#include "stdafx.h" #include "CCastleInterface.h" #include "hch/CObjectHandler.h" #include "CGameInfo.h" #include "hch/CLodHandler.h" #include "SDL_Extensions.h" #include "CAdvmapInterface.h" #include "hch/CTownHandler.h" #include "AdventureMapButton.h" #include CBuildingRect::CBuildingRect(Structure *Str) :str(Str) { def = CGI->spriteh->giveDef(Str->defName); pos.x = str->pos.x; pos.y = str->pos.y; pos.w = def->ourImages[0].bitmap->w; pos.h = def->ourImages[0].bitmap->h; if(Str->ID<0 || (Str->ID>=27 && Str->ID<=29)) { area = border = NULL; return; } if (border = CGI->bitmaph->loadBitmap(str->borderName)) SDL_SetColorKey(border,SDL_SRCCOLORKEY,SDL_MapRGB(border->format,0,255,255)); else std::cout << "Warning: no border for "<ID<bitmaph->loadBitmap(str->areaName)) ;//SDL_SetColorKey(area,SDL_SRCCOLORKEY,SDL_MapRGB(area->format,0,255,255)); else std::cout << "Warning: no area for "<ID<pos.z != p2.str->pos.z) return (str->pos.z) < (p2.str->pos.z); else return (str->ID) < (p2.str->ID); } void CBuildingRect::hover(bool on) { Hoverable::hover(on); if(on) { MotionInterested::activate(); } else { MotionInterested::deactivate(); if(LOCPLINT->castleInt->hBuild == this) { LOCPLINT->castleInt->hBuild = NULL; LOCPLINT->statusbar->clear(); } } } void CBuildingRect::clickLeft (tribool down) { //todo - handle } void CBuildingRect::clickRight (tribool down) { //todo - handle } void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent) { if(area) { if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //najechany piksel jest poza polem { if(LOCPLINT->castleInt->hBuild == this) { LOCPLINT->castleInt->hBuild = NULL; LOCPLINT->statusbar->clear(); } } else //w polu { if(LOCPLINT->castleInt->hBuild) //jakis budynek jest zaznaczony { if((*LOCPLINT->castleInt->hBuild)<(*this)) //ustawiamy sie, jesli jestesmy na wierzchu { LOCPLINT->castleInt->hBuild = this; LOCPLINT->statusbar->print(str->name); } } else //nie ma budynku, wiec damy nasz { LOCPLINT->castleInt->hBuild = this; LOCPLINT->statusbar->print(str->name); } } } //if(border) // blitAt(border,pos.x,pos.y); } std::string getBgName(int type) //TODO - co z tym zrobiæ? { switch (type) { case 0: return "TBCSBACK.bmp"; case 1: return "TBRMBACK.bmp"; case 2: return "TBTWBACK.bmp"; case 3: return "TBINBACK.bmp"; case 4: return "TBNCBACK.bmp"; case 5: return "TBDNBACK.bmp"; case 6: return "TBSTBACK.bmp"; case 7: return "TBFRBACK.bmp"; case 8: return "TBELBACK.bmp"; default: throw new std::exception("std::string getBgName(int type): invalid type"); } } class SORTHELP { public: bool operator () (const CBuildingRect *a , const CBuildingRect *b) { return (*a)<(*b); } } srthlp ; CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate) { townInt = CGI->bitmaph->loadBitmap("TOWNSCRN.bmp"); cityBg = CGI->bitmaph->loadBitmap(getBgName(Town->subID)); hall = CGI->spriteh->giveDef("ITMTL.DEF"); fort = CGI->spriteh->giveDef("ITMCL.DEF"); bigTownPic = CGI->spriteh->giveDef("ITPT.DEF"); flag = CGI->spriteh->giveDef("CREST58.DEF"); townlist = new CTownList(3,&genRect(128,48,744,414),744,414,744,526); exit = new AdventureMapButton (CGI->townh->tcommands[8],"",&CCastleInterface::close,744,544,"TSBTNS.DEF",this,false); split = new AdventureMapButton (CGI->townh->tcommands[3],"",&CCastleInterface::splitF,744,382,"TSBTNS.DEF",this,false); statusbar = new CStatusBar(8,555,"TSTATBAR.bmp",732); townlist->owner = this; townlist->fun = &CCastleInterface::townChange; townlist->genList(); townlist->selected = getIndexOf(townlist->items,Town); if((townlist->selected+1) > townlist->SIZE) townlist->from = townlist->selected - townlist->SIZE + 1; hBuild = NULL; count=0; town = Town; CSDL_Ext::blueToPlayersAdv(townInt,LOCPLINT->playerID); exit->bitmapOffset = 4; std::set< std::pair > s; //group - id //buildings for (std::set::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++) { if(CGI->townh->structures.find(town->subID) != CGI->townh->structures.end()) //we have info about structures in this town { if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end()) //we have info about that structure { Structure * st = CGI->townh->structures[town->subID][*i]; if(st->group<0) //no group - just add it { buildings.push_back(new CBuildingRect(st)); } else { std::set< std::pair >::iterator obecny=s.end(); for(std::set< std::pair >::iterator seti = s.begin(); seti!=s.end(); seti++) //check if we have already building from same group { if(seti->first == st->group) { obecny = seti; break; } } if(obecny != s.end()) { if((*(CGI->townh->structures[town->subID][obecny->second])) < (*(CGI->townh->structures[town->subID][st->ID]))) //we have to replace old building with current one { for(int itpb = 0; itpbstr->ID == obecny->second) { delete buildings[itpb]; buildings.erase(buildings.begin() + itpb); obecny->second = st->ID; buildings.push_back(new CBuildingRect(st)); } } } } else { buildings.push_back(new CBuildingRect(st)); s.insert(std::pair(st->group,st->ID)); } } } else continue; } else break; } //garrison std::sort(buildings.begin(),buildings.end(),srthlp); garr = new CGarrisonInt(305,387,4,32,townInt,243,13,town,town->visitingHero); if(Activate) { LOCPLINT->objsToBlit.push_back(this); activate(); showAll(); } //blit buildings on bg //for(int i=0;idef->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,cityBg); //} } CCastleInterface::~CCastleInterface() { SDL_FreeSurface(townInt); SDL_FreeSurface(cityBg); delete exit; delete split; delete hall; delete fort; delete bigTownPic; delete flag; delete garr; delete townlist; delete statusbar; for(int i=0;iobjsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this)); deactivate(); LOCPLINT->castleInt = NULL; LOCPLINT->adventureInt->show(); delete this; } void CCastleInterface::splitF() { } void CCastleInterface::showAll(SDL_Surface * to) { if (!to) to=ekran; statusbar->show(); blitAt(cityBg,0,0,to); blitAt(townInt,0,374,to); LOCPLINT->adventureInt->resdatabar.draw(); townlist->draw(); int pom; //draw fort icon if(town->builtBuildings.find(9)!=town->builtBuildings.end()) pom = 2; else if(town->builtBuildings.find(8)!=town->builtBuildings.end()) pom = 1; else if(town->builtBuildings.find(7)!=town->builtBuildings.end()) pom = 0; else pom = 3; blitAt(fort->ourImages[pom].bitmap,122,413,to); //draw ((village/town/city) hall)/capitol icon if(town->builtBuildings.find(13)!=town->builtBuildings.end()) pom = 3; else if(town->builtBuildings.find(12)!=town->builtBuildings.end()) pom = 2; else if(town->builtBuildings.find(11)!=town->builtBuildings.end()) pom = 1; else pom = 0; blitAt(hall->ourImages[pom].bitmap,80,413,to); //draw creatures icons and their growths for(int i=0;ibuiltBuildings.find(30+i)!=town->builtBuildings.end()) { cid = (14*town->subID)+(i*2); if (town->builtBuildings.find(30+CREATURES_PER_TOWN+i)!=town->builtBuildings.end()) { cid++; } } if (cid>=0) { int pomx, pomy; pomx = 22 + (55*((i>3)?(i-4):i)); pomy = (i>3)?(507):(459); blitAt(CGI->creh->smallImgs[cid],pomx,pomy,to); std::ostringstream oss; oss << '+' << (CGI->creh->creatures[cid].growth + town->creatureIncome[i]); CSDL_Ext::printAtMiddle(oss.str(),pomx+16,pomy+37,GEOR13,zwykly,to); } } //print name and income CSDL_Ext::printAt(town->name,85,389,GEOR13,zwykly,to); char temp[10]; itoa(town->income,temp,10); CSDL_Ext::printAtMiddle(temp,195,442,GEOR13,zwykly,to); //blit town icon pom = town->subID*2; if (!town->hasFort()) pom += F_NUMBER*2; if(town->builded >= MAX_BUILDING_PER_TURN) pom++; blitAt(bigTownPic->ourImages[pom].bitmap,15,387,to); //flag if(town->getOwner()ourImages[town->getOwner()].bitmap,241,387,to); //print garrison //for( // std::map >::const_iterator i=town->garrison.slots.begin(); // i!=town->garrison.slots.end(); // i++ // ) //{ // blitAt(CGI->creh->bigImgs[i->second.first->idNumber],305+(62*(i->first)),387,to); // itoa(i->second.second,temp,10); // CSDL_Ext::printTo(temp,305+(62*(i->first))+57,387+61,GEOR13,zwykly,to); //} show(); } void CCastleInterface::townChange() { const CGTownInstance * nt = townlist->items[townlist->selected]; deactivate(); LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this)); delete this; LOCPLINT->castleInt = new CCastleInterface(nt,true); } void CCastleInterface::show(SDL_Surface * to) { if (!to) to=ekran; garr->show(); count++; if(count==4) { count=0; animval++; } blitAt(cityBg,0,0,to); //blit buildings for(int i=0;idef->ourImages.size())) { blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to); blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to); } else blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to); //if(buildings[i]->hovered && buildings[i]->border) // blitAt(buildings[i]->border,buildings[i]->pos.x,buildings[i]->pos.y); if(hBuild==buildings[i] && hBuild->border) blitAt(hBuild->border,hBuild->pos,to); } //for(int i=0;idef->ourImages.size())==0) // blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to); // else continue; //} } void CCastleInterface::activate() { townlist->activate(); garr->activate(); LOCPLINT->curint = this; LOCPLINT->statusbar = statusbar; exit->activate(); split->activate(); for(int i=0;iactivate(); } void CCastleInterface::deactivate() { townlist->deactivate(); garr->deactivate(); exit->deactivate(); split->deactivate(); for(int i=0;ideactivate(); }