CCastleInterface.cpp 8.7 KB

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  1. #include "stdafx.h"
  2. #include "CCastleInterface.h"
  3. #include "hch/CObjectHandler.h"
  4. #include "CGameInfo.h"
  5. #include "hch/CLodHandler.h"
  6. #include "SDL_Extensions.h"
  7. #include "CAdvmapInterface.h"
  8. #include "hch/CTownHandler.h"
  9. #include "AdventureMapButton.h"
  10. #include <sstream>
  11. CBuildingRect::CBuildingRect(Structure *Str)
  12. :str(Str)
  13. {
  14. def = CGI->spriteh->giveDef(Str->defName);
  15. if (border = CGI->bitmaph->loadBitmap(str->borderName))
  16. SDL_SetColorKey(border,SDL_SRCCOLORKEY,SDL_MapRGB(border->format,0,255,255));
  17. else
  18. std::cout << "Warning: no border for "<<Str->ID<<std::endl;
  19. if (area = CGI->bitmaph->loadBitmap(str->areaName))
  20. ;//SDL_SetColorKey(area,SDL_SRCCOLORKEY,SDL_MapRGB(area->format,0,255,255));
  21. else
  22. std::cout << "Warning: no area for "<<Str->ID<<std::endl;
  23. pos.x = str->pos.x;
  24. pos.y = str->pos.y;
  25. pos.w = def->ourImages[0].bitmap->w;
  26. pos.h = def->ourImages[0].bitmap->h;
  27. }
  28. CBuildingRect::~CBuildingRect()
  29. {
  30. delete def;
  31. if(border)
  32. SDL_FreeSurface(border);
  33. if(area)
  34. SDL_FreeSurface(area);
  35. }
  36. void CBuildingRect::activate()
  37. {
  38. Hoverable::activate();
  39. ClickableL::activate();
  40. ClickableR::activate();
  41. }
  42. void CBuildingRect::deactivate()
  43. {
  44. Hoverable::deactivate();
  45. ClickableL::deactivate();
  46. ClickableR::deactivate();
  47. }
  48. bool CBuildingRect::operator<(const CBuildingRect & p2) const
  49. {
  50. if(str->pos.z != p2.str->pos.z)
  51. return (str->pos.z) < (p2.str->pos.z);
  52. else
  53. return (str->ID) < (p2.str->ID);
  54. }
  55. void CBuildingRect::hover(bool on)
  56. {
  57. Hoverable::hover(on);
  58. if(on)
  59. {
  60. MotionInterested::activate();
  61. }
  62. else
  63. {
  64. MotionInterested::deactivate();
  65. if(LOCPLINT->castleInt->hBuild == this)
  66. LOCPLINT->castleInt->hBuild = NULL;
  67. }
  68. }
  69. void CBuildingRect::clickLeft (tribool down)
  70. {
  71. //todo - handle
  72. }
  73. void CBuildingRect::clickRight (tribool down)
  74. {
  75. //todo - handle
  76. }
  77. void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent)
  78. {
  79. if(area)
  80. {
  81. if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //najechany piksel jest poza polem
  82. {
  83. if(LOCPLINT->castleInt->hBuild == this)
  84. LOCPLINT->castleInt->hBuild = NULL;
  85. }
  86. else //w polu
  87. {
  88. if(LOCPLINT->castleInt->hBuild) //jakis budynek jest zaznaczony
  89. {
  90. if((*LOCPLINT->castleInt->hBuild)<(*this)) //ustawiamy sie, jesli jestesmy na wierzchu
  91. {
  92. LOCPLINT->castleInt->hBuild = this;
  93. }
  94. }
  95. else //nie ma budynku, wiec damy nasz
  96. {
  97. LOCPLINT->castleInt->hBuild = this;
  98. }
  99. }
  100. }
  101. //if(border)
  102. // blitAt(border,pos.x,pos.y);
  103. }
  104. std::string getBgName(int type) //TODO - co z tym zrobiæ?
  105. {
  106. switch (type)
  107. {
  108. case 0:
  109. return "TBCSBACK.bmp";
  110. case 1:
  111. return "TBRMBACK.bmp";
  112. case 2:
  113. return "TBTWBACK.bmp";
  114. case 3:
  115. return "TBINBACK.bmp";
  116. case 4:
  117. return "TBNCBACK.bmp";
  118. case 5:
  119. return "TBDNBACK.bmp";
  120. case 6:
  121. return "TBSTBACK.bmp";
  122. case 7:
  123. return "TBFRBACK.bmp";
  124. case 8:
  125. return "TBELBACK.bmp";
  126. default:
  127. throw new std::exception("std::string getBgName(int type): invalid type");
  128. }
  129. }
  130. class SORTHELP
  131. {
  132. public:
  133. bool operator ()
  134. (const CBuildingRect *a ,
  135. const CBuildingRect *b)
  136. {
  137. return (*a)<(*b);
  138. }
  139. } srthlp ;
  140. CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
  141. {
  142. hBuild = NULL;
  143. count=0;
  144. town = Town;
  145. townInt = CGI->bitmaph->loadBitmap("TOWNSCRN.bmp");
  146. cityBg = CGI->bitmaph->loadBitmap(getBgName(town->subID));
  147. hall = CGI->spriteh->giveDef("ITMTL.DEF");
  148. fort = CGI->spriteh->giveDef("ITMCL.DEF");
  149. bigTownPic = CGI->spriteh->giveDef("ITPT.DEF");
  150. flag = CGI->spriteh->giveDef("CREST58.DEF");
  151. CSDL_Ext::blueToPlayersAdv(townInt,LOCPLINT->playerID);
  152. exit = new AdventureMapButton<CCastleInterface>
  153. (CGI->townh->tcommands[8],"",&CCastleInterface::close,744,544,"TSBTNS.DEF",this,Activate);
  154. exit->bitmapOffset = 4;
  155. for (std::set<int>::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++)
  156. {
  157. if(CGI->townh->structures.find(town->subID) != CGI->townh->structures.end())
  158. {
  159. if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end())
  160. {
  161. buildings.push_back(new CBuildingRect(CGI->townh->structures[town->subID][*i]));
  162. }
  163. else continue;
  164. }
  165. else
  166. break;
  167. }
  168. std::sort(buildings.begin(),buildings.end(),srthlp);
  169. if(Activate)
  170. {
  171. LOCPLINT->objsToBlit.push_back(this);
  172. activate();
  173. showAll();
  174. }
  175. //blit buildings on bg
  176. //for(int i=0;i<buildings.size();i++)
  177. //{
  178. // blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,cityBg);
  179. //}
  180. }
  181. CCastleInterface::~CCastleInterface()
  182. {
  183. SDL_FreeSurface(townInt);
  184. SDL_FreeSurface(cityBg);
  185. delete exit;
  186. delete hall;
  187. delete fort;
  188. delete bigTownPic;
  189. delete flag;
  190. for(int i=0;i<buildings.size();i++)
  191. {
  192. delete buildings[i];
  193. }
  194. }
  195. void CCastleInterface::close()
  196. {
  197. LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
  198. deactivate();
  199. LOCPLINT->castleInt = NULL;
  200. LOCPLINT->adventureInt->show();
  201. delete this;
  202. }
  203. void CCastleInterface::showAll(SDL_Surface * to)
  204. {
  205. if (!to)
  206. to=ekran;
  207. blitAt(cityBg,0,0,to);
  208. blitAt(townInt,0,374,to);
  209. LOCPLINT->adventureInt->resdatabar.draw();
  210. int pom;
  211. //draw fort icon
  212. if(town->builtBuildings.find(9)!=town->builtBuildings.end())
  213. pom = 2;
  214. else if(town->builtBuildings.find(8)!=town->builtBuildings.end())
  215. pom = 1;
  216. else if(town->builtBuildings.find(7)!=town->builtBuildings.end())
  217. pom = 0;
  218. else pom = 3;
  219. blitAt(fort->ourImages[pom].bitmap,122,413,to);
  220. //draw ((village/town/city) hall)/capitol icon
  221. if(town->builtBuildings.find(13)!=town->builtBuildings.end())
  222. pom = 3;
  223. else if(town->builtBuildings.find(12)!=town->builtBuildings.end())
  224. pom = 2;
  225. else if(town->builtBuildings.find(11)!=town->builtBuildings.end())
  226. pom = 1;
  227. else pom = 0;
  228. blitAt(hall->ourImages[pom].bitmap,80,413,to);
  229. //draw creatures icons and their growths
  230. for(int i=0;i<CREATURES_PER_TOWN;i++)
  231. {
  232. int cid = -1;
  233. if (town->builtBuildings.find(30+i)!=town->builtBuildings.end())
  234. {
  235. cid = (14*town->subID)+(i*2);
  236. if (town->builtBuildings.find(30+CREATURES_PER_TOWN+i)!=town->builtBuildings.end())
  237. {
  238. cid++;
  239. }
  240. }
  241. if (cid>=0)
  242. {
  243. int pomx, pomy;
  244. pomx = 22 + (55*((i>3)?(i-4):i));
  245. pomy = (i>3)?(507):(459);
  246. blitAt(CGI->creh->smallImgs[cid],pomx,pomy,to);
  247. std::ostringstream oss;
  248. oss << '+' << town->creatureIncome[i];
  249. CSDL_Ext::printAtMiddle(oss.str(),pomx+16,pomy+37,GEOR13,zwykly,to);
  250. }
  251. }
  252. //print name and income
  253. CSDL_Ext::printAt(town->name,85,389,GEOR13,zwykly,to);
  254. char temp[10];
  255. itoa(town->income,temp,10);
  256. CSDL_Ext::printAtMiddle(temp,195,442,GEOR13,zwykly,to);
  257. //blit town icon
  258. pom = town->subID*2;
  259. if (!town->hasFort())
  260. pom += F_NUMBER*2;
  261. if(town->builded >= MAX_BUILDING_PER_TURN)
  262. pom++;
  263. blitAt(bigTownPic->ourImages[pom].bitmap,15,387,to);
  264. //flag
  265. blitAt(flag->ourImages[town->getOwner()].bitmap,241,387,to);
  266. //print garrison
  267. for(
  268. std::map<int,std::pair<CCreature*,int> >::const_iterator i=town->garrison.slots.begin();
  269. i!=town->garrison.slots.end();
  270. i++
  271. )
  272. {
  273. blitAt(CGI->creh->bigImgs[i->second.first->idNumber],305+(62*(i->first)),387,to);
  274. itoa(i->second.second,temp,10);
  275. CSDL_Ext::printTo(temp,305+(62*(i->first))+57,387+61,GEOR13,zwykly,to);
  276. }
  277. show();
  278. }
  279. void CCastleInterface::show(SDL_Surface * to)
  280. {
  281. if (!to)
  282. to=ekran;
  283. count++;
  284. if(count==5)
  285. {
  286. count=0;
  287. animval++;
  288. }
  289. blitAt(cityBg,0,0,to);
  290. //blit buildings
  291. for(int i=0;i<buildings.size();i++)
  292. {
  293. if((animval)%(buildings[i]->def->ourImages.size()))
  294. {
  295. blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
  296. blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
  297. }
  298. else
  299. blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
  300. //if(buildings[i]->hovered && buildings[i]->border)
  301. // blitAt(buildings[i]->border,buildings[i]->pos.x,buildings[i]->pos.y);
  302. if(hBuild==buildings[i] && hBuild->border)
  303. blitAt(hBuild->border,hBuild->pos,to);
  304. }
  305. //for(int i=0;i<buildings.size();i++)
  306. //{
  307. // if((animval)%(buildings[i]->def->ourImages.size())==0)
  308. // blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
  309. // else continue;
  310. //}
  311. }
  312. void CCastleInterface::activate()
  313. {
  314. LOCPLINT->curint = this;
  315. for(int i=0;i<buildings.size();i++)
  316. buildings[i]->activate();
  317. }
  318. void CCastleInterface::deactivate()
  319. {
  320. exit->deactivate();
  321. for(int i=0;i<buildings.size();i++)
  322. buildings[i]->deactivate();
  323. }