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https://github.com/vcmi/vcmi.git
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03fdd22b1a
Code reorganizations in bonus system, allowing defining bonusNode-like classes. Fixed some issues with artifact handling (proper updating of GUI when moving, minor fixes). Restoring battle AI for neutrals after loading game.
99 lines
2.9 KiB
C++
99 lines
2.9 KiB
C++
#ifndef __CHEROWINDOW_H__
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#define __CHEROWINDOW_H__
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//#include "CPlayerInterface.h"
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/*
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* CHeroWindow.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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class AdventureMapButton;
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struct SDL_Surface;
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class CGHeroInstance;
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class CDefHandler;
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class CArtifact;
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class CHeroWindow;
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class LClickableAreaHero;
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class LRClickableAreaWText;
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class LRClickableAreaWTextComp;
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class CArtifactsOfHero;
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/// Button which switches hero selection
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class CHeroSwitcher : public CIntObject
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{
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public:
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int id;
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CHeroWindow * getOwner();
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virtual void clickLeft(tribool down, bool previousState);
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CHeroSwitcher(int serial);
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};
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//helper class for calculating values of hero bonuses without bonuses from picked up artifact
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class CHeroWithMaybePickedArtifact : public IBonusBearer
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{
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public:
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const CGHeroInstance *hero;
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CWindowWithArtifacts *cww;
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CHeroWithMaybePickedArtifact(CWindowWithArtifacts *Cww, const CGHeroInstance *Hero);
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void getAllBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL) const OVERRIDE;
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};
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class CHeroWindow: public CWindowWithGarrison, public CWindowWithArtifacts
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{
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enum ELabel {};
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std::map<ELabel, CLabel*> labels;
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CPicture *background;
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CGStatusBar * ourBar; //heroWindow's statusBar
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//general graphics
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CDefEssential *flags;
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//buttons
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//AdventureMapButton * gar4button; //splitting
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std::vector<CHeroSwitcher *> heroListMi; //new better list of heroes
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//clickable areas
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LRClickableAreaWText * portraitArea;
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std::vector<LRClickableAreaWTextComp *> primSkillAreas;
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LRClickableAreaWText * expArea;
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LRClickableAreaWText * spellPointsArea;
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LRClickableAreaWText * specArea;//speciality
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MoraleLuckBox * morale, * luck;
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std::vector<LRClickableAreaWTextComp *> secSkillAreas;
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CHeroWithMaybePickedArtifact heroWArt;
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public:
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const CGHeroInstance * curHero;
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AdventureMapButton * quitButton, * dismissButton, * questlogButton; //general
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CHighlightableButton *tacticsButton; //garrison / formation handling;
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CHighlightableButtonsGroup *formations;
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int player;
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CHeroWindow(const CGHeroInstance *hero); //c-tor
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~CHeroWindow(); //d-tor
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void update(const CGHeroInstance * hero, bool redrawNeeded = false); //sets main displayed hero
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void showAll(SDL_Surface * to); //shows and activates adv. map interface
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// void redrawCurBack(); //redraws curBAck from scratch
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void quit(); //stops displaying hero window and disposes
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void dismissCurrent(); //dissmissed currently displayed hero (curHero)
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void questlog(); //show quest log in hero window
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void switchHero(); //changes displayed hero
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//friends
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friend void CArtPlace::clickLeft(tribool down, bool previousState);
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friend class CPlayerInterface;
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};
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#endif // __CHEROWINDOW_H__
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