/*
* Seven Kingdoms: Ancient Adversaries
*
* Copyright 1997,1998 Enlight Software Ltd.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*/
//Filename : OFIRMDRW.CPP
//Description : Firm drawing routines
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
//------- define static vars -------//
struct Point
{
short x;
short y;
};
static Point slot_point_array[] =
{
{ 1, 86 },
{ 8, 84 },
{ 15, 86 },
{ 1, 79 },
{ 8, 77 },
{ 15, 79 },
{ 1, 72 },
{ 8, 70 },
{ 15, 72 },
};
//------- Begin of function Firm::draw -----------//
//
// Draw the firm on the map
//
// [int] displayLayer : 1 = same layer with units (default : 1)
// : 2 = layer above units
// : 4 = layer below units
//
void Firm::draw(int displayLayer)
{
FirmBuild* firmBuild = firm_res.get_build(firm_build_id);
// if in construction, don't draw ground unless the last construction frame
if( firmBuild->ground_bitmap_recno &&
(!under_construction || construction_frame() >= firmBuild->under_construction_bitmap_count-1))
{
firm_res.get_bitmap(firmBuild->ground_bitmap_recno)
->draw_at(loc_x1*ZOOM_LOC_WIDTH, loc_y1*ZOOM_LOC_HEIGHT, NULL, displayLayer);
}
if( firmBuild->animate_full_size )
{
draw_full_size(displayLayer);
}
else
{
if( under_construction )
{
draw_full_size(displayLayer);
}
else if( !is_operating() )
{
FirmBuild* firmBuild = firm_res.get_build(firm_build_id);
if( firm_res.get_bitmap(firmBuild->idle_bitmap_recno) )
draw_full_size(displayLayer);
else
{
draw_frame(1, displayLayer);
draw_frame(2, displayLayer);
}
}
else
{
draw_frame(1, displayLayer); // the first frame is the common frame for multi-segment bitmaps
draw_frame(cur_frame, displayLayer);
}
}
}
//--------- End of function Firm::draw -----------//
//------- Begin of function Firm::draw_full_size -----------//
//
// Draw the firm on the map
//
void Firm::draw_full_size(int displayLayer)
{
FirmBuild* firmBuild = firm_res.get_build(firm_build_id);
//-------- check if the firm is within the view area --------//
int x1 = abs_x1 - World::view_top_x;
if( x1 <= -firmBuild->max_bitmap_width || x1 >= ZOOM_WIDTH ) // out of the view area, not even a slight part of it appears in the view area
return;
int y1 = abs_y1 - World::view_top_y;
if( y1 <= -firmBuild->max_bitmap_height || y1 >= ZOOM_HEIGHT )
return;
//------- get the color remap table for this bitmap ------//
char* colorRemapTable = game.get_color_remap_table(nation_recno, firm_array.selected_recno == firm_recno);
// ######## begin Gilbert 29/10 #######//
// ------ draw flags behind the building -------//
if( under_construction )
{
#define FLAG_WIDTH 9
#define FLAG_HEIGHT 25
char *flagBitmapPtr = image_spict.get_ptr("FLAG-S0");
int drawX = loc_x1 * ZOOM_LOC_WIDTH - world.view_top_x + ZOOM_X1;
int drawY = loc_y1 * ZOOM_LOC_HEIGHT - world.view_top_y + ZOOM_Y1;
world.zoom_matrix->put_bitmap_remap_clip(drawX, drawY, flagBitmapPtr, colorRemapTable, 1); // 1-the bitmap is compressed
drawX = (loc_x2+1)*ZOOM_LOC_WIDTH - FLAG_WIDTH - world.view_top_x + ZOOM_X1;
world.zoom_matrix->put_bitmap_remap_clip(drawX, drawY, flagBitmapPtr, colorRemapTable, 1); // 1-the bitmap is compressed
}
// ######## end Gilbert 29/10 #######//
//---------- get the bitmap pointer ----------//
FirmBitmap* firmBitmap = NULL;
if( under_construction )
{
int buildFraction = construction_frame();
firmBitmap = firm_res.get_bitmap(firmBuild->under_construction_bitmap_recno
+ buildFraction);
}
else if( !is_operating() ) // is_operating() is a virtual function
firmBitmap = firm_res.get_bitmap(firmBuild->idle_bitmap_recno);
else
firmBitmap = firm_res.get_bitmap(firmBuild->first_bitmap(cur_frame));
// ------ check if the display layer is correct ---------//
if( !firmBitmap || !(firmBitmap->display_layer & displayLayer) )
return;
//-------- check if the firm is within the view area --------//
x1 = loc_x1 * ZOOM_LOC_WIDTH - World::view_top_x + firmBitmap->offset_x;
if( x1 <= -firmBitmap->width || x1 >= ZOOM_WIDTH ) // out of the view area, not even a slight part of it appears in the view area
return;
y1 = loc_y1 * ZOOM_LOC_HEIGHT - World::view_top_y + firmBitmap->offset_y;
if( y1 <= -firmBitmap->height || y1 >= ZOOM_HEIGHT )
return;
//------- decide which approach to use for displaying -----//
int x2 = x1 + firmBitmap->width - 1;
int y2 = y1 + firmBitmap->height - 1;
//------- if the firm is under construction ------//
if( 0 && under_construction )
{
err_when( (abs_x2-abs_x1+1) * (abs_y2-abs_y1+1) > COMMON_DATA_BUF_SIZE );
//---------- decompress the image ---------//
IMGremapDecompress(sys.common_data_buf, firmBitmap->bitmap_ptr, colorRemapTable);
//---------- pixelize the image -----------//
char* pixelPtr = sys.common_data_buf + sizeof(short) * 2;
int y, bitmapWidth=abs_x2-abs_x1+1, bitmapHeight=abs_y2-abs_y1+1;
int lineCount;
int solidLineCount = bitmapHeight / 2 * (int) hit_points / (int) max_hit_points;
int solidLinePixel = bitmapHeight / 2 * bitmapWidth * (int) hit_points / (int) max_hit_points -
solidLineCount * bitmapWidth;
int hitPerPixel = (int) max_hit_points / bitmapWidth / bitmapHeight / 2;
for( lineCount=1, y=bitmapHeight-2 ; y>=0 ; y-=2, lineCount++ )
{
if( lineCount > solidLineCount )
memset( pixelPtr+y*bitmapWidth, TRANSPARENT_CODE, bitmapWidth );
if( lineCount==solidLineCount+1 ) // the current progressing line
memset( pixelPtr+y*bitmapWidth, TRANSPARENT_CODE, solidLinePixel );
}
//---- only portion of the sprite is inside the view area ------//
if( x1 < 0 || x2 >= ZOOM_WIDTH || y1 < 0 || y2 >= ZOOM_HEIGHT )
{
vga_back.put_bitmap_area_trans( x1+ZOOM_X1, y1+ZOOM_Y1, sys.common_data_buf,
max(0,x1)-x1, max(0,y1)-y1, min(ZOOM_WIDTH-1,x2)-x1, min(ZOOM_HEIGHT-1,y2)-y1 );
}
//---- the whole sprite is inside the view area ------//
else
{
vga_back.put_bitmap_trans( x1+ZOOM_X1, y1+ZOOM_Y1, sys.common_data_buf );
}
}
else //----- display the normal image (not under construction) ----//
{
//---- only portion of the sprite is inside the view area ------//
if( x1 < 0 || x2 >= ZOOM_WIDTH || y1 < 0 || y2 >= ZOOM_HEIGHT )
{
vga_back.put_bitmap_area_trans_remap_decompress( x1+ZOOM_X1, y1+ZOOM_Y1, firmBitmap->bitmap_ptr,
max(0,x1)-x1, max(0,y1)-y1, min(ZOOM_WIDTH-1,x2)-x1, min(ZOOM_HEIGHT-1,y2)-y1, colorRemapTable );
}
//---- the whole sprite is inside the view area ------//
else
{
vga_back.put_bitmap_trans_remap_decompress( x1+ZOOM_X1, y1+ZOOM_Y1, firmBitmap->bitmap_ptr, colorRemapTable );
}
}
// ######## begin Gilbert 29/10 #######//
// ------ draw flags in front of the building -------//
if( under_construction )
{
char *flagBitmapPtr = image_spict.get_ptr("FLAG-S0");
int drawX = loc_x1 * ZOOM_LOC_WIDTH - world.view_top_x + ZOOM_X1;
int drawY = (loc_y2+1) * ZOOM_LOC_HEIGHT - FLAG_HEIGHT - world.view_top_y + ZOOM_Y1;
world.zoom_matrix->put_bitmap_remap_clip(drawX, drawY, flagBitmapPtr, colorRemapTable, 1); // 1-the bitmap is compressed
drawX = (loc_x2+1)*ZOOM_LOC_WIDTH - FLAG_WIDTH - world.view_top_x + ZOOM_X1;
world.zoom_matrix->put_bitmap_remap_clip(drawX, drawY, flagBitmapPtr, colorRemapTable, 1); // 1-the bitmap is compressed
}
// ######## end Gilbert 29/10 #######//
}
//--------- End of function Firm::draw_full_size -----------//
//------- Begin of function Firm::draw_frame -----------//
//
// Draw a specific frame of the firm.
//
void Firm::draw_frame(int frameId, int displayLayer)
{
//---------- draw animation now ------------//
FirmBuild* firmBuild = firm_res.get_build(firm_build_id);
FirmBitmap* firmBitmap;
int bitmapRecno, i;
int firstBitmap = firmBuild->first_bitmap(frameId);
int bitmapCount = firmBuild->bitmap_count(frameId);
char* colorRemapTable = game.get_color_remap_table(nation_recno, firm_array.selected_recno==firm_recno);
for( i=0, bitmapRecno=firstBitmap ; idraw_at(loc_x1*ZOOM_LOC_WIDTH, loc_y1*ZOOM_LOC_HEIGHT, colorRemapTable, displayLayer);
}
}
//--------- End of function Firm::draw_frame -----------//
//------- Begin of function Firm::draw_detect_link_line ---------//
//
// [int] actionDetect - 0 - this is a draw action
// 1 - this is a detect action
// (default: 0)
//
// return: 1 - detected
// 0 - not detected
//
int Firm::draw_detect_link_line(int actionDetect)
{
if( firm_id == FIRM_INN ) // FirmInn's link is only for scan for neighbor inns quickly, the link line is not displayed
return 0;
//--------------------------------------//
int i, firmX, firmY, townX, townY;
Firm* firmPtr;
Town* townPtr;
FirmInfo* firmInfo = firm_res[firm_id];
//-------- set source points ----------//
int srcX = ( ZOOM_X1 + (loc_x1-world.zoom_matrix->top_x_loc) * ZOOM_LOC_WIDTH
+ ZOOM_X1 + (loc_x2-world.zoom_matrix->top_x_loc+1) * ZOOM_LOC_WIDTH ) / 2;
int srcY = ( ZOOM_Y1 + (loc_y1-world.zoom_matrix->top_y_loc) * ZOOM_LOC_HEIGHT
+ ZOOM_Y1 + (loc_y2-world.zoom_matrix->top_y_loc+1) * ZOOM_LOC_HEIGHT ) / 2;
//------ draw lines to linked firms ---------//
int lineType;
char* bitmapPtr;
for( i=0 ; iloc_x1-world.zoom_matrix->top_x_loc) * ZOOM_LOC_WIDTH
+ ZOOM_X1 + (firmPtr->loc_x2-world.zoom_matrix->top_x_loc+1) * ZOOM_LOC_WIDTH ) / 2;
firmY = ( ZOOM_Y1 + (firmPtr->loc_y1-world.zoom_matrix->top_y_loc) * ZOOM_LOC_HEIGHT
+ ZOOM_Y1 + (firmPtr->loc_y2-world.zoom_matrix->top_y_loc+1) * ZOOM_LOC_HEIGHT ) / 2;
anim_line.draw_line(&vga_back, srcX, srcY, firmX, firmY, linked_firm_enable_array[i]==LINK_EE );
//----- check if this firm can toggle link or not -----//
if( !can_toggle_firm_link(firmPtr->firm_recno) )
continue;
//------ if the link is switchable -------//
bitmapPtr = power.get_link_icon( linked_firm_enable_array[i], nation_recno==firmPtr->nation_recno );
if( actionDetect )
{
if( own_firm() && world.zoom_matrix->detect_bitmap_clip( firmX-11, firmY-11, bitmapPtr ) )
{
if( linked_firm_enable_array[i] & LINK_ED )
{
toggle_firm_link( i+1, 0, COMMAND_PLAYER );
se_ctrl.immediate_sound("TURN_OFF");
}
else
{
toggle_firm_link( i+1, 1, COMMAND_PLAYER );
se_ctrl.immediate_sound("TURN_ON");
}
return 1;
}
}
else
{
if( nation_recno == nation_array.player_recno )
world.zoom_matrix->put_bitmap_clip( firmX-11, firmY-11, bitmapPtr );
}
}
//------ draw lines to linked towns ---------//
for( i=0 ; iloc_x1-world.zoom_matrix->top_x_loc) * ZOOM_LOC_WIDTH
+ ZOOM_X1 + (townPtr->loc_x2-world.zoom_matrix->top_x_loc+1) * ZOOM_LOC_WIDTH ) / 2;
townY = ( ZOOM_Y1 + (townPtr->loc_y1-world.zoom_matrix->top_y_loc) * ZOOM_LOC_HEIGHT
+ ZOOM_Y1 + (townPtr->loc_y2-world.zoom_matrix->top_y_loc+1) * ZOOM_LOC_HEIGHT ) / 2;
if( worker_array && selected_worker_id &&
worker_array[selected_worker_id-1].town_recno == townPtr->town_recno )
{
lineType = -1;
anim_line.thick_line(&vga_back, srcX, srcY, townX, townY, linked_town_enable_array[i]==LINK_EE, lineType );
}
else
{
lineType = 0;
anim_line.draw_line(&vga_back, srcX, srcY, townX, townY, linked_town_enable_array[i]==LINK_EE, lineType );
}
//----- check if this firm can toggle link or not -----//
if( !can_toggle_town_link() )
continue;
//--------- draw link symbol -----------//
bitmapPtr = power.get_link_icon( linked_town_enable_array[i], nation_recno==townPtr->nation_recno );
if( actionDetect )
{
int rc = world.zoom_matrix->detect_bitmap_clip( townX-11, townY-11, bitmapPtr );
//------ left clicking to toggle link -------//
if( rc==1 && own_firm() )
{
if( linked_town_enable_array[i] & LINK_ED )
{
toggle_town_link( i+1, 0, COMMAND_PLAYER );
se_ctrl.immediate_sound("TURN_OFF");
}
else
{
toggle_town_link( i+1, 1, COMMAND_PLAYER );
se_ctrl.immediate_sound("TURN_ON");
}
//
// update RemoteMsg::firm_toggle_link_town()
//
if( firm_id == FIRM_CAMP && !remote.is_enable())
{
if( townPtr->nation_recno )
townPtr->update_target_loyalty();
else
townPtr->update_target_resistance();
townPtr->update_camp_link();
}
return 1;
}
//------ right clicking to move workers ------//
else if( rc==2 && selected_worker_id > 0 )
{
//--- only when this worker is ours ----//
if( firm_res[firm_id]->live_in_town &&
worker_array[selected_worker_id-1].is_nation(firm_recno, nation_array.player_recno) )
{
if(townPtr->population>=MAX_TOWN_POPULATION)
return 0;
set_worker_home_town(townPtr->town_recno, COMMAND_PLAYER);
se_ctrl.immediate_sound("PULL_MAN");
return 1;
}
}
}
else
{
if( nation_recno == nation_array.player_recno )
world.zoom_matrix->put_bitmap_clip( townX-11, townY-11, bitmapPtr );
}
}
return 0;
}
//------- End of function Firm::draw_detect_link_line ---------//
//------- Begin of function Firm::is_in_zoom_win -----------//
//
// Whether the firm is in the current zoom window.
//
int Firm::is_in_zoom_win()
{
FirmBuild* firmBuild = firm_res.get_build(firm_build_id);
//-------- check if the firm is within the view area --------//
int x1 = abs_x1 - World::view_top_x;
if( x1 <= -firmBuild->max_bitmap_width || x1 >= ZOOM_WIDTH ) // out of the view area, not even a slight part of it appears in the view area
return 0;
int y1 = abs_y1 - World::view_top_y;
if( y1 <= -firmBuild->max_bitmap_height || y1 >= ZOOM_HEIGHT )
return 0;
return 1;
}
//--------- End of function Firm::is_in_zoom_win -----------//
//------- Begin of function Firm::draw_selected -----------//
//
// Draw a square around the firm on the map.
//
void Firm::draw_selected()
{
/*
//------ calculate frame coordinations ---------//
FirmBuild* firmBuild = firm_res.get_build(firm_build_id);
int x1 = loc_x1 * ZOOM_LOC_WIDTH;
int y1 = loc_y1 * ZOOM_LOC_HEIGHT;
int x2 = (loc_x1+firmBuild->loc_width) * ZOOM_LOC_WIDTH - 1;
int y2 = (loc_y1+firmBuild->loc_height) * ZOOM_LOC_HEIGHT - 1;
x1 = x1 - World::view_top_x + ZOOM_X1;
y1 = y1 - World::view_top_y + ZOOM_Y1;
x2 = x2 - World::view_top_x + ZOOM_X1;
y2 = y2 - World::view_top_y + ZOOM_Y1;
//------------- set frame color -------------//
char frameColor;
if( nation_recno == nation_array.player_recno )
frameColor = OWN_SELECT_FRAME_COLOR;
else
frameColor = ENEMY_SELECT_FRAME_COLOR;
//------------ draw the square frame now ------------//
if( m.is_touch( x1, y1, x2, y2, ZOOM_X1, ZOOM_Y1, ZOOM_X2, ZOOM_Y2 ) )
{
//------- Only draw_selected the portion within the zoom window area ----//
if( y1 >= ZOOM_Y1 ) // square top
vga_back.bar( max(x1,ZOOM_X1), y1, min(x2,ZOOM_X2), y1, frameColor );
if( y2 <= ZOOM_Y2 ) // square bottom
vga_back.bar( max(x1,ZOOM_X1), y2, min(x2,ZOOM_X2), y2, frameColor );
if( x1 >= ZOOM_X1 ) // square left
vga_back.bar( x1, max(y1,ZOOM_Y1), x1, min(y2,ZOOM_Y2), frameColor );
if( y1 <= ZOOM_X2 ) // square left
vga_back.bar( x2, max(y1,ZOOM_Y1), x2, min(y2,ZOOM_Y2), frameColor );
//------------ display hit point bar -----------//
if( firm_res[firm_id]->buildable )
{
x1 = x1+1;
y1 = max( y2-4, ZOOM_Y1 );
x2 = x2-1;
y2 = min( y2-1, ZOOM_Y2 );
if( x1<=ZOOM_X2 && x2>=ZOOM_X1 && y1<=ZOOM_Y2 && y2>=ZOOM_Y1 )
{
int barWidth = (x2-x1+1) * hit_points / max_hit_points;
if( hit_points > 0 && x1+barWidth-1 >= ZOOM_X1)
{
vga_back.bar( max(x1,ZOOM_X1), y1 , min(x1+barWidth-1,ZOOM_X2), y1, frameColor );
vga_back.bar( max(x1,ZOOM_X1), y1+1, min(x1+barWidth-1,ZOOM_X2), y2, V_GREEN );
}
}
}
}
*/
//------- draw lines connected to town ---------//
draw_detect_link_line(0);
}
//--------- End of function Firm::draw_selected -----------//
//------- Begin of function Firm::draw_cargo -----------//
//
// Draw cargos of stock.
//
// cargoCount - the no. of cargos to be drawn
// cargoBitmapPtr - bitmap ptr to the cargo
//
void Firm::draw_cargo(int cargoCount, char* cargoBitmapPtr)
{
//-------- check if the firm is within the view area --------//
if( loc_x1 < world.zoom_matrix->top_x_loc || loc_x2 >= world.zoom_matrix->top_x_loc+ZOOM_WIDTH )
return;
if( loc_y1 < world.zoom_matrix->top_y_loc || loc_y2 >= world.zoom_matrix->top_y_loc+ZOOM_HEIGHT )
return;
//------ display a pile of raw materials ------//
int x = ZOOM_X1 + (loc_x1-world.zoom_matrix->top_x_loc) * ZOOM_LOC_WIDTH;
int y = ZOOM_Y1 + (loc_y1-world.zoom_matrix->top_y_loc) * ZOOM_LOC_HEIGHT;
for( int i=0 ; iput_bitmap_clip( x+slot_point_array[i].x,
y+slot_point_array[i].y, cargoBitmapPtr);
}
}
//--------- End of function Firm::draw_cargo -----------//
//------- Begin of function Firm::can_toggle_town_link ---------//
//
int Firm::can_toggle_town_link()
{
return firm_id != FIRM_MARKET; // only a market cannot toggle its link as it is
}
//------- Begin of function Firm::can_toggle_town_link ---------//
//------- Begin of function Firm::can_toggle_firm_link ---------//
//
int Firm::can_toggle_firm_link(int firmRecno)
{
Firm* firmPtr = firm_array[firmRecno];
//--- market to harbor link is determined by trade treaty ---//
if( ( firm_id == FIRM_MARKET && firmPtr->firm_id == FIRM_HARBOR ) ||
( firm_id == FIRM_HARBOR && firmPtr->firm_id == FIRM_MARKET ) )
{
return 0;
}
return firm_res[firm_id]->is_linkable_to_firm(firmPtr->firm_id);
}
//------- End of function Firm::can_toggle_firm_link ---------//
//------- Begin of function Firm::construction_frame ---------//
//
// return 0 to hitfirmBuild->under_construction_bitmap_count-1
// according to hit_points and max_hitpoints
//
int Firm::construction_frame()
{
err_when(!under_construction);
FirmBuild* firmBuild = firm_res.get_build(firm_build_id);
int r = int( hit_points * firmBuild->under_construction_bitmap_count / max_hit_points);
err_when( r < 0);
if( r >= firmBuild->under_construction_bitmap_count )
r = firmBuild->under_construction_bitmap_count-1;
return r;
}
//------- End of function Firm::construction_frame ---------//