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[mingw build] fix linking issues with netpacks. Mingw build is finally fixed! [c::b] update projects [config] fix and cleanup spell_info.json
953 lines
23 KiB
C++
953 lines
23 KiB
C++
#include "StdInc.h"
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#include "AdventureMapClasses.h"
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#include "../CCallback.h"
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#include "../lib/JsonNode.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CObjectHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/NetPacksBase.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/StringConstants.h"
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#include "CAdvmapInterface.h"
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#include "CAnimation.h"
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#include "CGameInfo.h"
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#include "CPlayerInterface.h"
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#include "CMusicHandler.h"
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#include "Graphics.h"
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#include "GUIClasses.h"
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#include "gui/CGuiHandler.h"
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#include "gui/SDL_Pixels.h"
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/*
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* CAdventureMapClasses.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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CList::CListItem::CListItem(CList * Parent):
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CIntObject(LCLICK | RCLICK | HOVER),
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parent(Parent),
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selection(nullptr)
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{
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}
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CList::CListItem::~CListItem()
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{
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// select() method in this was already destroyed so we can't safely call method in parent
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if (parent->selected == this)
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parent->selected = nullptr;
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}
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void CList::CListItem::clickRight(tribool down, bool previousState)
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{
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if (down == true)
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showTooltip();
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}
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void CList::CListItem::clickLeft(tribool down, bool previousState)
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{
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if (down == true)
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{
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//second click on already selected item
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if (parent->selected == this)
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open();
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else
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{
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//first click - switch selection
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parent->select(this);
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}
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}
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}
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void CList::CListItem::hover(bool on)
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{
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if (on)
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GH.statusbar->setText(getHoverText());
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else
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GH.statusbar->clear();
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}
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void CList::CListItem::onSelect(bool on)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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vstd::clear_pointer(selection);
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if (on)
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selection = genSelection();
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select(on);
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GH.totalRedraw();
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}
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CList::CList(int Size, Point position, std::string btnUp, std::string btnDown, size_t listAmount,
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int helpUp, int helpDown, CListBox::CreateFunc create, CListBox::DestroyFunc destroy):
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CIntObject(0, position),
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size(Size),
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selected(nullptr)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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scrollUp = new CAdventureMapButton(CGI->generaltexth->zelp[helpUp], 0, 0, 0, btnUp);
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list = new CListBox(create, destroy, Point(1,scrollUp->pos.h), Point(0, 32), size, listAmount);
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//assign callback only after list was created
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scrollUp->callback = boost::bind(&CListBox::moveToPrev, list);
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scrollDown = new CAdventureMapButton(CGI->generaltexth->zelp[helpDown], boost::bind(&CListBox::moveToNext, list), 0, scrollUp->pos.h + 32*size, btnDown);
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scrollDown->callback += boost::bind(&CList::update, this);
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scrollUp->callback += boost::bind(&CList::update, this);
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update();
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}
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void CList::update()
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{
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bool onTop = list->getPos() == 0;
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bool onBottom = list->getPos() + size >= list->size();
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scrollUp->block(onTop);
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scrollDown->block(onBottom);
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}
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void CList::select(CListItem *which)
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{
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if (selected == which)
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return;
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if (selected)
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selected->onSelect(false);
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selected = which;
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if (which)
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{
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which->onSelect(true);
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onSelect();
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}
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}
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int CList::getSelectedIndex()
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{
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return list->getIndexOf(selected);
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}
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void CList::selectIndex(int which)
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{
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if (which < 0)
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{
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if (selected)
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select(nullptr);
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}
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else
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{
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list->scrollTo(which);
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update();
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select(dynamic_cast<CListItem*>(list->getItem(which)));
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}
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}
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void CList::selectNext()
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{
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int index = getSelectedIndex();
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if (index < 0)
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selectIndex(0);
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else if (index + 1 < list->size())
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selectIndex(index+1);
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}
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void CList::selectPrev()
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{
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int index = getSelectedIndex();
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if (index <= 0)
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selectIndex(0);
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else
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selectIndex(index-1);
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}
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CHeroList::CEmptyHeroItem::CEmptyHeroItem()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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auto move = new CAnimImage("IMOBIL", 0, 0, 0, 1);
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auto img = new CPicture("HPSXXX", move->pos.w + 1);
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auto mana = new CAnimImage("IMANA", 0, 0, move->pos.w + img->pos.w + 2, 1 );
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pos.w = mana->pos.w + mana->pos.x - pos.x;
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pos.h = std::max(std::max<ui16>(move->pos.h + 1, mana->pos.h + 1), img->pos.h);
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}
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CHeroList::CHeroItem::CHeroItem(CHeroList *parent, const CGHeroInstance * Hero):
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CListItem(parent),
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hero(Hero)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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movement = new CAnimImage("IMOBIL", 0, 0, 0, 1);
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portrait = new CAnimImage("PortraitsSmall", hero->portrait, 0, movement->pos.w + 1);
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mana = new CAnimImage("IMANA", 0, 0, movement->pos.w + portrait->pos.w + 2, 1 );
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pos.w = mana->pos.w + mana->pos.x - pos.x;
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pos.h = std::max(std::max<ui16>(movement->pos.h + 1, mana->pos.h + 1), portrait->pos.h);
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update();
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}
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void CHeroList::CHeroItem::update()
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{
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movement->setFrame(std::min<size_t>(movement->size()-1, hero->movement / 100));
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mana->setFrame(std::min<size_t>(mana->size()-1, hero->mana / 5));
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redraw();
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}
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CIntObject * CHeroList::CHeroItem::genSelection()
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{
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return new CPicture("HPSYYY", movement->pos.w + 1);
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}
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void CHeroList::CHeroItem::select(bool on)
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{
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if (on && adventureInt->selection != hero)
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adventureInt->select(hero);
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}
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void CHeroList::CHeroItem::open()
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{
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LOCPLINT->openHeroWindow(hero);
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}
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void CHeroList::CHeroItem::showTooltip()
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{
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CRClickPopup::createAndPush(hero, GH.current->motion);
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}
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std::string CHeroList::CHeroItem::getHoverText()
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{
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return boost::str(boost::format(CGI->generaltexth->allTexts[15]) % hero->name % hero->type->heroClass->name);
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}
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CIntObject * CHeroList::createHeroItem(size_t index)
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{
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if (LOCPLINT->wanderingHeroes.size() > index)
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return new CHeroItem(this, LOCPLINT->wanderingHeroes[index]);
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return new CEmptyHeroItem();
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}
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CHeroList::CHeroList(int size, Point position, std::string btnUp, std::string btnDown):
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CList(size, position, btnUp, btnDown, LOCPLINT->wanderingHeroes.size(), 303, 304, boost::bind(&CHeroList::createHeroItem, this, _1))
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{
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}
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void CHeroList::select(const CGHeroInstance * hero)
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{
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selectIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
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}
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void CHeroList::update(const CGHeroInstance * hero)
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{
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//this hero is already present, update its status
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for (auto & elem : list->getItems())
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{
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auto item = dynamic_cast<CHeroItem*>(elem);
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if (item && item->hero == hero && vstd::contains(LOCPLINT->wanderingHeroes, hero))
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{
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item->update();
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return;
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}
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}
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//simplest solution for now: reset list and restore selection
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list->resize(LOCPLINT->wanderingHeroes.size());
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if (adventureInt->selection)
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{
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auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
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if (hero)
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select(hero);
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}
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CList::update();
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}
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CIntObject * CTownList::createTownItem(size_t index)
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{
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if (LOCPLINT->towns.size() > index)
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return new CTownItem(this, LOCPLINT->towns[index]);
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return new CAnimImage("ITPA", 0);
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}
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CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):
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CListItem(parent),
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town(Town)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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picture = new CAnimImage("ITPA", 0);
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pos = picture->pos;
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update();
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}
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CIntObject * CTownList::CTownItem::genSelection()
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{
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return new CAnimImage("ITPA", 1);
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}
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void CTownList::CTownItem::update()
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{
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size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
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picture->setFrame(iconIndex + 2);
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redraw();
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}
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void CTownList::CTownItem::select(bool on)
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{
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if (on && adventureInt->selection != town)
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adventureInt->select(town);
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}
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void CTownList::CTownItem::open()
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{
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LOCPLINT->openTownWindow(town);
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}
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void CTownList::CTownItem::showTooltip()
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{
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CRClickPopup::createAndPush(town, GH.current->motion);
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}
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std::string CTownList::CTownItem::getHoverText()
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{
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return town->hoverName;
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}
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CTownList::CTownList(int size, Point position, std::string btnUp, std::string btnDown):
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CList(size, position, btnUp, btnDown, LOCPLINT->towns.size(), 306, 307, boost::bind(&CTownList::createTownItem, this, _1))
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{
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}
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void CTownList::select(const CGTownInstance * town)
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{
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selectIndex(vstd::find_pos(LOCPLINT->towns, town));
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}
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void CTownList::update(const CGTownInstance *)
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{
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//simplest solution for now: reset list and restore selection
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list->resize(LOCPLINT->towns.size());
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if (adventureInt->selection)
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{
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auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);
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if (town)
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select(town);
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}
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CList::update();
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}
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const SDL_Color & CMinimapInstance::getTileColor(const int3 & pos)
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{
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static const SDL_Color fogOfWar = {0, 0, 0, 255};
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const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
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// if tile is not visible it will be black on minimap
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if(!tile)
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return fogOfWar;
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// if object at tile is owned - it will be colored as its owner
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for(const CGObjectInstance *obj : tile->blockingObjects)
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{
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//heroes will be blitted later
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if (obj->ID == Obj::HERO)
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continue;
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PlayerColor player = obj->getOwner();
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if(player == PlayerColor::NEUTRAL)
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return *graphics->neutralColor;
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else
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if (player < PlayerColor::PLAYER_LIMIT)
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return graphics->playerColors[player.getNum()];
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}
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// else - use terrain color (blocked version or normal)
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if (tile->blocked && (!tile->visitable))
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return parent->colors.find(tile->terType)->second.second;
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else
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return parent->colors.find(tile->terType)->second.first;
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}
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void CMinimapInstance::tileToPixels (const int3 &tile, int &x, int &y, int toX, int toY)
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{
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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double stepX = double(pos.w) / mapSizes.x;
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double stepY = double(pos.h) / mapSizes.y;
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x = toX + stepX * tile.x;
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y = toY + stepY * tile.y;
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}
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void CMinimapInstance::blitTileWithColor(const SDL_Color &color, const int3 &tile, SDL_Surface *to, int toX, int toY)
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{
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//coordinates of rectangle on minimap representing this tile
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// begin - first to blit, end - first NOT to blit
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int xBegin, yBegin, xEnd, yEnd;
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tileToPixels (tile, xBegin, yBegin, toX, toY);
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tileToPixels (int3 (tile.x + 1, tile.y + 1, tile.z), xEnd, yEnd, toX, toY);
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for (int y=yBegin; y<yEnd; y++)
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{
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Uint8 *ptr = (Uint8*)to->pixels + y * to->pitch + xBegin * minimap->format->BytesPerPixel;
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for (int x=xBegin; x<xEnd; x++)
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ColorPutter<4, 1>::PutColor(ptr, color);
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}
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}
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void CMinimapInstance::refreshTile(const int3 &tile)
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{
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blitTileWithColor(getTileColor(int3(tile.x, tile.y, level)), tile, minimap, 0, 0);
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}
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void CMinimapInstance::drawScaled(int level)
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{
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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//size of one map tile on our minimap
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double stepX = double(pos.w) / mapSizes.x;
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double stepY = double(pos.h) / mapSizes.y;
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double currY = 0;
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for (int y=0; y<mapSizes.y; y++, currY += stepY)
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{
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double currX = 0;
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for (int x=0; x<mapSizes.x; x++, currX += stepX)
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{
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const SDL_Color &color = getTileColor(int3(x,y,level));
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//coordinates of rectangle on minimap representing this tile
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// begin - first to blit, end - first NOT to blit
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int xBegin = currX;
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int yBegin = currY;
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int xEnd = currX + stepX;
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int yEnd = currY + stepY;
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for (int y=yBegin; y<yEnd; y++)
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{
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Uint8 *ptr = (Uint8*)minimap->pixels + y * minimap->pitch + xBegin * minimap->format->BytesPerPixel;
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for (int x=xBegin; x<xEnd; x++)
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ColorPutter<4, 1>::PutColor(ptr, color);
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}
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}
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}
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}
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CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):
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parent(Parent),
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minimap(CSDL_Ext::createSurfaceWithBpp<4>(parent->pos.w, parent->pos.h)),
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level(Level)
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{
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pos.w = parent->pos.w;
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pos.h = parent->pos.h;
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drawScaled(level);
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}
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CMinimapInstance::~CMinimapInstance()
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{
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SDL_FreeSurface(minimap);
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}
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void CMinimapInstance::showAll(SDL_Surface *to)
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{
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blitAtLoc(minimap, 0, 0, to);
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//draw heroes
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std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false);
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for(auto & hero : heroes)
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{
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int3 position = hero->getPosition(false);
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if (position.z == level)
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{
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const SDL_Color & color = graphics->playerColors[hero->getOwner().getNum()];
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blitTileWithColor(color, position, to, pos.x, pos.y);
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}
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}
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}
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std::map<int, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors(std::string from)
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{
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std::map<int, std::pair<SDL_Color, SDL_Color> > ret;
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const JsonNode config(ResourceID(from, EResType::TEXT));
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for(auto &m : config.Struct())
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{
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auto index = boost::find(GameConstants::TERRAIN_NAMES, m.first);
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if (index == std::end(GameConstants::TERRAIN_NAMES))
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{
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logGlobal->errorStream() << "Error: unknown terrain in terrains.json: " << m.first;
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continue;
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}
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int terrainID = index - std::begin(GameConstants::TERRAIN_NAMES);
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const JsonVector &unblockedVec = m.second["minimapUnblocked"].Vector();
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SDL_Color normal =
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{
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ui8(unblockedVec[0].Float()),
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ui8(unblockedVec[1].Float()),
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ui8(unblockedVec[2].Float()),
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ui8(255)
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};
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const JsonVector &blockedVec = m.second["minimapBlocked"].Vector();
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SDL_Color blocked =
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{
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ui8(blockedVec[0].Float()),
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ui8(blockedVec[1].Float()),
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ui8(blockedVec[2].Float()),
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ui8(255)
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};
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ret.insert(std::make_pair(terrainID, std::make_pair(normal, blocked)));
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}
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return ret;
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}
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CMinimap::CMinimap(const Rect &position):
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CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
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aiShield(nullptr),
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minimap(nullptr),
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level(0),
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colors(loadColors("config/terrains.json"))
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{
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pos.w = position.w;
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pos.h = position.h;
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}
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int3 CMinimap::translateMousePosition()
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{
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// 0 = top-left corner, 1 = bottom-right corner
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double dx = double(GH.current->motion.x - pos.x) / pos.w;
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double dy = double(GH.current->motion.y - pos.y) / pos.h;
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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int3 tile (mapSizes.x * dx, mapSizes.y * dy, level);
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return tile;
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}
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void CMinimap::moveAdvMapSelection()
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{
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int3 newLocation = translateMousePosition();
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adventureInt->centerOn(newLocation);
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if (!(adventureInt->active & GENERAL))
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GH.totalRedraw(); //redraw this as well as inactive adventure map
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else
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redraw();//redraw only this
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}
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void CMinimap::clickLeft(tribool down, bool previousState)
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{
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if (down)
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moveAdvMapSelection();
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}
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void CMinimap::clickRight(tribool down, bool previousState)
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{
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adventureInt->handleRightClick(CGI->generaltexth->zelp[291].second, down);
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}
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void CMinimap::hover(bool on)
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{
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if (on)
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GH.statusbar->setText(CGI->generaltexth->zelp[291].first);
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else
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GH.statusbar->clear();
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}
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void CMinimap::mouseMoved(const SDL_MouseMotionEvent & sEvent)
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{
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if (pressedL)
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moveAdvMapSelection();
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}
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void CMinimap::showAll(SDL_Surface * to)
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{
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CIntObject::showAll(to);
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if (minimap)
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{
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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//draw radar
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SDL_Rect oldClip;
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SDL_Rect radar =
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{
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si16(adventureInt->position.x * pos.w / mapSizes.x + pos.x),
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si16(adventureInt->position.y * pos.h / mapSizes.y + pos.y),
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ui16(adventureInt->terrain.tilesw * pos.w / mapSizes.x),
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ui16(adventureInt->terrain.tilesh * pos.h / mapSizes.y)
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};
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SDL_GetClipRect(to, &oldClip);
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SDL_SetClipRect(to, &pos);
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CSDL_Ext::drawDashedBorder(to, radar, int3(255,75,125));
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SDL_SetClipRect(to, &oldClip);
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}
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}
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void CMinimap::update()
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{
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if (aiShield) //AI turn is going on. There is no need to update minimap
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return;
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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vstd::clear_pointer(minimap);
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minimap = new CMinimapInstance(this, level);
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redraw();
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}
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void CMinimap::setLevel(int newLevel)
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{
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level = newLevel;
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update();
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}
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void CMinimap::setAIRadar(bool on)
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{
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if (on)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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vstd::clear_pointer(minimap);
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if (!aiShield)
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aiShield = new CPicture("AIShield");
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}
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else
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{
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vstd::clear_pointer(aiShield);
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update();
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}
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// this my happen during AI turn when this interface is inactive
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// force redraw in order to properly update interface
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GH.totalRedraw();
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}
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void CMinimap::hideTile(const int3 &pos)
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{
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if (minimap)
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minimap->refreshTile(pos);
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}
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|
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void CMinimap::showTile(const int3 &pos)
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{
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if (minimap)
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minimap->refreshTile(pos);
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}
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CInfoBar::CVisibleInfo::CVisibleInfo(Point position):
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CIntObject(0, position),
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aiProgress(nullptr)
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{
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|
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}
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void CInfoBar::CVisibleInfo::show(SDL_Surface *to)
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{
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CIntObject::show(to);
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for(auto object : forceRefresh)
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object->showAll(to);
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}
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|
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void CInfoBar::CVisibleInfo::loadHero(const CGHeroInstance * hero)
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{
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assert(children.empty()); // visible info should be re-created to change type
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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new CPicture("ADSTATHR");
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new CHeroTooltip(Point(0,0), hero);
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}
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|
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void CInfoBar::CVisibleInfo::loadTown(const CGTownInstance *town)
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{
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assert(children.empty()); // visible info should be re-created to change type
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|
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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new CPicture("ADSTATCS");
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new CTownTooltip(Point(0,0), town);
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}
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|
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void CInfoBar::CVisibleInfo::playNewDaySound()
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{
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if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week
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CCS->soundh->playSound(soundBase::newDay);
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else
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if (LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month
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CCS->soundh->playSound(soundBase::newWeek);
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else
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if (LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month
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CCS->soundh->playSound(soundBase::newMonth);
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else
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CCS->soundh->playSound(soundBase::newDay);
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}
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std::string CInfoBar::CVisibleInfo::getNewDayName()
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{
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if (LOCPLINT->cb->getDate(Date::DAY) == 1)
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return "NEWDAY";
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if (LOCPLINT->cb->getDate(Date::DAY) != 1)
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return "NEWDAY";
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switch(LOCPLINT->cb->getDate(Date::WEEK))
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{
|
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case 1: return "NEWWEEK1";
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case 2: return "NEWWEEK2";
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case 3: return "NEWWEEK3";
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case 4: return "NEWWEEK4";
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default: assert(0); return "";
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}
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}
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void CInfoBar::CVisibleInfo::loadDay()
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{
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assert(children.empty()); // visible info should be re-created first to change type
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playNewDaySound();
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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new CShowableAnim(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE);
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std::string labelText;
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if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info
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labelText = CGI->generaltexth->allTexts[63] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK));
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else
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labelText = CGI->generaltexth->allTexts[64] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK));
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forceRefresh.push_back(new CLabel(95, 31, FONT_MEDIUM, CENTER, Colors::WHITE, labelText));
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}
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void CInfoBar::CVisibleInfo::loadEnemyTurn(PlayerColor player)
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|
{
|
|
assert(children.empty()); // visible info should be re-created to change type
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|
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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new CPicture("ADSTATNX");
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new CAnimImage("CREST58", player.getNum(), 0, 20, 51);
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new CShowableAnim(99, 51, "HOURSAND");
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|
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|
// FIXME: currently there is no way to get progress from VCAI
|
|
// if this will change at some point switch this ifdef to enable correct code
|
|
#if 0
|
|
//prepare hourglass for updating AI turn
|
|
aiProgress = new CAnimImage("HOURGLAS", 0, 0, 99, 51);
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|
forceRefresh.push_back(aiProgress);
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|
#else
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|
//create hourglass that will be always animated ignoring AI status
|
|
new CShowableAnim(99, 51, "HOURGLAS", CShowableAnim::PLAY_ONCE, 40);
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#endif
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}
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void CInfoBar::CVisibleInfo::loadGameStatus()
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|
{
|
|
assert(children.empty()); // visible info should be re-created to change type
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|
|
|
//get amount of halls of each level
|
|
std::vector<int> halls(4, 0);
|
|
for(auto town : LOCPLINT->towns)
|
|
halls[town->hallLevel()]++;
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|
std::vector<PlayerColor> allies, enemies;
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|
|
|
//generate list of allies and enemies
|
|
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
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|
{
|
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if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME)
|
|
{
|
|
if (LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES)
|
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allies.push_back(PlayerColor(i));
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|
else
|
|
enemies.push_back(PlayerColor(i));
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|
}
|
|
}
|
|
|
|
//generate component
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
new CPicture("ADSTATIN");
|
|
auto allyLabel = new CLabel(10, 106, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":");
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|
auto enemyLabel = new CLabel(10, 136, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":");
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|
|
|
int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4;
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for(PlayerColor & player : allies)
|
|
{
|
|
auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 102);
|
|
posx += image->pos.w;
|
|
}
|
|
|
|
posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4;
|
|
for(PlayerColor & player : enemies)
|
|
{
|
|
auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 132);
|
|
posx += image->pos.w;
|
|
}
|
|
|
|
for (size_t i=0; i<halls.size(); i++)
|
|
{
|
|
new CAnimImage("itmtl", i, 0, 6 + 42 * i , 11);
|
|
if (halls[i])
|
|
new CLabel( 26 + 42 * i, 64, FONT_SMALL, CENTER, Colors::WHITE, boost::lexical_cast<std::string>(halls[i]));
|
|
}
|
|
}
|
|
|
|
void CInfoBar::CVisibleInfo::loadComponent(const Component & compToDisplay, std::string message)
|
|
{
|
|
assert(children.empty()); // visible info should be re-created to change type
|
|
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
|
|
new CPicture("ADSTATOT", 1);
|
|
|
|
auto comp = new CComponent(compToDisplay);
|
|
comp->moveTo(Point(pos.x+47, pos.y+50));
|
|
|
|
new CTextBox(message, Rect(10, 4, 160, 50), 0, FONT_SMALL, CENTER, Colors::WHITE);
|
|
}
|
|
|
|
void CInfoBar::CVisibleInfo::updateEnemyTurn(double progress)
|
|
{
|
|
if (aiProgress)
|
|
aiProgress->setFrame((aiProgress->size() - 1) * progress);
|
|
}
|
|
|
|
void CInfoBar::reset(EState newState = EMPTY)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
|
|
vstd::clear_pointer(visibleInfo);
|
|
currentObject = nullptr;
|
|
state = newState;
|
|
visibleInfo = new CVisibleInfo(Point(8, 12));
|
|
}
|
|
|
|
void CInfoBar::showSelection()
|
|
{
|
|
if (adventureInt->selection)
|
|
{
|
|
auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
|
|
if (hero)
|
|
{
|
|
showHeroSelection(hero);
|
|
return;
|
|
}
|
|
auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);
|
|
if (town)
|
|
{
|
|
showTownSelection(town);
|
|
return;
|
|
}
|
|
}
|
|
showGameStatus();//FIXME: may be incorrect but shouldn't happen in general
|
|
}
|
|
|
|
void CInfoBar::tick()
|
|
{
|
|
removeUsedEvents(TIME);
|
|
showSelection();
|
|
}
|
|
|
|
void CInfoBar::clickLeft(tribool down, bool previousState)
|
|
{
|
|
if (down)
|
|
{
|
|
if (state == HERO || state == TOWN)
|
|
showGameStatus();
|
|
else if (state == GAME)
|
|
showDate();
|
|
else
|
|
showSelection();
|
|
}
|
|
}
|
|
|
|
void CInfoBar::clickRight(tribool down, bool previousState)
|
|
{
|
|
adventureInt->handleRightClick(CGI->generaltexth->allTexts[109], down);
|
|
}
|
|
|
|
void CInfoBar::hover(bool on)
|
|
{
|
|
if (on)
|
|
GH.statusbar->setText(CGI->generaltexth->zelp[292].first);
|
|
else
|
|
GH.statusbar->clear();
|
|
}
|
|
|
|
CInfoBar::CInfoBar(const Rect &position):
|
|
CIntObject(LCLICK | RCLICK | HOVER, position.topLeft()),
|
|
visibleInfo(nullptr),
|
|
state(EMPTY),
|
|
currentObject(nullptr)
|
|
{
|
|
pos.w = position.w;
|
|
pos.h = position.h;
|
|
//FIXME: enable some mode? Should be done by advMap::select() when game starts but just in case?
|
|
}
|
|
|
|
void CInfoBar::showDate()
|
|
{
|
|
reset(DATE);
|
|
visibleInfo->loadDay();
|
|
setTimer(3000);
|
|
redraw();
|
|
}
|
|
|
|
void CInfoBar::showComponent(const Component & comp, std::string message)
|
|
{
|
|
reset(COMPONENT);
|
|
visibleInfo->loadComponent(comp, message);
|
|
setTimer(3000);
|
|
redraw();
|
|
}
|
|
|
|
void CInfoBar::startEnemyTurn(PlayerColor color)
|
|
{
|
|
reset(AITURN);
|
|
visibleInfo->loadEnemyTurn(color);
|
|
redraw();
|
|
}
|
|
|
|
void CInfoBar::updateEnemyTurn(double progress)
|
|
{
|
|
assert(state == AITURN);
|
|
visibleInfo->updateEnemyTurn(progress);
|
|
redraw();
|
|
}
|
|
|
|
void CInfoBar::showHeroSelection(const CGHeroInstance * hero)
|
|
{
|
|
if (!hero)
|
|
return;
|
|
|
|
reset(HERO);
|
|
currentObject = hero;
|
|
visibleInfo->loadHero(hero);
|
|
redraw();
|
|
}
|
|
|
|
void CInfoBar::showTownSelection(const CGTownInstance * town)
|
|
{
|
|
if (!town)
|
|
return;
|
|
|
|
reset(TOWN);
|
|
currentObject = town;
|
|
visibleInfo->loadTown(town);
|
|
redraw();
|
|
}
|
|
|
|
void CInfoBar::showGameStatus()
|
|
{
|
|
reset(GAME);
|
|
visibleInfo->loadGameStatus();
|
|
setTimer(3000);
|
|
redraw();
|
|
}
|