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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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