Mercurial > mm7
view GUI/UI/UIHouses.h @ 2541:a902abdfc7f2
1. Renamed class Game to class Engine.
2. Separated game logic as state of FSM from game logic as engine.
3. Found out that many UI screen initializers were optimized away, intially
they all returned newly created window as separate object like it is done
in CharacterUI_Initialize.
author | a.parshin |
---|---|
date | Sun, 10 May 2015 01:29:11 +0200 |
parents | 0ff6a9e9bf7f |
children | 0c67be4ec900 |
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#pragma once #include "..\..\Engine/Events2D.h" enum HOUSE_DIALOGUE_MENU: __int32 { HOUSE_DIALOGUE_NULL = 0, HOUSE_DIALOGUE_MAIN = 1, HOUSE_DIALOGUE_SHOP_BUY_STANDARD = 2, HOUSE_DIALOGUE_SHOP_SELL = 3, HOUSE_DIALOGUE_SHOP_IDENTIFY = 4, HOUSE_DIALOGUE_SHOP_REPAIR = 5, HOUSE_DIALOGUE_SHOP_6 = 6, HOUSE_DIALOGUE_BANK_PUT_GOLD = 7, HOUSE_DIALOGUE_BANK_GET_GOLD = 8, HOUSE_DIALOGUE_9 = 9, HOUSE_DIALOGUE_TEMPLE_HEAL = 10, HOUSE_DIALOGUE_TEMPLE_DONATE = 11, HOUSE_DIALOGUE_12 = 12, HOUSE_DIALOGUE_13 = 13, HOUSE_DIALOGUE_14 = 14, HOUSE_DIALOGUE_TAVERN_REST = 15, HOUSE_DIALOGUE_TAVERN_BUY_FOOD = 16, HOUSE_DIALOGUE_TRAININGHALL_TRAIN = 17, HOUSE_DIALOGUE_GUILD_BUY_BOOKS = 18, //... HOUSE_DIALOGUE_36 = 36, //.. HOUSE_DIALOGUE_GUILD_LEARN_SKILL = 72, //... HOUSE_DIALOGUE_SHOP_DISPLAY_EQUIPMENT = 94, HOUSE_DIALOGUE_SHOP_BUY_SPECIAL = 95, HOUSE_DIALOGUE_LEARN_SKILLS = 96, HOUSE_DIALOGUE_97 = 97, HOUSE_DIALOGUE_98 = 98, HOUSE_DIALOGUE_TOWNHALL_MESSAGE = 99, HOUSE_DIALOGUE_TOWNHALL_PAY_FINE = 100, HOUSE_DIALOGUE_TAVERN_ARCOMAGE_MAIN = 101, HOUSE_DIALOGUE_TAVERN_ARCOMAGE_RULES = 102, HOUSE_DIALOGUE_TAVERN_ARCOMAGE_VICTORY_CONDITIONS = 103, HOUSE_DIALOGUE_TAVERN_ARCOMAGE_RESULT = 104, HOUSE_DIALOGUE_TRANSPORT_SCHEDULE_1 = 105, HOUSE_DIALOGUE_TRANSPORT_SCHEDULE_2 = 106, HOUSE_DIALOGUE_TRANSPORT_SCHEDULE_3 = 107, HOUSE_DIALOGUE_TRANSPORT_SCHEDULE_4 = 108, HOUSE_DIALOGUE_OTHER = -1 }; /* 349 */ enum HOUSE_ID { HOUSE_SMITH_EMERALD_ISLE = 1, HOUSE_ARMOURER_EMERALD_ISLE = 15, HOUSE_MAGE_EMERALD_ISLE = 29, HOUSE_MAGE_HARMONDALE = 30, HOUSE_ALCHEMIST_EMERALD_ISLE = 42, HOUSE_ALCHEMIST_HARMONDALE = 43, HOUSE_STABLES_HARMONDALE = 54, HOUSE_STABLES_STEADWICK = 55, HOUSE_STABLES_TULAREAN_FOREST = 56, HOUSE_STABLES_DEYJA = 57, HOUSE_STABLES_BRACADA_DESERT = 58, HOUSE_STABLES_TATALIA = 59, HOUSE_STABLES_AVLEE = 60, HOUSE_STABLES_61 = 61, HOUSE_STABLES_62 = 62, HOUSE_BOATS_EMERALD_ISLE = 63, HOUSE_BOATS_ERATHIA = 64, HOUSE_BOATS_TULAREAN_FOREST = 65, HOUSE_BOATS_BRACADA_DESERT = 66, HOUSE_BOATS_EVENMORN_ISLAND = 67, HOUSE_BOATS_68 = 68, HOUSE_BOATS_TATALIA = 69, HOUSE_BOATS_AVLEE = 70, HOUSE_BOATS_71 = 71, HOUSE_BOATS_72 = 72, HOUSE_BOATS_73 = 73, HOUSE_TEMPLE_EMERALD_ISLE = 74, HOUSE_TEMPLE_HARMONDALE = 75, HOUSE_TRAINING_HALL_EMERALD_ISLE = 89, HOUSE_TRAINING_HALL_HARMONDALE = 90, HOUSE_TRAINING_HALL_91 = 91, HOUSE_TRAINING_HALL_92 = 92, HOUSE_TRAINING_HALL_93 = 93, HOUSE_TRAINING_HALL_94 = 94, HOUSE_TRAINING_HALL_95 = 95, HOUSE_TOWNHALL_HARMONDALE = 102, HOUSE_TAVERN_EMERALD_ISLE = 107, HOUSE_BANK_HARMONDALE = 128, HOUSE_FIRE_GUILD_INITIATE_EMERALD_ISLE = 139, HOUSE_AIR_GUILD_INITIATE_EMERALD_ISLE = 143, HOUSE_SPIRIT_GUILD_INITIATE_EMERALD_ISLE = 155, HOUSE_BODY_GUILD_INITIATE_EMERALD_ISLE = 163, HOUSE_BODY_GUILD_ERATHIA = 165, HOUSE_DARK_GUILD_PIT = 170, HOUSE_LORD_AND_JUDGE_EMERALD_ISLE = 186, HOUSE_JAIL = 187, HOUSE_JUDGE_HARMONDALE = 190, HOUSE_224_EMERALD_ISLE = 224, HOUSE_225_EMERALD_ISLE = 225, HOUSE_238_EMERALD_ISLE = 238, HOUSE_466_HARMONDALE = 466, HOUSE_467_HARMONDALE = 467, HOUSE_468_HARMONDALE = 468, HOUSE_472_HARMONDALE = 472, HOUSE_488_HARMONDALE = 488, HOUSE_489_HARMONDALE = 489, HOUSE_600 = 600,//??? HOUSE_601 = 601//??? }; enum HouseSoundID: unsigned __int32 { HouseSound_Greeting = 1, // General greeting HouseSound_NotEnoughMoney_TrainingSuccessful = 2, HouseSound_Greeting_2 = 3, // Polite Greeting when you're guild member HouseSound_Goodbye = 4 // farewells when bought something }; bool HouseUI_CheckIfPlayerCanInteract(); void TrainingDialog(); void JailDialog(); void MagicShopDialog(); void GuildDialog(); void sub_4B6478(); bool __fastcall IsTravelAvailable(int a1); void TravelByTransport(); void TempleDialog(); void TownHallDialog(); void BankDialog(); void TavernDialog(); void PlayHouseSound(unsigned int uHouseID, HouseSoundID sound); // idb void WeaponShopDialog(); void AlchemistDialog(); void ArmorShopDialog(); void SimpleHouseDialog(); void __fastcall OnSelectShopDialogueOption(signed int uMessageParam); void PrepareHouse(enum HOUSE_ID house); // idb bool EnterHouse(enum HOUSE_ID uHouseID); void BackToHouseMenu(); void InitializaDialogueOptions_Tavern(BuildingType type); // idb void InitializaDialogueOptions_Shops(BuildingType type); void InitializaDialogueOptions(BuildingType type); void InitializeBuildingResidents(); extern int uHouse_ExitPic; // weak extern int dword_591080; // weak extern BuildingType in_current_building_type; // 00F8B198 extern HOUSE_DIALOGUE_MENU dialog_menu_id; // 00F8B19C int HouseDialogPressCloseBtn();