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get rid of CCastleInterface::bicons
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parent
153af6e07b
commit
41a5cc1b69
@ -783,8 +783,8 @@ void CCastleBuildings::enterCastleGate()
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availableTowns.push_back(t->id.getNum());//add to the list
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}
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}
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auto titlePic = new CPicture (LOCPLINT->castleInt->bicons->ourImages[BuildingID::CASTLE_GATE].bitmap, 0,0, false);//will be deleted by selection window
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GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
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auto gateIcon = new CAnimImage(town->town->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window
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GH.pushInt (new CObjectListWindow(availableTowns, gateIcon, CGI->generaltexth->jktexts[40],
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CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1)));
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}
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@ -923,14 +923,11 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInst
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recreateIcons();
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CCS->musich->playMusic(town->town->clientInfo.musicTheme, true);
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bicons = CDefHandler::giveDefEss(town->town->clientInfo.buildingsIcons);
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}
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CCastleInterface::~CCastleInterface()
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{
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LOCPLINT->castleInt = nullptr;
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delete bicons;
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}
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void CCastleInterface::close()
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@ -1476,7 +1473,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
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{
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positions.push_back(Point(10, 421));
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positions.push_back(Point(404,421));
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}
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}
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for (ui32 i=0; i<fortSize; i++)
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{
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@ -1677,7 +1674,7 @@ CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem)
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exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->allTexts[593]), [&]{ close(); }, SDLK_RETURN);
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exit->assignedKeys.insert(SDLK_ESCAPE);
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static const std::vector<std::vector<Point> > positions =
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static const std::vector<std::vector<Point> > positions =
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{
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{Point(222,445), Point(312,445), Point(402,445), Point(520,445), Point(610,445), Point(700,445)},
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{Point(48,53), Point(48,147), Point(48,241), Point(48,335), Point(48,429)},
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@ -45,9 +45,9 @@ public:
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const CStructure* str;
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SDL_Surface* border;
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SDL_Surface* area;
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ui32 stateCounter;//For building construction - current stage in animation
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CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str); //c-tor
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~CBuildingRect(); //d-tor
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bool operator<(const CBuildingRect & p2) const;
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@ -66,7 +66,7 @@ class CDwellingInfoBox : public CWindowObject
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CCreaturePic *animation;
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CLabel *available;
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CLabel *costPerTroop;
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std::vector<CAnimImage *> resPicture;
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std::vector<CLabel *> resAmount;
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public:
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@ -84,7 +84,7 @@ public:
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CAnimImage *image;
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CAnimImage *selection; //selection border. nullptr if not selected
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void setHighlight(bool on);
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void set(const CGHeroInstance *newHero);
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@ -149,7 +149,7 @@ public:
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void buildingClicked(BuildingID building);
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void addBuilding(BuildingID building);
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void removeBuilding(BuildingID building);//FIXME: not tested!!!
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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};
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@ -161,16 +161,16 @@ class CCreaInfo : public CIntObject
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const CCreature *creature;
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int level;
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bool showAvailable;
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CAnimImage *picture;
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CLabel * label;
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int AddToString(std::string from, std::string & to, int numb);
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std::string genGrowthText();
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public:
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CCreaInfo(Point position, const CGTownInstance *Town, int Level, bool compact=false, bool showAvailable=false);
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void update();
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override;
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@ -186,7 +186,7 @@ class CTownInfo : public CIntObject
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public:
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//if (townHall) hall-capital else fort - castle
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CTownInfo(int posX, int posY, const CGTownInstance* town, bool townHall);
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void hover(bool on) override;
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void clickRight(tribool down, bool previousState) override;
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};
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@ -212,9 +212,6 @@ class CCastleInterface : public CWindowObject, public CWindowWithGarrison
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public:
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CTownList * townlist;
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//TODO: remove - currently used only in dialog messages
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CDefEssential* bicons; //150x70 buildings imgs
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//TODO: move to private
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const CGTownInstance * town;
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HeroSlots *heroes;
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@ -256,7 +253,7 @@ class CHallInterface : public CWindowObject
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void clickRight(tribool down, bool previousState) override;
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};
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const CGTownInstance * town;
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std::vector< std::vector<CBuildingBox*> >boxes;
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CLabel *title;
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CGStatusBar *statusBar;
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@ -283,7 +280,7 @@ public:
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CBuildWindow(const CGTownInstance *Town, const CBuilding * building, int State, bool rightClick); //c-tor
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};
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//Small class to display
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//Small class to display
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class LabeledValue : public CIntObject
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{
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std::string hoverText;
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@ -319,7 +316,7 @@ class CFortScreen : public CWindowObject
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const CBuilding * getMyBuilding();
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public:
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RecruitArea(int posX, int posY, const CGTownInstance *town, int level);
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void creaturesChanged();
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override;
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