mirror of
https://github.com/vcmi/vcmi.git
synced 2025-06-27 00:41:08 +02:00
#41 - Implemented Castle Gates
#375, #376 - fixed recruit window #362, #377 - fixed town window
This commit is contained in:
@ -37,6 +37,19 @@ using namespace CSDL_Ext;
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*
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*/
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int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID
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{
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const CGTownInstance * t = LOCPLINT->castleInt->town;
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switch (bid)
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{
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case 18: return t->town->hordeLvl[0] + 30;
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case 19: return t->town->hordeLvl[0] + 37;
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case 24: return t->town->hordeLvl[1] + 30;
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case 25: return t->town->hordeLvl[1] + 37;
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default: return bid;
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}
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}
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CBuildingRect::CBuildingRect(Structure *Str)
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:moi(false), offset(0), str(Str)
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{
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@ -154,7 +167,9 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
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return;
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if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
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{
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CBuilding *bld = CGI->buildh->buildings[str->townID][str->ID];
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int bid = hordeToDwellingID(str->ID);
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CBuilding *bld = CGI->buildh->buildings[str->townID][bid];
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assert(bld);
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CInfoPopup *vinya = new CInfoPopup();
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@ -162,13 +177,28 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
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vinya->bitmap = CMessage::drawBoxTextBitmapSub
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(LOCPLINT->playerID,
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bld->Description(),
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LOCPLINT->castleInt->bicons->ourImages[str->ID].bitmap,
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LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,
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bld->Name());
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vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
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vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
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GH.pushInt(vinya);
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}
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}
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std::string getBuildingSubtitle(int tid, int bid)//hover text for building
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{
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const CGTownInstance * t = LOCPLINT->castleInt->town;
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bid = hordeToDwellingID(bid);
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if (bid<30)//non-dwellings - only buiding name
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return CGI->buildh->buildings[tid][bid]->Name();
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else//dwellings - recruit %creature%
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{
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int creaID = t->creatures[(bid-30)%CREATURES_PER_TOWN].second.back();//taking last of available creatures
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return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creaID]->namePl;
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}
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}
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void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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{
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if(area && isItIn(&pos,sEvent.x, sEvent.y))
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@ -188,19 +218,13 @@ void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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if((*LOCPLINT->castleInt->hBuild)<(*this)) //set if we are on top
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{
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LOCPLINT->castleInt->hBuild = this;
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if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
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GH.statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
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else
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GH.statusbar->print(str->name);
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GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
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}
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}
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else //no building hovered
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{
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LOCPLINT->castleInt->hBuild = this;
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if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
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GH.statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
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else
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GH.statusbar->print(str->name);
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GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
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}
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}
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}
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@ -549,14 +573,7 @@ void CCastleInterface::splitF()
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void CCastleInterface::buildingClicked(int building)
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{
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tlog5<<"You've clicked on "<<building<<std::endl;
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if(building==19 || building==18)
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{
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building = town->town->hordeLvl[0] + 30;
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}
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else if(building==24 || building==25)
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{
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building = town->town->hordeLvl[1] + 30;
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}
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building = hordeToDwellingID(building);
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const CBuilding *b = CGI->buildh->buildings[town->subID][building];
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@ -708,7 +725,7 @@ void CCastleInterface::buildingClicked(int building)
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{
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const CGTownInstance *t = Towns[i];
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if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
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t->subID == 3 && vstd::contains(t->builtBuildings, 26))//inferno with castle gate
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t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate
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{
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availableTowns.push_back(t->id);//add to the list
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}
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@ -718,8 +735,7 @@ void CCastleInterface::buildingClicked(int building)
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126], std::vector<SComponent*>(), soundBase::sound_todo);
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break;//only visiting hero can use castle gates
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}
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tlog4<<"Warning: implementation is unfinished\n";
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CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);
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CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);//will be deleted by selection window
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GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
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CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, this, _1)));
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break;
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@ -752,9 +768,9 @@ void CCastleInterface::buildingClicked(int building)
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void CCastleInterface::castleTeleport(int where)
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{
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//TODO: send message to move hero,
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//find a way to do this without new message type
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//and update interface
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const CGTownInstance * dest = dynamic_cast<const CGTownInstance *>(CGI->state->map->objects[where]);
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LOCPLINT->cb->teleportHero(town->visitingHero, dest);
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close();//close this window, interface with new town will be called by town::onVisit
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}
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void CCastleInterface::defaultBuildingClicked(int building)
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@ -1017,7 +1033,7 @@ void CCastleInterface::recreateBuildings()
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if(vstd::contains(town->builtBuildings,6))
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{
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std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
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if(vobjs.size() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
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if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
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{
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Structure * st = CGI->townh->structures[town->subID][20];
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buildings.push_back(new CBuildingRect(st));
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@ -1237,19 +1253,20 @@ void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState)
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GH.pushInt(mess);
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}
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}
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void CCastleInterface::CCreaInfo::show(SDL_Surface * to)
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{
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blitAt(graphics->smallImgs[crid],pos.x+8,pos.y,to);
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std::ostringstream oss;
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oss << '+' << LOCPLINT->castleInt->town->creatureGrowth((bid-30)%CREATURES_PER_TOWN);
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+37,FONT_TINY,zwykly,to);
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+40,FONT_SMALL,zwykly,to);
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}
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CCastleInterface::CTownInfo::~CTownInfo()
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{
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if (pic)
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delete pic;
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}
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CCastleInterface::CTownInfo::CTownInfo(int BID)
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{
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used = LCLICK | RCLICK | HOVER;
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@ -1289,12 +1306,14 @@ void CCastleInterface::CTownInfo::hover(bool on)
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else
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GH.statusbar->clear();
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}
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void CCastleInterface::CTownInfo::clickLeft(tribool down, bool previousState)
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{
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if(previousState && (!down))
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if (LOCPLINT->castleInt->town->builtBuildings.find(bid)!=LOCPLINT->castleInt->town->builtBuildings.end())
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LOCPLINT->castleInt->buildingClicked(bid);//activate building
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}
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void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
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{
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if(down)
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@ -1314,13 +1333,14 @@ void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
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GH.pushInt(mess);
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}
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}
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void CCastleInterface::CTownInfo::show(SDL_Surface * to)
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{
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if ( bid == 14 )//marketplace/income
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{
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std::ostringstream oss;
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oss << LOCPLINT->castleInt->town->dailyIncome();
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+32,pos.y+32,FONT_SMALL,zwykly,to);
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+33,pos.y+34,FONT_SMALL,zwykly,to);
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}
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else if ( bid == 6 )//no fort
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blitAt(pic->ourImages[3].bitmap,pos.x,pos.y,to);
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@ -1347,7 +1367,7 @@ CRecruitmentWindow * CCastleInterface::showRecruitmentWindow( int building )
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// crs.push_back(std::make_pair((int)cres[i],amount));
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//CRecruitmentWindow *rw = new CRecruitmentWindow(crs,boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2));
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CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2));
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CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2), -87);
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GH.pushInt(rw);
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return rw;
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}
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@ -1519,33 +1539,27 @@ CHallInterface::CHallInterface(CCastleInterface * owner)
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for(size_t j=0; j<boxList[i].size();j++) //for each box
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{
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size_t k=0;
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for(;k<boxList[i][j].size();k++)//we are looking for the first not build structure
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{
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int bid = boxList[i][j][k];
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if(!vstd::contains(owner->town->builtBuildings,bid))
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//if building not build or this is unupgraded horde
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if(!vstd::contains(owner->town->builtBuildings,bid) || bid==18 || bid == 24)
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{
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int x = 34 + 194*j,
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y = 37 + 104*i,
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ID = bid;
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if (( bid == 18 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[0]+37))
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|| ( bid == 24 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[1]+37)))
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continue;//we have upgraded dwelling, horde description should be for upgraded creatures
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if(boxList[i].size() == 2) //only two boxes in this row
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x+=194;
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else if(boxList[i].size() == 3) //only three boxes in this row
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x+=97;
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boxes[i].push_back(new CBuildingBox(bid,pos.x+x,pos.y+y));
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//if this is horde dwelling for upgraded creatures and we already have one for basic creatures
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if((bid == 25 && vstd::contains(owner->town->builtBuildings,24))
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|| (bid == 19 && vstd::contains(owner->town->builtBuildings,18))
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)
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{
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boxes[i].back()->state = 4; //already built
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}
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else
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{
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boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
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}
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boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
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break;
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}
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}
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