CCastleInterface.cpp 7.6 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. border = area = NULL;
  16. pos.x = str->pos.x;
  17. pos.y = str->pos.y;
  18. pos.w = def->ourImages[0].bitmap->w;
  19. pos.h = def->ourImages[0].bitmap->h;
  20. }
  21. CBuildingRect::~CBuildingRect()
  22. {
  23. delete def;
  24. if(border)
  25. SDL_FreeSurface(border);
  26. if(area)
  27. SDL_FreeSurface(area);
  28. }
  29. void CBuildingRect::activate()
  30. {
  31. MotionInterested::activate();
  32. ClickableL::activate();
  33. ClickableR::activate();
  34. }
  35. void CBuildingRect::deactivate()
  36. {
  37. MotionInterested::deactivate();
  38. ClickableL::deactivate();
  39. ClickableR::deactivate();
  40. }
  41. bool CBuildingRect::operator<(const CBuildingRect & p2) const
  42. {
  43. if(str->pos.z != p2.str->pos.z)
  44. return (str->pos.z) < (p2.str->pos.z);
  45. else
  46. return (str->ID) < (p2.str->ID);
  47. }
  48. void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent)
  49. {
  50. //todo - handle
  51. }
  52. void CBuildingRect::clickLeft (tribool down)
  53. {
  54. //todo - handle
  55. }
  56. void CBuildingRect::clickRight (tribool down)
  57. {
  58. //todo - handle
  59. }
  60. std::string getBgName(int type) //TODO - co z tym zrobiæ?
  61. {
  62. switch (type)
  63. {
  64. case 0:
  65. return "TBCSBACK.bmp";
  66. case 1:
  67. return "TBRMBACK.bmp";
  68. case 2:
  69. return "TBTWBACK.bmp";
  70. case 3:
  71. return "TBINBACK.bmp";
  72. case 4:
  73. return "TBNCBACK.bmp";
  74. case 5:
  75. return "TBDNBACK.bmp";
  76. case 6:
  77. return "TBSTBACK.bmp";
  78. case 7:
  79. return "TBFRBACK.bmp";
  80. case 8:
  81. return "TBELBACK.bmp";
  82. default:
  83. throw new std::exception("std::string getBgName(int type): invalid type");
  84. }
  85. }
  86. class SORTHELP
  87. {
  88. public:
  89. bool operator ()
  90. (const CBuildingRect *a ,
  91. const CBuildingRect *b)
  92. {
  93. return (*a)<(*b);
  94. }
  95. } srthlp ;
  96. CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
  97. {
  98. count=0;
  99. town = Town;
  100. townInt = CGI->bitmaph->loadBitmap("TOWNSCRN.bmp");
  101. cityBg = CGI->bitmaph->loadBitmap(getBgName(town->subID));
  102. hall = CGI->spriteh->giveDef("ITMTL.DEF");
  103. fort = CGI->spriteh->giveDef("ITMCL.DEF");
  104. bigTownPic = CGI->spriteh->giveDef("ITPT.DEF");
  105. flag = CGI->spriteh->giveDef("CREST58.DEF");
  106. CSDL_Ext::blueToPlayersAdv(townInt,LOCPLINT->playerID);
  107. exit = new AdventureMapButton<CCastleInterface>
  108. (CGI->townh->tcommands[8],"",&CCastleInterface::close,744,544,"TSBTNS.DEF",this,Activate);
  109. exit->bitmapOffset = 4;
  110. for (std::set<int>::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++)
  111. {
  112. if(CGI->townh->structures.find(town->subID) != CGI->townh->structures.end())
  113. {
  114. if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end())
  115. {
  116. //CDefHandler *b = CGI->spriteh->giveDef(CGI->townh->structures[town->subID][*i]->defName);
  117. buildings.push_back(new CBuildingRect(CGI->townh->structures[town->subID][*i]));
  118. //boost::tuples::tuple<int,CDefHandler*,Structure*,SDL_Surface*,SDL_Surface*> *t
  119. // = new boost::tuples::tuple<int,CDefHandler*,Structure*,SDL_Surface*,SDL_Surface*>
  120. // (*i,b,CGI->townh->structures[town->subID][*i],NULL,NULL);
  121. ////TODO: obwódki i pola
  122. //buildings.push_back(t);
  123. }
  124. else continue;
  125. }
  126. else
  127. break;
  128. }
  129. std::sort(buildings.begin(),buildings.end(),srthlp);
  130. if(Activate)
  131. {
  132. LOCPLINT->objsToBlit.push_back(this);
  133. activate();
  134. showAll();
  135. }
  136. //blit buildings on bg
  137. //for(int i=0;i<buildings.size();i++)
  138. //{
  139. // blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,cityBg);
  140. //}
  141. }
  142. CCastleInterface::~CCastleInterface()
  143. {
  144. SDL_FreeSurface(townInt);
  145. SDL_FreeSurface(cityBg);
  146. delete exit;
  147. delete hall;
  148. delete fort;
  149. delete bigTownPic;
  150. delete flag;
  151. for(int i=0;i<buildings.size();i++)
  152. {
  153. delete buildings[i];
  154. }
  155. }
  156. void CCastleInterface::close()
  157. {
  158. LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
  159. deactivate();
  160. LOCPLINT->castleInt = NULL;
  161. LOCPLINT->adventureInt->show();
  162. delete this;
  163. }
  164. void CCastleInterface::showAll(SDL_Surface * to)
  165. {
  166. if (!to)
  167. to=ekran;
  168. blitAt(cityBg,0,0,to);
  169. blitAt(townInt,0,374,to);
  170. LOCPLINT->adventureInt->resdatabar.draw();
  171. int pom;
  172. //draw fort icon
  173. if(town->builtBuildings.find(9)!=town->builtBuildings.end())
  174. pom = 2;
  175. else if(town->builtBuildings.find(8)!=town->builtBuildings.end())
  176. pom = 1;
  177. else if(town->builtBuildings.find(7)!=town->builtBuildings.end())
  178. pom = 0;
  179. else pom = 3;
  180. blitAt(fort->ourImages[pom].bitmap,122,413,to);
  181. //draw ((village/town/city) hall)/capitol icon
  182. if(town->builtBuildings.find(13)!=town->builtBuildings.end())
  183. pom = 3;
  184. else if(town->builtBuildings.find(12)!=town->builtBuildings.end())
  185. pom = 2;
  186. else if(town->builtBuildings.find(11)!=town->builtBuildings.end())
  187. pom = 1;
  188. else pom = 0;
  189. blitAt(hall->ourImages[pom].bitmap,80,413,to);
  190. //draw creatures icons and their growths
  191. for(int i=0;i<CREATURES_PER_TOWN;i++)
  192. {
  193. int cid = -1;
  194. if (town->builtBuildings.find(30+i)!=town->builtBuildings.end())
  195. {
  196. cid = (14*town->subID)+(i*2);
  197. if (town->builtBuildings.find(30+CREATURES_PER_TOWN+i)!=town->builtBuildings.end())
  198. {
  199. cid++;
  200. }
  201. }
  202. if (cid>=0)
  203. {
  204. int pomx, pomy;
  205. pomx = 22 + (55*((i>3)?(i-4):i));
  206. pomy = (i>3)?(507):(459);
  207. blitAt(CGI->creh->smallImgs[cid],pomx,pomy,to);
  208. std::ostringstream oss;
  209. oss << '+' << town->creatureIncome[i];
  210. CSDL_Ext::printAtMiddle(oss.str(),pomx+16,pomy+37,GEOR13,zwykly,to);
  211. }
  212. }
  213. //print name and income
  214. CSDL_Ext::printAt(town->name,85,389,GEOR13,zwykly,to);
  215. char temp[10];
  216. itoa(town->income,temp,10);
  217. CSDL_Ext::printAtMiddle(temp,195,442,GEOR13,zwykly,to);
  218. //blit town icon
  219. pom = town->subID*2;
  220. if (!town->hasFort())
  221. pom += F_NUMBER*2;
  222. if(town->builded >= MAX_BUILDING_PER_TURN)
  223. pom++;
  224. blitAt(bigTownPic->ourImages[pom].bitmap,15,387,to);
  225. //flag
  226. blitAt(flag->ourImages[town->getOwner()].bitmap,241,387,to);
  227. //print garrison
  228. for(
  229. std::map<int,std::pair<CCreature*,int> >::const_iterator i=town->garrison.slots.begin();
  230. i!=town->garrison.slots.end();
  231. i++
  232. )
  233. {
  234. blitAt(CGI->creh->bigImgs[i->second.first->idNumber],305+(62*(i->first)),387,to);
  235. itoa(i->second.second,temp,10);
  236. CSDL_Ext::printTo(temp,305+(62*(i->first))+57,387+61,GEOR13,zwykly,to);
  237. }
  238. show();
  239. }
  240. void CCastleInterface::show(SDL_Surface * to)
  241. {
  242. if (!to)
  243. to=ekran;
  244. count++;
  245. if(count==5)
  246. {
  247. count=0;
  248. animval++;
  249. }
  250. //blit buildings
  251. for(int i=0;i<buildings.size();i++)
  252. {
  253. if((animval)%(buildings[i]->def->ourImages.size()))
  254. {
  255. blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
  256. blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
  257. }
  258. else
  259. blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
  260. }
  261. //for(int i=0;i<buildings.size();i++)
  262. //{
  263. // if((animval)%(buildings[i]->def->ourImages.size())==0)
  264. // blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
  265. // else continue;
  266. //}
  267. }
  268. void CCastleInterface::activate()
  269. {
  270. LOCPLINT->curint = this;
  271. //for(int i=0;i<buildings.size();i++)
  272. // buildings[i]->activate();
  273. }
  274. void CCastleInterface::deactivate()
  275. {
  276. exit->deactivate();
  277. }