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- #include "CKingdomInterface.h"
- #include "AdventureMapButton.h"
- #include "CAdvmapInterface.h"
- #include "../CCallback.h"
- #include "CGameInfo.h"
- #include "CHeroWindow.h"
- #include "CMessage.h"
- #include "SDL_Extensions.h"
- #include "Graphics.h"
- #include "../hch/CArtHandler.h"
- #include "../hch/CDefHandler.h"
- #include "../hch/CGeneralTextHandler.h"
- #include "../hch/CObjectHandler.h"
- #include "../hch/CTownHandler.h"
- #include "../lib/map.h"
- #include "../lib/NetPacks.h"
- #include <boost/assign/std/vector.hpp>
- #include <sstream>
- using namespace boost::assign;
- using namespace CSDL_Ext;
- /*
- * CKingdomInterface.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
- *
- */
- int PicCount = 4;//how many pictures for background present in .def TODO - move to config
- int size = 4;//we have 4 visible items in the list, would be nice to move this value to configs later
- CDefEssential* CKingdomInterface::slots;
- CDefEssential* CKingdomInterface::fort;
- CDefEssential* CKingdomInterface::hall;
- CKingdomInterface::CKingdomInterface()
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- defActions = /*ACTIVATE | DEACTIVATE |*/ SHARE_POS | DISPOSE;//??? why buttons dont receive activate/deactivate???
- pos.x = screen->w/2 - 400;
- pos.y = screen->h/2 - (68+58*size);
- heroPos = townPos = objPos = 0;
- state = 2;
- showHarrisoned = false;
- bg = BitmapHandler::loadBitmap("OVCAST.bmp");
- graphics->blueToPlayersAdv(bg, LOCPLINT->playerID);
- mines = CDefHandler::giveDefEss("OVMINES.DEF");
- slots = CDefHandler::giveDefEss("OVSLOT.DEF");
- title = CDefHandler::giveDefEss("OVTITLE.DEF");
- hall = CDefHandler::giveDefEss("ITMTL.DEF");
- fort = CDefHandler::giveDefEss("ITMCL.DEF");
- objPics = CDefHandler::giveDefEss("FLAGPORT.DEF");
- toHeroes = new AdventureMapButton (CGI->generaltexth->overview[11],"",
- boost::bind(&CKingdomInterface::listToHeroes,this),748,28+size*116,"OVBUTN1.DEF");
- toHeroes->block(2);
- toTowns = new AdventureMapButton (CGI->generaltexth->overview[12],"",
- boost::bind(&CKingdomInterface::listToTowns,this),748,64+size*116,"OVBUTN6.DEF");
- toTowns->block(0);
- exit = new AdventureMapButton (CGI->generaltexth->allTexts[600],"",
- boost::bind(&CKingdomInterface::close,this),748,99+size*116,"OVBUTN1.DEF");
- exit->bitmapOffset = 3;
- statusbar = new CStatusBar(pos.x+7,pos.y+91+size*116,"TSTATBAR.bmp",732);
- resdatabar = new CResDataBar("KRESBAR.bmp",pos.x+3,pos.y+111+size*116,32,2,76,76);
- for (int i=0; i<RESOURCE_QUANTITY; i++)
- incomes.push_back(new CResIncomePic(i,mines));
- heroes.resize(size);
- for(size_t i=0;i<size;i++)//preparing lists for input
- heroes[i] = new CHeroItem(i);
- towns.resize(size);
- for(size_t i=0;i<size;i++)
- towns[i] = new CTownItem(i);
- slider = new CSlider(4, 4, size*116+19, boost::bind (&CKingdomInterface::sliderMoved, this, _1),
- size, LOCPLINT->cb->howManyHeroes(showHarrisoned), 0, false, 0);
- //creating objects list
- ObjTop = new AdventureMapButton ("","", boost::bind(&CKingdomInterface::moveObjectList,this,0),
- 733,4,"OVBUTN4.DEF");
- ObjUp = new AdventureMapButton ("","", boost::bind(&CKingdomInterface::moveObjectList,this,1),
- 733,24,"OVBUTN4.DEF");
- ObjUp->bitmapOffset = 4;
- ObjDown = new AdventureMapButton ("","", boost::bind(&CKingdomInterface::moveObjectList,this,2),
- 733,size*116-18,"OVBUTN4.DEF");
- ObjDown->bitmapOffset = 6;
- ObjBottom = new AdventureMapButton ("","", boost::bind(&CKingdomInterface::moveObjectList,this,3),
- 733,size*116+2,"OVBUTN4.DEF");
- ObjBottom->bitmapOffset = 2;
- std::map<std::pair<int,int>,int> addObjects;//objects to print, except 17th dwelling
- //format: (id,subID),image index
- #define INSERT_MAP addObjects.insert(std::pair<std::pair<int,int>,int>(std::pair<int,int>
- INSERT_MAP (20,1) ,81));//Golem factory
- INSERT_MAP (42,0) ,82));//Lighthouse
- INSERT_MAP (33,0) ,83));//Garrison
- INSERT_MAP (219,0),83));//Garrison
- INSERT_MAP (33,1) ,84));//Anti-magic Garrison
- INSERT_MAP (219,1),84));//Anti-magic Garrison
- INSERT_MAP (53,7) ,85));//Abandoned mine
- INSERT_MAP (20,0) ,86));//Conflux
- INSERT_MAP (87,0) ,87));//Harbor
- #undef INSERT_MAP
- for(size_t i = 0; i<CGI->state->map->objects.size(); i++)
- {
- CGObjectInstance* obj = CGI->state->map->objects[i];
- if (obj)
- {
- std::pair<int,int > curElm = std::pair<int,int >(obj->ID, obj->subID);
- if (obj->tempOwner == CGI->state->currentPlayer)
- {
- if ( obj->ID == 17 )
- {
- objList[obj->subID].first += 1;
- objList[obj->subID].second = & CGI->creh->creatures[CGI->objh->cregens[obj->subID]].namePl;
- }
- else if (addObjects.find(curElm) != addObjects.end())
- {
- objList[addObjects[curElm]].first += 1;
- objList[addObjects[curElm]].second = & obj->hoverName;
- }
- }
- }
- }
- addObjects.clear();
- objSize = (size*116-64)/57; //in object list will fit (height of panel)/(height of one element) items
- ObjList.resize(objSize);
- for(size_t i=0;i<objSize;i++)
- {
- ObjList[i] = new HoverableArea();
- ObjList[i]->pos = genRect(50,50,pos.x+740,pos.y+44+i*57);
- }
- }
- void CKingdomInterface::moveObjectList(int newPos)
- {
- int top = objList.size() > objSize ? 0 : objList.size() - objSize ;
- int bottom = objList.size() > objSize ? objList.size() - objSize : 0 ;
- switch (newPos)//checking what button was pressed
- {
- case 0: objPos = top;
- break;
- case 1: objPos = objPos==top?top:(objPos-1);
- break;
- case 2: objPos = objPos==bottom?bottom:(objPos+1);
- break;
- case 3: objPos = bottom;
- break;
- }
- GH.totalRedraw();
- }
- CKingdomInterface::~CKingdomInterface()
- {
- SDL_FreeSurface(bg);
- delete title;
- delete slots;
- delete fort;
- delete hall;
- delete mines;
- towns.clear();
- heroes.clear();
- incomes.clear();
- ObjList.clear();
- objList.clear();
- }
- void CKingdomInterface::close()
- {
- GH.popIntTotally(this);
- }
- void CKingdomInterface::showAll( SDL_Surface * to/*=NULL*/)
- {
- LOCPLINT->adventureInt->resdatabar.draw(to);
- blitAt(bg,pos,to);
- resdatabar->draw(to);
- toTowns->show(to);
- toHeroes->show(to);
- exit->show(to);
- ObjTop->show(to);
- ObjUp->show(to);
- ObjDown->show(to);
- ObjBottom->show(to);
- for (size_t i=0; i<ObjList.size(); i++)//list may be moved, recreate hover text
- ObjList[i]->hoverText = "";
- int skipCount=0, curPos=objPos<0?(-objPos):0;
- for (std::map<int,std::pair<int, std::string*> >::iterator it=objList.begin(); it!= objList.end(); it++)
- {
- if (skipCount<objPos)
- {
- skipCount++;
- continue;
- }
- blitAt(objPics->ourImages[(*it).first].bitmap,pos.x+740,pos.y+44+curPos*57,to);
- std::ostringstream ostrs;
- ostrs << (*it).second.first;
- CSDL_Ext::printTo(ostrs.str(),pos.x+790,pos.y+94+curPos*57,GEOR13,zwykly,to);
- ObjList[curPos]->hoverText = * (*it).second.second;
- curPos++;
- if (curPos == objSize)
- break;
- }
- if (state == 1)
- {//printing text "Town", "Harrisoned hero", "Visiting hero"
- CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[3],pos.x+145,pos.y+12,TNRB16,zwykly,to);
- CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[4],pos.x+370,pos.y+12,TNRB16,zwykly,to);
- CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[5],pos.x+600,pos.y+12,TNRB16,zwykly,to);
- for (size_t i=0; i<size; i++)
- towns[i]->show(to);//show town list
- }
- else
- {//text "Hero/stats" and "Skills"
- CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[0],pos.x+150,pos.y+12,TNRB16,zwykly,to);
- CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[1],pos.x+500,pos.y+12,TNRB16,zwykly,to);
- for (size_t i=0; i<size; i++)
- heroes[i]->show(to);//show hero list
- }
- for(size_t i=0;i<incomes.size();i++)
- incomes[i]->show(to);//printing resource incomes
- slider->showAll(to);
- if(screen->w != 800 || screen->h !=600)
- CMessage::drawBorder(LOCPLINT->playerID,to,828,136+116*size+29,pos.x-14,pos.y-15);
- show(to);
- }
- void CKingdomInterface::show(SDL_Surface * to)
- {
- statusbar->show(to);
- }
- void CKingdomInterface::activate()
- {
- LOCPLINT->statusbar = statusbar;
- exit->activate();
- toTowns->activate();
- toHeroes->activate();
- ObjTop->activate();
- ObjUp->activate();
- ObjDown->activate();
- ObjBottom->activate();
- for (size_t i=0; i<ObjList.size(); i++)
- ObjList[i]->activate();
- for (size_t i=0; i<incomes.size(); i++)
- incomes[i]->activate();
- if (state == 1)
- for (int i=0; i<size; i++)
- towns[i]->activate();
- else
- for (int i=0; i<size; i++)
- heroes[i]->activate();
- slider->activate();
- }
- void CKingdomInterface::deactivate()
- {
- exit->deactivate();
- toTowns->deactivate();
- toHeroes->deactivate();
- ObjTop->deactivate();
- ObjUp->deactivate();
- ObjDown->deactivate();
- ObjBottom->deactivate();
- for (size_t i=0; i<ObjList.size(); i++)
- ObjList[i]->deactivate();
- for (size_t i=0; i<incomes.size(); i++)
- incomes[i]->deactivate();
- if (state == 1)
- for (int i=0; i<size; i++)
- towns[i]->deactivate();
- else
- for (int i=0; i<size; i++)
- heroes[i]->deactivate();
- slider->deactivate();
- }
- void CKingdomInterface::keyPressed(const SDL_KeyboardEvent & key)
- {
- }
- void CKingdomInterface::recreateHeroList(int pos)
- {
- std::vector<const CGHeroInstance*> Heroes = LOCPLINT->cb->getHeroesInfo(true);
- int i=0, cnt=0;
- for (int j = 0; ((j<Heroes.size()) && (i<size));j++)
- {
- if (Heroes[j]->inTownGarrison && (!showHarrisoned))//if hero in garrison and we don't show them
- {
- continue;
- }
- if (cnt<pos)//skipping heroes
- {
- cnt++;
- continue;
- }//this hero will be added
- heroes[i]->hero = Heroes[j];
- i++;
- }
- for (i;i<size;i++)//if we still have empty pieces
- heroes[i]->hero = NULL;//empty pic
- GH.totalRedraw();
- }
- void CKingdomInterface::recreateTownList(int pos)
- {
- std::vector<const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(true);
- for(int i=0;i<size;i++)
- {
- if (i+pos<Towns.size())
- towns[i]->town = Towns[i+pos];//replace town
- else
- towns[i]->town = NULL;//only empty pic
- }
- GH.totalRedraw();
- }
- void CKingdomInterface::listToTowns()
- {
- state = 1;
- toHeroes->block(0);
- toTowns->block(2);
- heroPos = slider->value;
- slider->setAmount(LOCPLINT->cb->howManyTowns());
- slider->value=townPos;//moving slider
- recreateTownList(townPos);
- for (size_t i=0;i<size;i++)//TODO:is this loop needed?
- {
- towns[i]->deactivate();
- heroes[i]->activate();
- }
- }
- void CKingdomInterface::listToHeroes()
- {
- state = 2;
- toHeroes->block(2);
- toTowns->block(0);
- townPos = slider->value;
- slider->setAmount(LOCPLINT->cb->howManyHeroes(showHarrisoned));
- slider->value=heroPos;//moving slider
- recreateHeroList(heroPos);
- for (size_t i=0;i<size;i++)//TODO:is this loop needed?
- {
- towns[i]->deactivate();
- heroes[i]->activate();
- }
- }
- void CKingdomInterface::sliderMoved(int newpos)
- {
- if ( state == 1 )//towns
- {
- townPos = newpos;
- recreateTownList(newpos);
- }
- else//heroes
- {
- heroPos = newpos;
- recreateHeroList(newpos);
- }
- }
- CKingdomInterface::CResIncomePic::CResIncomePic(int RID, CDefEssential * Mines)
- {
- used = HOVER;
- recActions = DISPOSE | SHARE_POS;
- resID = RID;
- pos.x += 20 + RID*80;
- pos.y += 31+size*116;
- pos.h = 54;
- pos.w = (resID!=7)?68:136;//gold pile is bigger
- mines = Mines;
- if ( resID != 7)
- {
- MetaString ms;
- ms << std::pair<ui8,ui32>(9,resID);
- ms.toString(hoverText);
- }
- else
- hoverText = CGI->generaltexth->allTexts[255];
- tlog1<<hoverText<<"\n";
- value = 0;
- int resource = resID==7?6:resID;
- for(size_t i = 0; i<CGI->state->map->objects.size(); i++)
- {
- CGObjectInstance* obj = CGI->state->map->objects[i];
- if (obj)
- if (obj->ID == 53 && obj->subID == resource && //this is mine, produce required resource
- CGI->state->currentPlayer == obj->tempOwner )//mine is ours
- value++;
- }
- if (resID == 7)//we need to calculate income of whole kingdom
- {
- value *=1000;// mines = 1000 gold
- std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
- for(size_t i=0; i<heroes.size();i++)
- switch(heroes[i]->getSecSkillLevel(13))//some heroes may have estates
- {
- case 1: //basic
- value += 125;
- break;
- case 2: //advanced
- value += 250;
- break;
- case 3: //expert
- value += 500;
- break;
- }
- std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
- for(size_t i=0; i<towns.size();i++)
- value += towns[i]->dailyIncome();
- }
- }
- CKingdomInterface::CResIncomePic::~CResIncomePic()
- {
- }
- void CKingdomInterface::CResIncomePic::hover(bool on)
- {
- if (on)
- {
- LOCPLINT->statusbar->print(hoverText);
- }
- else
- LOCPLINT->statusbar->clear();
- }
- void CKingdomInterface::CResIncomePic::show(SDL_Surface * to)
- {
- if (resID < 7)//this is not income
- blitAt(mines->ourImages[resID].bitmap,pos.x,pos.y,to);
- std::ostringstream oss;
- oss << value;
- CSDL_Ext::printAtMiddle(oss.str(),pos.x+pos.w/2,pos.y+50,GEOR13,zwykly,to);
- }
- CKingdomInterface::CTownItem::CTownItem(int num)
- {
- recActions = DISPOSE | SHARE_POS;
- numb = num;
- pos.x += 23;
- pos.y += 26+num*116;
- pos.w = 702;
- pos.h = 114;
- town = NULL;
- }
- CKingdomInterface::CTownItem::~CTownItem()
- {
- }
- void CKingdomInterface::CTownItem::activate()
- {
- }
- void CKingdomInterface::CTownItem::deactivate()
- {
- }
- void CKingdomInterface::CTownItem::show(SDL_Surface * to)
- {
- if (!town)
- {//if NULL - print background & exit
- blitAt(slots->ourImages[numb % PicCount].bitmap,pos.x,pos.y,to);
- return;
- }//background
- blitAt(slots->ourImages[PicCount+2].bitmap,pos.x,pos.y,to);
- //town pic/name
- int townPic = town->subID*2;
- if (!town->hasFort())
- townPic += F_NUMBER*2;
- if(town->builded >= MAX_BUILDING_PER_TURN)
- townPic++;
- blitAt(graphics->bigTownPic->ourImages[townPic].bitmap,pos.x+5,pos.y+6,to);
- CSDL_Ext::printAt(town->name,pos.x+73,pos.y+7,GEOR13,zwykly,to);
- //fort pic
- townPic = town->fortLevel()-1;
- if (townPic==-1) townPic = 3;
- blitAt(fort->ourImages[townPic].bitmap,pos.x+111,pos.y+31,to);
- //hall pic
- townPic = town->hallLevel();
- blitAt(hall->ourImages[townPic].bitmap,pos.x+69,pos.y+31,to);
- //income pic
- std::ostringstream oss;
- oss << town->dailyIncome();
- CSDL_Ext::printAtMiddle(oss.str(),pos.x+188,pos.y+60,GEOR13,zwykly,to);
- // Creature bonuses/ Creature available texts - need to find text wrapper thingy
- // CSDL_Ext::printAtWR(CGI->generaltexth->allTexts[265],pos.x,pos.y+80,GEOR13,zwykly,to);
- // CSDL_Ext::printTo(CGI->generaltexth->allTexts[266],pos.x+350,pos.y+80,GEOR13,zwykly,to);
- for (int i=0; i<CREATURES_PER_TOWN;i++)
- {//creatures info
- int crid = -1;
- int bid = 30+i;
- if (!vstd::contains(town->builtBuildings,bid))
- continue;
- if (vstd::contains(town->builtBuildings,bid+CREATURES_PER_TOWN))
- {
- crid = town->town->upgradedCreatures[i];
- bid += CREATURES_PER_TOWN;
- }
- else
- crid = town->town->basicCreatures[i];
- //creature growth
- blitAt(graphics->smallImgs[crid],pos.x+56+i*37,pos.y+78,to);
- std::ostringstream oss;
- oss << '+' << town->creatureGrowth(i);
- CSDL_Ext::printTo(oss.str(),pos.x+87+i*37,pos.y+110,GEORM,zwykly,to);
- //creature available
- blitAt(graphics->smallImgs[crid],pos.x+409+i*37,pos.y+78,to);
- std::ostringstream ostrs;
- ostrs << town->creatures[i].first;
- CSDL_Ext::printTo(ostrs.str(),pos.x+440+i*37,pos.y+110,GEORM,zwykly,to);
- }
- const CGHeroInstance * hero = town->garrisonHero;
- int posX = 244;
- for (int i=0;i<2;i++)
- {//heroes info
- if (hero)
- {
- int iter = 0;//portrait
- blitAt(graphics->portraitLarge[hero->portrait],pos.x+posX,pos.y+6,to);
- for(std::map<si32,std::pair<ui32,si32> >::const_iterator
- j=hero->army.slots.begin(); j!=hero->army.slots.end(); j++)
- {//army
- int X = (iter<4)?(pos.x+posX+70+36*iter):(pos.x+posX+88+36*(iter-4));
- int Y = (iter<4)?(pos.y+3):(pos.y+40);
- iter++;
- blitAt(graphics->smallImgs[j->second.first],X,Y,to);
- std::ostringstream creanum;
- creanum << (j->second.second);
- CSDL_Ext::printTo(creanum.str(),X+30,Y+32,GEORM,zwykly,to);
- }
- }
- hero = town->visitingHero;
- posX = 476;
- }
- }
- CKingdomInterface::CHeroItem::CHeroItem(int num)
- {
- recActions = DISPOSE | SHARE_POS;
- numb = num;
- pos.x += 23;
- pos.y += 26+num*116;
- pos.w = 702;
- pos.h = 114;
- hero = NULL;
- artGroup = 0;
- }
- CKingdomInterface::CHeroItem::~CHeroItem()
- {
- }
- void CKingdomInterface::CHeroItem::show(SDL_Surface * to)
- {
- if (!hero)
- {//if we have no hero for this slot - print background & exit
- blitAt(slots->ourImages[numb % PicCount].bitmap,pos.x,pos.y,to);
- return;
- }//print background, different for arts view/backpack mode
- blitAt(slots->ourImages[(artGroup=2)?PicCount:(PicCount+1)].bitmap,pos.x,pos.y,to);
- //text "Artifacts"
- CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[2],pos.x+320,pos.y+55,GEOR13,zwykly,to);
- int X = pos.x+6;//portrait
- blitAt(graphics->portraitLarge[hero->portrait],pos.x+5,pos.y+6,to);
- for(std::map<si32,std::pair<ui32,si32> >::const_iterator
- 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()
- {
- }
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