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* CHexFieldControl renamed to CClickableHex * CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h * Removed unused project files * Added VCMI_client filters file for VS 2010 * Gathered common parts of StdInc.h in Global.h * Boost.Spirit has been included in PCH for ERM project * StopWatch renamed to CStopWatch * GuiBase.cpp split up in UIFramework/...
126 lines
2.7 KiB
C++
126 lines
2.7 KiB
C++
#include "StdInc.h"
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#include "CStackQueue.h"
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#include "CBattleInterface.h"
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#include "../../lib/BattleState.h"
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#include "../Graphics.h"
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#include "../SDL_Extensions.h"
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#include "../CPlayerInterface.h"
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#include "../CBitmapHandler.h"
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#include "../../CCallback.h"
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#include "../UIFramework/CGuiHandler.h"
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void CStackQueue::update()
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{
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stacksSorted.clear();
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owner->curInt->cb->getStackQueue(stacksSorted, QUEUE_SIZE);
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for (int i = 0; i < QUEUE_SIZE ; i++)
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{
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stackBoxes[i]->setStack(stacksSorted[i]);
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}
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}
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CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _owner)
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:embedded(Embedded), owner(_owner)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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if(embedded)
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{
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box = NULL;
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bg = NULL;
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pos.w = QUEUE_SIZE * 37;
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pos.h = 32; //height of small creature img
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pos.x = screen->w/2 - pos.w/2;
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pos.y = (screen->h - 600)/2 + 10;
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}
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else
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{
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box = BitmapHandler::loadBitmap("CHRROP.pcx");
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bg = BitmapHandler::loadBitmap("DIBOXPI.pcx");
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pos.w = 600;
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pos.h = bg->h;
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}
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stackBoxes.resize(QUEUE_SIZE);
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for (int i = 0; i < QUEUE_SIZE; i++)
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{
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stackBoxes[i] = new StackBox(box);
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stackBoxes[i]->pos.x += 6 + (embedded ? 37 : 79)*i;
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}
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}
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CStackQueue::~CStackQueue()
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{
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SDL_FreeSurface(box);
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}
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void CStackQueue::showAll( SDL_Surface *to )
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{
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blitBg(to);
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CIntObject::showAll(to);
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}
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void CStackQueue::blitBg( SDL_Surface * to )
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{
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if(bg)
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{
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for (int w = 0; w < pos.w; w += bg->w)
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{
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blitAtLoc(bg, w, 0, to);
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}
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}
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}
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void CStackQueue::StackBox::showAll( SDL_Surface *to )
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{
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assert(my);
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if(bg)
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{
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graphics->blueToPlayersAdv(bg, my->owner);
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//SDL_UpdateRect(bg, 0, 0, 0, 0);
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SDL_Rect temp_rect = genRect(bg->h, bg->w, pos.x, pos.y);
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CSDL_Ext::blit8bppAlphaTo24bpp(bg, NULL, to, &temp_rect);
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//blitAt(bg, pos, to);
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blitAt(graphics->bigImgs[my->getCreature()->idNumber], pos.x +9, pos.y + 1, to);
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printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 12, FONT_MEDIUM, zwykly, to);
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}
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else
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{
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blitAt(graphics->smallImgs[-2], pos, to);
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blitAt(graphics->smallImgs[my->getCreature()->idNumber], pos, to);
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const SDL_Color &ownerColor = (my->owner == 255 ? *graphics->neutralColor : graphics->playerColors[my->owner]);
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CSDL_Ext::drawBorder(to, pos, int3(ownerColor.r, ownerColor.g, ownerColor.b));
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printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 8, FONT_TINY, zwykly, to);
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}
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}
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void CStackQueue::StackBox::setStack( const CStack *nStack )
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{
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my = nStack;
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}
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CStackQueue::StackBox::StackBox(SDL_Surface *BG)
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:my(NULL), bg(BG)
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{
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if(bg)
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{
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pos.w = bg->w;
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pos.h = bg->h;
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}
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else
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{
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pos.w = pos.h = 32;
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}
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pos.y += 2;
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}
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CStackQueue::StackBox::~StackBox()
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{
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}
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void CStackQueue::StackBox::hover( bool on )
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{
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} |