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- #pragma once
- #include "CPlayerInterface.h"
- class AdventureMapButton;
- struct SDL_Surface;
- class CGHeroInstance;
- class CDefHandler;
- class CArtifact;
- class CHeroWindow;
- class LClickableArea: public ClickableL
- {
- public:
- virtual void clickLeft (tribool down);
- virtual void activate();
- virtual void deactivate();
- };
- class RClickableArea: public ClickableR
- {
- public:
- virtual void clickRight (tribool down);
- virtual void activate();
- virtual void deactivate();
- };
- class LClickableAreaHero : public LClickableArea
- {
- public:
- int id;
- CHeroWindow * owner;
- virtual void clickLeft (tribool down);
- };
- class LRClickableAreaWText: public LClickableArea, public RClickableArea, public Hoverable
- {
- public:
- std::string text, hoverText;
- virtual void activate();
- virtual void deactivate();
- virtual void clickLeft (tribool down);
- virtual void clickRight (tribool down);
- virtual void hover(bool on);
- };
- class LRClickableAreaWTextComp: public LClickableArea, public RClickableArea, public Hoverable
- {
- public:
- std::string text, hoverText;
- int baseType;
- int bonus, type;
- virtual void activate();
- virtual void deactivate();
- virtual void clickLeft (tribool down);
- virtual void clickRight (tribool down);
- virtual void hover(bool on);
- };
- class CArtPlace: public IShowable, public LRClickableAreaWTextComp
- {
- private:
- bool active;
- public:
- bool spellBook, warMachine1, warMachine2, warMachine3, warMachine4,
- misc1, misc2, misc3, misc4, misc5, feet, lRing, rRing, torso,
- lHand, rHand, neck, shoulders, head; //my types
- int myNumber;
- int backNumber; //number of artifact if this is backpack artplace
- bool clicked;
- CHeroWindow * ourWindow;
- const CArtifact * ourArt;
- CArtPlace(const CArtifact * Art);
- void clickLeft (tribool down);
- void clickRight (tribool down);
- void activate();
- void deactivate();
- void show(SDL_Surface * to = NULL);
- bool fitsHere(const CArtifact * art); //returns true if given artifact can be placed here
- ~CArtPlace();
- };
- class CHeroWindow: public IActivable, public IShowable, public virtual CIntObject
- {
- SDL_Surface * background, * curBack;
- const CGHeroInstance * curHero;
- CGarrisonInt * garInt;
- CStatusBar * ourBar; //heroWindow's statusBar
- //general graphics
- CDefHandler * skillpics, *flags;
- //buttons
- AdventureMapButton * quitButton, * dismissButton, * questlogButton, //general
- * gar1button, * gar2button, * gar3button, //garrison / formation handling
- * leftArtRoll, * rightArtRoll;
- AdventureMapButton * gar4button; //splitting
- //std::vector< AdventureMapButton<CHeroWindow> * > heroList; //list of heroes
- std::vector<LClickableAreaHero *> heroListMi; //new better list of heroes
- //artifact places
- //CArtPlace * artHead, * artLRing, * artRRing, * artLHand, * artRhand,
- // * artFeet, * artSpellBook, * artMach1, * artMach2, * artMach3,
- // * artMach4, * artMisc1, * artMisc2, * artMisc3, * artMisc4,
- // * artMisc5, * artTorso, * artNeck, * artShoulders; //hero's artifacts
- std::vector<CArtPlace *> artWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
- std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
- int backpackPos; //unmber of first art visible in backpack (in hero's vector)
- CArtPlace * activeArtPlace;
- //clickable areas
- LRClickableAreaWText * portraitArea;
- std::vector<LRClickableAreaWTextComp *> primSkillAreas;
- LRClickableAreaWText * expArea;
- LRClickableAreaWText * spellPointsArea;
- std::vector<LRClickableAreaWTextComp *> secSkillAreas;
- public:
- int player;
- CHeroWindow(int playerColor); //c-tor
- ~CHeroWindow(); //d-tor
- void setHero(const CGHeroInstance * Hero); //sets main displayed hero
- void activate(); //activates hero window;
- void deactivate(); //activates hero window;
- virtual void show(SDL_Surface * to = NULL); //shows hero window
- void redrawCurBack(); //redraws curBAck from scratch
- void quit(); //stops displaying hero window
- void dismissCurrent(); //dissmissed currently displayed hero (curHero)
- void questlog(); //show quest log in hero window
- void gar1(); //garrison / formation handling
- void gar2(); //garrison / formation handling
- void gar3(); //garrison / formation handling
- void gar4(); //garrison / formation handling
- void leftArtRoller(); //scrolls artifacts in bag left
- void rightArtRoller(); //scrolls artifacts in bag right
- void switchHero(); //changes displayed hero
- //friends
- friend void CArtPlace::clickLeft(tribool down);
- friend CPlayerInterface;
- };
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