mirror of
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b4edd10e6c
* very minor changes
281 lines
8.0 KiB
C++
281 lines
8.0 KiB
C++
#ifndef __CCASTLEINTERFACE_H__
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#define __CCASTLEINTERFACE_H__
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#include "../global.h"
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#include "CAnimation.h"
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#include "GUIBase.h"
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class CGTownInstance;
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class CTownHandler;
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class CHallInterface;
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struct Structure;
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class CSpell;
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class AdventureMapButton;
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class CResDataBar;
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class CStatusBar;
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class CTownList;
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class CRecruitmentWindow;
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class CTransformerWindow;
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class CPicture;
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class CCreaturePic;
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class CMinorResDataBar;
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/*
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* CCastleInterface.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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/// Building "button"
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class CBuildingRect : public CShowableAnim
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{
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public:
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const Structure* str;
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SDL_Surface* border;
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SDL_Surface* area;
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CBuildingRect(const Structure *Str); //c-tor
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~CBuildingRect(); //d-tor
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bool operator<(const CBuildingRect & p2) const;
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void hover(bool on);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void show(SDL_Surface *to);
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void showAll(SDL_Surface *to);
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};
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/// Hero army slot
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class CHeroGSlot : public CIntObject
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{
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public:
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CCastleInterface *owner;
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const CGHeroInstance *hero;
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int upg; //0 - up garrison, 1 - down garrison
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bool highlight; //indicates id the slot is highlighted
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void setHighlight(bool on);
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void hover (bool on);
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void clickLeft(tribool down, bool previousState);
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void deactivate();
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void show(SDL_Surface * to);
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CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h,CCastleInterface * Owner); //c-tor
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~CHeroGSlot(); //d-tor
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};
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/// Huge class which manages the castle window
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class CCastleInterface : public CWindowWithGarrison
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{
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/// Creature info window
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class CCreaInfo : public CIntObject
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{
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public:
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int crid,level;
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CCreaInfo(int CRID, int LVL); //c-tor
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~CCreaInfo();//d-tor
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int AddToString(std::string from, std::string & to, int numb);
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void hover(bool on);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void show(SDL_Surface * to);
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};
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/// Town info which gets shown by right-clicking on a town at the map
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class CTownInfo : public CIntObject
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{
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public:
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int bid;//typeID
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CDefHandler * pic;
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CTownInfo(int BID); //c-tor
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~CTownInfo();//d-tor
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void hover(bool on);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void show(SDL_Surface * to);
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};
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public:
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bool showing; //indicates if interface is active
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CBuildingRect * hBuild; //highlighted building
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SDL_Surface * townInt;
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SDL_Surface * cityBg;
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const CGTownInstance * town;
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CStatusBar * statusbar;
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CResDataBar *resdatabar;
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unsigned char animval, count;
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int winMode;//0=right-click popup, 1 = normal, 2 = town hall only, 3 = fort only;
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CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray
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*status; //0 - already, 1 - can't, 2 - lack of resources
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CTownInfo *hall,*fort,*market;
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CDefEssential* bicons; //150x70 buildings imgs
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CTownList * townlist;
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CHeroGSlot hslotup, hslotdown;
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AdventureMapButton *exit;
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AdventureMapButton *split;
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std::vector<CCreaInfo*> creainfo;//small icons of creatures (bottom-left corner);
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std::vector<CBuildingRect*> buildings; //building id, building def, structure struct, border, filling
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CCastleInterface(const CGTownInstance * Town, int listPos = 1); //c-tor
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~CCastleInterface(); //d-tor
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void castleTeleport(int where);
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void townChange();
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void keyPressed(const SDL_KeyboardEvent & key);
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void buildingClicked(int building);
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void defaultBuildingClicked(int building);//for buildings with simple description + pic left-click messages
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void enterFountain(int building);
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void enterBlacksmith(int ArtifactID);//support for blacksmith + ballista yard
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void enterTavern();
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void enterMageGuild();
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void splitClicked(); //for hero meeting (splitting stacks is handled by garrison int)
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void showRecruitmentWindow( int level );
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void enterHall();
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void close();
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void splitF();
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void activate();
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void deactivate();
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void addBuilding(int bid);
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void removeBuilding(int bid);
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void recreateBuildings();
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void recreateIcons();
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};
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/// Hall window where you can build things
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class CHallInterface : public CIntObject
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{
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public:
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CMinorResDataBar * resdatabar;
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/// The building information box which gets shown by right-clicking on a building image
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class CBuildingBox : public CIntObject
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{
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public:
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int BID;
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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
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//(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
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void hover(bool on);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void show(SDL_Surface * to);
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CBuildingBox(int id); //c-tor
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CBuildingBox(int id, int x, int y); //c-tor
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~CBuildingBox(); //d-tor
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};
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/// The actual building window where you can decide to buy a building or not
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class CBuildWindow: public CIntObject
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{
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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 *buy, *cancel;
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void activate();
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void deactivate();
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std::string getTextForState(int state);
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void clickRight(tribool down, bool previousState);
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void show(SDL_Surface * to);
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void Buy();
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void close();
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CBuildWindow(int Tid, int Bid, int State, bool Mode); //c-tor
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~CBuildWindow(); //d-tor
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};
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std::vector< std::vector<CBuildingBox*> >boxes;
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AdventureMapButton *exit;
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SDL_Surface * bg; //background
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int bid;//building ID
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CHallInterface(CCastleInterface * owner); //c-tor
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~CHallInterface(); //d-tor
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void close();
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void showAll(SDL_Surface * to);
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void activate();
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void deactivate();
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};
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/// The fort screen where you can afford units
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class CFortScreen : public CIntObject
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{
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class RecArea : public CIntObject
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{
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public:
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int level;
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RecArea(int LEVEL):level(LEVEL){used = LCLICK | RCLICK;}; //c-tor
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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};
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public:
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CMinorResDataBar * resdatabar;
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int fortSize;
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AdventureMapButton *exit;
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SDL_Surface * bg;
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std::vector<Rect> positions;
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std::vector<RecArea*> recAreas;
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std::vector<CCreaturePic*> crePics;
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CFortScreen(CCastleInterface * owner); //c-tor
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void draw( CCastleInterface * owner, bool first);
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~CFortScreen(); //d-tor
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void close();
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void activate();
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void deactivate();
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};
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/// The mage guild screen where you can see which spells you have
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class CMageGuildScreen : public CIntObject
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{
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public:
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class Scroll : public CIntObject
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{
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public:
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const CSpell *spell;
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Scroll(const CSpell *Spell);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void hover(bool on);
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};
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std::vector<std::vector<SDL_Rect> > positions;
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CPicture *bg;
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AdventureMapButton *exit;
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std::vector<Scroll *> spells;
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CMinorResDataBar * resdatabar;
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CMageGuildScreen(CCastleInterface * owner); //c-tor
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~CMageGuildScreen(); //d-tor
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void close();
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};
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/// The blacksmith window where you can buy one of the three war machines
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class CBlacksmithDialog : public CIntObject
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{
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public:
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AdventureMapButton *buy, *cancel;
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CPicture *bmp; //background
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CPicture *animBG;
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CCreatureAnim * anim;
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CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid); //c-tor
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~CBlacksmithDialog(); //d-tor
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void close();
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};
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#endif // __CCASTLEINTERFACE_H__
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