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Added missing (?) includes from last revision.

DjWarmonger 15 年之前
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88e42828da
共有 2 个文件被更改,包括 223 次插入221 次删除
  1. 165 163
      client/CKingdomInterface.cpp
  2. 58 58
      client/CKingdomInterface.h

+ 165 - 163
client/CKingdomInterface.cpp

@@ -11,6 +11,8 @@
 #include "../hch/CDefHandler.h"
 #include "../hch/CGeneralTextHandler.h"
 #include "../hch/CObjectHandler.h"
+#include "../hch/CTownHandler.h"
+#include "../lib/map.h"
 #include <boost/assign/std/vector.hpp> 
 #include <sstream>
 using namespace boost::assign;
@@ -24,26 +26,26 @@ using namespace CSDL_Ext;
  * License: GNU General Public License v2.0 or later
  * Full text of license available in license.txt file, in main folder
  *
- */
-
+ */
+
 int PicCount = 4;
-
-CDefEssential* CKingdomInterface::slots;
-CDefEssential* CKingdomInterface::fort;
-CDefEssential* CKingdomInterface::hall;
-
+
+CDefEssential* CKingdomInterface::slots;
+CDefEssential* CKingdomInterface::fort;
+CDefEssential* CKingdomInterface::hall;
+
 CKingdomInterface::CKingdomInterface()
-{
-	OBJ_CONSTRUCTION_CAPTURING_ALL;
-	defActions = SHARE_POS;
+{
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+	defActions = SHARE_POS;
 	pos.x = screen->w/2 - 400;
 	pos.y = screen->h/2 - 300;
-	size = 4;//we have 4 visible items in the list, would be nice to move this value to configs later
-	heroPos = townPos = 0;
-	state = 2;
+	size = 4;//we have 4 visible items in the list, would be nice to move this value to configs later
+	heroPos = townPos = 0;
+	state = 2;
 	showHarrisoned = false;
-
-	bg = BitmapHandler::loadBitmap("OVCAST.bmp");
+
+	bg = BitmapHandler::loadBitmap("OVCAST.bmp");
 	graphics->blueToPlayersAdv(bg, LOCPLINT->playerID);
 	mines = CDefHandler::giveDefEss("OVMINES.DEF");
 	slots = CDefHandler::giveDefEss("OVSLOT.DEF");
@@ -51,61 +53,61 @@ CKingdomInterface::CKingdomInterface()
 	hall = CDefHandler::giveDefEss("ITMTL.DEF");
 	fort = CDefHandler::giveDefEss("ITMCL.DEF");
 
-	toHeroes = new AdventureMapButton (CGI->generaltexth->overview[11],"",
+	toHeroes = new AdventureMapButton (CGI->generaltexth->overview[11],"",
 		boost::bind(&CKingdomInterface::listToHeroes,this),748,492,"OVBUTN1.DEF");
-	toHeroes->block(2);
+	toHeroes->block(2);
 
-	toTowns = new AdventureMapButton (CGI->generaltexth->overview[12],"",
+	toTowns = new AdventureMapButton (CGI->generaltexth->overview[12],"",
 		boost::bind(&CKingdomInterface::listToTowns,this),748,528,"OVBUTN6.DEF");
-	toTowns->block(0);
+	toTowns->block(0);
 
-	exit = new AdventureMapButton (CGI->generaltexth->allTexts[600],"",
-		boost::bind(&CKingdomInterface::close,this),748,563,"OVBUTN1.DEF");
-	exit->bitmapOffset = 3;
+	exit = new AdventureMapButton (CGI->generaltexth->allTexts[600],"",
+		boost::bind(&CKingdomInterface::close,this),748,563,"OVBUTN1.DEF");
+	exit->bitmapOffset = 3;
 
 	statusbar = new CStatusBar(pos.x+7,pos.y+555,"TSTATBAR.bmp",732);
 	resdatabar = new CResDataBar("KRESBAR.bmp",pos.x+3,pos.y+575,32,2,76,76);
 
 	for (int i=0; i<RESOURCE_QUANTITY; i++)
 		incomes.push_back(new CResIncomePic(i,mines));
-
-	heroes.resize(size);
-	for(size_t i=0;i<size;i++)//preparing lists for input
-		heroes[i] = NULL;
-	towns.resize(size);
-	for(size_t i=0;i<size;i++)
-		towns[i] = NULL;
-
+
+	heroes.resize(size);
+	for(size_t i=0;i<size;i++)//preparing lists for input
+		heroes[i] = NULL;
+	towns.resize(size);
+	for(size_t i=0;i<size;i++)
+		towns[i] = NULL;
+
 	slider = new CSlider(4, 4, 483, boost::bind (&CKingdomInterface::sliderMoved, this, _1),
-		size, LOCPLINT->cb->howManyHeroes(showHarrisoned), 0, false, 0);
+		size, LOCPLINT->cb->howManyHeroes(showHarrisoned), 0, false, 0);
 }
 
 CKingdomInterface::~CKingdomInterface()
-{
-	SDL_FreeSurface(bg);
+{
+	SDL_FreeSurface(bg);
 
 	delete statusbar;
-	delete resdatabar;
-
+	delete resdatabar;
+
 	delete exit;
-	delete toTowns;
-	delete toHeroes;
-
-	delete slider;
-	delete title;
-	delete slots;
-	delete fort;
-	delete hall;
-	delete mines;
-
-/*	for(size_t i=0;i<size;i++)
-		delete heroes[i];
-	heroes.clear();
-	for(size_t i=0;i<size;i++)
-		delete towns[i];
-	towns.clear();*/
-	for(size_t i=0;i<incomes.size();i++)
-		delete incomes[i];
+	delete toTowns;
+	delete toHeroes;
+
+	delete slider;
+	delete title;
+	delete slots;
+	delete fort;
+	delete hall;
+	delete mines;
+
+/*	for(size_t i=0;i<size;i++)
+		delete heroes[i];
+	heroes.clear();
+	for(size_t i=0;i<size;i++)
+		delete towns[i];
+	towns.clear();*/
+	for(size_t i=0;i<incomes.size();i++)
+		delete incomes[i];
 	incomes.clear();
 }
 
@@ -120,50 +122,50 @@ void CKingdomInterface::showAll( SDL_Surface * to/*=NULL*/)
 	blitAt(bg,pos,to);
 	resdatabar->draw(to);
 	toTowns->show(to);
-	toHeroes->show(to);
-	exit->show(to);
+	toHeroes->show(to);
+	exit->show(to);
 	if (state == 1)
-	{//printing text "Town", "Harrisoned hero", "Visiting hero"
+	{//printing text "Town", "Harrisoned hero", "Visiting hero"
 		CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[3],pos.x+145,pos.y+12,TNRB16,zwykly,to);
 		CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[4],pos.x+370,pos.y+12,TNRB16,zwykly,to);
-		CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[5],pos.x+600,pos.y+12,TNRB16,zwykly,to);
-		for (size_t i=0; i<size; i++)
-			towns[i]->show(to);//show town list
+		CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[5],pos.x+600,pos.y+12,TNRB16,zwykly,to);
+		for (size_t i=0; i<size; i++)
+			towns[i]->show(to);//show town list
 	}
 	else
-	{//text "Hero/stats" and "Skills"
+	{//text "Hero/stats" and "Skills"
 		CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[0],pos.x+150,pos.y+12,TNRB16,zwykly,to);
-		CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[1],pos.x+500,pos.y+12,TNRB16,zwykly,to);
-		for (size_t i=0; i<size; i++)
-			heroes[i]->show(to);//show hero list
+		CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[1],pos.x+500,pos.y+12,TNRB16,zwykly,to);
+		for (size_t i=0; i<size; i++)
+			heroes[i]->show(to);//show hero list
 	}
 
 	for(size_t i=0;i<incomes.size();i++)
-		incomes[i]->show(to);//printing resource incomes
-
+		incomes[i]->show(to);//printing resource incomes
+
 	if(screen->w != 800 || screen->h !=600)
-		CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
+		CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
 	show(to);
 }
 
 void CKingdomInterface::show(SDL_Surface * to)
-{
+{
 	statusbar->show(to);
 }
 
 void CKingdomInterface::activate()
-{
+{
 	LOCPLINT->statusbar = statusbar;
 	exit->activate();
 	toTowns->activate();
-	toHeroes->activate();
+	toHeroes->activate();
 	if (state == 1)
 		for (int i=0; i<size; i++)
 			towns[i]->activate();
 	else
 		for (int i=0; i<size; i++)
-			heroes[i]->activate();
-
+			heroes[i]->activate();
+
 	slider->activate();
 }
 
@@ -177,52 +179,52 @@ void CKingdomInterface::deactivate()
 			towns[i]->deactivate();
 	else
 		for (int i=0; i<size; i++)
-			heroes[i]->deactivate();
+			heroes[i]->deactivate();
 	slider->deactivate();
 }
 
 void CKingdomInterface::keyPressed(const SDL_KeyboardEvent & key)
 {
 }
-
-void CKingdomInterface::recreateHeroList(int pos)
-{
-	for (int j=0; j<size; j++)
-		delete heroes[j];//removing old list
-	std::vector<const CGHeroInstance*> Heroes = LOCPLINT->cb->getHeroesInfo(true);
-	int i=0, cnt=0;
-	for (int j = 0; ((j<Heroes.size()) && (i<size));j++)
-	{
-		if (Heroes[j]->inTownGarrison && (!showHarrisoned))//if hero in garrison and we don't show them
-		{
-			continue;
-		}
-		if (cnt<pos)//skipping heroes
-		{
-			cnt++;
-			continue;
-		}//this hero will be added
-		heroes[i] = new CHeroItem(i, Heroes[j]);
+
+void CKingdomInterface::recreateHeroList(int pos)
+{
+	for (int j=0; j<size; j++)
+		delete heroes[j];//removing old list
+	std::vector<const CGHeroInstance*> Heroes = LOCPLINT->cb->getHeroesInfo(true);
+	int i=0, cnt=0;
+	for (int j = 0; ((j<Heroes.size()) && (i<size));j++)
+	{
+		if (Heroes[j]->inTownGarrison && (!showHarrisoned))//if hero in garrison and we don't show them
+		{
+			continue;
+		}
+		if (cnt<pos)//skipping heroes
+		{
+			cnt++;
+			continue;
+		}//this hero will be added
+		heroes[i] = new CHeroItem(i, Heroes[j]);
 		i++;
-	}
-	for (i;i<size;i++)//if we still have empty pieces
-		heroes[i] = new CHeroItem(i, NULL);//empty pic
-	GH.totalRedraw();
-}
-
-void CKingdomInterface::recreateTownList(int pos)
-{
-	std::vector<const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(true);
-	for(int i=0;i<size;i++)
-	{
+	}
+	for (i;i<size;i++)//if we still have empty pieces
+		heroes[i] = new CHeroItem(i, NULL);//empty pic
+	GH.totalRedraw();
+}
+
+void CKingdomInterface::recreateTownList(int pos)
+{
+	std::vector<const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(true);
+	for(int i=0;i<size;i++)
+	{
 		delete towns[i];//remove old
 		if (i+pos<Towns.size())
 			towns[i] = new CTownItem(i, Towns[i+pos]);//and add new
 		else
-			towns[i] = new CTownItem(i, NULL);//empty pic
-	}
-	GH.totalRedraw();
-}
+			towns[i] = new CTownItem(i, NULL);//empty pic
+	}
+	GH.totalRedraw();
+}
 
 void CKingdomInterface::listToTowns()
 {
@@ -230,13 +232,13 @@ void CKingdomInterface::listToTowns()
 	toHeroes->block(0);
 	toTowns->block(2);
 	heroPos = slider->value;
-	slider->setAmount(LOCPLINT->cb->howManyTowns());
-	slider->value=townPos;//moving slider
-	recreateTownList(townPos);
-	for (size_t i=0;i<size;i++)//TODO:is this loop needed?
-	{
-		towns[i]->deactivate();
-		heroes[i]->activate();
+	slider->setAmount(LOCPLINT->cb->howManyTowns());
+	slider->value=townPos;//moving slider
+	recreateTownList(townPos);
+	for (size_t i=0;i<size;i++)//TODO:is this loop needed?
+	{
+		towns[i]->deactivate();
+		heroes[i]->activate();
 	}
 }
 
@@ -245,56 +247,56 @@ void CKingdomInterface::listToHeroes()
 	state = 2;
 	toHeroes->block(2);
 	toTowns->block(0);
-	townPos = slider->value;
+	townPos = slider->value;
 	slider->setAmount(LOCPLINT->cb->howManyHeroes(showHarrisoned));
 	slider->value=heroPos;//moving slider
-	recreateHeroList(heroPos);
-	for (size_t i=0;i<size;i++)//TODO:is this loop needed?
-	{
-		towns[i]->deactivate();
-		heroes[i]->activate();
+	recreateHeroList(heroPos);
+	for (size_t i=0;i<size;i++)//TODO:is this loop needed?
+	{
+		towns[i]->deactivate();
+		heroes[i]->activate();
 	}
 }
 
 void CKingdomInterface::sliderMoved(int newpos)
 {
-	if ( state == 1 )//towns
+	if ( state == 1 )//towns
 	{
-		townPos = newpos;
-		recreateTownList(newpos);
+		townPos = newpos;
+		recreateTownList(newpos);
 	}
-	else//heroes
+	else//heroes
 	{
-		heroPos = newpos;
-		recreateHeroList(newpos);
-	}
+		heroPos = newpos;
+		recreateHeroList(newpos);
+	}
 }
 
 CKingdomInterface::CResIncomePic::CResIncomePic(int RID, CDefEssential * Mines)
-{
+{
 	resID = RID;
 	pos.x += 20 + RID*80;
 	pos.y += 495;
 	pos.h = 54;
-	pos.w = (resID!=7)?68:136;//gold pile is bigger
-	mines = Mines;
-
-	value = 0;
-	int resource = resID==7?6:resID;
-
-	for(size_t i = 0; i<CGI->state->map->objects.size(); i++)
-	{
+	pos.w = (resID!=7)?68:136;//gold pile is bigger
+	mines = Mines;
+
+	value = 0;
+	int resource = resID==7?6:resID;
+
+	for(size_t i = 0; i<CGI->state->map->objects.size(); i++)
+	{
 		CGObjectInstance* obj = CGI->state->map->objects[i];
-		if (obj)
-			if (obj->ID == 53 && obj->subID == resource && //this is mine, produce required resource
-				CGI->state->currentPlayer == obj->tempOwner )//mine is ours
-					value++;
-	}
-	if (resID == 7)//we need to calculate income of whole kingdom
-	{
-		value *=1000;// mines = 1000 gold
-		std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
-		for(size_t i=0; i<heroes.size();i++)
+		if (obj)
+			if (obj->ID == 53 && obj->subID == resource && //this is mine, produce required resource
+				CGI->state->currentPlayer == obj->tempOwner )//mine is ours
+					value++;
+	}
+	if (resID == 7)//we need to calculate income of whole kingdom
+	{
+		value *=1000;// mines = 1000 gold
+		std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
+		for(size_t i=0; i<heroes.size();i++)
 			switch(heroes[i]->getSecSkillLevel(13))//some heroes may have estates
 			{
 			case 1: //basic
@@ -306,11 +308,11 @@ CKingdomInterface::CResIncomePic::CResIncomePic(int RID, CDefEssential * Mines)
 			case 3: //expert
 				value += 500;
 				break;
-			}
-		std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
-		for(size_t i=0; i<towns.size();i++)
-			value += towns[i]->dailyIncome();
-	}
+			}
+		std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
+		for(size_t i=0; i<towns.size();i++)
+			value += towns[i]->dailyIncome();
+	}
 }
 
 CKingdomInterface::CResIncomePic::~CResIncomePic()
@@ -322,10 +324,10 @@ void CKingdomInterface::CResIncomePic::hover(bool on)
 }
 
 void CKingdomInterface::CResIncomePic::show(SDL_Surface * to)
-{
-	if (resID < 7)//this is not income
-		blitAt(mines->ourImages[resID].bitmap,pos.x,pos.y,to);
-
+{
+	if (resID < 7)//this is not income
+		blitAt(mines->ourImages[resID].bitmap,pos.x,pos.y,to);
+
 	std::ostringstream oss;
 	oss << value;
 	CSDL_Ext::printAtMiddle(oss.str(),pos.x+pos.w/2,pos.y+50,GEOR13,zwykly,to);
@@ -333,14 +335,14 @@ void CKingdomInterface::CResIncomePic::show(SDL_Surface * to)
 
 
 CKingdomInterface::CTownItem::CTownItem(int num, const CGTownInstance * Town)
-{
-//	defActions = ACTIVATE | DEACTIVATE | SHOWALL | DISPOSE;
+{
+//	defActions = ACTIVATE | DEACTIVATE | SHOWALL | DISPOSE;
 	numb = num;
 	pos.x = screen->w/2 - 400 + 23;
 	pos.y = screen->h/2 - 300 + 26+num*116;
 	pos.w = 702;
 	pos.h = 114;
-	town = Town;
+	town = Town;
 }
 
 CKingdomInterface::CTownItem::~CTownItem()
@@ -436,14 +438,14 @@ void CKingdomInterface::CTownItem::show(SDL_Surface * to)
 }
 
 CKingdomInterface::CHeroItem::CHeroItem(int num, const CGHeroInstance * Hero)
-{
+{
 	numb = num;
 	pos.x = screen->w/2 - 400 + 23;
 	pos.y = screen->h/2 - 300 + 26+num*116;
 	pos.w = 702;
 	pos.h = 114;
 	hero = Hero;
-	artGroup = 0;
+	artGroup = 0;
 }
 
 CKingdomInterface::CHeroItem::~CHeroItem()
@@ -457,7 +459,7 @@ void CKingdomInterface::CHeroItem::show(SDL_Surface * to)
 		blitAt(slots->ourImages[numb % PicCount].bitmap,pos.x,pos.y,to);
 		return;
 	}//print background, different for arts view/backpack mode
-	blitAt(slots->ourImages[(artGroup=2)?4:5].bitmap,pos.x,pos.y,to);
+	blitAt(slots->ourImages[(artGroup=2)?4:5].bitmap,pos.x,pos.y,to);
 	//text "Artifacts"
 	CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[2],pos.x+320,pos.y+55,GEOR13,zwykly,to);
 	int X = pos.x+6;//portrait
@@ -492,12 +494,12 @@ void CKingdomInterface::CHeroItem::show(SDL_Surface * to)
 		CSDL_Ext::printAtMiddle(strnew.str(),(pos.x+298),(pos.y+31),GEORM,zwykly,to);
 	}
 	//hero speciality
-	blitAt(graphics->un32->ourImages[hero->subID].bitmap, pos.x+375, pos.y+6, to);
+	blitAt(graphics->un32->ourImages[hero->subID].bitmap, pos.x+375, pos.y+6, to);
 
 	for(int i=0; i<hero->secSkills.size(); i++)
 	{//secondary skills
 		int skill = hero->secSkills[i].first,
-		    level = hero->secSkills[i].second;
+		    level = hero->secSkills[i].second;
 		blitAt(graphics->abils32->ourImages[skill*3+level+2].bitmap,pos.x+411+i*36,pos.y+6,to);
 	}
 
@@ -520,7 +522,7 @@ void CKingdomInterface::CHeroItem::show(SDL_Surface * to)
 }
 
 void CKingdomInterface::CHeroItem::onArtChange(int newstate)
-{
+{
 	artGroup = newstate;
 }
 

+ 58 - 58
client/CKingdomInterface.h

@@ -7,10 +7,10 @@
 #include <SDL.h>
 #include "GUIBase.h"
 #include "../hch/CMusicBase.h"
-class AdventureMapButton;
+class AdventureMapButton;
 class CHighlightableButtonsGroup;
 class CResDataBar;
-class CStatusBar;
+class CStatusBar;
 class CSlider;
 class CMinorResDataBar;
 
@@ -25,85 +25,85 @@ class CMinorResDataBar;
  */
 
 class CKingdomInterface : public CIntObject
-{
-/*	class CDwellingList : public
-	{
-	public:
+{
+/*	class CDwellingList : public
+	{
+	public:
 		void mouseMoved (const SDL_MouseMotionEvent & sEvent);
 		void genList();
 		void select(int which);
 		void draw(SDL_Surface * to);
-		int size(); //how many elements do we have
+		int size(); //how many elements do we have
 	}*/
-	class CResIncomePic : public CIntObject
-	{
-	public:
-		int resID,value;//resource ID
-		CResIncomePic(int RID, CDefEssential * Mines);//c-tor
-		~CResIncomePic();//d-tor
+	class CResIncomePic : public CIntObject
+	{
+	public:
+		int resID,value;//resource ID
+		CResIncomePic(int RID, CDefEssential * Mines);//c-tor
+		~CResIncomePic();//d-tor
 		void hover(bool on);
-		void show(SDL_Surface * to);
-		CDefEssential * mines;//pointer to mines pictures;
-	};
-	class CTownItem : public CIntObject
-	{
-	public:
-		int numb;//position on screen (1..4)
-		const CGTownInstance * town;
-		void show(SDL_Surface * to);
+		void show(SDL_Surface * to);
+		CDefEssential * mines;//pointer to mines pictures;
+	};
+	class CTownItem : public CIntObject
+	{
+	public:
+		int numb;//position on screen (1..4)
+		const CGTownInstance * town;
+		void show(SDL_Surface * to);
 		void activate();
-		void deactivate();
-		CTownItem (int num, const CGTownInstance * Town);//c-tor
-		~CTownItem();//d-tor
-	};
-	class CHeroItem : public CIntObject
-	{
-	public:
-		const CGHeroInstance * hero;
-		int artGroup,numb;//current art group (0 = equiped, 1 = misc, 2 = backpack)
-		void onArtChange(int newstate);//changes artgroup
-		void show(SDL_Surface * to);
+		void deactivate();
+		CTownItem (int num, const CGTownInstance * Town);//c-tor
+		~CTownItem();//d-tor
+	};
+	class CHeroItem : public CIntObject
+	{
+	public:
+		const CGHeroInstance * hero;
+		int artGroup,numb;//current art group (0 = equiped, 1 = misc, 2 = backpack)
+		void onArtChange(int newstate);//changes artgroup
+		void show(SDL_Surface * to);
 		void activate();
-		void deactivate();
-		CHeroItem (int num, const CGHeroInstance * Hero);//c-tor
-		~CHeroItem();//d-tor
+		void deactivate();
+		CHeroItem (int num, const CGHeroInstance * Hero);//c-tor
+		~CHeroItem();//d-tor
 	};
-public:
-	//common data
+public:
+	//common data
 	int state;//0 = initialisation 1 = towns showed, 2 = heroes;
 	SDL_Surface * bg;//background
 	CStatusBar * statusbar;//statusbar
-	CResDataBar *resdatabar;//resources
-
+	CResDataBar *resdatabar;//resources
+
 	AdventureMapButton *exit;//exit button
-	AdventureMapButton *toTowns;//town button
-	AdventureMapButton *toHeroes;//hero button
+	AdventureMapButton *toTowns;//town button
+	AdventureMapButton *toHeroes;//hero button
 	CDefEssential * title; //title bar
-	//hero/town lists
-	bool showHarrisoned;//show harrisoned hero in heroes list or not
-	CSlider * slider;//slider
-	int heroPos,townPos,size;//position of lists; size of list
-	std::vector<CHeroItem *> heroes;//heroes list
-	std::vector<CTownItem *> towns;//towns list
-	static CDefEssential * slots, *fort, *hall;
-
-	//income pics
-	std::vector<CResIncomePic *> incomes;//mines + incomes
-	CDefEssential * mines;//picture of mines
+	//hero/town lists
+	bool showHarrisoned;//show harrisoned hero in heroes list or not
+	CSlider * slider;//slider
+	int heroPos,townPos,size;//position of lists; size of list
+	std::vector<CHeroItem *> heroes;//heroes list
+	std::vector<CTownItem *> towns;//towns list
+	static CDefEssential * slots, *fort, *hall;
+
+	//income pics
+	std::vector<CResIncomePic *> incomes;//mines + incomes
+	CDefEssential * mines;//picture of mines
 
 	CKingdomInterface(); //c-tor
-	~CKingdomInterface(); //d-tor
-	void recreateHeroList(int pos);//recreating heroes list (on slider move)
+	~CKingdomInterface(); //d-tor
+	void recreateHeroList(int pos);//recreating heroes list (on slider move)
 	void recreateTownList(int pos);//same for town list
 	void keyPressed(const SDL_KeyboardEvent & key);
-	void listToTowns();//changing list to town view
-	void listToHeroes();//changing list to heroes view
+	void listToTowns();//changing list to town view
+	void listToHeroes();//changing list to heroes view
 	void sliderMoved(int newpos);//when we move a slider...
 	void show(SDL_Surface * to);
 	void showAll(SDL_Surface * to);
 	void close();
 	void activate();
 	void deactivate();
-};
+};
 
 #endif // __CCASTLEINTERFACE_H__