Пример #1
0
//--------- Begin of function Unit::disp_main_menu ---------//
//
void Unit::disp_main_menu(int refreshFlag)
{
	disp_basic_info(INFO_Y1, refreshFlag);
	disp_unit_profile( INFO_Y1+52, refreshFlag );

	if( !should_show_info() )
		return;

	//---------------------------------//

	int y=INFO_Y1+98;

	if( race_id )
	{
		disp_unit_info( y, refreshFlag );
		y += 89;
	}

	//---------------------------------//

	if( is_own_spy() )
	{
		disp_spy_menu(y, refreshFlag);
		y+=spy_menu_height()+3;
	}

	if( is_own() )
	{
		if( refreshFlag == INFO_REPAINT )
			disp_button(y);

		y+=BUTTON_ACTION_HEIGHT;
	}

	#ifdef DEBUG
		if( sys.debug_session || sys.testing_session )
			disp_debug_info(this, INFO_Y2-68, refreshFlag);
	#endif
}
Пример #2
0
//--------- Begin of function UnitCaravan::disp_info ---------//
//
void UnitCaravan::disp_info(int refreshFlag)
{
	char *nationPict = image_spict.get_ptr("V_COLCOD");
	vga.active_buf->put_bitmap_trans_remap_decompress(INFO_X1+16, INFO_Y1-28, nationPict, game.get_color_remap_table(nation_recno, 0) );

	vga.active_buf->put_bitmap( INFO_X1, INFO_Y1, image_gameif.read("CARABASE") );

//	disp_basic_info(INFO_Y1, refreshFlag);
	disp_unit_profile(10, refreshFlag);

	if( !config.show_ai_info && !is_own() )
		return;

	disp_stop(INFO_Y1+54, refreshFlag);

	// display auto/manual button

	button_duplicate_caravan.create( INFO_X1+13, INFO_Y1+281, 'A', "CARACOPY" );

	// manual button
	button_auto_trade_group[0].create( INFO_X1+BUTTON_DISTANCE+13, INFO_Y1+235,
		INFO_X1+BUTTON_DISTANCE+56-1, INFO_Y1+280,
		i_disp_auto_trade_button, ButtonCustomPara(this, 0), 0 );

	// auto button
	button_auto_trade_group[1].create( INFO_X1+13, INFO_Y1+235,
		INFO_X1+56-1, INFO_Y1+280,
		i_disp_auto_trade_button, ButtonCustomPara(this, 1), 0 );
	button_auto_trade_group[1].set_help_code( "AUTOPICK" );
	button_auto_trade_group.paint( default_market_trade_mode );
	
	button_duplicate_caravan.enable_flag = can_duplicate_caravan();
	button_duplicate_caravan.paint();

	disp_goods(INFO_Y1+235, refreshFlag);
}
Пример #3
0
//--------- Begin of function UnitGod::disp_info ---------//
//
void UnitGod::disp_info(int refreshFlag)
{
	disp_basic_info(INFO_Y1, refreshFlag);
	disp_unit_profile( INFO_Y1+54, refreshFlag );

	if( !is_own() )
		return;

	if( game.game_mode == GAME_TEST )
		return;

	if( god_res[god_id]->can_cast_power )
	{
		//-------- get the button name --------//

		const char* buttonName;

		switch(god_id)
		{
			case GOD_PERSIAN:
				buttonName = "GODHEAL";
				break;

			case GOD_JAPANESE:
				buttonName = "GODMIND";
				break;

			case GOD_MAYA:
				buttonName = "GODINCCL";
				break;

			case GOD_VIKING:
				buttonName = "GODRAIN";
				break;

			case GOD_EGYPTIAN:
				buttonName = "GODEGYPT";
				break;

			case GOD_INDIAN:
				buttonName = "GODMUGL";
				break;

			case GOD_ZULU:
				buttonName = "GODZULU";
				break;

			default:
				err_here();
		}

		//----------- create the cast button -----------//

		button_cast.paint(INFO_X1, INFO_Y1+101, 'A', buttonName );

		if( hit_points >= god_res[god_id]->power_pray_points )
			button_cast.enable();
		else
			button_cast.disable();

		//------ The viking gods have two types of power ------//

		if( god_id == GOD_VIKING )
		{
			button_cast2.paint(INFO_X1+BUTTON_ACTION_WIDTH, INFO_Y1+101, 'A', "GODTORNA" );

			if( hit_points >= god_res[god_id]->power_pray_points )
				button_cast2.enable();
			else
				button_cast2.disable();
		}
	}
}