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- #include "StdInc.h"
- #include "AdventureMapClasses.h"
- #include "../CCallback.h"
- #include "../lib/JsonNode.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/CModHandler.h"
- #include "../lib/CObjectHandler.h"
- #include "../lib/CGameState.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/NetPacks.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/StringConstants.h"
- #include "CAdvmapInterface.h"
- #include "CAnimation.h"
- #include "CGameInfo.h"
- #include "CPlayerInterface.h"
- #include "CMusicHandler.h"
- #include "Graphics.h"
- #include "GUIClasses.h"
- #include "gui/CGuiHandler.h"
- #include "gui/SDL_Pixels.h"
- /*
- * CAdventureMapClasses.h, 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
- *
- */
- CList::CListItem::CListItem(CList * Parent):
- CIntObject(LCLICK | RCLICK | HOVER),
- parent(Parent),
- selection(nullptr)
- {
- }
- CList::CListItem::~CListItem()
- {
- // select() method in this was already destroyed so we can't safely call method in parent
- if (parent->selected == this)
- parent->selected = nullptr;
- }
- void CList::CListItem::clickRight(tribool down, bool previousState)
- {
- if (down == true)
- showTooltip();
- }
- void CList::CListItem::clickLeft(tribool down, bool previousState)
- {
- if (down == true)
- {
- //second click on already selected item
- if (parent->selected == this)
- open();
- else
- {
- //first click - switch selection
- parent->select(this);
- }
- }
- }
- void CList::CListItem::hover(bool on)
- {
- if (on)
- GH.statusbar->setText(getHoverText());
- else
- GH.statusbar->clear();
- }
- void CList::CListItem::onSelect(bool on)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- vstd::clear_pointer(selection);
- if (on)
- selection = genSelection();
- select(on);
- GH.totalRedraw();
- }
- CList::CList(int Size, Point position, std::string btnUp, std::string btnDown, size_t listAmount,
- int helpUp, int helpDown, CListBox::CreateFunc create, CListBox::DestroyFunc destroy):
- CIntObject(0, position),
- size(Size),
- selected(nullptr)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- scrollUp = new CAdventureMapButton(CGI->generaltexth->zelp[helpUp], 0, 0, 0, btnUp);
- list = new CListBox(create, destroy, Point(1,scrollUp->pos.h), Point(0, 32), size, listAmount);
- //assign callback only after list was created
- scrollUp->callback = boost::bind(&CListBox::moveToPrev, list);
- scrollDown = new CAdventureMapButton(CGI->generaltexth->zelp[helpDown], boost::bind(&CListBox::moveToNext, list), 0, scrollUp->pos.h + 32*size, btnDown);
- scrollDown->callback += boost::bind(&CList::update, this);
- scrollUp->callback += boost::bind(&CList::update, this);
- update();
- }
- void CList::update()
- {
- bool onTop = list->getPos() == 0;
- bool onBottom = list->getPos() + size >= list->size();
- scrollUp->block(onTop);
- scrollDown->block(onBottom);
- }
- void CList::select(CListItem *which)
- {
- if (selected == which)
- return;
- if (selected)
- selected->onSelect(false);
- selected = which;
- if (which)
- {
- which->onSelect(true);
- onSelect();
- }
- }
- int CList::getSelectedIndex()
- {
- return list->getIndexOf(selected);
- }
- void CList::selectIndex(int which)
- {
- if (which < 0)
- {
- if (selected)
- select(nullptr);
- }
- else
- {
- list->scrollTo(which);
- update();
- select(dynamic_cast<CListItem*>(list->getItem(which)));
- }
- }
- void CList::selectNext()
- {
- int index = getSelectedIndex();
- if (index < 0)
- selectIndex(0);
- else if (index + 1 < list->size())
- selectIndex(index+1);
- }
- void CList::selectPrev()
- {
- int index = getSelectedIndex();
- if (index <= 0)
- selectIndex(0);
- else
- selectIndex(index-1);
- }
- CHeroList::CEmptyHeroItem::CEmptyHeroItem()
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- auto move = new CAnimImage("IMOBIL", 0, 0, 0, 1);
- auto img = new CPicture("HPSXXX", move->pos.w + 1);
- auto mana = new CAnimImage("IMANA", 0, 0, move->pos.w + img->pos.w + 2, 1 );
- pos.w = mana->pos.w + mana->pos.x - pos.x;
- pos.h = std::max(std::max<ui16>(move->pos.h + 1, mana->pos.h + 1), img->pos.h);
- }
- CHeroList::CHeroItem::CHeroItem(CHeroList *parent, const CGHeroInstance * Hero):
- CListItem(parent),
- hero(Hero)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- movement = new CAnimImage("IMOBIL", 0, 0, 0, 1);
- portrait = new CAnimImage("PortraitsSmall", hero->portrait, 0, movement->pos.w + 1);
- mana = new CAnimImage("IMANA", 0, 0, movement->pos.w + portrait->pos.w + 2, 1 );
- pos.w = mana->pos.w + mana->pos.x - pos.x;
- pos.h = std::max(std::max<ui16>(movement->pos.h + 1, mana->pos.h + 1), portrait->pos.h);
- update();
- }
- void CHeroList::CHeroItem::update()
- {
- movement->setFrame(std::min<size_t>(movement->size()-1, hero->movement / 100));
- mana->setFrame(std::min<size_t>(mana->size()-1, hero->mana / 5));
- redraw();
- }
- CIntObject * CHeroList::CHeroItem::genSelection()
- {
- return new CPicture("HPSYYY", movement->pos.w + 1);
- }
- void CHeroList::CHeroItem::select(bool on)
- {
- if (on && adventureInt->selection != hero)
- adventureInt->select(hero);
- }
- void CHeroList::CHeroItem::open()
- {
- LOCPLINT->openHeroWindow(hero);
- }
- void CHeroList::CHeroItem::showTooltip()
- {
- CRClickPopup::createAndPush(hero, GH.current->motion);
- }
- std::string CHeroList::CHeroItem::getHoverText()
- {
- return boost::str(boost::format(CGI->generaltexth->allTexts[15]) % hero->name % hero->type->heroClass->name);
- }
- CIntObject * CHeroList::createHeroItem(size_t index)
- {
- if (LOCPLINT->wanderingHeroes.size() > index)
- return new CHeroItem(this, LOCPLINT->wanderingHeroes[index]);
- return new CEmptyHeroItem();
- }
- CHeroList::CHeroList(int size, Point position, std::string btnUp, std::string btnDown):
- CList(size, position, btnUp, btnDown, LOCPLINT->wanderingHeroes.size(), 303, 304, boost::bind(&CHeroList::createHeroItem, this, _1))
- {
- }
- void CHeroList::select(const CGHeroInstance * hero)
- {
- selectIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
- }
- void CHeroList::update(const CGHeroInstance * hero)
- {
- //this hero is already present, update its status
- for (auto & elem : list->getItems())
- {
- auto item = dynamic_cast<CHeroItem*>(elem);
- if (item && item->hero == hero && vstd::contains(LOCPLINT->wanderingHeroes, hero))
- {
- item->update();
- return;
- }
- }
- //simplest solution for now: reset list and restore selection
- list->resize(LOCPLINT->wanderingHeroes.size());
- if (adventureInt->selection)
- {
- auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
- if (hero)
- select(hero);
- }
- CList::update();
- }
- CIntObject * CTownList::createTownItem(size_t index)
- {
- if (LOCPLINT->towns.size() > index)
- return new CTownItem(this, LOCPLINT->towns[index]);
- return new CAnimImage("ITPA", 0);
- }
- CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):
- CListItem(parent),
- town(Town)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- picture = new CAnimImage("ITPA", 0);
- pos = picture->pos;
- update();
- }
- CIntObject * CTownList::CTownItem::genSelection()
- {
- return new CAnimImage("ITPA", 1);
- }
- void CTownList::CTownItem::update()
- {
- size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
- picture->setFrame(iconIndex + 2);
- redraw();
- }
- void CTownList::CTownItem::select(bool on)
- {
- if (on && adventureInt->selection != town)
- adventureInt->select(town);
- }
- void CTownList::CTownItem::open()
- {
- LOCPLINT->openTownWindow(town);
- }
- void CTownList::CTownItem::showTooltip()
- {
- CRClickPopup::createAndPush(town, GH.current->motion);
- }
- std::string CTownList::CTownItem::getHoverText()
- {
- return town->hoverName;
- }
- CTownList::CTownList(int size, Point position, std::string btnUp, std::string btnDown):
- CList(size, position, btnUp, btnDown, LOCPLINT->towns.size(), 306, 307, boost::bind(&CTownList::createTownItem, this, _1))
- {
- }
- void CTownList::select(const CGTownInstance * town)
- {
- selectIndex(vstd::find_pos(LOCPLINT->towns, town));
- }
- void CTownList::update(const CGTownInstance *)
- {
- //simplest solution for now: reset list and restore selection
- list->resize(LOCPLINT->towns.size());
- if (adventureInt->selection)
- {
- auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);
- if (town)
- select(town);
- }
- CList::update();
- }
- const SDL_Color & CMinimapInstance::getTileColor(const int3 & pos)
- {
- static const SDL_Color fogOfWar = {0, 0, 0, 255};
- const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
- // if tile is not visible it will be black on minimap
- if(!tile)
- return fogOfWar;
- // if object at tile is owned - it will be colored as its owner
- for(const CGObjectInstance *obj : tile->blockingObjects)
- {
- //heroes will be blitted later
- if (obj->ID == Obj::HERO)
- continue;
- PlayerColor player = obj->getOwner();
- if(player == PlayerColor::NEUTRAL)
- return *graphics->neutralColor;
- else
- if (player < PlayerColor::PLAYER_LIMIT)
- return graphics->playerColors[player.getNum()];
- }
- // else - use terrain color (blocked version or normal)
- if (tile->blocked && (!tile->visitable))
- return parent->colors.find(tile->terType)->second.second;
- else
- return parent->colors.find(tile->terType)->second.first;
- }
- void CMinimapInstance::tileToPixels (const int3 &tile, int &x, int &y, int toX, int toY)
- {
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- double stepX = double(pos.w) / mapSizes.x;
- double stepY = double(pos.h) / mapSizes.y;
- x = toX + stepX * tile.x;
- y = toY + stepY * tile.y;
- }
- void CMinimapInstance::blitTileWithColor(const SDL_Color &color, const int3 &tile, SDL_Surface *to, int toX, int toY)
- {
- //coordinates of rectangle on minimap representing this tile
- // begin - first to blit, end - first NOT to blit
- int xBegin, yBegin, xEnd, yEnd;
- tileToPixels (tile, xBegin, yBegin, toX, toY);
- tileToPixels (int3 (tile.x + 1, tile.y + 1, tile.z), xEnd, yEnd, toX, toY);
- for (int y=yBegin; y<yEnd; y++)
- {
- Uint8 *ptr = (Uint8*)to->pixels + y * to->pitch + xBegin * minimap->format->BytesPerPixel;
- for (int x=xBegin; x<xEnd; x++)
- ColorPutter<4, 1>::PutColor(ptr, color);
- }
- }
- void CMinimapInstance::refreshTile(const int3 &tile)
- {
- blitTileWithColor(getTileColor(int3(tile.x, tile.y, level)), tile, minimap, 0, 0);
- }
- void CMinimapInstance::drawScaled(int level)
- {
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- //size of one map tile on our minimap
- double stepX = double(pos.w) / mapSizes.x;
- double stepY = double(pos.h) / mapSizes.y;
- double currY = 0;
- for (int y=0; y<mapSizes.y; y++, currY += stepY)
- {
- double currX = 0;
- for (int x=0; x<mapSizes.x; x++, currX += stepX)
- {
- const SDL_Color &color = getTileColor(int3(x,y,level));
- //coordinates of rectangle on minimap representing this tile
- // begin - first to blit, end - first NOT to blit
- int xBegin = currX;
- int yBegin = currY;
- int xEnd = currX + stepX;
- int yEnd = currY + stepY;
- for (int y=yBegin; y<yEnd; y++)
- {
- Uint8 *ptr = (Uint8*)minimap->pixels + y * minimap->pitch + xBegin * minimap->format->BytesPerPixel;
- for (int x=xBegin; x<xEnd; x++)
- ColorPutter<4, 1>::PutColor(ptr, color);
- }
- }
- }
- }
- CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):
- parent(Parent),
- minimap(CSDL_Ext::createSurfaceWithBpp<4>(parent->pos.w, parent->pos.h)),
- level(Level)
- {
- pos.w = parent->pos.w;
- pos.h = parent->pos.h;
- drawScaled(level);
- }
- CMinimapInstance::~CMinimapInstance()
- {
- SDL_FreeSurface(minimap);
- }
- void CMinimapInstance::showAll(SDL_Surface *to)
- {
- blitAtLoc(minimap, 0, 0, to);
- //draw heroes
- std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false);
- for(auto & hero : heroes)
- {
- int3 position = hero->getPosition(false);
- if (position.z == level)
- {
- const SDL_Color & color = graphics->playerColors[hero->getOwner().getNum()];
- blitTileWithColor(color, position, to, pos.x, pos.y);
- }
- }
- }
- std::map<int, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors(std::string from)
- {
- std::map<int, std::pair<SDL_Color, SDL_Color> > ret;
- const JsonNode config(ResourceID(from, EResType::TEXT));
- for(auto &m : config.Struct())
- {
- auto index = boost::find(GameConstants::TERRAIN_NAMES, m.first);
- if (index == std::end(GameConstants::TERRAIN_NAMES))
- {
- logGlobal->errorStream() << "Error: unknown terrain in terrains.json: " << m.first;
- continue;
- }
- int terrainID = index - std::begin(GameConstants::TERRAIN_NAMES);
- const JsonVector &unblockedVec = m.second["minimapUnblocked"].Vector();
- SDL_Color normal =
- {
- ui8(unblockedVec[0].Float()),
- ui8(unblockedVec[1].Float()),
- ui8(unblockedVec[2].Float()),
- ui8(255)
- };
- const JsonVector &blockedVec = m.second["minimapBlocked"].Vector();
- SDL_Color blocked =
- {
- ui8(blockedVec[0].Float()),
- ui8(blockedVec[1].Float()),
- ui8(blockedVec[2].Float()),
- ui8(255)
- };
- ret.insert(std::make_pair(terrainID, std::make_pair(normal, blocked)));
- }
- return ret;
- }
- CMinimap::CMinimap(const Rect &position):
- CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
- aiShield(nullptr),
- minimap(nullptr),
- level(0),
- colors(loadColors("config/terrains.json"))
- {
- pos.w = position.w;
- pos.h = position.h;
- }
- int3 CMinimap::translateMousePosition()
- {
- // 0 = top-left corner, 1 = bottom-right corner
- double dx = double(GH.current->motion.x - pos.x) / pos.w;
- double dy = double(GH.current->motion.y - pos.y) / pos.h;
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- int3 tile (mapSizes.x * dx, mapSizes.y * dy, level);
- return tile;
- }
- void CMinimap::moveAdvMapSelection()
- {
- int3 newLocation = translateMousePosition();
- adventureInt->centerOn(newLocation);
- if (!(adventureInt->active & GENERAL))
- GH.totalRedraw(); //redraw this as well as inactive adventure map
- else
- redraw();//redraw only this
- }
- void CMinimap::clickLeft(tribool down, bool previousState)
- {
- if (down)
- moveAdvMapSelection();
- }
- void CMinimap::clickRight(tribool down, bool previousState)
- {
- adventureInt->handleRightClick(CGI->generaltexth->zelp[291].second, down);
- }
- void CMinimap::hover(bool on)
- {
- if (on)
- GH.statusbar->setText(CGI->generaltexth->zelp[291].first);
- else
- GH.statusbar->clear();
- }
- void CMinimap::mouseMoved(const SDL_MouseMotionEvent & sEvent)
- {
- if (pressedL)
- moveAdvMapSelection();
- }
- void CMinimap::showAll(SDL_Surface * to)
- {
- CIntObject::showAll(to);
- if (minimap)
- {
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- //draw radar
- SDL_Rect oldClip;
- SDL_Rect radar =
- {
- si16(adventureInt->position.x * pos.w / mapSizes.x + pos.x),
- si16(adventureInt->position.y * pos.h / mapSizes.y + pos.y),
- ui16(adventureInt->terrain.tilesw * pos.w / mapSizes.x),
- ui16(adventureInt->terrain.tilesh * pos.h / mapSizes.y)
- };
- SDL_GetClipRect(to, &oldClip);
- SDL_SetClipRect(to, &pos);
- CSDL_Ext::drawDashedBorder(to, radar, int3(255,75,125));
- SDL_SetClipRect(to, &oldClip);
- }
- }
- void CMinimap::update()
- {
- if (aiShield) //AI turn is going on. There is no need to update minimap
- return;
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- vstd::clear_pointer(minimap);
- minimap = new CMinimapInstance(this, level);
- redraw();
- }
- void CMinimap::setLevel(int newLevel)
- {
- level = newLevel;
- update();
- }
- void CMinimap::setAIRadar(bool on)
- {
- if (on)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- vstd::clear_pointer(minimap);
- if (!aiShield)
- aiShield = new CPicture("AIShield");
- }
- else
- {
- vstd::clear_pointer(aiShield);
- update();
- }
- // this my happen during AI turn when this interface is inactive
- // force redraw in order to properly update interface
- GH.totalRedraw();
- }
- void CMinimap::hideTile(const int3 &pos)
- {
- if (minimap)
- minimap->refreshTile(pos);
- }
- void CMinimap::showTile(const int3 &pos)
- {
- if (minimap)
- minimap->refreshTile(pos);
- }
- CInfoBar::CVisibleInfo::CVisibleInfo(Point position):
- CIntObject(0, position),
- aiProgress(nullptr)
- {
- }
- void CInfoBar::CVisibleInfo::show(SDL_Surface *to)
- {
- CIntObject::show(to);
- for(auto object : forceRefresh)
- object->showAll(to);
- }
- void CInfoBar::CVisibleInfo::loadHero(const CGHeroInstance * hero)
- {
- assert(children.empty()); // visible info should be re-created to change type
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- new CPicture("ADSTATHR");
- new CHeroTooltip(Point(0,0), hero);
- }
- void CInfoBar::CVisibleInfo::loadTown(const CGTownInstance *town)
- {
- assert(children.empty()); // visible info should be re-created to change type
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- new CPicture("ADSTATCS");
- new CTownTooltip(Point(0,0), town);
- }
- void CInfoBar::CVisibleInfo::playNewDaySound()
- {
- if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week
- CCS->soundh->playSound(soundBase::newDay);
- else
- if (LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month
- CCS->soundh->playSound(soundBase::newWeek);
- else
- if (LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month
- CCS->soundh->playSound(soundBase::newMonth);
- else
- CCS->soundh->playSound(soundBase::newDay);
- }
- std::string CInfoBar::CVisibleInfo::getNewDayName()
- {
- if (LOCPLINT->cb->getDate(Date::DAY) == 1)
- return "NEWDAY";
- if (LOCPLINT->cb->getDate(Date::DAY) != 1)
- return "NEWDAY";
- switch(LOCPLINT->cb->getDate(Date::WEEK))
- {
- case 1: return "NEWWEEK1";
- case 2: return "NEWWEEK2";
- case 3: return "NEWWEEK3";
- case 4: return "NEWWEEK4";
- default: assert(0); return "";
- }
- }
- void CInfoBar::CVisibleInfo::loadDay()
- {
- assert(children.empty()); // visible info should be re-created first to change type
- playNewDaySound();
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- new CShowableAnim(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE);
- std::string labelText;
- if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info
- labelText = CGI->generaltexth->allTexts[63] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK));
- else
- labelText = CGI->generaltexth->allTexts[64] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK));
- forceRefresh.push_back(new CLabel(95, 31, FONT_MEDIUM, CENTER, Colors::WHITE, labelText));
- }
- void CInfoBar::CVisibleInfo::loadEnemyTurn(PlayerColor player)
- {
- assert(children.empty()); // visible info should be re-created to change type
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- new CPicture("ADSTATNX");
- new CAnimImage("CREST58", player.getNum(), 0, 20, 51);
- new CShowableAnim(99, 51, "HOURSAND");
- // FIXME: currently there is no way to get progress from VCAI
- // if this will change at some point switch this ifdef to enable correct code
- #if 0
- //prepare hourglass for updating AI turn
- aiProgress = new CAnimImage("HOURGLAS", 0, 0, 99, 51);
- forceRefresh.push_back(aiProgress);
- #else
- //create hourglass that will be always animated ignoring AI status
- new CShowableAnim(99, 51, "HOURGLAS", CShowableAnim::PLAY_ONCE, 40);
- #endif
- }
- void CInfoBar::CVisibleInfo::loadGameStatus()
- {
- assert(children.empty()); // visible info should be re-created to change type
- //get amount of halls of each level
- std::vector<int> halls(4, 0);
- for(auto town : LOCPLINT->towns)
- halls[town->hallLevel()]++;
- std::vector<PlayerColor> allies, enemies;
- //generate list of allies and enemies
- for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
- {
- if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME)
- {
- if (LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES)
- allies.push_back(PlayerColor(i));
- else
- enemies.push_back(PlayerColor(i));
- }
- }
- //generate component
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- new CPicture("ADSTATIN");
- auto allyLabel = new CLabel(10, 106, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":");
- auto enemyLabel = new CLabel(10, 136, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":");
- int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4;
- for(PlayerColor & player : allies)
- {
- auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 102);
- posx += image->pos.w;
- }
- posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4;
- for(PlayerColor & player : enemies)
- {
- auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 132);
- posx += image->pos.w;
- }
- for (size_t i=0; i<halls.size(); i++)
- {
- new CAnimImage("itmtl", i, 0, 6 + 42 * i , 11);
- if (halls[i])
- new CLabel( 26 + 42 * i, 64, FONT_SMALL, CENTER, Colors::WHITE, boost::lexical_cast<std::string>(halls[i]));
- }
- }
- void CInfoBar::CVisibleInfo::loadComponent(const Component & compToDisplay, std::string message)
- {
- assert(children.empty()); // visible info should be re-created to change type
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- new CPicture("ADSTATOT", 1);
- auto comp = new CComponent(compToDisplay);
- comp->moveTo(Point(pos.x+47, pos.y+50));
- new CTextBox(message, Rect(10, 4, 160, 50), 0, FONT_SMALL, CENTER, Colors::WHITE);
- }
- void CInfoBar::CVisibleInfo::updateEnemyTurn(double progress)
- {
- if (aiProgress)
- aiProgress->setFrame((aiProgress->size() - 1) * progress);
- }
- void CInfoBar::reset(EState newState = EMPTY)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- vstd::clear_pointer(visibleInfo);
- currentObject = nullptr;
- state = newState;
- visibleInfo = new CVisibleInfo(Point(8, 12));
- }
- void CInfoBar::showSelection()
- {
- if (adventureInt->selection)
- {
- auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
- if (hero)
- {
- showHeroSelection(hero);
- return;
- }
- auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);
- if (town)
- {
- showTownSelection(town);
- return;
- }
- }
- showGameStatus();//FIXME: may be incorrect but shouldn't happen in general
- }
- void CInfoBar::tick()
- {
- removeUsedEvents(TIME);
- showSelection();
- }
- void CInfoBar::clickLeft(tribool down, bool previousState)
- {
- if (down)
- {
- if (state == HERO || state == TOWN)
- showGameStatus();
- else if (state == GAME)
- showDate();
- else
- showSelection();
- }
- }
- void CInfoBar::clickRight(tribool down, bool previousState)
- {
- adventureInt->handleRightClick(CGI->generaltexth->allTexts[109], down);
- }
- void CInfoBar::hover(bool on)
- {
- if (on)
- GH.statusbar->setText(CGI->generaltexth->zelp[292].first);
- else
- GH.statusbar->clear();
- }
- CInfoBar::CInfoBar(const Rect &position):
- CIntObject(LCLICK | RCLICK | HOVER, position.topLeft()),
- visibleInfo(nullptr),
- state(EMPTY),
- currentObject(nullptr)
- {
- pos.w = position.w;
- pos.h = position.h;
- //FIXME: enable some mode? Should be done by advMap::select() when game starts but just in case?
- }
- void CInfoBar::showDate()
- {
- reset(DATE);
- visibleInfo->loadDay();
- setTimer(3000);
- redraw();
- }
- void CInfoBar::showComponent(const Component & comp, std::string message)
- {
- reset(COMPONENT);
- visibleInfo->loadComponent(comp, message);
- setTimer(3000);
- redraw();
- }
- void CInfoBar::startEnemyTurn(PlayerColor color)
- {
- reset(AITURN);
- visibleInfo->loadEnemyTurn(color);
- redraw();
- }
- void CInfoBar::updateEnemyTurn(double progress)
- {
- assert(state == AITURN);
- visibleInfo->updateEnemyTurn(progress);
- redraw();
- }
- void CInfoBar::showHeroSelection(const CGHeroInstance * hero)
- {
- if (!hero)
- return;
- reset(HERO);
- currentObject = hero;
- visibleInfo->loadHero(hero);
- redraw();
- }
- void CInfoBar::showTownSelection(const CGTownInstance * town)
- {
- if (!town)
- return;
- reset(TOWN);
- currentObject = town;
- visibleInfo->loadTown(town);
- redraw();
- }
- void CInfoBar::showGameStatus()
- {
- reset(GAME);
- visibleInfo->loadGameStatus();
- setTimer(3000);
- redraw();
- }
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