mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-02 09:02:03 +02:00
065b8366fb
* few changes in spell format * save format changed
1198 lines
39 KiB
C++
1198 lines
39 KiB
C++
#pragma once
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#include "CAnimation.h"
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#include "../lib/FunctionList.h"
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#include "../lib/ResourceSet.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/GameConstants.h"
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#include "gui/CIntObject.h"
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#include "gui/CIntObjectClasses.h"
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#include "../lib/GameConstants.h"
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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/*
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* GUIClasses.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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struct ArtifactLocation;
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class CStackBasicDescriptor;
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class CBonusSystemNode;
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class CArtifact;
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class CDefEssential;
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class CAdventureMapButton;
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class CHighlightableButtonsGroup;
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class CDefHandler;
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struct HeroMoveDetails;
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class CDefEssential;
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class CGHeroInstance;
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class CAdvMapInt;
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class CCastleInterface;
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class CBattleInterface;
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class CStack;
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class CComponent;
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class CCreature;
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struct SDL_Surface;
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struct CPath;
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class CCreatureAnim;
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class CSelectableComponent;
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class CCreatureSet;
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class CGObjectInstance;
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class CGDwelling;
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class CSlider;
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struct UpgradeInfo;
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template <typename T> struct CondSh;
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class CInGameConsole;
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class CGarrisonInt;
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class CInGameConsole;
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struct Component;
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class CArmedInstance;
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class CGTownInstance;
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class StackState;
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class CPlayerInterface;
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class CHeroWindow;
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class CArtifact;
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class CArtifactsOfHero;
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class CCreatureArtifactSet;
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class CResDataBar;
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struct SPuzzleInfo;
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class CGGarrison;
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class CStackInstance;
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class IMarket;
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class CTextBox;
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class CArtifactInstance;
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class IBonusBearer;
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class CArtPlace;
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class CAnimImage;
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struct InfoAboutArmy;
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struct InfoAboutHero;
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struct InfoAboutTown;
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/// text + comp. + ok button
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class CInfoWindow : public CSimpleWindow
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{ //window able to delete its components when closed
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bool delComps; //whether comps will be deleted
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public:
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typedef std::vector<std::pair<std::string,CFunctionList<void()> > > TButtonsInfo;
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typedef std::vector<CComponent*> TCompsInfo;
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QueryID ID; //for identification
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CTextBox *text;
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std::vector<CAdventureMapButton *> buttons;
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std::vector<CComponent*> components;
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CSlider *slider;
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void setDelComps(bool DelComps);
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virtual 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 sliderMoved(int to);
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CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor
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CInfoWindow(); //c-tor
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~CInfoWindow(); //d-tor
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//use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static void showInfoDialog( const std::string & text, const std::vector<CComponent*> *components, bool DelComps = true, PlayerColor player = PlayerColor(1));
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static void showOkDialog(const std::string & text, const std::vector<CComponent*> *components, const boost::function<void()> & onOk, bool delComps = true, PlayerColor player = PlayerColor(1));
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static void showYesNoDialog( const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, PlayerColor player = PlayerColor(1));
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static CInfoWindow *create(const std::string &text, PlayerColor playerID = PlayerColor(1), const std::vector<CComponent*> *components = nullptr, bool DelComps = false);
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/// create text from title and description: {title}\n\n description
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static std::string genText(std::string title, std::string description);
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};
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/// component selection window
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class CSelWindow : public CInfoWindow
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{ //warning - this window deletes its components by closing!
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public:
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void selectionChange(unsigned to);
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void madeChoice(); //looks for selected component and calls callback
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CSelWindow(const std::string& text, PlayerColor player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, QueryID askID); //c-tor
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CSelWindow(){}; //c-tor
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//notification - this class inherits important destructor from CInfoWindow
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};
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/// popup displayed on R-click
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class CRClickPopup : public CIntObject
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{
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public:
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virtual void close();
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void clickRight(tribool down, bool previousState);
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CRClickPopup();
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virtual ~CRClickPopup(); //d-tor
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static CIntObject* createInfoWin(Point position, const CGObjectInstance * specific);
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static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
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static void createAndPush(const std::string &txt, CComponent * component);
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static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
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};
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/// popup displayed on R-click
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class CRClickPopupInt : public CRClickPopup
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{
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public:
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IShowActivatable *inner;
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bool delInner;
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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CRClickPopupInt(IShowActivatable *our, bool deleteInt); //c-tor
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virtual ~CRClickPopupInt(); //d-tor
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free; //TODO: comment me
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SDL_Surface * bitmap; //popup background
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void close();
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void show(SDL_Surface * to);
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface * Bitmap = nullptr, bool Free = false); //default c-tor
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void init(int x, int y);
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~CInfoPopup(); //d-tor
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};
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/// popup on adventure map for town\hero objects
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class CInfoBoxPopup : public CWindowObject
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{
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Point toScreen(Point pos);
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public:
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CInfoBoxPopup(Point position, const CGTownInstance * town);
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CInfoBoxPopup(Point position, const CGHeroInstance * hero);
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CInfoBoxPopup(Point position, const CGGarrison * garr);
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};
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/// common popup window component
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class CComponent : public virtual CIntObject
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{
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public:
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enum Etype
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{
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primskill, secskill, resource, creature, artifact, experience, spell, morale, luck, building, hero, flag, typeInvalid
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};
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//NOTE: not all types have exact these sizes or have less than 4 of them. In such cases closest one will be used
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enum ESize
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{
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tiny, // ~22-24px
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small, // ~30px
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medium,// ~42px
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large, // ~82px
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sizeInvalid
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};
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private:
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size_t getIndex();
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const std::vector<std::string> getFileName();
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void setSurface(std::string defName, int imgPos);
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std::string getSubtitleInternal();
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void init(Etype Type, int Subtype, int Val, ESize imageSize);
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public:
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CAnimImage *image; //our image
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Etype compType; //component type
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ESize size; //component size.
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int subtype; //type-dependant subtype. See getSomething methods for details
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int val; // value \ strength \ amount of component. See getSomething methods for details
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bool perDay; // add "per day" text to subtitle
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std::string getDescription();
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std::string getSubtitle();
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CComponent(Etype Type, int Subtype, int Val = 0, ESize imageSize=large);//c-tor
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CComponent(const Component &c); //c-tor
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void clickRight(tribool down, bool previousState); //call-in
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};
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/// component that can be selected or deselected
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class CSelectableComponent : public CComponent, public CKeyShortcut
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{
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void init();
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public:
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bool selected; //if true, this component is selected
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std::function<void()> onSelect; //function called on selection change
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void showAll(SDL_Surface * to);
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void select(bool on);
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void clickLeft(tribool down, bool previousState); //call-in
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CSelectableComponent(Etype Type, int Sub, int Val, ESize imageSize=large, std::function<void()> OnSelect = nullptr); //c-tor
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CSelectableComponent(const Component &c, std::function<void()> OnSelect = nullptr); //c-tor
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};
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/// box with multiple components (up to 8?)
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/// will take ownership on components and delete them afterwards
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class CComponentBox : public CIntObject
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{
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std::vector<CComponent *> components;
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CSelectableComponent * selected;
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std::function<void(int newID)> onSelect;
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void selectionChanged(CSelectableComponent * newSelection);
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//get position of "or" text between these comps
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//it will place "or" equidistant to both images
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Point getOrTextPos(CComponent *left, CComponent * right);
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//get distance between these copmonents
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int getDistance(CComponent *left, CComponent * right);
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void placeComponents(bool selectable);
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public:
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/// return index of selected item
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int selectedIndex();
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/// constructor for quite common 1-components popups
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/// if position width or height are 0 then it will be determined automatically
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CComponentBox(CComponent * components, Rect position);
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/// constructor for non-selectable components
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CComponentBox(std::vector<CComponent *> components, Rect position);
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/// constructor for selectable components
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/// will also create "or" labels between components
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/// onSelect - optional function that will be called every time on selection change
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CComponentBox(std::vector<CSelectableComponent *> components, Rect position, std::function<void(int newID)> onSelect = nullptr);
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};
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////////////////////////////////////////////////////////////////////////////////
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/// base class for hero/town/garrison tooltips
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class CArmyTooltip : public CIntObject
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{
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void init(const InfoAboutArmy &army);
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public:
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CArmyTooltip(Point pos, const InfoAboutArmy &army);
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CArmyTooltip(Point pos, const CArmedInstance * army);
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};
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/// Class for hero tooltip. Does not have any background!
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/// background for infoBox: ADSTATHR
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/// background for tooltip: HEROQVBK
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class CHeroTooltip : public CArmyTooltip
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{
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void init(const InfoAboutHero &hero);
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public:
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CHeroTooltip(Point pos, const InfoAboutHero &hero);
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CHeroTooltip(Point pos, const CGHeroInstance * hero);
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};
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/// Class for town tooltip. Does not have any background!
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/// background for infoBox: ADSTATCS
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/// background for tooltip: TOWNQVBK
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class CTownTooltip : public CArmyTooltip
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{
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void init(const InfoAboutTown &town);
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public:
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CTownTooltip(Point pos, const InfoAboutTown &town);
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CTownTooltip(Point pos, const CGTownInstance * town);
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};
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///////////////////////////////////////////////////////////////////////////////
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class CGarrisonInt;
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/// A single garrison slot which holds one creature of a specific amount
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class CGarrisonSlot : public CIntObject
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{
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SlotID ID; //for identification
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CGarrisonInt *owner;
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const CStackInstance *myStack; //nullptr if slot is empty
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const CCreature *creature;
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int upg; //0 - up garrison, 1 - down garrison
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CAnimImage * creatureImage;
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CAnimImage * selectionImage; // image for selection, not always visible
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CLabel * stackCount;
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void setHighlight(bool on);
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public:
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virtual void hover (bool on); //call-in
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const CArmedInstance * getObj() const;
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bool our() const;
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void clickRight(tribool down, bool previousState);
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void clickLeft(tribool down, bool previousState);
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void update();
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg=0, const CStackInstance * Creature=nullptr);
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friend class CGarrisonInt;
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};
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/// Class which manages slots of upper and lower garrison, splitting of units
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class CGarrisonInt :public CIntObject
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{
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CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot
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bool inSplittingMode;
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public:
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void selectSlot(CGarrisonSlot * slot); //null = deselect
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const CGarrisonSlot * getSelection();
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void setSplittingMode(bool on);
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bool getSplittingMode();
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int interx; //space between slots
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Point garOffset; //offset between garrisons (not used if only one hero)
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std::vector<CAdventureMapButton *> splitButtons; //may be empty if no buttons
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SlotID p2; //TODO: comment me
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int shiftPos;//1st slot of the second row, set shiftPoint for effect
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bool pb,
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smallIcons, //true - 32x32 imgs, false - 58x64
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removableUnits,//player can remove units from up
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twoRows,//slots will be placed in 2 rows
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owned[2];//player owns up or down army [0] upper, [1] lower
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// const CCreatureSet *set1; //top set of creatures
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// const CCreatureSet *set2; //bottom set of creatures
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std::vector<CGarrisonSlot*> slotsUp, slotsDown; //slots of upper and lower garrison
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const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down
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//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
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void setArmy(const CArmedInstance *army, bool bottomGarrison);
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void addSplitBtn(CAdventureMapButton * button);
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void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
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void createSlots();
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void recreateSlots();
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void splitClick(); //handles click on split button
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void splitStacks(int amountLeft, int amountRight); //TODO: comment me
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//x, y - position;
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//inx - distance between slots;
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//pomsur, SurOffset - UNUSED
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//s1, s2 - top and bottom armies;
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//removableUnits - you can take units from top;
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//smallImgs - units images size 64x58 or 32x32;
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//twoRows - display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
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CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
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};
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/// draws picture with creature on background, use Animated=true to get animation
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class CCreaturePic : public CIntObject
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{
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private:
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CPicture *bg;
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CCreatureAnim *anim; //displayed animation
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public:
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CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
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};
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/// Recruitment window where you can recruit creatures
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class CRecruitmentWindow : public CWindowObject
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{
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class CCreatureCard : public CIntObject
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{
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CRecruitmentWindow * parent;
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CCreaturePic *pic; //creature's animation
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bool selected;
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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 showAll(SDL_Surface *to);
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public:
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const CCreature * creature;
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si32 amount;
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void select(bool on);
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CCreatureCard(CRecruitmentWindow * window, const CCreature *crea, int totalAmount);
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};
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/// small class to display creature costs
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class CCostBox : public CIntObject
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{
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std::map<int, std::pair<CLabel *, CAnimImage * > > resources;
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public:
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//res - resources to show
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void set(TResources res);
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//res - visible resources
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CCostBox(Rect position, std::string title);
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void createItems(TResources res);
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};
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std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
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int level;
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const CArmedInstance *dst;
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CCreatureCard * selected;
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std::vector<CCreatureCard *> cards;
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CSlider *slider; //for selecting amount
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CAdventureMapButton *maxButton, *buyButton, *cancelButton;
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//labels for visible values
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CLabel * title;
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CLabel * availableValue;
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CLabel * toRecruitValue;
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CCostBox * costPerTroopValue;
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CCostBox * totalCostValue;
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void select(CCreatureCard * card);
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void buy();
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void sliderMoved(int to);
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void showAll(SDL_Surface *to);
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public:
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const CGDwelling * const dwelling;
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CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const std::function<void(CreatureID,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
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void availableCreaturesChanged();
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};
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/// Split window where creatures can be split up into two single unit stacks
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class CSplitWindow : public CWindowObject
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{
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std::function<void(int, int)> callback;
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int leftAmount;
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int rightAmount;
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int leftMin;
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int rightMin;
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CSlider *slider;
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CCreaturePic *animLeft, *animRight; //creature's animation
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CAdventureMapButton *ok, *cancel;
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CTextInput *leftInput, *rightInput;
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void setAmountText(std::string text, bool left);
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void setAmount(int value, bool left);
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void sliderMoved(int value);
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void apply();
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public:
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/**
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* creature - displayed creature
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* callback(leftAmount, rightAmount) - function to call on close
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* leftMin, rightMin - minimal amount of creatures in each stack
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* leftAmount, rightAmount - amount of creatures in each stack
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*/
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CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback,
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int leftMin, int rightMin, int leftAmount, int rightAmount);
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};
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/// Raised up level windowe where you can select one out of two skills
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class CLevelWindow : public CWindowObject
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{
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CComponentBox * box; //skills to select
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std::function<void(ui32)> cb;
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void selectionChanged(unsigned to);
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public:
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|
|
CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback); //c-tor
|
|
~CLevelWindow(); //d-tor
|
|
|
|
};
|
|
|
|
/// Resource bar like that at the bottom of the adventure map screen
|
|
class CMinorResDataBar : public CIntObject
|
|
{
|
|
public:
|
|
SDL_Surface *bg; //background bitmap
|
|
void show(SDL_Surface * to);
|
|
void showAll(SDL_Surface * to);
|
|
CMinorResDataBar(); //c-tor
|
|
~CMinorResDataBar(); //d-tor
|
|
};
|
|
|
|
/// Town portal, castle gate window
|
|
class CObjectListWindow : public CWindowObject
|
|
{
|
|
class CItem : public CIntObject
|
|
{
|
|
CObjectListWindow *parent;
|
|
CLabel *text;
|
|
CPicture *border;
|
|
public:
|
|
const size_t index;
|
|
CItem(CObjectListWindow *parent, size_t id, std::string text);
|
|
|
|
void select(bool on);
|
|
void clickLeft(tribool down, bool previousState);
|
|
};
|
|
|
|
std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
|
|
CLabel * title;
|
|
CLabel * descr;
|
|
|
|
CListBox * list;
|
|
CIntObject * titleImage;//title image (castle gate\town portal picture)
|
|
CAdventureMapButton *ok, *exit;
|
|
|
|
std::vector< std::pair<int, std::string> > items;//all items present in list
|
|
|
|
void init(CIntObject * titlePic, std::string _title, std::string _descr);
|
|
public:
|
|
size_t selected;//index of currently selected item
|
|
/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
|
|
/// Image can be nullptr
|
|
///item names will be taken from map objects
|
|
CObjectListWindow(const std::vector<int> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
|
|
std::function<void(int)> Callback);
|
|
CObjectListWindow(const std::vector<std::string> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
|
|
std::function<void(int)> Callback);
|
|
|
|
CIntObject *genItem(size_t index);
|
|
void elementSelected();//call callback and close this window
|
|
void changeSelection(size_t which);
|
|
void keyPressed (const SDL_KeyboardEvent & key);
|
|
};
|
|
|
|
class CArtifactHolder
|
|
{
|
|
public:
|
|
CArtifactHolder();
|
|
|
|
virtual void artifactRemoved(const ArtifactLocation &artLoc)=0;
|
|
virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)=0;
|
|
virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0;
|
|
virtual void artifactAssembled(const ArtifactLocation &artLoc)=0;
|
|
};
|
|
|
|
class CWindowWithArtifacts : public CArtifactHolder
|
|
{
|
|
public:
|
|
std::vector<CArtifactsOfHero *> artSets;
|
|
|
|
void artifactRemoved(const ArtifactLocation &artLoc);
|
|
void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc);
|
|
void artifactDisassembled(const ArtifactLocation &artLoc);
|
|
void artifactAssembled(const ArtifactLocation &artLoc);
|
|
};
|
|
|
|
class CTradeWindow : public CWindowObject, public CWindowWithArtifacts //base for markets and altar of sacrifice
|
|
{
|
|
public:
|
|
enum EType
|
|
{
|
|
RESOURCE, PLAYER, ARTIFACT_TYPE, CREATURE, CREATURE_PLACEHOLDER, ARTIFACT_PLACEHOLDER, ARTIFACT_INSTANCE
|
|
};
|
|
class CTradeableItem : public CIntObject
|
|
{
|
|
CAnimImage * image;
|
|
|
|
std::string getFilename();
|
|
int getIndex();
|
|
public:
|
|
const CArtifactInstance *hlp; //holds ptr to artifact instance id type artifact
|
|
EType type;
|
|
int id;
|
|
const int serial;
|
|
const bool left;
|
|
std::string subtitle; //empty if default
|
|
|
|
void setType(EType newType);
|
|
void setID(int newID);
|
|
|
|
const CArtifactInstance *getArtInstance() const;
|
|
void setArtInstance(const CArtifactInstance *art);
|
|
|
|
CFunctionList<void()> callback;
|
|
bool downSelection;
|
|
|
|
void showAllAt(const Point &dstPos, const std::string &customSub, SDL_Surface * to);
|
|
|
|
void clickRight(tribool down, bool previousState);
|
|
void hover (bool on);
|
|
void showAll(SDL_Surface * to);
|
|
void clickLeft(tribool down, bool previousState);
|
|
std::string getName(int number = -1) const;
|
|
CTradeableItem(Point pos, EType Type, int ID, bool Left, int Serial);
|
|
};
|
|
|
|
const IMarket *market;
|
|
const CGHeroInstance *hero;
|
|
|
|
CArtifactsOfHero *arts;
|
|
//all indexes: 1 = left, 0 = right
|
|
std::vector<CTradeableItem*> items[2];
|
|
CTradeableItem *hLeft, *hRight; //highlighted items (nullptr if no highlight)
|
|
EType itemsType[2];
|
|
|
|
EMarketMode::EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
|
|
CAdventureMapButton *ok, *max, *deal;
|
|
CSlider *slider; //for choosing amount to be exchanged
|
|
bool readyToTrade;
|
|
|
|
CTradeWindow(std::string bgName, const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c
|
|
|
|
void showAll(SDL_Surface * to);
|
|
|
|
void initSubs(bool Left);
|
|
void initTypes();
|
|
void initItems(bool Left);
|
|
std::vector<int> *getItemsIds(bool Left); //nullptr if default
|
|
void getPositionsFor(std::vector<Rect> &poss, bool Left, EType type) const;
|
|
void removeItems(const std::set<CTradeableItem *> &toRemove);
|
|
void removeItem(CTradeableItem * t);
|
|
void getEmptySlots(std::set<CTradeableItem *> &toRemove);
|
|
void setMode(EMarketMode::EMarketMode Mode); //mode setter
|
|
|
|
void artifactSelected(CArtPlace *slot); //used when selling artifacts -> called when user clicked on artifact slot
|
|
|
|
virtual void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const = 0;
|
|
virtual void selectionChanged(bool side) = 0; //true == left
|
|
virtual Point selectionOffset(bool Left) const = 0;
|
|
virtual std::string selectionSubtitle(bool Left) const = 0;
|
|
virtual void garrisonChanged() = 0;
|
|
virtual void artifactsChanged(bool left) = 0;
|
|
};
|
|
|
|
class CMarketplaceWindow : public CTradeWindow
|
|
{
|
|
bool printButtonFor(EMarketMode::EMarketMode M) const;
|
|
|
|
std::string getBackgroundForMode(EMarketMode::EMarketMode mode);
|
|
public:
|
|
int r1, r2; //suggested amounts of traded resources
|
|
bool madeTransaction; //if player made at least one transaction
|
|
CTextBox *traderText;
|
|
|
|
void setMax();
|
|
void sliderMoved(int to);
|
|
void makeDeal();
|
|
void selectionChanged(bool side); //true == left
|
|
CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = nullptr, EMarketMode::EMarketMode Mode = EMarketMode::RESOURCE_RESOURCE); //c-tor
|
|
~CMarketplaceWindow(); //d-tor
|
|
|
|
Point selectionOffset(bool Left) const;
|
|
std::string selectionSubtitle(bool Left) const;
|
|
|
|
|
|
void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold)
|
|
void artifactsChanged(bool left);
|
|
void resourceChanged(int type, int val);
|
|
|
|
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
|
|
void updateTraderText();
|
|
};
|
|
|
|
class CAltarWindow : public CTradeWindow
|
|
{
|
|
CAnimImage * artIcon;
|
|
public:
|
|
CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c-tor
|
|
|
|
void getExpValues();
|
|
~CAltarWindow(); //d-tor
|
|
|
|
std::vector<int> sacrificedUnits, //[slot_nr] -> how many creatures from that slot will be sacrificed
|
|
expPerUnit;
|
|
|
|
CAdventureMapButton *sacrificeAll, *sacrificeBackpack;
|
|
CLabel *expToLevel, *expOnAltar;
|
|
|
|
|
|
void selectionChanged(bool side); //true == left
|
|
void SacrificeAll();
|
|
void SacrificeBackpack();
|
|
|
|
void putOnAltar(int backpackIndex);
|
|
bool putOnAltar(CTradeableItem* altarSlot, const CArtifactInstance *art);
|
|
void makeDeal();
|
|
void showAll(SDL_Surface * to);
|
|
|
|
void blockTrade();
|
|
void sliderMoved(int to);
|
|
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
|
|
void mimicCres();
|
|
|
|
Point selectionOffset(bool Left) const;
|
|
std::string selectionSubtitle(bool Left) const;
|
|
void garrisonChanged();
|
|
void artifactsChanged(bool left);
|
|
void calcTotalExp();
|
|
void setExpToLevel();
|
|
void updateRight(CTradeableItem *toUpdate);
|
|
|
|
void artifactPicked();
|
|
int firstFreeSlot();
|
|
void moveFromSlotToAltar(ArtifactPosition slotID, CTradeableItem* altarSlot, const CArtifactInstance *art);
|
|
};
|
|
|
|
class CSystemOptionsWindow : public CWindowObject
|
|
{
|
|
private:
|
|
CLabel *title;
|
|
CLabelGroup *leftGroup;
|
|
CLabelGroup *rightGroup;
|
|
CAdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
|
|
CHighlightableButtonsGroup * heroMoveSpeed;
|
|
CHighlightableButtonsGroup * mapScrollSpeed;
|
|
CHighlightableButtonsGroup * musicVolume, * effectsVolume;
|
|
|
|
//CHighlightableButton * showPath;
|
|
CHighlightableButton * showReminder;
|
|
CHighlightableButton * quickCombat;
|
|
CHighlightableButton * spellbookAnim;
|
|
CHighlightableButton * newCreatureWin;
|
|
CHighlightableButton * fullscreen;
|
|
|
|
CAdventureMapButton *gameResButton;
|
|
CLabel *gameResLabel;
|
|
|
|
SettingsListener onFullscreenChanged;
|
|
|
|
void setMusicVolume( int newVolume );
|
|
void setSoundVolume( int newVolume );
|
|
void setHeroMoveSpeed( int newSpeed );
|
|
void setMapScrollingSpeed( int newSpeed );
|
|
|
|
//functions bound to buttons
|
|
void bloadf(); //load game
|
|
void bsavef(); //save game
|
|
void bquitf(); //quit game
|
|
void breturnf(); //return to game
|
|
void brestartf(); //restart game
|
|
void bmainmenuf(); //return to main menu
|
|
|
|
//functions for checkboxes
|
|
void toggleReminder(bool on);
|
|
void toggleQuickCombat(bool on);
|
|
void toggleSpellbookAnim(bool on);
|
|
void toggleCreatureWin(bool on);
|
|
void toggleFullscreen(bool on);
|
|
|
|
void selectGameRes();
|
|
void setGameRes(int index);
|
|
void closeAndPushEvent(int eventType, int code = 0);
|
|
|
|
public:
|
|
CSystemOptionsWindow(); //c-tor
|
|
};
|
|
|
|
class CTavernWindow : public CWindowObject
|
|
{
|
|
public:
|
|
class HeroPortrait : public CIntObject
|
|
{
|
|
public:
|
|
std::string hoverName;
|
|
std::string description; // "XXX is a level Y ZZZ with N artifacts"
|
|
const CGHeroInstance *h;
|
|
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void hover (bool on);
|
|
HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
|
|
|
|
private:
|
|
int *_sel;
|
|
const int _id;
|
|
|
|
} *h1, *h2; //recruitable heroes
|
|
|
|
CGStatusBar *bar; //tavern's internal status bar
|
|
int selected;//0 (left) or 1 (right)
|
|
int oldSelected;//0 (left) or 1 (right)
|
|
|
|
CAdventureMapButton *thiefGuild, *cancel, *recruit;
|
|
const CGObjectInstance *tavernObj;
|
|
|
|
CTavernWindow(const CGObjectInstance *TavernObj); //c-tor
|
|
~CTavernWindow(); //d-tor
|
|
|
|
void recruitb();
|
|
void thievesguildb();
|
|
void show(SDL_Surface * to);
|
|
};
|
|
|
|
class CInGameConsole : public CIntObject
|
|
{
|
|
private:
|
|
std::list< std::pair< std::string, int > > texts; //list<text to show, time of add>
|
|
boost::mutex texts_mx; // protects texts
|
|
std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work
|
|
int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1
|
|
int defaultTimeout; //timeout for new texts (in ms)
|
|
int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
|
|
public:
|
|
std::string enteredText;
|
|
void show(SDL_Surface * to);
|
|
void print(const std::string &txt);
|
|
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
|
|
|
void startEnteringText();
|
|
void endEnteringText(bool printEnteredText);
|
|
void refreshEnteredText();
|
|
|
|
CInGameConsole(); //c-tor
|
|
};
|
|
|
|
/// Can interact on left and right mouse clicks
|
|
class LRClickableAreaWTextComp: public LRClickableAreaWText
|
|
{
|
|
public:
|
|
int baseType;
|
|
int bonusValue, type;
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
virtual void clickRight(tribool down, bool previousState);
|
|
|
|
LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1);
|
|
CComponent * createComponent() const;
|
|
};
|
|
|
|
class MoraleLuckBox : public LRClickableAreaWTextComp
|
|
{
|
|
CAnimImage *image;
|
|
public:
|
|
bool morale; //true if morale, false if luck
|
|
bool small;
|
|
|
|
void set(const IBonusBearer *node);
|
|
|
|
MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
|
|
};
|
|
|
|
/// Opens hero window by left-clicking on it
|
|
class CHeroArea: public CIntObject
|
|
{
|
|
const CGHeroInstance * hero;
|
|
public:
|
|
|
|
CHeroArea(int x, int y, const CGHeroInstance * _hero);
|
|
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void hover(bool on);
|
|
};
|
|
|
|
/// Opens town screen by left-clicking on it
|
|
class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
|
|
{
|
|
public:
|
|
const CGTownInstance * town;
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
LRClickableAreaOpenTown();
|
|
};
|
|
|
|
/// Artifacts can be placed there. Gets shown at the hero window
|
|
class CArtPlace: public LRClickableAreaWTextComp
|
|
{
|
|
CAnimImage *image;
|
|
CAnimImage *selection;
|
|
|
|
void createImage();
|
|
|
|
public:
|
|
// consider these members as const - change them only with appropriate methods e.g. lockSlot()
|
|
bool locked;
|
|
bool picked;
|
|
bool marked;
|
|
|
|
ArtifactPosition slotID; //Arts::EPOS enum + backpack starting from Arts::BACKPACK_START
|
|
|
|
void lockSlot(bool on);
|
|
void pickSlot(bool on);
|
|
void selectSlot(bool on);
|
|
|
|
CArtifactsOfHero * ourOwner;
|
|
const CArtifactInstance * ourArt; // should be changed only with setArtifact()
|
|
|
|
CArtPlace(Point position, const CArtifactInstance * Art = nullptr); //c-tor
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void select ();
|
|
void deselect ();
|
|
void showAll(SDL_Surface * to);
|
|
bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here
|
|
|
|
void setMeAsDest(bool backpackAsVoid = true);
|
|
void setArtifact(const CArtifactInstance *art);
|
|
};
|
|
|
|
/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
|
|
class CArtifactsOfHero : public CIntObject
|
|
{
|
|
const CGHeroInstance * curHero;
|
|
|
|
std::vector<CArtPlace *> artWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
|
std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
|
|
int backpackPos; //number of first art visible in backpack (in hero's vector)
|
|
|
|
public:
|
|
struct SCommonPart
|
|
{
|
|
struct Artpos
|
|
{
|
|
ArtifactPosition slotID;
|
|
const CArtifactsOfHero *AOH;
|
|
const CArtifactInstance *art;
|
|
|
|
Artpos();
|
|
void clear();
|
|
void setTo(const CArtPlace *place, bool dontTakeBackpack);
|
|
bool valid();
|
|
bool operator==(const ArtifactLocation &al) const;
|
|
} src, dst;
|
|
|
|
std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
|
|
|
|
void reset();
|
|
} * commonInfo; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally
|
|
|
|
bool updateState; // Whether the commonInfo should be updated on setHero or not.
|
|
|
|
CAdventureMapButton * leftArtRoll, * rightArtRoll;
|
|
bool allowedAssembling;
|
|
std::multiset<const CArtifactInstance*> artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be omitted in backpack slots
|
|
std::function<void(CArtPlace*)> highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
|
|
|
|
void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo
|
|
void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
|
|
void artifactRemoved(const ArtifactLocation &al);
|
|
void artifactAssembled(const ArtifactLocation &al);
|
|
void artifactDisassembled(const ArtifactLocation &al);
|
|
CArtPlace *getArtPlace(int slot);
|
|
|
|
void setHero(const CGHeroInstance * hero);
|
|
const CGHeroInstance *getHero() const;
|
|
void dispose(); //free resources not needed after closing windows and reset state
|
|
void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
|
|
|
|
void safeRedraw();
|
|
void markPossibleSlots(const CArtifactInstance* art);
|
|
void unmarkSlots(bool withRedraw = true); //unmarks slots in all visible AOHs
|
|
void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH
|
|
void setSlotData (CArtPlace* artPlace, ArtifactPosition slotID);
|
|
void updateWornSlots (bool redrawParent = true);
|
|
|
|
void updateSlot(ArtifactPosition i);
|
|
void eraseSlotData (CArtPlace* artPlace, ArtifactPosition slotID);
|
|
|
|
CArtifactsOfHero(const Point& position, bool createCommonPart = false);
|
|
//Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
|
|
CArtifactsOfHero(std::vector<CArtPlace *> ArtWorn, std::vector<CArtPlace *> Backpack,
|
|
CAdventureMapButton *leftScroll, CAdventureMapButton *rightScroll, bool createCommonPart = false);
|
|
~CArtifactsOfHero(); //d-tor
|
|
void updateParentWindow();
|
|
friend class CArtPlace;
|
|
};
|
|
|
|
class CGarrisonHolder
|
|
{
|
|
public:
|
|
CGarrisonHolder();
|
|
virtual void updateGarrisons()=0;
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};
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|
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class CWindowWithGarrison : public virtual CGarrisonHolder
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{
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public:
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|
CGarrisonInt *garr;
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virtual void updateGarrisons();
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|
};
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|
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|
/// Garrison window where you can take creatures out of the hero to place it on the garrison
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class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison
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|
{
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public:
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|
CAdventureMapButton * quit;
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|
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CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
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};
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|
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class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
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|
{
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|
CGStatusBar * ourBar; //internal statusbar
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|
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CAdventureMapButton * quit, * questlogButton[2];
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|
|
|
std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
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|
|
|
MoraleLuckBox *morale[2], *luck[2];
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|
|
|
LRClickableAreaWText *specialty[2];
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|
LRClickableAreaWText *experience[2];
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|
LRClickableAreaWText *spellPoints[2];
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|
CHeroArea *portrait[2];
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|
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|
public:
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|
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|
const CGHeroInstance* heroInst[2];
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|
CArtifactsOfHero * artifs[2];
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|
|
|
void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
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|
|
|
void prepareBackground(); //prepares or redraws bg
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|
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|
CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID); //c-tor
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|
~CExchangeWindow(); //d-tor
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|
};
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|
|
|
/// Here you can buy ships
|
|
class CShipyardWindow : public CWindowObject
|
|
{
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|
public:
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|
CGStatusBar *bar;
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|
CPicture *bgWater;
|
|
|
|
CLabel *title;
|
|
CLabel *costLabel;
|
|
|
|
CAnimImage *woodPic, *goldPic;
|
|
CLabel *woodCost, *goldCost;
|
|
|
|
CAnimImage *bgShip;
|
|
CAdventureMapButton *build, *quit;
|
|
|
|
CGStatusBar * statusBar;
|
|
|
|
CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const std::function<void()> &onBuy);
|
|
};
|
|
|
|
/// Puzzle screen which gets uncovered when you visit obilisks
|
|
class CPuzzleWindow : public CWindowObject
|
|
{
|
|
private:
|
|
int3 grailPos;
|
|
|
|
CAdventureMapButton * quitb;
|
|
|
|
std::vector<CPicture * > piecesToRemove;
|
|
ui8 currentAlpha;
|
|
|
|
public:
|
|
void showAll(SDL_Surface * to);
|
|
void show(SDL_Surface * to);
|
|
|
|
CPuzzleWindow(const int3 &grailPos, double discoveredRatio);
|
|
};
|
|
|
|
/// Creature transformer window
|
|
class CTransformerWindow : public CWindowObject, public CGarrisonHolder
|
|
{
|
|
public:
|
|
class CItem : public CIntObject
|
|
{
|
|
public:
|
|
int id;//position of creature in hero army
|
|
bool left;//position of the item
|
|
int size; //size of creature stack
|
|
CTransformerWindow * parent;
|
|
CAnimImage *icon;
|
|
|
|
void move();
|
|
void clickLeft(tribool down, bool previousState);
|
|
void update();
|
|
CItem(CTransformerWindow * parent, int size, int id);
|
|
};
|
|
|
|
const CArmedInstance *army;//object with army for transforming (hero or town)
|
|
const CGHeroInstance *hero;//only if we have hero in town
|
|
const CGTownInstance *town;//market, town garrison is used if hero == nullptr
|
|
std::vector<CItem*> items;
|
|
|
|
CAdventureMapButton *all, *convert, *cancel;
|
|
CGStatusBar *bar;
|
|
void makeDeal();
|
|
void addAll();
|
|
void updateGarrisons();
|
|
CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
|
|
};
|
|
|
|
class CUniversityWindow : public CWindowObject
|
|
{
|
|
class CItem : public CAnimImage
|
|
{
|
|
public:
|
|
int ID;//id of selected skill
|
|
CUniversityWindow * parent;
|
|
|
|
void showAll(SDL_Surface * to);
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void hover(bool on);
|
|
int state();//0=can't learn, 1=learned, 2=can learn
|
|
CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
|
|
};
|
|
|
|
public:
|
|
const CGHeroInstance *hero;
|
|
const IMarket * market;
|
|
|
|
CPicture * green, * yellow, * red;//colored bars near skills
|
|
std::vector<CItem*> items;
|
|
|
|
CAdventureMapButton *cancel;
|
|
CGStatusBar *bar;
|
|
|
|
CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
|
|
};
|
|
|
|
/// Confirmation window for University
|
|
class CUnivConfirmWindow : public CWindowObject
|
|
{
|
|
public:
|
|
CUniversityWindow * parent;
|
|
CGStatusBar *bar;
|
|
CAdventureMapButton *confirm, *cancel;
|
|
|
|
CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor
|
|
void makeDeal(int skill);
|
|
};
|
|
|
|
/// Hill fort is the building where you can upgrade units
|
|
class CHillFortWindow : public CWindowObject, public CWindowWithGarrison
|
|
{
|
|
public:
|
|
|
|
int slotsCount;//=7;
|
|
CGStatusBar * bar;
|
|
CDefEssential *resources;
|
|
CHeroArea *heroPic;//clickable hero image
|
|
CAdventureMapButton *quit,//closes window
|
|
*upgradeAll,//upgrade all creatures
|
|
*upgrade[7];//upgrade single creature
|
|
|
|
const CGObjectInstance * fort;
|
|
const CGHeroInstance * hero;
|
|
std::vector<int> currState;//current state of slot - to avoid calls to getState or updating buttons
|
|
std::vector<TResources> costs;// costs [slot ID] [resource ID] = resource count for upgrade
|
|
TResources totalSumm; // totalSum[resource ID] = value
|
|
|
|
CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
|
|
|
|
void showAll (SDL_Surface *to);
|
|
std::string getDefForSlot(SlotID slot);//return def name for this slot
|
|
std::string getTextForSlot(SlotID slot);//return hover text for this slot
|
|
void makeDeal(SlotID slot);//-1 for upgrading all creatures
|
|
int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
|
|
void updateGarrisons();//update buttons after garrison changes
|
|
};
|
|
|
|
class CThievesGuildWindow : public CWindowObject
|
|
{
|
|
const CGObjectInstance * owner;
|
|
|
|
CGStatusBar * statusBar;
|
|
CAdventureMapButton * exitb;
|
|
CMinorResDataBar * resdatabar;
|
|
|
|
public:
|
|
CThievesGuildWindow(const CGObjectInstance * _owner);
|
|
};
|