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https://github.com/vcmi/vcmi.git
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536 lines
15 KiB
C++
536 lines
15 KiB
C++
#include "CKingdomInterface.h"
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#include "AdventureMapButton.h"
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#include "CAdvmapInterface.h"
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#include "../CCallback.h"
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#include "CGameInfo.h"
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#include "CHeroWindow.h"
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#include "CMessage.h"
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#include "SDL_Extensions.h"
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#include "Graphics.h"
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#include "../hch/CArtHandler.h"
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#include "../hch/CDefHandler.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../hch/CTownHandler.h"
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#include "../lib/map.h"
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#include <boost/assign/std/vector.hpp>
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#include <sstream>
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using namespace boost::assign;
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using namespace CSDL_Ext;
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/*
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* CKingdomInterface.cpp, 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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int PicCount = 4;
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CDefEssential* CKingdomInterface::slots;
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CDefEssential* CKingdomInterface::fort;
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CDefEssential* CKingdomInterface::hall;
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CKingdomInterface::CKingdomInterface()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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defActions = SHARE_POS;
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pos.x = screen->w/2 - 400;
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pos.y = screen->h/2 - 300;
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size = 4;//we have 4 visible items in the list, would be nice to move this value to configs later
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heroPos = townPos = 0;
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state = 2;
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showHarrisoned = false;
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bg = BitmapHandler::loadBitmap("OVCAST.bmp");
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graphics->blueToPlayersAdv(bg, LOCPLINT->playerID);
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mines = CDefHandler::giveDefEss("OVMINES.DEF");
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slots = CDefHandler::giveDefEss("OVSLOT.DEF");
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title = CDefHandler::giveDefEss("OVTITLE.DEF");
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hall = CDefHandler::giveDefEss("ITMTL.DEF");
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fort = CDefHandler::giveDefEss("ITMCL.DEF");
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toHeroes = new AdventureMapButton (CGI->generaltexth->overview[11],"",
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boost::bind(&CKingdomInterface::listToHeroes,this),748,492,"OVBUTN1.DEF");
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toHeroes->block(2);
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toTowns = new AdventureMapButton (CGI->generaltexth->overview[12],"",
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boost::bind(&CKingdomInterface::listToTowns,this),748,528,"OVBUTN6.DEF");
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toTowns->block(0);
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exit = new AdventureMapButton (CGI->generaltexth->allTexts[600],"",
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boost::bind(&CKingdomInterface::close,this),748,563,"OVBUTN1.DEF");
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exit->bitmapOffset = 3;
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statusbar = new CStatusBar(pos.x+7,pos.y+555,"TSTATBAR.bmp",732);
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resdatabar = new CResDataBar("KRESBAR.bmp",pos.x+3,pos.y+575,32,2,76,76);
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for (int i=0; i<RESOURCE_QUANTITY; i++)
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incomes.push_back(new CResIncomePic(i,mines));
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heroes.resize(size);
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for(size_t i=0;i<size;i++)//preparing lists for input
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heroes[i] = NULL;
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towns.resize(size);
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for(size_t i=0;i<size;i++)
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towns[i] = NULL;
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slider = new CSlider(4, 4, 483, boost::bind (&CKingdomInterface::sliderMoved, this, _1),
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size, LOCPLINT->cb->howManyHeroes(showHarrisoned), 0, false, 0);
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}
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CKingdomInterface::~CKingdomInterface()
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{
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SDL_FreeSurface(bg);
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delete statusbar;
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delete resdatabar;
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delete exit;
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delete toTowns;
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delete toHeroes;
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delete slider;
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delete title;
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delete slots;
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delete fort;
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delete hall;
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delete mines;
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/* for(size_t i=0;i<size;i++)
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delete heroes[i];
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heroes.clear();
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for(size_t i=0;i<size;i++)
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delete towns[i];
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towns.clear();*/
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for(size_t i=0;i<incomes.size();i++)
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delete incomes[i];
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incomes.clear();
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}
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void CKingdomInterface::close()
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{
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GH.popIntTotally(this);
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}
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void CKingdomInterface::showAll( SDL_Surface * to/*=NULL*/)
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{
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LOCPLINT->adventureInt->resdatabar.draw(to);
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blitAt(bg,pos,to);
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resdatabar->draw(to);
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toTowns->show(to);
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toHeroes->show(to);
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exit->show(to);
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if (state == 1)
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{//printing text "Town", "Harrisoned hero", "Visiting hero"
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CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[3],pos.x+145,pos.y+12,TNRB16,zwykly,to);
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CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[4],pos.x+370,pos.y+12,TNRB16,zwykly,to);
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CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[5],pos.x+600,pos.y+12,TNRB16,zwykly,to);
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for (size_t i=0; i<size; i++)
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towns[i]->show(to);//show town list
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}
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else
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{//text "Hero/stats" and "Skills"
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CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[0],pos.x+150,pos.y+12,TNRB16,zwykly,to);
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CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[1],pos.x+500,pos.y+12,TNRB16,zwykly,to);
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for (size_t i=0; i<size; i++)
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heroes[i]->show(to);//show hero list
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}
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for(size_t i=0;i<incomes.size();i++)
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incomes[i]->show(to);//printing resource incomes
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if(screen->w != 800 || screen->h !=600)
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CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
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show(to);
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}
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void CKingdomInterface::show(SDL_Surface * to)
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{
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statusbar->show(to);
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}
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void CKingdomInterface::activate()
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{
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LOCPLINT->statusbar = statusbar;
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exit->activate();
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toTowns->activate();
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toHeroes->activate();
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if (state == 1)
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for (int i=0; i<size; i++)
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towns[i]->activate();
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else
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for (int i=0; i<size; i++)
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heroes[i]->activate();
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slider->activate();
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}
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void CKingdomInterface::deactivate()
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{
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exit->deactivate();
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toTowns->deactivate();
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toHeroes->deactivate();
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if (state == 1)
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for (int i=0; i<size; i++)
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towns[i]->deactivate();
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else
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for (int i=0; i<size; i++)
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heroes[i]->deactivate();
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slider->deactivate();
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}
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void CKingdomInterface::keyPressed(const SDL_KeyboardEvent & key)
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{
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}
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void CKingdomInterface::recreateHeroList(int pos)
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{
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for (int j=0; j<size; j++)
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delete heroes[j];//removing old list
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std::vector<const CGHeroInstance*> Heroes = LOCPLINT->cb->getHeroesInfo(true);
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int i=0, cnt=0;
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for (int j = 0; ((j<Heroes.size()) && (i<size));j++)
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{
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if (Heroes[j]->inTownGarrison && (!showHarrisoned))//if hero in garrison and we don't show them
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{
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continue;
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}
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if (cnt<pos)//skipping heroes
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{
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cnt++;
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continue;
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}//this hero will be added
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heroes[i] = new CHeroItem(i, Heroes[j]);
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i++;
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}
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for (i;i<size;i++)//if we still have empty pieces
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heroes[i] = new CHeroItem(i, NULL);//empty pic
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GH.totalRedraw();
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}
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void CKingdomInterface::recreateTownList(int pos)
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{
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std::vector<const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(true);
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for(int i=0;i<size;i++)
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{
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delete towns[i];//remove old
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if (i+pos<Towns.size())
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towns[i] = new CTownItem(i, Towns[i+pos]);//and add new
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else
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towns[i] = new CTownItem(i, NULL);//empty pic
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}
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GH.totalRedraw();
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}
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void CKingdomInterface::listToTowns()
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{
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state = 1;
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toHeroes->block(0);
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toTowns->block(2);
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heroPos = slider->value;
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slider->setAmount(LOCPLINT->cb->howManyTowns());
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slider->value=townPos;//moving slider
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recreateTownList(townPos);
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for (size_t i=0;i<size;i++)//TODO:is this loop needed?
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{
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towns[i]->deactivate();
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heroes[i]->activate();
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}
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}
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void CKingdomInterface::listToHeroes()
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{
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state = 2;
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toHeroes->block(2);
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toTowns->block(0);
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townPos = slider->value;
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slider->setAmount(LOCPLINT->cb->howManyHeroes(showHarrisoned));
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slider->value=heroPos;//moving slider
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recreateHeroList(heroPos);
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for (size_t i=0;i<size;i++)//TODO:is this loop needed?
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{
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towns[i]->deactivate();
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heroes[i]->activate();
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}
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}
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void CKingdomInterface::sliderMoved(int newpos)
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{
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if ( state == 1 )//towns
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{
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townPos = newpos;
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recreateTownList(newpos);
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}
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else//heroes
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{
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heroPos = newpos;
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recreateHeroList(newpos);
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}
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}
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CKingdomInterface::CResIncomePic::CResIncomePic(int RID, CDefEssential * Mines)
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{
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resID = RID;
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pos.x += 20 + RID*80;
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pos.y += 495;
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pos.h = 54;
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pos.w = (resID!=7)?68:136;//gold pile is bigger
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mines = Mines;
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value = 0;
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int resource = resID==7?6:resID;
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for(size_t i = 0; i<CGI->state->map->objects.size(); i++)
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{
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CGObjectInstance* obj = CGI->state->map->objects[i];
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if (obj)
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if (obj->ID == 53 && obj->subID == resource && //this is mine, produce required resource
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CGI->state->currentPlayer == obj->tempOwner )//mine is ours
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value++;
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}
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if (resID == 7)//we need to calculate income of whole kingdom
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{
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value *=1000;// mines = 1000 gold
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std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
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for(size_t i=0; i<heroes.size();i++)
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switch(heroes[i]->getSecSkillLevel(13))//some heroes may have estates
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{
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case 1: //basic
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value += 125;
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break;
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case 2: //advanced
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value += 250;
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break;
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case 3: //expert
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value += 500;
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break;
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}
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std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
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for(size_t i=0; i<towns.size();i++)
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value += towns[i]->dailyIncome();
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}
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}
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CKingdomInterface::CResIncomePic::~CResIncomePic()
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{
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}
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void CKingdomInterface::CResIncomePic::hover(bool on)
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{
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}
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void CKingdomInterface::CResIncomePic::show(SDL_Surface * to)
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{
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if (resID < 7)//this is not income
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blitAt(mines->ourImages[resID].bitmap,pos.x,pos.y,to);
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std::ostringstream oss;
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oss << value;
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+pos.w/2,pos.y+50,GEOR13,zwykly,to);
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}
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CKingdomInterface::CTownItem::CTownItem(int num, const CGTownInstance * Town)
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{
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// defActions = ACTIVATE | DEACTIVATE | SHOWALL | DISPOSE;
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numb = num;
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pos.x = screen->w/2 - 400 + 23;
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pos.y = screen->h/2 - 300 + 26+num*116;
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pos.w = 702;
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pos.h = 114;
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town = Town;
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}
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CKingdomInterface::CTownItem::~CTownItem()
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{
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}
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void CKingdomInterface::CTownItem::activate()
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{
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}
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void CKingdomInterface::CTownItem::deactivate()
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{
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}
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void CKingdomInterface::CTownItem::show(SDL_Surface * to)
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{
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if (!town)
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{//if NULL - print background & exit
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blitAt(slots->ourImages[numb % PicCount].bitmap,pos.x,pos.y,to);
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return;
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}//background
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blitAt(slots->ourImages[6].bitmap,pos.x,pos.y,to);
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//town pic/name
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int townPic = town->subID*2;
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if (!town->hasFort())
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townPic += F_NUMBER*2;
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if(town->builded >= MAX_BUILDING_PER_TURN)
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townPic++;
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blitAt(graphics->bigTownPic->ourImages[townPic].bitmap,pos.x+5,pos.y+6,to);
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CSDL_Ext::printAt(town->name,pos.x+73,pos.y+7,GEOR13,zwykly,to);
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//fort pic
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townPic = town->fortLevel()-1;
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if (townPic==-1) townPic = 3;
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blitAt(fort->ourImages[townPic].bitmap,pos.x+111,pos.y+31,to);
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//hall pic
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townPic = town->hallLevel();
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blitAt(hall->ourImages[townPic].bitmap,pos.x+69,pos.y+31,to);
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//income pic
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std::ostringstream oss;
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oss << town->dailyIncome();
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+188,pos.y+60,GEOR13,zwykly,to);
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// Creature bonuses/ Creature available texts - need to find text wrapper thingy
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// CSDL_Ext::printAtWR(CGI->generaltexth->allTexts[265],pos.x,pos.y+80,GEOR13,zwykly,to);
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// CSDL_Ext::printTo(CGI->generaltexth->allTexts[266],pos.x+350,pos.y+80,GEOR13,zwykly,to);
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for (int i=0; i<CREATURES_PER_TOWN;i++)
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{//creatures info
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int crid = -1;
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int bid = 30+i;
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if (!vstd::contains(town->builtBuildings,bid))
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continue;
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if (vstd::contains(town->builtBuildings,bid+CREATURES_PER_TOWN))
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{
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crid = town->town->upgradedCreatures[i];
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bid += CREATURES_PER_TOWN;
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}
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else
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crid = town->town->basicCreatures[i];
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//creature growth
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blitAt(graphics->smallImgs[crid],pos.x+56+i*37,pos.y+78,to);
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std::ostringstream oss;
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oss << '+' << town->creatureGrowth(i);
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CSDL_Ext::printTo(oss.str(),pos.x+87+i*37,pos.y+110,GEORM,zwykly,to);
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//creature available
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blitAt(graphics->smallImgs[crid],pos.x+409+i*37,pos.y+78,to);
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std::ostringstream ostrs;
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ostrs << town->creatures[i].first;
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CSDL_Ext::printTo(ostrs.str(),pos.x+440+i*37,pos.y+110,GEORM,zwykly,to);
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}
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const CGHeroInstance * hero = town->garrisonHero;
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int posX = 244;
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for (int i=0;i<2;i++)
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{//heroes info
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if (hero)
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{
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int iter = 0;//portrait
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blitAt(graphics->portraitLarge[hero->portrait],pos.x+posX,pos.y+6,to);
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for(std::map<si32,std::pair<ui32,si32> >::const_iterator
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j=hero->army.slots.begin(); j!=hero->army.slots.end(); j++)
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{//army
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int X = (iter<4)?(pos.x+posX+70+36*iter):(pos.x+posX+88+36*(iter-4));
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int Y = (iter<4)?(pos.y+3):(pos.y+40);
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iter++;
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blitAt(graphics->smallImgs[j->second.first],X,Y,to);
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std::ostringstream creanum;
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creanum << (j->second.second);
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CSDL_Ext::printTo(creanum.str(),X+30,Y+32,GEORM,zwykly,to);
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}
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}
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hero = town->visitingHero;
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posX = 476;
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}
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}
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CKingdomInterface::CHeroItem::CHeroItem(int num, const CGHeroInstance * Hero)
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{
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numb = num;
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pos.x = screen->w/2 - 400 + 23;
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pos.y = screen->h/2 - 300 + 26+num*116;
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pos.w = 702;
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pos.h = 114;
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hero = Hero;
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artGroup = 0;
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}
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CKingdomInterface::CHeroItem::~CHeroItem()
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{
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}
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void CKingdomInterface::CHeroItem::show(SDL_Surface * to)
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{
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if (!hero)
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{//if we have no hero for this slot - print background & exit
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blitAt(slots->ourImages[numb % PicCount].bitmap,pos.x,pos.y,to);
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return;
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}//print background, different for arts view/backpack mode
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blitAt(slots->ourImages[(artGroup=2)?4:5].bitmap,pos.x,pos.y,to);
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//text "Artifacts"
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CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[2],pos.x+320,pos.y+55,GEOR13,zwykly,to);
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int X = pos.x+6;//portrait
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blitAt(graphics->portraitLarge[hero->portrait],pos.x+5,pos.y+6,to);
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for(std::map<si32,std::pair<ui32,si32> >::const_iterator
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j=hero->army.slots.begin(); j!=hero->army.slots.end(); j++)
|
|
{//army
|
|
blitAt(graphics->smallImgs[j->second.first],X,pos.y+78,to);
|
|
std::ostringstream creanum;
|
|
creanum << (j->second.second);
|
|
CSDL_Ext::printTo(creanum.str(),X+30,pos.y+110,GEOR13,zwykly,to);
|
|
X+=36;
|
|
}//hero name
|
|
CSDL_Ext::printAt(hero->name,pos.x+73,pos.y+7,GEOR13,zwykly,to);
|
|
for (int i = 0; i<6; i++)
|
|
{//primary skills, mana and exp. pics
|
|
blitAt(graphics->pskillst->ourImages[i].bitmap,(i<4)?(pos.x+78+36*i):(pos.x+539-52*i),
|
|
(i<4)?(pos.y+26):(pos.y+6),to);
|
|
if (i>3) continue;//primary skills text
|
|
std::ostringstream str;
|
|
str << (hero->primSkills[i]);
|
|
CSDL_Ext::printAtMiddle(str.str(),pos.x+95+36*i,pos.y+65,GEOR13,zwykly,to);
|
|
}
|
|
{//luck and morale pics, experience and mana text
|
|
blitAt(graphics->luck30->ourImages[hero->getCurrentLuck()+3].bitmap,pos.x+222,pos.y+30,to);
|
|
blitAt(graphics->morale30->ourImages[hero->getCurrentMorale()+3].bitmap,pos.x+222,pos.y+54,to);
|
|
std::ostringstream str;
|
|
str << (hero->exp);
|
|
CSDL_Ext::printAtMiddle(str.str(),(pos.x+348),(pos.y+31),GEORM,zwykly,to);
|
|
std::ostringstream strnew;
|
|
strnew << (hero->mana)<<"/"<<(hero->manaLimit());
|
|
CSDL_Ext::printAtMiddle(strnew.str(),(pos.x+298),(pos.y+31),GEORM,zwykly,to);
|
|
}
|
|
//hero speciality
|
|
blitAt(graphics->un32->ourImages[hero->subID].bitmap, pos.x+375, pos.y+6, to);
|
|
|
|
for(int i=0; i<hero->secSkills.size(); i++)
|
|
{//secondary skills
|
|
int skill = hero->secSkills[i].first,
|
|
level = hero->secSkills[i].second;
|
|
blitAt(graphics->abils32->ourImages[skill*3+level+2].bitmap,pos.x+411+i*36,pos.y+6,to);
|
|
}
|
|
|
|
int iter=0;
|
|
switch (artGroup)
|
|
{//arts
|
|
case 1:iter = 9;//misc. arts, spellbook, war machines
|
|
case 0://equipped arts
|
|
for (int i = iter ; i<iter+9;i++)
|
|
{
|
|
int artID = hero->getArtAtPos(i);
|
|
if (artID>=0)
|
|
blitAt(graphics->artDefs->ourImages[artID].bitmap,pos.x+268+48*(i%9),pos.y+66,to);
|
|
}
|
|
break;
|
|
case 2://TODO:backpack
|
|
break;
|
|
default: tlog1<<"Unknown artifact group: "<<artGroup<<"\n";
|
|
}
|
|
}
|
|
|
|
void CKingdomInterface::CHeroItem::onArtChange(int newstate)
|
|
{
|
|
artGroup = newstate;
|
|
}
|
|
|
|
void CKingdomInterface::CHeroItem::activate()
|
|
{
|
|
}
|
|
|
|
void CKingdomInterface::CHeroItem::deactivate()
|
|
{
|
|
}
|