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- /*
- * 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
- *
- */
- #pragma once
- #include "../widgets/CGarrisonInt.h"
- #include "../widgets/Images.h"
- class CButton;
- class CBuilding;
- class CCastleBuildings;
- class CCreaturePic;
- class CGStatusBar;
- class CGTownInstance;
- class CLabel;
- class CMinorResDataBar;
- class CPicture;
- class CResDataBar;
- class CSpell;
- class CTextBox;
- class CTownList;
- struct CStructure;
- class CGHeroInstance;
- class CGarrisonInt;
- class CCreature;
- /// Building "button"
- class CBuildingRect : public CShowableAnim
- {
- std::string getSubtitle();
- public:
- /// returns building associated with this structure
- const CBuilding * getBuilding();
- CCastleBuildings * parent;
- const CGTownInstance * town;
- const CStructure * str;
- SDL_Surface * border;
- SDL_Surface * area;
- ui32 stateCounter; //For building construction - current stage in animation
- CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town, const CStructure * Str);
- ~CBuildingRect();
- bool operator<(const CBuildingRect & p2) const;
- void hover(bool on) override;
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- void mouseMoved(const SDL_MouseMotionEvent & sEvent) override;
- void show(SDL_Surface * to) override;
- void showAll(SDL_Surface * to) override;
- };
- /// Dwelling info box - right-click screen for dwellings
- class CDwellingInfoBox : public CWindowObject
- {
- CLabel * title;
- CCreaturePic * animation;
- CLabel * available;
- CLabel * costPerTroop;
- std::vector<CAnimImage *> resPicture;
- std::vector<CLabel *> resAmount;
- public:
- CDwellingInfoBox(int centerX, int centerY, const CGTownInstance * Town, int level);
- };
- class HeroSlots;
- /// Hero icon slot
- class CHeroGSlot : public CIntObject
- {
- public:
- HeroSlots * owner;
- const CGHeroInstance * hero;
- int upg; //0 - up garrison, 1 - down garrison
- CAnimImage * image;
- CAnimImage * selection; //selection border. nullptr if not selected
- void setHighlight(bool on);
- void set(const CGHeroInstance * newHero);
- void hover(bool on) override;
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- void deactivate() override;
- CHeroGSlot(int x, int y, int updown, const CGHeroInstance * h, HeroSlots * Owner);
- ~CHeroGSlot();
- };
- /// 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();
- void swapArmies(); //exchange garrisoned and visiting heroes or move hero to\from garrison
- };
- /// Class for town screen management (town background and structures)
- class CCastleBuildings : public CIntObject
- {
- CPicture * background;
- //List of buildings and structures that can represent them
- std::map<BuildingID, std::vector<const CStructure *>> groups;
- // actual IntObject's visible on screen
- std::vector<CBuildingRect *> buildings;
- const CGTownInstance * town;
- const CGHeroInstance * getHero(); //Select hero for buildings usage
- void enterBlacksmith(ArtifactID artifactID); //support for blacksmith + ballista yard
- void enterBuilding(BuildingID building); //for buildings with simple description + pic left-click messages
- void enterCastleGate();
- void enterFountain(BuildingID building); //Rampart's fountains
- void enterMagesGuild();
- void enterTownHall();
- void openMagesGuild();
- void openTownHall();
- void recreate();
- public:
- CBuildingRect * selectedBuilding;
- CCastleBuildings(const CGTownInstance * town);
- ~CCastleBuildings();
- void enterDwelling(int level);
- void buildingClicked(BuildingID building);
- void addBuilding(BuildingID building);
- void removeBuilding(BuildingID building); //FIXME: not tested!!!
- void show(SDL_Surface * to) override;
- void showAll(SDL_Surface * to) override;
- };
- /// 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) override;
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- };
- /// 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) override;
- void clickRight(tribool down, bool previousState) override;
- };
- /// Class which manages the castle window
- class CCastleInterface : public CWindowObject, public CWindowWithGarrison
- {
- CLabel * title;
- CLabel * income;
- CAnimImage * icon;
- CPicture * panel;
- CResDataBar * resdatabar;
- CGStatusBar * statusbar;
- CTownInfo * hall, * fort;
- CButton * exit;
- CButton * split;
- std::vector<CCreaInfo *> creainfo; //small icons of creatures (bottom-left corner);
- public:
- CTownList * townlist;
- //TODO: move to private
- const CGTownInstance * town;
- HeroSlots * heroes;
- CCastleBuildings * builds;
- //from - previously selected castle (if any)
- CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from = nullptr);
- ~CCastleInterface();
- void castleTeleport(int where);
- void townChange();
- void keyPressed(const SDL_KeyboardEvent & key) override;
- void close();
- void addBuilding(BuildingID bid);
- void removeBuilding(BuildingID bid);
- void recreateIcons();
- };
- /// Hall window where you can build things
- class CHallInterface : public CWindowObject
- {
- /// Building box from town hall (building icon + subtitle)
- class CBuildingBox : public CIntObject
- {
- const CGTownInstance * town;
- const CBuilding * building;
- ui32 state; //Buildings::EBuildStructure enum
- public:
- CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building);
- void hover(bool on) override;
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- };
- const CGTownInstance * town;
- std::vector<std::vector<CBuildingBox *>> boxes;
- CLabel * title;
- CGStatusBar * statusBar;
- CMinorResDataBar * resdatabar;
- CButton * exit;
- public:
- CHallInterface(const CGTownInstance * Town);
- };
- /// Window where you can decide to buy a building or not
- class CBuildWindow : public CWindowObject
- {
- const CGTownInstance * town;
- const CBuilding * building;
- std::string getTextForState(int state);
- void buyFunc();
- public:
- CBuildWindow(const CGTownInstance * Town, const CBuilding * building, int State, bool rightClick);
- };
- //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) override;
- };
- /// The fort screen where you can afford units
- class CFortScreen : public CWindowObject
- {
- class RecruitArea : public CIntObject
- {
- const CGTownInstance * town;
- int level;
- std::string hoverText;
- CLabel * availableCount;
- std::vector<LabeledValue *> values;
- CPicture * icons;
- const CCreature * getMyCreature();
- const CBuilding * getMyBuilding();
- public:
- RecruitArea(int posX, int posY, const CGTownInstance * town, int level);
- void creaturesChanged();
- void hover(bool on) override;
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- };
- CLabel * title;
- std::vector<RecruitArea *> recAreas;
- CMinorResDataBar * resdatabar;
- CGStatusBar * statusBar;
- CButton * exit;
- std::string getBgName(const CGTownInstance * town);
- public:
- CFortScreen(const CGTownInstance * town);
- void creaturesChanged();
- };
- /// The mage guild screen where you can see which spells you have
- class CMageGuildScreen : public CWindowObject
- {
- class Scroll : public CIntObject
- {
- const CSpell * spell;
- CAnimImage * image;
- public:
- Scroll(Point position, const CSpell * Spell);
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- void hover(bool on) override;
- };
- CPicture * window;
- CButton * exit;
- std::vector<Scroll *> spells;
- CMinorResDataBar * resdatabar;
- CGStatusBar * statusBar;
- public:
- CMageGuildScreen(CCastleInterface * owner, std::string image);
- };
- /// The blacksmith window where you can buy available in town war machine
- class CBlacksmithDialog : public CWindowObject
- {
- CButton * buy, * cancel;
- CPicture * animBG;
- CCreatureAnim * anim;
- CLabel * title;
- CLabel * costText;
- CLabel * costValue;
- CGStatusBar * statusBar;
- public:
- CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid);
- };
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