mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Reworked CHillFortWindow
* fixed displaying free upgrades * do not try to print 3rd or more resource in slot cost (in theory possible with mods) ** we need dynamic gui for that * CDefEssential--
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7ca9ab665a
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5506ae036a
@ -90,11 +90,6 @@ public:
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*/
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std::vector<CIntObject *> children;
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//FIXME: workaround
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void deactivateKeyboard()
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{
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deactivate(KEYBOARD);
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}
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/*
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* Public interface
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@ -144,12 +144,12 @@ void CPicture::convertToScreenBPP()
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{
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SDL_Surface *hlp = bg;
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bg = SDL_ConvertSurface(hlp,screen->format,0);
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CSDL_Ext::setDefaultColorKey(bg);
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CSDL_Ext::setDefaultColorKey(bg);
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SDL_FreeSurface(hlp);
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}
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void CPicture::setAlpha(int value)
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{
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{
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CSDL_Ext::setAlpha (bg, value);
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}
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@ -241,6 +241,7 @@ size_t CAnimImage::size()
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void CAnimImage::init()
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{
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visible = true;
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anim->load(frame, group);
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if (flags & CShowableAnim::BASE)
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anim->load(0,group);
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@ -263,6 +264,9 @@ CAnimImage::~CAnimImage()
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void CAnimImage::showAll(SDL_Surface * to)
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{
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if(!visible)
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return;
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IImage *img;
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if ( flags & CShowableAnim::BASE && frame != 0)
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@ -80,6 +80,8 @@ private:
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void init();
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public:
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bool visible;
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CAnimImage(std::string name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
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CAnimImage(CAnimation* anim, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
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~CAnimImage();//d-tor
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@ -8,7 +8,6 @@
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#include "CSpellWindow.h"
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#include "../CBitmapHandler.h"
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#include "../CDefHandler.h"
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#include "../CGameInfo.h"
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#include "../CMessage.h"
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#include "../CMusicHandler.h"
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@ -1371,26 +1370,29 @@ CHillFortWindow::CHillFortWindow(const CGHeroInstance *visitor, const CGObjectIn
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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slotsCount=7;
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resources = CDefHandler::giveDefEss("SMALRES.DEF");
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new CLabel(325, 32, FONT_BIG, CENTER, Colors::YELLOW, fort->getObjectName());//Hill Fort
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heroPic = new CHeroArea(30, 60, hero);
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currState.resize(slotsCount+1);
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costs.resize(slotsCount);
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totalSumm.resize(GameConstants::RESOURCE_QUANTITY);
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for (int i=0; i<resCount; i++)
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{
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totalIcons[i] = new CAnimImage("SMALRES", i, 0, 104 + 76 * i, 237);
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totalLabels[i] = new CLabel(166 + 76 * i, 253, FONT_SMALL, BOTTOMRIGHT);
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}
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for (int i = 0; i < slotsCount; i++)
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{
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currState[i] = getState(SlotID(i));
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upgrade[i] = new CButton(Point(107 + i * 76, 171), "", CButton::tooltip(getTextForSlot(SlotID(i))), [=]{ makeDeal(SlotID(i)); }, SDLK_1 + i);
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for (auto image : { "APHLF1R.DEF", "APHLF1Y.DEF", "APHLF1G.DEF" })
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upgrade[i]->addImage(image);
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for(int j : {0,1})
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{
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slotIcons[i][j] = new CAnimImage("SMALRES", 0, 0, 104 + 76 * i, 128 + 20 * j);
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slotLabels[i][j] = new CLabel(168 + 76 * i, 144 + 20 * j, FONT_SMALL, BOTTOMRIGHT);
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}
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}
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currState[slotsCount] = getState(SlotID(slotsCount));
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upgradeAll = new CButton(Point(30, 231), "", CButton::tooltip(CGI->generaltexth->allTexts[432]), [&]{ makeDeal(SlotID(slotsCount));}, SDLK_0);
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for (auto image : { "APHLF4R.DEF", "APHLF4Y.DEF", "APHLF4G.DEF" })
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upgradeAll->addImage(image);
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@ -1404,6 +1406,11 @@ CHillFortWindow::CHillFortWindow(const CGHeroInstance *visitor, const CGObjectIn
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void CHillFortWindow::updateGarrisons()
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{
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std::array<TResources, slotsCount> costs;// costs [slot ID] [resource ID] = resource count for upgrade
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TResources totalSumm; // totalSum[resource ID] = value
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totalSumm.resize(GameConstants::RESOURCE_QUANTITY);
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for (int i=0; i<GameConstants::RESOURCE_QUANTITY; i++)
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totalSumm[i]=0;
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@ -1428,10 +1435,77 @@ void CHillFortWindow::updateGarrisons()
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upgrade[i]->addHoverText(CButton::NORMAL, getTextForSlot(SlotID(i)));
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}
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int newState = getState(SlotID(slotsCount));
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//"Upgrade all" slot
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int newState = 2;
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{
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TResources myRes = LOCPLINT->cb->getResourceAmount();
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bool allUpgraded = true;//All creatures are upgraded?
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for (int i=0; i<slotsCount; i++)
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allUpgraded &= currState[i] == 1 || currState[i] == -1;
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if (allUpgraded)
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newState = 1;
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if(!totalSumm.canBeAfforded(myRes))
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newState = 0;
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}
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currState[slotsCount] = newState;
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upgradeAll->setIndex(newState);
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garr->recreateSlots();
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CWindowWithGarrison::updateGarrisons();
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for (int i = 0; i < slotsCount; i++)
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{
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//hide all first
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for(int j : {0,1})
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{
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slotIcons[i][j]->visible = false;
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slotLabels[i][j]->setText("");
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}
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//if can upgrade or can not afford, draw cost
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if (currState[i] == 0 || currState[i] == 2)
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{
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if (costs[i].nonZero())
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{
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//reverse iterator is used to display gold as first element
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int j = 0;
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for(int res = costs[i].size()-1; (res >= 0) && (j < 2); res--)
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{
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int val = costs[i][res];
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if(!val)
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continue;
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slotIcons[i][j]->visible = true;
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slotIcons[i][j]->setFrame(res);
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slotLabels[i][j]->setText(boost::lexical_cast<std::string>(val));
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j++;
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}
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}
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else//free upgrade - print gold image and "Free" text
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{
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slotIcons[i][0]->visible = true;
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slotIcons[i][0]->setFrame(Res::GOLD);
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slotLabels[i][0]->setText(CGI->generaltexth->allTexts[344]);
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}
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}
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}
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for (int i = 0; i < resCount; i++)
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{
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if(totalSumm[i] == 0)
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{
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totalIcons[i]->visible = false;
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totalLabels[i]->setText("");
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}
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else
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{
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totalIcons[i]->visible = true;
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totalLabels[i]->setText(boost::lexical_cast<std::string>(totalSumm[i]));
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}
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}
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}
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void CHillFortWindow::makeDeal(SlotID slot)
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@ -1461,44 +1535,6 @@ void CHillFortWindow::makeDeal(SlotID slot)
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}
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}
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void CHillFortWindow::showAll (SDL_Surface *to)
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{
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CWindowObject::showAll(to);
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for ( int i=0; i<slotsCount; i++)
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{
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if ( currState[i] == 0 || currState[i] == 2 )
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{
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if ( costs[i].size() )//we have several elements
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{
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int curY = 128;//reverse iterator is used to display gold as first element
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for(int j = costs[i].size()-1; j >= 0; j--)
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{
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int val = costs[i][j];
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if(!val) continue;
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blitAtLoc(resources->ourImages[j].bitmap, 104+76*i, curY, to);
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printToLoc(boost::lexical_cast<std::string>(val), 168+76*i, curY+16, FONT_SMALL, Colors::WHITE, to);
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curY += 20;
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}
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}
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else//free upgrade - print gold image and "Free" text
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{
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blitAtLoc(resources->ourImages[6].bitmap, 104+76*i, 128, to);
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printToLoc(CGI->generaltexth->allTexts[344], 168+76*i, 144, FONT_SMALL, Colors::WHITE, to);
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}
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}
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}
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for (int i=0; i<GameConstants::RESOURCE_QUANTITY; i++)
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{
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if (totalSumm[i])//this resource is used - display it
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{
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blitAtLoc(resources->ourImages[i].bitmap, 104+76*i, 237, to);
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printToLoc(boost::lexical_cast<std::string>(totalSumm[i]), 166+76*i, 253, FONT_SMALL, Colors::WHITE, to);
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}
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}
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}
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std::string CHillFortWindow::getTextForSlot(SlotID slot)
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{
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if ( !hero->getCreature(slot) )//we don`t have creature here
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@ -1517,20 +1553,6 @@ std::string CHillFortWindow::getTextForSlot(SlotID slot)
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int CHillFortWindow::getState(SlotID slot)
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{
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TResources myRes = LOCPLINT->cb->getResourceAmount();
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if ( slot.getNum() == slotsCount )//"Upgrade all" slot
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{
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bool allUpgraded = true;//All creatures are upgraded?
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for (int i=0; i<slotsCount; i++)
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allUpgraded &= currState[i] == 1 || currState[i] == -1;
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if (allUpgraded)
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return 1;
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if(!totalSumm.canBeAfforded(myRes))
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return 0;
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return 2;
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}
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if (hero->slotEmpty(slot))//no creature here
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return -1;
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@ -401,29 +401,35 @@ public:
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/// Hill fort is the building where you can upgrade units
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class CHillFortWindow : public CWindowObject, public CWindowWithGarrison
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{
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public:
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int slotsCount;//=7;
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CGStatusBar * bar;
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CDefEssential *resources;
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CHeroArea *heroPic;//clickable hero image
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CButton *quit,//closes window
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*upgradeAll,//upgrade all creatures
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*upgrade[7];//upgrade single creature
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private:
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static const int slotsCount = 7;
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//todo: mithril support
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static const int resCount = 7;
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const CGObjectInstance * fort;
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const CGHeroInstance * hero;
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std::vector<int> currState;//current state of slot - to avoid calls to getState or updating buttons
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std::vector<TResources> costs;// costs [slot ID] [resource ID] = resource count for upgrade
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TResources totalSumm; // totalSum[resource ID] = value
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CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
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CGStatusBar * bar;
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CHeroArea * heroPic;//clickable hero image
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CButton * quit;//closes window
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CButton * upgradeAll;//upgrade all creatures
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std::array<CButton *, slotsCount> upgrade;//upgrade single creature
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std::array<int, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
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//there is a place for only 2 resources per slot
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std::array< std::array<CAnimImage *, 2>, slotsCount> slotIcons;
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std::array< std::array<CLabel *, 2>, slotsCount> slotLabels;
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std::array<CAnimImage *, resCount> totalIcons;
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std::array<CLabel *, resCount> totalLabels;
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void showAll (SDL_Surface *to) override;
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std::string getDefForSlot(SlotID slot);//return def name for this slot
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std::string getTextForSlot(SlotID slot);//return hover text for this slot
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void makeDeal(SlotID slot);//-1 for upgrading all creatures
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int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
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public:
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CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object); //c-tor
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void updateGarrisons() override;//update buttons after garrison changes
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};
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