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# include "StdInc.h"
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# include "CCastleInterface.h"
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# include "CAdvmapInterface.h"
# include "CHeroWindow.h"
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# include "CTradeWindow.h"
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# include "GUIClasses.h"
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# include "../CBitmapHandler.h"
# include "../CDefHandler.h"
# include "../CGameInfo.h"
# include "../CMessage.h"
# include "../CMusicHandler.h"
# include "../CPlayerInterface.h"
# include "../Graphics.h"
# include "../gui/CGuiHandler.h"
# include "../gui/SDL_Extensions.h"
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# include "../windows/InfoWindows.h"
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# include "../widgets/MiscWidgets.h"
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# include "../widgets/CComponent.h"
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# include "../../CCallback.h"
# include "../../lib/CArtHandler.h"
# include "../../lib/CBuildingHandler.h"
# include "../../lib/CCreatureHandler.h"
# include "../../lib/CGeneralTextHandler.h"
# include "../../lib/CModHandler.h"
# include "../../lib/CSpellHandler.h"
# include "../../lib/CTownHandler.h"
# include "../../lib/GameConstants.h"
# include "../../lib/mapObjects/CGHeroInstance.h"
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# include "../../lib/mapObjects/CGTownInstance.h"
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using namespace boost : : assign ;
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/*
* CCastleInterface . cpp , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
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const CBuilding * CBuildingRect : : getBuilding ( )
{
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if ( ! str - > building )
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return nullptr ;
if ( str - > hiddenUpgrade ) // hidden upgrades, e.g. hordes - return base (dwelling for hordes)
return town - > town - > buildings . at ( str - > building - > getBase ( ) ) ;
return str - > building ;
}
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CBuildingRect : : CBuildingRect ( CCastleBuildings * Par , const CGTownInstance * Town , const CStructure * Str )
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: CShowableAnim ( 0 , 0 , Str - > defName , CShowableAnim : : BASE | CShowableAnim : : USE_RLE ) ,
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parent ( Par ) ,
town ( Town ) ,
str ( Str ) ,
stateCounter ( 80 )
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{
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recActions = ACTIVATE | DEACTIVATE | DISPOSE | SHARE_POS ;
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addUsedEvents ( LCLICK | RCLICK | HOVER ) ;
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pos . x + = str - > pos . x ;
pos . y + = str - > pos . y ;
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if ( ! str - > borderName . empty ( ) )
border = BitmapHandler : : loadBitmap ( str - > borderName , true ) ;
else
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border = nullptr ;
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if ( ! str - > areaName . empty ( ) )
area = BitmapHandler : : loadBitmap ( str - > areaName ) ;
else
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area = nullptr ;
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}
CBuildingRect : : ~ CBuildingRect ( )
{
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SDL_FreeSurface ( border ) ;
SDL_FreeSurface ( area ) ;
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}
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bool CBuildingRect : : operator < ( const CBuildingRect & p2 ) const
{
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return ( str - > pos . z ) < ( p2 . str - > pos . z ) ;
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}
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void CBuildingRect : : hover ( bool on )
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{
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if ( on )
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{
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if ( ! ( active & MOVE ) )
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addUsedEvents ( MOVE ) ;
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}
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else
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{
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if ( active & MOVE )
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removeUsedEvents ( MOVE ) ;
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if ( parent - > selectedBuilding = = this )
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{
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parent - > selectedBuilding = nullptr ;
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GH . statusbar - > clear ( ) ;
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}
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}
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}
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void CBuildingRect : : clickLeft ( tribool down , bool previousState )
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{
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if ( previousState & & ! down & & area & & ( parent - > selectedBuilding = = this ) & & getBuilding ( ) )
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if ( ! CSDL_Ext : : isTransparent ( area , GH . current - > motion . x - pos . x , GH . current - > motion . y - pos . y ) ) //inside building image
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parent - > buildingClicked ( getBuilding ( ) - > bid ) ;
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}
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void CBuildingRect : : clickRight ( tribool down , bool previousState )
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{
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if ( ( ! area ) | | ( ! ( ( bool ) down ) ) | | ( this ! = parent - > selectedBuilding ) | | getBuilding ( ) = = nullptr )
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return ;
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if ( ! CSDL_Ext : : isTransparent ( area , GH . current - > motion . x - pos . x , GH . current - > motion . y - pos . y ) ) //inside building image
{
BuildingID bid = getBuilding ( ) - > bid ;
const CBuilding * bld = town - > town - > buildings . at ( bid ) ;
if ( bid < BuildingID : : DWELL_FIRST )
{
CRClickPopup : : createAndPush ( CInfoWindow : : genText ( bld - > Name ( ) , bld - > Description ( ) ) ,
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new CComponent ( CComponent : : building , bld - > town - > faction - > index , bld - > bid ) ) ;
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}
else
{
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int level = ( bid - BuildingID : : DWELL_FIRST ) % GameConstants : : CREATURES_PER_TOWN ;
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GH . pushInt ( new CDwellingInfoBox ( parent - > pos . x + parent - > pos . w / 2 , parent - > pos . y + parent - > pos . h / 2 , town , level ) ) ;
}
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}
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}
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SDL_Color multiplyColors ( const SDL_Color & b , const SDL_Color & a , double f )
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{
SDL_Color ret ;
ret . r = a . r * f + b . r * ( 1 - f ) ;
ret . g = a . g * f + b . g * ( 1 - f ) ;
ret . b = a . b * f + b . b * ( 1 - f ) ;
return ret ;
}
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void CBuildingRect : : show ( SDL_Surface * to )
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{
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const ui32 stageDelay = 16 ;
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const ui32 S1_TRANSP = 16 ; //0.5 sec building appear 0->100 transparency
const ui32 S2_WHITE_B = 32 ; //0.5 sec border glows from white to yellow
const ui32 S3_YELLOW_B = 48 ; //0.5 sec border glows from yellow to normal
const ui32 BUILDED = 80 ; // 1 sec delay, nothing happens
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if ( stateCounter < S1_TRANSP )
{
setAlpha ( 255 * stateCounter / stageDelay ) ;
CShowableAnim : : show ( to ) ;
}
else
{
setAlpha ( 255 ) ;
CShowableAnim : : show ( to ) ;
}
if ( border & & stateCounter > S1_TRANSP )
{
if ( stateCounter = = BUILDED )
{
if ( parent - > selectedBuilding = = this )
blitAtLoc ( border , 0 , 0 , to ) ;
return ;
}
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if ( border - > format - > palette ! = nullptr )
{
// key colors in glowing border
SDL_Color c1 = { 200 , 200 , 200 , 255 } ;
SDL_Color c2 = { 120 , 100 , 60 , 255 } ;
SDL_Color c3 = { 200 , 180 , 110 , 255 } ;
ui32 colorID = SDL_MapRGB ( border - > format , c3 . r , c3 . g , c3 . b ) ;
SDL_Color oldColor = border - > format - > palette - > colors [ colorID ] ;
SDL_Color newColor ;
if ( stateCounter < S2_WHITE_B )
newColor = multiplyColors ( c1 , c2 , static_cast < double > ( stateCounter % stageDelay ) / stageDelay ) ;
else
if ( stateCounter < S3_YELLOW_B )
newColor = multiplyColors ( c2 , c3 , static_cast < double > ( stateCounter % stageDelay ) / stageDelay ) ;
else
newColor = oldColor ;
SDL_SetColors ( border , & newColor , colorID , 1 ) ;
blitAtLoc ( border , 0 , 0 , to ) ;
SDL_SetColors ( border , & oldColor , colorID , 1 ) ;
}
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}
if ( stateCounter < BUILDED )
stateCounter + + ;
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}
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void CBuildingRect : : showAll ( SDL_Surface * to )
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{
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if ( stateCounter = = 0 )
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return ;
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CShowableAnim : : showAll ( to ) ;
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if ( ! active & & parent - > selectedBuilding = = this & & border )
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blitAtLoc ( border , 0 , 0 , to ) ;
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}
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std : : string CBuildingRect : : getSubtitle ( ) //hover text for building
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{
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if ( ! getBuilding ( ) )
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return " " ;
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int bid = getBuilding ( ) - > bid ;
if ( bid < 30 ) //non-dwellings - only buiding name
return town - > town - > buildings . at ( getBuilding ( ) - > bid ) - > Name ( ) ;
else //dwellings - recruit %creature%
{
auto & availableCreatures = town - > creatures [ ( bid - 30 ) % GameConstants : : CREATURES_PER_TOWN ] . second ;
if ( availableCreatures . size ( ) )
{
int creaID = availableCreatures . back ( ) ; //taking last of available creatures
return CGI - > generaltexth - > allTexts [ 16 ] + " " + CGI - > creh - > creatures . at ( creaID ) - > namePl ;
}
else
{
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logGlobal - > warnStream ( ) < < " Problem: dwelling with id " < < bid < < " offers no creatures! " ;
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return " #ERROR# " ;
}
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}
}
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void CBuildingRect : : mouseMoved ( const SDL_MouseMotionEvent & sEvent )
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{
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if ( area & & isItIn ( & pos , sEvent . x , sEvent . y ) )
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{
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if ( CSDL_Ext : : isTransparent ( area , GH . current - > motion . x - pos . x , GH . current - > motion . y - pos . y ) ) //hovered pixel is inside this building
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{
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if ( parent - > selectedBuilding = = this )
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{
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parent - > selectedBuilding = nullptr ;
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GH . statusbar - > clear ( ) ;
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}
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}
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else //inside the area of this building
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{
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if ( ! parent - > selectedBuilding //no building hovered
| | ( * parent - > selectedBuilding ) < ( * this ) ) //or we are on top
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{
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parent - > selectedBuilding = this ;
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GH . statusbar - > setText ( getSubtitle ( ) ) ;
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}
}
}
}
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CDwellingInfoBox : : CDwellingInfoBox ( int centerX , int centerY , const CGTownInstance * Town , int level ) :
CWindowObject ( RCLICK_POPUP | PLAYER_COLORED , " CRTOINFO " , Point ( centerX , centerY ) )
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{
OBJ_CONSTRUCTION_CAPTURING_ALL ;
const CCreature * creature = CGI - > creh - > creatures . at ( Town - > creatures . at ( level ) . second . back ( ) ) ;
title = new CLabel ( 80 , 30 , FONT_SMALL , CENTER , Colors : : WHITE , creature - > namePl ) ;
animation = new CCreaturePic ( 30 , 44 , creature , true , true ) ;
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std : : string text = boost : : lexical_cast < std : : string > ( Town - > creatures . at ( level ) . first ) ;
available = new CLabel ( 80 , 190 , FONT_SMALL , CENTER , Colors : : WHITE , CGI - > generaltexth - > allTexts [ 217 ] + text ) ;
costPerTroop = new CLabel ( 80 , 227 , FONT_SMALL , CENTER , Colors : : WHITE , CGI - > generaltexth - > allTexts [ 346 ] ) ;
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for ( int i = 0 ; i < GameConstants : : RESOURCE_QUANTITY ; i + + )
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{
if ( creature - > cost [ i ] )
{
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resPicture . push_back ( new CAnimImage ( " RESOURCE " , i , 0 , 0 , 0 ) ) ;
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resAmount . push_back ( new CLabel ( 0 , 0 , FONT_SMALL , CENTER , Colors : : WHITE , boost : : lexical_cast < std : : string > ( creature - > cost [ i ] ) ) ) ;
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}
}
int posY = 238 ;
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int posX = pos . w / 2 - resAmount . size ( ) * 25 + 5 ;
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for ( size_t i = 0 ; i < resAmount . size ( ) ; i + + )
{
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resPicture [ i ] - > moveBy ( Point ( posX , posY ) ) ;
resAmount [ i ] - > moveBy ( Point ( posX + 16 , posY + 43 ) ) ;
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posX + = 50 ;
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}
}
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void CHeroGSlot : : hover ( bool on )
{
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if ( ! on )
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{
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GH . statusbar - > clear ( ) ;
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return ;
}
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CHeroGSlot * other = upg ? owner - > garrisonedHero : owner - > visitingHero ;
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std : : string temp ;
if ( hero )
{
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if ( selection ) //view NNN
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{
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temp = CGI - > generaltexth - > tcommands [ 4 ] ;
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boost : : algorithm : : replace_first ( temp , " %s " , hero - > name ) ;
}
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else if ( other - > hero & & other - > selection ) //exchange
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{
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temp = CGI - > generaltexth - > tcommands [ 7 ] ;
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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
{
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temp = CGI - > generaltexth - > tcommands [ 32 ] ;
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boost : : algorithm : : replace_first ( temp , " %s " , hero - > name ) ;
}
else //up - garrison
{
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temp = CGI - > generaltexth - > tcommands [ 12 ] ;
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boost : : algorithm : : replace_first ( temp , " %s " , hero - > name ) ;
}
}
}
else //we are empty slot
{
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if ( other - > selection & & other - > hero ) //move NNNN
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{
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temp = CGI - > generaltexth - > tcommands [ 6 ] ;
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boost : : algorithm : : replace_first ( temp , " %s " , other - > hero - > name ) ;
}
else //empty
{
temp = CGI - > generaltexth - > allTexts [ 507 ] ;
}
}
if ( temp . size ( ) )
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GH . statusbar - > setText ( temp ) ;
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}
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void CHeroGSlot : : clickLeft ( tribool down , bool previousState )
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{
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CHeroGSlot * other = upg ? owner - > garrisonedHero : owner - > visitingHero ;
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if ( ! down )
{
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owner - > garr - > setSplittingMode ( false ) ;
owner - > garr - > selectSlot ( nullptr ) ;
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if ( hero & & selection )
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{
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setHighlight ( false ) ;
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LOCPLINT - > openHeroWindow ( hero ) ;
}
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else if ( other - > hero & & other - > selection )
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{
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bool allow = true ;
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if ( upg ) //moving hero out of town - check if it is allowed
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{
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if ( ! hero & & LOCPLINT - > cb - > howManyHeroes ( false ) > = VLC - > modh - > settings . MAX_HEROES_ON_MAP_PER_PLAYER )
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{
std : : string tmp = CGI - > generaltexth - > allTexts [ 18 ] ; //You already have %d adventuring heroes under your command.
boost : : algorithm : : replace_first ( tmp , " %d " , boost : : lexical_cast < std : : string > ( LOCPLINT - > cb - > howManyHeroes ( false ) ) ) ;
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LOCPLINT - > showInfoDialog ( tmp , std : : vector < CComponent * > ( ) , soundBase : : sound_todo ) ;
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allow = false ;
}
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else if ( ! other - > hero - > stacksCount ( ) ) //hero has no creatures - strange, but if we have appropriate error message...
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{
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LOCPLINT - > showInfoDialog ( CGI - > generaltexth - > allTexts [ 19 ] , std : : vector < CComponent * > ( ) , soundBase : : sound_todo ) ; //This hero has no creatures. A hero must have creatures before he can brave the dangers of the countryside.
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allow = false ;
}
}
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setHighlight ( false ) ;
other - > setHighlight ( false ) ;
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if ( allow )
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owner - > swapArmies ( ) ;
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}
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else if ( hero )
{
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setHighlight ( true ) ;
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owner - > garr - > selectSlot ( nullptr ) ;
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showAll ( screen2 ) ;
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}
hover ( false ) ; hover ( true ) ; //refresh statusbar
}
}
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void CHeroGSlot : : deactivate ( )
{
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vstd : : clear_pointer ( selection ) ;
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CIntObject : : deactivate ( ) ;
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}
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CHeroGSlot : : CHeroGSlot ( int x , int y , int updown , const CGHeroInstance * h , HeroSlots * Owner )
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{
owner = Owner ;
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pos . x + = x ;
pos . y + = y ;
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pos . w = 58 ;
pos . h = 64 ;
upg = updown ;
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selection = nullptr ;
image = nullptr ;
set ( h ) ;
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addUsedEvents ( LCLICK | HOVER ) ;
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}
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CHeroGSlot : : ~ CHeroGSlot ( )
{
}
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void CHeroGSlot : : setHighlight ( bool on )
{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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vstd : : clear_pointer ( selection ) ;
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if ( on )
selection = new CAnimImage ( " TWCRPORT " , 1 , 0 ) ;
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if ( owner - > garrisonedHero - > hero & & owner - > visitingHero - > hero ) //two heroes in town
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{
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for ( auto & elem : owner - > garr - > splitButtons ) //splitting enabled when slot higlighted
elem - > block ( ! on ) ;
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}
}
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void CHeroGSlot : : set ( const CGHeroInstance * newHero )
{
OBJ_CONSTRUCTION_CAPTURING_ALL ;
if ( image )
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delete image ;
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hero = newHero ;
if ( newHero )
image = new CAnimImage ( " PortraitsLarge " , newHero - > portrait , 0 , 0 , 0 ) ;
else if ( ! upg & & owner - > showEmpty ) //up garrison
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image = new CAnimImage ( " CREST58 " , LOCPLINT - > castleInt - > town - > getOwner ( ) . getNum ( ) , 0 , 0 , 0 ) ;
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else
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image = nullptr ;
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}
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template < class ptr >
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class SORTHELP
{
public :
bool operator ( )
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( const ptr * a ,
const ptr * b )
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{
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return ( * a ) < ( * b ) ;
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}
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} ;
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SORTHELP < CBuildingRect > buildSorter ;
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SORTHELP < CStructure > structSorter ;
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CCastleBuildings : : CCastleBuildings ( const CGTownInstance * Town ) :
town ( Town ) ,
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selectedBuilding ( nullptr )
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{
OBJ_CONSTRUCTION_CAPTURING_ALL ;
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background = new CPicture ( town - > town - > clientInfo . townBackground ) ;
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pos . w = background - > pos . w ;
pos . h = background - > pos . h ;
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recreate ( ) ;
}
void CCastleBuildings : : recreate ( )
{
selectedBuilding = nullptr ;
OBJ_CONSTRUCTION_CAPTURING_ALL ;
//clear existing buildings
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for ( auto build : buildings )
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delete build ;
buildings . clear ( ) ;
groups . clear ( ) ;
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//Generate buildings list
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auto buildingsCopy = town - > builtBuildings ; // a bit modified copy of built buildings
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if ( vstd : : contains ( town - > builtBuildings , BuildingID : : SHIPYARD ) )
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{
std : : vector < const CGObjectInstance * > vobjs = LOCPLINT - > cb - > getVisitableObjs ( town - > bestLocation ( ) ) ;
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//there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
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if ( ! vobjs . empty ( ) & & ( vobjs . front ( ) - > ID = = Obj : : BOAT | | vobjs . front ( ) - > ID = = Obj : : HERO ) )
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{
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buildingsCopy . insert ( BuildingID : : SHIP ) ;
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}
}
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for ( const CStructure * structure : town - > town - > clientInfo . structures )
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{
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if ( ! structure - > building )
{
buildings . push_back ( new CBuildingRect ( this , town , structure ) ) ;
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continue ;
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}
if ( vstd : : contains ( buildingsCopy , structure - > building - > bid ) )
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{
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groups [ structure - > building - > getBase ( ) ] . push_back ( structure ) ;
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}
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}
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for ( auto & entry : groups )
{
const CBuilding * build = town - > town - > buildings . at ( entry . first ) ;
const CStructure * toAdd = * boost : : max_element ( entry . second , [ = ] ( const CStructure * a , const CStructure * b )
{
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return build - > getDistance ( a - > building - > bid )
< build - > getDistance ( b - > building - > bid ) ;
} ) ;
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buildings . push_back ( new CBuildingRect ( this , town , toAdd ) ) ;
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}
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boost : : sort ( buildings , [ ] ( const CBuildingRect * a , const CBuildingRect * b )
{
return * a < * b ;
} ) ;
}
CCastleBuildings : : ~ CCastleBuildings ( )
{
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}
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void CCastleBuildings : : addBuilding ( BuildingID building )
{
//FIXME: implement faster method without complete recreation of town
BuildingID base = town - > town - > buildings . at ( building ) - > getBase ( ) ;
recreate ( ) ;
auto & structures = groups . at ( base ) ;
for ( CBuildingRect * rect : buildings )
{
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if ( vstd : : contains ( structures , rect - > str ) )
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{
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//reset animation
if ( structures . size ( ) = = 1 )
rect - > stateCounter = 0 ; // transparency -> fully visible stage
else
rect - > stateCounter = 16 ; // already in fully visible stage
break ;
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}
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}
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}
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void CCastleBuildings : : removeBuilding ( BuildingID building )
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{
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//FIXME: implement faster method without complete recreation of town
recreate ( ) ;
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}
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void CCastleBuildings : : show ( SDL_Surface * to )
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{
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CIntObject : : show ( to ) ;
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for ( CBuildingRect * str : buildings )
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str - > show ( to ) ;
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}
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void CCastleBuildings : : showAll ( SDL_Surface * to )
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{
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CIntObject : : showAll ( to ) ;
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for ( CBuildingRect * str : buildings )
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str - > showAll ( to ) ;
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}
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const CGHeroInstance * CCastleBuildings : : getHero ( )
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{
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if ( town - > visitingHero )
return town - > visitingHero ;
if ( town - > garrisonHero )
return town - > garrisonHero ;
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return nullptr ;
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}
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void CCastleBuildings : : buildingClicked ( BuildingID building )
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{
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logGlobal - > traceStream ( ) < < " You've clicked on " < < building ;
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const CBuilding * b = town - > town - > buildings . find ( building ) - > second ;
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if ( building > = BuildingID : : DWELL_FIRST )
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{
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enterDwelling ( ( building - BuildingID : : DWELL_FIRST ) % GameConstants : : CREATURES_PER_TOWN ) ;
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}
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else
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{
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switch ( building )
{
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case BuildingID : : MAGES_GUILD_1 :
case BuildingID : : MAGES_GUILD_2 :
case BuildingID : : MAGES_GUILD_3 :
case BuildingID : : MAGES_GUILD_4 :
case BuildingID : : MAGES_GUILD_5 :
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enterMagesGuild ( ) ;
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break ;
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case BuildingID : : TAVERN :
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LOCPLINT - > showTavernWindow ( town ) ;
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break ;
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2013-02-11 02:24:57 +03:00
case BuildingID : : SHIPYARD :
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if ( town - > shipyardStatus ( ) = = IBoatGenerator : : GOOD )
LOCPLINT - > showShipyardDialog ( town ) ;
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break ;
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2013-02-11 02:24:57 +03:00
case BuildingID : : FORT :
case BuildingID : : CITADEL :
case BuildingID : : CASTLE :
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GH . pushInt ( new CFortScreen ( town ) ) ;
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break ;
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2013-02-11 02:24:57 +03:00
case BuildingID : : VILLAGE_HALL :
case BuildingID : : CITY_HALL :
case BuildingID : : TOWN_HALL :
case BuildingID : : CAPITOL :
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enterTownHall ( ) ;
break ;
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case BuildingID : : MARKETPLACE :
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GH . pushInt ( new CMarketplaceWindow ( town , town - > visitingHero ) ) ;
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break ;
2009-12-29 15:40:16 +02:00
2013-02-11 02:24:57 +03:00
case BuildingID : : BLACKSMITH :
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enterBlacksmith ( town - > town - > warMachine ) ;
break ;
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case BuildingID : : SPECIAL_1 :
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switch ( town - > subID )
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{
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case ETownType : : RAMPART : //Mystic Pond
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enterFountain ( building ) ;
break ;
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case ETownType : : TOWER :
case ETownType : : DUNGEON : //Artifact Merchant
case ETownType : : CONFLUX :
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if ( town - > visitingHero )
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GH . pushInt ( new CMarketplaceWindow ( town , town - > visitingHero , EMarketMode : : RESOURCE_ARTIFACT ) ) ;
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else
LOCPLINT - > showInfoDialog ( boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 273 ] ) % b - > Name ( ) ) ) ; //Only visiting heroes may use the %s.
break ;
2010-10-31 21:17:26 +02:00
2010-01-25 23:25:14 +02:00
default :
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enterBuilding ( building ) ;
2010-01-25 23:25:14 +02:00
break ;
2008-08-27 13:19:18 +03:00
}
break ;
2011-03-22 15:19:07 +02:00
2013-02-11 02:24:57 +03:00
case BuildingID : : SHIP :
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LOCPLINT - > showInfoDialog ( CGI - > generaltexth - > allTexts [ 51 ] ) ; //Cannot build another boat
break ;
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case BuildingID : : SPECIAL_2 :
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switch ( town - > subID )
{
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case ETownType : : RAMPART : //Fountain of Fortune
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enterFountain ( building ) ;
break ;
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case ETownType : : STRONGHOLD : //Freelancer's Guild
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if ( getHero ( ) )
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GH . pushInt ( new CMarketplaceWindow ( town , getHero ( ) , EMarketMode : : CREATURE_RESOURCE ) ) ;
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else
LOCPLINT - > showInfoDialog ( boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 273 ] ) % b - > Name ( ) ) ) ; //Only visiting heroes may use the %s.
break ;
2012-09-05 15:49:23 +03:00
case ETownType : : CONFLUX : //Magic University
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if ( getHero ( ) )
GH . pushInt ( new CUniversityWindow ( getHero ( ) , town ) ) ;
else
enterBuilding ( building ) ;
break ;
2010-11-15 17:15:00 +02:00
2010-01-25 23:25:14 +02:00
default :
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enterBuilding ( building ) ;
break ;
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}
break ;
2011-03-22 15:19:07 +02:00
2013-02-11 02:24:57 +03:00
case BuildingID : : SPECIAL_3 :
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switch ( town - > subID )
{
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case ETownType : : CASTLE : //Brotherhood of sword
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LOCPLINT - > showTavernWindow ( town ) ;
break ;
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case ETownType : : INFERNO : //Castle Gate
2011-03-22 15:19:07 +02:00
enterCastleGate ( ) ;
break ;
2010-11-15 17:15:00 +02:00
2012-09-05 15:49:23 +03:00
case ETownType : : NECROPOLIS : //Skeleton Transformer
2011-03-22 15:19:07 +02:00
GH . pushInt ( new CTransformerWindow ( getHero ( ) , town ) ) ;
2010-07-03 15:00:53 +03:00
break ;
2010-11-15 17:15:00 +02:00
2012-09-05 15:49:23 +03:00
case ETownType : : DUNGEON : //Portal of Summoning
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if ( town - > creatures [ GameConstants : : CREATURES_PER_TOWN ] . second . empty ( ) ) //No creatures
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LOCPLINT - > showInfoDialog ( CGI - > generaltexth - > tcommands [ 30 ] ) ;
2010-11-15 17:15:00 +02:00
else
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enterDwelling ( GameConstants : : CREATURES_PER_TOWN ) ;
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break ;
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case ETownType : : STRONGHOLD : //Ballista Yard
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enterBlacksmith ( ArtifactID : : BALLISTA ) ;
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break ;
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default :
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enterBuilding ( building ) ;
break ;
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}
break ;
2011-03-22 15:19:07 +02:00
2009-12-30 09:49:25 +02:00
default :
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enterBuilding ( building ) ;
2009-12-29 15:40:16 +02:00
break ;
2008-04-20 15:39:33 +03:00
}
2008-03-10 01:06:35 +02:00
}
2009-12-30 09:49:25 +02:00
}
2010-06-26 13:01:26 +03:00
2013-02-11 02:24:57 +03:00
void CCastleBuildings : : enterBlacksmith ( ArtifactID artifactID )
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{
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const CGHeroInstance * hero = town - > visitingHero ;
if ( ! hero )
{
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LOCPLINT - > showInfoDialog ( boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 273 ] ) % town - > town - > buildings . find ( BuildingID : : BLACKSMITH ) - > second - > Name ( ) ) ) ;
2011-03-22 15:19:07 +02:00
return ;
}
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int price = CGI - > arth - > artifacts [ artifactID ] - > price ;
bool possible = LOCPLINT - > cb - > getResourceAmount ( Res : : GOLD ) > = price & & ! hero - > hasArt ( artifactID ) ;
GH . pushInt ( new CBlacksmithDialog ( possible , CArtHandler : : machineIDToCreature ( artifactID ) , artifactID , hero - > id ) ) ;
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}
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void CCastleBuildings : : enterBuilding ( BuildingID building )
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{
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std : : vector < CComponent * > comps ( 1 , new CComponent ( CComponent : : building , town - > subID , building ) ) ;
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2009-12-30 09:49:25 +02:00
LOCPLINT - > showInfoDialog (
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town - > town - > buildings . find ( building ) - > second - > Description ( ) , comps ) ;
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}
void CCastleBuildings : : enterCastleGate ( )
{
if ( ! town - > visitingHero )
{
LOCPLINT - > showInfoDialog ( CGI - > generaltexth - > allTexts [ 126 ] ) ;
return ; //only visiting hero can use castle gates
}
std : : vector < int > availableTowns ;
std : : vector < const CGTownInstance * > Towns = LOCPLINT - > cb - > getTownsInfo ( false ) ;
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for ( auto & Town : Towns )
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{
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const CGTownInstance * t = Town ;
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if ( t - > id ! = this - > town - > id & & t - > visitingHero = = nullptr & & //another town, empty and this is
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t - > hasBuilt ( BuildingID : : CASTLE_GATE , ETownType : : INFERNO ) )
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{
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availableTowns . push_back ( t - > id . getNum ( ) ) ; //add to the list
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}
}
2013-06-29 16:05:48 +03:00
auto titlePic = new CPicture ( LOCPLINT - > castleInt - > bicons - > ourImages [ BuildingID : : CASTLE_GATE ] . bitmap , 0 , 0 , false ) ; //will be deleted by selection window
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GH . pushInt ( new CObjectListWindow ( availableTowns , titlePic , CGI - > generaltexth - > jktexts [ 40 ] ,
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CGI - > generaltexth - > jktexts [ 41 ] , boost : : bind ( & CCastleInterface : : castleTeleport , LOCPLINT - > castleInt , _1 ) ) ) ;
2011-03-22 15:19:07 +02:00
}
void CCastleBuildings : : enterDwelling ( int level )
{
assert ( level > = 0 & & level < town - > creatures . size ( ) ) ;
2013-06-23 19:09:15 +03:00
auto recruitCb = [ = ] ( CreatureID id , int count ) { LOCPLINT - > cb - > recruitCreatures ( town , id , count , level ) ; } ;
GH . pushInt ( new CRecruitmentWindow ( town , level , town , recruitCb , - 87 ) ) ;
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}
2009-04-14 15:47:09 +03:00
2013-02-11 22:11:34 +03:00
void CCastleBuildings : : enterFountain ( BuildingID building )
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{
2012-05-13 18:04:21 +03:00
std : : vector < CComponent * > comps ( 1 , new CComponent ( CComponent : : building , town - > subID , building ) ) ;
2010-01-25 23:25:14 +02:00
2012-09-02 13:33:41 +03:00
std : : string descr = town - > town - > buildings . find ( building ) - > second - > Description ( ) ;
2012-09-05 15:49:23 +03:00
2013-02-11 02:24:57 +03:00
if ( building = = BuildingID : : FOUNTAIN_OF_FORTUNE )
descr + = " \n \n " + town - > town - > buildings . find ( BuildingID : : MYSTIC_POND ) - > second - > Description ( ) ;
2012-09-05 15:49:23 +03:00
2010-01-28 18:15:46 +02:00
if ( town - > bonusValue . first = = 0 ) //fountain was builded this week
2010-01-25 23:25:14 +02:00
descr + = " \n \n " + CGI - > generaltexth - > allTexts [ 677 ] ;
2010-01-28 18:15:46 +02:00
else //fountain produced something;
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{
descr + = " \n \n " + CGI - > generaltexth - > allTexts [ 678 ] ;
2010-01-28 18:15:46 +02:00
boost : : algorithm : : replace_first ( descr , " %s " , CGI - > generaltexth - > restypes [ town - > bonusValue . first ] ) ;
2011-03-22 15:19:07 +02:00
boost : : algorithm : : replace_first ( descr , " %d " , boost : : lexical_cast < std : : string > ( town - > bonusValue . second ) ) ;
2010-01-28 18:15:46 +02:00
}
2011-03-22 15:19:07 +02:00
LOCPLINT - > showInfoDialog ( descr , comps ) ;
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}
2011-03-22 15:19:07 +02:00
void CCastleBuildings : : enterMagesGuild ( )
2010-01-25 23:25:14 +02:00
{
2011-03-22 15:19:07 +02:00
const CGHeroInstance * hero = getHero ( ) ;
if ( hero & & ! hero - > hasSpellbook ( ) ) //hero doesn't have spellbok
2010-01-25 23:25:14 +02:00
{
2011-03-22 15:19:07 +02:00
if ( LOCPLINT - > cb - > getResourceAmount ( Res : : GOLD ) < 500 ) //not enough gold to buy spellbook
{
2012-06-02 18:16:54 +03:00
openMagesGuild ( ) ;
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LOCPLINT - > showInfoDialog ( CGI - > generaltexth - > allTexts [ 213 ] ) ;
}
else
{
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CFunctionList < void ( ) > onYes = [ this ] { openMagesGuild ( ) ; } ;
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CFunctionList < void ( ) > onNo = onYes ;
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onYes + = [ hero ] { LOCPLINT - > cb - > buyArtifact ( hero , ArtifactID : : SPELLBOOK ) ; } ;
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std : : vector < CComponent * > components ( 1 , new CComponent ( CComponent : : artifact , 0 , 0 ) ) ;
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LOCPLINT - > showYesNoDialog ( CGI - > generaltexth - > allTexts [ 214 ] , onYes , onNo , true , components ) ;
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}
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}
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else
{
openMagesGuild ( ) ;
}
}
void CCastleBuildings : : enterTownHall ( )
{
if ( town - > visitingHero & & town - > visitingHero - > hasArt ( 2 ) & &
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! vstd : : contains ( town - > builtBuildings , BuildingID : : GRAIL ) ) //hero has grail, but town does not have it
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{
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if ( ! vstd : : contains ( town - > forbiddenBuildings , BuildingID : : GRAIL ) )
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{
LOCPLINT - > showYesNoDialog ( CGI - > generaltexth - > allTexts [ 597 ] , //Do you wish this to be the permanent home of the Grail?
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[ & ] { LOCPLINT - > cb - > buildBuilding ( town , BuildingID : : GRAIL ) ; } ,
[ & ] { openTownHall ( ) ; } ,
true ) ;
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}
else
{
LOCPLINT - > showInfoDialog ( CGI - > generaltexth - > allTexts [ 673 ] ) ;
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( dynamic_cast < CInfoWindow * > ( GH . topInt ( ) ) ) - > buttons [ 0 ] - > callback + = boost : : bind ( & CCastleBuildings : : openTownHall , this ) ;
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}
}
else
{
openTownHall ( ) ;
}
}
void CCastleBuildings : : openMagesGuild ( )
{
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std : : string mageGuildBackground ;
mageGuildBackground = LOCPLINT - > castleInt - > town - > town - > clientInfo . guildBackground ;
GH . pushInt ( new CMageGuildScreen ( LOCPLINT - > castleInt , mageGuildBackground ) ) ;
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}
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void CCastleBuildings : : openTownHall ( )
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{
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GH . pushInt ( new CHallInterface ( town ) ) ;
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}
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CCastleInterface : : CCastleInterface ( const CGTownInstance * Town , const CGTownInstance * from ) :
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CWindowObject ( PLAYER_COLORED | BORDERED ) ,
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hall ( nullptr ) ,
fort ( nullptr ) ,
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town ( Town )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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LOCPLINT - > castleInt = this ;
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addUsedEvents ( KEYBOARD ) ;
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builds = new CCastleBuildings ( town ) ;
panel = new CPicture ( " TOWNSCRN " , 0 , builds - > pos . h ) ;
panel - > colorize ( LOCPLINT - > playerID ) ;
pos . w = panel - > pos . w ;
pos . h = builds - > pos . h + panel - > pos . h ;
center ( ) ;
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updateShadow ( ) ;
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garr = new CGarrisonInt ( 305 , 387 , 4 , Point ( 0 , 96 ) , panel - > bg , Point ( 62 , 374 ) , town - > getUpperArmy ( ) , town - > visitingHero ) ;
heroes = new HeroSlots ( town , Point ( 241 , 387 ) , Point ( 241 , 483 ) , garr , true ) ;
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title = new CLabel ( 85 , 387 , FONT_MEDIUM , TOPLEFT , Colors : : WHITE , town - > name ) ;
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income = new CLabel ( 195 , 443 , FONT_SMALL , CENTER ) ;
icon = new CAnimImage ( " ITPT " , 0 , 0 , 15 , 387 ) ;
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exit = new CAdventureMapButton ( CGI - > generaltexth - > tcommands [ 8 ] , " " , boost : : bind ( & CCastleInterface : : close , this ) , 744 , 544 , " TSBTNS " , SDLK_RETURN ) ;
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exit - > assignedKeys . insert ( SDLK_ESCAPE ) ;
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exit - > setOffset ( 4 ) ;
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split = new CAdventureMapButton ( CGI - > generaltexth - > tcommands [ 3 ] , " " , boost : : bind ( & CGarrisonInt : : splitClick , garr ) , 744 , 382 , " TSBTNS.DEF " ) ;
split - > callback + = boost : : bind ( & HeroSlots : : splitClicked , heroes ) ;
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garr - > addSplitBtn ( split ) ;
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Rect barRect ( 9 , 182 , 732 , 18 ) ;
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statusbar = new CGStatusBar ( new CPicture ( * panel , barRect , 9 , 555 , false ) ) ;
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resdatabar = new CResDataBar ( " ARESBAR " , 3 , 575 , 32 , 2 , 85 , 85 ) ;
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townlist = new CTownList ( 3 , Point ( 744 , 414 ) , " IAM014 " , " IAM015 " ) ;
if ( from )
townlist - > select ( from ) ;
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townlist - > select ( town ) ; //this will scroll list to select current town
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townlist - > onSelect = boost : : bind ( & CCastleInterface : : townChange , this ) ;
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recreateIcons ( ) ;
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CCS - > musich - > playMusic ( town - > town - > clientInfo . musicTheme , true ) ;
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bicons = CDefHandler : : giveDefEss ( town - > town - > clientInfo . buildingsIcons ) ;
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}
CCastleInterface : : ~ CCastleInterface ( )
{
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LOCPLINT - > castleInt = nullptr ;
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delete bicons ;
}
void CCastleInterface : : close ( )
{
if ( town - > tempOwner = = LOCPLINT - > playerID ) //we may have opened window for an allied town
{
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if ( town - > visitingHero & & town - > visitingHero - > tempOwner = = LOCPLINT - > playerID )
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adventureInt - > select ( town - > visitingHero ) ;
else
adventureInt - > select ( town ) ;
}
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CWindowObject : : close ( ) ;
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}
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void CCastleInterface : : castleTeleport ( int where )
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{
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const CGTownInstance * dest = LOCPLINT - > cb - > getTown ( ObjectInstanceID ( where ) ) ;
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LOCPLINT - > cb - > teleportHero ( town - > visitingHero , dest ) ;
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LOCPLINT - > eraseCurrentPathOf ( town - > visitingHero , false ) ;
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}
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void CCastleInterface : : townChange ( )
{
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const CGTownInstance * dest = LOCPLINT - > towns [ townlist - > getSelectedIndex ( ) ] ;
const CGTownInstance * town = this - > town ; // "this" is going to be deleted
if ( dest = = town )
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return ;
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close ( ) ;
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GH . pushInt ( new CCastleInterface ( dest , town ) ) ;
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}
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void CCastleInterface : : addBuilding ( BuildingID bid )
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{
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deactivate ( ) ;
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builds - > addBuilding ( bid ) ;
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recreateIcons ( ) ;
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activate ( ) ;
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}
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void CCastleInterface : : removeBuilding ( BuildingID bid )
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{
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deactivate ( ) ;
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builds - > removeBuilding ( bid ) ;
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recreateIcons ( ) ;
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activate ( ) ;
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}
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void CCastleInterface : : recreateIcons ( )
{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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delete fort ;
delete hall ;
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size_t iconIndex = town - > town - > clientInfo . icons [ town - > hasFort ( ) ] [ town - > builded > = CGI - > modh - > settings . MAX_BUILDING_PER_TURN ] ;
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icon - > setFrame ( iconIndex ) ;
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TResources townIncome = town - > dailyIncome ( ) ;
income - > setText ( boost : : lexical_cast < std : : string > ( townIncome [ Res : : GOLD ] ) ) ;
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hall = new CTownInfo ( 80 , 413 , town , true ) ;
fort = new CTownInfo ( 122 , 413 , town , false ) ;
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for ( auto & elem : creainfo )
delete elem ;
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creainfo . clear ( ) ;
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for ( size_t i = 0 ; i < 4 ; i + + )
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creainfo . push_back ( new CCreaInfo ( Point ( 14 + 55 * i , 459 ) , town , i ) ) ;
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for ( size_t i = 0 ; i < 4 ; i + + )
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creainfo . push_back ( new CCreaInfo ( Point ( 14 + 55 * i , 507 ) , town , i + 4 ) ) ;
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}
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CCreaInfo : : CCreaInfo ( Point position , const CGTownInstance * Town , int Level , bool compact , bool ShowAvailable ) :
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town ( Town ) ,
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level ( Level ) ,
showAvailable ( ShowAvailable )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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pos + = position ;
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if ( town - > creatures . size ( ) < = level | | town - > creatures [ level ] . second . empty ( ) )
{
level = - 1 ;
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label = nullptr ;
picture = nullptr ;
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return ; //No creature
}
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addUsedEvents ( LCLICK | RCLICK | HOVER ) ;
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ui32 creatureID = town - > creatures [ level ] . second . back ( ) ;
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creature = CGI - > creh - > creatures [ creatureID ] ;
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picture = new CAnimImage ( " CPRSMALL " , creature - > iconIndex , 0 , 8 , 0 ) ;
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std : : string value ;
if ( showAvailable )
value = boost : : lexical_cast < std : : string > ( town - > creatures [ level ] . first ) ;
else
value = boost : : lexical_cast < std : : string > ( town - > creatureGrowth ( level ) ) ;
if ( compact )
{
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label = new CLabel ( 40 , 32 , FONT_TINY , BOTTOMRIGHT , Colors : : WHITE , value ) ;
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pos . x + = 8 ;
pos . w = 32 ;
pos . h = 32 ;
}
else
{
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label = new CLabel ( 24 , 40 , FONT_SMALL , CENTER , Colors : : WHITE , value ) ;
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pos . w = 48 ;
pos . h = 48 ;
}
}
void CCreaInfo : : update ( )
{
if ( label )
{
std : : string value ;
if ( showAvailable )
value = boost : : lexical_cast < std : : string > ( town - > creatures [ level ] . first ) ;
else
value = boost : : lexical_cast < std : : string > ( town - > creatureGrowth ( level ) ) ;
if ( value ! = label - > text )
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label - > setText ( value ) ;
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}
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}
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void CCreaInfo : : hover ( bool on )
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{
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std : : string message = CGI - > generaltexth - > allTexts [ 588 ] ;
boost : : algorithm : : replace_first ( message , " %s " , creature - > namePl ) ;
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if ( on )
{
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GH . statusbar - > setText ( message ) ;
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}
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else if ( message = = GH . statusbar - > getText ( ) )
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GH . statusbar - > clear ( ) ;
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}
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void CCreaInfo : : clickLeft ( tribool down , bool previousState )
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{
if ( previousState & & ( ! down ) )
{
int offset = LOCPLINT - > castleInt ? ( - 87 ) : 0 ;
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auto recruitCb = [ = ] ( CreatureID id , int count ) { LOCPLINT - > cb - > recruitCreatures ( town , id , count , level ) ; } ;
GH . pushInt ( new CRecruitmentWindow ( town , level , town , recruitCb , offset ) ) ;
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}
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}
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int CCreaInfo : : AddToString ( std : : string from , std : : string & to , int numb )
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{
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if ( numb = = 0 )
return 0 ;
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boost : : algorithm : : replace_first ( from , " %+d " , ( numb > 0 ? " + " : " " ) + boost : : lexical_cast < std : : string > ( numb ) ) ; //negative values don't need "+"
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to + = " \n " + from ;
return numb ;
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}
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std : : string CCreaInfo : : genGrowthText ( )
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{
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GrowthInfo gi = town - > getGrowthInfo ( level ) ;
std : : string descr = boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 589 ] ) % creature - > nameSing % gi . totalGrowth ( ) ) ;
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for ( const GrowthInfo : : Entry & entry : gi . entries )
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{
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descr + = " \n " + entry . description ;
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}
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2011-07-18 18:21:16 +03:00
return descr ;
}
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void CCreaInfo : : clickRight ( tribool down , bool previousState )
{
if ( down )
{
if ( showAvailable )
GH . pushInt ( new CDwellingInfoBox ( screen - > w / 2 , screen - > h / 2 , town , level ) ) ;
else
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CRClickPopup : : createAndPush ( genGrowthText ( ) , new CComponent ( CComponent : : creature , creature - > idNumber ) ) ;
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}
}
2010-06-30 22:27:35 +03:00
2011-04-07 20:54:08 +03:00
CTownInfo : : CTownInfo ( int posX , int posY , const CGTownInstance * Town , bool townHall ) :
town ( Town ) ,
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building ( nullptr )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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addUsedEvents ( RCLICK | HOVER ) ;
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pos . x + = posX ;
pos . y + = posY ;
int buildID ;
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if ( townHall )
{
buildID = 10 + town - > hallLevel ( ) ;
picture = new CAnimImage ( " ITMTL.DEF " , town - > hallLevel ( ) ) ;
}
else
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{
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buildID = 6 + town - > fortLevel ( ) ;
if ( buildID = = 6 )
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return ;
picture = new CAnimImage ( " ITMCL.DEF " , town - > fortLevel ( ) - 1 ) ;
}
building = town - > town - > buildings . at ( BuildingID ( buildID ) ) ;
pos = picture - > pos ;
}
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void CTownInfo : : hover ( bool on )
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{
if ( on )
{
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if ( building )
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GH . statusbar - > setText ( building - > Name ( ) ) ;
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}
else
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GH . statusbar - > clear ( ) ;
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}
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2011-04-07 20:54:08 +03:00
void CTownInfo : : clickRight ( tribool down , bool previousState )
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{
if ( down & & building )
CRClickPopup : : createAndPush ( CInfoWindow : : genText ( building - > Name ( ) , building - > Description ( ) ) ,
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new CComponent ( CComponent : : building , building - > town - > faction - > index , building - > bid ) ) ;
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}
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void CCastleInterface : : keyPressed ( const SDL_KeyboardEvent & key )
{
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if ( key . state ! = SDL_PRESSED ) return ;
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switch ( key . keysym . sym )
{
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#if 0 // code that can be used to fix blit order in towns using +/- keys. Quite ugly but works
case SDLK_KP_PLUS :
if ( builds - > selectedBuilding )
{
OBJ_CONSTRUCTION_CAPTURING_ALL ;
CStructure * str = const_cast < CStructure * > ( builds - > selectedBuilding - > str ) ;
str - > pos . z + + ;
delete builds ;
builds = new CCastleBuildings ( town ) ;
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for ( const CStructure * str : town - > town - > clientInfo . structures )
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{
if ( str - > building )
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logGlobal - > errorStream ( ) < < int ( str - > building - > bid ) < < " -> " < < int ( str - > pos . z ) ;
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}
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}
break ;
case SDLK_KP_MINUS :
if ( builds - > selectedBuilding )
{
OBJ_CONSTRUCTION_CAPTURING_ALL ;
CStructure * str = const_cast < CStructure * > ( builds - > selectedBuilding - > str ) ;
str - > pos . z - - ;
delete builds ;
builds = new CCastleBuildings ( town ) ;
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for ( const CStructure * str : town - > town - > clientInfo . structures )
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{
if ( str - > building )
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logGlobal - > errorStream ( ) < < int ( str - > building - > bid ) < < " -> " < < int ( str - > pos . z ) ;
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}
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}
break ;
# endif
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case SDLK_UP :
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townlist - > selectPrev ( ) ;
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break ;
case SDLK_DOWN :
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townlist - > selectNext ( ) ;
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break ;
case SDLK_SPACE :
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heroes - > swapArmies ( ) ;
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break ;
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case SDLK_t :
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if ( town - > hasBuilt ( BuildingID : : TAVERN ) )
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LOCPLINT - > showTavernWindow ( town ) ;
break ;
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default :
break ;
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}
}
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HeroSlots : : HeroSlots ( const CGTownInstance * Town , Point garrPos , Point visitPos , CGarrisonInt * Garrison , bool ShowEmpty ) :
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showEmpty ( ShowEmpty ) ,
town ( Town ) ,
garr ( Garrison )
{
OBJ_CONSTRUCTION_CAPTURING_ALL ;
garrisonedHero = new CHeroGSlot ( garrPos . x , garrPos . y , 0 , town - > garrisonHero , this ) ;
visitingHero = new CHeroGSlot ( visitPos . x , visitPos . y , 1 , town - > visitingHero , this ) ;
}
void HeroSlots : : update ( )
{
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garrisonedHero - > set ( town - > garrisonHero ) ;
visitingHero - > set ( town - > visitingHero ) ;
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}
void HeroSlots : : splitClicked ( )
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{
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if ( ! ! town - > visitingHero & & town - > garrisonHero & & ( visitingHero - > selection | | garrisonedHero - > selection ) )
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{
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LOCPLINT - > heroExchangeStarted ( town - > visitingHero - > id , town - > garrisonHero - > id , QueryID ( - 1 ) ) ;
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}
}
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void HeroSlots : : swapArmies ( )
{
if ( ! town - > garrisonHero & & town - > visitingHero ) //visiting => garrison, merge armies: town army => hero army
{
if ( ! town - > visitingHero - > canBeMergedWith ( * town ) )
{
LOCPLINT - > showInfoDialog ( CGI - > generaltexth - > allTexts [ 275 ] , std : : vector < CComponent * > ( ) , soundBase : : sound_todo ) ;
return ;
}
}
LOCPLINT - > cb - > swapGarrisonHero ( town ) ;
}
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void CHallInterface : : CBuildingBox : : hover ( bool on )
{
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if ( on )
{
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std : : string toPrint ;
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if ( state = = EBuildingState : : PREREQUIRES | | state = = EBuildingState : : MISSING_BASE )
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toPrint = CGI - > generaltexth - > hcommands [ 5 ] ;
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else if ( state = = EBuildingState : : CANT_BUILD_TODAY )
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toPrint = CGI - > generaltexth - > allTexts [ 223 ] ;
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else
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toPrint = CGI - > generaltexth - > hcommands [ state ] ;
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boost : : algorithm : : replace_first ( toPrint , " %s " , building - > Name ( ) ) ;
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GH . statusbar - > setText ( toPrint ) ;
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}
else
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GH . statusbar - > clear ( ) ;
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}
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void CHallInterface : : CBuildingBox : : clickLeft ( tribool down , bool previousState )
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{
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if ( previousState & & ( ! down ) )
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GH . pushInt ( new CBuildWindow ( town , building , state , 0 ) ) ;
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}
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void CHallInterface : : CBuildingBox : : clickRight ( tribool down , bool previousState )
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{
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if ( down )
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GH . pushInt ( new CBuildWindow ( town , building , state , 1 ) ) ;
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}
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CHallInterface : : CBuildingBox : : CBuildingBox ( int x , int y , const CGTownInstance * Town , const CBuilding * Building ) :
town ( Town ) ,
building ( Building )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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addUsedEvents ( LCLICK | RCLICK | HOVER ) ;
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pos . x + = x ;
pos . y + = y ;
pos . w = 154 ;
pos . h = 92 ;
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state = LOCPLINT - > cb - > canBuildStructure ( town , building - > bid ) ;
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assert ( state < EBuildingState : : BUILDING_ERROR ) ;
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static int panelIndex [ 10 ] = { 3 , 3 , 3 , 0 , 0 , 2 , 2 , 1 , 2 , 2 } ;
static int iconIndex [ 10 ] = { - 1 , - 1 , - 1 , 0 , 0 , 1 , 2 , - 1 , 1 , 1 } ;
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picture = new CAnimImage ( town - > town - > clientInfo . buildingsIcons , building - > bid , 0 , 2 , 2 ) ;
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panel = new CAnimImage ( " TPTHBAR " , panelIndex [ state ] , 0 , 1 , 73 ) ;
if ( iconIndex [ state ] > = 0 )
icon = new CAnimImage ( " TPTHCHK " , iconIndex [ state ] , 0 , 136 , 56 ) ;
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label = new CLabel ( 75 , 81 , FONT_SMALL , CENTER , Colors : : WHITE , building - > Name ( ) ) ;
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}
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CHallInterface : : CHallInterface ( const CGTownInstance * Town ) :
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CWindowObject ( PLAYER_COLORED | BORDERED , Town - > town - > clientInfo . hallBackground ) ,
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town ( Town )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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resdatabar = new CMinorResDataBar ;
resdatabar - > pos . x + = pos . x ;
resdatabar - > pos . y + = pos . y ;
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Rect barRect ( 5 , 556 , 740 , 18 ) ;
statusBar = new CGStatusBar ( new CPicture ( * background , barRect , 5 , 556 , false ) ) ;
title = new CLabel ( 399 , 12 , FONT_MEDIUM , CENTER , Colors : : WHITE , town - > town - > buildings . at ( BuildingID ( town - > hallLevel ( ) + BuildingID : : VILLAGE_HALL ) ) - > Name ( ) ) ;
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exit = new CAdventureMapButton ( CGI - > generaltexth - > hcommands [ 8 ] , " " ,
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boost : : bind ( & CHallInterface : : close , this ) , 748 , 556 , " TPMAGE1.DEF " , SDLK_RETURN ) ;
exit - > assignedKeys . insert ( SDLK_ESCAPE ) ;
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auto & boxList = town - > town - > clientInfo . hallSlots ;
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boxes . resize ( boxList . size ( ) ) ;
for ( size_t row = 0 ; row < boxList . size ( ) ; row + + ) //for each row
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{
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for ( size_t col = 0 ; col < boxList [ row ] . size ( ) ; col + + ) //for each box
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{
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const CBuilding * building = nullptr ;
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for ( auto & elem : boxList [ row ] [ col ] ) //we are looking for the first not build structure
{
auto buildingID = elem ;
building = town - > town - > buildings . at ( buildingID ) ;
if ( ! vstd : : contains ( town - > builtBuildings , buildingID ) )
break ;
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}
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int posX = pos . w / 2 - boxList [ row ] . size ( ) * 154 / 2 - ( boxList [ row ] . size ( ) - 1 ) * 20 + 194 * col ,
posY = 35 + 104 * row ;
if ( building )
boxes [ row ] . push_back ( new CBuildingBox ( posX , posY , town , building ) ) ;
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}
}
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}
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void CBuildWindow : : buyFunc ( )
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{
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LOCPLINT - > cb - > buildBuilding ( town , building - > bid ) ;
GH . popInts ( 2 ) ; //we - build window and hall screen
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}
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std : : string CBuildWindow : : getTextForState ( int state )
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{
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std : : string ret ;
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if ( state < EBuildingState : : ALLOWED )
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ret = CGI - > generaltexth - > hcommands [ state ] ;
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switch ( state )
{
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case EBuildingState : : ALREADY_PRESENT :
case EBuildingState : : CANT_BUILD_TODAY :
case EBuildingState : : NO_RESOURCES :
ret . replace ( ret . find_first_of ( " %s " ) , 2 , building - > Name ( ) ) ;
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break ;
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case EBuildingState : : ALLOWED :
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return CGI - > generaltexth - > allTexts [ 219 ] ; //all prereq. are met
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case EBuildingState : : PREREQUIRES :
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{
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auto toStr = [ & ] ( const BuildingID build ) - > std : : string
{
return town - > town - > buildings . at ( build ) - > Name ( ) ;
} ;
/*auto toBool = [&](const BuildingID build)
{
return town - > hasBuilt ( build ) ;
} ; */
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ret = CGI - > generaltexth - > allTexts [ 52 ] ;
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ret + = " \n " + building - > requirements . toString ( toStr ) ;
break ;
}
case EBuildingState : : MISSING_BASE :
{
std : : string msg = CGI - > generaltexth - > localizedTexts [ " townHall " ] [ " missingBase " ] . String ( ) ;
ret = boost : : str ( boost : : format ( msg ) % town - > town - > buildings . at ( building - > upgrade ) - > Name ( ) ) ;
break ;
}
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}
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return ret ;
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}
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CBuildWindow : : CBuildWindow ( const CGTownInstance * Town , const CBuilding * Building , int state , bool rightClick ) :
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CWindowObject ( PLAYER_COLORED | ( rightClick ? RCLICK_POPUP : 0 ) , " TPUBUILD " ) ,
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town ( Town ) ,
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building ( Building )
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{
OBJ_CONSTRUCTION_CAPTURING_ALL ;
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new CAnimImage ( town - > town - > clientInfo . buildingsIcons , building - > bid , 0 , 125 , 50 ) ;
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new CGStatusBar ( new CPicture ( * background , Rect ( 8 , pos . h - 26 , pos . w - 16 , 19 ) , 8 , pos . h - 26 ) ) ;
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new CLabel ( 197 , 30 , FONT_MEDIUM , CENTER , Colors : : WHITE ,
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boost : : str ( boost : : format ( CGI - > generaltexth - > hcommands [ 7 ] ) % building - > Name ( ) ) ) ;
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new CTextBox ( building - > Description ( ) , Rect ( 33 , 135 , 329 , 67 ) , 0 , FONT_MEDIUM , CENTER ) ;
new CTextBox ( getTextForState ( state ) , Rect ( 33 , 216 , 329 , 67 ) , 0 , FONT_SMALL , CENTER ) ;
//Create components for all required resources
std : : vector < CComponent * > components ;
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for ( int i = 0 ; i < GameConstants : : RESOURCE_QUANTITY ; i + + )
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{
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if ( building - > resources [ i ] )
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{
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components . push_back ( new CComponent ( CComponent : : resource , i , building - > resources [ i ] , CComponent : : small ) ) ;
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}
}
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new CComponentBox ( components , Rect ( 25 , 300 , pos . w - 50 , 130 ) ) ;
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if ( ! rightClick )
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{ //normal window
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buy = new CAdventureMapButton ( boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 595 ] ) % building - > Name ( ) ) ,
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" " , boost : : bind ( & CBuildWindow : : buyFunc , this ) , 45 , 446 , " IBUY30 " , SDLK_RETURN ) ;
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buy - > borderColor = Colors : : METALLIC_GOLD ;
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buy - > borderEnabled = true ;
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cancel = new CAdventureMapButton ( boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 596 ] ) % building - > Name ( ) ) ,
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" " , boost : : bind ( & CBuildWindow : : close , this ) , 290 , 445 , " ICANCEL " , SDLK_ESCAPE ) ;
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cancel - > borderColor = Colors : : METALLIC_GOLD ;
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cancel - > borderEnabled = true ;
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buy - > block ( state ! = 7 | | LOCPLINT - > playerID ! = town - > tempOwner ) ;
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}
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}
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std : : string CFortScreen : : getBgName ( const CGTownInstance * town )
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{
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ui32 fortSize = town - > creatures . size ( ) ;
if ( fortSize > GameConstants : : CREATURES_PER_TOWN & & town - > creatures . back ( ) . second . empty ( ) )
fortSize - - ;
if ( fortSize = = GameConstants : : CREATURES_PER_TOWN )
return " TPCASTL7 " ;
else
return " TPCASTL8 " ;
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}
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CFortScreen : : CFortScreen ( const CGTownInstance * town ) :
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CWindowObject ( PLAYER_COLORED | BORDERED , getBgName ( town ) )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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ui32 fortSize = town - > creatures . size ( ) ;
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if ( fortSize > GameConstants : : CREATURES_PER_TOWN & & town - > creatures . back ( ) . second . empty ( ) )
fortSize - - ;
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const CBuilding * fortBuilding = town - > town - > buildings . at ( BuildingID ( town - > fortLevel ( ) + 6 ) ) ;
title = new CLabel ( 400 , 12 , FONT_BIG , CENTER , Colors : : WHITE , fortBuilding - > Name ( ) ) ;
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std : : string text = boost : : str ( boost : : format ( CGI - > generaltexth - > fcommands [ 6 ] ) % fortBuilding - > Name ( ) ) ;
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exit = new CAdventureMapButton ( text , " " , boost : : bind ( & CFortScreen : : close , this ) , 748 , 556 , " TPMAGE1 " , SDLK_RETURN ) ;
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exit - > assignedKeys . insert ( SDLK_ESCAPE ) ;
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std : : vector < Point > positions ;
positions + = Point ( 10 , 22 ) , Point ( 404 , 22 ) ,
Point ( 10 , 155 ) , Point ( 404 , 155 ) ,
Point ( 10 , 288 ) , Point ( 404 , 288 ) ;
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if ( fortSize = = GameConstants : : CREATURES_PER_TOWN )
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positions + = Point ( 206 , 421 ) ;
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else
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positions + = Point ( 10 , 421 ) , Point ( 404 , 421 ) ;
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for ( ui32 i = 0 ; i < fortSize ; i + + )
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{
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BuildingID buildingID ;
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if ( fortSize = = GameConstants : : CREATURES_PER_TOWN )
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{
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if ( vstd : : contains ( town - > builtBuildings , BuildingID : : DWELL_UP_FIRST + i ) )
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buildingID = BuildingID ( BuildingID : : DWELL_UP_FIRST + i ) ;
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else
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buildingID = BuildingID ( BuildingID : : DWELL_FIRST + i ) ;
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}
else
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buildingID = BuildingID : : SPECIAL_3 ;
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recAreas . push_back ( new RecruitArea ( positions [ i ] . x , positions [ i ] . y , town , i ) ) ;
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}
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resdatabar = new CMinorResDataBar ;
resdatabar - > pos . x + = pos . x ;
resdatabar - > pos . y + = pos . y ;
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Rect barRect ( 4 , 554 , 740 , 18 ) ;
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statusBar = new CGStatusBar ( new CPicture ( * background , barRect , 4 , 554 , false ) ) ;
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}
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void CFortScreen : : creaturesChanged ( )
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{
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for ( auto & elem : recAreas )
elem - > creaturesChanged ( ) ;
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}
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LabeledValue : : LabeledValue ( Rect size , std : : string name , std : : string descr , int min , int max )
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{
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pos . x + = size . x ;
pos . y + = size . y ;
pos . w = size . w ;
pos . h = size . h ;
init ( name , descr , min , max ) ;
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}
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LabeledValue : : LabeledValue ( Rect size , std : : string name , std : : string descr , int val )
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{
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pos . x + = size . x ;
pos . y + = size . y ;
pos . w = size . w ;
pos . h = size . h ;
init ( name , descr , val , val ) ;
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}
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void LabeledValue : : init ( std : : string nameText , std : : string descr , int min , int max )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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addUsedEvents ( HOVER ) ;
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hoverText = descr ;
std : : string valueText ;
if ( min & & max )
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{
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valueText = boost : : lexical_cast < std : : string > ( min ) ;
if ( min ! = max )
valueText + = ' - ' + boost : : lexical_cast < std : : string > ( max ) ;
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}
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name = new CLabel ( 3 , 0 , FONT_SMALL , TOPLEFT , Colors : : WHITE , nameText ) ;
value = new CLabel ( pos . w - 3 , pos . h - 2 , FONT_SMALL , BOTTOMRIGHT , Colors : : WHITE , valueText ) ;
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}
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void LabeledValue : : hover ( bool on )
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{
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if ( on )
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GH . statusbar - > setText ( hoverText ) ;
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else
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{
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GH . statusbar - > clear ( ) ;
parent - > hovered = false ;
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}
}
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const CCreature * CFortScreen : : RecruitArea : : getMyCreature ( )
{
if ( ! town - > creatures . at ( level ) . second . empty ( ) ) // built
return VLC - > creh - > creatures [ town - > creatures . at ( level ) . second . back ( ) ] ;
if ( ! town - > town - > creatures . at ( level ) . empty ( ) ) // there are creatures on this level
return VLC - > creh - > creatures [ town - > town - > creatures . at ( level ) . front ( ) ] ;
return nullptr ;
}
const CBuilding * CFortScreen : : RecruitArea : : getMyBuilding ( )
{
BuildingID myID = BuildingID ( BuildingID : : DWELL_FIRST ) . advance ( level ) ;
if ( level = = GameConstants : : CREATURES_PER_TOWN )
return town - > town - > buildings . at ( BuildingID : : PORTAL_OF_SUMMON ) ;
if ( ! town - > town - > buildings . count ( myID ) )
return nullptr ;
const CBuilding * build = town - > town - > buildings . at ( myID ) ;
while ( town - > town - > buildings . count ( myID ) )
{
if ( town - > hasBuilt ( myID ) )
build = town - > town - > buildings . at ( myID ) ;
myID . advance ( GameConstants : : CREATURES_PER_TOWN ) ;
}
return build ;
}
CFortScreen : : RecruitArea : : RecruitArea ( int posX , int posY , const CGTownInstance * Town , int Level ) :
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town ( Town ) ,
level ( Level ) ,
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availableCount ( nullptr )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
pos . x + = posX ;
pos . y + = posY ;
pos . w = 386 ;
pos . h = 126 ;
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if ( ! town - > creatures [ level ] . second . empty ( ) )
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addUsedEvents ( LCLICK | RCLICK | HOVER ) ; //Activate only if dwelling is present
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icons = new CPicture ( " TPCAINFO " , 261 , 3 ) ;
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if ( getMyBuilding ( ) ! = nullptr )
{
buildingPic = new CAnimImage ( town - > town - > clientInfo . buildingsIcons , getMyBuilding ( ) - > bid , 0 , 4 , 21 ) ;
dwellingName = new CLabel ( 78 , 101 , FONT_SMALL , CENTER , Colors : : WHITE , getMyBuilding ( ) - > Name ( ) ) ;
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if ( vstd : : contains ( town - > builtBuildings , getMyBuilding ( ) - > bid ) )
{
ui32 available = town - > creatures [ level ] . first ;
std : : string availableText = CGI - > generaltexth - > allTexts [ 217 ] + boost : : lexical_cast < std : : string > ( available ) ;
availableCount = new CLabel ( 78 , 119 , FONT_SMALL , CENTER , Colors : : WHITE , availableText ) ;
}
}
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if ( getMyCreature ( ) ! = nullptr )
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{
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hoverText = boost : : str ( boost : : format ( CGI - > generaltexth - > tcommands [ 21 ] ) % getMyCreature ( ) - > namePl ) ;
creatureAnim = new CCreaturePic ( 159 , 4 , getMyCreature ( ) , false ) ;
creatureName = new CLabel ( 78 , 11 , FONT_SMALL , CENTER , Colors : : WHITE , getMyCreature ( ) - > namePl ) ;
Rect sizes ( 287 , 4 , 96 , 18 ) ;
values . push_back ( new LabeledValue ( sizes , CGI - > generaltexth - > allTexts [ 190 ] , CGI - > generaltexth - > fcommands [ 0 ] , getMyCreature ( ) - > Attack ( ) ) ) ;
sizes . y + = 20 ;
values . push_back ( new LabeledValue ( sizes , CGI - > generaltexth - > allTexts [ 191 ] , CGI - > generaltexth - > fcommands [ 1 ] , getMyCreature ( ) - > Defense ( ) ) ) ;
sizes . y + = 21 ;
values . push_back ( new LabeledValue ( sizes , CGI - > generaltexth - > allTexts [ 199 ] , CGI - > generaltexth - > fcommands [ 2 ] , getMyCreature ( ) - > getMinDamage ( ) , getMyCreature ( ) - > getMaxDamage ( ) ) ) ;
sizes . y + = 20 ;
values . push_back ( new LabeledValue ( sizes , CGI - > generaltexth - > allTexts [ 388 ] , CGI - > generaltexth - > fcommands [ 3 ] , getMyCreature ( ) - > MaxHealth ( ) ) ) ;
sizes . y + = 21 ;
values . push_back ( new LabeledValue ( sizes , CGI - > generaltexth - > allTexts [ 193 ] , CGI - > generaltexth - > fcommands [ 4 ] , getMyCreature ( ) - > valOfBonuses ( Bonus : : STACKS_SPEED ) ) ) ;
sizes . y + = 20 ;
values . push_back ( new LabeledValue ( sizes , CGI - > generaltexth - > allTexts [ 194 ] , CGI - > generaltexth - > fcommands [ 5 ] , town - > creatureGrowth ( level ) ) ) ;
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}
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}
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void CFortScreen : : RecruitArea : : hover ( bool on )
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{
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if ( on )
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GH . statusbar - > setText ( hoverText ) ;
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else
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GH . statusbar - > clear ( ) ;
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}
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void CFortScreen : : RecruitArea : : creaturesChanged ( )
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{
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if ( availableCount )
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{
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std : : string availableText = CGI - > generaltexth - > allTexts [ 217 ] +
boost : : lexical_cast < std : : string > ( town - > creatures [ level ] . first ) ;
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availableCount - > setText ( availableText ) ;
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}
}
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void CFortScreen : : RecruitArea : : clickLeft ( tribool down , bool previousState )
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{
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if ( ! down & & previousState )
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LOCPLINT - > castleInt - > builds - > enterDwelling ( level ) ;
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}
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void CFortScreen : : RecruitArea : : clickRight ( tribool down , bool previousState )
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{
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clickLeft ( down , false ) ; //r-click does same as l-click - opens recr. window
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}
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CMageGuildScreen : : CMageGuildScreen ( CCastleInterface * owner , std : : string imagem ) : CWindowObject ( BORDERED , imagem )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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window = new CPicture ( owner - > town - > town - > clientInfo . guildWindow , 332 , 76 ) ;
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resdatabar = new CMinorResDataBar ;
resdatabar - > pos . x + = pos . x ;
resdatabar - > pos . y + = pos . y ;
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Rect barRect ( 7 , 556 , 737 , 18 ) ;
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statusBar = new CGStatusBar ( new CPicture ( * background , barRect , 7 , 556 , false ) ) ;
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exit = new CAdventureMapButton ( CGI - > generaltexth - > allTexts [ 593 ] , " " , boost : : bind ( & CMageGuildScreen : : close , this ) , 748 , 556 , " TPMAGE1.DEF " , SDLK_RETURN ) ;
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exit - > assignedKeys . insert ( SDLK_ESCAPE ) ;
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std : : vector < std : : vector < Point > > positions ;
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positions . resize ( 5 ) ;
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positions [ 0 ] + = Point ( 222 , 445 ) , Point ( 312 , 445 ) , Point ( 402 , 445 ) , Point ( 520 , 445 ) , Point ( 610 , 445 ) , Point ( 700 , 445 ) ;
positions [ 1 ] + = Point ( 48 , 53 ) , Point ( 48 , 147 ) , Point ( 48 , 241 ) , Point ( 48 , 335 ) , Point ( 48 , 429 ) ;
positions [ 2 ] + = Point ( 570 , 82 ) , Point ( 672 , 82 ) , Point ( 570 , 157 ) , Point ( 672 , 157 ) ;
positions [ 3 ] + = Point ( 183 , 42 ) , Point ( 183 , 148 ) , Point ( 183 , 253 ) ;
positions [ 4 ] + = Point ( 491 , 325 ) , Point ( 591 , 325 ) ;
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for ( size_t i = 0 ; i < owner - > town - > town - > mageLevel ; i + + )
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{
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size_t spellCount = owner - > town - > spellsAtLevel ( i + 1 , false ) ; //spell at level with -1 hmmm?
for ( size_t j = 0 ; j < spellCount ; j + + )
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{
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if ( i < owner - > town - > mageGuildLevel ( ) & & owner - > town - > spells [ i ] . size ( ) > j )
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spells . push_back ( new Scroll ( positions [ i ] [ j ] , CGI - > spellh - > objects [ owner - > town - > spells [ i ] [ j ] ] ) ) ;
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else
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new CAnimImage ( " TPMAGES.DEF " , 1 , 0 , positions [ i ] [ j ] . x , positions [ i ] [ j ] . y ) ; //closed scroll
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}
}
}
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CMageGuildScreen : : Scroll : : Scroll ( Point position , const CSpell * Spell )
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: spell ( Spell )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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addUsedEvents ( LCLICK | RCLICK | HOVER ) ;
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pos + = position ;
image = new CAnimImage ( " SPELLSCR " , spell - > id ) ;
pos = image - > pos ;
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}
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void CMageGuildScreen : : Scroll : : clickLeft ( tribool down , bool previousState )
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{
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if ( down )
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LOCPLINT - > showInfoDialog ( spell - > getLevelInfo ( 0 ) . description , new CComponent ( CComponent : : spell , spell - > id ) ) ;
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}
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void CMageGuildScreen : : Scroll : : clickRight ( tribool down , bool previousState )
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{
if ( down )
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CRClickPopup : : createAndPush ( spell - > getLevelInfo ( 0 ) . description , new CComponent ( CComponent : : spell , spell - > id ) ) ;
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}
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void CMageGuildScreen : : Scroll : : hover ( bool on )
{
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if ( on )
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GH . statusbar - > setText ( spell - > name ) ;
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else
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GH . statusbar - > clear ( ) ;
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}
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CBlacksmithDialog : : CBlacksmithDialog ( bool possible , CreatureID creMachineID , ArtifactID aid , ObjectInstanceID hid ) :
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CWindowObject ( PLAYER_COLORED , " TPSMITH " )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL ;
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statusBar = new CGStatusBar ( new CPicture ( * background , Rect ( 8 , pos . h - 26 , pos . w - 16 , 19 ) , 8 , pos . h - 26 ) ) ;
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animBG = new CPicture ( " TPSMITBK " , 64 , 50 ) ;
animBG - > needRefresh = true ;
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const CCreature * creature = CGI - > creh - > creatures [ creMachineID ] ;
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anim = new CCreatureAnim ( 64 , 50 , creature - > animDefName , Rect ( ) ) ;
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anim - > clipRect ( 113 , 125 , 200 , 150 ) ;
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title = new CLabel ( 165 , 28 , FONT_BIG , CENTER , Colors : : YELLOW ,
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boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 274 ] ) % creature - > nameSing ) ) ;
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costText = new CLabel ( 165 , 218 , FONT_MEDIUM , CENTER , Colors : : WHITE , CGI - > generaltexth - > jktexts [ 43 ] ) ;
costValue = new CLabel ( 165 , 290 , FONT_MEDIUM , CENTER , Colors : : WHITE ,
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boost : : lexical_cast < std : : string > ( CGI - > arth - > artifacts [ aid ] - > price ) ) ;
std : : string text = boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 595 ] ) % creature - > nameSing ) ;
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buy = new CAdventureMapButton ( text , " " , boost : : bind ( & CBlacksmithDialog : : close , this ) , 42 , 312 , " IBUY30.DEF " , SDLK_RETURN ) ;
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text = boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 596 ] ) % creature - > nameSing ) ;
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cancel = new CAdventureMapButton ( text , " " , boost : : bind ( & CBlacksmithDialog : : close , this ) , 224 , 312 , " ICANCEL.DEF " , SDLK_ESCAPE ) ;
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if ( possible )
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buy - > callback + = [ = ] { LOCPLINT - > cb - > buyArtifact ( LOCPLINT - > cb - > getHero ( hid ) , aid ) ; } ;
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else
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buy - > block ( true ) ;
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new CAnimImage ( " RESOURCE " , 6 , 0 , 148 , 244 ) ;
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}