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vcmi/CCastleInterface.cpp

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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"
#include "hch/CBuildingHandler.h"
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#include "hch/CDefHandler.h"
#include <sstream>
#include "CMessage.h"
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#include "hch/CGeneralTextHandler.h"
#include "CCallback.h"
#include "client/Graphics.h"
#include "client/CCreatureAnimation.h"
#include "CHeroWindow.h"
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
using namespace boost::assign;
using namespace CSDL_Ext;
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extern TTF_Font * GEOR16;
CBuildingRect::CBuildingRect(Structure *Str)
:str(Str), moi(false), offset(0)
{
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def = CDefHandler::giveDef(Str->defName);
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;
}
CBuildingRect::~CBuildingRect()
{
delete def;
if(border)
SDL_FreeSurface(border);
if(area)
SDL_FreeSurface(area);
}
void CBuildingRect::activate()
{
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Hoverable::activate();
ClickableL::activate();
ClickableR::activate();
}
void CBuildingRect::deactivate()
{
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Hoverable::deactivate();
ClickableL::deactivate();
ClickableR::deactivate();
if(moi)
MotionInterested::deactivate();
moi=false;
}
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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Hoverable::hover(on);
if(on)
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{
if(!moi)
MotionInterested::activate();
moi = true;
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}
else
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{
if(moi)
MotionInterested::deactivate();
moi = false;
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if(LOCPLINT->castleInt->hBuild == this)
{
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LOCPLINT->castleInt->hBuild = NULL;
LOCPLINT->statusbar->clear();
}
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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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if(pressedL && !down)
LOCPLINT->castleInt->buildingClicked(str->ID);
ClickableL::clickLeft(down);
}
//todo - handle
}
void CBuildingRect::clickRight (tribool down)
{
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if((!area) || (!((bool)down)) || (this!=LOCPLINT->castleInt->hBuild))
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,
CGI->buildh->buildings[str->townID][str->ID]->description,
LOCPLINT->castleInt->bicons->ourImages[str->ID].bitmap,
CGI->buildh->buildings[str->townID][str->ID]->name);
vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
vinya->activate();
}
}
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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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LOCPLINT->castleInt->hBuild = NULL;
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;
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;
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);
}
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:
#ifndef __GNUC__
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throw new std::exception("std::string getBgName(int type): invalid type");
#else
throw new std::exception();
#endif
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}
}
class SORTHELP
{
public:
bool operator ()
(const CBuildingRect *a ,
const CBuildingRect *b)
{
return (*a)<(*b);
}
} srthlp ;
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CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
:hslotup(241,387,0,Town->garrisonHero,this),hslotdown(241,483,1,Town->visitingHero,this)
{
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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);
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);
statusbar = new CStatusBar(8,555,"TSTATBAR.bmp",732);
townlist->fun = boost::bind(&CCastleInterface::townChange,this);
townlist->genList();
townlist->selected = getIndexOf(townlist->items,Town);
if((townlist->selected+1) > townlist->SIZE)
townlist->from = townlist->selected - townlist->SIZE + 2;
graphics->blueToPlayersAdv(townInt,LOCPLINT->playerID);
exit->bitmapOffset = 4;
//buildings
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:
#ifndef __GNUC__
throw new std::exception("Bad town subID");
#else
throw new std::exception();
#endif
}
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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;
delete split;
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delete hall;
delete fort;
delete flag;
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delete garr;
delete townlist;
delete statusbar;
for(int i=0;i<buildings.size();i++)
{
delete buildings[i];
}
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;
LOCPLINT->adventureInt->activate();
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delete this;
}
void CCastleInterface::splitF()
{
}
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void CCastleInterface::buildingClicked(int building)
{
std::cout<<"You've clicked on "<<building<<std::endl;
if(building==19 || building==18)
{
building = town->town->hordeLvl[0] + 30;
}
else if(building==24 || building==25)
{
building = town->town->hordeLvl[1] + 30;
}
if(building >= 30)
{
LOCPLINT->curint->deactivate();
showRecruitmentWindow(building);
}
else
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{
switch(building)
{
case 7: case 8: case 9:
{
CFortScreen *fs = new CFortScreen(this);
deactivate();
fs->activate();
fs->show();
break;
}
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();
CHallInterface *h = new CHallInterface(this);
subInt = h;
h->activate();
h->show();
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}
void CCastleInterface::showAll( SDL_Surface * to/*=NULL*/, bool forceTotalRedraw /*= false*/)
{
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if (!to)
to=screen;
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blitAt(cityBg,0,0,to);
blitAt(townInt,0,374,to);
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LOCPLINT->adventureInt->resdatabar.draw();
townlist->draw();
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statusbar->show();
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garr->show();
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int pom;
//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())
cid = town->town->upgradedCreatures[i];
else
cid = town->town->basicCreatures[i];
}
if (cid>=0)
{
int pomx, pomy;
pomx = 22 + (55*((i>3)?(i-4):i));
pomy = (i>3)?(507):(459);
blitAt(graphics->smallImgs[cid],pomx,pomy,to);
std::ostringstream oss;
oss << '+' << town->creatureGrowth(i);
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CSDL_Ext::printAtMiddle(oss.str(),pomx+16,pomy+37,GEOR13,zwykly,to);
}
}
//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];
SDL_itoa(town->dailyIncome(),temp,10);
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CSDL_Ext::printAtMiddle(temp,195,442,GEOR13,zwykly,to);
//blit town icon
pom = town->subID*2;
if (!town->hasFort())
pom += F_NUMBER*2;
if(town->builded >= MAX_BUILDING_PER_TURN)
pom++;
blitAt(graphics->bigTownPic->ourImages[pom].bitmap,15,387,to);
hslotup.show();
hslotdown.show();
pom=false;
if(forceTotalRedraw && !showing)
pom = showing = true;
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show();
if(pom)
showing = false;
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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)
to=screen;
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count++;
if(count==8)
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{
count=0;
animval++;
}
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blitAt(cityBg,0,0,to);
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//blit buildings
for(int i=0;i<buildings.size();i++)
{
int frame = ((animval)%(buildings[i]->max - buildings[i]->offset)) + buildings[i]->offset;
if(frame)
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{
blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
blitAt(buildings[i]->def->ourImages[frame].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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}
else
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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}
void CCastleInterface::activate()
{
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showing = true;
townlist->activate();
garr->activate();
LOCPLINT->curint = this;
LOCPLINT->statusbar = statusbar;
exit->activate();
split->activate();
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for(int i=0;i<buildings.size();i++)
buildings[i]->activate();
hslotdown.activate();
hslotup.activate();
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}
void CCastleInterface::deactivate()
{
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showing = false;
townlist->deactivate();
garr->deactivate();
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exit->deactivate();
split->deactivate();
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for(int i=0;i<buildings.size();i++)
buildings[i]->deactivate();
hslotdown.deactivate();
hslotup.deactivate();
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}
void CCastleInterface::addBuilding(int bid)
{
//TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach
deactivate();
recreateBuildings();
activate();
}
void CCastleInterface::removeBuilding(int bid)
{
//TODO: lepiej by bylo tylko usuwac co trzeba pamietajac o grupach
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
for (std::set<si32>::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++)
{
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)
{
obecny = seti;
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);
#ifndef __GNUC__
obecny->second = st->ID;
#else
*(const_cast<int*>(&(obecny->second))) = st->ID;
#endif
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;
}
std::sort(buildings.begin(),buildings.end(),srthlp);
//code for Mana Vortex (there are two sets of animation frames - one without mage guild and one with
if((town->subID == 5) && (town->builtBuildings.find(21)!=town->builtBuildings.end()))
{
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;
}
}
//code for the shipyard in the Castle
else if((town->subID == 0) && (town->builtBuildings.find(6)!=town->builtBuildings.end()))
{
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;
}
}
}
CRecrutationWindow * CCastleInterface::showRecruitmentWindow( int building )
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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)
{
Hoverable::hover(on);
if(on)
{
std::string toPrint;
if(state==8)
toPrint = CGI->townh->hcommands[5];
else
toPrint = CGI->townh->hcommands[state];
std::vector<std::string> name;
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name.push_back(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][BID]->name);
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))
{
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)
{
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)
{
CHallInterface *hi = static_cast<CHallInterface*>(LOCPLINT->castleInt->subInt);
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blitAt(LOCPLINT->castleInt->bicons->ourImages[BID].bitmap,pos.x,pos.y);
int pom, pom2=-1;
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switch (state)
{
case 4:
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pom = 0;
pom2 = 0;
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break;
case 7:
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pom = 1;
break;
case 6:
pom2 = 2;
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pom = 2;
break;
case 0: case 5: case 8:
pom2 = 1;
pom = 2;
break;
case 2: case 1: default:
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pom = 3;
break;
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}
blitAt(hi->bars->ourImages[pom].bitmap,pos.x-1,pos.y+71);
if(pom2>=0)
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()
{
Hoverable::activate();
ClickableL::activate();
ClickableR::activate();
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}
void CHallInterface::CBuildingBox::deactivate()
{
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;
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);
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
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bars = CDefHandler::giveDefEss("TPTHBAR.DEF");
status = CDefHandler::giveDefEss("TPTHCHK.DEF");
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//
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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(owner->town->builtBuildings.end()) )
{
int x = 34 + 194*j,
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;
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));
boxes[i][boxes[i].size()-1]->state = 7; //allowed by default
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//can we build it?
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
else if(owner->town->builded >= MAX_BUILDING_PER_TURN)
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
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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{
if(owner->town->builtBuildings.find(*ri)==owner->town->builtBuildings.end())
boxes[i][boxes[i].size()-1]->state = 8; //lack of requirements - cannot build
}
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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));
boxes[i][boxes[i].size()-1]->state = 4; //already exists
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}
}
}
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}
CHallInterface::~CHallInterface()
{
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();
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();
}
void CHallInterface::CBuildWindow::activate()
{
LOCPLINT->objsToBlit.push_back(this);
ClickableR::activate();
if(mode)
return;
if(state==7)
buy->activate();
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cancel->activate();
}
void CHallInterface::CBuildWindow::deactivate()
{
LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
ClickableR::deactivate();
if(mode)
return;
if(state==7)
buy->deactivate();
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cancel->deactivate();
}
void CHallInterface::CBuildWindow::Buy()
{
deactivate();
LOCPLINT->castleInt->subInt = NULL;
LOCPLINT->castleInt->activate();
LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,bid);
delete this;
delete LOCPLINT->castleInt->subInt;
LOCPLINT->castleInt->showAll();
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}
void CHallInterface::CBuildWindow::close()
{
deactivate();
delete this;
LOCPLINT->castleInt->subInt->activate();
LOCPLINT->castleInt->subInt->show();
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}
void CHallInterface::CBuildWindow::clickRight (tribool down)
{
if((!down || indeterminate(down)) && mode)
close();
}
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;
SDL_BlitSurface(bitmap,&poms,to?to:screen,&pom);
if(!mode)
{
buy->show();
cancel->show();
}
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}
std::string CHallInterface::CBuildWindow::getTextForState(int state)
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{
std::string ret;
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if(state<7)
ret = CGI->townh->hcommands[state];
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switch (state)
{
case 4: case 5: case 6:
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
case 8:
{
ret = CGI->generaltexth->allTexts[52];
std::set<int> used;
used.insert(bid);
std::set<int> reqs;
for(std::set<int>::iterator i=CGI->townh->requirements[tid][bid].begin();i!=CGI->townh->requirements[tid][bid].end();i++)
if (LOCPLINT->castleInt->town->builtBuildings.find(*i) == LOCPLINT->castleInt->town->builtBuildings.end())
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
LOCPLINT->castleInt->town->builtBuildings.end())
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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}
return ret;
}
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");
graphics->blueToPlayersAdv(hhlp,LOCPLINT->playerID);
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);
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;
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);
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);
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;
}
if(!mode)
{
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);
if(state!=7)
buy->state=2;
}
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activate();
}
CHallInterface::CBuildWindow::~CBuildWindow()
{
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SDL_FreeSurface(bitmap);
if(!mode)
{
delete buy;
delete cancel;
}
}
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();
}