CGameInterface.cpp 6.5 KB

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  1. #include "stdafx.h"
  2. #include "CGameInterface.h"
  3. #include "CAdvMapInterface.h"
  4. #include "CMessage.h"
  5. #include "SDL_Extensions.h"
  6. #include "SDL_framerate.h"
  7. using namespace CSDL_Ext;
  8. CButtonBase::CButtonBase()
  9. {
  10. curimg=0;
  11. type=-1;
  12. abs=false;
  13. active=false;
  14. ourObj=NULL;
  15. state=0;
  16. }
  17. void CButtonBase::show()
  18. {
  19. if (abs)
  20. {
  21. blitAt(imgs[curimg][state],pos.x,pos.y);
  22. updateRect(&pos);
  23. }
  24. else
  25. {
  26. blitAt(imgs[curimg][state],pos.x+ourObj->pos.x,pos.y+ourObj->pos.y);
  27. updateRect(&genRect(pos.h,pos.w,pos.x+ourObj->pos.x,pos.y+ourObj->pos.y));
  28. }
  29. }
  30. void ClickableL::activate()
  31. {
  32. LOCPLINT->lclickable.push_back(this);
  33. }
  34. void ClickableL::deactivate()
  35. {
  36. LOCPLINT->lclickable.erase
  37. (std::find(LOCPLINT->lclickable.begin(),LOCPLINT->lclickable.end(),this));
  38. }
  39. void ClickableR::activate()
  40. {
  41. LOCPLINT->rclickable.push_back(this);
  42. }
  43. void ClickableR::deactivate()
  44. {
  45. LOCPLINT->rclickable.erase(std::find(LOCPLINT->rclickable.begin(),LOCPLINT->rclickable.end(),this));
  46. }
  47. void Hoverable::activate()
  48. {
  49. LOCPLINT->hoverable.push_back(this);
  50. }
  51. void Hoverable::deactivate()
  52. {
  53. LOCPLINT->hoverable.erase(std::find(LOCPLINT->hoverable.begin(),LOCPLINT->hoverable.end(),this));
  54. }
  55. void Hoverable::hover(bool on)
  56. {
  57. hovered=on;
  58. }
  59. void KeyInterested::activate()
  60. {
  61. LOCPLINT->keyinterested.push_back(this);
  62. }
  63. void KeyInterested::deactivate()
  64. {
  65. LOCPLINT->
  66. keyinterested.erase(std::find(LOCPLINT->keyinterested.begin(),LOCPLINT->keyinterested.end(),this));
  67. }
  68. CPlayerInterface::CPlayerInterface(int Player, int serial)
  69. {
  70. playerID=Player;
  71. serialID=serial;
  72. CGI->localPlayer = playerID;
  73. human=true;
  74. }
  75. void CPlayerInterface::init()
  76. {
  77. CGI->localPlayer = serialID;
  78. adventureInt = new CAdvMapInt(playerID);
  79. }
  80. void CPlayerInterface::yourTurn()
  81. {
  82. CGI->localPlayer = serialID;
  83. unsigned char & animVal = LOCPLINT->adventureInt->anim; //for animations handling
  84. adventureInt->show();
  85. //show rest of things
  86. //initializing framerate keeper
  87. FPSmanager * mainLoopFramerateKeeper = new FPSmanager;
  88. SDL_initFramerate(mainLoopFramerateKeeper);
  89. SDL_setFramerate(mainLoopFramerateKeeper, 24);
  90. SDL_Event sEvent;
  91. //framerate keeper initialized
  92. for(;;) // main loop
  93. {
  94. LOCPLINT->adventureInt->updateScreen = false;
  95. if(SDL_PollEvent(&sEvent)) //wait for event...
  96. {
  97. handleEvent(&sEvent);
  98. }
  99. ++LOCPLINT->adventureInt->animValHitCount; //for animations
  100. if(LOCPLINT->adventureInt->animValHitCount == 2)
  101. {
  102. LOCPLINT->adventureInt->animValHitCount = 0;
  103. ++animVal;
  104. LOCPLINT->adventureInt->updateScreen = true;
  105. }
  106. if(LOCPLINT->adventureInt->scrollingLeft)
  107. {
  108. if(LOCPLINT->adventureInt->position.x>-Woff)
  109. {
  110. LOCPLINT->adventureInt->position.x--;
  111. LOCPLINT->adventureInt->updateScreen = true;
  112. }
  113. }
  114. if(LOCPLINT->adventureInt->scrollingRight)
  115. {
  116. if(LOCPLINT->adventureInt->position.x<CGI->ac->map.width-19+4)
  117. {
  118. LOCPLINT->adventureInt->position.x++;
  119. LOCPLINT->adventureInt->updateScreen = true;
  120. }
  121. }
  122. if(LOCPLINT->adventureInt->scrollingUp)
  123. {
  124. if(LOCPLINT->adventureInt->position.y>-Hoff)
  125. {
  126. LOCPLINT->adventureInt->position.y--;
  127. LOCPLINT->adventureInt->updateScreen = true;
  128. }
  129. }
  130. if(LOCPLINT->adventureInt->scrollingDown)
  131. {
  132. if(LOCPLINT->adventureInt->position.y<CGI->ac->map.height-18+4)
  133. {
  134. LOCPLINT->adventureInt->position.y++;
  135. LOCPLINT->adventureInt->updateScreen = true;
  136. }
  137. }
  138. if(LOCPLINT->adventureInt->updateScreen)
  139. {
  140. adventureInt->update();
  141. LOCPLINT->adventureInt->updateScreen=false;
  142. }
  143. SDL_Delay(5); //give time for other apps
  144. SDL_framerateDelay(mainLoopFramerateKeeper);
  145. }
  146. }
  147. void CPlayerInterface::handleEvent(SDL_Event *sEvent)
  148. {
  149. if(sEvent->type==SDL_QUIT)
  150. exit(0);
  151. else if (sEvent->type==SDL_KEYDOWN)
  152. {
  153. switch (sEvent->key.keysym.sym)
  154. {
  155. case SDLK_LEFT:
  156. {
  157. LOCPLINT->adventureInt->scrollingLeft = true;
  158. break;
  159. }
  160. case (SDLK_RIGHT):
  161. {
  162. LOCPLINT->adventureInt->scrollingRight = true;
  163. break;
  164. }
  165. case (SDLK_UP):
  166. {
  167. LOCPLINT->adventureInt->scrollingUp = true;
  168. break;
  169. }
  170. case (SDLK_DOWN):
  171. {
  172. LOCPLINT->adventureInt->scrollingDown = true;
  173. break;
  174. }
  175. case (SDLK_q):
  176. {
  177. exit(0);
  178. break;
  179. }
  180. case (SDLK_u):
  181. {
  182. adventureInt->underground.clickLeft(true);
  183. }
  184. }
  185. } //keydown end
  186. else if(sEvent->type==SDL_KEYUP)
  187. {
  188. switch (sEvent->key.keysym.sym)
  189. {
  190. case SDLK_LEFT:
  191. {
  192. LOCPLINT->adventureInt->scrollingLeft = false;
  193. break;
  194. }
  195. case (SDLK_RIGHT):
  196. {
  197. LOCPLINT->adventureInt->scrollingRight = false;
  198. break;
  199. }
  200. case (SDLK_UP):
  201. {
  202. LOCPLINT->adventureInt->scrollingUp = false;
  203. break;
  204. }
  205. case (SDLK_DOWN):
  206. {
  207. LOCPLINT->adventureInt->scrollingDown = false;
  208. break;
  209. }
  210. case (SDLK_u):
  211. {
  212. adventureInt->underground.clickLeft(false);
  213. }
  214. }
  215. }//keyup end
  216. else if(sEvent->type==SDL_MOUSEMOTION)
  217. {
  218. for (int i=0; i<hoverable.size();i++)
  219. {
  220. if (isItIn(&hoverable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  221. {
  222. if (!hoverable[i]->hovered)
  223. hoverable[i]->hover(true);
  224. }
  225. else if (hoverable[i]->hovered)
  226. {
  227. hoverable[i]->hover(false);
  228. }
  229. }
  230. if(sEvent->motion.x<15)
  231. {
  232. LOCPLINT->adventureInt->scrollingLeft = true;
  233. }
  234. else
  235. {
  236. LOCPLINT->adventureInt->scrollingLeft = false;
  237. }
  238. if(sEvent->motion.x>ekran->w-15)
  239. {
  240. LOCPLINT->adventureInt->scrollingRight = true;
  241. }
  242. else
  243. {
  244. LOCPLINT->adventureInt->scrollingRight = false;
  245. }
  246. if(sEvent->motion.y<15)
  247. {
  248. LOCPLINT->adventureInt->scrollingUp = true;
  249. }
  250. else
  251. {
  252. LOCPLINT->adventureInt->scrollingUp = false;
  253. }
  254. if(sEvent->motion.y>ekran->h-15)
  255. {
  256. LOCPLINT->adventureInt->scrollingDown = true;
  257. }
  258. else
  259. {
  260. LOCPLINT->adventureInt->scrollingDown = false;
  261. }
  262. }
  263. else if ((sEvent->type==SDL_MOUSEBUTTONDOWN) && (sEvent->button.button == SDL_BUTTON_LEFT))
  264. {
  265. for(int i=0; i<lclickable.size();i++)
  266. {
  267. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  268. {
  269. lclickable[i]->clickLeft(true);
  270. }
  271. }
  272. }
  273. else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
  274. {
  275. for(int i=0; i<lclickable.size();i++)
  276. {
  277. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  278. {
  279. lclickable[i]->clickLeft(false);
  280. }
  281. else
  282. lclickable[i]->clickLeft(boost::logic::indeterminate);
  283. }
  284. }
  285. } //event end