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dbf3b8d08e
* separation activate/show functions in advmapint
437 lines
12 KiB
C++
437 lines
12 KiB
C++
#include "stdafx.h"
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#include "CCastleInterface.h"
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#include "hch/CObjectHandler.h"
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#include "CGameInfo.h"
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#include "hch/CLodHandler.h"
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#include "SDL_Extensions.h"
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#include "CAdvmapInterface.h"
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#include "hch/CTownHandler.h"
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#include "AdventureMapButton.h"
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#include <sstream>
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CBuildingRect::CBuildingRect(Structure *Str)
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:str(Str)
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{
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def = CGI->spriteh->giveDef(Str->defName);
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pos.x = str->pos.x;
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pos.y = str->pos.y;
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pos.w = def->ourImages[0].bitmap->w;
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pos.h = def->ourImages[0].bitmap->h;
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if(Str->ID<0 || (Str->ID>=27 && Str->ID<=29))
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{
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area = border = NULL;
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return;
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}
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if (border = CGI->bitmaph->loadBitmap(str->borderName))
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SDL_SetColorKey(border,SDL_SRCCOLORKEY,SDL_MapRGB(border->format,0,255,255));
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else
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std::cout << "Warning: no border for "<<Str->ID<<std::endl;
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if (area = CGI->bitmaph->loadBitmap(str->areaName))
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;//SDL_SetColorKey(area,SDL_SRCCOLORKEY,SDL_MapRGB(area->format,0,255,255));
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else
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std::cout << "Warning: no area for "<<Str->ID<<std::endl;
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}
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CBuildingRect::~CBuildingRect()
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{
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delete def;
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if(border)
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SDL_FreeSurface(border);
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if(area)
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SDL_FreeSurface(area);
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}
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void CBuildingRect::activate()
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{
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Hoverable::activate();
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ClickableL::activate();
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ClickableR::activate();
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}
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void CBuildingRect::deactivate()
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{
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Hoverable::deactivate();
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ClickableL::deactivate();
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ClickableR::deactivate();
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}
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bool CBuildingRect::operator<(const CBuildingRect & p2) const
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{
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if(str->pos.z != p2.str->pos.z)
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return (str->pos.z) < (p2.str->pos.z);
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else
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return (str->ID) < (p2.str->ID);
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}
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void CBuildingRect::hover(bool on)
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{
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Hoverable::hover(on);
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if(on)
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{
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MotionInterested::activate();
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}
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else
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{
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MotionInterested::deactivate();
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if(LOCPLINT->castleInt->hBuild == this)
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{
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LOCPLINT->castleInt->hBuild = NULL;
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LOCPLINT->statusbar->clear();
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}
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}
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}
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void CBuildingRect::clickLeft (tribool down)
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{
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//todo - handle
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}
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void CBuildingRect::clickRight (tribool down)
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{
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//todo - handle
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}
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void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent)
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{
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if(area)
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{
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if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //najechany piksel jest poza polem
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{
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if(LOCPLINT->castleInt->hBuild == this)
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{
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LOCPLINT->castleInt->hBuild = NULL;
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LOCPLINT->statusbar->clear();
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}
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}
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else //w polu
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{
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if(LOCPLINT->castleInt->hBuild) //jakis budynek jest zaznaczony
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{
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if((*LOCPLINT->castleInt->hBuild)<(*this)) //ustawiamy sie, jesli jestesmy na wierzchu
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{
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LOCPLINT->castleInt->hBuild = this;
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LOCPLINT->statusbar->print(str->name);
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}
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}
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else //nie ma budynku, wiec damy nasz
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{
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LOCPLINT->castleInt->hBuild = this;
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LOCPLINT->statusbar->print(str->name);
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}
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}
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}
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//if(border)
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// blitAt(border,pos.x,pos.y);
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}
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std::string getBgName(int type) //TODO - co z tym zrobi�?
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{
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switch (type)
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{
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case 0:
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return "TBCSBACK.bmp";
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case 1:
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return "TBRMBACK.bmp";
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case 2:
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return "TBTWBACK.bmp";
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case 3:
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return "TBINBACK.bmp";
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case 4:
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return "TBNCBACK.bmp";
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case 5:
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return "TBDNBACK.bmp";
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case 6:
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return "TBSTBACK.bmp";
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case 7:
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return "TBFRBACK.bmp";
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case 8:
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return "TBELBACK.bmp";
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default:
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throw new std::exception("std::string getBgName(int type): invalid type");
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}
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}
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class SORTHELP
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{
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public:
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bool operator ()
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(const CBuildingRect *a ,
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const CBuildingRect *b)
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{
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return (*a)<(*b);
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}
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} srthlp ;
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CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
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{
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townInt = CGI->bitmaph->loadBitmap("TOWNSCRN.bmp");
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cityBg = CGI->bitmaph->loadBitmap(getBgName(Town->subID));
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hall = CGI->spriteh->giveDef("ITMTL.DEF");
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fort = CGI->spriteh->giveDef("ITMCL.DEF");
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flag = CGI->spriteh->giveDef("CREST58.DEF");
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townlist = new CTownList<CCastleInterface>(3,&genRect(128,48,744,414),744,414,744,526);
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exit = new AdventureMapButton<CCastleInterface>
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(CGI->townh->tcommands[8],"",&CCastleInterface::close,744,544,"TSBTNS.DEF",this,false,NULL,false);
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split = new AdventureMapButton<CCastleInterface>
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(CGI->townh->tcommands[3],"",&CCastleInterface::splitF,744,382,"TSBTNS.DEF",this,false,NULL,false);
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statusbar = new CStatusBar(8,555,"TSTATBAR.bmp",732);
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townlist->owner = this;
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townlist->fun = &CCastleInterface::townChange;
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townlist->genList();
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townlist->selected = getIndexOf(townlist->items,Town);
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if((townlist->selected+1) > townlist->SIZE)
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townlist->from = townlist->selected - townlist->SIZE + 1;
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hBuild = NULL;
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count=0;
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town = Town;
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CSDL_Ext::blueToPlayersAdv(townInt,LOCPLINT->playerID);
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exit->bitmapOffset = 4;
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std::set< std::pair<int,int> > s; //group - id
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//buildings
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for (std::set<int>::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++)
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{
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if(CGI->townh->structures.find(town->subID) != CGI->townh->structures.end()) //we have info about structures in this town
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{
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if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end()) //we have info about that structure
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{
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Structure * st = CGI->townh->structures[town->subID][*i];
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if(st->group<0) //no group - just add it
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{
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buildings.push_back(new CBuildingRect(st));
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}
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else
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{
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std::set< std::pair<int,int> >::iterator obecny=s.end();
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for(std::set< std::pair<int,int> >::iterator seti = s.begin(); seti!=s.end(); seti++) //check if we have already building from same group
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{
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if(seti->first == st->group)
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{
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obecny = seti;
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break;
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}
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}
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if(obecny != s.end())
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{
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if((*(CGI->townh->structures[town->subID][obecny->second])) < (*(CGI->townh->structures[town->subID][st->ID]))) //we have to replace old building with current one
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{
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for(int itpb = 0; itpb<buildings.size(); itpb++)
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{
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if(buildings[itpb]->str->ID == obecny->second)
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{
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delete buildings[itpb];
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buildings.erase(buildings.begin() + itpb);
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obecny->second = st->ID;
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buildings.push_back(new CBuildingRect(st));
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}
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}
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}
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}
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else
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{
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buildings.push_back(new CBuildingRect(st));
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s.insert(std::pair<int,int>(st->group,st->ID));
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}
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}
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}
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else continue;
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}
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else
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break;
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}
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//garrison
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std::sort(buildings.begin(),buildings.end(),srthlp);
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garr = new CGarrisonInt(305,387,4,32,townInt,243,13,town,town->visitingHero);
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if(Activate)
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{
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LOCPLINT->objsToBlit.push_back(this);
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activate();
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showAll();
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}
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//blit buildings on bg
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//for(int i=0;i<buildings.size();i++)
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//{
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// blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,cityBg);
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//}
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}
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CCastleInterface::~CCastleInterface()
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{
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SDL_FreeSurface(townInt);
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SDL_FreeSurface(cityBg);
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delete exit;
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delete split;
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delete hall;
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delete fort;
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delete flag;
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delete garr;
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delete townlist;
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delete statusbar;
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for(int i=0;i<buildings.size();i++)
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{
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delete buildings[i];
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}
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}
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void CCastleInterface::close()
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{
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LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
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deactivate();
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LOCPLINT->castleInt = NULL;
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LOCPLINT->adventureInt->activate();
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delete this;
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}
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void CCastleInterface::splitF()
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{
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}
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void CCastleInterface::showAll(SDL_Surface * to)
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{
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if (!to)
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to=ekran;
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statusbar->show();
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blitAt(cityBg,0,0,to);
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blitAt(townInt,0,374,to);
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LOCPLINT->adventureInt->resdatabar.draw();
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townlist->draw();
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garr->show();
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int pom;
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//draw fort icon
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if(town->builtBuildings.find(9)!=town->builtBuildings.end())
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pom = 2;
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else if(town->builtBuildings.find(8)!=town->builtBuildings.end())
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pom = 1;
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else if(town->builtBuildings.find(7)!=town->builtBuildings.end())
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pom = 0;
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else pom = 3;
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blitAt(fort->ourImages[pom].bitmap,122,413,to);
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//draw ((village/town/city) hall)/capitol icon
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if(town->builtBuildings.find(13)!=town->builtBuildings.end())
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pom = 3;
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else if(town->builtBuildings.find(12)!=town->builtBuildings.end())
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pom = 2;
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else if(town->builtBuildings.find(11)!=town->builtBuildings.end())
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pom = 1;
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else pom = 0;
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blitAt(hall->ourImages[pom].bitmap,80,413,to);
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//draw creatures icons and their growths
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for(int i=0;i<CREATURES_PER_TOWN;i++)
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{
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int cid = -1;
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if (town->builtBuildings.find(30+i)!=town->builtBuildings.end())
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{
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cid = (14*town->subID)+(i*2);
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if (town->builtBuildings.find(30+CREATURES_PER_TOWN+i)!=town->builtBuildings.end())
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{
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cid++;
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}
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}
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if (cid>=0)
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{
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int pomx, pomy;
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pomx = 22 + (55*((i>3)?(i-4):i));
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pomy = (i>3)?(507):(459);
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blitAt(CGI->creh->smallImgs[cid],pomx,pomy,to);
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std::ostringstream oss;
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oss << '+' << (CGI->creh->creatures[cid].growth + town->creatureIncome[i]);
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CSDL_Ext::printAtMiddle(oss.str(),pomx+16,pomy+37,GEOR13,zwykly,to);
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}
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}
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//print name and income
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CSDL_Ext::printAt(town->name,85,389,GEOR13,zwykly,to);
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char temp[10];
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itoa(town->dailyIncome(),temp,10);
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CSDL_Ext::printAtMiddle(temp,195,442,GEOR13,zwykly,to);
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//blit town icon
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pom = town->subID*2;
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if (!town->hasFort())
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pom += F_NUMBER*2;
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if(town->builded >= MAX_BUILDING_PER_TURN)
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pom++;
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blitAt(LOCPLINT->bigTownPic->ourImages[pom].bitmap,15,387,to);
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//flag
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if(town->getOwner()<PLAYER_LIMIT)
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blitAt(flag->ourImages[town->getOwner()].bitmap,241,387,to);
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//print garrison
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//for(
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// std::map<int,std::pair<CCreature*,int> >::const_iterator i=town->garrison.slots.begin();
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// i!=town->garrison.slots.end();
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// i++
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// )
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//{
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// blitAt(CGI->creh->bigImgs[i->second.first->idNumber],305+(62*(i->first)),387,to);
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// itoa(i->second.second,temp,10);
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// CSDL_Ext::printTo(temp,305+(62*(i->first))+57,387+61,GEOR13,zwykly,to);
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//}
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show();
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}
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void CCastleInterface::townChange()
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{
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const CGTownInstance * nt = townlist->items[townlist->selected];
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deactivate();
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LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
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delete this;
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LOCPLINT->castleInt = new CCastleInterface(nt,true);
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}
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void CCastleInterface::show(SDL_Surface * to)
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{
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if (!to)
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to=ekran;
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count++;
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if(count==4)
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{
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count=0;
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animval++;
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}
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blitAt(cityBg,0,0,to);
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//blit buildings
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for(int i=0;i<buildings.size();i++)
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{
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if((animval)%(buildings[i]->def->ourImages.size()))
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{
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blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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}
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else
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blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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//if(buildings[i]->hovered && buildings[i]->border)
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// blitAt(buildings[i]->border,buildings[i]->pos.x,buildings[i]->pos.y);
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if(hBuild==buildings[i] && hBuild->border)
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blitAt(hBuild->border,hBuild->pos,to);
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}
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//for(int i=0;i<buildings.size();i++)
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//{
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// if((animval)%(buildings[i]->def->ourImages.size())==0)
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// blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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// else continue;
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//}
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}
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void CCastleInterface::activate()
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{
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townlist->activate();
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garr->activate();
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LOCPLINT->curint = this;
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LOCPLINT->statusbar = statusbar;
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exit->activate();
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split->activate();
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for(int i=0;i<buildings.size();i++)
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buildings[i]->activate();
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}
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void CCastleInterface::deactivate()
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{
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townlist->deactivate();
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garr->deactivate();
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exit->deactivate();
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split->deactivate();
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for(int i=0;i<buildings.size();i++)
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buildings[i]->deactivate();
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} |