#include "../stdafx.h" #include "CCastleInterface.h" #include "AdventureMapButton.h" #include "CAdvmapInterface.h" #include "CAnimation.h" #include "../CCallback.h" #include "CGameInfo.h" #include "CHeroWindow.h" #include "CMessage.h" #include "CPlayerInterface.h" #include "SDL_Extensions.h" #include "CCreatureAnimation.h" #include "Graphics.h" #include "../lib/CArtHandler.h" #include "../lib/CBuildingHandler.h" #include "CDefHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CLodHandler.h" #include "../lib/CObjectHandler.h" #include "../lib/CSpellHandler.h" #include "../lib/CTownHandler.h" #include "../lib/CCreatureHandler.h" #include "../lib/map.h" #include "CMusicHandler.h" #include #include #include #include #include #include #include #include "../lib/CCreatureHandler.h" #include "CMusicHandler.h" using namespace boost::assign; using namespace CSDL_Ext; /* * 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 * */ int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID { const CGTownInstance * t = LOCPLINT->castleInt->town; switch (bid) { case 18: return t->town->hordeLvl[0] + 30; case 19: return t->town->hordeLvl[0] + 37; case 24: return t->town->hordeLvl[1] + 30; case 25: return t->town->hordeLvl[1] + 37; default: return bid; } } CBuildingRect::CBuildingRect(const Structure *Str) :CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE | CShowableAnim::USE_RLE), str(Str) { used |= LCLICK | RCLICK | HOVER; pos.x += str->pos.x + LOCPLINT->castleInt->pos.x; pos.y += str->pos.y + LOCPLINT->castleInt->pos.y; if (!str->borderName.empty()) border = BitmapHandler::loadBitmap(str->borderName, true); else border = NULL; if (!str->areaName.empty()) area = BitmapHandler::loadBitmap(str->areaName); else area = NULL; } CBuildingRect::~CBuildingRect() { if(border) SDL_FreeSurface(border); if(area) SDL_FreeSurface(area); } bool CBuildingRect::operator<(const CBuildingRect & p2) const { if(str->pos.z != p2.str->pos.z) return (str->pos.z) < (p2.str->pos.z); else return (str->ID) < (p2.str->ID); } void CBuildingRect::hover(bool on) { //Hoverable::hover(on); if(on) { if(!(active & MOVE)) changeUsedEvents(MOVE, true, true); } else { if(active & MOVE) changeUsedEvents(MOVE, false, true); if(LOCPLINT->castleInt->hBuild == this) { LOCPLINT->castleInt->hBuild = NULL; GH.statusbar->clear(); //call mouseMoved in other buildings, cursor might have been moved while they were inactive (eg. because of r-click popup) for(size_t i = 0; i < LOCPLINT->castleInt->buildings.size(); i++) LOCPLINT->castleInt->buildings[i]->mouseMoved(GH.current->motion); } } } void CBuildingRect::clickLeft(tribool down, bool previousState) { if( previousState && !down && area && (LOCPLINT->castleInt->hBuild==this) ) if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image LOCPLINT->castleInt->buildingClicked(str->ID); } void CBuildingRect::clickRight(tribool down, bool previousState) { if((!area) || (!((bool)down)) || (this!=LOCPLINT->castleInt->hBuild)) return; if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image { int bid = hordeToDwellingID(str->ID); const CBuilding *bld = CGI->buildh->buildings[str->townID].find(bid)->second; assert(bld); CInfoPopup *vinya = new CInfoPopup(); vinya->free = true; vinya->bitmap = CMessage::drawBoxTextBitmapSub (LOCPLINT->playerID, bld->Description(), LOCPLINT->castleInt->bicons->ourImages[bid].bitmap, bld->Name()); vinya->pos.x = screen->w/2 - vinya->bitmap->w/2; vinya->pos.y = screen->h/2 - vinya->bitmap->h/2; GH.pushInt(vinya); } } void CBuildingRect::show(SDL_Surface *to) { CShowableAnim::show(to); if(LOCPLINT->castleInt->hBuild == this && border) blitAtLoc(border,0,0,to); } void CBuildingRect::showAll(SDL_Surface *to) { if (active) return; CShowableAnim::showAll(to); if(LOCPLINT->castleInt->hBuild == this && border) blitAtLoc(border,0,0,to); } std::string getBuildingSubtitle(int tid, int bid)//hover text for building { const CGTownInstance * t = LOCPLINT->castleInt->town; bid = hordeToDwellingID(bid); if (bid<30)//non-dwellings - only buiding name return CGI->buildh->buildings[tid].find(bid)->second->Name(); else//dwellings - recruit %creature% { int creaID = t->creatures[(bid-30)%CREATURES_PER_TOWN].second.back();//taking last of available creatures return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creaID]->namePl; } } void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent) { if(area && isItIn(&pos,sEvent.x, sEvent.y)) { if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //hovered pixel is inside this building { if(LOCPLINT->castleInt->hBuild == this) { LOCPLINT->castleInt->hBuild = NULL; GH.statusbar->clear(); } } else //inside the area of this building { if(! LOCPLINT->castleInt->hBuild //no building hovered || (*LOCPLINT->castleInt->hBuild)<(*this)) //or we are on top { LOCPLINT->castleInt->hBuild = this; GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID)); } } } } void CHeroGSlot::hover (bool on) { if(!on) { GH.statusbar->clear(); return; } CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown; std::string temp; if(hero) { if(highlight)//view NNN { temp = CGI->generaltexth->tcommands[4]; boost::algorithm::replace_first(temp,"%s",hero->name); } else if(other->hero && other->highlight)//exchange { temp = CGI->generaltexth->tcommands[7]; boost::algorithm::replace_first(temp,"%s",hero->name); boost::algorithm::replace_first(temp,"%s",other->hero->name); } else// select NNN (in ZZZ) { if(upg)//down - visiting { temp = CGI->generaltexth->tcommands[32]; boost::algorithm::replace_first(temp,"%s",hero->name); } else //up - garrison { temp = CGI->generaltexth->tcommands[12]; boost::algorithm::replace_first(temp,"%s",hero->name); } } } else //we are empty slot { if(other->highlight && other->hero) //move NNNN { temp = CGI->generaltexth->tcommands[6]; boost::algorithm::replace_first(temp,"%s",other->hero->name); } else //empty { temp = CGI->generaltexth->allTexts[507]; } } if(temp.size()) GH.statusbar->print(temp); } void CHeroGSlot::clickLeft(tribool down, bool previousState) { CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown; if(!down) { owner->garr->splitting = false; owner->garr->highlighted = NULL; if(hero && highlight) { setHighlight(false); LOCPLINT->openHeroWindow(hero); } else if(other->hero && other->highlight) { bool allow = true; if(upg) //moving hero out of town - check if it is allowed { if(!hero && LOCPLINT->cb->howManyHeroes(false) >= 8) { 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(LOCPLINT->cb->howManyHeroes(false))); LOCPLINT->showInfoDialog(tmp,std::vector(), soundBase::sound_todo); allow = false; } else if(!other->hero->stacksCount()) //hero has no creatures - strange, but if we have appropriate error message... { LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[19],std::vector(), soundBase::sound_todo); //This hero has no creatures. A hero must have creatures before he can brave the dangers of the countryside. allow = false; } } setHighlight(false); other->setHighlight(false); if(allow) LOCPLINT->cb->swapGarrisonHero(owner->town); } else if(hero) { setHighlight(true); owner->garr->highlighted = NULL; show(screen2); } hover(false);hover(true); //refresh statusbar } //if(indeterminate(down) && !isItIn(&other->pos,GH.current->motion.x,GH.current->motion.y)) //{ // other->highlight = highlight = false; // show(screen2); //} } void CHeroGSlot::deactivate() { highlight = false; CIntObject::deactivate(); } void CHeroGSlot::show(SDL_Surface * to) { if(hero) //there is hero blitAt(graphics->portraitLarge[hero->portrait],pos,to); else if(!upg) //up garrison blitAt(graphics->flags->ourImages[LOCPLINT->castleInt->town->getOwner()].bitmap,pos,to); if(highlight) blitAt(graphics->bigImgs[-1],pos,to); } CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, CCastleInterface * Owner) { used = LCLICK | HOVER; owner = Owner; pos.x = x; pos.y = y; pos.w = 58; pos.h = 64; hero = h; upg = updown; highlight = false; } CHeroGSlot::~CHeroGSlot() { } void CHeroGSlot::setHighlight( bool on ) { highlight = on; if(owner->hslotup.hero && owner->hslotdown.hero) //two heroes in town { for(size_t i = 0; igarr->splitButtons.size(); i++) //splitting enabled when slot higlighted owner->garr->splitButtons[i]->block(!on); } } class SORTHELP { public: bool operator () (const CBuildingRect *a , const CBuildingRect *b) { return (*a)<(*b); } } srthlp ; CCastleInterface::CCastleInterface(const CGTownInstance * Town, int listPos) :hslotup(241,387,0,Town->garrisonHero,this),hslotdown(241,483,1,Town->visitingHero,this) { showing = false; bars = CDefHandler::giveDefEss("TPTHBAR.DEF"); status = CDefHandler::giveDefEss("TPTHCHK.DEF"); LOCPLINT->castleInt = this; hall = NULL; fort = NULL; market = NULL; townInt = BitmapHandler::loadBitmap("TOWNSCRN.bmp"); pos.x = screen->w/2 - 400; pos.y = screen->h/2 - 300; hslotup.pos.x += pos.x; hslotup.pos.y += pos.y; hslotdown.pos.x += pos.x; hslotdown.pos.y += pos.y; hBuild = NULL; count=0; town = Town; animval = 0; winMode = 1; //garrison garr = new CGarrisonInt(pos.x+305,pos.y+387,4,Point(0,96),townInt,Point(62,374),town,town->visitingHero); townlist = new CTownList(3,pos.x+744,pos.y+414,"IAM014.DEF","IAM015.DEF");//744,526); exit = new AdventureMapButton (CGI->generaltexth->tcommands[8],"",boost::bind(&CCastleInterface::close,this),pos.x+744,pos.y+544,"TSBTNS.DEF",SDLK_RETURN); exit->assignedKeys.insert(SDLK_ESCAPE); split = new AdventureMapButton(CGI->generaltexth->tcommands[3],"",boost::bind(&CGarrisonInt::splitClick,garr),pos.x+744,pos.y+382,"TSBTNS.DEF"); split->callback += boost::bind(&CCastleInterface::splitClicked,this); garr->addSplitBtn(split); statusbar = new CStatusBar(pos.x+7,pos.y+555,"TSTATBAR.bmp",732); resdatabar = new CResDataBar("ZRESBAR.bmp",pos.x+3,pos.y+575,32,2,85,85); townlist->fun = boost::bind(&CCastleInterface::townChange,this); //townlist->genList(); townlist->selected = vstd::findPos(LOCPLINT->towns,Town); townlist->from = townlist->selected - listPos; amax(townlist->from, 0); amin(townlist->from, LOCPLINT->towns.size() - townlist->SIZE); graphics->blueToPlayersAdv(townInt,LOCPLINT->playerID); exit->setOffset(4); //growth icons and buildings recreateBuildings(); recreateIcons(); cityBg = BitmapHandler::loadBitmap(graphics->townBgs[town->subID]); bicons = CDefHandler::giveDefEss(graphics->buildingPics[town->subID]); CCS->musich->playMusic(CCS->musich->townMusics[town->subID], -1); } CCastleInterface::~CCastleInterface() { delete bars; delete status; SDL_FreeSurface(townInt); SDL_FreeSurface(cityBg); delete exit; //delete split; delete hall; delete fort; delete market; delete garr; delete townlist; delete statusbar; delete resdatabar; for(size_t i=0;itempOwner == LOCPLINT->playerID) //we may have opened window for an allied town { if(town->visitingHero) adventureInt->select(town->visitingHero); else adventureInt->select(town); } LOCPLINT->castleInt = NULL; GH.popIntTotally(this); CCS->musich->stopMusic(5000); } void CCastleInterface::splitF() { } void CCastleInterface::buildingClicked(int building) { tlog5<<"You've clicked on "<buildh->buildings[town->subID].find(building)->second; if(building >= 30) { showRecruitmentWindow((building-30)%CREATURES_PER_TOWN); } else { switch(building) { case 0: case 1: case 2: case 3: case 4: //mage guild { const CGHeroInstance *h = NULL; //hero that "enters" mage guild if(!town->garrisonHero && !town->visitingHero) //no heroes in town h = NULL; else if(!town->garrisonHero) //only visiting hero h = town->visitingHero; else if(!town->visitingHero || hslotup.highlight) //only garrisoned hero OR both heroes present, garrisoned hero selected h = town->garrisonHero; else //both heroes present, use the visiting one h = town->visitingHero; if(h && !h->hasSpellbook()) //hero doesn't have spellbok { if(LOCPLINT->cb->getResourceAmount(6) < 500) //not enough gold to buy spellbook { LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]); } else { CFunctionList fl = boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,h,0); fl += boost::bind(&CCastleInterface::enterMageGuild,this); std::vector vvv(1,new SComponent(SComponent::artifact,0,0)); LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214],vvv,fl,0,true); } } else { enterMageGuild(); } break; } case 5: //tavern { enterTavern(); break; } case 6: //shipyard { LOCPLINT->showShipyardDialog(town); break; } case 7: case 8: case 9: //fort/citadel/castle { CFortScreen *fs = new CFortScreen(this); GH.pushInt(fs); break; } case 10: case 11: case 12: case 13: //hall if(town->visitingHero && town->visitingHero->hasArt(2) && !vstd::contains(town->builtBuildings, 26)) //hero has grail, but town does not have it { if(!vstd::contains(town->forbiddenBuildings, 26)) { LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[597], //Do you wish this to be the permanent home of the Grail? std::vector(), boost::bind(&CCallback::buildBuilding, LOCPLINT->cb, town, 26), boost::bind(&CCastleInterface::enterHall, this), true); } else { LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]); (dynamic_cast(GH.topInt()))->buttons[0]->callback += boost::bind(&CCastleInterface::enterHall, this); } } else enterHall(); break; case 14: //marketplace { CMarketplaceWindow *cmw = new CMarketplaceWindow(town, town->visitingHero); GH.pushInt(cmw); break; } //case 15: //resource silo - default handling only case 16: //blacksmith enterBlacksmith(town->town->warMachine); break; case 17: { switch(town->subID) { /*Rampart*/ case 1://Mystic Pond enterFountain(building); break; /*Tower*/ case 2://Artifact Merchant /*Dungeon*/ case 5://Artifact Merchant /*Conflux*/ case 8://Artifact Merchant if(town->visitingHero) GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, RESOURCE_ARTIFACT)); else LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s. break; default: defaultBuildingClicked(building); break; } break; } //case 18: //basic horde 1 - can't be selected //case 19: //upg horde 1 - can't be selected case 20: //ship at shipyard LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat break; case 21: //special 2 { switch(town->subID) { /*Rampart*/ case 1: //Fountain of Fortune enterFountain(building); break; /*Stronghold*/case 6: //Freelancer's Guild if(town->visitingHero) GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, CREATURE_RESOURCE)); else LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s. break; /*Conflux*/ case 8: //Magic University if (town->visitingHero) GH.pushInt(new CUniversityWindow(town->visitingHero, town)); else if (town->garrisonHero) GH.pushInt(new CUniversityWindow(town->garrisonHero, town)); else//no hero in town - default popup defaultBuildingClicked(building); break; default: defaultBuildingClicked(building); break; } break; } case 22: //special 3 { switch(town->subID) { /*Castle*/ case 0: //brotherhood of sword enterTavern(); break; /*Inferno*/ case 3: //Castle Gate { if (!town->visitingHero) { LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126], std::vector(), soundBase::sound_todo); break;//only visiting hero can use castle gates } std::vector availableTowns; std::vector Towns = LOCPLINT->cb->getTownsInfo(false); for(size_t i=0;iid != this->town->id && t->visitingHero == NULL && //another town, empty and this is t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate { availableTowns.push_back(t->id);//add to the list } } CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);//will be deleted by selection window GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40], CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, this, _1))); break; } /*Necropolis*/ case 4: //Skeleton Transformer const CGHeroInstance *hero; if (town->visitingHero) hero = town->visitingHero; else if (town->garrisonHero) hero = town->garrisonHero; else hero = NULL;//no hero - will trade with town garrison GH.pushInt ( new CTransformerWindow(hero, town) ); break; /*Dungeon*/ case 5: //Portal of Summoning if (town->creatures[CREATURES_PER_TOWN].second.empty()) //extra dwelling has no creatures in it LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30], std::vector(), soundBase::sound_todo); else this->showRecruitmentWindow(CREATURES_PER_TOWN); break; /*Stronghold*/ case 6: //Ballista Yard enterBlacksmith(4); break; default: defaultBuildingClicked(building); break; } break; } //case 23: //special 4 - default handling only //case 24: //basic horde 2 - can't be selected //case 25: //upg horde 2 - can't be selected //case 26: //grail - default handling only default: defaultBuildingClicked(building); break; } } } void CCastleInterface::castleTeleport(int where) { const CGTownInstance * dest = LOCPLINT->cb->getTownInfo(where, 1); LOCPLINT->cb->teleportHero(town->visitingHero, dest); } void CCastleInterface::defaultBuildingClicked(int building) { std::vector comps(1, new SComponent(SComponent::building,town->subID,building,bicons->ourImages[building].bitmap,false)); LOCPLINT->showInfoDialog( CGI->buildh->buildings[town->subID].find(building)->second->Description(), comps, soundBase::sound_todo); } void CCastleInterface::enterFountain(int building) { std::vector comps(1, new SComponent(SComponent::building,town->subID,building,bicons->ourImages[building].bitmap,false)); std::string descr = CGI->buildh->buildings[town->subID].find(building)->second->Description(); if ( building == 21)//we need description for mystic pond as well descr += "\n\n"+CGI->buildh->buildings[town->subID].find(17)->second->Description(); if (town->bonusValue.first == 0)//fountain was builded this week descr += "\n\n"+ CGI->generaltexth->allTexts[677]; else//fountain produced something; { descr+= "\n\n"+ CGI->generaltexth->allTexts[678]; boost::algorithm::replace_first(descr,"%s",CGI->generaltexth->restypes[town->bonusValue.first]); char buf[10]; SDL_itoa(town->bonusValue.second,buf,10); boost::algorithm::replace_first(descr,"%d",buf); } LOCPLINT->showInfoDialog(descr, comps, soundBase::sound_todo); } void CCastleInterface::enterBlacksmith(int ArtifactID) { const CGHeroInstance *hero = town->visitingHero; if(!hero) { std::string pom = CGI->generaltexth->allTexts[273]; boost::algorithm::replace_first(pom,"%s",CGI->buildh->buildings[town->subID].find(16)->second->Name()); LOCPLINT->showInfoDialog(pom,std::vector(), soundBase::sound_todo); return; } int price = CGI->arth->artifacts[ArtifactID]->price; bool possible = (LOCPLINT->cb->getResourceAmount(6) >= price); if( hero->hasArt(ui16(ArtifactID+9)) ) //hero already has machine possible = false; GH.pushInt(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(ArtifactID,false),ArtifactID,hero->id)); } void CCastleInterface::enterHall() { CHallInterface *h = new CHallInterface(this); GH.pushInt(h); } void CCastleInterface::showAll( SDL_Surface * to/*=NULL*/) { blitAt(townInt,pos.x,pos.y+374,to); blitAt(cityBg,pos,to); adventureInt->resdatabar.draw(to); townlist->draw(to); statusbar->show(to); resdatabar->draw(to); garr->showAll(to); //draw creatures icons and their growths for(size_t i=0;ishow(to); //print name CSDL_Ext::printAt(town->name,pos.x+85,pos.y+387,FONT_MEDIUM,zwykly,to); //blit town icon int pom = town->subID*2; if (!town->hasFort()) pom += F_NUMBER*2; if(town->builded >= MAX_BUILDING_PER_TURN) pom++; blitAt(graphics->bigTownPic->ourImages[pom].bitmap,pos.x+15,pos.y+387,to); hslotup.show(to); hslotdown.show(to); market->show(to); fort->show(to); hall->show(to); for(size_t i=0;ishowAll(to); } statusbar->show(to);//refreshing statusbar if(screen->w != 800 || screen->h !=600) CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15); exit->show(to); //split->show(to); } void CCastleInterface::townChange() { const CGTownInstance * nt = LOCPLINT->towns[townlist->selected]; int tpos = townlist->selected - townlist->from; if ( nt == town ) return; GH.popIntTotally(this); GH.pushInt(new CCastleInterface(nt, tpos)); } void CCastleInterface::show(SDL_Surface * to) { //blit buildings for(size_t i=0;ishow(to); } statusbar->show(to);//refreshing statusbar } void CCastleInterface::activate() { showing = true; townlist->activate(); garr->activate(); GH.statusbar = statusbar; exit->activate(); fort->activate(); hall->activate(); market->activate(); //split->activate(); for(size_t i=0;iactivate(); } for(size_t i=0;iactivate(); hslotdown.activate(); hslotup.activate(); activateKeys(); } void CCastleInterface::deactivate() { showing = false; townlist->deactivate(); garr->deactivate(); exit->deactivate(); fort->deactivate(); hall->deactivate(); market->deactivate(); //split->deactivate(); for(size_t i=0;ideactivate(); } for(size_t i=0;ideactivate(); hslotdown.deactivate(); hslotup.deactivate(); deactivateKeys(); } void CCastleInterface::addBuilding(int bid) { //TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach if ( winMode == 2 )//we will only build buildings, no need to update interface - it will be closed in a moment return; deactivate(); recreateBuildings(); recreateIcons(); activate(); } void CCastleInterface::removeBuilding(int bid) { //TODO: lepiej by bylo tylko usuwac co trzeba pamietajac o grupach recreateBuildings(); recreateIcons(); } void CCastleInterface::recreateBuildings() { for(size_t i=0;ideactivate(); delete buildings[i]; } buildings.clear(); hBuild = NULL; std::set< std::pair > s; //group - id for (std::set::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++) { if(town->subID >= 0 && town->subID < CGI->townh->structures.size()) //we have info about structures in this town { if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end()) //we have info about that structure { const Structure * st = CGI->townh->structures[town->subID][*i]; if(st->group<0) //no group - just add it { buildings.push_back(new CBuildingRect(st)); } else { std::set< std::pair >::iterator obecny=s.end(); for(std::set< std::pair >::iterator seti = s.begin(); seti!=s.end(); seti++) //check if we have already building from same group { if(seti->first == st->group) { obecny = seti; break; } } if(obecny != s.end()) { if((*(CGI->townh->structures[town->subID][obecny->second])) < (*(CGI->townh->structures[town->subID][st->ID]))) //we have to replace old building with current one { for(size_t itpb = 0; itpbstr->ID == obecny->second) { delete buildings[itpb]; buildings.erase(buildings.begin() + itpb); *(const_cast(&(obecny->second))) = st->ID; buildings.push_back(new CBuildingRect(st)); } } } } else { buildings.push_back(new CBuildingRect(st)); s.insert(std::pair(st->group,st->ID)); } } } else continue; } else break; } //ship in shipyard bool isThereShip = false; if(vstd::contains(town->builtBuildings,6)) { std::vector vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation()); if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat) { Structure * st = CGI->townh->structures[town->subID][20]; buildings.push_back(new CBuildingRect(st)); s.insert(std::pair(st->group,st->ID)); isThereShip = true; } } std::sort(buildings.begin(),buildings.end(),srthlp); //code for Mana Vortex (there are two sets of animation frames - one without mage guild and one with if((town->subID == 5) && (town->builtBuildings.find(21)!=town->builtBuildings.end())) { CBuildingRect *vortex = NULL; for(size_t i=0;istr->ID==21) { vortex=buildings[i]; break; } } if(town->builtBuildings.find(4)!=town->builtBuildings.end()) //there is mage Guild level 5 { vortex->set(0,10); } else { vortex->set(0,0,9); } } //code for the shipyard in the Castle else if(town->subID == 0) { int shipID = 0; if(isThereShip) shipID = 20; else if(vstd::contains(town->builtBuildings, 6)) shipID = 6; if(shipID) { CBuildingRect *shipyard = NULL; for(size_t i=0;istr->ID==shipID) { shipyard=buildings[i]; break; } } if(town->builtBuildings.find(8)!=town->builtBuildings.end()) //there is citadel { shipyard->set(0,1); } else { shipyard->set(0,0,0); } } } if(showing) for(size_t i=0;iactivate(); } void CCastleInterface::recreateIcons() { delete fort; delete hall; delete market; hall = new CTownInfo(0); fort = new CTownInfo(1); market = new CTownInfo(2); for(size_t i=0;ideactivate(); delete creainfo[i]; } creainfo.clear(); for(size_t i=0;ibuiltBuildings.find(bid)!=town->builtBuildings.end()) { if (town->builtBuildings.find(bid+CREATURES_PER_TOWN)!=town->builtBuildings.end()) { crid = town->town->upgradedCreatures[i]; bid += CREATURES_PER_TOWN; } else crid = town->town->basicCreatures[i]; } if (crid>=0) creainfo.push_back(new CCreaInfo(crid,(bid-30)%CREATURES_PER_TOWN)); } if(town->subID == 5 && vstd::contains(town->builtBuildings, 22) && //we have Portal of Summoning !town->creatures[CREATURES_PER_TOWN].second.empty()) // with some creatures in it creainfo.push_back(new CCreaInfo(town->creatures[CREATURES_PER_TOWN].second[0], CREATURES_PER_TOWN)); } CCastleInterface::CCreaInfo::~CCreaInfo() { } CCastleInterface::CCreaInfo::CCreaInfo(int CRID, int LVL) { used = LCLICK | RCLICK | HOVER; CCastleInterface * ci=LOCPLINT->castleInt; level = LVL; crid = CRID; pos.x = ci->pos.x+14+(55*(level%4)); pos.y = (level>3)?(507+ci->pos.y):(459+ci->pos.y); pos.w = 48; pos.h = 48; } void CCastleInterface::CCreaInfo::hover(bool on) { if(on) { std::string descr=CGI->generaltexth->allTexts[588]; boost::algorithm::replace_first(descr,"%s",CGI->creh->creatures[crid]->namePl); GH.statusbar->print(descr); } else GH.statusbar->clear(); } void CCastleInterface::CCreaInfo::clickLeft(tribool down, bool previousState) { if(previousState && (!down)) LOCPLINT->castleInt->showRecruitmentWindow(level); } int CCastleInterface::CCreaInfo::AddToString(std::string from, std::string & to, int numb) { if (!numb) return 0;//do not add string if 0 boost::algorithm::replace_first(from,"%+d", (numb > 0 ? "+" : "")+boost::lexical_cast(numb)); //negative values don't need "+" to+="\n"+from; return numb; } void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState) { if(down) { CCastleInterface * ci=LOCPLINT->castleInt; std::set bld = ci->town->builtBuildings; int summ=0; std::string descr=CGI->generaltexth->allTexts[589];//Growth of creature is number boost::algorithm::replace_first(descr,"%s",CGI->creh->creatures[crid]->nameSing); boost::algorithm::replace_first(descr,"%d", boost::lexical_cast(ci->town->creatureGrowth(level))); descr +="\n"+CGI->generaltexth->allTexts[590]; summ = CGI->creh->creatures[crid]->growth; boost::algorithm::replace_first(descr,"%d", boost::lexical_cast(summ)); if ( level>=0 && levelbuildh->buildings[ci->town->subID][9]->Name()+" %+d",descr,summ); else if ( bld.find(8)!=bld.end())//else if citadel+50% to basic summ+=AddToString(CGI->buildh->buildings[ci->town->subID][8]->Name()+" %+d",descr,summ/2); summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, //double growth or plague summ * CGI->creh->creatures[crid]->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100); summ+=AddToString(CGI->generaltexth->artifNames[133] + " %+d",descr, summ * ci->town->valOfGlobalBonuses (Selector::type(Bonus::CREATURE_GROWTH_PERCENT) && Selector::sourceType(Bonus::ARTIFACT))/100); //Statue of Legion if(ci->town->town->hordeLvl[0]==level)//horde, x to summ if((bld.find(18)!=bld.end()) || (bld.find(19)!=bld.end())) summ+=AddToString(CGI->buildh->buildings[ci->town->subID][18]->Name()+" %+d",descr, CGI->creh->creatures[crid]->hordeGrowth); if(ci->town->town->hordeLvl[1]==level)//horde, x to summ if((bld.find(24)!=bld.end()) || (bld.find(25)!=bld.end())) summ+=AddToString(CGI->buildh->buildings[ci->town->subID][24]->Name()+" %+d",descr, CGI->creh->creatures[crid]->hordeGrowth); int cnt = 0; std::vector< const CGDwelling * > myDwellings = LOCPLINT->cb->getMyDwellings(); for (std::vector::const_iterator it = myDwellings.begin(); it != myDwellings.end(); ++it) if (CGI->creh->creatures[ci->town->town->basicCreatures[level]]->idNumber == (*it)->creatures[0].second[0]) cnt++;//external dwellings count to summ summ+=AddToString(CGI->generaltexth->allTexts[591],descr,cnt); const CGHeroInstance * ch = ci->town->garrisonHero; BonusList bl; for (cnt = 0; cnt<2; cnt++) // "loop" to avoid copy-pasting code { if(ch) { ch->getBonuses(bl, Selector::type(Bonus::CREATURE_GROWTH) && Selector::subtype(level) && Selector::sourceType(Bonus::ARTIFACT), ch); }; ch = ci->town->visitingHero; }; if (bl.size()) summ+=AddToString (CGI->arth->artifacts[bl.front()->id]->Name()+" %+d", descr, bl.totalValue()); //TODO: player bonuses if(bld.find(26)!=bld.end()) //grail - +50% to ALL growth summ+=AddToString(CGI->buildh->buildings[ci->town->subID][26]->Name()+" %+d",descr,summ/2); summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, CGI->creh->creatures[crid]->valOfBonuses(Bonus::CREATURE_GROWTH)); } CInfoPopup *mess = new CInfoPopup();//creating popup mess->free = true; mess->bitmap = CMessage::drawBoxTextBitmapSub (LOCPLINT->playerID, descr,graphics->bigImgs[crid],""); mess->pos.x = screen->w/2 - mess->bitmap->w/2; mess->pos.y = screen->h/2 - mess->bitmap->h/2; GH.pushInt(mess); } } void CCastleInterface::CCreaInfo::show(SDL_Surface * to) { blitAt(graphics->smallImgs[crid],pos.x+8,pos.y,to); std::ostringstream oss; oss << '+' << LOCPLINT->castleInt->town->creatureGrowth(level); CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+40,FONT_SMALL,zwykly,to); } CCastleInterface::CTownInfo::~CTownInfo() { delete pic; } CCastleInterface::CTownInfo::CTownInfo(int BID) { used = LCLICK | RCLICK | HOVER; CCastleInterface * ci=LOCPLINT->castleInt; switch (BID) { case 0: //hall bid = 10 + ci->town->hallLevel(); pos.x = ci->pos.x+80; pos.y = ci->pos.y+413; pos.w=40; pos.h=40; pic = CDefHandler::giveDef("ITMTL.DEF"); break; case 1: //fort bid = 6 + ci->town->fortLevel(); pos.x = ci->pos.x+122; pos.y = ci->pos.y+413; pos.w=40; pos.h=40; pic = CDefHandler::giveDef("ITMCL.DEF"); break; case 2: pos.x = ci->pos.x+164;pos.y = ci->pos.y+409; pos.w=64; pos.h=44; pic = NULL; bid = 14; break; } } void CCastleInterface::CTownInfo::hover(bool on) { if(on) { std::string descr; if ( bid == 6 ) {} //empty "no fort" icon. no hover message else if ( bid == 14 ) //marketplace/income icon descr = CGI->generaltexth->allTexts[255]; else descr = CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][bid]->Name(); GH.statusbar->print(descr); } else GH.statusbar->clear(); } void CCastleInterface::CTownInfo::clickLeft(tribool down, bool previousState) { if(previousState && (!down)) if (LOCPLINT->castleInt->town->builtBuildings.find(bid)!=LOCPLINT->castleInt->town->builtBuildings.end()) LOCPLINT->castleInt->buildingClicked(bid);//activate building } void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState) { if(down) { if (( bid == 6 ) || ( bid == 14) ) return; CInfoPopup *mess = new CInfoPopup(); mess->free = true; CCastleInterface * ci=LOCPLINT->castleInt; const CBuilding *bld = CGI->buildh->buildings[ci->town->subID][bid]; mess->bitmap = CMessage::drawBoxTextBitmapSub (LOCPLINT->playerID,bld->Description(), LOCPLINT->castleInt->bicons->ourImages[bid].bitmap, bld->Name()); mess->pos.x = screen->w/2 - mess->bitmap->w/2; mess->pos.y = screen->h/2 - mess->bitmap->h/2; GH.pushInt(mess); } } void CCastleInterface::CTownInfo::show(SDL_Surface * to) { if ( bid == 14 )//marketplace/income { std::ostringstream oss; oss << LOCPLINT->castleInt->town->dailyIncome(); CSDL_Ext::printAtMiddle(oss.str(),pos.x+33,pos.y+34,FONT_SMALL,zwykly,to); } else if ( bid == 6 )//no fort blitAt(pic->ourImages[3].bitmap,pos.x,pos.y,to); else if (bid < 10)//fort-castle blitAt(pic->ourImages[bid-7].bitmap,pos.x,pos.y,to); else//town halls blitAt(pic->ourImages[bid-10].bitmap,pos.x,pos.y,to); } void CCastleInterface::showRecruitmentWindow( int level ) { assert(level >= 0 && level < town->creatures.size()); CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2,level), -87); GH.pushInt(rw); } void CCastleInterface::enterMageGuild() { GH.pushInt(new CMageGuildScreen(this)); } void CCastleInterface::enterTavern() { LOCPLINT->showTavernWindow(town); } void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key ) { if(key.state != SDL_PRESSED) return; switch(key.keysym.sym) { case SDLK_UP: if(townlist->selected) { townlist->selected--; townlist->from--; townChange(); } break; case SDLK_DOWN: if(townlist->selected < LOCPLINT->towns.size() - 1) { townlist->selected++; townlist->from++; townChange(); } break; case SDLK_SPACE: if(!!town->visitingHero && town->garrisonHero) { LOCPLINT->cb->swapGarrisonHero(town); } break; default: break; } } void CCastleInterface::splitClicked() { if(!!town->visitingHero && town->garrisonHero && (hslotdown.highlight || hslotup.highlight)) { LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id); } } void CHallInterface::CBuildingBox::hover(bool on) { //Hoverable::hover(on); if(on) { std::string toPrint; if(state==8) toPrint = CGI->generaltexth->hcommands[5]; else if(state==5)//"already builded today" message toPrint = CGI->generaltexth->allTexts[223]; else toPrint = CGI->generaltexth->hcommands[state]; std::vector name; name.push_back(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][BID]->Name()); GH.statusbar->print(CSDL_Ext::processStr(toPrint,name)); } else GH.statusbar->clear(); } void CHallInterface::CBuildingBox::clickLeft(tribool down, bool previousState) { if(previousState && (!down)) { GH.pushInt(new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,0)); } //ClickableL::clickLeft(down); } void CHallInterface::CBuildingBox::clickRight(tribool down, bool previousState) { if(down) { GH.pushInt(new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,1)); } //ClickableR::clickRight(down); } void CHallInterface::CBuildingBox::show(SDL_Surface * to) { CCastleInterface *ci = LOCPLINT->castleInt; if (( (BID == 18) && (vstd::contains(ci->town->builtBuildings,(ci->town->town->hordeLvl[0]+37)))) || ( (BID == 24) && (vstd::contains(ci->town->builtBuildings,(ci->town->town->hordeLvl[1]+37)))) ) blitAt(ci->bicons->ourImages[BID+1].bitmap,pos.x,pos.y,to); else blitAt(ci->bicons->ourImages[BID].bitmap,pos.x,pos.y,to); int pom, pom2=-1; switch (state) { case 4: pom = 0; pom2 = 0; break; case 7: pom = 1; break; case 6: pom2 = 2; pom = 2; break; case 5: case 8: pom2 = 1; pom = 2; break; case 0: case 2: case 1: default: pom = 3; break; } blitAt(ci->bars->ourImages[pom].bitmap,pos.x-1,pos.y+71,to); if(pom2>=0) blitAt(ci->status->ourImages[pom2].bitmap,pos.x+135, pos.y+54,to); CSDL_Ext::printAtMiddle(CGI->buildh->buildings[ci->town->subID][BID]->Name(),pos.x-1+ci->bars->ourImages[0].bitmap->w/2,pos.y+71+ci->bars->ourImages[0].bitmap->h/2, FONT_SMALL,zwykly,to); } CHallInterface::CBuildingBox::~CBuildingBox() { } CHallInterface::CBuildingBox::CBuildingBox(int id) :BID(id) { used = LCLICK | RCLICK | HOVER; pos.w = 150; pos.h = 88; } CHallInterface::CBuildingBox::CBuildingBox(int id, int x, int y) :BID(id) { used = LCLICK | RCLICK | HOVER; pos.x = x; pos.y = y; pos.w = 150; pos.h = 88; } CHallInterface::CHallInterface(CCastleInterface * owner) { resdatabar = new CMinorResDataBar; pos = owner->pos; resdatabar->pos.x += pos.x; resdatabar->pos.y += pos.y; LOCPLINT->castleInt->statusbar->clear(); bg = BitmapHandler::loadBitmap(CGI->buildh->hall[owner->town->subID].first); bid = owner->town->hallLevel()+10; graphics->blueToPlayersAdv(bg,LOCPLINT->playerID); exit = new AdventureMapButton (CGI->generaltexth->hcommands[8],"",boost::bind(&CHallInterface::close,this),pos.x+748,pos.y+556,"TPMAGE1.DEF",SDLK_RETURN); exit->assignedKeys.insert(SDLK_ESCAPE); //preparing boxes with buildings// boxes.resize(5); for(size_t i=0;i<5;i++) //for each row { const std::vector< std::vector< std::vector > > &boxList = CGI->buildh->hall[owner->town->subID].second; for(size_t j=0; jtown->builtBuildings,bid) || bid==18 || bid == 24) { int x = 34 + 194*j, y = 37 + 104*i, ID = bid; if (( bid == 18 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[0]+37)) || ( bid == 24 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[1]+37))) continue;//we have upgraded dwelling, horde description should be for upgraded creatures if(boxList[i].size() == 2) //only two boxes in this row x+=194; else if(boxList[i].size() == 3) //only three boxes in this row x+=97; boxes[i].push_back(new CBuildingBox(bid,pos.x+x,pos.y+y)); boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID); break; } } if(k == boxList[i][j].size()) //all buildings built - let's take the last one { int x = 34 + 194*j, y = 37 + 104*i; if(boxList[i].size() == 2) x+=194; else if(boxList[i].size() == 3) x+=97; boxes[i].push_back(new CBuildingBox(boxList[i][j][k-1],pos.x+x,pos.y+y)); boxes[i][boxes[i].size()-1]->state = 4; //already exists } } } } CHallInterface::~CHallInterface() { SDL_FreeSurface(bg); for(size_t i=0;icastleInt->winMode == 2? 2 : 1 ); } void CHallInterface::showAll(SDL_Surface * to) { blitAt(bg,pos,to); LOCPLINT->castleInt->statusbar->show(to); printAtMiddle(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][bid]->Name(),399+pos.x,12+pos.y,FONT_MEDIUM,zwykly,to); resdatabar->show(to); exit->showAll(to); for(int i=0; i<5; i++) { for(size_t j=0;jshow(to); } } void CHallInterface::activate() { for(int i=0;i<5;i++) { for(size_t j=0; j < boxes[i].size(); ++j) { boxes[i][j]->activate(); } } exit->activate(); } void CHallInterface::deactivate() { for(int i=0;i<5;i++) { for(size_t j=0;jdeactivate(); } } exit->deactivate(); } void CHallInterface::CBuildWindow::activate() { activateRClick(); if(mode) return; if(state==7) buy->activate(); cancel->activate(); } void CHallInterface::CBuildWindow::deactivate() { deactivateRClick(); if(mode) return; if(state==7) buy->deactivate(); cancel->deactivate(); } void CHallInterface::CBuildWindow::Buy() { int building = bid; LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,building); GH.popInts(LOCPLINT->castleInt->winMode == 2? 3 : 2 ); //we - build window and hall screen } void CHallInterface::CBuildWindow::close() { GH.popIntTotally(this); } void CHallInterface::CBuildWindow::clickRight(tribool down, bool previousState) { if((!down || indeterminate(down)) && mode) close(); } void CHallInterface::CBuildWindow::show(SDL_Surface * to) { SDL_Rect pom = genRect(bitmap->h-1,bitmap->w-1,pos.x,pos.y); SDL_Rect poms = pom; poms.x=0;poms.y=0; SDL_BlitSurface(bitmap,&poms,to,&pom); if(!mode) { buy->showAll(to); cancel->showAll(to); } } std::string CHallInterface::CBuildWindow::getTextForState(int state) { std::string ret; if(state<7) ret = CGI->generaltexth->hcommands[state]; switch (state) { case 4: case 5: case 6: ret.replace(ret.find_first_of("%s"),2,CGI->buildh->buildings[tid][bid]->Name()); break; case 7: return CGI->generaltexth->allTexts[219]; //all prereq. are met case 8: { ret = CGI->generaltexth->allTexts[52]; std::set reqs= LOCPLINT->cb->getBuildingRequiments(LOCPLINT->castleInt->town, bid); bool first=true; for(std::set::iterator i=reqs.begin();i!=reqs.end();i++) { if (vstd::contains(LOCPLINT->castleInt->town->builtBuildings, *i)) continue;//skipping constructed buildings ret+=(((first)?(" "):(", ")) + CGI->buildh->buildings[tid][*i]->Name()); first = false;//TODO - currently can return "Mage guild lvl 1, MG lvl 2..." - extra check needed } } } return ret; } CHallInterface::CBuildWindow::CBuildWindow(int Tid, int Bid, int State, bool Mode) :tid(Tid), bid(Bid), state(State), mode(Mode) { SDL_Surface *hhlp = BitmapHandler::loadBitmap("TPUBUILD.bmp"); graphics->blueToPlayersAdv(hhlp,LOCPLINT->playerID); bitmap = SDL_ConvertSurface(hhlp,screen->format,0); //na 8bitowej mapie by sie psulo SDL_SetColorKey(hhlp,SDL_SRCCOLORKEY,SDL_MapRGB(hhlp->format,0,255,255)); SDL_FreeSurface(hhlp); pos.x = screen->w/2 - bitmap->w/2; pos.y = screen->h/2 - bitmap->h/2; blitAt(LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,125,50,bitmap); std::vector pom; pom.push_back(CGI->buildh->buildings[tid][bid]->Name()); CSDL_Ext::printAtMiddleWB(CGI->buildh->buildings[tid][bid]->Description(),197,168,FONT_MEDIUM,43,zwykly,bitmap); CSDL_Ext::printAtMiddleWB(getTextForState(state),199,248,FONT_SMALL,50,zwykly,bitmap); CSDL_Ext::printAtMiddle(CSDL_Ext::processStr(CGI->generaltexth->hcommands[7],pom),197,30,FONT_BIG,tytulowy,bitmap); int resamount=0; for(int i=0;i<7;i++) { if(CGI->buildh->buildings[tid][bid]->resources[i]) { resamount++; } } int ah = (resamount>4) ? 304 : 340; int cn=-1, it=0; int row1w = std::min(resamount,4) * 32 + (std::min(resamount,4)-1) * 45, row2w = (resamount-4) * 32 + (resamount-5) * 45; char buf[15]; while(++cn<7) { if(!CGI->buildh->buildings[tid][bid]->resources[cn]) continue; SDL_itoa(CGI->buildh->buildings[tid][bid]->resources[cn],buf,10); if(it<4) { CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row1w/2)+77*it+16,ah+47,FONT_SMALL,zwykly,bitmap); blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row1w/2)+77*it++,ah,bitmap); } else { CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row2w/2)+77*it+16-308,ah+47,FONT_SMALL,zwykly,bitmap); blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row2w/2)+77*it++ - 308,ah,bitmap); } if(it==4) ah+=75; } if(!mode) { buy = new AdventureMapButton ("","",boost::bind(&CBuildWindow::Buy,this),pos.x+45,pos.y+446,"IBUY30.DEF",SDLK_RETURN); cancel = new AdventureMapButton ("","",boost::bind(&CBuildWindow::close,this),pos.x+290,pos.y+445,"ICANCEL.DEF",SDLK_ESCAPE); if(state!=7) buy->setState(CButtonBase::BLOCKED); } } CHallInterface::CBuildWindow::~CBuildWindow() { SDL_FreeSurface(bitmap); if(!mode) { delete buy; delete cancel; } } CFortScreen::~CFortScreen() { for(size_t i=0;ishow(to); } } void CFortScreen::showAll( SDL_Surface * to) { blitAt(bg,pos,to); for (int i=0; ishowAll(to); } exit->showAll(to); resdatabar->show(to); GH.statusbar->show(to); } void CFortScreen::activate() { GH.statusbar = LOCPLINT->castleInt->statusbar; exit->activate(); for (size_t i=0;iactivate(); } } void CFortScreen::deactivate() { exit->deactivate(); for (size_t i=0;ideactivate(); } } void CFortScreen::close() { GH.popInts(LOCPLINT->castleInt->winMode == 3? 2 : 1 ); } CFortScreen::CFortScreen( CCastleInterface * owner ) { if (owner->town->creatures.size() > CREATURES_PER_TOWN && owner->town->creatures[CREATURES_PER_TOWN].second.size() )//dungeon with active portal fortSize = CREATURES_PER_TOWN+1; else fortSize = CREATURES_PER_TOWN; resdatabar = new CMinorResDataBar; pos = owner->pos; bg = NULL; LOCPLINT->castleInt->statusbar->clear(); std::string temp = CGI->generaltexth->fcommands[6]; boost::algorithm::replace_first(temp,"%s",CGI->buildh->buildings[owner->town->subID][owner->town->fortLevel()+6]->Name()); exit = new AdventureMapButton(temp,"",boost::bind(&CFortScreen::close,this),pos.x+748,pos.y+556,"TPMAGE1.DEF",SDLK_RETURN); positions += genRect(126,386,10,22),genRect(126,386,404,22), genRect(126,386,10,155),genRect(126,386,404,155), genRect(126,386,10,288),genRect(126,386,404,288); if (fortSize == CREATURES_PER_TOWN) positions += genRect(126,386,206,421); else positions += genRect(126,386,10,421),genRect(126,386,404,421); draw(owner,true); resdatabar->pos += pos; } void CFortScreen::draw( CCastleInterface * owner, bool first) { if(bg) SDL_FreeSurface(bg); char buf[20]; memset(buf,0,20); SDL_Surface *bg2; if (fortSize == CREATURES_PER_TOWN) bg2 = BitmapHandler::loadBitmap("TPCASTL7.bmp"); else bg2 = BitmapHandler::loadBitmap("TPCASTL8.bmp"); SDL_Surface *icons = BitmapHandler::loadBitmap("ZPCAINFO.bmp"); SDL_SetColorKey(icons,SDL_SRCCOLORKEY,SDL_MapRGB(icons->format,0,255,255)); graphics->blueToPlayersAdv(bg2,LOCPLINT->playerID); bg = SDL_ConvertSurface(bg2,screen->format,0); SDL_FreeSurface(bg2); printAtMiddle(CGI->buildh->buildings[owner->town->subID][owner->town->fortLevel()+6]->Name(),400,13,FONT_MEDIUM,zwykly,bg); for(int i=0;itown->creatureDwelling(i,true); present = owner->town->creatureDwelling(i,false); c = CGI->creh->creatures[upgraded ? owner->town->town->upgradedCreatures[i] : owner->town->town->basicCreatures[i]]; dwelling = 30+i+upgraded*7; } else { c = CGI->creh->creatures[owner->town->creatures[i].second[0]]; dwelling = 22;//Portal of summon } printAtMiddle(c->namePl,positions[i].x+79,positions[i].y+10,FONT_SMALL,zwykly,bg); //cr. name blitAt(owner->bicons->ourImages[dwelling].bitmap,positions[i].x+4,positions[i].y+21,bg); //dwelling pic printAtMiddle(CGI->buildh->buildings[owner->town->subID][dwelling]->Name(),positions[i].x+79,positions[i].y+100,FONT_SMALL,zwykly,bg); //dwelling name if(present) //if creature is present print available quantity { SDL_itoa(owner->town->creatures[i].first,buf,10); printAtMiddle(CGI->generaltexth->allTexts[217] + buf,positions[i].x+79,positions[i].y+118,FONT_SMALL,zwykly,bg); } blitAt(icons,positions[i].x+261,positions[i].y+3,bg); //attack printAt(CGI->generaltexth->allTexts[190],positions[i].x+288,positions[i].y+5,FONT_SMALL,zwykly,bg); SDL_itoa(c->Attack(),buf,10); printTo(buf,positions[i].x+381,positions[i].y+21,FONT_SMALL,zwykly,bg); //defense printAt(CGI->generaltexth->allTexts[191],positions[i].x+288,positions[i].y+25,FONT_SMALL,zwykly,bg); SDL_itoa(c->Defense(),buf,10); printTo(buf,positions[i].x+381,positions[i].y+41,FONT_SMALL,zwykly,bg); //damage printAt(CGI->generaltexth->allTexts[199],positions[i].x+288,positions[i].y+46,FONT_SMALL,zwykly,bg); SDL_itoa(c->damageMin,buf,10); int hlp; if(c->damageMin > 0) hlp = log10f(c->damageMin)+2; else hlp = 2; buf[hlp-1]=' '; buf[hlp]='-'; buf[hlp+1]=' '; SDL_itoa(c->damageMax,buf+hlp+2,10); printTo(buf,positions[i].x+381,positions[i].y+62,FONT_SMALL,zwykly,bg); //health printAt(CGI->generaltexth->zelp[439].first,positions[i].x+288,positions[i].y+66,FONT_SMALL,zwykly,bg); SDL_itoa(c->MaxHealth(),buf,10); printTo(buf,positions[i].x+381,positions[i].y+82,FONT_SMALL,zwykly,bg); //speed printAt(CGI->generaltexth->zelp[441].first,positions[i].x+288,positions[i].y+87,FONT_SMALL,zwykly,bg); SDL_itoa(c->valOfBonuses(Bonus::STACKS_SPEED), buf,10); printTo(buf,positions[i].x+381,positions[i].y+103,FONT_SMALL,zwykly,bg); if(present)//growth { printAt(CGI->generaltexth->allTexts[194],positions[i].x+288,positions[i].y+107,FONT_SMALL,zwykly,bg); SDL_itoa(owner->town->creatureGrowth(i),buf,10); printTo(buf,positions[i].x+381,positions[i].y+123,FONT_SMALL,zwykly,bg); } if(first) { crePics.push_back(new CCreaturePic( positions[i].x+pos.x+160, positions[i].y+pos.y+5, c,false)); if(present) { recAreas.push_back(new RecArea(i)); recAreas.back()->pos = positions[i] + pos; } } } SDL_FreeSurface(icons); } void CFortScreen::RecArea::clickLeft(tribool down, bool previousState) { if(!down && previousState) LOCPLINT->castleInt->showRecruitmentWindow(level); } void CFortScreen::RecArea::clickRight(tribool down, bool previousState) { clickLeft(down, false); //r-click does same as l-click - opens recr. window } CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner) { OBJ_CONSTRUCTION_CAPTURING_ALL; bg = new CPicture("TPMAGE.bmp"); pos = bg->center(); resdatabar = new CMinorResDataBar; resdatabar->pos.x += pos.x; resdatabar->pos.y += pos.y; LOCPLINT->castleInt->statusbar->clear(); exit = new AdventureMapButton(CGI->generaltexth->allTexts[593],"",boost::bind(&CMageGuildScreen::close,this), 748, 556,"TPMAGE1.DEF",SDLK_RETURN); exit->assignedKeys.insert(SDLK_ESCAPE); CAnimation scrolls("TPMAGES.DEF"); scrolls.load(); SDL_Surface *view = BitmapHandler::loadBitmap(graphics->guildBgs[owner->town->subID]); SDL_SetColorKey(view,SDL_SRCCOLORKEY,SDL_MapRGB(view->format,0,255,255)); blitAt(view,332,76,*bg); SDL_FreeSurface(view); positions.resize(5); positions[0] += genRect(61,83,222,445), genRect(61,83,312,445), genRect(61,83,402,445), genRect(61,83,520,445), genRect(61,83,610,445), genRect(61,83,700,445); positions[1] += genRect(61,83,48,53), genRect(61,83,48,147), genRect(61,83,48,241), genRect(61,83,48,335), genRect(61,83,48,429); positions[2] += genRect(61,83,570,82), genRect(61,83,672,82), genRect(61,83,570,157), genRect(61,83,672,157); positions[3] += genRect(61,83,183,42), genRect(61,83,183,148), genRect(61,83,183,253); positions[4] += genRect(61,83,491,325), genRect(61,83,591,325); for(size_t i=0; itown->town->mageLevel; i++) { size_t sp = owner->town->spellsAtLevel(i+1,false); //spell at level with -1 hmmm? for(size_t j=0; jtown->mageGuildLevel() && owner->town->spells[i].size()>j) { spells.push_back( new Scroll(CGI->spellh->spells[owner->town->spells[i][j]])); spells[spells.size()-1]->pos = positions[i][j]; blitAt(graphics->spellscr->ourImages[owner->town->spells[i][j]].bitmap,positions[i][j],*bg); } else { scrolls.getImage(0)->draw(*bg, positions[i][j].x, positions[i][j].y); } } } for(size_t i=0;ipos.x += pos.x; spells[i]->pos.y += pos.y; } scrolls.unload(); } CMageGuildScreen::~CMageGuildScreen() { } void CMageGuildScreen::close() { GH.popIntTotally(this); } CMageGuildScreen::Scroll::Scroll(const CSpell *Spell) :spell(Spell) { used = LCLICK | RCLICK | HOVER; } void CMageGuildScreen::Scroll::clickLeft(tribool down, bool previousState) { if(down) { std::vector comps(1, new SComponent(SComponent::spell,spell->id,0) ); LOCPLINT->showInfoDialog(spell->descriptions[0],comps, soundBase::sound_todo); } } void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState) { if(down) { CInfoPopup *vinya = new CInfoPopup(); vinya->free = true; vinya->bitmap = CMessage::drawBoxTextBitmapSub (LOCPLINT->playerID, spell->descriptions[0],graphics->spellscr->ourImages[spell->id].bitmap, spell->name,30,30); vinya->pos.x = screen->w/2 - vinya->bitmap->w/2; vinya->pos.y = screen->h/2 - vinya->bitmap->h/2; GH.pushInt(vinya); } } void CMageGuildScreen::Scroll::hover(bool on) { if(on) GH.statusbar->print(spell->name); else GH.statusbar->clear(); } CBlacksmithDialog::CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid) { OBJ_CONSTRUCTION_CAPTURING_ALL; bmp = new CPicture("TPSMITH"); bmp->colorizeAndConvert(LOCPLINT->playerID); pos = bmp->center(); animBG = new CPicture("TPSMITBK", 64, 50); animBG->needRefresh = true; anim = new CCreatureAnim(64, 50, CGI->creh->creatures[creMachineID]->animDefName, Rect()); anim->clipRect(113,125,200,150); anim->startPreview(); char pom[75]; sprintf(pom,CGI->generaltexth->allTexts[274].c_str(),CGI->creh->creatures[creMachineID]->nameSing.c_str()); //build a new ... printAtMiddle(pom,165,28,FONT_BIG,tytulowy,*bmp); printAtMiddle(CGI->generaltexth->jktexts[43],165,218,FONT_MEDIUM,zwykly,*bmp); //resource cost SDL_itoa(CGI->arth->artifacts[aid]->price,pom,10); printAtMiddle(pom,165,290,FONT_MEDIUM,zwykly,*bmp); buy = new AdventureMapButton("","",boost::bind(&CBlacksmithDialog::close,this), 42, 312,"IBUY30.DEF",SDLK_RETURN); cancel = new AdventureMapButton("","",boost::bind(&CBlacksmithDialog::close,this), 224, 312,"ICANCEL.DEF",SDLK_ESCAPE); if(possible) buy->callback += boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,LOCPLINT->cb->getHeroInfo(hid,2),aid); else buy->block(2); blitAt(graphics->resources32->ourImages[6].bitmap,148,244,*bmp); } CBlacksmithDialog::~CBlacksmithDialog() { } void CBlacksmithDialog::close() { GH.popIntTotally(this); }