2023-02-20 22:16:50 +02:00
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/*
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* CPuzzleWindow.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CPuzzleWindow.h"
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#include "../CGameInfo.h"
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../adventureMap/CResDataBar.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/TextAlignment.h"
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2023-03-01 12:31:23 +02:00
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#include "../mapView/MapView.h"
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2023-02-20 22:16:50 +02:00
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#include "../widgets/Buttons.h"
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#include "../widgets/Images.h"
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#include "../widgets/TextControls.h"
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#include "../../CCallback.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/StartInfo.h"
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CPuzzleWindow::CPuzzleWindow(const int3 & GrailPos, double discoveredRatio)
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: CWindowObject(PLAYER_COLORED | BORDERED, "PUZZLE"),
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grailPos(GrailPos),
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currentAlpha(SDL_ALPHA_OPAQUE)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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CCS->soundh->playSound(soundBase::OBELISK);
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quitb = std::make_shared<CButton>(Point(670, 538), "IOK6432.DEF", CButton::tooltip(CGI->generaltexth->allTexts[599]), std::bind(&CPuzzleWindow::close, this), SDLK_RETURN);
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quitb->assignedKeys.insert(SDLK_ESCAPE);
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quitb->setBorderColor(Colors::METALLIC_GOLD);
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2023-02-26 18:17:53 +02:00
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mapView = std::make_shared<PuzzleMapView>(Point(8,9), Point(591, 544), grailPos);
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2023-02-20 22:16:50 +02:00
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logo = std::make_shared<CPicture>("PUZZLOGO", 607, 3);
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title = std::make_shared<CLabel>(700, 95, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[463]);
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resDataBar = std::make_shared<CResDataBar>("ARESBAR.bmp", 3, 575, 32, 2, 85, 85);
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int faction = LOCPLINT->cb->getStartInfo()->playerInfos.find(LOCPLINT->playerID)->second.castle;
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auto & puzzleMap = (*CGI->townh)[faction]->puzzleMap;
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for(auto & elem : puzzleMap)
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{
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const SPuzzleInfo & info = elem;
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auto piece = std::make_shared<CPicture>(info.filename, info.x, info.y);
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//piece that will slowly disappear
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if(info.whenUncovered <= GameConstants::PUZZLE_MAP_PIECES * discoveredRatio)
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{
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piecesToRemove.push_back(piece);
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piece->needRefresh = true;
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piece->recActions = piece->recActions & ~SHOWALL;
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}
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else
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{
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visiblePieces.push_back(piece);
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}
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}
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}
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void CPuzzleWindow::showAll(SDL_Surface * to)
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{
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CWindowObject::showAll(to);
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}
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void CPuzzleWindow::show(SDL_Surface * to)
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{
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static int animSpeed = 2;
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if(currentAlpha < animSpeed)
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{
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piecesToRemove.clear();
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}
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else
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{
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//update disappearing puzzles
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for(auto & piece : piecesToRemove)
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piece->setAlpha(currentAlpha);
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currentAlpha -= animSpeed;
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}
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CWindowObject::show(to);
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}
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