mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
7722d058f0
* dismiss Hero works blocked in the castles * the backpack scrollable arrows aren't available (yellow, clickable) even when backpack is empty. * added missing info texts for buttons in hero window (and added functionality of enable tactic formations button) * can select (single click) and enter castle (double click) from the map. Same for hero. * Hero gets automatically selected after End Turn * Hero is automatically selected when exiting town * In Garrison or Hero army: units are selected when we first click on them Fixed (at least partially) also a problem with disappearing path
140 lines
4.9 KiB
C++
140 lines
4.9 KiB
C++
#pragma once
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#include "CPlayerInterface.h"
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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 LClickableArea: public ClickableL
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{
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public:
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virtual void clickLeft (tribool down);
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virtual void activate();
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virtual void deactivate();
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};
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class RClickableArea: public ClickableR
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{
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public:
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virtual void clickRight (tribool down);
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virtual void activate();
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virtual void deactivate();
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};
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class LClickableAreaHero : public LClickableArea
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{
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public:
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int id;
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CHeroWindow * owner;
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virtual void clickLeft (tribool down);
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};
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class LRClickableAreaWText: public LClickableArea, public RClickableArea, public Hoverable
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{
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public:
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std::string text, hoverText;
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virtual void activate();
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virtual void deactivate();
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virtual void clickLeft (tribool down);
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virtual void clickRight (tribool down);
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virtual void hover(bool on);
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};
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class LRClickableAreaWTextComp: public LClickableArea, public RClickableArea, public Hoverable
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{
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public:
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std::string text, hoverText;
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int baseType;
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int bonus, type;
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virtual void activate();
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virtual void deactivate();
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virtual void clickLeft (tribool down);
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virtual void clickRight (tribool down);
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virtual void hover(bool on);
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};
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class CArtPlace: public IShowable, public LRClickableAreaWTextComp
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{
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private:
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bool active;
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public:
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//bool spellBook, warMachine1, warMachine2, warMachine3, warMachine4,
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// misc1, misc2, misc3, misc4, misc5, feet, lRing, rRing, torso,
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// lHand, rHand, neck, shoulders, head; //my types
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ui16 slotID; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots
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bool clicked;
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CHeroWindow * ourWindow;
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const CArtifact * ourArt;
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CArtPlace(const CArtifact * Art);
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void clickLeft (tribool down);
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void clickRight (tribool down);
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void activate();
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void deactivate();
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void show(SDL_Surface * to = NULL);
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bool fitsHere(const CArtifact * art); //returns true if given artifact can be placed here
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~CArtPlace();
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};
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class CHeroWindow: public IShowActivable, public virtual CIntObject
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{
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SDL_Surface * background, * curBack;
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const CGHeroInstance * curHero;
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CGarrisonInt * garInt;
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CStatusBar * ourBar; //heroWindow's statusBar
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//general graphics
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CDefHandler *flags;
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//buttons
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AdventureMapButton * gar4button; //splitting
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//std::vector< AdventureMapButton<CHeroWindow> * > heroList; //list of heroes
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std::vector<LClickableAreaHero *> heroListMi; //new better list of heroes
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//artifact places
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//CArtPlace * artHead, * artLRing, * artRRing, * artLHand, * artRhand,
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// * artFeet, * artSpellBook, * artMach1, * artMach2, * artMach3,
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// * artMach4, * artMisc1, * artMisc2, * artMisc3, * artMisc4,
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// * artMisc5, * artTorso, * artNeck, * artShoulders; //hero's artifacts
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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
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std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
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int backpackPos; //unmber of first art visible in backpack (in hero's vector)
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CArtPlace * activeArtPlace;
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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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std::vector<LRClickableAreaWTextComp *> secSkillAreas;
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public:
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AdventureMapButton * quitButton, * dismissButton, * questlogButton, //general
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* gar1button, * gar3button, //garrison / formation handling
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* leftArtRoll, * rightArtRoll;
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CHighlightableButton *gar2button;
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int player;
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CHeroWindow(int playerColor); //c-tor
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~CHeroWindow(); //d-tor
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void setHero(const CGHeroInstance * Hero); //sets main displayed hero
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void activate(); //activates hero window;
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void deactivate(); //activates hero window;
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virtual void show(SDL_Surface * to = NULL); //shows hero window
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void redrawCurBack(); //redraws curBAck from scratch
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void quit(); //stops displaying hero window
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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 gar1(); //garrison / formation handling
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void gar2(); //garrison / formation handling
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void gar3(); //garrison / formation handling
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void gar4(); //garrison / formation handling
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void leftArtRoller(); //scrolls artifacts in bag left
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void rightArtRoller(); //scrolls artifacts in bag right
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void switchHero(); //changes displayed hero
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//friends
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friend void CArtPlace::clickLeft(tribool down);
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friend class CPlayerInterface;
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};
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