#ifndef __CCASTLEINTERFACE_H__ #define __CCASTLEINTERFACE_H__ #include "../global.h" #include #include "GUIBase.h" #include "../hch/CMusicBase.h" //#include "boost/tuple/tuple.hpp" class CGTownInstance; class CTownHandler; class CHallInterface; struct Structure; class CSpell; class AdventureMapButton; class CResDataBar; class CStatusBar; class CTownList; class CRecruitmentWindow; class CTransformerWindow; class CCreaturePic; class CMinorResDataBar; /* * CCastleInterface.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 * */ class CBuildingRect : public CIntObject { public: bool moi; //motion interested is active int offset, max; //first and last animation frame Structure* str; CDefHandler* def; SDL_Surface* border; SDL_Surface* area; CBuildingRect(Structure *Str); //c-tor ~CBuildingRect(); //d-tor void activate(); void deactivate(); bool operator<(const CBuildingRect & p2) const; void hover(bool on); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void mouseMoved (const SDL_MouseMotionEvent & sEvent); }; class CHeroGSlot : public CIntObject { public: CCastleInterface *owner; const CGHeroInstance *hero; int upg; //0 - up garrison, 1 - down garrison bool highlight; //indicates id the slot is highlighted void setHighlight(bool on); void hover (bool on); void clickRight(tribool down, bool previousState); void clickLeft(tribool down, bool previousState); void activate(); void deactivate(); void show(SDL_Surface * to); CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h,CCastleInterface * Owner); //c-tor ~CHeroGSlot(); //d-tor }; class CCastleInterface : public CWindowWithGarrison { class CCreaInfo : public CIntObject { public: int crid,level; CCreaInfo(int CRID, int LVL); //c-tor ~CCreaInfo();//d-tor int AddToString(std::string from, std::string & to, int numb); void hover(bool on); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void show(SDL_Surface * to); }; class CTownInfo : public CIntObject { public: int bid;//typeID CDefHandler * pic; CTownInfo(int BID); //c-tor ~CTownInfo();//d-tor void hover(bool on); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void show(SDL_Surface * to); }; public: bool showing; //indicates if interface is active CBuildingRect * hBuild; //highlighted building SDL_Surface * townInt; SDL_Surface * cityBg; const CGTownInstance * town; CStatusBar * statusbar; CResDataBar *resdatabar; unsigned char animval, count; int winMode;//0=right-click popup, 1 = normal, 2 = town hall only, 3 = fort only; CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray *status; //0 - already, 1 - can't, 2 - lack of resources CTownInfo *hall,*fort,*market; CDefEssential* bicons; //150x70 buildings imgs CTownList * townlist; CHeroGSlot hslotup, hslotdown; AdventureMapButton *exit; AdventureMapButton *split; musicBase::musicID musicID; std::vector creainfo;//small icons of creatures (bottom-left corner); std::vector buildings; //building id, building def, structure struct, border, filling CCastleInterface(const CGTownInstance * Town, int listPos = 1); //c-tor ~CCastleInterface(); //d-tor void castleTeleport(int where); void townChange(); void keyPressed(const SDL_KeyboardEvent & key); void show(SDL_Surface * to); void showAll(SDL_Surface * to); void buildingClicked(int building); void defaultBuildingClicked(int building);//for buildings with simple description + pic left-click messages void enterFountain(int building); void enterBlacksmith(int ArtifactID);//support for blacksmith + ballista yard void enterTavern(); void enterMageGuild(); void splitClicked(); //for hero meeting (splitting stacks is handled by garrison int) CRecruitmentWindow * showRecruitmentWindow(int building); void enterHall(); void close(); void splitF(); void activate(); void deactivate(); void addBuilding(int bid); void removeBuilding(int bid); void recreateBuildings(); void recreateIcons(); }; class CHallInterface : public IShowActivable { public: CMinorResDataBar * resdatabar; SDL_Rect pos; class CBuildingBox : public CIntObject { public: int BID; int state;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - already builded today, 6 - cannot afford, 7 - build, 8 - lack of requirements //(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists void hover(bool on); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void show(SDL_Surface * to); CBuildingBox(int id); //c-tor CBuildingBox(int id, int x, int y); //c-tor ~CBuildingBox(); //d-tor }; class CBuildWindow: public CIntObject { public: int tid, bid, state; //town id, building id, state bool mode; // 0 - normal (with buttons), 1 - r-click popup SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar" AdventureMapButton *buy, *cancel; void activate(); void deactivate(); std::string getTextForState(int state); void clickRight(tribool down, bool previousState); void show(SDL_Surface * to); void Buy(); void close(); CBuildWindow(int Tid, int Bid, int State, bool Mode); //c-tor ~CBuildWindow(); //d-tor }; std::vector< std::vector >boxes; AdventureMapButton *exit; SDL_Surface * bg; //background int bid;//building ID CHallInterface(CCastleInterface * owner); //c-tor ~CHallInterface(); //d-tor void close(); void show(SDL_Surface * to); void activate(); void deactivate(); }; class CFortScreen : public CIntObject { class RecArea : public CIntObject { public: int bid; RecArea(int BID):bid(BID){used = LCLICK | RCLICK;}; //c-tor void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); }; public: CMinorResDataBar * resdatabar; AdventureMapButton *exit; SDL_Surface * bg; std::vector positions; std::vector recAreas; std::vector crePics; CFortScreen(CCastleInterface * owner); //c-tor void draw( CCastleInterface * owner, bool first); ~CFortScreen(); //d-tor void close(); void show(SDL_Surface * to); void activate(); void deactivate(); }; class CMageGuildScreen : public CIntObject { public: class Scroll : public CIntObject { public: CSpell *spell; Scroll(CSpell *Spell):spell(Spell){used = LCLICK | RCLICK | HOVER;}; void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void hover(bool on); }; std::vector > positions; SDL_Surface *bg; CDefEssential *scrolls, *scrolls2; AdventureMapButton *exit; std::vector spells; CMinorResDataBar * resdatabar; CMageGuildScreen(CCastleInterface * owner); //c-tor ~CMageGuildScreen(); //d-tor void close(); void show(SDL_Surface * to); void activate(); void deactivate(); }; class CBlacksmithDialog : public CIntObject { public: AdventureMapButton *buy, *cancel; SDL_Surface *bmp; //background CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid); //c-tor ~CBlacksmithDialog(); //d-tor void close(); void show(SDL_Surface * to); void activate(); void deactivate(); }; #endif // __CCASTLEINTERFACE_H__