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- #ifndef __CCASTLEINTERFACE_H__
- #define __CCASTLEINTERFACE_H__
- #include "../global.h"
- #include <SDL.h>
- #include "CAnimation.h"
- #include "GUIBase.h"
- #include "CMusicBase.h"
- //#include "boost/tuple/tuple.hpp"
- class CGTownInstance;
- class CTownHandler;
- class CHallInterface;
- struct Structure;
- class CSpell;
- class AdventureMapButton;
- class CResDataBar;
- class CStatusBar;
- class CTownList;
- class CRecruitmentWindow;
- class CTransformerWindow;
- class CPicture;
- class CCreaturePic;
- class CMinorResDataBar;
- /*
- * 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
- *
- */
- class CBuildingRect : public CShowableAnim
- {
- public:
- bool moi; //motion interested is active
- const Structure* str;
- SDL_Surface* border;
- SDL_Surface* area;
- CBuildingRect(const Structure *Str); //c-tor
- ~CBuildingRect(); //d-tor
- void activate();
- void deactivate();
- 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);
- };
- class CHeroGSlot : public CIntObject
- {
- public:
- CCastleInterface *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 show(SDL_Surface * to);
- CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h,CCastleInterface * Owner); //c-tor
- ~CHeroGSlot(); //d-tor
- };
- class CCastleInterface : public CWindowWithGarrison
- {
- class CCreaInfo : public CIntObject
- {
- public:
- int crid,level;
- CCreaInfo(int CRID, int LVL); //c-tor
- ~CCreaInfo();//d-tor
- int AddToString(std::string from, std::string & to, int numb);
- void hover(bool on);
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void show(SDL_Surface * to);
- };
- class CTownInfo : public CIntObject
- {
- public:
- int bid;//typeID
- CDefHandler * pic;
- CTownInfo(int BID); //c-tor
- ~CTownInfo();//d-tor
- void hover(bool on);
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void show(SDL_Surface * to);
- };
- public:
- bool showing; //indicates if interface is active
- CBuildingRect * hBuild; //highlighted building
- SDL_Surface * townInt;
- SDL_Surface * cityBg;
- const CGTownInstance * town;
- CStatusBar * statusbar;
- CResDataBar *resdatabar;
- unsigned char animval, count;
- int winMode;//0=right-click popup, 1 = normal, 2 = town hall only, 3 = fort only;
- CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray
- *status; //0 - already, 1 - can't, 2 - lack of resources
- CTownInfo *hall,*fort,*market;
- CDefEssential* bicons; //150x70 buildings imgs
- CTownList * townlist;
- CHeroGSlot hslotup, hslotdown;
- AdventureMapButton *exit;
- AdventureMapButton *split;
- musicBase::musicID musicID;
- std::vector<CCreaInfo*> creainfo;//small icons of creatures (bottom-left corner);
- std::vector<CBuildingRect*> buildings; //building id, building def, structure struct, border, filling
- CCastleInterface(const CGTownInstance * Town, int listPos = 1); //c-tor
- ~CCastleInterface(); //d-tor
- void castleTeleport(int where);
- void townChange();
- void keyPressed(const SDL_KeyboardEvent & key);
- void show(SDL_Surface * to);
- void showAll(SDL_Surface * to);
- void buildingClicked(int building);
- void defaultBuildingClicked(int building);//for buildings with simple description + pic left-click messages
- void enterFountain(int building);
- void enterBlacksmith(int ArtifactID);//support for blacksmith + ballista yard
- void enterTavern();
- void enterMageGuild();
- void splitClicked(); //for hero meeting (splitting stacks is handled by garrison int)
- void showRecruitmentWindow( int level );
- void enterHall();
- void close();
- void splitF();
- void activate();
- void deactivate();
- void addBuilding(int bid);
- void removeBuilding(int bid);
- void recreateBuildings();
- void recreateIcons();
- };
- class CHallInterface : public CIntObject
- {
- public:
- CMinorResDataBar * resdatabar;
- class CBuildingBox : public CIntObject
- {
- public:
- int BID;
- int state;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - already builded today, 6 - cannot afford, 7 - build, 8 - lack of requirements
- //(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
- void hover(bool on);
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void show(SDL_Surface * to);
- CBuildingBox(int id); //c-tor
- CBuildingBox(int id, int x, int y); //c-tor
- ~CBuildingBox(); //d-tor
- };
- class CBuildWindow: public CIntObject
- {
- public:
- int tid, bid, state; //town id, building id, state
- bool mode; // 0 - normal (with buttons), 1 - r-click popup
- SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar"
- AdventureMapButton *buy, *cancel;
- void activate();
- void deactivate();
- std::string getTextForState(int state);
- void clickRight(tribool down, bool previousState);
- void show(SDL_Surface * to);
- void Buy();
- void close();
- CBuildWindow(int Tid, int Bid, int State, bool Mode); //c-tor
- ~CBuildWindow(); //d-tor
- };
- std::vector< std::vector<CBuildingBox*> >boxes;
- AdventureMapButton *exit;
- SDL_Surface * bg; //background
- int bid;//building ID
- CHallInterface(CCastleInterface * owner); //c-tor
- ~CHallInterface(); //d-tor
- void close();
- void show(SDL_Surface * to);
- void activate();
- void deactivate();
- };
- class CFortScreen : public CIntObject
- {
- class RecArea : public CIntObject
- {
- public:
- int level;
- RecArea(int LEVEL):level(LEVEL){used = LCLICK | RCLICK;}; //c-tor
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- };
- public:
- CMinorResDataBar * resdatabar;
- int fortSize;
- AdventureMapButton *exit;
- SDL_Surface * bg;
- std::vector<Rect> positions;
- std::vector<RecArea*> recAreas;
- std::vector<CCreaturePic*> crePics;
- CFortScreen(CCastleInterface * owner); //c-tor
- void draw( CCastleInterface * owner, bool first);
- ~CFortScreen(); //d-tor
- void close();
- void show(SDL_Surface * to);
- void activate();
- void deactivate();
- };
- class CMageGuildScreen : public CIntObject
- {
- public:
- class Scroll : public CIntObject
- {
- public:
- const CSpell *spell;
- Scroll(const CSpell *Spell);
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void hover(bool on);
- };
- std::vector<std::vector<SDL_Rect> > positions;
- CPicture *bg;
- AdventureMapButton *exit;
- std::vector<Scroll *> spells;
- CMinorResDataBar * resdatabar;
- CMageGuildScreen(CCastleInterface * owner); //c-tor
- ~CMageGuildScreen(); //d-tor
- void close();
- };
- class CBlacksmithDialog : public CIntObject
- {
- public:
- AdventureMapButton *buy, *cancel;
- CPicture *bmp; //background
- CCreatureAnim * anim;
- CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid); //c-tor
- ~CBlacksmithDialog(); //d-tor
- void close();
- };
- #endif // __CCASTLEINTERFACE_H__
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