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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/AdventureMapClasses.cpp
alexvins 16d6292be9 [refactor] extract often used classes from lib\NetPacks.h to separate header - less dependecies on whole packets class tree
[mingw build] fix linking issues with netpacks. 
Mingw build is finally fixed! 

[c::b] update projects

[config] fix and cleanup spell_info.json
2014-01-16 20:24:06 +00:00

953 lines
23 KiB
C++

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