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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-25 21:38:59 +02:00

Impemented scrollbar for Creature Window. Call it finished.

This commit is contained in:
DjWarmonger 2011-04-09 19:34:48 +00:00
parent 5795334eec
commit 0f60ceb414
2 changed files with 287 additions and 211 deletions

View File

@ -21,10 +21,11 @@
#include <boost/format.hpp>
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/tuple/tuple.hpp>
using namespace CSDL_Ext;
class CBonusItem;
/*
* CCreatureWindow.cpp, part of VCMI engine
*
@ -61,201 +62,6 @@ CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount)
delete stack;
}
void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner)
{
c = stack->type;
if(!stackNode) stackNode = c;
//Basic graphics - need to calculate size
CBonusSystemNode node = CBonusSystemNode() ;
node.bonuses = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT));
BonusList bl;
while (node.bonuses.size())
{
Bonus * b = node.bonuses.front();
bl.push_back (new Bonus(*b));
bl.back()->val = node.valOfBonuses(Selector::typeSybtype(b->type, b->subtype)); //merge multiple bonuses into one
node.bonuses.remove_if (Selector::typeSybtype(b->type, b->subtype)); //remove used bonuses
}
typedef boost::tuple<std::string,std::string, std::string> skillLine; //jeez
std::vector<skillLine> descriptions; //quick, yet slow solution
std::string text, text2, bonusGfx;
BOOST_FOREACH(Bonus* b, bl)
{
text = stack->bonusToString(b, false);
if (text.size())
{
text2 = stack->bonusToString(b, true);
bonusGfx = stack->bonusToGraphics(b); // may be empty
descriptions.push_back(boost::tuple<std::string,std::string, std::string>(text, text2, bonusGfx));
}
}
int bonusRows = std::min ((int)((descriptions.size() + 1) / 2), (conf.cc.resy - 230) / 60);
amin(bonusRows, 4);
amax(bonusRows, 1);
//TODO: Scroll them
bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
bitmap->colorizeAndConvert(LOCPLINT->playerID);
pos = bitmap->center();
//Buttons
ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
if (type <= BATTLE) //in battle or info window
{
upgrade = NULL;
dismiss = NULL;
}
anim = new CCreaturePic(22, 48, c);
count = boost::lexical_cast<std::string>(stack->count);
if (count.size()) //TODO
printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
//Stats
morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
morale->set(stack);
luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
luck->set(stack);
printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
if(c->shots)
printLine(2, CGI->generaltexth->allTexts[198], c->shots);
//TODO
int dmgMultiply = 1;
if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
dmgMultiply += heroOwner->Attack();
printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
if (type) //not in fort window
{
if (STACK_EXP)
{
int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
printAtMiddle("Rank " + boost::lexical_cast<std::string>(stack->getExpRank()), 436, 62, FONT_MEDIUM, tytulowy,*bitmap);
printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap);
if (type > BATTLE) //we need it only on adv. map
{
int tier = stack->type->level;
if (!iswith(tier, 1, 7))
tier = 0;
int number;
std::string expText = CGI->generaltexth->zcrexp[324];
boost::replace_first (expText, "%s", c->namePl);
boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(rank));
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->experience));
number = CGI->creh->expRanks[tier][rank] - stack->experience;
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
number = CGI->creh->maxExpPerBattle[tier]; //percent
boost::replace_first (expText, "%i%", boost::lexical_cast<std::string>(number));
number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->count)); //Number of Creatures in stack
int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //TODO
boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(1)); //TODO Experience Multiplier
number = CGI->creh->expAfterUpgrade;
boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(number) + "%"); //Upgrade Multiplier
expmin = CGI->creh->expRanks[tier][9];
int expmax = CGI->creh->expRanks[tier][10];
number = expmax - expmin;
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
number = (stack->count * (expmax - expmin)) / expmin;
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
//» S t a c k E x p e r i e n c e D e t a i l s «
//
//Creature Type ................... : %s
//Experience Rank ................. : %s (%i)
//Experience Points ............... : %i
//Experience Points to Next Rank .. : %i
//Maximum Experience per Battle ... : %i%% (%i)
//Number of Creatures in stack .... : %i
//Maximum New Recruits
// without losing current Rank .... : %i
//Experience Multiplier ........... : %.2f
//Upgrade Multiplier .............. : %.2f
//Experience after Rank 10 ........ : %i
//Maximum New Recruits to remain at
// Rank 10 if at Maximum Experience : %i
expArea = new LRClickableAreaWText(Rect(334, 49, 160, 44), "" , expText );
}
}
if (STACK_ARTIFACT && type > BATTLE)
{
//SDL_Rect rect = genRect(44,44,465,98);
//creatureArtifact = new CArtPlace(NULL);
//creatureArtifact->pos = rect;
//creatureArtifact->ourOwner = NULL; //hmm?
leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
}
else
creatureArtifact = NULL;
}
if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
{
//spell effects
int printed=0; //how many effect pics have been printed
std::vector<si32> spells = battleStack->activeSpells();
BOOST_FOREACH(si32 effect, spells)
{
blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
if (++printed >= 10) //we can fit only 10 effects
break;
}
//print current health
printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
}
//All bonuses - abilities
int i = 0, j = 0;
std::string gfxName;
BOOST_FOREACH(skillLine p, descriptions)
{
int offsetx = 257*j;
int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :<
printAt(p.get<0>(), 84 + offsetx, 238 + offsety, FONT_SMALL, tytulowy, *bitmap);
printAt(p.get<1>(), 84 + offsetx, 258 + offsety, FONT_SMALL, zwykly, *bitmap);
gfxName = p.get<2>();
if (gfxName.size())
{
CPicture * bonusGfx = new CPicture(gfxName, 22 + offsetx, 232 + offsety);
bonusGraphics.push_back(bonusGfx);
}
if (++j > 1) //next line
{
++i;
j = 0;
}
}
//AUIDAT.DEF
}
CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
: type(Type), dsm(Dsm), dismiss(0), upgrade(0), ok(0)
{
@ -306,6 +112,152 @@ CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::func
}
}
void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *StackNode, const CGHeroInstance *HeroOwner)
{
stack = Stack;
c = stack->type;
if(!StackNode)
stackNode = c;
else
stackNode = StackNode;
heroOwner = HeroOwner;
//Basic graphics - need to calculate size
CBonusSystemNode node = CBonusSystemNode() ;
node.bonuses = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT));
BonusList bl;
while (node.bonuses.size())
{
Bonus * b = node.bonuses.front();
bl.push_back (new Bonus(*b));
bl.back()->val = node.valOfBonuses(Selector::typeSybtype(b->type, b->subtype)); //merge multiple bonuses into one
node.bonuses.remove_if (Selector::typeSybtype(b->type, b->subtype)); //remove used bonuses
}
std::string text;
BOOST_FOREACH(Bonus* b, bl)
{
text = stack->bonusToString(b, false);
if (text.size()) //if it's possible to give any description for this kind of bonus
{
bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, stack->bonusToString(b, true), stack->bonusToGraphics(b)));
}
}
bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (conf.cc.resy - 230) / 60);
amin(bonusRows, 4);
amax(bonusRows, 1);
bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
bitmap->colorizeAndConvert(LOCPLINT->playerID);
pos = bitmap->center();
//Buttons
ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
if (type <= BATTLE) //in battle or info window
{
upgrade = NULL;
dismiss = NULL;
}
anim = new CCreaturePic(22, 48, c);
//Stats
morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
morale->set(stack);
luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
luck->set(stack);
new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
if (type) //not in fort window
{
if (STACK_EXP)
{
int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
printAtMiddle("Rank " + boost::lexical_cast<std::string>(stack->getExpRank()), 436, 62, FONT_MEDIUM, tytulowy,*bitmap);
printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap);
if (type > BATTLE) //we need it only on adv. map
{
int tier = stack->type->level;
if (!iswith(tier, 1, 7))
tier = 0;
int number;
std::string expText = CGI->generaltexth->zcrexp[324];
boost::replace_first (expText, "%s", c->namePl);
boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(rank));
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->experience));
number = CGI->creh->expRanks[tier][rank] - stack->experience;
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
number = CGI->creh->maxExpPerBattle[tier]; //percent
boost::replace_first (expText, "%i%", boost::lexical_cast<std::string>(number));
number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->count)); //Number of Creatures in stack
int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //TODO
boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(1)); //TODO Experience Multiplier
number = CGI->creh->expAfterUpgrade;
boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(number) + "%"); //Upgrade Multiplier
expmin = CGI->creh->expRanks[tier][9];
int expmax = CGI->creh->expRanks[tier][10];
number = expmax - expmin;
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Experience after Rank 10
number = (stack->count * (expmax - expmin)) / expmin;
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience
expArea = new LRClickableAreaWText(Rect(334, 49, 160, 44), "" , expText );
}
}
if (STACK_ARTIFACT && type > BATTLE)
{
//SDL_Rect rect = genRect(44,44,465,98);
//creatureArtifact = new CArtPlace(NULL);
//creatureArtifact->pos = rect;
//creatureArtifact->ourOwner = NULL; //hmm?
leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
}
else
creatureArtifact = NULL;
}
if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
{
//spell effects
int printed=0; //how many effect pics have been printed
std::vector<si32> spells = battleStack->activeSpells();
BOOST_FOREACH(si32 effect, spells)
{
blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
if (++printed >= 10) //we can fit only 10 effects
break;
}
//print current health
printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
}
if (bonusItems.size() > (bonusRows << 1)) //only after graphics are created
{
slider = new CSlider(528, 231, bonusRows*60, boost::bind (&CCreatureWindow::sliderMoved, this, _1),
bonusRows, (bonusItems.size() + 1) >> 1, 0, false, 0);
}
else //slider automatically places bonus Items
recreateSkillList (0);
//AUIDAT.DEF
}
void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
{
printAt(text, 162, 48 + nr*19, FONT_SMALL, zwykly, *bitmap);
@ -321,12 +273,67 @@ void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, in
printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
}
//void CCreatureWindow::activate()
//{
// CIntObject::activate();
// if(type < 3)
// activateRClick();
//}
void CCreatureWindow::recreateSkillList(int Pos)
{
int n = 0, i = 0, j = 0;
int numSkills = std::min ((bonusRows + Pos) << 1, (int)bonusItems.size());
std::string gfxName;
for (n = 0; n < Pos << 1; ++n)
{
bonusItems[n]->visible = false;
}
for (n = Pos << 1; n < numSkills; ++n)
{
int offsetx = 257*j;
int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :/
bonusItems[n]->moveTo (Point(pos.x + offsetx + 10, pos.y + offsety + 230), true);
bonusItems[n]->visible = true;
if (++j > 1) //next line
{
++i;
j = 0;
}
}
for (n = numSkills; n < bonusItems.size(); ++n)
{
bonusItems[n]->visible = false;
}
}
void CCreatureWindow::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
count = boost::lexical_cast<std::string>(stack->count);
if (count.size()) //TODO
printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
if(c->shots)
printLine(2, CGI->generaltexth->allTexts[198], c->shots);
//TODO
int dmgMultiply = 1;
if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
dmgMultiply += heroOwner->Attack();
printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
BOOST_FOREACH(CBonusItem* b, bonusItems)
b->showAll (to);
}
void CCreatureWindow::sliderMoved(int newpos)
{
recreateSkillList(newpos); //move components
redraw();
}
void CCreatureWindow::scrollArt(int dir)
{
@ -340,6 +347,18 @@ void CCreatureWindow::clickRight(tribool down, bool previousState)
close();
}
//void CCreatureWindow::activate()
//{
// CIntObject::activate();
// if(type < 3)
// activateRClick();
//}
//void CCreatureWindow::deactivate()
//{
//
//}
void CCreatureWindow::close()
{
GH.popIntTotally(this);
@ -349,4 +368,42 @@ CCreatureWindow::~CCreatureWindow()
{
for (int i=0; i<upgResCost.size(); ++i)
delete upgResCost[i];
bonusItems.clear();
}
CBonusItem::CBonusItem()
{
}
CBonusItem::CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName)
{
OBJ_CONSTRUCTION;
SHARE_POS;
visible = false;
name = Name;
description = Description;
if (graphicsName.size())
bonusGraphics = new CPicture(graphicsName, 26, 232);
else
bonusGraphics = NULL;
used = 0; //no actions atm
}
void CBonusItem::showAll (SDL_Surface * to)
{
if (visible)
{
printAt(name, pos.x + 72, pos.y + 6, FONT_SMALL, tytulowy, to);
printAt(description, pos.x + 72, pos.y + 30, FONT_SMALL, zwykly, to);
if (bonusGraphics && bonusGraphics->bg)
blitAtLoc(bonusGraphics->bg, 12, 2, to);
}
}
CBonusItem::~CBonusItem()
{
//delete bonusGraphics; //automatic destruction
}

View File

@ -18,6 +18,7 @@ class CCreature;
class CStackInstance;
class CStack;
class AdventureMapButton;
class CBonusItem;
class CCreatureWindow : public CIntObject
{
@ -25,40 +26,58 @@ public:
enum CreWinType {OTHER = 0, BATTLE = 1, ARMY = 2, HERO = 3}; //only last one should open permanently
//bool active; //TODO: comment me
int type;//0 - rclick popup; 1 - normal window
CPicture *bitmap; //background
int bonusRows; //height of skill window
std::string count; //creature count in text format
boost::function<void()> dsm; //dismiss button callback
boost::function<void()> Upg; //upgrade button callback
CCreaturePic *anim; //related creature's animation
const CCreature *c; //related creature
const CStackInstance *stack;
const CBonusSystemNode *stackNode;
const CGHeroInstance *heroOwner;
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
std::vector<CPicture*> bonusGraphics;
std::vector<CBonusItem*> bonusItems;
CPicture *bitmap; //background
CCreaturePic *anim; //related creature's animation
MoraleLuckBox *luck, *morale;
LRClickableAreaWText * expArea; //displays exp details
CArtPlace *creatureArtifact;
CSlider * slider; //Abilities
AdventureMapButton *dismiss, *upgrade, *ok;
AdventureMapButton * leftArtRoll, * rightArtRoll; //artifact selection
//TODO: Arifact drop
boost::function<void()> dsm; //dismiss button callback
boost::function<void()> Upg; //upgrade button callback
CCreatureWindow(const CStack & stack, int type); //battle c-tor
CCreatureWindow (const CStackInstance &stack, int Type); //pop-up c-tor
CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui); //full garrison window
CCreatureWindow(int Cid, int Type, int creatureCount); //c-tor
void init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner);
void showAll(SDL_Surface * to);
void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
void recreateSkillList(int pos);
~CCreatureWindow(); //d-tor
//void activate();
//void deactivate();
void close();
void clickRight(tribool down, bool previousState); //call-in
void sliderMoved(int newpos);
//void keyPressed (const SDL_KeyboardEvent & key); //call-in
void scrollArt(int dir);
};
class CBonusItem : LRClickableAreaWTextComp //responsible for displaying creature skill, active or not
class CBonusItem : public LRClickableAreaWTextComp //responsible for displaying creature skill, active or not
{
const Bonus * bonus;
public:
std::string name, description;
CPicture * bonusGraphics;
bool visible;
CBonusItem();
CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName);
~CBonusItem();
void setBonus (const Bonus &bonus);
void showAll (SDL_Surface * to);
};