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# include "stdafx.h"
# include "CCastleInterface.h"
# include "hch/CObjectHandler.h"
# include "CGameInfo.h"
# include "hch/CLodHandler.h"
# include "SDL_Extensions.h"
# include "CAdvmapInterface.h"
# include "hch/CTownHandler.h"
# include "AdventureMapButton.h"
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# include "hch/CBuildingHandler.h"
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# include "hch/CDefHandler.h"
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# include <sstream>
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# include "CMessage.h"
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# include "hch/CGeneralTextHandler.h"
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# include "CCallback.h"
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# include "client/Graphics.h"
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# include "client/CCreatureAnimation.h"
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# include "CHeroWindow.h"
# include <boost/algorithm/string.hpp>
# include <boost/algorithm/string/replace.hpp>
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# include <boost/assign/std/vector.hpp>
using namespace boost : : assign ;
using namespace CSDL_Ext ;
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extern TTF_Font * GEOR16 ;
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CBuildingRect : : CBuildingRect ( Structure * Str )
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: str ( Str ) , moi ( false ) , offset ( 0 )
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{
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def = CDefHandler : : giveDef ( Str - > defName ) ;
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max = def - > ourImages . size ( ) ;
if ( str - > ID = = 33 & & str - > townID = = 4 ) //little 'hack' for estate in necropolis - background color is not always the first color in the palette
{
for ( std : : vector < Cimage > : : iterator i = def - > ourImages . begin ( ) ; i ! = def - > ourImages . end ( ) ; i + + )
{
SDL_SetColorKey ( i - > bitmap , SDL_SRCCOLORKEY , * ( ( char * ) i - > bitmap - > pixels ) ) ;
}
}
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pos . x = str - > pos . x ;
pos . y = str - > pos . y ;
pos . w = def - > ourImages [ 0 ] . bitmap - > w ;
pos . h = def - > ourImages [ 0 ] . bitmap - > h ;
if ( Str - > ID < 0 | | ( Str - > ID > = 27 & & Str - > ID < = 29 ) )
{
area = border = NULL ;
return ;
}
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if ( border = BitmapHandler : : loadBitmap ( str - > borderName ) )
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SDL_SetColorKey ( border , SDL_SRCCOLORKEY , SDL_MapRGB ( border - > format , 0 , 255 , 255 ) ) ;
else
std : : cout < < " Warning: no border for " < < Str - > ID < < std : : endl ;
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if ( area = BitmapHandler : : loadBitmap ( str - > areaName ) )
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; //SDL_SetColorKey(area,SDL_SRCCOLORKEY,SDL_MapRGB(area->format,0,255,255));
else
std : : cout < < " Warning: no area for " < < Str - > ID < < std : : endl ;
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}
CBuildingRect : : ~ CBuildingRect ( )
{
delete def ;
if ( border )
SDL_FreeSurface ( border ) ;
if ( area )
SDL_FreeSurface ( area ) ;
}
void CBuildingRect : : activate ( )
{
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Hoverable : : activate ( ) ;
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ClickableL : : activate ( ) ;
ClickableR : : activate ( ) ;
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}
void CBuildingRect : : deactivate ( )
{
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Hoverable : : deactivate ( ) ;
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ClickableL : : deactivate ( ) ;
ClickableR : : deactivate ( ) ;
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if ( moi )
MotionInterested : : deactivate ( ) ;
moi = false ;
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}
bool CBuildingRect : : operator < ( const CBuildingRect & p2 ) const
{
if ( str - > pos . z ! = p2 . str - > pos . z )
return ( str - > pos . z ) < ( p2 . str - > pos . z ) ;
else
return ( str - > ID ) < ( p2 . str - > ID ) ;
}
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void CBuildingRect : : hover ( bool on )
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{
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Hoverable : : hover ( on ) ;
if ( on )
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{
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if ( ! moi )
MotionInterested : : activate ( ) ;
moi = true ;
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}
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else
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{
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if ( moi )
MotionInterested : : deactivate ( ) ;
moi = false ;
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if ( LOCPLINT - > castleInt - > hBuild = = this )
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{
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LOCPLINT - > castleInt - > hBuild = NULL ;
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LOCPLINT - > statusbar - > clear ( ) ;
}
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}
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}
void CBuildingRect : : clickLeft ( tribool down )
{
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if ( area & & ( LOCPLINT - > castleInt - > hBuild = = this ) & & ! ( indeterminate ( down ) ) & & ( CSDL_Ext : : SDL_GetPixel ( area , LOCPLINT - > current - > motion . x - pos . x , LOCPLINT - > current - > motion . y - pos . y ) ! = 0 ) ) //na polu
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{
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if ( pressedL & & ! down )
LOCPLINT - > castleInt - > buildingClicked ( str - > ID ) ;
ClickableL : : clickLeft ( down ) ;
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}
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//todo - handle
}
void CBuildingRect : : clickRight ( tribool down )
{
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if ( ( ! area ) | | ( ! ( ( bool ) down ) ) | | ( this ! = LOCPLINT - > castleInt - > hBuild ) )
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return ;
if ( ( CSDL_Ext : : SDL_GetPixel ( area , LOCPLINT - > current - > motion . x - pos . x , LOCPLINT - > current - > motion . y - pos . y ) ! = 0 ) ) //na polu
{
CInfoPopup * vinya = new CInfoPopup ( ) ;
vinya - > free = true ;
vinya - > bitmap = CMessage : : drawBoxTextBitmapSub
( LOCPLINT - > playerID ,
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CGI - > buildh - > buildings [ str - > townID ] [ str - > ID ] - > description ,
LOCPLINT - > castleInt - > bicons - > ourImages [ str - > ID ] . bitmap ,
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CGI - > buildh - > buildings [ str - > townID ] [ str - > ID ] - > name ) ;
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vinya - > pos . x = screen - > w / 2 - vinya - > bitmap - > w / 2 ;
vinya - > pos . y = screen - > h / 2 - vinya - > bitmap - > h / 2 ;
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vinya - > activate ( ) ;
}
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}
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void CBuildingRect : : mouseMoved ( SDL_MouseMotionEvent & sEvent )
{
if ( area )
{
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if ( CSDL_Ext : : SDL_GetPixel ( area , sEvent . x - pos . x , sEvent . y - pos . y ) = = 0 ) //hovered pixel is inside this building
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{
if ( LOCPLINT - > castleInt - > hBuild = = this )
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{
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LOCPLINT - > castleInt - > hBuild = NULL ;
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LOCPLINT - > statusbar - > clear ( ) ;
}
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}
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else //inside the area of this building
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{
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if ( LOCPLINT - > castleInt - > hBuild ) //a building is hovered
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{
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if ( ( * LOCPLINT - > castleInt - > hBuild ) < ( * this ) ) //set if we are on top
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{
LOCPLINT - > castleInt - > hBuild = this ;
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if ( CGI - > buildh - > buildings [ str - > townID ] [ str - > ID ] & & CGI - > buildh - > buildings [ str - > townID ] [ str - > ID ] - > name . length ( ) )
LOCPLINT - > statusbar - > print ( CGI - > buildh - > buildings [ str - > townID ] [ str - > ID ] - > name ) ;
else
LOCPLINT - > statusbar - > print ( str - > name ) ;
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}
}
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else //no building hovered
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{
LOCPLINT - > castleInt - > hBuild = this ;
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if ( CGI - > buildh - > buildings [ str - > townID ] [ str - > ID ] & & CGI - > buildh - > buildings [ str - > townID ] [ str - > ID ] - > name . length ( ) )
LOCPLINT - > statusbar - > print ( CGI - > buildh - > buildings [ str - > townID ] [ str - > ID ] - > name ) ;
else
LOCPLINT - > statusbar - > print ( str - > name ) ;
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}
}
}
//if(border)
// blitAt(border,pos.x,pos.y);
}
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void CHeroGSlot : : hover ( bool on )
{
if ( ! on ) return ;
CHeroGSlot * other = upg ? & owner - > hslotup : & owner - > hslotdown ;
std : : string temp ;
if ( hero )
{
if ( highlight ) //view NNN
{
temp = CGI - > townh - > tcommands [ 4 ] ;
boost : : algorithm : : replace_first ( temp , " %s " , hero - > name ) ;
}
else if ( other - > hero & & other - > highlight ) //exchange
{
temp = CGI - > townh - > tcommands [ 7 ] ;
boost : : algorithm : : replace_first ( temp , " %s " , hero - > name ) ;
boost : : algorithm : : replace_first ( temp , " %s " , other - > hero - > name ) ;
}
else // select NNN (in ZZZ)
{
if ( upg ) //down - visiting
{
temp = CGI - > townh - > tcommands [ 32 ] ;
boost : : algorithm : : replace_first ( temp , " %s " , hero - > name ) ;
}
else //up - garrison
{
temp = CGI - > townh - > tcommands [ 12 ] ;
boost : : algorithm : : replace_first ( temp , " %s " , hero - > name ) ;
}
}
}
else //we are empty slot
{
if ( other - > highlight & & other - > hero ) //move NNNN
{
temp = CGI - > townh - > tcommands [ 6 ] ;
boost : : algorithm : : replace_first ( temp , " %s " , other - > hero - > name ) ;
}
else //empty
{
temp = CGI - > generaltexth - > allTexts [ 507 ] ;
}
}
if ( temp . size ( ) )
LOCPLINT - > statusbar - > print ( temp ) ;
}
void CHeroGSlot : : clickRight ( boost : : logic : : tribool down )
{
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}
void CHeroGSlot : : clickLeft ( boost : : logic : : tribool down )
{
if ( ! down )
{
CHeroGSlot * other = upg ? & owner - > hslotup : & owner - > hslotdown ;
if ( hero & & highlight )
{
highlight = false ;
LOCPLINT - > openHeroWindow ( hero ) ;
LOCPLINT - > adventureInt - > heroWindow - > quitButton - > callback + = boost : : bind ( & CCastleInterface : : showAll , owner , screen , true ) ;
}
else if ( hero )
{
highlight = true ;
owner - > showAll ( ) ;
}
else if ( other - > hero , other - > highlight )
{
other - > highlight = highlight = false ;
LOCPLINT - > cb - > swapGarrisonHero ( owner - > town ) ;
}
hover ( false ) ; hover ( true ) ; //refresh statusbar
}
}
void CHeroGSlot : : activate ( )
{
ClickableL : : activate ( ) ;
ClickableR : : activate ( ) ;
Hoverable : : activate ( ) ;
}
void CHeroGSlot : : deactivate ( )
{
ClickableL : : deactivate ( ) ;
ClickableR : : deactivate ( ) ;
Hoverable : : deactivate ( ) ;
}
void CHeroGSlot : : show ( )
{
if ( hero ) //there is hero
blitAt ( graphics - > portraitLarge [ hero - > portrait ] , pos ) ;
else if ( ! upg ) //up garrison
blitAt ( ( static_cast < CCastleInterface * > ( LOCPLINT - > curint ) ) - > flag - > ourImages [ ( static_cast < CCastleInterface * > ( LOCPLINT - > curint ) ) - > town - > getOwner ( ) ] . bitmap , pos ) ;
if ( highlight )
blitAt ( graphics - > bigImgs [ - 1 ] , pos ) ;
}
CHeroGSlot : : CHeroGSlot ( int x , int y , int updown , const CGHeroInstance * h , CCastleInterface * Owner )
{
owner = Owner ;
pos . x = x ;
pos . y = y ;
pos . w = 58 ;
pos . h = 64 ;
hero = h ;
upg = updown ;
highlight = false ;
}
CHeroGSlot : : ~ CHeroGSlot ( )
{
}
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std : : string getBgName ( int type ) //TODO - co z tym zrobi�?
{
switch ( type )
{
case 0 :
return " TBCSBACK.bmp " ;
case 1 :
return " TBRMBACK.bmp " ;
case 2 :
return " TBTWBACK.bmp " ;
case 3 :
return " TBINBACK.bmp " ;
case 4 :
return " TBNCBACK.bmp " ;
case 5 :
return " TBDNBACK.bmp " ;
case 6 :
return " TBSTBACK.bmp " ;
case 7 :
return " TBFRBACK.bmp " ;
case 8 :
return " TBELBACK.bmp " ;
default :
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# ifndef __GNUC__
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throw new std : : exception ( " std::string getBgName(int type): invalid type " ) ;
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# else
throw new std : : exception ( ) ;
# endif
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}
}
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class SORTHELP
{
public :
bool operator ( )
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( const CBuildingRect * a ,
const CBuildingRect * b )
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{
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return ( * a ) < ( * b ) ;
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}
} srthlp ;
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CCastleInterface : : CCastleInterface ( const CGTownInstance * Town , bool Activate )
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: hslotup ( 241 , 387 , 0 , Town - > garrisonHero , this ) , hslotdown ( 241 , 483 , 1 , Town - > visitingHero , this )
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{
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hall = NULL ;
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townInt = BitmapHandler : : loadBitmap ( " TOWNSCRN.bmp " ) ;
cityBg = BitmapHandler : : loadBitmap ( getBgName ( Town - > subID ) ) ;
hall = CDefHandler : : giveDef ( " ITMTL.DEF " ) ;
fort = CDefHandler : : giveDef ( " ITMCL.DEF " ) ;
flag = CDefHandler : : giveDef ( " CREST58.DEF " ) ;
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hBuild = NULL ;
count = 0 ;
town = Town ;
//garrison
garr = new CGarrisonInt ( 305 , 387 , 4 , 32 , townInt , 243 , 13 , town , town - > visitingHero ) ;
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townlist = new CTownList ( 3 , & genRect ( 128 , 48 , 744 , 414 ) , 744 , 414 , 744 , 526 ) ;
exit = new AdventureMapButton
( CGI - > townh - > tcommands [ 8 ] , " " , boost : : bind ( & CCastleInterface : : close , this ) , 744 , 544 , " TSBTNS.DEF " , false , NULL , false ) ;
split = new AdventureMapButton
( CGI - > townh - > tcommands [ 3 ] , " " , boost : : bind ( & CGarrisonInt : : splitClick , garr ) , 744 , 382 , " TSBTNS.DEF " , false , NULL , false ) ;
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statusbar = new CStatusBar ( 8 , 555 , " TSTATBAR.bmp " , 732 ) ;
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townlist - > fun = boost : : bind ( & CCastleInterface : : townChange , this ) ;
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townlist - > genList ( ) ;
townlist - > selected = getIndexOf ( townlist - > items , Town ) ;
if ( ( townlist - > selected + 1 ) > townlist - > SIZE )
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townlist - > from = townlist - > selected - townlist - > SIZE + 2 ;
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graphics - > blueToPlayersAdv ( townInt , LOCPLINT - > playerID ) ;
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exit - > bitmapOffset = 4 ;
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//buildings
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recreateBuildings ( ) ;
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if ( Activate )
{
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LOCPLINT - > objsToBlit . push_back ( this ) ;
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activate ( ) ;
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showAll ( ) ;
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}
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std : : string defname ;
switch ( town - > subID )
{
case 0 :
defname = " HALLCSTL.DEF " ;
break ;
case 1 :
defname = " HALLRAMP.DEF " ;
break ;
case 2 :
defname = " HALLTOWR.DEF " ;
break ;
case 3 :
defname = " HALLINFR.DEF " ;
break ;
case 4 :
defname = " HALLNECR.DEF " ;
break ;
case 5 :
defname = " HALLDUNG.DEF " ;
break ;
case 6 :
defname = " HALLSTRN.DEF " ;
break ;
case 7 :
defname = " HALLFORT.DEF " ;
break ;
case 8 :
defname = " HALLELEM.DEF " ;
break ;
default :
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# ifndef __GNUC__
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throw new std : : exception ( " Bad town subID " ) ;
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# else
throw new std : : exception ( ) ;
# endif
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}
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bicons = CDefHandler : : giveDefEss ( defname ) ;
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//blit buildings on bg
//for(int i=0;i<buildings.size();i++)
//{
// blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,cityBg);
//}
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}
CCastleInterface : : ~ CCastleInterface ( )
{
SDL_FreeSurface ( townInt ) ;
SDL_FreeSurface ( cityBg ) ;
delete exit ;
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delete split ;
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delete hall ;
delete fort ;
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delete flag ;
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delete garr ;
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delete townlist ;
delete statusbar ;
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for ( int i = 0 ; i < buildings . size ( ) ; i + + )
{
delete buildings [ i ] ;
}
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delete bicons ;
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}
void CCastleInterface : : close ( )
{
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LOCPLINT - > objsToBlit . erase ( std : : find ( LOCPLINT - > objsToBlit . begin ( ) , LOCPLINT - > objsToBlit . end ( ) , this ) ) ;
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deactivate ( ) ;
LOCPLINT - > castleInt = NULL ;
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LOCPLINT - > adventureInt - > activate ( ) ;
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delete this ;
}
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void CCastleInterface : : splitF ( )
{
}
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void CCastleInterface : : buildingClicked ( int building )
{
std : : cout < < " You've clicked on " < < building < < std : : endl ;
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if ( building = = 19 | | building = = 18 )
{
building = town - > town - > hordeLvl [ 0 ] + 30 ;
}
else if ( building = = 24 | | building = = 25 )
{
building = town - > town - > hordeLvl [ 1 ] + 30 ;
}
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if ( building > = 30 )
{
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LOCPLINT - > curint - > deactivate ( ) ;
showRecruitmentWindow ( building ) ;
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}
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else
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{
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switch ( building )
{
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case 7 : case 8 : case 9 :
{
CFortScreen * fs = new CFortScreen ( this ) ;
deactivate ( ) ;
fs - > activate ( ) ;
fs - > show ( ) ;
break ;
}
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case 10 : case 11 : case 12 : case 13 :
enterHall ( ) ;
break ;
default :
std : : cout < < " This building isn't handled... \n " ;
}
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}
}
void CCastleInterface : : enterHall ( )
{
deactivate ( ) ;
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CHallInterface * h = new CHallInterface ( this ) ;
subInt = h ;
h - > activate ( ) ;
h - > show ( ) ;
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}
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void CCastleInterface : : showAll ( SDL_Surface * to /*=NULL*/ , bool forceTotalRedraw /*= false*/ )
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{
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if ( ! to )
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to = screen ;
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blitAt ( cityBg , 0 , 0 , to ) ;
blitAt ( townInt , 0 , 374 , to ) ;
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LOCPLINT - > adventureInt - > resdatabar . draw ( ) ;
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townlist - > draw ( ) ;
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statusbar - > show ( ) ;
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garr - > show ( ) ;
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int pom ;
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//draw fort icon
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if ( town - > builtBuildings . find ( 9 ) ! = town - > builtBuildings . end ( ) )
pom = 2 ;
else if ( town - > builtBuildings . find ( 8 ) ! = town - > builtBuildings . end ( ) )
pom = 1 ;
else if ( town - > builtBuildings . find ( 7 ) ! = town - > builtBuildings . end ( ) )
pom = 0 ;
else pom = 3 ;
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blitAt ( fort - > ourImages [ pom ] . bitmap , 122 , 413 , to ) ;
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//draw ((village/town/city) hall)/capitol icon
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if ( town - > builtBuildings . find ( 13 ) ! = town - > builtBuildings . end ( ) )
pom = 3 ;
else if ( town - > builtBuildings . find ( 12 ) ! = town - > builtBuildings . end ( ) )
pom = 2 ;
else if ( town - > builtBuildings . find ( 11 ) ! = town - > builtBuildings . end ( ) )
pom = 1 ;
else pom = 0 ;
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blitAt ( hall - > ourImages [ pom ] . bitmap , 80 , 413 , to ) ;
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//draw creatures icons and their growths
for ( int i = 0 ; i < CREATURES_PER_TOWN ; i + + )
{
int cid = - 1 ;
if ( town - > builtBuildings . find ( 30 + i ) ! = town - > builtBuildings . end ( ) )
{
if ( town - > builtBuildings . find ( 30 + CREATURES_PER_TOWN + i ) ! = town - > builtBuildings . end ( ) )
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cid = town - > town - > upgradedCreatures [ i ] ;
else
cid = town - > town - > basicCreatures [ i ] ;
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}
if ( cid > = 0 )
{
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int pomx , pomy ;
pomx = 22 + ( 55 * ( ( i > 3 ) ? ( i - 4 ) : i ) ) ;
pomy = ( i > 3 ) ? ( 507 ) : ( 459 ) ;
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blitAt ( graphics - > smallImgs [ cid ] , pomx , pomy , to ) ;
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std : : ostringstream oss ;
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oss < < ' + ' < < town - > creatureGrowth ( i ) ;
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CSDL_Ext : : printAtMiddle ( oss . str ( ) , pomx + 16 , pomy + 37 , GEOR13 , zwykly , to ) ;
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}
}
//print name and income
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CSDL_Ext : : printAt ( town - > name , 85 , 389 , GEOR13 , zwykly , to ) ;
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char temp [ 10 ] ;
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SDL_itoa ( town - > dailyIncome ( ) , temp , 10 ) ;
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CSDL_Ext : : printAtMiddle ( temp , 195 , 442 , GEOR13 , zwykly , to ) ;
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//blit town icon
pom = town - > subID * 2 ;
if ( ! town - > hasFort ( ) )
pom + = F_NUMBER * 2 ;
if ( town - > builded > = MAX_BUILDING_PER_TURN )
pom + + ;
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blitAt ( graphics - > bigTownPic - > ourImages [ pom ] . bitmap , 15 , 387 , to ) ;
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hslotup . show ( ) ;
hslotdown . show ( ) ;
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pom = false ;
if ( forceTotalRedraw & & ! showing )
pom = showing = true ;
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show ( ) ;
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if ( pom )
showing = false ;
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}
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void CCastleInterface : : townChange ( )
{
const CGTownInstance * nt = townlist - > items [ townlist - > selected ] ;
deactivate ( ) ;
LOCPLINT - > objsToBlit . erase ( std : : find ( LOCPLINT - > objsToBlit . begin ( ) , LOCPLINT - > objsToBlit . end ( ) , this ) ) ;
delete this ;
LOCPLINT - > castleInt = new CCastleInterface ( nt , true ) ;
}
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void CCastleInterface : : show ( SDL_Surface * to )
{
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if ( ! showing )
return ;
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if ( ! to )
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to = screen ;
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count + + ;
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if ( count = = 8 )
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{
count = 0 ;
animval + + ;
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}
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blitAt ( cityBg , 0 , 0 , to ) ;
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//blit buildings
for ( int i = 0 ; i < buildings . size ( ) ; i + + )
{
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int frame = ( ( animval ) % ( buildings [ i ] - > max - buildings [ i ] - > offset ) ) + buildings [ i ] - > offset ;
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if ( frame )
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{
blitAt ( buildings [ i ] - > def - > ourImages [ 0 ] . bitmap , buildings [ i ] - > pos . x , buildings [ i ] - > pos . y , to ) ;
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blitAt ( buildings [ i ] - > def - > ourImages [ frame ] . bitmap , buildings [ i ] - > pos . x , buildings [ i ] - > pos . y , to ) ;
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}
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else
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blitAt ( buildings [ i ] - > def - > ourImages [ frame ] . bitmap , buildings [ i ] - > pos . x , buildings [ i ] - > pos . y , to ) ;
if ( hBuild = = buildings [ i ] & & hBuild - > border ) //if this this higlighted structure and has border we'll blit it
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blitAt ( hBuild - > border , hBuild - > pos , to ) ;
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}
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}
void CCastleInterface : : activate ( )
{
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showing = true ;
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townlist - > activate ( ) ;
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garr - > activate ( ) ;
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LOCPLINT - > curint = this ;
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LOCPLINT - > statusbar = statusbar ;
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exit - > activate ( ) ;
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split - > activate ( ) ;
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for ( int i = 0 ; i < buildings . size ( ) ; i + + )
buildings [ i ] - > activate ( ) ;
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hslotdown . activate ( ) ;
hslotup . activate ( ) ;
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}
void CCastleInterface : : deactivate ( )
{
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showing = false ;
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townlist - > deactivate ( ) ;
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garr - > deactivate ( ) ;
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exit - > deactivate ( ) ;
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split - > deactivate ( ) ;
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for ( int i = 0 ; i < buildings . size ( ) ; i + + )
buildings [ i ] - > deactivate ( ) ;
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hslotdown . deactivate ( ) ;
hslotup . deactivate ( ) ;
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}
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void CCastleInterface : : addBuilding ( int bid )
{
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//TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach
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deactivate ( ) ;
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recreateBuildings ( ) ;
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activate ( ) ;
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}
void CCastleInterface : : removeBuilding ( int bid )
{
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//TODO: lepiej by bylo tylko usuwac co trzeba pamietajac o grupach
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recreateBuildings ( ) ;
}
void CCastleInterface : : recreateBuildings ( )
{
for ( int i = 0 ; i < buildings . size ( ) ; i + + )
{
if ( showing )
buildings [ i ] - > deactivate ( ) ;
delete buildings [ i ] ;
}
buildings . clear ( ) ;
hBuild = NULL ;
std : : set < std : : pair < int , int > > s ; //group - id
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for ( std : : set < si32 > : : const_iterator i = town - > builtBuildings . begin ( ) ; i ! = town - > builtBuildings . end ( ) ; i + + )
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{
if ( CGI - > townh - > structures . find ( town - > subID ) ! = CGI - > townh - > structures . end ( ) ) //we have info about structures in this town
{
if ( CGI - > townh - > structures [ town - > subID ] . find ( * i ) ! = CGI - > townh - > structures [ town - > subID ] . end ( ) ) //we have info about that structure
{
Structure * st = CGI - > townh - > structures [ town - > subID ] [ * i ] ;
if ( st - > group < 0 ) //no group - just add it
{
buildings . push_back ( new CBuildingRect ( st ) ) ;
}
else
{
std : : set < std : : pair < int , int > > : : iterator obecny = s . end ( ) ;
for ( std : : set < std : : pair < int , int > > : : iterator seti = s . begin ( ) ; seti ! = s . end ( ) ; seti + + ) //check if we have already building from same group
{
if ( seti - > first = = st - > group )
{
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obecny = seti ;
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break ;
}
}
if ( obecny ! = s . end ( ) )
{
if ( ( * ( CGI - > townh - > structures [ town - > subID ] [ obecny - > second ] ) ) < ( * ( CGI - > townh - > structures [ town - > subID ] [ st - > ID ] ) ) ) //we have to replace old building with current one
{
for ( int itpb = 0 ; itpb < buildings . size ( ) ; itpb + + )
{
if ( buildings [ itpb ] - > str - > ID = = obecny - > second )
{
delete buildings [ itpb ] ;
buildings . erase ( buildings . begin ( ) + itpb ) ;
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# ifndef __GNUC__
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obecny - > second = st - > ID ;
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# else
* ( const_cast < int * > ( & ( obecny - > second ) ) ) = st - > ID ;
# endif
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buildings . push_back ( new CBuildingRect ( st ) ) ;
}
}
}
}
else
{
buildings . push_back ( new CBuildingRect ( st ) ) ;
s . insert ( std : : pair < int , int > ( st - > group , st - > ID ) ) ;
}
}
}
else continue ;
}
else
break ;
}
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std : : sort ( buildings . begin ( ) , buildings . end ( ) , srthlp ) ;
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//code for Mana Vortex (there are two sets of animation frames - one without mage guild and one with
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if ( ( town - > subID = = 5 ) & & ( town - > builtBuildings . find ( 21 ) ! = town - > builtBuildings . end ( ) ) )
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{
CBuildingRect * vortex = NULL ;
for ( int i = 0 ; i < buildings . size ( ) ; i + + )
{
if ( buildings [ i ] - > str - > ID = = 21 )
{
vortex = buildings [ i ] ;
break ;
}
}
if ( town - > builtBuildings . find ( 4 ) ! = town - > builtBuildings . end ( ) ) //there is mage Guild level 5
{
vortex - > offset = 10 ;
vortex - > max = vortex - > def - > ourImages . size ( ) ;
}
else
{
vortex - > offset = 0 ;
vortex - > max = 10 ;
}
}
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//code for the shipyard in the Castle
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else if ( ( town - > subID = = 0 ) & & ( town - > builtBuildings . find ( 6 ) ! = town - > builtBuildings . end ( ) ) )
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{
CBuildingRect * shipyard = NULL ;
for ( int i = 0 ; i < buildings . size ( ) ; i + + )
{
if ( buildings [ i ] - > str - > ID = = 6 )
{
shipyard = buildings [ i ] ;
break ;
}
}
if ( town - > builtBuildings . find ( 8 ) ! = town - > builtBuildings . end ( ) ) //there is citadel
{
shipyard - > offset = 1 ;
shipyard - > max = shipyard - > def - > ourImages . size ( ) ;
}
else
{
shipyard - > offset = 0 ;
shipyard - > max = 1 ;
}
}
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}
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CRecrutationWindow * CCastleInterface : : showRecruitmentWindow ( int building )
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{
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if ( building > 36 )
building - = 7 ;
std : : vector < std : : pair < int , int > > crs ;
int amount = ( const_cast < CGTownInstance * > ( town ) ) - > strInfo . creatures [ building - 30 ] ; //trzeba odconstowac, bo inaczej operator [] by sypal :(
if ( town - > builtBuildings . find ( building + 7 ) ! = town - > builtBuildings . end ( ) ) //check if there is an upgraded building
crs . push_back ( std : : make_pair ( town - > town - > upgradedCreatures [ building - 30 ] , amount ) ) ;
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crs . push_back ( std : : make_pair ( town - > town - > basicCreatures [ building - 30 ] , amount ) ) ;
CRecrutationWindow * rw = new CRecrutationWindow ( crs , boost : : bind ( & CCallback : : recruitCreatures , LOCPLINT - > cb , town , _1 , _2 ) ) ;
rw - > activate ( ) ;
return rw ;
}
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void CHallInterface : : CBuildingBox : : hover ( bool on )
{
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Hoverable : : hover ( on ) ;
if ( on )
{
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std : : string toPrint ;
if ( state = = 8 )
toPrint = CGI - > townh - > hcommands [ 5 ] ;
else
toPrint = CGI - > townh - > hcommands [ state ] ;
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std : : vector < std : : string > name ;
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name . push_back ( CGI - > buildh - > buildings [ LOCPLINT - > castleInt - > town - > subID ] [ BID ] - > name ) ;
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LOCPLINT - > statusbar - > print ( CSDL_Ext : : processStr ( toPrint , name ) ) ;
}
else
LOCPLINT - > statusbar - > clear ( ) ;
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}
void CHallInterface : : CBuildingBox : : clickLeft ( tribool down )
{
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if ( pressedL & & ( ! down ) )
{
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LOCPLINT - > castleInt - > subInt - > deactivate ( ) ;
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new CHallInterface : : CBuildWindow ( LOCPLINT - > castleInt - > town - > subID , BID , state , 0 ) ;
}
ClickableL : : clickLeft ( down ) ;
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}
void CHallInterface : : CBuildingBox : : clickRight ( tribool down )
{
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if ( down )
{
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LOCPLINT - > castleInt - > subInt - > deactivate ( ) ;
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new CHallInterface : : CBuildWindow ( LOCPLINT - > castleInt - > town - > subID , BID , state , 1 ) ;
}
ClickableR : : clickRight ( down ) ;
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}
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void CHallInterface : : CBuildingBox : : show ( SDL_Surface * to )
{
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CHallInterface * hi = static_cast < CHallInterface * > ( LOCPLINT - > castleInt - > subInt ) ;
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blitAt ( LOCPLINT - > castleInt - > bicons - > ourImages [ BID ] . bitmap , pos . x , pos . y ) ;
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int pom , pom2 = - 1 ;
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switch ( state )
{
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case 4 :
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pom = 0 ;
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pom2 = 0 ;
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break ;
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case 7 :
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pom = 1 ;
break ;
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case 6 :
pom2 = 2 ;
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pom = 2 ;
break ;
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case 0 : case 5 : case 8 :
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pom2 = 1 ;
pom = 2 ;
break ;
case 2 : case 1 : default :
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pom = 3 ;
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break ;
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}
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blitAt ( hi - > bars - > ourImages [ pom ] . bitmap , pos . x - 1 , pos . y + 71 ) ;
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if ( pom2 > = 0 )
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blitAt ( hi - > status - > ourImages [ pom2 ] . bitmap , pos . x + 135 , pos . y + 54 ) ;
CSDL_Ext : : printAtMiddle ( CGI - > buildh - > buildings [ LOCPLINT - > castleInt - > town - > subID ] [ BID ] - > name , pos . x - 1 + hi - > bars - > ourImages [ 0 ] . bitmap - > w / 2 , pos . y + 71 + hi - > bars - > ourImages [ 0 ] . bitmap - > h / 2 , GEOR13 , zwykly ) ;
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}
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void CHallInterface : : CBuildingBox : : activate ( )
{
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Hoverable : : activate ( ) ;
ClickableL : : activate ( ) ;
ClickableR : : activate ( ) ;
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}
void CHallInterface : : CBuildingBox : : deactivate ( )
{
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Hoverable : : deactivate ( ) ;
ClickableL : : deactivate ( ) ;
ClickableR : : deactivate ( ) ;
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}
CHallInterface : : CBuildingBox : : ~ CBuildingBox ( )
{
}
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CHallInterface : : CBuildingBox : : CBuildingBox ( int id )
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: BID ( id )
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{
pos . w = 150 ;
pos . h = 70 ;
}
CHallInterface : : CBuildingBox : : CBuildingBox ( int id , int x , int y )
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: BID ( id )
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{
pos . x = x ;
pos . y = y ;
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pos . w = 150 ;
pos . h = 70 ;
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}
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CHallInterface : : CHallInterface ( CCastleInterface * owner )
{
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bg = BitmapHandler : : loadBitmap ( CGI - > buildh - > hall [ owner - > town - > subID ] . first ) ;
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graphics - > blueToPlayersAdv ( bg , LOCPLINT - > playerID ) ;
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bars = CDefHandler : : giveDefEss ( " TPTHBAR.DEF " ) ;
status = CDefHandler : : giveDefEss ( " TPTHCHK.DEF " ) ;
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exit = new AdventureMapButton
( CGI - > townh - > tcommands [ 8 ] , " " , boost : : bind ( & CHallInterface : : close , this ) , 748 , 556 , " TPMAGE1.DEF " , false , NULL , false ) ;
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//preparing boxes with buildings//
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boxes . resize ( 5 ) ;
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for ( int i = 0 ; i < 5 ; i + + ) //for each row
{
for ( int j = 0 ; j < CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] . size ( ) ; j + + ) //for each box
{
int k = 0 ;
for ( ; k < CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] [ j ] . size ( ) ; k + + ) //we are looking for the first not build structure
{
if (
( owner - > town - > builtBuildings . find ( CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] [ j ] [ k ] ) )
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= =
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( owner - > town - > builtBuildings . end ( ) ) )
{
int x = 34 + 194 * j ,
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y = 37 + 104 * i ,
ID = CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] [ j ] [ k ] ;
if ( CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] . size ( ) = = 2 ) //only two boxes in this row
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x + = 194 ;
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else if ( CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] . size ( ) = = 3 ) //only three boxes in this row
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x + = 97 ;
boxes [ i ] . push_back ( new CBuildingBox ( CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] [ j ] [ k ] , x , y ) ) ;
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boxes [ i ] [ boxes [ i ] . size ( ) - 1 ] - > state = 7 ; //allowed by default
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//can we build it?
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if ( owner - > town - > forbiddenBuildings . find ( CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] [ j ] [ k ] ) ! = owner - > town - > forbiddenBuildings . end ( ) )
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boxes [ i ] [ boxes [ i ] . size ( ) - 1 ] - > state = 2 ; //forbidden
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else if ( owner - > town - > builded > = MAX_BUILDING_PER_TURN )
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boxes [ i ] [ boxes [ i ] . size ( ) - 1 ] - > state = 5 ; //building limit
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//checking resources
CBuilding * pom = CGI - > buildh - > buildings [ owner - > town - > subID ] [ CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] [ j ] [ k ] ] ;
for ( int res = 0 ; res < 7 ; res + + ) //TODO: support custom amount of resources
{
if ( pom - > resources [ res ] > LOCPLINT - > cb - > getResourceAmount ( res ) )
boxes [ i ] [ boxes [ i ] . size ( ) - 1 ] - > state = 6 ; //lack of res
}
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//checking for requirements
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for ( std : : set < int > : : iterator ri = CGI - > townh - > requirements [ owner - > town - > subID ] [ ID ] . begin ( ) ;
ri ! = CGI - > townh - > requirements [ owner - > town - > subID ] [ ID ] . end ( ) ;
ri + + )
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{
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if ( owner - > town - > builtBuildings . find ( * ri ) = = owner - > town - > builtBuildings . end ( ) )
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boxes [ i ] [ boxes [ i ] . size ( ) - 1 ] - > state = 8 ; //lack of requirements - cannot build
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}
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//TODO: check if capital is already built, check if there is water for shipyard
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break ;
}
}
if ( k = = CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] [ j ] . size ( ) ) //all buildings built - let's take the last one
{
int x = 34 + 194 * j ,
y = 37 + 104 * i ;
if ( CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] . size ( ) = = 2 )
x + = 194 ;
else if ( CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] . size ( ) = = 3 )
x + = 97 ;
boxes [ i ] . push_back ( new CBuildingBox ( CGI - > buildh - > hall [ owner - > town - > subID ] . second [ i ] [ j ] [ k - 1 ] , x , y ) ) ;
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boxes [ i ] [ boxes [ i ] . size ( ) - 1 ] - > state = 4 ; //already exists
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}
}
}
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}
CHallInterface : : ~ CHallInterface ( )
{
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delete bars ;
delete status ;
SDL_FreeSurface ( bg ) ;
for ( int i = 0 ; i < boxes . size ( ) ; i + + )
for ( int j = 0 ; j < boxes [ i ] . size ( ) ; j + + )
delete boxes [ i ] [ j ] ;
delete exit ;
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}
void CHallInterface : : close ( )
{
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deactivate ( ) ;
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delete this ;
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LOCPLINT - > castleInt - > activate ( ) ;
LOCPLINT - > castleInt - > showAll ( ) ;
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}
void CHallInterface : : show ( SDL_Surface * to )
{
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blitAt ( bg , 0 , 0 ) ;
resdatabar . show ( ) ;
exit - > show ( ) ;
for ( int i = 0 ; i < 5 ; i + + )
{
for ( int j = 0 ; j < boxes [ i ] . size ( ) ; j + + )
boxes [ i ] [ j ] - > show ( ) ;
}
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}
void CHallInterface : : activate ( )
{
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for ( int i = 0 ; i < 5 ; i + + )
for ( int j = 0 ; j < boxes [ i ] . size ( ) ; j + + )
boxes [ i ] [ j ] - > activate ( ) ;
exit - > activate ( ) ;
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}
void CHallInterface : : deactivate ( )
{
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for ( int i = 0 ; i < 5 ; i + + )
{
for ( int j = 0 ; j < boxes [ i ] . size ( ) ; j + + )
{
boxes [ i ] [ j ] - > deactivate ( ) ;
}
}
exit - > deactivate ( ) ;
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}
void CHallInterface : : CBuildWindow : : activate ( )
{
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LOCPLINT - > objsToBlit . push_back ( this ) ;
ClickableR : : activate ( ) ;
if ( mode )
return ;
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if ( state = = 7 )
buy - > activate ( ) ;
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cancel - > activate ( ) ;
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}
void CHallInterface : : CBuildWindow : : deactivate ( )
{
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LOCPLINT - > objsToBlit . erase ( std : : find ( LOCPLINT - > objsToBlit . begin ( ) , LOCPLINT - > objsToBlit . end ( ) , this ) ) ;
ClickableR : : deactivate ( ) ;
if ( mode )
return ;
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if ( state = = 7 )
buy - > deactivate ( ) ;
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cancel - > deactivate ( ) ;
}
void CHallInterface : : CBuildWindow : : Buy ( )
{
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deactivate ( ) ;
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LOCPLINT - > castleInt - > subInt = NULL ;
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LOCPLINT - > castleInt - > activate ( ) ;
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LOCPLINT - > cb - > buildBuilding ( LOCPLINT - > castleInt - > town , bid ) ;
delete this ;
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delete LOCPLINT - > castleInt - > subInt ;
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LOCPLINT - > castleInt - > showAll ( ) ;
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}
void CHallInterface : : CBuildWindow : : close ( )
{
deactivate ( ) ;
delete this ;
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LOCPLINT - > castleInt - > subInt - > activate ( ) ;
LOCPLINT - > castleInt - > subInt - > show ( ) ;
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}
void CHallInterface : : CBuildWindow : : clickRight ( tribool down )
{
if ( ( ! down | | indeterminate ( down ) ) & & mode )
close ( ) ;
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}
void CHallInterface : : CBuildWindow : : show ( SDL_Surface * to )
{
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SDL_Rect pom = genRect ( bitmap - > h - 1 , bitmap - > w - 1 , pos . x , pos . y ) ;
SDL_Rect poms = pom ; poms . x = 0 ; poms . y = 0 ;
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SDL_BlitSurface ( bitmap , & poms , to ? to : screen , & pom ) ;
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if ( ! mode )
{
buy - > show ( ) ;
cancel - > show ( ) ;
}
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}
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std : : string CHallInterface : : CBuildWindow : : getTextForState ( int state )
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{
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std : : string ret ;
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if ( state < 7 )
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ret = CGI - > townh - > hcommands [ state ] ;
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switch ( state )
{
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case 4 : case 5 : case 6 :
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ret . replace ( ret . find_first_of ( " %s " ) , 2 , CGI - > buildh - > buildings [ tid ] [ bid ] - > name ) ;
break ;
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case 7 :
return CGI - > generaltexth - > allTexts [ 219 ] ; //all prereq. are met
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case 8 :
{
ret = CGI - > generaltexth - > allTexts [ 52 ] ;
std : : set < int > used ;
used . insert ( bid ) ;
std : : set < int > reqs ;
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for ( std : : set < int > : : iterator i = CGI - > townh - > requirements [ tid ] [ bid ] . begin ( ) ; i ! = CGI - > townh - > requirements [ tid ] [ bid ] . end ( ) ; i + + )
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if ( LOCPLINT - > castleInt - > town - > builtBuildings . find ( * i ) = = LOCPLINT - > castleInt - > town - > builtBuildings . end ( ) )
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reqs . insert ( * i ) ;
while ( true )
{
int czystych = 0 ;
for ( std : : set < int > : : iterator i = reqs . begin ( ) ; i ! = reqs . end ( ) ; i + + )
{
if ( used . find ( * i ) = = used . end ( ) ) //we haven't added requirements for this building
{
used . insert ( * i ) ;
for (
std : : set < int > : : iterator j = CGI - > townh - > requirements [ tid ] [ * i ] . begin ( ) ;
j ! = CGI - > townh - > requirements [ tid ] [ * i ] . end ( ) ;
j + +
)
{
if ( LOCPLINT - > castleInt - > town - > builtBuildings . find ( * j ) = = //this building is not built
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LOCPLINT - > castleInt - > town - > builtBuildings . end ( ) )
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reqs . insert ( * j ) ;
}
}
else
{
czystych + + ;
}
}
if ( czystych = = reqs . size ( ) )
break ;
}
bool first = true ;
for ( std : : set < int > : : iterator i = reqs . begin ( ) ; i ! = reqs . end ( ) ; i + + )
{
ret + = ( ( ( first ) ? ( " " ) : ( " , " ) ) + CGI - > buildh - > buildings [ tid ] [ * i ] - > name ) ;
first = false ;
}
}
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}
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return ret ;
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}
CHallInterface : : CBuildWindow : : CBuildWindow ( int Tid , int Bid , int State , bool Mode )
: tid ( Tid ) , bid ( Bid ) , mode ( Mode ) , state ( State )
{
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SDL_Surface * hhlp = BitmapHandler : : loadBitmap ( " TPUBUILD.bmp " ) ;
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graphics - > blueToPlayersAdv ( hhlp , LOCPLINT - > playerID ) ;
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bitmap = SDL_ConvertSurface ( hhlp , screen - > format , 0 ) ; //na 8bitowej mapie by sie psulo
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SDL_SetColorKey ( hhlp , SDL_SRCCOLORKEY , SDL_MapRGB ( hhlp - > format , 0 , 255 , 255 ) ) ;
SDL_FreeSurface ( hhlp ) ;
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pos . x = screen - > w / 2 - bitmap - > w / 2 ;
pos . y = screen - > h / 2 - bitmap - > h / 2 ;
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blitAt ( LOCPLINT - > castleInt - > bicons - > ourImages [ bid ] . bitmap , 125 , 50 , bitmap ) ;
std : : vector < std : : string > pom ; pom . push_back ( CGI - > buildh - > buildings [ tid ] [ bid ] - > name ) ;
CSDL_Ext : : printAtMiddleWB ( CGI - > buildh - > buildings [ tid ] [ bid ] - > description , 197 , 168 , GEOR16 , 40 , zwykly , bitmap ) ;
CSDL_Ext : : printAtMiddleWB ( getTextForState ( state ) , 197 , 248 , GEOR13 , 50 , zwykly , bitmap ) ;
CSDL_Ext : : printAtMiddle ( CSDL_Ext : : processStr ( CGI - > townh - > hcommands [ 7 ] , pom ) , 197 , 30 , GEOR16 , tytulowy , bitmap ) ;
int resamount = 0 ; for ( int i = 0 ; i < 7 ; i + + ) if ( CGI - > buildh - > buildings [ tid ] [ bid ] - > resources [ i ] ) resamount + + ;
int ah = ( resamount > 4 ) ? 304 : 341 ;
int cn = - 1 , it = 0 ;
int row1w = std : : min ( resamount , 4 ) * 32 + ( std : : min ( resamount , 4 ) - 1 ) * 45 ,
row2w = ( resamount - 4 ) * 32 + ( resamount - 5 ) * 45 ;
char buf [ 15 ] ;
while ( + + cn < 7 )
{
if ( ! CGI - > buildh - > buildings [ tid ] [ bid ] - > resources [ cn ] )
continue ;
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SDL_itoa ( CGI - > buildh - > buildings [ tid ] [ bid ] - > resources [ cn ] , buf , 10 ) ;
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if ( it < 4 )
{
CSDL_Ext : : printAtMiddle ( buf , ( bitmap - > w / 2 - row1w / 2 ) + 77 * it + 16 , ah + 42 , GEOR16 , zwykly , bitmap ) ;
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blitAt ( graphics - > resources32 - > ourImages [ cn ] . bitmap , ( bitmap - > w / 2 - row1w / 2 ) + 77 * it + + , ah , bitmap ) ;
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}
else
{
CSDL_Ext : : printAtMiddle ( buf , ( bitmap - > w / 2 - row2w / 2 ) + 77 * it + 16 - 308 , ah + 42 , GEOR16 , zwykly , bitmap ) ;
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blitAt ( graphics - > resources32 - > ourImages [ cn ] . bitmap , ( bitmap - > w / 2 - row2w / 2 ) + 77 * it + + - 308 , ah , bitmap ) ;
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}
if ( it = = 4 )
ah + = 75 ;
}
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if ( ! mode )
{
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buy = new AdventureMapButton
( " " , " " , boost : : bind ( & CBuildWindow : : Buy , this ) , pos . x + 45 , pos . y + 446 , " IBUY30.DEF " , false , NULL , false ) ;
cancel = new AdventureMapButton
( " " , " " , boost : : bind ( & CBuildWindow : : close , this ) , pos . x + 290 , pos . y + 445 , " ICANCEL.DEF " , false , NULL , false ) ;
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if ( state ! = 7 )
buy - > state = 2 ;
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}
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activate ( ) ;
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}
CHallInterface : : CBuildWindow : : ~ CBuildWindow ( )
{
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SDL_FreeSurface ( bitmap ) ;
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if ( ! mode )
{
delete buy ;
delete cancel ;
}
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}
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CFortScreen : : ~ CFortScreen ( )
{
for ( int i = 0 ; i < crePics . size ( ) ; i + + )
delete crePics [ i ] ;
for ( int i = 0 ; i < recAreas . size ( ) ; i + + )
delete recAreas [ i ] ;
SDL_FreeSurface ( bg ) ;
delete exit ;
}
void CFortScreen : : show ( SDL_Surface * to )
{
blitAt ( bg , 0 , 0 ) ;
static unsigned char anim = 1 ;
for ( int i = 0 ; i < CREATURES_PER_TOWN ; i + + )
{
crePics [ i ] - > blitPic ( screen , positions [ i ] . x + 159 , positions [ i ] . y + 4 , ! ( anim % 4 ) ) ;
}
anim + + ;
exit - > show ( ) ;
}
void CFortScreen : : activate ( )
{
LOCPLINT - > curint = this ;
exit - > activate ( ) ;
for ( int i = 0 ; i < recAreas . size ( ) ; i + + )
{
recAreas [ i ] - > activate ( ) ;
}
LOCPLINT - > objsToBlit - = LOCPLINT - > castleInt ;
LOCPLINT - > objsToBlit + = this ;
}
void CFortScreen : : deactivate ( )
{
exit - > deactivate ( ) ;
for ( int i = 0 ; i < recAreas . size ( ) ; i + + )
{
recAreas [ i ] - > deactivate ( ) ;
}
LOCPLINT - > objsToBlit - = this ;
LOCPLINT - > objsToBlit + = LOCPLINT - > castleInt ;
}
void CFortScreen : : close ( )
{
deactivate ( ) ;
delete this ;
LOCPLINT - > castleInt - > activate ( ) ;
LOCPLINT - > castleInt - > showAll ( ) ;
}
CFortScreen : : CFortScreen ( CCastleInterface * owner )
{
bg = NULL ;
exit = new AdventureMapButton ( CGI - > townh - > tcommands [ 8 ] , " " , boost : : bind ( & CFortScreen : : close , this ) , 748 , 556 , " TPMAGE1.DEF " , false , NULL , false ) ;
positions + = genRect ( 126 , 386 , 10 , 22 ) , genRect ( 126 , 386 , 404 , 22 ) ,
genRect ( 126 , 386 , 10 , 155 ) , genRect ( 126 , 386 , 404 , 155 ) ,
genRect ( 126 , 386 , 10 , 288 ) , genRect ( 126 , 386 , 404 , 288 ) ,
genRect ( 126 , 386 , 206 , 421 ) ; //genRect(126,386,10,421),genRect(126,386,404,421);
draw ( owner , true ) ;
}
void CFortScreen : : draw ( CCastleInterface * owner , bool first )
{
if ( bg )
SDL_FreeSurface ( bg ) ;
char buf [ 20 ] ;
memset ( buf , 0 , 20 ) ;
SDL_Surface * bg2 = BitmapHandler : : loadBitmap ( " TPCASTL7.bmp " ) ,
* icons = BitmapHandler : : loadBitmap ( " ZPCAINFO.bmp " ) ;
SDL_SetColorKey ( icons , SDL_SRCCOLORKEY , SDL_MapRGB ( icons - > format , 0 , 255 , 255 ) ) ;
graphics - > blueToPlayersAdv ( bg2 , LOCPLINT - > playerID ) ;
bg = SDL_ConvertSurface ( bg2 , screen - > format , 0 ) ;
SDL_FreeSurface ( bg2 ) ;
printAtMiddle ( CGI - > buildh - > buildings [ owner - > town - > subID ] [ owner - > town - > fortLevel ( ) + 6 ] - > name , 400 , 13 , GEORXX , zwykly , bg ) ;
for ( int i = 0 ; i < CREATURES_PER_TOWN ; i + + )
{
bool upgraded = owner - > town - > creatureDwelling ( i , true ) ;
bool present = owner - > town - > creatureDwelling ( i , false ) ;
CCreature * c = & CGI - > creh - > creatures [ upgraded ? owner - > town - > town - > upgradedCreatures [ i ] : owner - > town - > town - > basicCreatures [ i ] ] ;
printAtMiddle ( c - > namePl , positions [ i ] . x + 79 , positions [ i ] . y + 10 , GEOR13 , zwykly , bg ) ; //cr. name
blitAt ( owner - > bicons - > ourImages [ 30 + i + upgraded * 7 ] . bitmap , positions [ i ] . x + 4 , positions [ i ] . y + 21 , bg ) ; //dwelling pic
printAtMiddle ( CGI - > buildh - > buildings [ owner - > town - > subID ] [ 30 + i + upgraded * 7 ] - > name , positions [ i ] . x + 79 , positions [ i ] . y + 100 , GEOR13 , zwykly , bg ) ; //dwelling name
if ( present ) //if creature is present print avail able quantity
{
SDL_itoa ( owner - > town - > strInfo . creatures . find ( i ) - > second , buf , 10 ) ;
printAtMiddle ( CGI - > generaltexth - > allTexts [ 217 ] + buf , positions [ i ] . x + 79 , positions [ i ] . y + 118 , GEOR13 , zwykly , bg ) ;
}
blitAt ( icons , positions [ i ] . x + 261 , positions [ i ] . y + 3 , bg ) ;
//atttack
printAt ( CGI - > generaltexth - > allTexts [ 190 ] , positions [ i ] . x + 288 , positions [ i ] . y + 5 , GEOR13 , zwykly , bg ) ;
SDL_itoa ( c - > attack , buf , 10 ) ;
printToWR ( buf , positions [ i ] . x + 381 , positions [ i ] . y + 18 , GEOR13 , zwykly , bg ) ;
//defense
printAt ( CGI - > generaltexth - > allTexts [ 191 ] , positions [ i ] . x + 288 , positions [ i ] . y + 25 , GEOR13 , zwykly , bg ) ;
SDL_itoa ( c - > defence , buf , 10 ) ;
printToWR ( buf , positions [ i ] . x + 381 , positions [ i ] . y + 38 , GEOR13 , zwykly , bg ) ;
//damage
printAt ( CGI - > generaltexth - > allTexts [ 199 ] , positions [ i ] . x + 288 , positions [ i ] . y + 46 , GEOR13 , zwykly , bg ) ;
SDL_itoa ( c - > damageMin , buf , 10 ) ;
int hlp = log10f ( c - > damageMin ) + 2 ;
buf [ hlp - 1 ] = ' ' ; buf [ hlp ] = ' - ' ; buf [ hlp + 1 ] = ' ' ;
SDL_itoa ( c - > damageMax , buf + hlp + 2 , 10 ) ;
printToWR ( buf , positions [ i ] . x + 381 , positions [ i ] . y + 59 , GEOR13 , zwykly , bg ) ;
//health
printAt ( CGI - > preth - > zelp [ 439 ] . first , positions [ i ] . x + 288 , positions [ i ] . y + 66 , GEOR13 , zwykly , bg ) ;
SDL_itoa ( c - > hitPoints , buf , 10 ) ;
printToWR ( buf , positions [ i ] . x + 381 , positions [ i ] . y + 79 , GEOR13 , zwykly , bg ) ;
//speed
printAt ( CGI - > preth - > zelp [ 441 ] . first , positions [ i ] . x + 288 , positions [ i ] . y + 87 , GEOR13 , zwykly , bg ) ;
SDL_itoa ( c - > speed , buf , 10 ) ;
printToWR ( buf , positions [ i ] . x + 381 , positions [ i ] . y + 100 , GEOR13 , zwykly , bg ) ;
if ( present ) //growth
{
printAt ( CGI - > generaltexth - > allTexts [ 194 ] , positions [ i ] . x + 288 , positions [ i ] . y + 107 , GEOR13 , zwykly , bg ) ;
SDL_itoa ( owner - > town - > creatureGrowth ( i ) , buf , 10 ) ;
printToWR ( buf , positions [ i ] . x + 381 , positions [ i ] . y + 120 , GEOR13 , zwykly , bg ) ;
}
if ( first )
{
crePics . push_back ( new CCreaturePic ( c , false ) ) ;
if ( present )
{
recAreas . push_back ( new RecArea ( 30 + i + upgraded * 7 ) ) ;
recAreas [ recAreas . size ( ) - 1 ] - > pos = positions [ i ] ;
}
}
}
SDL_FreeSurface ( icons ) ;
}
void CFortScreen : : RecArea : : clickLeft ( tribool down )
{
if ( ! down )
{
LOCPLINT - > curint - > deactivate ( ) ;
CRecrutationWindow * rw = LOCPLINT - > castleInt - > showRecruitmentWindow ( bid ) ;
rw - > buy - > callback + = boost : : bind ( & CFortScreen : : draw , static_cast < CFortScreen * > ( LOCPLINT - > curint ) , LOCPLINT - > castleInt , false ) ;
}
}
void CFortScreen : : RecArea : : activate ( )
{
ClickableL : : activate ( ) ;
}
void CFortScreen : : RecArea : : deactivate ( )
{
ClickableL : : deactivate ( ) ;
}