| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404 | 
							- #ifndef __CCASTLEINTERFACE_H__
 
- #define __CCASTLEINTERFACE_H__
 
- #include "../global.h"
 
- #include "CAnimation.h"
 
- #include "GUIBase.h"
 
- class AdventureMapButton;
 
- class CBuilding;
 
- class CCastleBuildings;
 
- class CCreaturePic;
 
- class CGStatusBar;
 
- class CGTownInstance;
 
- class CLabel;
 
- class CMinorResDataBar;
 
- class CPicture;
 
- class CResDataBar;
 
- class CSpell;
 
- class CStatusBar;
 
- class CTextBox;
 
- class CTownList;
 
- struct Structure;
 
- /*
 
-  * 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
 
- {
 
- public:
 
- 	CCastleBuildings * parent;
 
- 	const CGTownInstance * town;
 
- 	const Structure* str;
 
- 	SDL_Surface* border;
 
- 	SDL_Surface* area;
 
- 	
 
- 	unsigned int stateCounter;//For building construction - current stage in animation
 
- 	
 
- 	CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const Structure *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 CIntObject
 
- {
 
- 	CPicture *background;
 
- 	CLabel *title;
 
- 	CCreaturePic *animation;
 
- 	CLabel *available;
 
- 	CLabel *costPerTroop;
 
- 	
 
- 	std::vector<CPicture *> resPicture;
 
- 	std::vector<CLabel *> resAmount;
 
- public:
 
- 	CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level);
 
- 	void clickRight(tribool down, bool previousState);
 
- };
 
- class HeroSlots;
 
- /// Hero icon slot
 
- class CHeroGSlot : public CIntObject
 
- {
 
- public:
 
- 	HeroSlots *owner;
 
- 	const CGHeroInstance *hero;
 
- 	int upg; //0 - up garrison, 1 - down garrison
 
- 	bool highlight; //indicates id the slot is highlighted
 
- 	void setHighlight(bool on);
 
- 	void hover (bool on);
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void deactivate();
 
- 	void showAll(SDL_Surface * to);
 
- 	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();
 
- };
 
- /// Class for town screen management (town background and structures)
 
- class CCastleBuildings : public CIntObject
 
- {
 
- 	struct AnimRule
 
- 	{
 
- 		int townID, buildID;
 
- 		int toCheck;
 
- 		size_t firstA, lastA;
 
- 		size_t firstB, lastB;
 
- 	};
 
- 	
 
- 	CPicture *background;
 
- 	//List of buildings for each group
 
- 	std::map< int, std::vector<const Structure*> > groups;
 
- 	//Vector with all blittable buildings
 
- 	std::vector<CBuildingRect*> buildings;
 
- 	const CGTownInstance * town;
 
- 	const CGHeroInstance* getHero();//Select hero for buildings usage
 
- 	void checkRules();//Check animation rules (special anims for Shipyard and Mana Vortex)
 
- 	void enterBlacksmith(int ArtifactID);//support for blacksmith + ballista yard
 
- 	void enterBuilding(int building);//for buildings with simple description + pic left-click messages
 
- 	void enterCastleGate();
 
- 	void enterFountain(int building);//Rampart's fountains
 
- 	void enterMagesGuild();
 
- 	void enterTownHall();
 
- 	void openMagesGuild();
 
- 	void openTownHall();
 
- public:
 
- 	CBuildingRect * selectedBuilding;
 
- 	CCastleBuildings(const CGTownInstance* town);
 
- 	~CCastleBuildings();
 
- 	void enterDwelling(int level);
 
- 	void buildingClicked(int building);
 
- 	void addBuilding(int building);
 
- 	void removeBuilding(int 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 CWindowWithGarrison
 
- {
 
- 	CLabel *title;
 
- 	CLabel *income;
 
- 	CAnimImage *icon;
 
- 	CPicture * panel;
 
- 	CResDataBar *resdatabar;
 
- 	CGStatusBar * statusbar;
 
- 	CTownInfo *hall, *fort;
 
- 	CTownList * townlist;
 
- 	AdventureMapButton *exit;
 
- 	AdventureMapButton *split;
 
- 	std::vector<CCreaInfo*> creainfo;//small icons of creatures (bottom-left corner);
 
- public:
 
- 	//TODO: remove - currently used only in dialog messages
 
- 	CDefEssential* bicons; //150x70 buildings imgs
 
- 	//TODO: move to private
 
- 	const CGTownInstance * town;
 
- 	HeroSlots *heroes;
 
- 	CCastleBuildings *builds;
 
- 	CCastleInterface(const CGTownInstance * Town, int listPos = 1); //c-tor
 
- 	~CCastleInterface();
 
- 	void castleTeleport(int where);
 
- 	void townChange();
 
- 	void keyPressed(const SDL_KeyboardEvent & key);
 
- 	void showAll(SDL_Surface *to);
 
- 	void close();
 
- 	void addBuilding(int bid);
 
- 	void removeBuilding(int bid);
 
- 	void recreateIcons();
 
- };
 
- /// Hall window where you can build things
 
- class CHallInterface : public CIntObject
 
- {
 
- 	/// Building box from town hall (building icon + subtitle)
 
- 	class CBuildingBox : public CIntObject
 
- 	{
 
- 		const CGTownInstance * town;
 
- 		const CBuilding * building;
 
- 		unsigned int 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;
 
- 	CPicture *background;
 
- 	CLabel *title;
 
- 	CGStatusBar *statusBar;
 
- 	CMinorResDataBar * resdatabar;
 
- 	AdventureMapButton *exit;
 
- public:
 
- 	CHallInterface(const CGTownInstance * Town); //c-tor
 
- 	void close();
 
- };
 
- ///  Window where you can decide to buy a building or not
 
- class CBuildWindow: public CIntObject
 
- {
 
- 	const CGTownInstance *town;
 
- 	const CBuilding *building;
 
- 	int state; //state - same as CHallInterface::CBuildingBox::state
 
- 	bool mode; // 0 - normal (with buttons), 1 - r-click popup
 
- 	CPicture *background;
 
- 	CAnimImage *buildingPic;
 
- 	AdventureMapButton *buy;
 
- 	AdventureMapButton *cancel;
 
- 	CLabel * title;
 
- 	CTextBox * buildingDescr;
 
- 	CTextBox * buildingState;
 
- 	CGStatusBar *statusBar;
 
- 	std::vector<CPicture *> resPicture;
 
- 	std::vector<CLabel *> resAmount;
 
- 	std::string getTextForState(int state);
 
- 	void buyFunc();
 
- 	void close();
 
- public:
 
- 	void clickRight(tribool down, bool previousState);
 
- 	CBuildWindow(const CGTownInstance *Town, const CBuilding * building, int State, bool Mode); //c-tor
 
- 	~CBuildWindow(); //d-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 CIntObject
 
- {
 
- 	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;
 
- 	public:
 
- 		RecruitArea(int posX, int posY, const CGTownInstance *town, int buildingID, int level);
 
- 		
 
- 		void creaturesChanged();
 
- 		void hover(bool on);
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		void clickRight(tribool down, bool previousState);
 
- 	};
 
- 	
 
- 	CPicture *background;
 
- 	CLabel *title;
 
- 	std::vector<RecruitArea*> recAreas;
 
- 	CMinorResDataBar * resdatabar;
 
- 	CGStatusBar *statusBar;
 
- 	AdventureMapButton *exit;
 
- public:
 
- 	CFortScreen(const CGTownInstance * town); //c-tor
 
- 	void creaturesChanged();
 
- 	void close();
 
- };
 
- /// The mage guild screen where you can see which spells you have
 
- class CMageGuildScreen : public CIntObject
 
- {
 
- 	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 *background;
 
- 	CPicture *window;
 
- 	AdventureMapButton *exit;
 
- 	std::vector<Scroll *> spells;
 
- 	CMinorResDataBar * resdatabar;
 
- 	CGStatusBar *statusBar;
 
- 	void close();
 
- public:
 
- 	CMageGuildScreen(CCastleInterface * owner);
 
- };
 
- /// The blacksmith window where you can buy available in town war machine
 
- class CBlacksmithDialog : public CIntObject
 
- {
 
- 	AdventureMapButton *buy, *cancel;
 
- 	CPicture *background;
 
- 	CPicture *animBG;
 
- 	CCreatureAnim * anim;
 
- 	CPicture * gold;
 
- 	CLabel * title;
 
- 	CLabel * costText;
 
- 	CLabel * costValue;
 
- 	CGStatusBar *statusBar;
 
- 	void close();
 
- public:
 
- 	CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid);
 
- };
 
- #endif // __CCASTLEINTERFACE_H__
 
 
  |