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vcmi/CHeroWindow.h

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C
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#pragma once
#include "CPlayerInterface.h"
#include "CAdvmapInterface.h"
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template <typename T> class AdventureMapButton;
struct SDL_Surface;
class CGHeroInstance;
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class CDefHandler;
class CArtifact;
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class CHeroWindow;
class LClickableArea: public ClickableL
{
public:
virtual void clickLeft (tribool down);
virtual void activate();
virtual void deactivate();
};
class RClickableArea: public ClickableR
{
public:
virtual void clickRight (tribool down);
virtual void activate();
virtual void deactivate();
};
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class LClickableAreaHero : public LClickableArea
{
public:
int id;
CHeroWindow * owner;
virtual void clickLeft (tribool down);
};
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class LRClickableAreaWText: public LClickableArea, public RClickableArea
{
public:
std::string text;
virtual void activate();
virtual void deactivate();
virtual void clickLeft (tribool down);
virtual void clickRight (tribool down);
};
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class LRClickableAreaWTextComp: public LClickableArea, public RClickableArea
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{
public:
std::string text;
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int baseType;
int bonus, type;
virtual void activate();
virtual void deactivate();
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virtual void clickLeft (tribool down);
virtual void clickRight (tribool down);
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};
class CArtPlace: public ClickableL, public IShowable, public LRClickableAreaWTextComp
{
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private:
bool active;
public:
const CArtifact * ourArt;
CArtPlace(CArtifact * art);
void clickLeft (tribool down);
void clickRight (tribool down);
void activate();
void deactivate();
void show(SDL_Surface * to = NULL);
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~CArtPlace();
};
class CHeroWindow: public IActivable, public IShowable, public virtual CIntObject
{
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SDL_Surface * background, * curBack;
const CGHeroInstance * curHero;
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//general graphics
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CDefHandler * skillpics, *flags;
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//buttons
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AdventureMapButton<CHeroWindow> * quitButton, * dismissButton, * questlogButton, //general
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* gar1button, * gar2button, * gar3button, * gar4button, //garrison / formation handling
* leftArtRoll, * rightArtRoll;
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//std::vector< AdventureMapButton<CHeroWindow> * > heroList; //list of heroes
std::vector<LClickableAreaHero *> heroListMi; //new better list of heroes
//artifact places
CArtPlace * artHead, * artLRing, * artRRing, * artLHand, * artRhand,
* artFeet, * artSpellBook, * artMach1, * artMach2, * artMach3,
* artMach4, * artMisc1, * artMisc2, * artMisc3, * artMisc4,
* artMisc5, * artTorso, * artNeck, * artShoulders; //heroes' artifacts
std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
int backpackPos; //unmber of first art visible in backpack (in hero's vector)
//clickable areas
LRClickableAreaWText * portraitArea;
std::vector<LRClickableAreaWTextComp *> primSkillAreas;
LRClickableAreaWText * expArea;
LRClickableAreaWText * spellPointsArea;
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std::vector<LRClickableAreaWTextComp *> secSkillAreas;
public:
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int player;
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CHeroWindow(int playerColor); //c-tor
~CHeroWindow(); //d-tor
void setHero(const CGHeroInstance * hero); //sets main displayed hero
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void activate(); //activates hero window;
void deactivate(); //activates hero window;
virtual void show(SDL_Surface * to = NULL); //shows hero window
void redrawCurBack(); //redraws curBAck from scratch
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void quit(); //stops displaying hero window
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void dismissCurrent(); //dissmissed currently displayed hero (curHero) //TODO: make it working
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void questlog(); //show quest log in hero window
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void gar1(); //garrison / formation handling
void gar2(); //garrison / formation handling
void gar3(); //garrison / formation handling
void gar4(); //garrison / formation handling
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void leftArtRoller(); //scrolls artifacts in bag left
void rightArtRoller(); //scrolls artifacts in bag right
void switchHero(); //changes displayed hero
};