CGarrisonInt.h 4.4 KB

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  1. #pragma once
  2. #include "../windows/CWindowObject.h"
  3. /*
  4. * CGarrisonInt.h, part of VCMI engine
  5. *
  6. * Authors: listed in file AUTHORS in main folder
  7. *
  8. * License: GNU General Public License v2.0 or later
  9. * Full text of license available in license.txt file, in main folder
  10. *
  11. */
  12. class CGarrisonInt;
  13. class CButton;
  14. class CArmedInstance;
  15. class CAnimImage;
  16. class CCreatureSet;
  17. class CGarrisonSlot;
  18. class CStackInstance;
  19. class CLabel;
  20. /// A single garrison slot which holds one creature of a specific amount
  21. class CGarrisonSlot : public CIntObject
  22. {
  23. SlotID ID; //for identification
  24. CGarrisonInt *owner;
  25. const CStackInstance *myStack; //nullptr if slot is empty
  26. const CCreature *creature;
  27. /// Type of Garrison for slot (up or down)
  28. enum EGarrisonType
  29. {
  30. UP=0, ///< 0 - up garrison (Garrisoned)
  31. DOWN, ///< 1 - down garrison (Visiting)
  32. } upg; ///< Flag indicating if it is the up or down garrison
  33. CAnimImage * creatureImage;
  34. CAnimImage * selectionImage; // image for selection, not always visible
  35. CLabel * stackCount;
  36. bool viewInfo();
  37. bool highlightOrDropArtifact();
  38. bool split();
  39. void setHighlight(bool on);
  40. public:
  41. virtual void hover (bool on); //call-in
  42. const CArmedInstance * getObj() const;
  43. bool our() const;
  44. bool ally() const;
  45. void clickRight(tribool down, bool previousState);
  46. void clickLeft(tribool down, bool previousState);
  47. void update();
  48. CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * Creature=nullptr);
  49. friend class CGarrisonInt;
  50. };
  51. /// Class which manages slots of upper and lower garrison, splitting of units
  52. class CGarrisonInt :public CIntObject
  53. {
  54. /// Chosen slot. Should be changed only via selectSlot.
  55. CGarrisonSlot *highlighted;
  56. bool inSplittingMode;
  57. public:
  58. void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
  59. const CGarrisonSlot * getSelection();
  60. void setSplittingMode(bool on);
  61. bool getSplittingMode();
  62. int interx; ///< Space between slots
  63. Point garOffset; ///< Offset between garrisons (not used if only one hero)
  64. std::vector<CButton *> splitButtons; ///< May be empty if no buttons
  65. SlotID p2; ///< TODO: comment me
  66. int shiftPos; ///< 1st slot of the second row, set shiftPoint for effect
  67. bool pb,
  68. smallIcons, ///< true - 32x32 imgs, false - 58x64
  69. removableUnits, ///< player Can remove units from up
  70. twoRows, ///< slots Will be placed in 2 rows
  71. owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
  72. // const CCreatureSet *set1; ///< Top set of creatures
  73. // const CCreatureSet *set2; ///< Bottom set of creatures
  74. std::vector<CGarrisonSlot*> slotsUp, slotsDown; ///< Slots of upper and lower garrison
  75. const CArmedInstance *armedObjs[2]; ///< [0] is upper, [1] is down
  76. //const CArmedInstance *oup, *odown; ///< Upper and lower garrisons (heroes or towns)
  77. void setArmy(const CArmedInstance *army, bool bottomGarrison);
  78. void addSplitBtn(CButton * button);
  79. void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, CGarrisonSlot::EGarrisonType Upg );
  80. void createSlots();
  81. void recreateSlots();
  82. void splitClick(); ///< handles click on split button
  83. void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me
  84. /// Constructor
  85. /// @param x, y Position
  86. /// @param inx Distance between slots;
  87. /// @param garsOffset
  88. /// @param pomsur, SurOffset UNUSED
  89. /// @param s1, s2 Top and bottom armies
  90. /// @param _removableUnits You can take units from top
  91. /// @param smallImgs Units images size 64x58 or 32x32
  92. /// @param _twoRows Display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
  93. CGarrisonInt(int x, int y,
  94. int inx,
  95. const Point &garsOffset,
  96. SDL_Surface *pomsur, const Point &SurOffset,
  97. const CArmedInstance *s1, const CArmedInstance *s2=nullptr,
  98. bool _removableUnits = true,
  99. bool smallImgs = false,
  100. bool _twoRows=false);
  101. };
  102. class CGarrisonHolder
  103. {
  104. public:
  105. CGarrisonHolder();
  106. virtual void updateGarrisons()=0;
  107. };
  108. class CWindowWithGarrison : public virtual CGarrisonHolder
  109. {
  110. public:
  111. CGarrisonInt *garr;
  112. virtual void updateGarrisons();
  113. };
  114. /// Garrison window where you can take creatures out of the hero to place it on the garrison
  115. class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison
  116. {
  117. public:
  118. CButton * quit;
  119. CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
  120. };