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vcmi/CCastleInterface.cpp

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#include "stdafx.h"
#include "CCastleInterface.h"
#include "hch/CObjectHandler.h"
#include "CGameInfo.h"
#include "hch/CLodHandler.h"
#include "SDL_Extensions.h"
#include "CAdvmapInterface.h"
#include "hch/CTownHandler.h"
#include "AdventureMapButton.h"
#include "hch/CBuildingHandler.h"
#include <sstream>
#include "CMessage.h"
CBuildingRect::CBuildingRect(Structure *Str)
:str(Str)
{
def = CGI->spriteh->giveDef(Str->defName);
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pos.x = str->pos.x;
pos.y = str->pos.y;
pos.w = def->ourImages[0].bitmap->w;
pos.h = def->ourImages[0].bitmap->h;
if(Str->ID<0 || (Str->ID>=27 && Str->ID<=29))
{
area = border = NULL;
return;
}
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if (border = CGI->bitmaph->loadBitmap(str->borderName))
SDL_SetColorKey(border,SDL_SRCCOLORKEY,SDL_MapRGB(border->format,0,255,255));
else
std::cout << "Warning: no border for "<<Str->ID<<std::endl;
if (area = CGI->bitmaph->loadBitmap(str->areaName))
;//SDL_SetColorKey(area,SDL_SRCCOLORKEY,SDL_MapRGB(area->format,0,255,255));
else
std::cout << "Warning: no area for "<<Str->ID<<std::endl;
}
CBuildingRect::~CBuildingRect()
{
delete def;
if(border)
SDL_FreeSurface(border);
if(area)
SDL_FreeSurface(area);
}
void CBuildingRect::activate()
{
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Hoverable::activate();
ClickableL::activate();
ClickableR::activate();
}
void CBuildingRect::deactivate()
{
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Hoverable::deactivate();
ClickableL::deactivate();
ClickableR::deactivate();
}
bool CBuildingRect::operator<(const CBuildingRect & p2) const
{
if(str->pos.z != p2.str->pos.z)
return (str->pos.z) < (p2.str->pos.z);
else
return (str->ID) < (p2.str->ID);
}
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void CBuildingRect::hover(bool on)
{
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Hoverable::hover(on);
if(on)
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{
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MotionInterested::activate();
}
else
{
MotionInterested::deactivate();
if(LOCPLINT->castleInt->hBuild == this)
{
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LOCPLINT->castleInt->hBuild = NULL;
LOCPLINT->statusbar->clear();
}
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}
}
void CBuildingRect::clickLeft (tribool down)
{
if(area && (CSDL_Ext::SDL_GetPixel(area,LOCPLINT->current->motion.x-pos.x,LOCPLINT->current->motion.y-pos.y) != 0)) //na polu
{
}
//todo - handle
}
void CBuildingRect::clickRight (tribool down)
{
if((!area) || (!((bool)down)))
return;
if((CSDL_Ext::SDL_GetPixel(area,LOCPLINT->current->motion.x-pos.x,LOCPLINT->current->motion.y-pos.y) != 0)) //na polu
{
CInfoPopup *vinya = new CInfoPopup();
vinya->free = true;
vinya->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID,
CGI->buildh->buildings[str->townID][str->ID]->description,
LOCPLINT->castleInt->bicons->ourImages[str->ID].bitmap,
CGI->buildh->buildings[str->townID][str->ID]->name);
vinya->pos.x = ekran->w/2 - vinya->bitmap->w/2;
vinya->pos.y = ekran->h/2 - vinya->bitmap->h/2;
vinya->activate();
}
}
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void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent)
{
if(area)
{
if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //najechany piksel jest poza polem
{
if(LOCPLINT->castleInt->hBuild == this)
{
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LOCPLINT->castleInt->hBuild = NULL;
LOCPLINT->statusbar->clear();
}
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}
else //w polu
{
if(LOCPLINT->castleInt->hBuild) //jakis budynek jest zaznaczony
{
if((*LOCPLINT->castleInt->hBuild)<(*this)) //ustawiamy sie, jesli jestesmy na wierzchu
{
LOCPLINT->castleInt->hBuild = this;
if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->name.length())
LOCPLINT->statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->name);
else
LOCPLINT->statusbar->print(str->name);
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}
}
else //nie ma budynku, wiec damy nasz
{
LOCPLINT->castleInt->hBuild = this;
if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->name.length())
LOCPLINT->statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->name);
else
LOCPLINT->statusbar->print(str->name);
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}
}
}
//if(border)
// blitAt(border,pos.x,pos.y);
}
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std::string getBgName(int type) //TODO - co z tym zrobi�?
{
switch (type)
{
case 0:
return "TBCSBACK.bmp";
case 1:
return "TBRMBACK.bmp";
case 2:
return "TBTWBACK.bmp";
case 3:
return "TBINBACK.bmp";
case 4:
return "TBNCBACK.bmp";
case 5:
return "TBDNBACK.bmp";
case 6:
return "TBSTBACK.bmp";
case 7:
return "TBFRBACK.bmp";
case 8:
return "TBELBACK.bmp";
default:
throw new std::exception("std::string getBgName(int type): invalid type");
}
}
class SORTHELP
{
public:
bool operator ()
(const CBuildingRect *a ,
const CBuildingRect *b)
{
return (*a)<(*b);
}
} srthlp ;
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CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
{
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townInt = CGI->bitmaph->loadBitmap("TOWNSCRN.bmp");
cityBg = CGI->bitmaph->loadBitmap(getBgName(Town->subID));
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hall = CGI->spriteh->giveDef("ITMTL.DEF");
fort = CGI->spriteh->giveDef("ITMCL.DEF");
flag = CGI->spriteh->giveDef("CREST58.DEF");
townlist = new CTownList<CCastleInterface>(3,&genRect(128,48,744,414),744,414,744,526);
exit = new AdventureMapButton<CCastleInterface>
(CGI->townh->tcommands[8],"",&CCastleInterface::close,744,544,"TSBTNS.DEF",this,false,NULL,false);
split = new AdventureMapButton<CCastleInterface>
(CGI->townh->tcommands[3],"",&CCastleInterface::splitF,744,382,"TSBTNS.DEF",this,false,NULL,false);
statusbar = new CStatusBar(8,555,"TSTATBAR.bmp",732);
townlist->owner = this;
townlist->fun = &CCastleInterface::townChange;
townlist->genList();
townlist->selected = getIndexOf(townlist->items,Town);
if((townlist->selected+1) > townlist->SIZE)
townlist->from = townlist->selected - townlist->SIZE + 1;
hBuild = NULL;
count=0;
town = Town;
CSDL_Ext::blueToPlayersAdv(townInt,LOCPLINT->playerID);
exit->bitmapOffset = 4;
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std::set< std::pair<int,int> > s; //group - id
//buildings
for (std::set<int>::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++)
{
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if(CGI->townh->structures.find(town->subID) != CGI->townh->structures.end()) //we have info about structures in this town
{
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if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end()) //we have info about that structure
{
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Structure * st = CGI->townh->structures[town->subID][*i];
if(st->group<0) //no group - just add it
{
buildings.push_back(new CBuildingRect(st));
}
else
{
std::set< std::pair<int,int> >::iterator obecny=s.end();
for(std::set< std::pair<int,int> >::iterator seti = s.begin(); seti!=s.end(); seti++) //check if we have already building from same group
{
if(seti->first == st->group)
{
obecny = seti;
break;
}
}
if(obecny != s.end())
{
if((*(CGI->townh->structures[town->subID][obecny->second])) < (*(CGI->townh->structures[town->subID][st->ID]))) //we have to replace old building with current one
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{
for(int itpb = 0; itpb<buildings.size(); itpb++)
{
if(buildings[itpb]->str->ID == obecny->second)
{
delete buildings[itpb];
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buildings.erase(buildings.begin() + itpb);
obecny->second = st->ID;
buildings.push_back(new CBuildingRect(st));
}
}
}
}
else
{
buildings.push_back(new CBuildingRect(st));
s.insert(std::pair<int,int>(st->group,st->ID));
}
}
}
else continue;
}
else
break;
}
//garrison
std::sort(buildings.begin(),buildings.end(),srthlp);
garr = new CGarrisonInt(305,387,4,32,townInt,243,13,town,town->visitingHero);
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if(Activate)
{
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LOCPLINT->objsToBlit.push_back(this);
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activate();
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showAll();
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}
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std::string defname;
switch (town->subID)
{
case 0:
defname = "HALLCSTL.DEF";
break;
case 1:
defname = "HALLRAMP.DEF";
break;
case 2:
defname = "HALLTOWR.DEF";
break;
case 3:
defname = "HALLINFR.DEF";
break;
case 4:
defname = "HALLNECR.DEF";
break;
case 5:
defname = "HALLDUNG.DEF";
break;
case 6:
defname = "HALLSTRN.DEF";
break;
case 7:
defname = "HALLFORT.DEF";
break;
case 8:
defname = "HALLELEM.DEF";
break;
default:
throw new std::exception("Bad town subID");
}
bicons = CGI->spriteh->giveDefEss(defname);
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//blit buildings on bg
//for(int i=0;i<buildings.size();i++)
//{
// blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,cityBg);
//}
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}
CCastleInterface::~CCastleInterface()
{
SDL_FreeSurface(townInt);
SDL_FreeSurface(cityBg);
delete exit;
delete split;
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delete hall;
delete fort;
delete flag;
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delete garr;
delete townlist;
delete statusbar;
for(int i=0;i<buildings.size();i++)
{
delete buildings[i];
}
delete bicons;
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}
void CCastleInterface::close()
{
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LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
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deactivate();
LOCPLINT->castleInt = NULL;
LOCPLINT->adventureInt->activate();
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delete this;
}
void CCastleInterface::splitF()
{
}
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void CCastleInterface::showAll(SDL_Surface * to)
{
if (!to)
to=ekran;
statusbar->show();
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blitAt(cityBg,0,0,to);
blitAt(townInt,0,374,to);
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LOCPLINT->adventureInt->resdatabar.draw();
townlist->draw();
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garr->show();
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int pom;
//draw fort icon
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if(town->builtBuildings.find(9)!=town->builtBuildings.end())
pom = 2;
else if(town->builtBuildings.find(8)!=town->builtBuildings.end())
pom = 1;
else if(town->builtBuildings.find(7)!=town->builtBuildings.end())
pom = 0;
else pom = 3;
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blitAt(fort->ourImages[pom].bitmap,122,413,to);
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//draw ((village/town/city) hall)/capitol icon
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if(town->builtBuildings.find(13)!=town->builtBuildings.end())
pom = 3;
else if(town->builtBuildings.find(12)!=town->builtBuildings.end())
pom = 2;
else if(town->builtBuildings.find(11)!=town->builtBuildings.end())
pom = 1;
else pom = 0;
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blitAt(hall->ourImages[pom].bitmap,80,413,to);
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//draw creatures icons and their growths
for(int i=0;i<CREATURES_PER_TOWN;i++)
{
int cid = -1;
if (town->builtBuildings.find(30+i)!=town->builtBuildings.end())
{
cid = (14*town->subID)+(i*2);
if (town->builtBuildings.find(30+CREATURES_PER_TOWN+i)!=town->builtBuildings.end())
{
cid++;
}
}
if (cid>=0)
{
int pomx, pomy;
pomx = 22 + (55*((i>3)?(i-4):i));
pomy = (i>3)?(507):(459);
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blitAt(CGI->creh->smallImgs[cid],pomx,pomy,to);
std::ostringstream oss;
oss << '+' << (CGI->creh->creatures[cid].growth + town->creatureIncome[i]);
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CSDL_Ext::printAtMiddle(oss.str(),pomx+16,pomy+37,GEOR13,zwykly,to);
}
}
//print name and income
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CSDL_Ext::printAt(town->name,85,389,GEOR13,zwykly,to);
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char temp[10];
itoa(town->dailyIncome(),temp,10);
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CSDL_Ext::printAtMiddle(temp,195,442,GEOR13,zwykly,to);
//blit town icon
pom = town->subID*2;
if (!town->hasFort())
pom += F_NUMBER*2;
if(town->builded >= MAX_BUILDING_PER_TURN)
pom++;
blitAt(LOCPLINT->bigTownPic->ourImages[pom].bitmap,15,387,to);
//flag
if(town->getOwner()<PLAYER_LIMIT)
blitAt(flag->ourImages[town->getOwner()].bitmap,241,387,to);
//print garrison
//for(
// std::map<int,std::pair<CCreature*,int> >::const_iterator i=town->garrison.slots.begin();
// i!=town->garrison.slots.end();
// i++
// )
//{
// blitAt(CGI->creh->bigImgs[i->second.first->idNumber],305+(62*(i->first)),387,to);
// itoa(i->second.second,temp,10);
// CSDL_Ext::printTo(temp,305+(62*(i->first))+57,387+61,GEOR13,zwykly,to);
//}
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show();
}
void CCastleInterface::townChange()
{
const CGTownInstance * nt = townlist->items[townlist->selected];
deactivate();
LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
delete this;
LOCPLINT->castleInt = new CCastleInterface(nt,true);
}
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void CCastleInterface::show(SDL_Surface * to)
{
if (!to)
to=ekran;
count++;
if(count==4)
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{
count=0;
animval++;
}
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blitAt(cityBg,0,0,to);
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//blit buildings
for(int i=0;i<buildings.size();i++)
{
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if((animval)%(buildings[i]->def->ourImages.size()))
{
blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
}
else
blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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//if(buildings[i]->hovered && buildings[i]->border)
// blitAt(buildings[i]->border,buildings[i]->pos.x,buildings[i]->pos.y);
if(hBuild==buildings[i] && hBuild->border)
blitAt(hBuild->border,hBuild->pos,to);
}
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}
void CCastleInterface::activate()
{
townlist->activate();
garr->activate();
LOCPLINT->curint = this;
LOCPLINT->statusbar = statusbar;
exit->activate();
split->activate();
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for(int i=0;i<buildings.size();i++)
buildings[i]->activate();
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}
void CCastleInterface::deactivate()
{
townlist->deactivate();
garr->deactivate();
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exit->deactivate();
split->deactivate();
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for(int i=0;i<buildings.size();i++)
buildings[i]->deactivate();
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}