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vcmi/client/CAdvmapInterface.cpp
Michał W. Urbańczyk 58c12e8d73 Reshaped some code responsible for hero list / paths.
* Garrisoning, then removing hero from garrison move him at the end of the list
* problems with the hero window hero list should be fixed
2009-06-11 17:21:06 +00:00

1633 lines
45 KiB
C++

#include "AdventureMapButton.h"
#include "CAdvmapInterface.h"
#include "../CCallback.h"
#include "CCastleInterface.h"
#include "CCursorHandler.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CMessage.h"
#include "SDL_Extensions.h"
#include "CBitmapHandler.h"
#include "CConfigHandler.h"
#include "CSpellWindow.h"
#include "Graphics.h"
#include "../hch/CDefHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CTownHandler.h"
#include "../lib/map.h"
#include "../mapHandler.h"
#include "../stdafx.h"
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
#include <boost/thread.hpp>
#include <sstream>
#ifdef _MSC_VER
#pragma warning (disable : 4355)
#endif
/*
* CAdvMapInterface.cpp, 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
*
*/
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX; //fonts
#define ADVOPT (conf.go()->ac)
using namespace boost::logic;
using namespace boost::assign;
using namespace CSDL_Ext;
CMinimap::CMinimap(bool draw)
{
int3 mapSizes = LOCPLINT->cb->getMapSize();
statusbarTxt = CGI->generaltexth->zelp[291].first;
rcText = CGI->generaltexth->zelp[291].second;
pos.x=ADVOPT.minimapX;//630
pos.y=ADVOPT.minimapY;//26
pos.h=ADVOPT.minimapW;//144
pos.w=ADVOPT.minimapH;//144
int rx = (((float)ADVOPT.tilesW)/(mapSizes.x))*((float)pos.w),
ry = (((float)ADVOPT.tilesH)/(mapSizes.y))*((float)pos.h);
radar = newSurface(rx,ry);
temps = newSurface(pos.w,pos.h);
SDL_FillRect(radar,NULL,0x00FFFF);
for (int i=0; i<radar->w; i++)
{
if (i%4 || (i==0))
{
SDL_PutPixelWithoutRefresh(radar,i,0,255,75,125);
SDL_PutPixelWithoutRefresh(radar,i,radar->h-1,255,75,125);
}
}
for (int i=0; i<radar->h; i++)
{
if ((i%4) || (i==0))
{
SDL_PutPixelWithoutRefresh(radar,0,i,255,75,125);
SDL_PutPixelWithoutRefresh(radar,radar->w-1,i,255,75,125);
}
}
SDL_SetColorKey(radar,SDL_SRCCOLORKEY,SDL_MapRGB(radar->format,0,255,255));
//radar = CDefHandler::giveDef("RADAR.DEF");
std::ifstream is("config/minimap.txt",std::ifstream::in);
for (int i=0;i<TERRAIN_TYPES;i++)
{
std::pair<int,SDL_Color> vinya;
std::pair<int,SDL_Color> vinya2;
int pom;
is >> pom;
vinya2.first=vinya.first=pom;
is >> pom;
vinya.second.r=pom;
is >> pom;
vinya.second.g=pom;
is >> pom;
vinya.second.b=pom;
is >> pom;
vinya2.second.r=pom;
is >> pom;
vinya2.second.g=pom;
is >> pom;
vinya2.second.b=pom;
vinya.second.unused=vinya2.second.unused=255;
colors.insert(vinya);
colorsBlocked.insert(vinya2);
}
is.close();
if (draw)
redraw();
}
CMinimap::~CMinimap()
{
SDL_FreeSurface(radar);
SDL_FreeSurface(temps);
}
void CMinimap::draw(SDL_Surface * to)
{
int3 mapSizes = LOCPLINT->cb->getMapSize();
//draw terrain
blitAt(map[LOCPLINT->adventureInt->position.z],0,0,temps);
//draw heroes
std::vector <const CGHeroInstance *> hh = LOCPLINT->cb->getHeroesInfo(false);
int mw = map[0]->w, mh = map[0]->h,
wo = mw/mapSizes.x, ho = mh/mapSizes.y;
for (size_t i=0; i < hh.size(); ++i)
{
int3 hpos = hh[i]->getPosition(false);
if(hpos.z!=LOCPLINT->adventureInt->position.z)
continue;
//float zawx = ((float)hpos.x/CGI->mh->sizes.x), zawy = ((float)hpos.y/CGI->mh->sizes.y);
int3 maplgp ( (hpos.x*mw)/mapSizes.x, (hpos.y*mh)/mapSizes.y, hpos.z );
for (int ii=0; ii<wo; ii++)
{
for (int jj=0; jj<ho; jj++)
{
SDL_PutPixelWithoutRefresh(temps,maplgp.x+ii,maplgp.y+jj,graphics->playerColors[hh[i]->getOwner()].r,
graphics->playerColors[hh[i]->getOwner()].g,graphics->playerColors[hh[i]->getOwner()].b);
}
}
}
blitAt(flObjs[LOCPLINT->adventureInt->position.z],0,0,temps);
blitAt(FoW[LOCPLINT->adventureInt->position.z],0,0,temps);
//draw radar
int bx = (((float)LOCPLINT->adventureInt->position.x)/(((float)mapSizes.x)))*pos.w,
by = (((float)LOCPLINT->adventureInt->position.y)/(((float)mapSizes.y)))*pos.h;
blitAt(radar,bx,by,temps);
blitAt(temps,pos.x,pos.y,to);
}
void CMinimap::redraw(int level)// (level==-1) => redraw all levels
{
int3 mapSizes = LOCPLINT->cb->getMapSize();
for (size_t i=0; i<CGI->mh->sizes.z; i++)
{
SDL_Surface * pom ;
if ((level>=0) && (i!=level))
continue;
if (map.size()<i+1)
pom = CSDL_Ext::newSurface(pos.w,pos.h,screen);
else pom = map[i];
for (int x=0;x<pos.w;x++)
{
for (int y=0;y<pos.h;y++)
{
int mx=(mapSizes.x*x)/pos.w;
int my=(mapSizes.y*y)/pos.h;
const TerrainTile * tile = LOCPLINT->cb->getTileInfo(int3(mx, my, i));
if(tile)
{
if (tile->blocked && (!tile->visitable))
SDL_PutPixelWithoutRefresh(pom, x, y, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);
else SDL_PutPixelWithoutRefresh(pom, x, y, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);
}
}
}
map.push_back(pom);
}
//FoW
int mw = map[0]->w, mh = map[0]->h;//,
//wo = mw/mapSizes.x, ho = mh/mapSizes.y; //TODO use me
for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
{
if(level>=0 && d!=level)
continue;
SDL_Surface * pt = CSDL_Ext::newSurface(pos.w, pos.h, CSDL_Ext::std32bppSurface);
for (int i=0; i<mw; i++)
{
for (int j=0; j<mh; j++)
{
int3 pp( ((i*mapSizes.x)/mw), ((j*mapSizes.y)/mh), d );
if ( !LOCPLINT->cb->isVisible(pp) )
{
CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0);
}
}
}
FoW.push_back(pt);
}
//FoW end
//flaggable objects
for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
{
if(level>=0 && d!=level)
continue;
SDL_Surface * pt = CSDL_Ext::newSurface(pos.w, pos.h, CSDL_Ext::std32bppSurface);
for (int i=0; i<mw; i++)
{
for (int j=0; j<mh; j++)
{
CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0,0);
}
}
flObjs.push_back(pt);
}
//showing tiles
for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
{
if(level>=0 && d!=level)
continue;
for(int x=0; x<mapSizes.x; ++x)
{
for(int y=0; y<mapSizes.y; ++y)
{
if(LOCPLINT->cb->isVisible(int3(x, y, d)))
{
showTile(int3(x, y, d));
}
}
}
}
}
void CMinimap::updateRadar()
{}
void CMinimap::clickRight (tribool down)
{
LOCPLINT->adventureInt->handleRightClick(rcText,down,this);
}
void CMinimap::clickLeft (tribool down)
{
if (down && (!pressedL))
MotionInterested::activate();
else if (!down)
{
if (std::find(LOCPLINT->motioninterested.begin(),LOCPLINT->motioninterested.end(),this)!=LOCPLINT->motioninterested.end())
MotionInterested::deactivate();
}
ClickableL::clickLeft(down);
if (!((bool)down))
return;
float dx=((float)(LOCPLINT->current->motion.x-pos.x))/((float)pos.w),
dy=((float)(LOCPLINT->current->motion.y-pos.y))/((float)pos.h);
int3 newCPos;
newCPos.x = (CGI->mh->sizes.x*dx);
newCPos.y = (CGI->mh->sizes.y*dy);
newCPos.z = LOCPLINT->adventureInt->position.z;
LOCPLINT->adventureInt->centerOn(newCPos);
}
void CMinimap::hover (bool on)
{
Hoverable::hover(on);
if (on)
LOCPLINT->adventureInt->statusbar.print(statusbarTxt);
else if (LOCPLINT->adventureInt->statusbar.current==statusbarTxt)
LOCPLINT->adventureInt->statusbar.clear();
}
void CMinimap::mouseMoved (const SDL_MouseMotionEvent & sEvent)
{
if (pressedL)
{
clickLeft(true);
}
}
void CMinimap::activate()
{
ClickableL::activate();
ClickableR::activate();
Hoverable::activate();
if (pressedL)
MotionInterested::activate();
}
void CMinimap::deactivate()
{
if (pressedL)
MotionInterested::deactivate();
ClickableL::deactivate();
ClickableR::deactivate();
Hoverable::deactivate();
}
void CMinimap::showTile(const int3 &pos)
{
int3 mapSizes = LOCPLINT->cb->getMapSize();
//drawing terrain
int mw = map[0]->w, mh = map[0]->h;
double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y;
for (int ii=0; ii<wo; ii++)
{
for (int jj=0; jj<ho; jj++)
{
if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))
CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0);
const TerrainTile * tile = LOCPLINT->cb->getTileInfo(pos);
if(tile)
{
if (tile->blocked && (!tile->visitable))
SDL_PutPixelWithoutRefresh(map[pos.z], pos.x*wo+ii, pos.y*ho+jj, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);
else SDL_PutPixelWithoutRefresh(map[pos.z], pos.x*wo+ii, pos.y*ho+jj, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);
}
}
}
//drawing flaggable objects
int woShifted = wo, hoShifted = ho; //for better minimap rendering on L-sized maps
std::vector < const CGObjectInstance * > oo = LOCPLINT->cb->getFlaggableObjects(pos);
for(size_t v=0; v<oo.size(); ++v)
{
if(!dynamic_cast< const CGHeroInstance * >(oo[v])) //heroes have been printed
{
int3 maplgp ( (pos.x*mw)/mapSizes.x, (pos.y*mh)/mapSizes.y, pos.z );
if(((int)wo) * mapSizes.x != mw) //miniap size in X is not multiple of map size in X
{
std::vector < const CGObjectInstance * > op1x = LOCPLINT->cb->getFlaggableObjects(int3(pos.x+1, pos.y, pos.z));
if(op1x.size()!=0)
{
woShifted = wo + 1;
}
else
{
woShifted = wo;
}
}
if(((int)ho) * mapSizes.y != mh) //miniap size in Y is not multiple of map size in Y
{
std::vector < const CGObjectInstance * > op1y = LOCPLINT->cb->getFlaggableObjects(int3(pos.x, pos.y+1, pos.z));
if(op1y.size()!=0)
{
hoShifted = ho + 1;
}
else
{
hoShifted = ho;
}
}
for (int ii=0; ii<woShifted; ii++) //rendering flaggable objects
{
for (int jj=0; jj<hoShifted; jj++)
{
if(oo[v]->tempOwner == 255)
SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->neutralColor->b,
graphics->neutralColor->g,graphics->neutralColor->r);
else
SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->playerColors[oo[v]->getOwner()].b,
graphics->playerColors[oo[v]->getOwner()].g,graphics->playerColors[oo[v]->getOwner()].r);
}
}
}
}
//flaggable objects drawn
}
void CMinimap::hideTile(const int3 &pos)
{
}
CTerrainRect::CTerrainRect()
:currentPath(NULL)
{
tilesw=ADVOPT.tilesW;
tilesh=ADVOPT.tilesH;
pos.x=ADVOPT.advmapX;
pos.y=ADVOPT.advmapY;
pos.w=tilesw*32 - ADVOPT.advmapTrimX;
pos.h=tilesh*32 - ADVOPT.advmapTrimY;
moveX = moveY = 0;
arrows = CDefHandler::giveDef("ADAG.DEF");
for(size_t y=0; y < arrows->ourImages.size(); ++y)
{
CSDL_Ext::alphaTransform(arrows->ourImages[y].bitmap);
}
}
CTerrainRect::~CTerrainRect()
{
delete arrows;
}
void CTerrainRect::activate()
{
ClickableL::activate();
ClickableR::activate();
Hoverable::activate();
MotionInterested::activate();
};
void CTerrainRect::deactivate()
{
ClickableL::deactivate();
ClickableR::deactivate();
Hoverable::deactivate();
MotionInterested::deactivate();
};
void CTerrainRect::clickLeft(tribool down)
{
if ((down==false) || indeterminate(down))
return;
int3 mp = whichTileIsIt();
if ((mp.x<0) || (mp.y<0))
return;
std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mp), //blocking objects at tile
vobjs = LOCPLINT->cb->getVisitableObjs(mp); //visitable objects
if (LOCPLINT->adventureInt->selection->ID != HEROI_TYPE) //hero is not selected (presumably town)
{
if(currentPath)
{
tlog2<<"Warning: Lost path?" << std::endl;
//delete currentPath;
currentPath = NULL;
}
for(size_t i=0; i < bobjs.size(); ++i)
{
if(bobjs[i]->ID == TOWNI_TYPE && bobjs[i]->getOwner() == LOCPLINT->playerID) //our town clicked
{
if(LOCPLINT->adventureInt->selection == (bobjs[i])) //selected town clicked
LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(bobjs[i]));
else
LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(bobjs[i]));
return;
}
else if(bobjs[i]->ID == HEROI_TYPE && bobjs[i]->tempOwner == LOCPLINT->playerID) //hero clicked - select him
{
LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(bobjs[i]));
return;
}
}
}
else //hero is selected
{
bool townEntrance = false; //town entrance tile has been clicked?
const CGHeroInstance * currentHero = static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection);
for(size_t i=0; i < vobjs.size(); ++i)
{
if(vobjs[i]->ID == TOWNI_TYPE)
townEntrance = true;
}
if(!townEntrance) //not entrance - select town or open hero window
{
for(size_t i=0; i < bobjs.size(); ++i)
{
if(bobjs[i]->ID == TOWNI_TYPE && bobjs[i]->tempOwner == LOCPLINT->playerID) //town - switch selection to it
{
LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(bobjs[i]));
return;
}
else if(bobjs[i]->ID == HEROI_TYPE //it's a hero
&& bobjs[i]->tempOwner == LOCPLINT->playerID //our hero (is this condition needed?)
&& currentHero == (bobjs[i]) ) //and selected one
{
LOCPLINT->openHeroWindow(currentHero);
return;
}
}
}
//still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
if (currentPath && currentPath->endPos() == mp)//we'll be moving
{
LOCPLINT->pim->unlock();
LOCPLINT->moveHero(currentHero,*currentPath);
LOCPLINT->pim->lock();
}
else if(mp.z == currentHero->pos.z) //remove old path and find a new one if we clicked on the map level on which hero is present
{
int3 bufpos = currentHero->getPosition(false);
CPath &path = LOCPLINT->adventureInt->paths[currentHero];
currentPath = &path;
if(!LOCPLINT->cb->getPath(bufpos, mp, currentHero, path))
{
LOCPLINT->adventureInt->paths.erase(currentHero);
currentPath = NULL;
}
}
} //end of hero is selected "case"
}
void CTerrainRect::clickRight(tribool down)
{
int3 mp = whichTileIsIt();
if ((mp.x<0)
|| (mp.y<0)
|| down != true
)
{
LOCPLINT->adventureInt->handleRightClick("",down,this);
return;
}
std::vector < const CGObjectInstance * > objs = LOCPLINT->cb->getBlockingObjs(mp);
if(!objs.size())
return;
const CGObjectInstance * obj = objs[objs.size()-1];
switch(obj->ID)
{
case HEROI_TYPE:
{
if(!vstd::contains(graphics->heroWins,obj->subID))
{
tlog3 << "Warning - no infowin for hero " << obj->subID << std::endl;
break;
}
CInfoPopup * ip = new CInfoPopup(graphics->heroWins[obj->subID],
LOCPLINT->current->motion.x-graphics->heroWins[obj->subID]->w,
LOCPLINT->current->motion.y-graphics->heroWins[obj->subID]->h,false
);
LOCPLINT->pushInt(ip);
break;
}
case TOWNI_TYPE:
{
if(!vstd::contains(graphics->townWins,obj->id))
{
tlog3 << "Warning - no infowin for town " << obj->id << std::endl;
break;
}
CInfoPopup * ip = new CInfoPopup(graphics->townWins[obj->id],
LOCPLINT->current->motion.x-graphics->townWins[obj->id]->w,
LOCPLINT->current->motion.y-graphics->townWins[obj->id]->h,false
);
LOCPLINT->pushInt(ip);
break;
}
default:
{
LOCPLINT->adventureInt->handleRightClick(obj->getHoverText(),down,this);
break;
}
}
}
void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
{
int3 pom=LOCPLINT->adventureInt->verifyPos(whichTileIsIt(sEvent.x,sEvent.y));
if (pom!=curHoveredTile)
curHoveredTile=pom;
else
return;
std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(pom);
if (temp.size())
{
boost::replace_all(temp.back(),"\n"," ");
LOCPLINT->adventureInt->statusbar.print(temp.back());
}
else
{
LOCPLINT->adventureInt->statusbar.clear();
}
std::vector<const CGObjectInstance *> objs = LOCPLINT->cb->getVisitableObjs(pom);
for(int i=0; i<objs.size();i++)
{
if(objs[i]->ID == TOWNI_TYPE) //town
{
CGI->curh->changeGraphic(0,0);
return;
}
}
objs = LOCPLINT->cb->getBlockingObjs(pom);
for(size_t i=0; i < objs.size(); ++i)
{
if(objs[i]->ID == TOWNI_TYPE && objs[i]->tempOwner == LOCPLINT->playerID) //town
{
CGI->curh->changeGraphic(0,3);
return;
}
else if(objs[i]->ID == HEROI_TYPE //mouse over hero
&& (objs[i]==LOCPLINT->adventureInt->selection || LOCPLINT->adventureInt->selection->ID==TOWNI_TYPE)
&& objs[i]->tempOwner == LOCPLINT->playerID) //this hero is selected or we've selected a town
{
CGI->curh->changeGraphic(0,2);
return;
}
}
CGI->curh->changeGraphic(0,0);
}
void CTerrainRect::hover(bool on)
{
if (!on)
{
LOCPLINT->adventureInt->statusbar.clear();
CGI->curh->changeGraphic(0,0);
}
Hoverable::hover(on);
}
void CTerrainRect::showPath(const SDL_Rect * extRect)
{
for (size_t i=0; i < currentPath->nodes.size()-1; ++i)
{
int pn=-1;//number of picture
if (i==0) //last tile
{
int x = 32*(currentPath->nodes[i].coord.x-LOCPLINT->adventureInt->position.x)+7,
y = 32*(currentPath->nodes[i].coord.y-LOCPLINT->adventureInt->position.y)+6;
if (x<0 || y<0 || x>pos.w || y>pos.h)
continue;
pn=0;
}
else
{
/*
* notation of arrow direction:
* 1 2 3
* 4 5 6
* 7 8 9
* ie. 157 means an arrow from left upper tile to left bottom tile through 5 (all arrows go through 5 in this notation)
*/
std::vector<CPathNode> & cv = currentPath->nodes;
if (cv[i+1].coord.x == cv[i].coord.x-1 && cv[i+1].coord.y == cv[i].coord.y-1) //15x
{
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //156
{
pn = 3;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //159
{
pn = 12;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //158
{
pn = 21;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //157
{
pn = 22;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //153
{
pn = 2;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //154
{
pn = 23;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //152
{
pn = 1;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x && cv[i+1].coord.y == cv[i].coord.y-1) //25x
{
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //253
{
pn = 2;
}
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //256
{
pn = 3;
}
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //259
{
pn = 4;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //258
{
pn = 13;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //257
{
pn = 22;
}
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //254
{
pn = 23;
}
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //251
{
pn = 24;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x+1 && cv[i+1].coord.y == cv[i].coord.y-1) //35x
{
if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //358
{
pn = 5;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //357
{
pn = 14;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //354
{
pn = 23;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //351
{
pn = 24;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //359
{
pn = 4;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //356
{
pn = 3;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //352
{
pn = 17;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x+1 && cv[i+1].coord.y == cv[i].coord.y) //65x
{
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //657
{
pn = 6;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //654
{
pn = 15;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //651
{
pn = 24;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //652
{
pn = 17;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //658
{
pn = 5;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //653
{
pn = 18;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //659
{
pn = 4;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x+1 && cv[i+1].coord.y == cv[i].coord.y+1) //95x
{
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //954
{
pn = 7;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //951
{
pn = 16;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //952
{
pn = 17;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //957
{
pn = 6;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //953
{
pn = 18;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //956
{
pn = 19;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //958
{
pn = 5;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x && cv[i+1].coord.y == cv[i].coord.y+1) //85x
{
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //857
{
pn = 6;
}
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //854
{
pn = 7;
}
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //851
{
pn = 8;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //852
{
pn = 9;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //853
{
pn = 18;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //856
{
pn = 19;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //859
{
pn = 20;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x-1 && cv[i+1].coord.y == cv[i].coord.y+1) //75x
{
if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //752
{
pn = 1;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //753
{
pn = 10;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //756
{
pn = 19;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //751
{
pn = 8;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //759
{
pn = 20;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x-1 && cv[i+1].coord.y == cv[i].coord.y) //45x
{
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //453
{
pn = 2;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //456
{
pn = 11;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //459
{
pn = 20;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //452
{
pn = 1;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //456
{
pn = 21;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //451
{
pn = 8;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //457
{
pn = 22;
}
}
}
if ( ((currentPath->nodes[i].dist)-(*(currentPath->nodes.end()-1)).dist) > (static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection))->movement)
pn+=25;
if (pn>=0)
{
int x = 32*(currentPath->nodes[i].coord.x-LOCPLINT->adventureInt->position.x)+7,
y = 32*(currentPath->nodes[i].coord.y-LOCPLINT->adventureInt->position.y)+6;
if (x<0 || y<0 || x>pos.w || y>pos.h)
continue;
int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
SDL_Rect prevClip;
SDL_GetClipRect(screen, &prevClip);
SDL_SetClipRect(screen, extRect); //preventing blitting outside of that rect
if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
{
if (hvx<0 && hvy<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, screen, &genRect(32, 32, x + moveX, y + moveY));
}
else if(hvx<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY));
}
else if (hvy<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY));
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap, &genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY));
}
}
else //standard version
{
if (hvx<0 && hvy<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, screen, &genRect(32, 32, x, y));
}
else if(hvx<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y));
}
else if (hvy<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y));
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap, &genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y));
}
}
SDL_SetClipRect(screen, &prevClip);
}
} //for (int i=0;i<currentPath->nodes.size()-1;i++)
}
void CTerrainRect::show(SDL_Surface * to)
{
CGI->mh->terrainRect
(LOCPLINT->adventureInt->position.x,LOCPLINT->adventureInt->position.y,
tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
to, &genRect(pos.h, pos.w, pos.x, pos.y), moveX, moveY, ADVOPT.smoothMove && (moveX != 0 || moveY != 0)
);
//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
//SDL_FreeSurface(teren);
if (currentPath && LOCPLINT->adventureInt->position.z==currentPath->startPos().z) //drawing path
{
showPath(&genRect(pos.h, pos.w, pos.x, pos.y));
}
}
int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
{
int3 ret;
ret.x = LOCPLINT->adventureInt->position.x + ((LOCPLINT->current->motion.x-pos.x)/32);
ret.y = LOCPLINT->adventureInt->position.y + ((LOCPLINT->current->motion.y-pos.y)/32);
ret.z = LOCPLINT->adventureInt->position.z;
return ret;
}
int3 CTerrainRect::whichTileIsIt()
{
return whichTileIsIt(LOCPLINT->current->motion.x,LOCPLINT->current->motion.y);
}
void CResDataBar::clickRight (tribool down)
{
}
void CResDataBar::activate()
{
ClickableR::activate();
}
void CResDataBar::deactivate()
{
ClickableR::deactivate();
}
CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
{
bg = BitmapHandler::loadBitmap(defname);
SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
pos = genRect(bg->h,bg->w,x,y);
txtpos.resize(8);
for (int i = 0; i < 8 ; i++)
{
txtpos[i].first = pos.x + offx + resdist*i;
txtpos[i].second = pos.y + offy;
}
txtpos[7].first = txtpos[6].first + datedist;
datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
}
CResDataBar::CResDataBar()
{
bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
txtpos.resize(8);
for (int i = 0; i < 8 ; i++)
{
txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
txtpos[i].second = pos.y + ADVOPT.resOffsetY;
}
txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
}
CResDataBar::~CResDataBar()
{
SDL_FreeSurface(bg);
}
void CResDataBar::draw(SDL_Surface * to)
{
blitAt(bg,pos.x,pos.y,to);
char * buf = new char[15];
for (int i=0;i<7;i++)
{
SDL_itoa(LOCPLINT->cb->getResourceAmount(i),buf,10);
printAt(buf,txtpos[i].first,txtpos[i].second,GEOR13,zwykly,to);
}
std::vector<std::string> temp;
SDL_itoa(LOCPLINT->cb->getDate(3),buf,10); temp+=std::string(buf);
SDL_itoa(LOCPLINT->cb->getDate(2),buf,10); temp+=std::string(buf);
SDL_itoa(LOCPLINT->cb->getDate(1),buf,10); temp+=std::string(buf);
printAt(processStr(datetext,temp),txtpos[7].first,txtpos[7].second,GEOR13,zwykly,to);
temp.clear();
//updateRect(&pos,screen);
delete[] buf;
}
CInfoBar::CInfoBar()
{
toNextTick = mode = pom = -1;
pos.x=ADVOPT.infoboxX;
pos.y=ADVOPT.infoboxY;
pos.w=194;
pos.h=186;
day = CDefHandler::giveDef("NEWDAY.DEF");
week1 = CDefHandler::giveDef("NEWWEEK1.DEF");
week2 = CDefHandler::giveDef("NEWWEEK2.DEF");
week3 = CDefHandler::giveDef("NEWWEEK3.DEF");
week4 = CDefHandler::giveDef("NEWWEEK4.DEF");
}
CInfoBar::~CInfoBar()
{
delete day;
delete week1;
delete week2;
delete week3;
delete week4;
}
void CInfoBar::draw(SDL_Surface * to, const CGObjectInstance * specific)
{
if ((mode>=0) && mode<5)
{
blitAnim(mode);
return;
}
else if (mode==5)
{
mode = -1;
draw(to,LOCPLINT->adventureInt->selection);
}
if (!specific)
specific = LOCPLINT->adventureInt->selection;
if(!specific)
return;
if(specific->ID == HEROI_TYPE) //hero
{
if(graphics->heroWins.find(specific->subID)!=graphics->heroWins.end())
blitAt(graphics->heroWins[specific->subID],pos.x,pos.y,to);
}
else if (specific->ID == TOWNI_TYPE)
{
const CGTownInstance * t = static_cast<const CGTownInstance*>(specific);
if(graphics->townWins.find(t->id)!=graphics->townWins.end())
blitAt(graphics->townWins[t->id],pos.x,pos.y,to);
}
}
CDefHandler * CInfoBar::getAnim(int mode)
{
switch(mode)
{
case 0:
return day;
break;
case 1:
return week1;
break;
case 2:
return week2;
break;
case 3:
return week3;
break;
case 4:
return week4;
break;
default:
return NULL;
break;
}
}
void CInfoBar::blitAnim(int mode)//0 - day, 1 - week
{
CDefHandler * anim = NULL;
std::stringstream txt;
anim = getAnim(mode);
if(mode) //new week animation
{
txt << CGI->generaltexth->allTexts[63] << " " << LOCPLINT->cb->getDate(2);
}
else //new day
{
txt << CGI->generaltexth->allTexts[64] << " " << LOCPLINT->cb->getDate(1);
}
blitAt(anim->ourImages[pom].bitmap,pos.x+9,pos.y+10);
printAtMiddle(txt.str(),pos.x+95,pos.y+31,TNRB16,zwykly);
if (pom == anim->ourImages.size()-1)
toNextTick+=750;
}
void CInfoBar::newDay(int Day)
{
if(LOCPLINT->cb->getDate(1) != 1)
{
mode = 0; //showing day
}
else
{
switch(LOCPLINT->cb->getDate(2))
{
case 1:
mode = 1;
break;
case 2:
mode = 2;
break;
case 3:
mode = 3;
break;
case 4:
mode = 4;
break;
default:
mode = -1;
break;
}
}
pom = 0;
TimeInterested::activate();
toNextTick = 500;
blitAnim(mode);
//blitAt(day->ourImages[pom].bitmap,pos.x+10,pos.y+10);
}
void CInfoBar::showComp(SComponent * comp, int time)
{
SDL_Surface * b = BitmapHandler::loadBitmap("ADSTATOT.bmp");
blitAt(b,pos.x+8,pos.y+11);
blitAt(comp->getImg(),pos.x+52,pos.y+54);
printAtMiddle(comp->subtitle,pos.x+91,pos.y+158,GEOR13,zwykly);
printAtMiddleWB(comp->description,pos.x+94,pos.y+31,GEOR13,26,zwykly);
SDL_FreeSurface(b);
TimeInterested::activate();
mode = 6;
toNextTick = time;
}
void CInfoBar::tick()
{
if((mode >= 0) && (mode < 5))
{
pom++;
if (pom >= getAnim(mode)->ourImages.size())
{
TimeInterested::deactivate();
toNextTick = -1;
mode = 5;
draw(screen2);
return;
}
toNextTick = 150;
blitAnim(mode);
}
else if (mode == 6)
{
TimeInterested::deactivate();
toNextTick = -1;
mode = 5;
draw(screen2);
}
}
CAdvMapInt::CAdvMapInt(int Player)
:player(Player),
statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,
boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),
underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,
boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),
questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,
boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),
sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,
boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),
moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,
boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),
spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,
boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),
advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,
boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),
sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,
boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),
nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,
boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),
endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),
heroList(ADVOPT.hlistSize),
townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlistAD)//(5,&genRect(192,48,747,196),747,196,747,372),
{
active = 0;
subInt = NULL;
selection = NULL;
townList.fun = boost::bind(&CAdvMapInt::selectionChanged,this);
LOCPLINT->adventureInt=this;
bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
graphics->blueToPlayersAdv(bg,player);
scrollingDir = 0;
updateScreen = false;
anim=0;
animValHitCount=0; //animation frame
heroAnim=0;
heroAnimValHitCount=0; // hero animation frame
heroList.init();
heroList.genList();
//townList.init();
townList.genList();
heroWindow = new CHeroWindow(this->player);
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[0]));
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[1]));
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[2]));
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[3]));
}
CAdvMapInt::~CAdvMapInt()
{
SDL_FreeSurface(bg);
delete heroWindow;
for(int i=0; i<gems.size(); i++)
delete gems[i];
}
void CAdvMapInt::fshowOverview()
{
}
void CAdvMapInt::fswitchLevel()
{
if(!CGI->mh->map->twoLevel)
return;
if (position.z)
{
position.z--;
underground.curimg=0;
underground.show(screenBuf);
}
else
{
underground.curimg=1;
position.z++;
underground.show(screenBuf);
}
updateScreen = true;
minimap.draw(screenBuf);
}
void CAdvMapInt::fshowQuestlog()
{
}
void CAdvMapInt::fsleepWake()
{
}
void CAdvMapInt::fmoveHero()
{
if (selection->ID!=HEROI_TYPE)
return;
if (!terrain.currentPath)
return;
LOCPLINT->pim->unlock();
LOCPLINT->moveHero(static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection),*terrain.currentPath);
LOCPLINT->pim->lock();
}
void CAdvMapInt::fshowSpellbok()
{
if (selection->ID!=HEROI_TYPE) //checking necessary values
return;
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), (static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection)));
LOCPLINT->pushInt(spellWindow);
}
void CAdvMapInt::fadventureOPtions()
{
}
void CAdvMapInt::fsystemOptions()
{
CSystemOptionsWindow * sysopWindow = new CSystemOptionsWindow(genRect(487, 481, 159, 57), LOCPLINT);
LOCPLINT->pushInt(sysopWindow);
}
void CAdvMapInt::fnextHero()
{
if(!LOCPLINT->wanderingHeroes.size()) //no wandering heroes
return;
int start = heroList.selected;
int i = start;
do
{
i++;
if(i >= LOCPLINT->wanderingHeroes.size())
i = 0;
} while (LOCPLINT->wanderingHeroes[i]->movement && i!=start);
heroList.select(i);
}
void CAdvMapInt::fendTurn()
{
LOCPLINT->makingTurn = false;
}
void CAdvMapInt::activate()
{
if(active++)
{
tlog1 << "Error: advmapint already active...\n";
active--;
return;
}
screenBuf = screen;
LOCPLINT->statusbar = &statusbar;
kingOverview.activate();
underground.activate();
questlog.activate();
sleepWake.activate();
moveHero.activate();
spellbook.activate();
sysOptions.activate();
advOptions.activate();
nextHero.activate();
endTurn.activate();
minimap.activate();
heroList.activate();
townList.activate();
terrain.activate();
LOCPLINT->cingconsole->activate();
}
void CAdvMapInt::deactivate()
{
scrollingDir = 0;
CGI->curh->changeGraphic(0,0);
kingOverview.deactivate();
underground.deactivate();
questlog.deactivate();
sleepWake.deactivate();
moveHero.deactivate();
spellbook.deactivate();
advOptions.deactivate();
sysOptions.deactivate();
nextHero.deactivate();
endTurn.deactivate();
minimap.deactivate();
heroList.deactivate();
townList.deactivate();
terrain.deactivate();
if(std::find(LOCPLINT->timeinterested.begin(),LOCPLINT->timeinterested.end(),&infoBar)!=LOCPLINT->timeinterested.end())
LOCPLINT->timeinterested.erase(std::find(LOCPLINT->timeinterested.begin(),LOCPLINT->timeinterested.end(),&infoBar));
infoBar.mode=-1;
LOCPLINT->cingconsole->deactivate();
if(--active)
{
tlog1 << "Error: advmapint still active...\n";
deactivate();
}
}
void CAdvMapInt::showAll(SDL_Surface *to)
{
blitAt(bg,0,0,to);
kingOverview.show(to);
underground.show(to);
questlog.show(to);
sleepWake.show(to);
moveHero.show(to);
spellbook.show(to);
advOptions.show(to);
sysOptions.show(to);
nextHero.show(to);
endTurn.show(to);
minimap.draw(to);
heroList.draw(to);
townList.draw(to);
updateScreen = true;
show(to);
resdatabar.draw(to);
statusbar.show(to);
infoBar.draw(to);
LOCPLINT->cingconsole->show(to);
}
void CAdvMapInt::show(SDL_Surface *to)
{
++animValHitCount; //for animations
if(animValHitCount == 8)
{
CGI->mh->updateWater();
animValHitCount = 0;
++anim;
updateScreen = true;
}
++heroAnim;
//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
if((animValHitCount % (4/LOCPLINT->mapScrollingSpeed)) == 0
&&
(LOCPLINT->topInt() == this)
|| SDL_GetKeyState(NULL)[SDLK_LCTRL]
|| SDL_GetKeyState(NULL)[SDLK_RCTRL]
)
{
if( (scrollingDir & LEFT) && (position.x>-Woff) )
position.x--;
if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - terrain.tilesw + Woff) )
position.x++;
if( (scrollingDir & UP) && (position.y>-Hoff) )
position.y--;
if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - terrain.tilesh + Hoff) )
position.y++;
if(scrollingDir)
{
updateScreen = true;
updateMinimap=true;
}
}
if(updateScreen)
{
terrain.show(to);
for(int i=0;i<4;i++)
blitAt(gems[i]->ourImages[LOCPLINT->playerID].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
updateScreen=false;
LOCPLINT->cingconsole->show(to);
}
if (updateMinimap)
{
minimap.draw(to);
updateMinimap=false;
}
}
void CAdvMapInt::selectionChanged()
{
const CGTownInstance *to = townList.items[townList.selected];
select(to);
}
void CAdvMapInt::centerOn(int3 on)
{
on.x -= (LOCPLINT->adventureInt->terrain.tilesw/2);
on.y -= (LOCPLINT->adventureInt->terrain.tilesh/2);
on = LOCPLINT->repairScreenPos(on);
LOCPLINT->adventureInt->position.x=on.x;
LOCPLINT->adventureInt->position.y=on.y;
LOCPLINT->adventureInt->position.z=on.z;
LOCPLINT->adventureInt->updateScreen=true;
updateMinimap=true;
}
void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
{
ui8 Dir;
switch(key.keysym.sym)
{
case SDLK_UP:
Dir = UP;
break;
case SDLK_LEFT:
Dir = LEFT;
break;
case SDLK_RIGHT:
Dir = RIGHT;
break;
case SDLK_DOWN:
Dir = DOWN;
break;
case SDLK_SPACE: //space - try to revisit current object with selected hero
{
if(!active)
return;
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(selection);
if(h && key.state == SDL_PRESSED)
{
LOCPLINT->pim->unlock();
LOCPLINT->cb->moveHero(h,h->pos);
LOCPLINT->pim->lock();
}
}
return;
case SDLK_RETURN:
{
if(!active || !selection || key.state != SDL_PRESSED)
return;
if(selection->ID == 34)
LOCPLINT->openHeroWindow(static_cast<const CGHeroInstance*>(selection));
else if(selection->ID == 98)
LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(selection));
return;
}
default:
return;
}
if(key.state == SDL_PRESSED //arrow is pressed
&& (SDL_GetKeyState(NULL)[SDLK_LCTRL]
|| SDL_GetKeyState(NULL)[SDLK_RCTRL])
)
scrollingDir |= Dir;
else
scrollingDir &= ~Dir;
}
void CAdvMapInt::handleRightClick(std::string text, tribool down, CIntObject * client)
{
if (down)
{
//boost::algorithm::erase_all(text,"\"");
CSimpleWindow * temp = CMessage::genWindow(text,LOCPLINT->playerID);
temp->pos.x=screen->w/2-(temp->pos.w/2);
temp->pos.y=screen->h/2-(temp->pos.h/2);
temp->owner = client;
CRClickPopupInt *rcpi = new CRClickPopupInt(temp,true);
LOCPLINT->pushInt(rcpi);
}
}
int3 CAdvMapInt::verifyPos(int3 ver)
{
if (ver.x<0)
ver.x=0;
if (ver.y<0)
ver.y=0;
if (ver.z<0)
ver.z=0;
if (ver.x>=CGI->mh->sizes.x)
ver.x=CGI->mh->sizes.x-1;
if (ver.y>=CGI->mh->sizes.y)
ver.y=CGI->mh->sizes.y-1;
if (ver.z>=CGI->mh->sizes.z)
ver.z=CGI->mh->sizes.z-1;
return ver;
}
void CAdvMapInt::select(const CArmedInstance *sel )
{
LOCPLINT->cb->setSelection(sel);
centerOn(sel->pos);
selection = sel;
terrain.currentPath = NULL;
if(sel->ID==TOWNI_TYPE)
{
int pos = vstd::findPos(townList.items,sel);
townList.selected = pos;
}
else //hero selected
{
const CGHeroInstance *h = static_cast<const CGHeroInstance*>(sel);
if(LOCPLINT->getWHero(heroList.selected) != h)
heroList.selected = heroList.getPosOfHero(h);
if(vstd::contains(paths,h)) //hero has assigned path
{
CPath &path = paths[h];
//update the hero path in case of something has changed on map
if(LOCPLINT->cb->getPath(path.startPos(), path.endPos(), h, path))
terrain.currentPath = &path;
else
paths.erase(h);
}
else
{
terrain.currentPath;
}
}
townList.draw(screen);
heroList.draw(screen);
infoBar.draw(screen);
}