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164 lines
6.2 KiB
C++
164 lines
6.2 KiB
C++
#pragma once
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#include "gui/CIntObject.h"
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#include "../lib/HeroBonus.h"
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#include "gui/CArtifactHolder.h"
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/*
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* CCreatureWindow.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 Bonus;
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class CCreature;
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class CStackInstance;
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class CCommanderInstance;
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class CStack;
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struct ArtifactLocation;
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class CCreatureArtifactInstance;
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class CAdventureMapButton;
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class CBonusItem;
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class CGHeroInstance;
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class CComponent;
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class LRClickableAreaWText;
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class MoraleLuckBox;
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class CAdventureMapButton;
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struct UpgradeInfo;
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class CPicture;
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class CCreaturePic;
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class LRClickableAreaWTextComp;
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class CSlider;
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class CLabel;
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class CAnimImage;
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class CSelectableSkill;
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// New creature window
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class CCreatureWindow : public CWindowObject, public CArtifactHolder
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{
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public:
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enum CreWinType {OTHER = 0, BATTLE = 1, ARMY = 2, HERO = 3, COMMANDER = 4, COMMANDER_LEVEL_UP = 5, COMMANDER_BATTLE = 6}; // > 3 are opened permanently
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//bool active; //TODO: comment me
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CreWinType type;
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int bonusRows; //height of skill window
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ArtifactPosition displayedArtifact;
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std::string count; //creature count in text format
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const CCreature *c; //related creature
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const CStackInstance *stack;
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const CBonusSystemNode *stackNode;
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const CCommanderInstance * commander;
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const CGHeroInstance *heroOwner;
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const CArtifactInstance *creatureArtifact; //currently worn artifact
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std::vector<CComponent*> upgResCost; //cost of upgrade (if not possible then empty)
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std::vector<CBonusItem*> bonusItems;
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std::vector<LRClickableAreaWText*> spellEffects;
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CCreaturePic *anim; //related creature's animation
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MoraleLuckBox *luck, *morale;
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LRClickableAreaWTextComp * expArea; //displays exp details
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CSlider * slider; //Abilities
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CAdventureMapButton *dismiss, *upgrade, *ok;
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CAdventureMapButton * leftArtRoll, * rightArtRoll; //artifact selection
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CAdventureMapButton * passArtToHero;
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CAnimImage * artifactImage;
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CAnimation * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
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//commander level-up
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int selectedOption; //index for upgradeOptions
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std::vector<ui32> upgradeOptions; //value 0-5 - secondary skills, 100+ - special skills
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std::vector<CSelectableSkill *> selectableSkills, selectableBonuses;
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std::vector<CPicture *> skillPictures; //secondary skills
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std::string skillToFile(int skill); //return bitmap for secondary skill depending on selection / avaliability
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void selectSkill (ui32 which);
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void setArt(const CArtifactInstance *creatureArtifact);
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void artifactRemoved (const ArtifactLocation &artLoc);
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void artifactMoved (const ArtifactLocation &artLoc, const ArtifactLocation &destLoc);
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void artifactDisassembled (const ArtifactLocation &artLoc) {return;};
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void artifactAssembled (const ArtifactLocation &artLoc) {return;};
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std::function<void()> dsm; //dismiss button callback
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std::function<void()> Upg; //upgrade button callback
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std::function<void(ui32)> levelUp; //choose commander skill to level up
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CCreatureWindow(const CStack & stack, CreWinType type); //battle c-tor
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CCreatureWindow (const CStackInstance &stack, CreWinType Type); //pop-up c-tor
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CCreatureWindow(const CStackInstance &st, CreWinType Type, std::function<void()> Upg, std::function<void()> Dsm, UpgradeInfo *ui); //full garrison window
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CCreatureWindow(const CCommanderInstance * commander, const CStack * stack = nullptr); //commander window
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CCreatureWindow(std::vector<ui32> &skills, const CCommanderInstance * commander, std::function<void(ui32)> callback);
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CCreatureWindow(CreatureID Cid, CreWinType Type, int creatureCount); //c-tor
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void init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner);
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void showAll(SDL_Surface * to);
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void show(SDL_Surface * to);
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void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
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void sliderMoved(int newpos);
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void close();
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~CCreatureWindow(); //d-tor
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void recreateSkillList(int pos);
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void scrollArt(int dir);
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void passArtifactToHero();
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};
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class CBonusItem : public LRClickableAreaWTextComp //responsible for displaying creature skill, active or not
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{
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public:
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std::string name, description;
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CPicture * bonusGraphics;
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bool visible;
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CBonusItem();
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CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName);
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~CBonusItem();
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void showAll (SDL_Surface * to);
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};
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class CSelectableSkill : public LRClickableAreaWText
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{
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public:
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std::function<void()> callback; //TODO: create more generic clickable class than AdvMapButton?
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virtual void clickLeft(tribool down, bool previousState);
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virtual void clickRight(tribool down, bool previousState){};
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};
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/// original creature info window
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class CCreInfoWindow : public CWindowObject
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{
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public:
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CLabel * creatureCount;
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CLabel * creatureName;
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CLabel * abilityText;
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CCreaturePic * animation;
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std::vector<CComponent *> upgResCost; //cost of upgrade (if not possible then empty)
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std::vector<CAnimImage *> effects;
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std::map<size_t, std::pair<CLabel *, CLabel * > > infoTexts;
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MoraleLuckBox * luck, * morale;
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CAdventureMapButton * dismiss, * upgrade, * ok;
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CCreInfoWindow(const CStackInstance & st, bool LClicked, std::function<void()> Upg = nullptr, std::function<void()> Dsm = nullptr, UpgradeInfo * ui = nullptr);
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CCreInfoWindow(const CStack & st, bool LClicked = 0);
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CCreInfoWindow(int Cid, bool LClicked, int creatureCount);
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~CCreInfoWindow();
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void init(const CCreature * cre, const CBonusSystemNode * stackNode, const CGHeroInstance * heroOwner, int creatureCount, bool LClicked);
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void printLine(int nr, const std::string & text, int baseVal, int val = -1, bool range = false);
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void show(SDL_Surface * to);
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};
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CIntObject *createCreWindow(const CStack *s, bool lclick = false);
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CIntObject *createCreWindow(CreatureID Cid, CCreatureWindow::CreWinType Type, int creatureCount);
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CIntObject *createCreWindow(const CStackInstance *s, CCreatureWindow::CreWinType type, std::function<void()> Upg = nullptr, std::function<void()> Dsm = nullptr, UpgradeInfo *ui = nullptr);
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