1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Added missing (?) includes from last revision.

This commit is contained in:
DjWarmonger 2010-01-26 11:56:29 +00:00
parent 0f22ba0c0f
commit 88e42828da
2 changed files with 224 additions and 222 deletions

View File

@ -11,6 +11,8 @@
#include "../hch/CDefHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CTownHandler.h"
#include "../lib/map.h"
#include <boost/assign/std/vector.hpp>
#include <sstream>
using namespace boost::assign;
@ -24,26 +26,26 @@ using namespace CSDL_Ext;
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
*/
int PicCount = 4;
CDefEssential* CKingdomInterface::slots;
CDefEssential* CKingdomInterface::fort;
CDefEssential* CKingdomInterface::hall;
CDefEssential* CKingdomInterface::slots;
CDefEssential* CKingdomInterface::fort;
CDefEssential* CKingdomInterface::hall;
CKingdomInterface::CKingdomInterface()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
defActions = SHARE_POS;
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
defActions = SHARE_POS;
pos.x = screen->w/2 - 400;
pos.y = screen->h/2 - 300;
size = 4;//we have 4 visible items in the list, would be nice to move this value to configs later
heroPos = townPos = 0;
state = 2;
size = 4;//we have 4 visible items in the list, would be nice to move this value to configs later
heroPos = townPos = 0;
state = 2;
showHarrisoned = false;
bg = BitmapHandler::loadBitmap("OVCAST.bmp");
bg = BitmapHandler::loadBitmap("OVCAST.bmp");
graphics->blueToPlayersAdv(bg, LOCPLINT->playerID);
mines = CDefHandler::giveDefEss("OVMINES.DEF");
slots = CDefHandler::giveDefEss("OVSLOT.DEF");
@ -51,61 +53,61 @@ CKingdomInterface::CKingdomInterface()
hall = CDefHandler::giveDefEss("ITMTL.DEF");
fort = CDefHandler::giveDefEss("ITMCL.DEF");
toHeroes = new AdventureMapButton (CGI->generaltexth->overview[11],"",
toHeroes = new AdventureMapButton (CGI->generaltexth->overview[11],"",
boost::bind(&CKingdomInterface::listToHeroes,this),748,492,"OVBUTN1.DEF");
toHeroes->block(2);
toHeroes->block(2);
toTowns = new AdventureMapButton (CGI->generaltexth->overview[12],"",
toTowns = new AdventureMapButton (CGI->generaltexth->overview[12],"",
boost::bind(&CKingdomInterface::listToTowns,this),748,528,"OVBUTN6.DEF");
toTowns->block(0);
toTowns->block(0);
exit = new AdventureMapButton (CGI->generaltexth->allTexts[600],"",
boost::bind(&CKingdomInterface::close,this),748,563,"OVBUTN1.DEF");
exit->bitmapOffset = 3;
exit = new AdventureMapButton (CGI->generaltexth->allTexts[600],"",
boost::bind(&CKingdomInterface::close,this),748,563,"OVBUTN1.DEF");
exit->bitmapOffset = 3;
statusbar = new CStatusBar(pos.x+7,pos.y+555,"TSTATBAR.bmp",732);
resdatabar = new CResDataBar("KRESBAR.bmp",pos.x+3,pos.y+575,32,2,76,76);
for (int i=0; i<RESOURCE_QUANTITY; i++)
incomes.push_back(new CResIncomePic(i,mines));
heroes.resize(size);
for(size_t i=0;i<size;i++)//preparing lists for input
heroes[i] = NULL;
towns.resize(size);
for(size_t i=0;i<size;i++)
towns[i] = NULL;
heroes.resize(size);
for(size_t i=0;i<size;i++)//preparing lists for input
heroes[i] = NULL;
towns.resize(size);
for(size_t i=0;i<size;i++)
towns[i] = NULL;
slider = new CSlider(4, 4, 483, boost::bind (&CKingdomInterface::sliderMoved, this, _1),
size, LOCPLINT->cb->howManyHeroes(showHarrisoned), 0, false, 0);
size, LOCPLINT->cb->howManyHeroes(showHarrisoned), 0, false, 0);
}
CKingdomInterface::~CKingdomInterface()
{
SDL_FreeSurface(bg);
{
SDL_FreeSurface(bg);
delete statusbar;
delete resdatabar;
delete resdatabar;
delete exit;
delete toTowns;
delete toHeroes;
delete slider;
delete title;
delete slots;
delete fort;
delete hall;
delete mines;
/* for(size_t i=0;i<size;i++)
delete heroes[i];
heroes.clear();
for(size_t i=0;i<size;i++)
delete towns[i];
towns.clear();*/
for(size_t i=0;i<incomes.size();i++)
delete incomes[i];
delete toTowns;
delete toHeroes;
delete slider;
delete title;
delete slots;
delete fort;
delete hall;
delete mines;
/* for(size_t i=0;i<size;i++)
delete heroes[i];
heroes.clear();
for(size_t i=0;i<size;i++)
delete towns[i];
towns.clear();*/
for(size_t i=0;i<incomes.size();i++)
delete incomes[i];
incomes.clear();
}
@ -120,50 +122,50 @@ void CKingdomInterface::showAll( SDL_Surface * to/*=NULL*/)
blitAt(bg,pos,to);
resdatabar->draw(to);
toTowns->show(to);
toHeroes->show(to);
exit->show(to);
toHeroes->show(to);
exit->show(to);
if (state == 1)
{//printing text "Town", "Harrisoned hero", "Visiting hero"
{//printing text "Town", "Harrisoned hero", "Visiting hero"
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[3],pos.x+145,pos.y+12,TNRB16,zwykly,to);
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[4],pos.x+370,pos.y+12,TNRB16,zwykly,to);
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[5],pos.x+600,pos.y+12,TNRB16,zwykly,to);
for (size_t i=0; i<size; i++)
towns[i]->show(to);//show town list
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[5],pos.x+600,pos.y+12,TNRB16,zwykly,to);
for (size_t i=0; i<size; i++)
towns[i]->show(to);//show town list
}
else
{//text "Hero/stats" and "Skills"
{//text "Hero/stats" and "Skills"
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[0],pos.x+150,pos.y+12,TNRB16,zwykly,to);
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[1],pos.x+500,pos.y+12,TNRB16,zwykly,to);
for (size_t i=0; i<size; i++)
heroes[i]->show(to);//show hero list
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[1],pos.x+500,pos.y+12,TNRB16,zwykly,to);
for (size_t i=0; i<size; i++)
heroes[i]->show(to);//show hero list
}
for(size_t i=0;i<incomes.size();i++)
incomes[i]->show(to);//printing resource incomes
incomes[i]->show(to);//printing resource incomes
if(screen->w != 800 || screen->h !=600)
CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
show(to);
}
void CKingdomInterface::show(SDL_Surface * to)
{
{
statusbar->show(to);
}
void CKingdomInterface::activate()
{
{
LOCPLINT->statusbar = statusbar;
exit->activate();
toTowns->activate();
toHeroes->activate();
toHeroes->activate();
if (state == 1)
for (int i=0; i<size; i++)
towns[i]->activate();
else
for (int i=0; i<size; i++)
heroes[i]->activate();
heroes[i]->activate();
slider->activate();
}
@ -177,52 +179,52 @@ void CKingdomInterface::deactivate()
towns[i]->deactivate();
else
for (int i=0; i<size; i++)
heroes[i]->deactivate();
heroes[i]->deactivate();
slider->deactivate();
}
void CKingdomInterface::keyPressed(const SDL_KeyboardEvent & key)
{
}
void CKingdomInterface::recreateHeroList(int pos)
{
for (int j=0; j<size; j++)
delete heroes[j];//removing old list
std::vector<const CGHeroInstance*> Heroes = LOCPLINT->cb->getHeroesInfo(true);
int i=0, cnt=0;
for (int j = 0; ((j<Heroes.size()) && (i<size));j++)
{
if (Heroes[j]->inTownGarrison && (!showHarrisoned))//if hero in garrison and we don't show them
{
continue;
}
if (cnt<pos)//skipping heroes
{
cnt++;
continue;
}//this hero will be added
heroes[i] = new CHeroItem(i, Heroes[j]);
void CKingdomInterface::recreateHeroList(int pos)
{
for (int j=0; j<size; j++)
delete heroes[j];//removing old list
std::vector<const CGHeroInstance*> Heroes = LOCPLINT->cb->getHeroesInfo(true);
int i=0, cnt=0;
for (int j = 0; ((j<Heroes.size()) && (i<size));j++)
{
if (Heroes[j]->inTownGarrison && (!showHarrisoned))//if hero in garrison and we don't show them
{
continue;
}
if (cnt<pos)//skipping heroes
{
cnt++;
continue;
}//this hero will be added
heroes[i] = new CHeroItem(i, Heroes[j]);
i++;
}
for (i;i<size;i++)//if we still have empty pieces
heroes[i] = new CHeroItem(i, NULL);//empty pic
GH.totalRedraw();
}
void CKingdomInterface::recreateTownList(int pos)
{
std::vector<const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(true);
for(int i=0;i<size;i++)
{
}
for (i;i<size;i++)//if we still have empty pieces
heroes[i] = new CHeroItem(i, NULL);//empty pic
GH.totalRedraw();
}
void CKingdomInterface::recreateTownList(int pos)
{
std::vector<const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(true);
for(int i=0;i<size;i++)
{
delete towns[i];//remove old
if (i+pos<Towns.size())
towns[i] = new CTownItem(i, Towns[i+pos]);//and add new
else
towns[i] = new CTownItem(i, NULL);//empty pic
}
GH.totalRedraw();
}
towns[i] = new CTownItem(i, NULL);//empty pic
}
GH.totalRedraw();
}
void CKingdomInterface::listToTowns()
{
@ -230,13 +232,13 @@ void CKingdomInterface::listToTowns()
toHeroes->block(0);
toTowns->block(2);
heroPos = slider->value;
slider->setAmount(LOCPLINT->cb->howManyTowns());
slider->value=townPos;//moving slider
recreateTownList(townPos);
for (size_t i=0;i<size;i++)//TODO:is this loop needed?
{
towns[i]->deactivate();
heroes[i]->activate();
slider->setAmount(LOCPLINT->cb->howManyTowns());
slider->value=townPos;//moving slider
recreateTownList(townPos);
for (size_t i=0;i<size;i++)//TODO:is this loop needed?
{
towns[i]->deactivate();
heroes[i]->activate();
}
}
@ -245,56 +247,56 @@ void CKingdomInterface::listToHeroes()
state = 2;
toHeroes->block(2);
toTowns->block(0);
townPos = slider->value;
townPos = slider->value;
slider->setAmount(LOCPLINT->cb->howManyHeroes(showHarrisoned));
slider->value=heroPos;//moving slider
recreateHeroList(heroPos);
for (size_t i=0;i<size;i++)//TODO:is this loop needed?
{
towns[i]->deactivate();
heroes[i]->activate();
recreateHeroList(heroPos);
for (size_t i=0;i<size;i++)//TODO:is this loop needed?
{
towns[i]->deactivate();
heroes[i]->activate();
}
}
void CKingdomInterface::sliderMoved(int newpos)
{
if ( state == 1 )//towns
if ( state == 1 )//towns
{
townPos = newpos;
recreateTownList(newpos);
townPos = newpos;
recreateTownList(newpos);
}
else//heroes
else//heroes
{
heroPos = newpos;
recreateHeroList(newpos);
}
heroPos = newpos;
recreateHeroList(newpos);
}
}
CKingdomInterface::CResIncomePic::CResIncomePic(int RID, CDefEssential * Mines)
{
{
resID = RID;
pos.x += 20 + RID*80;
pos.y += 495;
pos.h = 54;
pos.w = (resID!=7)?68:136;//gold pile is bigger
mines = Mines;
value = 0;
int resource = resID==7?6:resID;
pos.w = (resID!=7)?68:136;//gold pile is bigger
mines = Mines;
for(size_t i = 0; i<CGI->state->map->objects.size(); i++)
{
value = 0;
int resource = resID==7?6:resID;
for(size_t i = 0; i<CGI->state->map->objects.size(); i++)
{
CGObjectInstance* obj = CGI->state->map->objects[i];
if (obj)
if (obj->ID == 53 && obj->subID == resource && //this is mine, produce required resource
CGI->state->currentPlayer == obj->tempOwner )//mine is ours
value++;
}
if (resID == 7)//we need to calculate income of whole kingdom
{
value *=1000;// mines = 1000 gold
std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
for(size_t i=0; i<heroes.size();i++)
if (obj)
if (obj->ID == 53 && obj->subID == resource && //this is mine, produce required resource
CGI->state->currentPlayer == obj->tempOwner )//mine is ours
value++;
}
if (resID == 7)//we need to calculate income of whole kingdom
{
value *=1000;// mines = 1000 gold
std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
for(size_t i=0; i<heroes.size();i++)
switch(heroes[i]->getSecSkillLevel(13))//some heroes may have estates
{
case 1: //basic
@ -306,11 +308,11 @@ CKingdomInterface::CResIncomePic::CResIncomePic(int RID, CDefEssential * Mines)
case 3: //expert
value += 500;
break;
}
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(size_t i=0; i<towns.size();i++)
value += towns[i]->dailyIncome();
}
}
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(size_t i=0; i<towns.size();i++)
value += towns[i]->dailyIncome();
}
}
CKingdomInterface::CResIncomePic::~CResIncomePic()
@ -322,10 +324,10 @@ void CKingdomInterface::CResIncomePic::hover(bool on)
}
void CKingdomInterface::CResIncomePic::show(SDL_Surface * to)
{
if (resID < 7)//this is not income
blitAt(mines->ourImages[resID].bitmap,pos.x,pos.y,to);
{
if (resID < 7)//this is not income
blitAt(mines->ourImages[resID].bitmap,pos.x,pos.y,to);
std::ostringstream oss;
oss << value;
CSDL_Ext::printAtMiddle(oss.str(),pos.x+pos.w/2,pos.y+50,GEOR13,zwykly,to);
@ -333,14 +335,14 @@ void CKingdomInterface::CResIncomePic::show(SDL_Surface * to)
CKingdomInterface::CTownItem::CTownItem(int num, const CGTownInstance * Town)
{
// defActions = ACTIVATE | DEACTIVATE | SHOWALL | DISPOSE;
{
// defActions = ACTIVATE | DEACTIVATE | SHOWALL | DISPOSE;
numb = num;
pos.x = screen->w/2 - 400 + 23;
pos.y = screen->h/2 - 300 + 26+num*116;
pos.w = 702;
pos.h = 114;
town = Town;
town = Town;
}
CKingdomInterface::CTownItem::~CTownItem()
@ -436,14 +438,14 @@ void CKingdomInterface::CTownItem::show(SDL_Surface * to)
}
CKingdomInterface::CHeroItem::CHeroItem(int num, const CGHeroInstance * Hero)
{
{
numb = num;
pos.x = screen->w/2 - 400 + 23;
pos.y = screen->h/2 - 300 + 26+num*116;
pos.w = 702;
pos.h = 114;
hero = Hero;
artGroup = 0;
artGroup = 0;
}
CKingdomInterface::CHeroItem::~CHeroItem()
@ -457,7 +459,7 @@ void CKingdomInterface::CHeroItem::show(SDL_Surface * to)
blitAt(slots->ourImages[numb % PicCount].bitmap,pos.x,pos.y,to);
return;
}//print background, different for arts view/backpack mode
blitAt(slots->ourImages[(artGroup=2)?4:5].bitmap,pos.x,pos.y,to);
blitAt(slots->ourImages[(artGroup=2)?4:5].bitmap,pos.x,pos.y,to);
//text "Artifacts"
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[2],pos.x+320,pos.y+55,GEOR13,zwykly,to);
int X = pos.x+6;//portrait
@ -492,12 +494,12 @@ void CKingdomInterface::CHeroItem::show(SDL_Surface * to)
CSDL_Ext::printAtMiddle(strnew.str(),(pos.x+298),(pos.y+31),GEORM,zwykly,to);
}
//hero speciality
blitAt(graphics->un32->ourImages[hero->subID].bitmap, pos.x+375, pos.y+6, to);
blitAt(graphics->un32->ourImages[hero->subID].bitmap, pos.x+375, pos.y+6, to);
for(int i=0; i<hero->secSkills.size(); i++)
{//secondary skills
int skill = hero->secSkills[i].first,
level = hero->secSkills[i].second;
level = hero->secSkills[i].second;
blitAt(graphics->abils32->ourImages[skill*3+level+2].bitmap,pos.x+411+i*36,pos.y+6,to);
}
@ -520,7 +522,7 @@ void CKingdomInterface::CHeroItem::show(SDL_Surface * to)
}
void CKingdomInterface::CHeroItem::onArtChange(int newstate)
{
{
artGroup = newstate;
}

View File

@ -7,10 +7,10 @@
#include <SDL.h>
#include "GUIBase.h"
#include "../hch/CMusicBase.h"
class AdventureMapButton;
class AdventureMapButton;
class CHighlightableButtonsGroup;
class CResDataBar;
class CStatusBar;
class CStatusBar;
class CSlider;
class CMinorResDataBar;
@ -25,85 +25,85 @@ class CMinorResDataBar;
*/
class CKingdomInterface : public CIntObject
{
/* class CDwellingList : public
{
public:
{
/* class CDwellingList : public
{
public:
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void genList();
void select(int which);
void draw(SDL_Surface * to);
int size(); //how many elements do we have
int size(); //how many elements do we have
}*/
class CResIncomePic : public CIntObject
{
public:
int resID,value;//resource ID
CResIncomePic(int RID, CDefEssential * Mines);//c-tor
~CResIncomePic();//d-tor
class CResIncomePic : public CIntObject
{
public:
int resID,value;//resource ID
CResIncomePic(int RID, CDefEssential * Mines);//c-tor
~CResIncomePic();//d-tor
void hover(bool on);
void show(SDL_Surface * to);
CDefEssential * mines;//pointer to mines pictures;
};
class CTownItem : public CIntObject
{
public:
int numb;//position on screen (1..4)
const CGTownInstance * town;
void show(SDL_Surface * to);
void activate();
void deactivate();
CTownItem (int num, const CGTownInstance * Town);//c-tor
~CTownItem();//d-tor
};
class CHeroItem : public CIntObject
{
public:
const CGHeroInstance * hero;
int artGroup,numb;//current art group (0 = equiped, 1 = misc, 2 = backpack)
void onArtChange(int newstate);//changes artgroup
void show(SDL_Surface * to);
void activate();
void deactivate();
CHeroItem (int num, const CGHeroInstance * Hero);//c-tor
~CHeroItem();//d-tor
void show(SDL_Surface * to);
CDefEssential * mines;//pointer to mines pictures;
};
public:
//common data
class CTownItem : public CIntObject
{
public:
int numb;//position on screen (1..4)
const CGTownInstance * town;
void show(SDL_Surface * to);
void activate();
void deactivate();
CTownItem (int num, const CGTownInstance * Town);//c-tor
~CTownItem();//d-tor
};
class CHeroItem : public CIntObject
{
public:
const CGHeroInstance * hero;
int artGroup,numb;//current art group (0 = equiped, 1 = misc, 2 = backpack)
void onArtChange(int newstate);//changes artgroup
void show(SDL_Surface * to);
void activate();
void deactivate();
CHeroItem (int num, const CGHeroInstance * Hero);//c-tor
~CHeroItem();//d-tor
};
public:
//common data
int state;//0 = initialisation 1 = towns showed, 2 = heroes;
SDL_Surface * bg;//background
CStatusBar * statusbar;//statusbar
CResDataBar *resdatabar;//resources
CResDataBar *resdatabar;//resources
AdventureMapButton *exit;//exit button
AdventureMapButton *toTowns;//town button
AdventureMapButton *toHeroes;//hero button
AdventureMapButton *toTowns;//town button
AdventureMapButton *toHeroes;//hero button
CDefEssential * title; //title bar
//hero/town lists
bool showHarrisoned;//show harrisoned hero in heroes list or not
CSlider * slider;//slider
int heroPos,townPos,size;//position of lists; size of list
std::vector<CHeroItem *> heroes;//heroes list
std::vector<CTownItem *> towns;//towns list
static CDefEssential * slots, *fort, *hall;
//income pics
std::vector<CResIncomePic *> incomes;//mines + incomes
CDefEssential * mines;//picture of mines
//hero/town lists
bool showHarrisoned;//show harrisoned hero in heroes list or not
CSlider * slider;//slider
int heroPos,townPos,size;//position of lists; size of list
std::vector<CHeroItem *> heroes;//heroes list
std::vector<CTownItem *> towns;//towns list
static CDefEssential * slots, *fort, *hall;
//income pics
std::vector<CResIncomePic *> incomes;//mines + incomes
CDefEssential * mines;//picture of mines
CKingdomInterface(); //c-tor
~CKingdomInterface(); //d-tor
void recreateHeroList(int pos);//recreating heroes list (on slider move)
~CKingdomInterface(); //d-tor
void recreateHeroList(int pos);//recreating heroes list (on slider move)
void recreateTownList(int pos);//same for town list
void keyPressed(const SDL_KeyboardEvent & key);
void listToTowns();//changing list to town view
void listToHeroes();//changing list to heroes view
void listToTowns();//changing list to town view
void listToHeroes();//changing list to heroes view
void sliderMoved(int newpos);//when we move a slider...
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void close();
void activate();
void deactivate();
};
};
#endif // __CCASTLEINTERFACE_H__