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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/CAdvmapInterface.cpp
Michał W. Urbańczyk 8c445b0ada * half-working minimap
* minor improvements
2007-08-19 21:12:55 +00:00

646 lines
16 KiB
C++

#include "stdafx.h"
#include "CAdvmapInterface.h"
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX; //fonts
using namespace boost::logic;
using namespace CSDL_Ext;
CAdvMapInt::~CAdvMapInt()
{
SDL_FreeSurface(bg);
}
AdventureMapButton::AdventureMapButton ()
{
type=2;
abs=true;
active=false;
ourObj=NULL;
state=0;
}
AdventureMapButton::AdventureMapButton
( std::string Name, std::string HelpBox, void(CAdvMapInt::*Function)(), int x, int y, std::string defName, bool activ, std::vector<std::string> * add )
{
type=2;
abs=true;
active=false;
ourObj=NULL;
state=0;
name=Name;
helpBox=HelpBox;
int est = LOCPLINT->playerID;
CDefHandler * temp = CGI->spriteh->giveDef(defName); //todo: moze cieknac
for (int i=0;i<temp->ourImages.size();i++)
{
imgs.resize(1);
imgs[0].push_back(temp->ourImages[i].bitmap);
blueToPlayersAdv(imgs[curimg][i],LOCPLINT->playerID);
}
if (add)
{
imgs.resize(imgs.size()+add->size());
for (int i=0; i<add->size();i++)
{
temp = CGI->spriteh->giveDef((*add)[i]);
for (int j=0;j<temp->ourImages.size();j++)
{
imgs[i+1].push_back(temp->ourImages[j].bitmap);
blueToPlayersAdv(imgs[1+i][j],LOCPLINT->playerID);
}
}
delete add;
}
function = Function;
pos.x=x;
pos.y=y;
pos.w = imgs[curimg][0]->w;
pos.h = imgs[curimg][0]->h -1;
if (activ)
activate();
}
void AdventureMapButton::clickLeft (tribool down)
{
if (down)
{
state=1;
}
else
{
state=0;
}
show();
if (pressedL && (down==false))
(LOCPLINT->adventureInt->*function)();
pressedL=state;
}
void AdventureMapButton::clickRight (tribool down)
{
//TODO: show/hide infobox
}
void AdventureMapButton::hover (bool on)
{
Hoverable::hover(on);
if (on)
LOCPLINT->adventureInt->statusbar.print(name);
else if (LOCPLINT->adventureInt->statusbar.current==name)
LOCPLINT->adventureInt->statusbar.clear();
}
void AdventureMapButton::activate()
{
if (active) return;
active=true;
ClickableL::activate();
Hoverable::activate();
KeyInterested::activate();
}
void AdventureMapButton::keyPressed (SDL_KeyboardEvent & key)
{
//TODO: check if it's shortcut
}
void AdventureMapButton::deactivate()
{
if (!active) return;
active=false;
ClickableL::deactivate();
Hoverable::deactivate();
KeyInterested::deactivate();
}
void CList::activate()
{
ClickableL::activate();
ClickableR::activate();
Hoverable::activate();
KeyInterested::activate();
};
void CList::deactivate()
{
ClickableL::deactivate();
ClickableR::deactivate();
Hoverable::deactivate();
KeyInterested::deactivate();
};
void CList::clickLeft(tribool down)
{
};
CStatusBar::CStatusBar(int x, int y)
{
bg=CGI->bitmaph->loadBitmap("ADROLLVR.bmp");
SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
pos.x=x;
pos.y=y;
pos.w=bg->w;
pos.h=bg->h;
middlex=(bg->w/2)+x;
middley=(bg->h/2)+y;
}
CStatusBar::~CStatusBar()
{
SDL_FreeSurface(bg);
}
void CStatusBar::clear()
{
current="";
blitAtWR(bg,pos.x,pos.y);
}
void CStatusBar::print(std::string text)
{
current=text;
blitAtWR(bg,pos.x,pos.y);
printAtMiddle(current,middlex,middley,GEOR13,zwykly);
}
void CStatusBar::show()
{
blitAtWR(bg,pos.x,pos.y);
printAtMiddle(current,middlex,middley,GEOR13,zwykly);
}
CMinimap::CMinimap(bool draw)
{
statusbarTxt = CGI->preth->advWorldMap.first;
pos.x=630;
pos.y=26;
pos.h=pos.w=144;
radar = CGI->spriteh->giveDef("RADAR.DEF");
std::ifstream is("minimap.txt",std::ifstream::in);
for (int i=0;i<TERRAIN_TYPES;i++)
{
std::pair<int,SDL_Color> vinya;
std::pair<int,SDL_Color> vinya2;
int pom;
is >> pom;
vinya2.first=vinya.first=pom;
is >> pom;
vinya.second.r=pom;
is >> pom;
vinya.second.g=pom;
is >> pom;
vinya.second.b=pom;
is >> pom;
vinya2.second.r=pom;
is >> pom;
vinya2.second.g=pom;
is >> pom;
vinya2.second.b=pom;
vinya.second.unused=vinya2.second.unused=255;
colors.insert(vinya);
colorsBlocked.insert(vinya2);
}
is.close();
if (draw)
redraw();
}
void CMinimap::draw()
{
blitAtWR(map[LOCPLINT->adventureInt->position.z],pos.x,pos.y);
}
void CMinimap::redraw(int level)// (level==-1) => redraw all levels
{
(CGameInfo::mainObj);
for (int i=0; i<CGI->mh->sizes.z; i++)
{
SDL_Surface * pom ;
if ((level>=0) && (i!=level))
continue;
if (map.size()<i+1)
pom = SDL_CreateRGBSurface(ekran->flags,pos.w,pos.h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
else pom = map[i];
for (int x=0;x<pos.w;x++)
{
for (int y=0;y<pos.h;y++)
{
int mx=(CGI->mh->sizes.x*x)/pos.w;
int my=(CGI->mh->sizes.y*y)/pos.h;
if (CGI->mh->ttiles[mx][my][i].blocked && (!CGI->mh->ttiles[mx][my][i].visitable))
SDL_PutPixel(pom,x,y,colorsBlocked[CGI->mh->ttiles[mx][my][i].terType].r,colorsBlocked[CGI->mh->ttiles[mx][my][i].terType].g,colorsBlocked[CGI->mh->ttiles[mx][my][i].terType].b);
else SDL_PutPixel(pom,x,y,colors[CGI->mh->ttiles[mx][my][i].terType].r,colors[CGI->mh->ttiles[mx][my][i].terType].g,colors[CGI->mh->ttiles[mx][my][i].terType].b);
}
}
map.push_back(pom);
}
}
void CMinimap::updateRadar()
{}
void CMinimap::clickRight (tribool down)
{}
void CMinimap::clickLeft (tribool down)
{
ClickableL::clickLeft(down);
if (!((bool)down))
return;
float dx=((float)(LOCPLINT->current->motion.x-pos.x))/((float)pos.w),
dy=((float)(LOCPLINT->current->motion.y-pos.y))/((float)pos.h);
int dxa = (CGI->mh->sizes.x*dx)-(LOCPLINT->adventureInt->terrain.tilesw/2);
int dya = (CGI->mh->sizes.y*dy)-(LOCPLINT->adventureInt->terrain.tilesh/2);
if (dxa<0)
dxa=-(Woff/2);
else if((dxa+LOCPLINT->adventureInt->terrain.tilesw) > (CGI->mh->sizes.x))
dxa=CGI->mh->sizes.x-LOCPLINT->adventureInt->terrain.tilesw+(Woff/2);
if (dya<0)
dya = -(Hoff/2);
else if((dya+LOCPLINT->adventureInt->terrain.tilesh) > (CGI->mh->sizes.y))
dya = CGI->mh->sizes.y-LOCPLINT->adventureInt->terrain.tilesh+(Hoff/2);
LOCPLINT->adventureInt->position.x=dxa;
LOCPLINT->adventureInt->position.y=dya;
LOCPLINT->adventureInt->updateScreen=true;
}
void CMinimap::hover (bool on)
{
Hoverable::hover(on);
if (on)
LOCPLINT->adventureInt->statusbar.print(statusbarTxt);
else if (LOCPLINT->adventureInt->statusbar.current==statusbarTxt)
LOCPLINT->adventureInt->statusbar.clear();
}
void CMinimap::activate()
{
ClickableL::activate();
ClickableR::activate();
Hoverable::activate();
}
void CMinimap::deactivate()
{
ClickableL::deactivate();
ClickableR::deactivate();
Hoverable::deactivate();
}
CTerrainRect::CTerrainRect():currentPath(NULL)
{
tilesw=19;
tilesh=18;
pos.x=7;
pos.y=6;
pos.w=594;
pos.h=547;
arrows = CGI->spriteh->giveDef("ADAG.DEF");
for(int y=0; y<arrows->ourImages.size(); ++y)
{
CSDL_Ext::fullAlphaTransform(arrows->ourImages[y].bitmap);
}
}
void CTerrainRect::activate()
{
ClickableL::activate();
ClickableR::activate();
Hoverable::activate();
KeyInterested::activate();
};
void CTerrainRect::deactivate()
{
ClickableL::deactivate();
ClickableR::deactivate();
Hoverable::deactivate();
KeyInterested::deactivate();
};
void CTerrainRect::clickLeft(tribool down){}
void CTerrainRect::clickRight(tribool down){}
void CTerrainRect::hover(bool on){}
void CTerrainRect::keyPressed (SDL_KeyboardEvent & key){}
void CTerrainRect::show()
{
SDL_Surface * teren = CGI->mh->terrainRect
(LOCPLINT->adventureInt->position.x,LOCPLINT->adventureInt->position.y,
tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim);
SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),ekran,&genRect(547,594,7,6));
SDL_FreeSurface(teren);
if (currentPath) //drawing path
{
for (int i=0;i<currentPath->nodes.size()-1;i++)
{
int pn=-1;//number of picture
if (i==0) //last tile
{
int x = 32*(currentPath->nodes[i].x-LOCPLINT->adventureInt->position.x)+7,
y = 32*(currentPath->nodes[i].y-LOCPLINT->adventureInt->position.y)+6;
if (x<0 || y<0 || x>pos.w || y>pos.h)
continue;
pn=0;
}
else
{
std::vector<CPathNode> & cv = currentPath->nodes;
if (cv[i+1].x == cv[i].x-1 && cv[i+1].y == cv[i].y-1)
{
if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y)
{
pn = 3;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y+1)
{
pn = 12;
}
else if(cv[i-1].x == cv[i].x && cv[i-1].y == cv[i].y+1)
{
pn = 21;
}
else if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y+1)
{
pn = 22;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y-1)
{
pn = 2;
}
}
else if (cv[i+1].x == cv[i].x && cv[i+1].y == cv[i].y-1)
{
if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y+1)
{
pn = 4;
}
else if(cv[i-1].x == cv[i].x && cv[i-1].y == cv[i].y+1)
{
pn = 13;
}
else if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y+1)
{
pn = 22;
}
}
else if (cv[i+1].x == cv[i].x+1 && cv[i+1].y == cv[i].y-1)
{
if(cv[i-1].x == cv[i].x && cv[i-1].y == cv[i].y+1)
{
pn = 5;
}
else if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y+1)
{
pn = 14;
}
else if(cv[i-1].x-1 == cv[i].x && cv[i-1].y == cv[i].y)
{
pn = 23;
}
else if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y-1)
{
pn = 24;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y+1)
{
pn = 4;
}
}
else if (cv[i+1].x == cv[i].x+1 && cv[i+1].y == cv[i].y)
{
if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y+1)
{
pn = 6;
}
else if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y)
{
pn = 15;
}
else if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y-1)
{
pn = 24;
}
}
else if (cv[i+1].x == cv[i].x+1 && cv[i+1].y == cv[i].y+1)
{
if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y)
{
pn = 7;
}
else if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y-1)
{
pn = 16;
}
else if(cv[i-1].x == cv[i].x && cv[i-1].y == cv[i].y-1)
{
pn = 17;
}
else if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y+1)
{
pn = 6;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y-1)
{
pn = 18;
}
}
else if (cv[i+1].x == cv[i].x && cv[i+1].y == cv[i].y+1)
{
if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y-1)
{
pn = 8;
}
else if(cv[i-1].x == cv[i].x && cv[i-1].y == cv[i].y-1)
{
pn = 9;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y-1)
{
pn = 18;
}
}
else if (cv[i+1].x == cv[i].x-1 && cv[i+1].y == cv[i].y+1)
{
if(cv[i-1].x == cv[i].x && cv[i-1].y == cv[i].y-1)
{
pn = 1;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y-1)
{
pn = 10;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y)
{
pn = 19;
}
else if(cv[i-1].x == cv[i].x-1 && cv[i-1].y == cv[i].y-1)
{
pn = 8;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y+1)
{
pn = 20;
}
}
else if (cv[i+1].x == cv[i].x-1 && cv[i+1].y == cv[i].y)
{
if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y-1)
{
pn = 2;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y)
{
pn = 11;
}
else if(cv[i-1].x == cv[i].x+1 && cv[i-1].y == cv[i].y+1)
{
pn = 20;
}
}
}
if (pn>=0)
{
int x = 32*(currentPath->nodes[i].x-LOCPLINT->adventureInt->position.x)+7,
y = 32*(currentPath->nodes[i].y-LOCPLINT->adventureInt->position.y)+6;
if (x<0 || y<0 || x>pos.w || y>pos.h)
continue;
int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
if (hvx<0 && hvy<0)
blitAtWR(arrows->ourImages[pn].bitmap,x,y);
else if(hvx<0)
SDL_BlitSurface
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w,0,0),
ekran,&genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w,x,y));
else if (hvy<0)
{
SDL_BlitSurface
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h,arrows->ourImages[pn].bitmap->w-hvx,0,0),
ekran,&genRect(arrows->ourImages[pn].bitmap->h,arrows->ourImages[pn].bitmap->w-hvx,x,y));
}
else
SDL_BlitSurface
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx,0,0),
ekran,&genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx,x,y));
}
} //for (int i=0;i<currentPath->nodes.size()-1;i++)
} // if (currentPath)
}
CAdvMapInt::CAdvMapInt(int Player)
:player(Player),
statusbar(7,556),
kingOverview(CGI->preth->advKingdomOverview.first,CGI->preth->advKingdomOverview.second,
&CAdvMapInt::fshowOverview, 679, 196, "IAM002.DEF"),
underground(CGI->preth->advSurfaceSwitch.first,CGI->preth->advSurfaceSwitch.second,
&CAdvMapInt::fswitchLevel, 711, 196, "IAM010.DEF", false, new std::vector<std::string>(1,std::string("IAM003.DEF"))),
questlog(CGI->preth->advQuestlog.first,CGI->preth->advQuestlog.second,
&CAdvMapInt::fshowQuestlog, 679, 228, "IAM004.DEF"),
sleepWake(CGI->preth->advSleepWake.first,CGI->preth->advSleepWake.second,
&CAdvMapInt::fsleepWake, 711, 228, "IAM005.DEF"),
moveHero(CGI->preth->advMoveHero.first,CGI->preth->advMoveHero.second,
&CAdvMapInt::fmoveHero, 679, 260, "IAM006.DEF"),
spellbook(CGI->preth->advCastSpell.first,CGI->preth->advCastSpell.second,
&CAdvMapInt::fshowSpellbok, 711, 260, "IAM007.DEF"),
advOptions(CGI->preth->advAdvOptions.first,CGI->preth->advAdvOptions.second,
&CAdvMapInt::fadventureOPtions, 679, 292, "IAM008.DEF"),
sysOptions(CGI->preth->advSystemOptions.first,CGI->preth->advSystemOptions.second,
&CAdvMapInt::fsystemOptions, 711, 292, "IAM009.DEF"),
nextHero(CGI->preth->advNextHero.first,CGI->preth->advNextHero.second,
&CAdvMapInt::fnextHero, 679, 324, "IAM000.DEF"),
endTurn(CGI->preth->advEndTurn.first,CGI->preth->advEndTurn.second,
&CAdvMapInt::fendTurn, 679, 356, "IAM001.DEF")
{
bg = CGI->bitmaph->loadBitmap("ADVMAP.bmp");
blueToPlayersAdv(bg,player);
scrollingLeft = false;
scrollingRight = false;
scrollingUp = false ;
scrollingDown = false ;
updateScreen = false;
anim=0;
animValHitCount=0; //animation frame
gems.push_back(CGI->spriteh->giveDef("agemLL.def"));
gems.push_back(CGI->spriteh->giveDef("agemLR.def"));
gems.push_back(CGI->spriteh->giveDef("agemUL.def"));
gems.push_back(CGI->spriteh->giveDef("agemUR.def"));
}
void CAdvMapInt::fshowOverview()
{
}
void CAdvMapInt::fswitchLevel()
{
if(!CGI->ac->map.twoLevel)
return;
if (position.z)
{
position.z--;
underground.curimg=0;
underground.show();
}
else
{
underground.curimg=1;
position.z++;
underground.show();
}
updateScreen = true;
}
void CAdvMapInt::fshowQuestlog()
{
}
void CAdvMapInt::fsleepWake()
{
}
void CAdvMapInt::fmoveHero()
{
}
void CAdvMapInt::fshowSpellbok()
{
}
void CAdvMapInt::fadventureOPtions()
{
}
void CAdvMapInt::fsystemOptions()
{
}
void CAdvMapInt::fnextHero()
{
}
void CAdvMapInt::fendTurn()
{
}
void CAdvMapInt::show()
{
blitAt(bg,0,0);
kingOverview.show();
kingOverview.activate();
underground.show();
underground.activate();
questlog.show();
questlog.activate();
sleepWake.show();
sleepWake.activate();
moveHero.show();
moveHero.activate();
spellbook.show();
spellbook.activate();
advOptions.show();
advOptions.activate();
sysOptions.show();
sysOptions.activate();
nextHero.show();
nextHero.activate();
endTurn.show();
endTurn.activate();
minimap.activate();
minimap.draw();
statusbar.show();
SDL_Flip(ekran);
}
void CAdvMapInt::update()
{
terrain.show();
blitAt(gems[2]->ourImages[LOCPLINT->playerID].bitmap,6,6);
blitAt(gems[0]->ourImages[LOCPLINT->playerID].bitmap,6,508);
blitAt(gems[1]->ourImages[LOCPLINT->playerID].bitmap,556,508);
blitAt(gems[3]->ourImages[LOCPLINT->playerID].bitmap,556,6);
updateRect(&genRect(550,600,6,6));
}