0 ;
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} ;
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class CWindowWithGarrison : public virtual CGarrisonHolder
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{
public :
CGarrisonInt * garr ;
virtual void updateGarrisons ( ) ;
} ;
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/// Garrison window where you can take creatures out of the hero to place it on the garrison
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class CGarrisonWindow : public CWindowObject , public CWindowWithGarrison
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{
public :
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CAdventureMapButton * quit ;
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CGarrisonWindow ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits ) ; //c-tor
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} ;
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class CExchangeWindow : public CWindowObject , public CWindowWithGarrison , public CWindowWithArtifacts
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{
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CGStatusBar * ourBar ; //internal statusbar
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CAdventureMapButton * quit , * questlogButton [ 2 ] ;
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std : : vector < LRClickableAreaWTextComp * > secSkillAreas [ 2 ] , primSkillAreas ;
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MoraleLuckBox * morale [ 2 ] , * luck [ 2 ] ;
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LRClickableAreaWText * speciality [ 2 ] ;
LRClickableAreaWText * experience [ 2 ] ;
LRClickableAreaWText * spellPoints [ 2 ] ;
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CHeroArea * portrait [ 2 ] ;
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public :
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const CGHeroInstance * heroInst [ 2 ] ;
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CArtifactsOfHero * artifs [ 2 ] ;
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void questlog ( int whichHero ) ; //questlog button callback; whichHero: 0 - left, 1 - right
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void prepareBackground ( ) ; //prepares or redraws bg
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CExchangeWindow ( si32 hero1 , si32 hero2 ) ; //c-tor
~ CExchangeWindow ( ) ; //d-tor
} ;
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/// Here you can buy ships
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class CShipyardWindow : public CWindowObject
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{
public :
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CGStatusBar * bar ;
CPicture * bgWater ;
CLabel * title ;
CLabel * costLabel ;
CAnimImage * woodPic , * goldPic ;
CLabel * woodCost , * goldCost ;
CAnimImage * bgShip ;
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CAdventureMapButton * build , * quit ;
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CGStatusBar * statusBar ;
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CShipyardWindow ( const std : : vector < si32 > & cost , int state , int boatType , const boost : : function < void ( ) > & onBuy ) ;
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} ;
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/// Puzzle screen which gets uncovered when you visit obilisks
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class CPuzzleWindow : public CWindowObject
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{
private :
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int3 grailPos ;
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CAdventureMapButton * quitb ;
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std : : vector < CPicture * > piecesToRemove ;
ui8 currentAlpha ;
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public :
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void showAll ( SDL_Surface * to ) ;
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void show ( SDL_Surface * to ) ;
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CPuzzleWindow ( const int3 & grailPos , double discoveredRatio ) ;
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} ;
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/// Creature transformer window
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class CTransformerWindow : public CWindowObject , public CGarrisonHolder
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{
public :
class CItem : public CIntObject
{
public :
int id ; //position of creature in hero army
bool left ; //position of the item
int size ; //size of creature stack
CTransformerWindow * parent ;
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CAnimImage * icon ;
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void move ( ) ;
void clickLeft ( tribool down , bool previousState ) ;
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void update ( ) ;
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CItem ( CTransformerWindow * parent , int size , int id ) ;
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} ;
const CArmedInstance * army ; //object with army for transforming (hero or town)
const CGHeroInstance * hero ; //only if we have hero in town
const CGTownInstance * town ; //market, town garrison is used if hero == NULL
std : : vector < CItem * > items ;
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CAdventureMapButton * all , * convert , * cancel ;
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CGStatusBar * bar ;
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void makeDeal ( ) ;
void addAll ( ) ;
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void updateGarrisons ( ) ;
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CTransformerWindow ( const CGHeroInstance * _hero , const CGTownInstance * _town ) ; //c-tor
} ;
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class CUniversityWindow : public CWindowObject
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{
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class CItem : public CAnimImage
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{
public :
int ID ; //id of selected skill
CUniversityWindow * parent ;
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void showAll ( SDL_Surface * to ) ;
void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
void hover ( bool on ) ;
int state ( ) ; //0=can't learn, 1=learned, 2=can learn
CItem ( CUniversityWindow * _parent , int _ID , int X , int Y ) ;
} ;
public :
const CGHeroInstance * hero ;
const IMarket * market ;
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CPicture * green , * yellow , * red ; //colored bars near skills
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std : : vector < CItem * > items ;
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CAdventureMapButton * cancel ;
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CGStatusBar * bar ;
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CUniversityWindow ( const CGHeroInstance * _hero , const IMarket * _market ) ; //c-tor
} ;
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/// Confirmation window for University
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class CUnivConfirmWindow : public CWindowObject
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{
public :
CUniversityWindow * parent ;
CGStatusBar * bar ;
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CAdventureMapButton * confirm , * cancel ;
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CUnivConfirmWindow ( CUniversityWindow * PARENT , int SKILL , bool available ) ; //c-tor
void makeDeal ( int skill ) ;
} ;
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/// Hill fort is the building where you can upgrade units
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class CHillFortWindow : public CWindowObject , public CWindowWithGarrison
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{
public :
int slotsCount ; //=7;
CGStatusBar * bar ;
CDefEssential * resources ;
CHeroArea * heroPic ; //clickable hero image
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CAdventureMapButton * quit , //closes window
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* upgradeAll , //upgrade all creatures
* upgrade [ 7 ] ; //upgrade single creature
const CGObjectInstance * fort ;
const CGHeroInstance * hero ;
std : : vector < int > currState ; //current state of slot - to avoid calls to getState or updating buttons
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std : : vector < TResources > costs ; // costs [slot ID] [resource ID] = resource count for upgrade
TResources totalSumm ; // totalSum[resource ID] = value
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CHillFortWindow ( const CGHeroInstance * visitor , const CGObjectInstance * object ) ; //c-tor
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void showAll ( SDL_Surface * to ) ;
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std : : string getDefForSlot ( int slot ) ; //return def name for this slot
std : : string getTextForSlot ( int slot ) ; //return hover text for this slot
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void makeDeal ( int slot ) ; //-1 for upgrading all creatures
int getState ( int slot ) ; //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
void updateGarrisons ( ) ; //update buttons after garrison changes
} ;
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class CThievesGuildWindow : public CWindowObject
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{
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const CGObjectInstance * owner ;
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CGStatusBar * statusBar ;
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CAdventureMapButton * exitb ;
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CMinorResDataBar * resdatabar ;
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public :
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CThievesGuildWindow ( const CGObjectInstance * _owner ) ;
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} ;