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More town hall code, started making building requirements.
This commit is contained in:
parent
d106fdcf2a
commit
b3c69fe838
@ -6,6 +6,30 @@
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#include "hch\CPreGameTextHandler.h"
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#include "hch/CTownHandler.h"
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#include "CLua.h"
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#include "CPlayerInterface.h"
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template <typename T=CAdvMapInt>
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class AdventureMapButton
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase
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{
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public:
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std::string name; //for status bar
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std::string helpBox; //for right-click help
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char key; //key shortcut
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T* owner;
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void (T::*function)(); //function in CAdvMapInt called when this button is pressed, different for each button
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bool colorChange;
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void clickRight (tribool down);
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void clickLeft (tribool down);
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virtual void hover (bool on);
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void keyPressed (SDL_KeyboardEvent & key);
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but doesn't delete)
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AdventureMapButton(); //c-tor
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AdventureMapButton( std::string Name, std::string HelpBox, void(T::*Function)(), int x, int y, std::string defName, T* Owner, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = true );//c-tor
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};
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template <typename T>
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AdventureMapButton<T>::AdventureMapButton ()
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{
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@ -5,6 +5,7 @@
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#include "SDL.h"
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#include "CPlayerInterface.h"
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#include <map>
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#include "AdventureMapButton.h"
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class CDefHandler;
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class CCallback;
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class CPath;
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@ -12,28 +13,6 @@ class CAdvMapInt;
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class CGHeroInstance;
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class CGTownInstance;
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class CHeroWindow;
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template <typename T=CAdvMapInt>
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class AdventureMapButton
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase
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{
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public:
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std::string name; //for status bar
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std::string helpBox; //for right-click help
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char key; //key shortcut
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T* owner;
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void (T::*function)(); //function in CAdvMapInt called when this button is pressed, different for each button
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bool colorChange;
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void clickRight (tribool down);
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void clickLeft (tribool down);
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void hover (bool on);
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void keyPressed (SDL_KeyboardEvent & key);
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but doesn't delete)
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AdventureMapButton(); //c-tor
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AdventureMapButton( std::string Name, std::string HelpBox, void(T::*Function)(), int x, int y, std::string defName, T* Owner, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = true );//c-tor
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};
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/*****************************/
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class CMinimap
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: public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject
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@ -444,17 +444,6 @@ void CCastleInterface::showAll(SDL_Surface * to)
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if(town->getOwner()<PLAYER_LIMIT)
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blitAt(flag->ourImages[town->getOwner()].bitmap,241,387,to);
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//print garrison
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//for(
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// std::map<int,std::pair<CCreature*,int> >::const_iterator i=town->garrison.slots.begin();
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// i!=town->garrison.slots.end();
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// i++
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// )
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//{
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// blitAt(CGI->creh->bigImgs[i->second.first->idNumber],305+(62*(i->first)),387,to);
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// itoa(i->second.second,temp,10);
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// CSDL_Ext::printTo(temp,305+(62*(i->first))+57,387+61,GEOR13,zwykly,to);
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//}
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show();
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}
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void CCastleInterface::townChange()
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@ -550,7 +539,7 @@ void CHallInterface::CResDataBar::show(SDL_Surface * to)
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CHallInterface::CResDataBar::CResDataBar()
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{
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bg = CGI->bitmaph->loadBitmap("Z2ESBAR.bmp");
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CSDL_Ext::blueToPlayers(bg,LOCPLINT->playerID);
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CSDL_Ext::blueToPlayersAdv(bg,LOCPLINT->playerID);
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pos.x = 7;
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pos.y = 575;
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pos.w = bg->w;
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@ -563,6 +552,16 @@ CHallInterface::CResDataBar::~CResDataBar()
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void CHallInterface::CBuildingBox::hover(bool on)
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{
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Hoverable::hover(on);
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if(on)
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{
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std::string toPrint = CGI->townh->hcommands[state];
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std::vector<std::string> name;
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name.push_back(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][ID]->name);
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LOCPLINT->statusbar->print(CSDL_Ext::processStr(toPrint,name));
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}
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else
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LOCPLINT->statusbar->clear();
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}
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void CHallInterface::CBuildingBox::clickLeft (tribool down)
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{
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@ -573,29 +572,44 @@ void CHallInterface::CBuildingBox::clickRight (tribool down)
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void CHallInterface::CBuildingBox::show(SDL_Surface * to)
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{
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blitAt(LOCPLINT->castleInt->bicons->ourImages[ID].bitmap,pos.x,pos.y);
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int pom;
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int pom, pom2=-1;
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switch (state)
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{
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case 3:
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case 4:
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pom = 0;
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pom2 = 0;
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break;
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case 0:
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case 7:
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pom = 1;
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break;
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case 1: case 2:
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case 6:
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pom2 = 2;
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pom = 2;
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break;
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default:
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case 0: case 5:
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pom2 = 1;
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pom = 2;
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break;
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case 2: case 1: default:
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pom = 3;
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break;
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}
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blitAt(LOCPLINT->castleInt->hallInt->bars->ourImages[pom].bitmap,pos.x-1,pos.y+71);
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if(pom2>=0)
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blitAt(LOCPLINT->castleInt->hallInt->status->ourImages[pom2].bitmap,pos.x+135, pos.y+54);
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CSDL_Ext::printAtMiddle(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][ID]->name,pos.x-1+LOCPLINT->castleInt->hallInt->bars->ourImages[0].bitmap->w/2,pos.y+71+LOCPLINT->castleInt->hallInt->bars->ourImages[0].bitmap->h/2, GEOR13,zwykly);
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}
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void CHallInterface::CBuildingBox::activate()
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{
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Hoverable::activate();
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ClickableL::activate();
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ClickableR::activate();
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}
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void CHallInterface::CBuildingBox::deactivate()
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{
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Hoverable::deactivate();
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ClickableL::deactivate();
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ClickableR::deactivate();
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}
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CHallInterface::CBuildingBox::~CBuildingBox()
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{
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@ -611,17 +625,20 @@ CHallInterface::CBuildingBox::CBuildingBox(int id, int x, int y)
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{
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pos.x = x;
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pos.y = y;
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pos.w = 150;
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pos.h = 70;
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}
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CHallInterface::CHallInterface(CCastleInterface * owner)
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{
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bg = CGI->bitmaph->loadBitmap(CGI->buildh->hall[owner->town->subID].first);
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CSDL_Ext::blueToPlayers(bg,LOCPLINT->playerID);
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CSDL_Ext::blueToPlayersAdv(bg,LOCPLINT->playerID);
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bars = CGI->spriteh->giveDefEss("TPTHBAR.DEF");
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status = CGI->spriteh->giveDefEss("TPTHCHK.DEF");
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exit = new AdventureMapButton<CHallInterface>
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(CGI->townh->tcommands[8],"",&CHallInterface::close,748,556,"TPMAGE1.DEF",this,false,NULL,false);
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boxes.resize(5);
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for(int i=0;i<5;i++) //for each row
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{
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for(int j=0; j<CGI->buildh->hall[owner->town->subID].second[i].size();j++) //for each box
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@ -635,36 +652,42 @@ CHallInterface::CHallInterface(CCastleInterface * owner)
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(owner->town->builtBuildings.end()) )
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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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if(CGI->buildh->hall[owner->town->subID].second[i].size() == 2)
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y = 37 + 104*i,
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ID = CGI->buildh->hall[owner->town->subID].second[i][j][k];
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if(CGI->buildh->hall[owner->town->subID].second[i].size() == 2) //only two boxes in this row
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x+=194;
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else if(CGI->buildh->hall[owner->town->subID].second[i].size() == 3)
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else if(CGI->buildh->hall[owner->town->subID].second[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(CGI->buildh->hall[owner->town->subID].second[i][j][k],x,y));
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boxes[i][boxes[i].size()-1]->state = 7; //allowed by default
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//can we build it?
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if(owner->town->possibleBuildings.find(CGI->buildh->hall[owner->town->subID].second[i][j][k])==owner->town->possibleBuildings.end())
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boxes[i][boxes[i].size()-1]->state = -1; //forbidden
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else if(owner->town->builded >= MAX_BUILDING_PER_TURN)
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if(owner->town->forbiddenBuildings.find(CGI->buildh->hall[owner->town->subID].second[i][j][k])!=owner->town->forbiddenBuildings.end())
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boxes[i][boxes[i].size()-1]->state = 2; //forbidden
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else if(owner->town->builded >= MAX_BUILDING_PER_TURN)
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boxes[i][boxes[i].size()-1]->state = 4; //already built
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//TODO: check requirements
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//else if(owner->town->builded >= MAX_BUILDING_PER_TURN)
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// boxes[i][boxes[i].size()-1]->state = 2; //forbidden
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else
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for( std::set<int>::iterator ri = CGI->townh->requirements[owner->town->subID][ID].begin();
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ri != CGI->townh->requirements[owner->town->subID][ID].end();
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ri++ )
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{
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CBuilding * pom = CGI->buildh->buildings[owner->town->subID][CGI->buildh->hall[owner->town->subID].second[i][j][k]];
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boxes[i][boxes[i].size()-1]->state = 0; //allowed
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for(int res=0;res<7;res++) //TODO: support custom amount of resources
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{
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if(pom->resources[res]>LOCPLINT->cb->getResourceAmount(res))
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boxes[i][boxes[i].size()-1]->state = 1; //lack of res
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}
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if(owner->town->builtBuildings.find(*ri)==owner->town->builtBuildings.end())
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boxes[i][boxes[i].size()-1]->state = 5; //lack of requirements - cannot build
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}
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//TODO: check if capital is already built, check if there is water for shipyard
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CBuilding * pom = CGI->buildh->buildings[owner->town->subID][CGI->buildh->hall[owner->town->subID].second[i][j][k]];
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for(int res=0;res<7;res++) //TODO: support custom amount of resources
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{
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if(pom->resources[res]>LOCPLINT->cb->getResourceAmount(res))
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boxes[i][boxes[i].size()-1]->state = 6; //lack of res
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}
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break;
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}
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}
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@ -677,13 +700,20 @@ CHallInterface::CHallInterface(CCastleInterface * owner)
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else if(CGI->buildh->hall[owner->town->subID].second[i].size() == 3)
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x+=97;
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boxes[i].push_back(new CBuildingBox(CGI->buildh->hall[owner->town->subID].second[i][j][k-1],x,y));
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boxes[i][boxes[i].size()-1]->state = 3; //already exists
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boxes[i][boxes[i].size()-1]->state = 4; //already exists
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}
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}
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}
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}
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CHallInterface::~CHallInterface()
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{
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delete bars;
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delete status;
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SDL_FreeSurface(bg);
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for(int i=0;i<boxes.size();i++)
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for(int j=0;j<boxes[i].size();j++)
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delete boxes[i][j];
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delete exit;
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}
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void CHallInterface::close()
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{
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@ -720,4 +750,23 @@ void CHallInterface::deactivate()
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}
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}
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exit->deactivate();
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}
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void CHallInterface::CBuildWindow::activate()
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{
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}
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void CHallInterface::CBuildWindow::deactivate()
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{
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}
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void CHallInterface::CBuildWindow::show(SDL_Surface * to)
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{
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}
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CHallInterface::CBuildWindow::CBuildWindow(int Tid, int Bid, int State, bool Mode)
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:tid(Tid),bid(Bid),mode(Mode), state(State)
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{
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bitmap = CGI->bitmaph->loadBitmap("TPUBUILD.bmp");
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CSDL_Ext::blueToPlayersAdv(bitmap,LOCPLINT->playerID);
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}
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CHallInterface::CBuildWindow::~CBuildWindow()
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{
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}
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@ -76,7 +76,8 @@ public:
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{
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public:
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int ID;
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int state;//(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
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int state;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build
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//(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
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void hover(bool on);
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void clickLeft (tribool down);
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void clickRight (tribool down);
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@ -88,9 +89,23 @@ public:
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~CBuildingBox();
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};
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class CBuildWindow: public IShowable, public CIntObject
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{
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public:
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int tid, bid, state; //town id, building id, state
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bool mode; // 0 - normal (with buttons), 1 - r-click popup
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SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar"
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void activate();
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void deactivate();
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void show(SDL_Surface * to=NULL);
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CBuildWindow(int Tid, int Bid, int State, bool Mode);
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~CBuildWindow();
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};
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CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray
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*status; //0 - already, 1 - can't, 2 - lack of resources
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std::vector<CBuildingBox*> boxes[5];
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std::vector< std::vector<CBuildingBox*> >boxes;
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AdventureMapButton<CHallInterface> * exit;
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@ -1,6 +1,5 @@
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#pragma once
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#include "CPlayerInterface.h"
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#include "CAdvmapInterface.h"
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template <typename T> class AdventureMapButton;
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struct SDL_Surface;
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@ -1,6 +1,6 @@
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#include "stdafx.h"
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#include "CPlayerInterface.h"
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#include "CAdvMapInterface.h"
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#include "CAdvmapInterface.h"
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#include "CMessage.h"
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#include "mapHandler.h"
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#include "SDL_Extensions.h"
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@ -74,6 +74,7 @@ class ClickableL : public virtual CIntObject //for left-clicks
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public:
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bool pressedL;
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ClickableL();
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virtual ~ClickableL(){};
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virtual void clickLeft (tribool down)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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@ -83,6 +84,7 @@ class ClickableR : public virtual CIntObject //for right-clicks
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public:
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bool pressedR;
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ClickableR();
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virtual ~ClickableR(){};
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virtual void clickRight (tribool down)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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@ -91,6 +93,7 @@ class Hoverable : public virtual CIntObject
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{
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public:
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Hoverable(){hovered=false;}
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virtual ~Hoverable(){};
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bool hovered;
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virtual void hover (bool on)=0;
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virtual void activate()=0;
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@ -99,6 +102,7 @@ public:
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class KeyInterested : public virtual CIntObject
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{
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public:
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virtual ~KeyInterested(){};
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virtual void keyPressed (SDL_KeyboardEvent & key)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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@ -106,6 +110,7 @@ public:
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class MotionInterested: public virtual CIntObject
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{
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public:
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virtual ~MotionInterested(){};
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virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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@ -113,6 +118,7 @@ public:
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class TimeInterested: public virtual CIntObject
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{
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public:
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virtual ~TimeInterested(){};
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int toNextTick;
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virtual void tick()=0;
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virtual void activate();
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@ -3,7 +3,7 @@
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TPTHBKCS.BMP
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10 11 12 13 | 7 8 9 | 5 22 | 16
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14 15 | 0 1 2 3 | 6
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21 | 24 25
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21 | 18 19
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30 37 | 31 38 | 32 39 | 33 40
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34 41 | 35 42 | 36 43
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1
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28
config/requirements.txt
Normal file
28
config/requirements.txt
Normal file
@ -0,0 +1,28 @@
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1
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0
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1 0
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2 1
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3 2
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4 3
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11 5
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12 11 0 14 16
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13 12 7 8 9
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22 5
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21 7 16 30 33
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18 7 16 30 32 33
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19 7 16 30 39 33
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30 7
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31 7 30
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32 7 16 30 33
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33 7 16 30
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34 0 7 16 30 33
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35 7 16 21 30 33
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36 0 7 16 30 33 34
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37 30
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38 31
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39 32
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40 33
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41 34
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42 35
|
||||
43 36
|
||||
-1
|
@ -1951,7 +1951,18 @@ void CAmbarCendamo::deh3m()
|
||||
}
|
||||
}
|
||||
}
|
||||
for(int byte=6;byte<12;byte++)
|
||||
{
|
||||
for(int bit=0;bit<8;bit++)
|
||||
{
|
||||
if(spec->buildingSettings[byte] & (1<<bit))
|
||||
{
|
||||
nt->forbiddenBuildings.insert(byte*8+bit);
|
||||
}
|
||||
}
|
||||
}
|
||||
nt->builtBuildings = convertBuildings(nt->h3mbuildings,nt->subID);
|
||||
nt->forbiddenBuildings = convertBuildings(nt->forbiddenBuildings,nt->subID);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -390,7 +390,7 @@ public:
|
||||
int income;
|
||||
|
||||
//TODO:
|
||||
std::set<int> possibleBuildings, builtBuildings, h3mbuildings;
|
||||
std::set<int> forbiddenBuildings, builtBuildings, h3mbuildings;
|
||||
std::vector<int> creatureIncome; //vector by level - that valueis addedto thebasic growth
|
||||
std::vector<int> creaturesLeft; //that can be recruited
|
||||
|
||||
|
@ -19,7 +19,7 @@ void CTownHandler::loadNames()
|
||||
ins.str(CGI->bitmaph->getTextFile("TOWNTYPE.TXT"));
|
||||
names.str(CGI->bitmaph->getTextFile("TOWNNAME.TXT"));
|
||||
int si=0;
|
||||
char bufname[50];
|
||||
char bufname[75];
|
||||
while (!ins.eof())
|
||||
{
|
||||
CTown town;
|
||||
@ -224,6 +224,33 @@ void CTownHandler::loadNames()
|
||||
}
|
||||
of.close();
|
||||
of.clear();
|
||||
|
||||
|
||||
of.open("config/requirements.txt");
|
||||
while(!of.eof())
|
||||
{
|
||||
int ile, town, build, pom;
|
||||
of >> ile;
|
||||
for(int i=0;i<ile;i++)
|
||||
{
|
||||
of >> town;
|
||||
while(true)
|
||||
{
|
||||
of.getline(bufname,75);
|
||||
std::istringstream ifs(bufname);
|
||||
ifs >> build;
|
||||
if(build<0)
|
||||
break;
|
||||
while(!ifs.eof())
|
||||
{
|
||||
ifs >> pom;
|
||||
requirements[town][build].insert(pom);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
of.close();
|
||||
of.clear();
|
||||
}
|
||||
}
|
||||
SDL_Surface * CTownHandler::getPic(int ID, bool fort, bool builded)
|
||||
|
@ -7,7 +7,7 @@
|
||||
#include "../int3.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <set>
|
||||
class CBuilding;
|
||||
class CSpell;
|
||||
class CHero;
|
||||
@ -50,7 +50,7 @@ public:
|
||||
static int getTypeByDefName(std::string name);
|
||||
|
||||
std::map<int,std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>>
|
||||
|
||||
std::map<int, std::map<int,std::set<int> > > requirements; //requirements[town_id][structure_id] -> set of required buildings
|
||||
|
||||
std::vector<CGTownInstance *> townInstances;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user