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* started making creature info window
* callback for buttons/lists based on boost::function * new file AdventureMapButton.cpp - update your project files
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@@ -7,7 +7,7 @@ class CGTownInstance;
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class CTownHandler;
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class CHallInterface;
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struct Structure;
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template <typename T> class AdventureMapButton;
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class AdventureMapButton;
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class CBuildingRect : public Hoverable, public MotionInterested, public ClickableL, public ClickableR//, public TimeInterested
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{
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public:
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@@ -41,11 +41,11 @@ public:
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CDefHandler *hall,*fort, *flag;
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CDefEssential* bicons; //150x70 buildings imgs
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CTownList<CCastleInterface> * townlist;
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CTownList * townlist;
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CGarrisonInt * garr;
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AdventureMapButton<CCastleInterface> * exit;
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AdventureMapButton<CGarrisonInt>*split;
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AdventureMapButton *exit;
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AdventureMapButton *split;
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std::vector<CBuildingRect*> buildings; //building id, building def, structure struct, border, filling
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@@ -101,7 +101,7 @@ public:
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int tid, bid, state; //town id, building id, state
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bool mode; // 0 - normal (with buttons), 1 - r-click popup
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SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar"
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AdventureMapButton<CBuildWindow> *buy, *cancel;
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AdventureMapButton *buy, *cancel;
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void activate();
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void deactivate();
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@@ -118,7 +118,7 @@ public:
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*status; //0 - already, 1 - can't, 2 - lack of resources
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std::vector< std::vector<CBuildingBox*> >boxes;
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AdventureMapButton<CHallInterface> * exit;
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AdventureMapButton *exit;
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SDL_Surface * bg;
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