mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-29 23:07:48 +02:00
* version set to 0.62
* almost redone treasure chest * working gaining levels for heroes (including dialog with skill selection) * corrected another typo i cr_shots
This commit is contained in:
@@ -27,7 +27,6 @@
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#include "hch/CObjectHandler.h"
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#include "CBattleInterface.h"
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#include "CGameInfo.h"
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#include "CLua.h"
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#include <cmath>
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#include "client/CCreatureAnimation.h"
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#include "client/Graphics.h"
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@@ -540,6 +539,10 @@ void SComponent::init(Etype Type, int Subtype, int Val)
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oss << ((Val>0)?("+"):("-")) << Val << " " << CGI->heroh->pskillsn[Subtype];
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subtitle = oss.str();
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break;
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case secskill44:
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subtitle += CGI->abilh->levels[Val] + " " + CGI->abilh->abilities[Subtype]->name;
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description = CGI->abilh->abilities[Subtype]->infoTexts[Val];
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break;
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case resource:
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description = CGI->generaltexth->allTexts[242];
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oss << Val;
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@@ -569,13 +572,13 @@ SComponent::SComponent(const Component &c)
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init(experience,0,c.val);
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else
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init((Etype)c.id,c.subtype,c.val);
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switch(c.id)
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{
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case resource:
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if(c.when == -1)
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subtitle += CGI->generaltexth->allTexts[3].substr(2,CGI->generaltexth->allTexts[3].length()-2);
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break;
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}
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if(c.id==2 && c.when==-1)
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subtitle += CGI->generaltexth->allTexts[3].substr(2,CGI->generaltexth->allTexts[3].length()-2);
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}
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void SComponent::show(SDL_Surface * to)
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{
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blitAt(getImg(),pos.x,pos.y,to);
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}
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SDL_Surface * SComponent::getImg()
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{
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@@ -584,6 +587,9 @@ SDL_Surface * SComponent::getImg()
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case primskill:
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return graphics->pskillsb->ourImages[subtype].bitmap;
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break;
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case secskill44:
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return CGI->abilh->abils44->ourImages[subtype*3 + 3 + val].bitmap;
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break;
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case secskill:
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return CGI->abilh->abils82->ourImages[subtype*3 + 3 + val].bitmap;
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break;
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@@ -613,12 +619,11 @@ void CSelectableComponent::clickLeft(tribool down)
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{
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if (down)
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{
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select(true);
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owner->selectionChange(this);
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if(onSelect)
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onSelect();
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}
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}
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CSelectableComponent::CSelectableComponent(Etype Type, int Sub, int Val, CSelWindow * Owner, SDL_Surface * Border)
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:SComponent(Type,Sub,Val),owner(Owner)
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void CSelectableComponent::init(SDL_Surface * Border)
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{
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SDL_Surface * symb = SComponent::getImg();
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myBitmap = CSDL_Ext::newSurface(symb->w+2,symb->h+2,screen);
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@@ -648,6 +653,16 @@ CSelectableComponent::CSelectableComponent(Etype Type, int Sub, int Val, CSelWin
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}
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selected = false;
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}
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CSelectableComponent::CSelectableComponent(const Component &c, boost::function<void()> OnSelect, SDL_Surface * Border)
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:SComponent(c),onSelect(OnSelect)
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{
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init(Border);
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}
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CSelectableComponent::CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect, SDL_Surface * Border)
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:SComponent(Type,Sub,Val),onSelect(OnSelect)
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{
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init(Border);
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}
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CSelectableComponent::~CSelectableComponent()
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{
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SDL_FreeSurface(myBitmap);
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@@ -686,7 +701,11 @@ void CSelectableComponent::select(bool on)
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return;
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}
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}
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void CSelectableComponent::show(SDL_Surface * to)
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{
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blitAt(myBitmap,pos.x,pos.y,to);
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printAtMiddleWB(subtitle,pos.x+pos.w/2,pos.y+pos.h+14,GEOR13,12,zwykly,to);
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}
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void CSimpleWindow::show(SDL_Surface * to)
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{
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if(!to)
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@@ -702,22 +721,14 @@ CSimpleWindow::~CSimpleWindow()
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}
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}
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void CSelWindow::selectionChange(CSelectableComponent * to)
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void CSelWindow::selectionChange(unsigned to)
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{
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blitAt(to->getImg(),to->pos.x-pos.x,to->pos.y-pos.y,bitmap);
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for (int i=0;i<components.size();i++)
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for (unsigned i=0;i<components.size();i++)
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{
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if(components[i]==to)
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{
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if (to->selected)
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continue;
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else
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to->select(true);
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}
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CSelectableComponent * pom = dynamic_cast<CSelectableComponent*>(components[i]);
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if (!pom)
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continue;
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pom->select(false);
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pom->select(i==to);
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blitAt(pom->getImg(),pom->pos.x-pos.x,pom->pos.y-pos.y,bitmap);
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}
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}
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@@ -736,6 +747,7 @@ void CSelWindow::close()
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ret = i;
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}
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components[i]->deactivate();
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delete components[i];
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}
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components.clear();
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okb.deactivate();
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@@ -1869,10 +1881,16 @@ void CPlayerInterface::receivedResource(int type, int val)
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adventureInt->resdatabar.draw();
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}
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void CPlayerInterface::showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)
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void CPlayerInterface::showSelDialog(std::string text, std::vector<Component*> &components, ui32 askID)
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//void CPlayerInterface::showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)
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{
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boost::unique_lock<boost::mutex> un(*pim);
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adventureInt->hide(); //dezaktywacja starego interfejsu
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CSelWindow * temp = CMessage::genSelWindow(text,LOCPLINT->playerID,35,components,playerID);
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std::vector<CSelectableComponent*> intComps;
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for(int i=0;i<components.size();i++)
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intComps.push_back(new CSelectableComponent(*components[i])); //will be deleted by CSelWindow::close
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CSelWindow * temp = CMessage::genSelWindow(text,LOCPLINT->playerID,35,intComps,playerID);
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LOCPLINT->objsToBlit.push_back(temp);
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temp->pos.x=300-(temp->pos.w/2);
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temp->pos.y=300-(temp->pos.h/2);
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@@ -1886,10 +1904,18 @@ void CPlayerInterface::showSelDialog(std::string text, std::vector<CSelectableCo
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temp->components[i]->pos.y += temp->pos.y;
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}
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temp->ID = askID;
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components[0]->clickLeft(true);
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intComps[0]->clickLeft(true);
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}
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void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback)
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{
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boost::unique_lock<boost::mutex> un(*pim);
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CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
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curint->deactivate();
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lw->activate();
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}
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void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
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{
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boost::unique_lock<boost::mutex> un(*pim);
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openTownWindow(town);
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}
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void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
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@@ -3087,3 +3113,100 @@ void CCreInfoWindow::deactivate()
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if(upgrade)
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upgrade->deactivate();
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}
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void CLevelWindow::close()
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{
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deactivate();
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for(int i=0;i<comps.size();i++)
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{
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if(comps[i]->selected)
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{
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cb(i);
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break;
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}
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}
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delete this;
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LOCPLINT->curint->activate();
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}
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CLevelWindow::CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
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{
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heroType = hero->subID;
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cb = callback;
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for(int i=0;i<skills.size();i++)
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comps.push_back(new CSelectableComponent(SComponent::secskill44,skills[i],hero->getSecSkillLevel(skills[i])+1,boost::bind(&CLevelWindow::selectionChanged,this,i)));
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bitmap = BitmapHandler::loadBitmap("LVLUPBKG.bmp");
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graphics->blueToPlayersAdv(bitmap,hero->tempOwner);
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SDL_SetColorKey(bitmap,SDL_SRCCOLORKEY,SDL_MapRGB(bitmap->format,0,255,255));
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pos.x = screen->w/2 - bitmap->w/2;
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pos.y = screen->h/2 - bitmap->h/2;
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pos.w = bitmap->w;
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pos.h = bitmap->h;
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ok = new AdventureMapButton("","",boost::bind(&CLevelWindow::close,this),pos.x+297,pos.y+413,"IOKAY.DEF");
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//draw window
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char buf[100], buf2[100];
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strcpy(buf2,CGI->generaltexth->allTexts[444].c_str()); //%s has gained a level.
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sprintf(buf,buf2,hero->name.c_str());
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printAtMiddle(buf,192,35,GEOR16,zwykly,bitmap);
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strcpy(buf2,CGI->generaltexth->allTexts[445].c_str()); //%s is now a level %d %s.
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sprintf(buf,buf2,hero->name.c_str(),hero->level,hero->type->heroClass->name.c_str());
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printAtMiddle(buf,192,162,GEOR16,zwykly,bitmap);
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blitAt(graphics->pskillsm->ourImages[pskill].bitmap,174,190,bitmap);
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printAtMiddle((CGI->generaltexth->primarySkillNames[pskill] + " +1"),192,252,GEOR16,zwykly,bitmap);
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SDL_Surface * ort = TTF_RenderText_Blended(GEOR16,CGI->generaltexth->allTexts[4].c_str(),zwykly);
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int curx = bitmap->w/2 - ( skills.size()*44 + (skills.size()-1)*(36+ort->w) )/2;
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for(int i=0;i<comps.size();i++)
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{
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comps[i]->pos.x = curx+pos.x;
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comps[i]->pos.y = 326+pos.y;
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if( i < (comps.size()-1) )
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{
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curx += 44 + 18; //skill width + margin to "or"
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blitAt(ort,curx,346,bitmap);
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curx += ort->w + 18;
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}
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}
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SDL_FreeSurface(ort);
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}
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void CLevelWindow::selectionChanged(unsigned to)
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{
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for(int i=0;i<comps.size();i++)
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if(i==to)
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comps[i]->select(true);
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else
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comps[i]->select(false);
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}
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CLevelWindow::~CLevelWindow()
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{
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delete ok;
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for(int i=0;i<comps.size();i++)
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delete comps[i];
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SDL_FreeSurface(bitmap);
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}
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void CLevelWindow::activate()
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{
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LOCPLINT->objsToBlit.push_back(this);
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ok->activate();
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for(int i=0;i<comps.size();i++)
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comps[i]->activate();
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}
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void CLevelWindow::deactivate()
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{
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LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
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ok->deactivate();
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for(int i=0;i<comps.size();i++)
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comps[i]->deactivate();
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}
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void CLevelWindow::show(SDL_Surface * to)
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{
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blitAt(bitmap,pos.x,pos.y,screen);
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blitAt(graphics->portraitLarge[heroType],170+pos.x,66+pos.y);
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ok->show();
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for(int i=0;i<comps.size();i++)
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comps[i]->show();
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}
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