mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
- primaryResource and warMachine now use string ID
- fixed long delays on moving units in garrisons - fixed bug on loading available spells from map - removed unused bigImgs from Graphics
This commit is contained in:
parent
16b72ee89b
commit
e3231db1c9
@ -109,9 +109,8 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
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const CBuilding *bld = town->town->buildings[bid];
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if (bid < EBuilding::DWELL_FIRST)
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{
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std::vector<CComponent*> comps(1, new CComponent(CComponent::building, bld->tid, bld->bid));
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CRClickPopup::createAndPush(bld->Description(), comps);
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CRClickPopup::createAndPush(CInfoWindow::genText(bld->Name(), bld->Description()),
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new CComponent(CComponent::building, bld->tid, bld->bid));
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}
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else
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{
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@ -325,8 +324,8 @@ void CHeroGSlot::clickLeft(tribool down, bool previousState)
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CHeroGSlot *other = upg ? owner->garrisonedHero : owner->visitingHero;
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if(!down)
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{
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owner->garr->splitting = false;
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owner->garr->highlighted = NULL;
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owner->garr->setSplittingMode(false);
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owner->garr->selectSlot(nullptr);
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if(hero && selection)
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{
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@ -361,7 +360,7 @@ void CHeroGSlot::clickLeft(tribool down, bool previousState)
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else if(hero)
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{
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setHighlight(true);
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owner->garr->highlighted = NULL;
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owner->garr->selectSlot(nullptr);
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showAll(screen2);
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}
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hover(false);hover(true); //refresh statusbar
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@ -1067,16 +1066,7 @@ void CCreaInfo::clickRight(tribool down, bool previousState)
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if (showAvailable)
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GH.pushInt(new CDwellingInfoBox(screen->w/2, screen->h/2, town, level));
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else
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{
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std::string descr = genGrowthText();
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CInfoPopup *mess = new CInfoPopup();//creating popup
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mess->free = true;
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mess->bitmap = CMessage::drawBoxTextBitmapSub
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(LOCPLINT->playerID, descr,graphics->bigImgs[creature->iconIndex],"");
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mess->pos.x = screen->w/2 - mess->bitmap->w/2;
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mess->pos.y = screen->h/2 - mess->bitmap->h/2;
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GH.pushInt(mess);
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}
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CRClickPopup::createAndPush(genGrowthText(), new CComponent(CComponent::creature, creature->idNumber));
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}
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}
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@ -1118,21 +1108,11 @@ void CTownInfo::hover(bool on)
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}
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void CTownInfo::clickRight(tribool down, bool previousState)
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{//FIXME: castleInt may be NULL
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if(down && building && LOCPLINT->castleInt)
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{
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CInfoPopup *mess = new CInfoPopup();
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mess->free = true;
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{
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if(down && building)
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CRClickPopup::createAndPush(CInfoWindow::genText(building->Name(), building->Description()),
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new CComponent(CComponent::building, building->tid, building->bid));
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mess->bitmap = CMessage::drawBoxTextBitmapSub
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(LOCPLINT->playerID,
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building->Description(),
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LOCPLINT->castleInt->bicons->ourImages[building->bid].bitmap,
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building->Name());
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mess->pos.x = screen->w/2 - mess->bitmap->w/2;
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mess->pos.y = screen->h/2 - mess->bitmap->h/2;
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GH.pushInt(mess);
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}
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}
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void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
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@ -1646,28 +1626,13 @@ CMageGuildScreen::Scroll::Scroll(Point position, const CSpell *Spell)
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void CMageGuildScreen::Scroll::clickLeft(tribool down, bool previousState)
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{
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if(down)
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{
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std::vector<CComponent*> comps(1,
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new CComponent(CComponent::spell,spell->id,0)
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);
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LOCPLINT->showInfoDialog(spell->descriptions[0],comps, soundBase::sound_todo);
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}
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LOCPLINT->showInfoDialog(spell->descriptions[0], new CComponent(CComponent::spell,spell->id));
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}
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void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState)
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{
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if(down)
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{
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CInfoPopup *vinya = new CInfoPopup();
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vinya->free = true;
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vinya->bitmap = CMessage::drawBoxTextBitmapSub
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(LOCPLINT->playerID,
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spell->descriptions[0],graphics->spellscr->ourImages[spell->id].bitmap,
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spell->name,30,30);
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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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CRClickPopup::createAndPush(spell->descriptions[0], new CComponent(CComponent::spell, spell->id));
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}
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void CMageGuildScreen::Scroll::hover(bool on)
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@ -813,7 +813,7 @@ CTownItem::CTownItem(const CGTownInstance* Town):
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void CTownItem::updateGarrisons()
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{
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garr->highlighted = NULL;
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garr->selectSlot(nullptr);
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garr->setArmy(town->getUpperArmy(), 0);
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garr->setArmy(town->visitingHero, 1);
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garr->recreateSlots();
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@ -509,7 +509,7 @@ void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
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if(CCastleInterface *c = castleInt)
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{
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c->garr->highlighted = NULL;
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c->garr->selectSlot(nullptr);
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c->garr->setArmy(town->getUpperArmy(), 0);
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c->garr->setArmy(town->visitingHero, 1);
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c->garr->recreateSlots();
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@ -535,10 +535,11 @@ void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownIn
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waitWhileDialog();
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openTownWindow(town);
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}
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void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
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void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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updateInfo(obj);
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BOOST_FOREACH(auto object, objs)
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updateInfo(object);
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for(std::list<IShowActivatable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
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{
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@ -548,7 +549,7 @@ void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
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if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
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{
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if(obj == cmw->hero)
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if(vstd::contains(objs, cmw->hero))
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cmw->garrisonChanged();
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}
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}
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@ -556,6 +557,11 @@ void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
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GH.totalRedraw();
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}
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void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
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{
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garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
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}
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void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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@ -953,6 +959,14 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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}
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void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
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{
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std::vector<CComponent*> intComps;
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intComps.push_back(component);
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showInfoDialog(text, intComps, soundBase::sound_todo, true);
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}
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void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
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{
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waitWhileDialog();
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@ -2327,9 +2341,13 @@ void CPlayerInterface::stacksErased(const StackLocation &location)
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void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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garrisonChanged(loc1.army);
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std::vector<const CGObjectInstance *> objects;
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objects.push_back(loc1.army);
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if(loc2.army != loc1.army)
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garrisonChanged(loc2.army);
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objects.push_back(loc2.army);
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garrisonsChanged(objects);
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}
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void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
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@ -2342,11 +2360,13 @@ void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLoc
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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garrisonChanged(src.army);
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if(dst.army != src.army)
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garrisonChanged(dst.army);
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std::vector<const CGObjectInstance *> objects;
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objects.push_back(src.army);
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if(src.army != dst.army)
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objects.push_back(dst.army);
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garrisonsChanged(objects);
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}
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#undef UPDATE_IF
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void CPlayerInterface::artifactPut(const ArtifactLocation &al)
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{
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@ -210,6 +210,7 @@ public:
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//-------------//
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void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
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void garrisonsChanged(std::vector<const CGObjectInstance *> objs);
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void garrisonChanged(const CGObjectInstance * obj);
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void heroKilled(const CGHeroInstance* hero);
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void waitWhileDialog(bool unlockPim = true);
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@ -223,6 +224,7 @@ public:
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void updateInfo(const CGObjectInstance * specific);
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void init(CCallback * CB);
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int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
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void showInfoDialog(const std::string &text, CComponent * component);
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void showInfoDialog(const std::string &text, const std::vector<CComponent*> & components = std::vector<CComponent*>(), int soundID = 0, bool delComps = false);
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void showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps = false, const std::vector<CComponent*> & components = std::vector<CComponent*>()); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
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void stopMovement();
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@ -200,6 +200,14 @@ CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town):
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init(InfoAboutTown(town, true));
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}
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void CGarrisonSlot::setHighlight(bool on)
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{
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if (on)
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selectionImage->recActions |= UPDATE | SHOWALL; //show
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else
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selectionImage->recActions &= ~(UPDATE | SHOWALL); //hide
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}
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void CGarrisonSlot::hover (bool on)
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{
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////Hoverable::hover(on);
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@ -208,29 +216,29 @@ void CGarrisonSlot::hover (bool on)
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std::string temp;
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if(creature)
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{
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if(owner->highlighted)
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if(owner->getSelection())
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{
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if(owner->highlighted == this)
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if(owner->getSelection() == this)
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{
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temp = CGI->generaltexth->tcommands[4]; //View %s
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boost::algorithm::replace_first(temp,"%s",creature->nameSing);
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}
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else if (owner->highlighted->creature == creature)
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else if (owner->getSelection()->creature == creature)
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{
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temp = CGI->generaltexth->tcommands[2]; //Combine %s armies
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boost::algorithm::replace_first(temp,"%s",creature->nameSing);
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}
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else if (owner->highlighted->creature)
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else if (owner->getSelection()->creature)
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{
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temp = CGI->generaltexth->tcommands[7]; //Exchange %s with %s
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boost::algorithm::replace_first(temp,"%s",owner->highlighted->creature->nameSing);
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boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->nameSing);
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boost::algorithm::replace_first(temp,"%s",creature->nameSing);
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}
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else
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{
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tlog2 << "Warning - shouldn't be - highlighted void slot "<<owner->highlighted<<std::endl;
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tlog2 << "Warning - shouldn't be - highlighted void slot "<<owner->getSelection()<<std::endl;
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tlog2 << "Highlighted set to NULL"<<std::endl;
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owner->highlighted = NULL;
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owner->selectSlot(nullptr);
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}
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}
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else
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@ -252,12 +260,12 @@ void CGarrisonSlot::hover (bool on)
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}
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else
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{
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if(owner->highlighted)
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if(owner->getSelection())
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{
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const CArmedInstance *highl = owner->highlighted->getObj();
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const CArmedInstance *highl = owner->getSelection()->getObj();
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if( highl->needsLastStack() //we are moving stack from hero's
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&& highl->stacksCount() == 1 //it's only stack
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&& owner->highlighted->upg != upg //we're moving it to the other garrison
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&& owner->getSelection()->upg != upg //we're moving it to the other garrison
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)
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{
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temp = CGI->generaltexth->tcommands[5]; //Cannot move last army to garrison
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@ -265,7 +273,7 @@ void CGarrisonSlot::hover (bool on)
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else
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{
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temp = CGI->generaltexth->tcommands[6]; //Move %s
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boost::algorithm::replace_first(temp,"%s",owner->highlighted->creature->nameSing);
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boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->nameSing);
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}
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}
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else
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@ -281,12 +289,12 @@ void CGarrisonSlot::hover (bool on)
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}
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}
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const CArmedInstance * CGarrisonSlot::getObj()
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const CArmedInstance * CGarrisonSlot::getObj() const
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{
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return (!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]);
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}
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bool CGarrisonSlot::our()
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bool CGarrisonSlot::our() const
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{
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return upg?(owner->owned[1]):(owner->owned[0]);
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}
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@ -303,9 +311,9 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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if(down)
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{
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bool refr = false;
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if(owner->highlighted)
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if(owner->getSelection())
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{
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if(owner->highlighted == this) //view info
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if(owner->getSelection() == this) //view info
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{
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UpgradeInfo pom;
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LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
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@ -317,8 +325,8 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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if (canUpgrade) upgr = boost::bind(&CCallback::upgradeCreature, LOCPLINT->cb, getObj(), ID, pom.newID[0]);
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if (canDismiss) dism = boost::bind(&CCallback::dismissCreature, LOCPLINT->cb, getObj(), ID);
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owner->highlighted = NULL;
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owner->splitting = false;
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owner->selectSlot(nullptr);
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owner->setSplittingMode(false);
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for(size_t i = 0; i<owner->splitButtons.size(); i++)
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owner->splitButtons[i]->block(true);
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@ -331,61 +339,61 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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else
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{
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// Only allow certain moves if troops aren't removable or not ours.
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if ( ( owner->highlighted->our()//our creature is selected
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|| owner->highlighted->creature == creature )//or we are rebalancing army
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if ( ( owner->getSelection()->our()//our creature is selected
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|| owner->getSelection()->creature == creature )//or we are rebalancing army
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&& ( owner->removableUnits
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|| (upg == 0 && ( owner->highlighted->upg == 1 && !creature ) )
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|| (upg == 1 && owner->highlighted->upg == 1 ) ) )
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|| (upg == 0 && ( owner->getSelection()->upg == 1 && !creature ) )
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|| (upg == 1 && owner->getSelection()->upg == 1 ) ) )
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{
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//we want to split
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if((owner->splitting || LOCPLINT->shiftPressed())
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if((owner->getSplittingMode() || LOCPLINT->shiftPressed())
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&& (!creature
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|| (creature == owner->highlighted->creature)))
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|| (creature == owner->getSelection()->creature)))
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{
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owner->p2 = ID; //store the second stack pos
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owner->pb = upg;//store the second stack owner (up or down army)
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owner->splitting = false;
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owner->setSplittingMode(false);
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int minLeft=0, minRight=0;
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if(upg != owner->highlighted->upg) //not splitting within same army
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if(upg != owner->getSelection()->upg) //not splitting within same army
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{
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if(owner->highlighted->getObj()->stacksCount() == 1 //we're splitting away the last stack
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&& owner->highlighted->getObj()->needsLastStack() )
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if(owner->getSelection()->getObj()->stacksCount() == 1 //we're splitting away the last stack
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&& owner->getSelection()->getObj()->needsLastStack() )
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{
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minLeft = 1;
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}
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if(getObj()->stacksCount() == 1 //destination army can't be emptied, unless we're rebalancing two stacks of same creature
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&& owner->highlighted->creature == creature
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&& owner->getSelection()->creature == creature
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&& getObj()->needsLastStack() )
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{
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minRight = 1;
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}
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}
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GH.pushInt(new CSplitWindow(owner->highlighted->creature, boost::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
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minLeft, minRight, owner->highlighted->count, count));
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GH.pushInt(new CSplitWindow(owner->getSelection()->creature, boost::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
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minLeft, minRight, owner->getSelection()->myStack->count, myStack->count));
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refr = true;
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}
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else if(creature != owner->highlighted->creature) //swap
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else if(creature != owner->getSelection()->creature) //swap
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{
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LOCPLINT->cb->swapCreatures(
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(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!owner->highlighted->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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ID,owner->highlighted->ID);
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(!owner->getSelection()->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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ID,owner->getSelection()->ID);
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}
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else //merge
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{
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LOCPLINT->cb->mergeStacks(
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(!owner->highlighted->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!owner->getSelection()->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
|
||||
(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
|
||||
owner->highlighted->ID,ID);
|
||||
owner->getSelection()->ID,ID);
|
||||
}
|
||||
}
|
||||
else // Highlight
|
||||
{
|
||||
if(creature)
|
||||
owner->highlighted = this;
|
||||
owner->selectSlot(this);
|
||||
redraw();
|
||||
refr = true;
|
||||
}
|
||||
@ -417,7 +425,7 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
|
||||
}
|
||||
if (!artSelected && creature)
|
||||
{
|
||||
owner->highlighted = this;
|
||||
owner->selectSlot(this);
|
||||
if(creature)
|
||||
{
|
||||
for(size_t i = 0; i<owner->splitButtons.size(); i++)
|
||||
@ -431,6 +439,26 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
|
||||
}
|
||||
}
|
||||
|
||||
void CGarrisonSlot::update()
|
||||
{
|
||||
myStack = getObj()->getStackPtr(ID);
|
||||
creature = myStack ? myStack->type : NULL;
|
||||
|
||||
if (creature)
|
||||
{
|
||||
creatureImage->recActions |= (UPDATE | SHOWALL);
|
||||
creatureImage->setFrame(creature->iconIndex);
|
||||
|
||||
stackCount->recActions |= (UPDATE | SHOWALL);
|
||||
stackCount->setTxt(boost::lexical_cast<std::string>(myStack->count));
|
||||
}
|
||||
else
|
||||
{
|
||||
creatureImage->recActions &= ~(UPDATE | SHOWALL);
|
||||
stackCount->recActions &= ~(UPDATE | SHOWALL);
|
||||
}
|
||||
}
|
||||
|
||||
CGarrisonSlot::CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg, const CStackInstance * Creature)
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
||||
@ -444,15 +472,15 @@ CGarrisonSlot::CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg
|
||||
ID = IID;
|
||||
myStack = Creature;
|
||||
creature = Creature ? Creature->type : NULL;
|
||||
if (creature)
|
||||
{
|
||||
std::string imgName = owner->smallIcons ? "cprsmall" : "TWCRPORT";
|
||||
creatureImage = new CAnimImage(imgName, creature->iconIndex);
|
||||
}
|
||||
else
|
||||
creatureImage = nullptr;
|
||||
|
||||
count = Creature ? Creature->count : 0;
|
||||
std::string imgName = owner->smallIcons ? "cprsmall" : "TWCRPORT";
|
||||
|
||||
creatureImage = new CAnimImage(imgName, creature ? creature->iconIndex : 0);
|
||||
if (!creature)
|
||||
creatureImage->recActions &= ~(UPDATE | SHOWALL);
|
||||
|
||||
selectionImage = new CAnimImage(imgName, 1);
|
||||
selectionImage->recActions &= ~(UPDATE | SHOWALL); //hide it
|
||||
|
||||
if(Owner->smallIcons)
|
||||
{
|
||||
@ -464,29 +492,12 @@ CGarrisonSlot::CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg
|
||||
pos.w = 58;
|
||||
pos.h = 64;
|
||||
}
|
||||
}
|
||||
|
||||
void CGarrisonSlot::showAll(SDL_Surface * to)
|
||||
{
|
||||
std::map<int,SDL_Surface*> &imgs = (owner->smallIcons ? graphics->smallImgs : graphics->bigImgs);
|
||||
if(creature)
|
||||
{
|
||||
creatureImage->showAll(to);
|
||||
char buf[15];
|
||||
SDL_itoa(count,buf,10);
|
||||
printTo(buf, pos.x+pos.w, pos.y+pos.h+1, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, Colors::WHITE, to);
|
||||
|
||||
if((owner->highlighted==this)
|
||||
|| (owner->splitting && owner->highlighted->creature == creature))
|
||||
{
|
||||
blitAt(imgs[-1],pos,to);
|
||||
}
|
||||
}
|
||||
else//empty slot
|
||||
{
|
||||
if(owner->splitting && owner->highlighted->our())
|
||||
blitAt(imgs[-1],pos,to);
|
||||
}
|
||||
stackCount = new CLabel(pos.w, pos.h, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, BOTTOMRIGHT, Colors::WHITE);
|
||||
if (!creature)
|
||||
stackCount->recActions &= ~(UPDATE | SHOWALL);
|
||||
else
|
||||
stackCount->setTxt(boost::lexical_cast<std::string>(myStack->count));
|
||||
}
|
||||
|
||||
void CGarrisonInt::addSplitBtn(CAdventureMapButton * button)
|
||||
@ -530,46 +541,45 @@ void CGarrisonInt::createSlots()
|
||||
createSet (slotsDown, armedObjs[1], garOffset.x, garOffset.y, width+interx, 1);
|
||||
}
|
||||
|
||||
void CGarrisonInt::deleteSlots()
|
||||
{
|
||||
for (int i=0; i<slotsUp.size(); i++)
|
||||
vstd::clear_pointer(slotsUp[i]);
|
||||
|
||||
for (int i=0; i<slotsDown.size(); i++)
|
||||
vstd::clear_pointer(slotsDown[i]);
|
||||
}
|
||||
|
||||
void CGarrisonInt::recreateSlots()
|
||||
{
|
||||
|
||||
splitting = false;
|
||||
highlighted = NULL;
|
||||
setSplittingMode(false);
|
||||
selectSlot(nullptr);
|
||||
|
||||
for(size_t i = 0; i<splitButtons.size(); i++)
|
||||
splitButtons[i]->block(true);
|
||||
|
||||
deleteSlots();
|
||||
createSlots();
|
||||
|
||||
BOOST_FOREACH(CGarrisonSlot * slot, slotsUp)
|
||||
slot->update();
|
||||
|
||||
BOOST_FOREACH(CGarrisonSlot * slot, slotsDown)
|
||||
slot->update();
|
||||
}
|
||||
|
||||
void CGarrisonInt::splitClick()
|
||||
{
|
||||
if(!highlighted)
|
||||
if(!getSelection())
|
||||
return;
|
||||
splitting = !splitting;
|
||||
setSplittingMode(!getSplittingMode());
|
||||
redraw();
|
||||
}
|
||||
void CGarrisonInt::splitStacks(int, int amountRight)
|
||||
{
|
||||
LOCPLINT->cb->splitStack(armedObjs[highlighted->upg], armedObjs[pb], highlighted->ID, p2, amountRight);
|
||||
LOCPLINT->cb->splitStack(armedObjs[getSelection()->upg], armedObjs[pb], getSelection()->ID, p2, amountRight);
|
||||
}
|
||||
|
||||
CGarrisonInt::CGarrisonInt(int x, int y, int inx, const Point &garsOffset,
|
||||
SDL_Surface *pomsur, const Point& SurOffset,
|
||||
const CArmedInstance *s1, const CArmedInstance *s2,
|
||||
bool _removableUnits, bool smallImgs, bool _twoRows )
|
||||
: interx(inx), garOffset(garsOffset), highlighted(NULL), splitting(false),
|
||||
smallIcons(smallImgs), removableUnits (_removableUnits), twoRows(_twoRows)
|
||||
SDL_Surface *pomsur, const Point& SurOffset,
|
||||
const CArmedInstance *s1, const CArmedInstance *s2,
|
||||
bool _removableUnits, bool smallImgs, bool _twoRows ) :
|
||||
highlighted(nullptr),
|
||||
inSplittingMode(false),
|
||||
interx(inx),
|
||||
garOffset(garsOffset),
|
||||
smallIcons(smallImgs),
|
||||
removableUnits(_removableUnits),
|
||||
twoRows(_twoRows)
|
||||
{
|
||||
setArmy(s1, false);
|
||||
setArmy(s2, true);
|
||||
@ -581,12 +591,50 @@ CGarrisonInt::CGarrisonInt(int x, int y, int inx, const Point &garsOffset,
|
||||
void CGarrisonInt::activate()
|
||||
{
|
||||
for(size_t i = 0; i<splitButtons.size(); i++)
|
||||
if( (splitButtons[i]->isBlocked()) != !highlighted)
|
||||
splitButtons[i]->block(!highlighted);
|
||||
splitButtons[i]->block(getSelection() != nullptr);
|
||||
|
||||
CIntObject::activate();
|
||||
}
|
||||
|
||||
const CGarrisonSlot * CGarrisonInt::getSelection()
|
||||
{
|
||||
return highlighted;
|
||||
}
|
||||
|
||||
void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
|
||||
{
|
||||
if (slot != highlighted)
|
||||
{
|
||||
if (highlighted)
|
||||
highlighted->setHighlight(false);
|
||||
|
||||
highlighted = slot;
|
||||
|
||||
if (highlighted)
|
||||
highlighted->setHighlight(true);
|
||||
}
|
||||
}
|
||||
|
||||
void CGarrisonInt::setSplittingMode(bool on)
|
||||
{
|
||||
assert(on == false || highlighted != nullptr); //can't be in splitting mode without selection
|
||||
|
||||
if (inSplittingMode || on)
|
||||
{
|
||||
BOOST_FOREACH(CGarrisonSlot * slot, slotsUp)
|
||||
slot->setHighlight(slot->creature == nullptr || slot->creature == getSelection()->creature);
|
||||
|
||||
BOOST_FOREACH(CGarrisonSlot * slot, slotsDown)
|
||||
slot->setHighlight(slot->creature == nullptr || slot->creature == getSelection()->creature);
|
||||
inSplittingMode = on;
|
||||
}
|
||||
}
|
||||
|
||||
bool CGarrisonInt::getSplittingMode()
|
||||
{
|
||||
return inSplittingMode;
|
||||
}
|
||||
|
||||
void CGarrisonInt::setArmy(const CArmedInstance *army, bool bottomGarrison)
|
||||
{
|
||||
owned[bottomGarrison] = army ? (army->tempOwner == LOCPLINT->playerID || army->tempOwner == 254) : false; //254 - neutral objects (pandora, banks)
|
||||
@ -689,6 +737,11 @@ CInfoWindow * CInfoWindow::create(const std::string &text, int playerID /*= 1*/,
|
||||
return ret;
|
||||
}
|
||||
|
||||
std::string CInfoWindow::genText(std::string title, std::string description)
|
||||
{
|
||||
return std::string("{") + title + "}" + "\n\n" + description;
|
||||
}
|
||||
|
||||
void CInfoWindow::setDelComps(bool DelComps)
|
||||
{
|
||||
delComps = DelComps;
|
||||
@ -5193,16 +5246,8 @@ void CUniversityWindow::CItem::clickRight(tribool down, bool previousState)
|
||||
{
|
||||
if(down)
|
||||
{
|
||||
CInfoPopup *message = new CInfoPopup();
|
||||
message->free = true;
|
||||
message->bitmap = CMessage::drawBoxTextBitmapSub
|
||||
(LOCPLINT->playerID,
|
||||
CGI->generaltexth->skillInfoTexts[ID][0],
|
||||
graphics->abils82->ourImages[ID*3+3].bitmap,
|
||||
CGI->generaltexth->skillName[ID]);
|
||||
message->pos.x = screen->w/2 - message->bitmap->w/2;
|
||||
message->pos.y = screen->h/2 - message->bitmap->h/2;
|
||||
GH.pushInt(message);
|
||||
CRClickPopup::createAndPush(CGI->generaltexth->skillInfoTexts[ID][0],
|
||||
new CComponent(CComponent::secskill, ID, 0));
|
||||
}
|
||||
}
|
||||
|
||||
@ -5813,6 +5858,14 @@ void CRClickPopup::createAndPush(const std::string &txt, const CInfoWindow::TCom
|
||||
GH.pushInt(rcpi);
|
||||
}
|
||||
|
||||
void CRClickPopup::createAndPush(const std::string &txt, CComponent * component)
|
||||
{
|
||||
CInfoWindow::TCompsInfo intComps;
|
||||
intComps.push_back(component);
|
||||
|
||||
createAndPush(txt, intComps);
|
||||
}
|
||||
|
||||
Point CInfoBoxPopup::toScreen(Point p)
|
||||
{
|
||||
vstd::abetween(p.x, adventureInt->terrain.pos.x + 100, adventureInt->terrain.pos.x + adventureInt->terrain.pos.w - 100);
|
||||
|
@ -105,6 +105,9 @@ public:
|
||||
|
||||
static void showYesNoDialog( const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
|
||||
static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector<CComponent*> *components = NULL, bool DelComps = false);
|
||||
|
||||
/// create text from title and description: {title}\n\n description
|
||||
static std::string genText(std::string title, std::string description);
|
||||
};
|
||||
|
||||
/// component selection window
|
||||
@ -130,6 +133,7 @@ public:
|
||||
|
||||
static CIntObject* createInfoWin(Point position, const CGObjectInstance * specific);
|
||||
static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
|
||||
static void createAndPush(const std::string &txt, CComponent * component);
|
||||
static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
|
||||
};
|
||||
|
||||
@ -210,7 +214,7 @@ public:
|
||||
std::string getDescription();
|
||||
std::string getSubtitle();
|
||||
|
||||
CComponent(Etype Type, int Subtype, int Val, ESize imageSize=large);//c-tor
|
||||
CComponent(Etype Type, int Subtype, int Val = 0, ESize imageSize=large);//c-tor
|
||||
CComponent(const Component &c); //c-tor
|
||||
|
||||
void clickRight(tribool down, bool previousState); //call-in
|
||||
@ -311,18 +315,20 @@ class CGarrisonSlot : public CIntObject
|
||||
CGarrisonInt *owner;
|
||||
const CStackInstance *myStack; //NULL if slot is empty
|
||||
const CCreature *creature;
|
||||
int count; //number of creatures
|
||||
int upg; //0 - up garrison, 1 - down garrison
|
||||
bool highlight;
|
||||
|
||||
CAnimImage * creatureImage;
|
||||
CAnimImage * selectionImage; // image for selection, not always visible
|
||||
CLabel * stackCount;
|
||||
|
||||
void setHighlight(bool on);
|
||||
public:
|
||||
virtual void hover (bool on); //call-in
|
||||
const CArmedInstance * getObj();
|
||||
bool our();
|
||||
const CArmedInstance * getObj() const;
|
||||
bool our() const;
|
||||
void clickRight(tribool down, bool previousState);
|
||||
void clickLeft(tribool down, bool previousState);
|
||||
void showAll(SDL_Surface * to);
|
||||
void update();
|
||||
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CStackInstance * Creature=NULL);
|
||||
|
||||
friend class CGarrisonInt;
|
||||
@ -331,15 +337,23 @@ public:
|
||||
/// Class which manages slots of upper and lower garrison, splitting of units
|
||||
class CGarrisonInt :public CIntObject
|
||||
{
|
||||
CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot
|
||||
bool inSplittingMode;
|
||||
|
||||
public:
|
||||
void selectSlot(CGarrisonSlot * slot); //null = deselect
|
||||
const CGarrisonSlot * getSelection();
|
||||
|
||||
void setSplittingMode(bool on);
|
||||
bool getSplittingMode();
|
||||
|
||||
int interx; //space between slots
|
||||
Point garOffset; //offset between garrisons (not used if only one hero)
|
||||
CGarrisonSlot *highlighted; //chosen slot
|
||||
std::vector<CAdventureMapButton *> splitButtons; //may be empty if no buttons
|
||||
|
||||
int p2, //TODO: comment me
|
||||
shiftPos;//1st slot of the second row, set shiftPoint for effect
|
||||
bool splitting, pb,
|
||||
bool pb,
|
||||
smallIcons, //true - 32x32 imgs, false - 58x64
|
||||
removableUnits,//player can remove units from up
|
||||
twoRows,//slots will be placed in 2 rows
|
||||
@ -358,7 +372,6 @@ public:
|
||||
|
||||
void activate();
|
||||
void createSlots();
|
||||
void deleteSlots();
|
||||
void recreateSlots();
|
||||
|
||||
void splitClick(); //handles click on split button
|
||||
|
@ -129,7 +129,7 @@ void Graphics::initializeBattleGraphics()
|
||||
}
|
||||
Graphics::Graphics()
|
||||
{
|
||||
CDefHandler *smi, *smi2;
|
||||
CDefHandler *smi2;
|
||||
|
||||
std::vector<Task> tasks; //preparing list of graphics to load
|
||||
tasks += boost::bind(&Graphics::loadFonts,this);
|
||||
@ -140,7 +140,6 @@ Graphics::Graphics()
|
||||
tasks += boost::bind(&Graphics::loadErmuToPicture,this);
|
||||
tasks += GET_DEF_ESS(artDefs,"ARTIFACT.DEF");
|
||||
tasks += GET_DEF_ESS(resources32,"RESOURCE.DEF");
|
||||
tasks += GET_DEF(smi,"CPRSMALL.DEF");
|
||||
tasks += GET_DEF(smi2,"TWCRPORT.DEF");
|
||||
tasks += GET_DEF_ESS(flags,"CREST58.DEF");
|
||||
tasks += GET_DEF_ESS(abils82,"SECSK82.DEF");
|
||||
@ -155,13 +154,6 @@ Graphics::Graphics()
|
||||
CSDL_Ext::alphaTransform(heroMoveArrows->ourImages[y].bitmap);
|
||||
}
|
||||
|
||||
//handling 32x32px imgs
|
||||
smi->notFreeImgs = true;
|
||||
for (size_t i=0; i<smi->ourImages.size(); ++i)
|
||||
{
|
||||
smallImgs[i-2] = smi->ourImages[i].bitmap;
|
||||
}
|
||||
delete smi;
|
||||
smi2->notFreeImgs = true;
|
||||
for (size_t i=0; i<smi2->ourImages.size(); ++i)
|
||||
{
|
||||
|
@ -58,7 +58,6 @@ public:
|
||||
CDefEssential * getDef(const CGObjectInstance * obj);
|
||||
CDefEssential * getDef(const CGDefInfo * info);
|
||||
//creatures
|
||||
std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
|
||||
std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
|
||||
//towns
|
||||
std::map<int, std::string> ERMUtoPicture[GameConstants::F_NUMBER]; //maps building ID to it's picture's name for each town type
|
||||
|
@ -145,9 +145,8 @@
|
||||
["Angel", "Archangel"]
|
||||
],
|
||||
"horde" : [ 2, -1 ],
|
||||
"primaryResource" : 127,
|
||||
"mageGuild" : 4,
|
||||
"warMachine" : 4,
|
||||
"warMachine" : "Ballista",
|
||||
|
||||
"buildings" :
|
||||
[
|
||||
@ -396,8 +395,8 @@
|
||||
],
|
||||
"horde" : [ 1, 4 ],
|
||||
"mageGuild" : 5,
|
||||
"primaryResource" : 4,
|
||||
"warMachine" : 6,
|
||||
"primaryResource" : "crystal",
|
||||
"warMachine" : "FirstAidTent",
|
||||
|
||||
"buildings" :
|
||||
[
|
||||
@ -641,9 +640,9 @@
|
||||
["LesserTitan", "GreaterTitan"]
|
||||
],
|
||||
"horde" : [ 1, -1 ],
|
||||
"primaryResource" : 5,
|
||||
"primaryResource" : "gems",
|
||||
"mageGuild" : 5,
|
||||
"warMachine" : 5,
|
||||
"warMachine" : "AmmoCart",
|
||||
|
||||
"buildings" :
|
||||
[
|
||||
@ -886,8 +885,8 @@
|
||||
],
|
||||
"horde" : [ 0, 2 ],
|
||||
"mageGuild" : 5,
|
||||
"primaryResource" : 1,
|
||||
"warMachine" : 5,
|
||||
"primaryResource" : "mercury",
|
||||
"warMachine" : "Ballista",
|
||||
|
||||
"buildings" :
|
||||
[
|
||||
@ -1136,8 +1135,7 @@
|
||||
],
|
||||
"horde" : [ 0, -1 ],
|
||||
"mageGuild" : 5,
|
||||
"primaryResource" : 127,
|
||||
"warMachine" : 6,
|
||||
"warMachine" : "FirstAidTent",
|
||||
|
||||
"buildings" :
|
||||
[
|
||||
@ -1380,8 +1378,8 @@
|
||||
],
|
||||
"horde" : [ 0, -1 ],
|
||||
"mageGuild" : 5,
|
||||
"primaryResource" : 3,
|
||||
"warMachine" : 4,
|
||||
"primaryResource" : "sulfur",
|
||||
"warMachine" : "Ballista",
|
||||
|
||||
"buildings" :
|
||||
[
|
||||
@ -1622,8 +1620,7 @@
|
||||
],
|
||||
"horde" : [ 0, -1 ],
|
||||
"mageGuild" : 3,
|
||||
"primaryResource" : 127,
|
||||
"warMachine" : 5,
|
||||
"warMachine" : "AmmoCart",
|
||||
|
||||
"buildings" :
|
||||
[
|
||||
@ -1866,8 +1863,7 @@
|
||||
],
|
||||
"horde" : [ 0, -1 ],
|
||||
"mageGuild" : 3,
|
||||
"primaryResource" : 127,
|
||||
"warMachine" : 6,
|
||||
"warMachine" : "FirstAidTent",
|
||||
|
||||
"buildings" :
|
||||
[
|
||||
@ -2115,8 +2111,8 @@
|
||||
],
|
||||
"horde" : [ 0, -1 ],
|
||||
"mageGuild" : 5,
|
||||
"primaryResource" : 1,
|
||||
"warMachine" : 4,
|
||||
"primaryResource" : "mercury",
|
||||
"warMachine" : "Ballista",
|
||||
|
||||
"buildings" :
|
||||
[
|
||||
|
@ -396,9 +396,19 @@ void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
|
||||
|
||||
void CTownHandler::loadTown(CTown &town, const JsonNode & source)
|
||||
{
|
||||
auto resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
|
||||
if (resIter == boost::end(GameConstants::RESOURCE_NAMES))
|
||||
town.primaryRes = 127; //Wood + Ore
|
||||
else
|
||||
town.primaryRes = resIter - boost::begin(GameConstants::RESOURCE_NAMES);
|
||||
|
||||
VLC->modh->identifiers.requestIdentifier(std::string("creature." + source["warMachine"].String()),
|
||||
[&town](si32 creature)
|
||||
{
|
||||
town.warMachine = CArtHandler::convertMachineID(creature, true);
|
||||
});
|
||||
|
||||
town.mageLevel = source["mageGuild"].Float();
|
||||
town.primaryRes = source["primaryResource"].Float();
|
||||
town.warMachine = source["warMachine"].Float();
|
||||
town.names = source["names"].convertTo<std::vector<std::string> >();
|
||||
|
||||
// Horde building creature level
|
||||
|
@ -2293,7 +2293,7 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
|
||||
{
|
||||
if((pos - ist) * 8 + yy < GameConstants::SPELLS_QUANTITY)
|
||||
{
|
||||
if(c == (c | static_cast<ui8>(std::pow(2., yy))))
|
||||
if(c != (c | static_cast<ui8>(std::pow(2., yy))))
|
||||
{
|
||||
nt->obligatorySpells.push_back((pos - ist) * 8 + yy);
|
||||
}
|
||||
@ -2310,7 +2310,7 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
|
||||
{
|
||||
if((pos - ist) * 8 + yy < GameConstants::SPELLS_QUANTITY)
|
||||
{
|
||||
if(c == (c | static_cast<ui8>(std::pow(2., yy))))
|
||||
if(c != (c | static_cast<ui8>(std::pow(2., yy))))
|
||||
{
|
||||
nt->possibleSpells.push_back((pos - ist) * 8 + yy);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user