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vcmi/client/CCastleInterface.h
Ivan Savenko fb5c9fc972 - creatures availability tests no longer check for built buildings.
Fixes #1650
- do not crash if town has 0 creatures on some dwelling level
- do not crash if dwelling for some level is not present in town at all
2014-01-11 18:12:09 +00:00

380 lines
9.8 KiB
C++

#pragma once
#include "CAnimation.h"
#include "GUIClasses.h"
class CAdventureMapButton;
class CBuilding;
class CCastleBuildings;
class CCreaturePic;
class CGStatusBar;
class CGTownInstance;
class CLabel;
class CMinorResDataBar;
class CPicture;
class CResDataBar;
class CSpell;
class CTextBox;
class CTownList;
struct CStructure;
class CGHeroInstance;
class CGarrisonInt;
class CCreature;
/*
* 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
*
*/
/// Building "button"
class CBuildingRect : public CShowableAnim
{
std::string getSubtitle();
public:
/// returns building associated with this structure
const CBuilding * getBuilding();
CCastleBuildings * parent;
const CGTownInstance * town;
const CStructure* str;
SDL_Surface* border;
SDL_Surface* area;
ui32 stateCounter;//For building construction - current stage in animation
CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str); //c-tor
~CBuildingRect(); //d-tor
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);
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
};
/// Dwelling info box - right-click screen for dwellings
class CDwellingInfoBox : public CWindowObject
{
CLabel *title;
CCreaturePic *animation;
CLabel *available;
CLabel *costPerTroop;
std::vector<CAnimImage *> resPicture;
std::vector<CLabel *> resAmount;
public:
CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level);
};
class HeroSlots;
/// Hero icon slot
class CHeroGSlot : public CIntObject
{
public:
HeroSlots *owner;
const CGHeroInstance *hero;
int upg; //0 - up garrison, 1 - down garrison
CAnimImage *image;
CAnimImage *selection; //selection border. nullptr if not selected
void setHighlight(bool on);
void set(const CGHeroInstance *newHero);
void hover (bool on);
void clickLeft(tribool down, bool previousState);
void deactivate();
CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner); //c-tor
~CHeroGSlot(); //d-tor
};
/// Two hero slots that can interact with each other
class HeroSlots : public CIntObject
{
public:
bool showEmpty;
const CGTownInstance * town;
CGarrisonInt *garr;
CHeroGSlot * garrisonedHero;
CHeroGSlot * visitingHero;
HeroSlots(const CGTownInstance * town, Point garrPos, Point visitPos, CGarrisonInt *Garrison, bool ShowEmpty);
void splitClicked(); //for hero meeting only (splitting stacks is handled by garrison int)
void update();
void swapArmies(); //exchange garrisoned and visiting heroes or move hero to\from garrison
};
/// Class for town screen management (town background and structures)
class CCastleBuildings : public CIntObject
{
CPicture *background;
//List of buildings and structures that can represent them
std::map< BuildingID, std::vector<const CStructure*> > groups;
// actual IntObject's visible on screen
std::vector< CBuildingRect * > buildings;
const CGTownInstance * town;
const CGHeroInstance* getHero();//Select hero for buildings usage
void enterBlacksmith(ArtifactID artifactID);//support for blacksmith + ballista yard
void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
void enterCastleGate();
void enterFountain(BuildingID building);//Rampart's fountains
void enterMagesGuild();
void enterTownHall();
void openMagesGuild();
void openTownHall();
void recreate();
public:
CBuildingRect * selectedBuilding;
CCastleBuildings(const CGTownInstance* town);
~CCastleBuildings();
void enterDwelling(int level);
void buildingClicked(BuildingID building);
void addBuilding(BuildingID building);
void removeBuilding(BuildingID building);//FIXME: not tested!!!
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
};
/// Creature info window
class CCreaInfo : public CIntObject
{
const CGTownInstance * town;
const CCreature *creature;
int level;
bool showAvailable;
CAnimImage *picture;
CLabel * label;
int AddToString(std::string from, std::string & to, int numb);
std::string genGrowthText();
public:
CCreaInfo(Point position, const CGTownInstance *Town, int Level, bool compact=false, bool showAvailable=false);
void update();
void hover(bool on);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
};
/// Town hall and fort icons for town screen
class CTownInfo : public CIntObject
{
const CGTownInstance *town;
const CBuilding *building;
CAnimImage *picture;
public:
//if (townHall) hall-capital else fort - castle
CTownInfo(int posX, int posY, const CGTownInstance* town, bool townHall);
void hover(bool on);
void clickRight(tribool down, bool previousState);
};
/// Class which manages the castle window
class CCastleInterface : public CWindowObject, public CWindowWithGarrison
{
CLabel *title;
CLabel *income;
CAnimImage *icon;
CPicture * panel;
CResDataBar *resdatabar;
CGStatusBar * statusbar;
CTownInfo *hall, *fort;
CAdventureMapButton *exit;
CAdventureMapButton *split;
std::vector<CCreaInfo*> creainfo;//small icons of creatures (bottom-left corner);
public:
CTownList * townlist;
//TODO: remove - currently used only in dialog messages
CDefEssential* bicons; //150x70 buildings imgs
//TODO: move to private
const CGTownInstance * town;
HeroSlots *heroes;
CCastleBuildings *builds;
//from - previously selected castle (if any)
CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from = nullptr); //c-tor
~CCastleInterface();
void castleTeleport(int where);
void townChange();
void keyPressed(const SDL_KeyboardEvent & key);
void close();
void addBuilding(BuildingID bid);
void removeBuilding(BuildingID bid);
void recreateIcons();
};
/// Hall window where you can build things
class CHallInterface : public CWindowObject
{
/// Building box from town hall (building icon + subtitle)
class CBuildingBox : public CIntObject
{
const CGTownInstance * town;
const CBuilding * building;
ui32 state;//Buildings::EBuildStructure enum
CAnimImage * picture;
CAnimImage * panel;
CAnimImage * icon;
CLabel * label;
public:
CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building);
void hover(bool on);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
};
const CGTownInstance * town;
std::vector< std::vector<CBuildingBox*> >boxes;
CLabel *title;
CGStatusBar *statusBar;
CMinorResDataBar * resdatabar;
CAdventureMapButton *exit;
public:
CHallInterface(const CGTownInstance * Town); //c-tor
};
/// Window where you can decide to buy a building or not
class CBuildWindow: public CWindowObject
{
const CGTownInstance *town;
const CBuilding *building;
CAdventureMapButton *buy;
CAdventureMapButton *cancel;
std::string getTextForState(int state);
void buyFunc();
public:
CBuildWindow(const CGTownInstance *Town, const CBuilding * building, int State, bool rightClick); //c-tor
};
//Small class to display
class LabeledValue : public CIntObject
{
std::string hoverText;
CLabel *name;
CLabel *value;
void init(std::string name, std::string descr, int min, int max);
public:
LabeledValue(Rect size, std::string name, std::string descr, int min, int max);
LabeledValue(Rect size, std::string name, std::string descr, int val);
void hover(bool on);
};
/// The fort screen where you can afford units
class CFortScreen : public CWindowObject
{
class RecruitArea : public CIntObject
{
const CGTownInstance *town;
int level;
std::string hoverText;
CLabel * creatureName;
CLabel * dwellingName;
CLabel * availableCount;
std::vector<LabeledValue*> values;
CPicture *icons;
CAnimImage * buildingPic;
CCreaturePic *creatureAnim;
const CCreature * getMyCreature();
const CBuilding * getMyBuilding();
public:
RecruitArea(int posX, int posY, const CGTownInstance *town, int level);
void creaturesChanged();
void hover(bool on);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
};
CLabel *title;
std::vector<RecruitArea*> recAreas;
CMinorResDataBar * resdatabar;
CGStatusBar *statusBar;
CAdventureMapButton *exit;
std::string getBgName(const CGTownInstance *town);
public:
CFortScreen(const CGTownInstance * town); //c-tor
void creaturesChanged();
};
/// The mage guild screen where you can see which spells you have
class CMageGuildScreen : public CWindowObject
{
class Scroll : public CIntObject
{
const CSpell *spell;
CAnimImage *image;
public:
Scroll(Point position, const CSpell *Spell);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover(bool on);
};
CPicture *window;
CAdventureMapButton *exit;
std::vector<Scroll *> spells;
CMinorResDataBar * resdatabar;
CGStatusBar *statusBar;
public:
CMageGuildScreen(CCastleInterface * owner);
};
/// The blacksmith window where you can buy available in town war machine
class CBlacksmithDialog : public CWindowObject
{
CAdventureMapButton *buy, *cancel;
CPicture *animBG;
CCreatureAnim * anim;
CLabel * title;
CLabel * costText;
CLabel * costValue;
CGStatusBar *statusBar;
public:
CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid);
};