/* * 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 * */ #include "StdInc.h" #include "CCastleInterface.h" #include "CHeroWindow.h" #include "CTradeWindow.h" #include "InfoWindows.h" #include "GUIClasses.h" #include "QuickRecruitmentWindow.h" #include "../CGameInfo.h" #include "../CMusicHandler.h" #include "../CPlayerInterface.h" #include "../PlayerLocalState.h" #include "../gui/CGuiHandler.h" #include "../gui/Shortcut.h" #include "../gui/WindowHandler.h" #include "../widgets/MiscWidgets.h" #include "../widgets/CComponent.h" #include "../widgets/CGarrisonInt.h" #include "../widgets/Buttons.h" #include "../widgets/TextControls.h" #include "../render/Canvas.h" #include "../render/IImage.h" #include "../render/ColorFilter.h" #include "../adventureMap/AdventureMapInterface.h" #include "../adventureMap/CList.h" #include "../adventureMap/CResDataBar.h" #include "../../CCallback.h" #include "../../lib/CArtHandler.h" #include "../../lib/CBuildingHandler.h" #include "../../lib/CCreatureHandler.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/GameSettings.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/CTownHandler.h" #include "../../lib/GameConstants.h" #include "../../lib/StartInfo.h" #include "../../lib/campaign/CampaignState.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGTownInstance.h" static bool useCompactCreatureBox() { return settings["gameTweaks"]["compactTownCreatureInfo"].Bool(); } static bool useAvailableAmountAsCreatureLabel() { return settings["gameTweaks"]["availableCreaturesAsDwellingLabel"].Bool(); } CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town, const CStructure * Str) : CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE, BUILDING_FRAME_TIME), parent(Par), town(Town), str(Str), border(nullptr), area(nullptr), stateTimeCounter(BUILD_ANIMATION_FINISHED_TIMEPOINT) { addUsedEvents(LCLICK | SHOW_POPUP | MOVE | HOVER | TIME); pos.x += str->pos.x; pos.y += str->pos.y; // special animation frame manipulation for castle shipyard with and without ship // done due to .def used in special way, not to animate building - first image is for shipyard without citadel moat, 2nd image is for including moat if(Town->town->faction->getId() == FactionID::CASTLE && Str->building && (Str->building->bid == BuildingID::SHIPYARD || Str->building->bid == BuildingID::SHIP)) { if(Town->hasBuilt(BuildingID::CITADEL)) { this->first = 1; this->frame = 1; } else this->last = 0; } if(!str->borderName.empty()) border = IImage::createFromFile(str->borderName, EImageBlitMode::ALPHA); if(!str->areaName.empty()) area = IImage::createFromFile(str->areaName, EImageBlitMode::ALPHA); } const CBuilding * CBuildingRect::getBuilding() { if (!str->building) 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; } bool CBuildingRect::operator<(const CBuildingRect & p2) const { return (str->pos.z) < (p2.str->pos.z); } void CBuildingRect::hover(bool on) { if (!area) return; if(on) { if(! parent->selectedBuilding //no building hovered || (*parent->selectedBuilding)<(*this)) //or we are on top { parent->selectedBuilding = this; GH.statusbar()->write(getSubtitle()); } } else { if(parent->selectedBuilding == this) { parent->selectedBuilding = nullptr; GH.statusbar()->clear(); } } } void CBuildingRect::clickPressed(const Point & cursorPosition) { if(getBuilding() && area && (parent->selectedBuilding==this)) { auto building = getBuilding(); parent->buildingClicked(building->bid, building->subId, building->upgrade); } } void CBuildingRect::showPopupWindow(const Point & cursorPosition) { if((!area) || (this!=parent->selectedBuilding) || getBuilding() == nullptr) return; BuildingID bid = getBuilding()->bid; const CBuilding *bld = town->town->buildings.at(bid); if (bid < BuildingID::DWELL_FIRST) { CRClickPopup::createAndPush(CInfoWindow::genText(bld->getNameTranslated(), bld->getDescriptionTranslated()), std::make_shared(CComponent::building, bld->town->faction->getIndex(), bld->bid)); } else { int level = ( bid - BuildingID::DWELL_FIRST ) % GameConstants::CREATURES_PER_TOWN; GH.windows().createAndPushWindow(parent->pos.x+parent->pos.w / 2, parent->pos.y+parent->pos.h /2, town, level); } } void CBuildingRect::show(Canvas & to) { uint32_t stageDelay = BUILDING_APPEAR_TIMEPOINT; if(stateTimeCounter < BUILDING_APPEAR_TIMEPOINT) { setAlpha(255 * stateTimeCounter / stageDelay); CShowableAnim::show(to); } else { setAlpha(255); CShowableAnim::show(to); } if(border && stateTimeCounter > BUILDING_APPEAR_TIMEPOINT) { if(stateTimeCounter >= BUILD_ANIMATION_FINISHED_TIMEPOINT) { if(parent->selectedBuilding == this) to.draw(border, pos.topLeft()); return; } auto darkBorder = ColorFilter::genRangeShifter(0.f, 0.f, 0.f, 0.5f, 0.5f, 0.5f ); auto lightBorder = ColorFilter::genRangeShifter(0.f, 0.f, 0.f, 2.0f, 2.0f, 2.0f ); auto baseBorder = ColorFilter::genEmptyShifter(); float progress = float(stateTimeCounter % stageDelay) / stageDelay; if (stateTimeCounter < BUILDING_WHITE_BORDER_TIMEPOINT) border->adjustPalette(ColorFilter::genInterpolated(lightBorder, darkBorder, progress), 0); else if (stateTimeCounter < BUILDING_YELLOW_BORDER_TIMEPOINT) border->adjustPalette(ColorFilter::genInterpolated(darkBorder, baseBorder, progress), 0); else border->adjustPalette(baseBorder, 0); to.draw(border, pos.topLeft()); } } void CBuildingRect::tick(uint32_t msPassed) { CShowableAnim::tick(msPassed); stateTimeCounter += msPassed; } void CBuildingRect::showAll(Canvas & to) { if (stateTimeCounter == 0) return; CShowableAnim::showAll(to); if(!isActive() && parent->selectedBuilding == this && border) to.draw(border, pos.topLeft()); } std::string CBuildingRect::getSubtitle()//hover text for building { if (!getBuilding()) return ""; int bid = getBuilding()->bid; if (bid<30)//non-dwellings - only buiding name return town->town->buildings.at(getBuilding()->bid)->getNameTranslated(); 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->objects.at(creaID)->getNamePluralTranslated(); } else { logGlobal->warn("Dwelling with id %d offers no creatures!", bid); return "#ERROR#"; } } } void CBuildingRect::mouseMoved (const Point & cursorPosition, const Point & lastUpdateDistance) { hover(true); } bool CBuildingRect::receiveEvent(const Point & position, int eventType) const { if (!pos.isInside(position.x, position.y)) return false; if(area && area->isTransparent(position - pos.topLeft())) return false; return CIntObject::receiveEvent(position, eventType); } CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance * Town, int level) : CWindowObject(RCLICK_POPUP, "CRTOINFO", Point(centerX, centerY)) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); background->colorize(Town->tempOwner); const CCreature * creature = CGI->creh->objects.at(Town->creatures.at(level).second.back()); title = std::make_shared(80, 30, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, creature->getNamePluralTranslated()); animation = std::make_shared(30, 44, creature, true, true); std::string text = std::to_string(Town->creatures.at(level).first); available = std::make_shared(80,190, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[217] + text); costPerTroop = std::make_shared(80, 227, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[346]); for(int i = 0; i(i); if(creature->getRecruitCost(res)) { resPicture.push_back(std::make_shared("RESOURCE", i, 0, 0, 0)); resAmount.push_back(std::make_shared(0,0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(creature->getRecruitCost(res)))); } } int posY = 238; int posX = pos.w/2 - (int)resAmount.size() * 25 + 5; for (size_t i=0; imoveBy(Point(posX, posY)); resAmount[i]->moveBy(Point(posX+16, posY+43)); posX += 50; } } CDwellingInfoBox::~CDwellingInfoBox() = default; CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance * h, HeroSlots * Owner) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); owner = Owner; pos.x += x; pos.y += y; pos.w = 58; pos.h = 64; upg = updown; portrait = std::make_shared("PortraitsLarge", 0, 0, 0, 0); portrait->visible = false; flag = std::make_shared("CREST58", 0, 0, 0, 0); flag->visible = false; selection = std::make_shared("TWCRPORT", 1, 0); selection->visible = false; set(h); addUsedEvents(LCLICK | SHOW_POPUP | HOVER); } CHeroGSlot::~CHeroGSlot() = default; void CHeroGSlot::hover(bool on) { if(!on) { GH.statusbar()->clear(); return; } std::shared_ptr other = upg ? owner->garrisonedHero : owner->visitingHero; std::string temp; if(hero) { if(isSelected())//view NNN { temp = CGI->generaltexth->tcommands[4]; boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated()); } else if(other->hero && other->isSelected())//exchange { temp = CGI->generaltexth->tcommands[7]; boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated()); boost::algorithm::replace_first(temp,"%s",other->hero->getNameTranslated()); } else// select NNN (in ZZZ) { if(upg)//down - visiting { temp = CGI->generaltexth->tcommands[32]; boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated()); } else //up - garrison { temp = CGI->generaltexth->tcommands[12]; boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated()); } } } else //we are empty slot { if(other->isSelected() && other->hero) //move NNNN { temp = CGI->generaltexth->tcommands[6]; boost::algorithm::replace_first(temp,"%s",other->hero->getNameTranslated()); } else //empty { temp = CGI->generaltexth->allTexts[507]; } } if(temp.size()) GH.statusbar()->write(temp); } void CHeroGSlot::clickPressed(const Point & cursorPosition) { std::shared_ptr other = upg ? owner->garrisonedHero : owner->visitingHero; owner->garr->setSplittingMode(false); owner->garr->selectSlot(nullptr); if(hero && isSelected()) { setHighlight(false); LOCPLINT->openHeroWindow(hero); } else if(other->hero && other->isSelected()) { owner->swapArmies(); } else if(hero) { setHighlight(true); owner->garr->selectSlot(nullptr); redraw(); } //refresh statusbar hover(false); hover(true); } void CHeroGSlot::showPopupWindow(const Point & cursorPosition) { if(hero) { GH.windows().createAndPushWindow(Point(pos.x + 175, pos.y + 100), hero); } } void CHeroGSlot::deactivate() { selection->visible = false; CIntObject::deactivate(); } bool CHeroGSlot::isSelected() const { return selection->visible; } void CHeroGSlot::setHighlight(bool on) { selection->visible = on; if(owner->garrisonedHero->hero && owner->visitingHero->hero) //two heroes in town { for(auto & elem : owner->garr->splitButtons) //splitting enabled when slot higlighted elem->block(!on); } } void CHeroGSlot::set(const CGHeroInstance * newHero) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); hero = newHero; selection->visible = false; portrait->visible = false; flag->visible = false; if(newHero) { portrait->visible = true; portrait->setFrame(newHero->portrait); } else if(!upg && owner->showEmpty) //up garrison { flag->visible = true; flag->setFrame(LOCPLINT->castleInt->town->getOwner().getNum()); } } HeroSlots::HeroSlots(const CGTownInstance * Town, Point garrPos, Point visitPos, std::shared_ptr Garrison, bool ShowEmpty): showEmpty(ShowEmpty), town(Town), garr(Garrison) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); garrisonedHero = std::make_shared(garrPos.x, garrPos.y, 0, town->garrisonHero, this); visitingHero = std::make_shared(visitPos.x, visitPos.y, 1, town->visitingHero, this); } HeroSlots::~HeroSlots() = default; void HeroSlots::update() { garrisonedHero->set(town->garrisonHero); visitingHero->set(town->visitingHero); } void HeroSlots::splitClicked() { if(!!town->visitingHero && town->garrisonHero && (visitingHero->isSelected() || garrisonedHero->isSelected())) { LOCPLINT->showHeroExchange(town->visitingHero->id, town->garrisonHero->id); } } void HeroSlots::swapArmies() { bool allow = true; //moving hero out of town - check if it is allowed if (town->garrisonHero) { if (!town->visitingHero && LOCPLINT->cb->howManyHeroes(false) >= CGI->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP)) { std::string text = CGI->generaltexth->translate("core.genrltxt.18"); //You already have %d adventuring heroes under your command. boost::algorithm::replace_first(text,"%d",std::to_string(LOCPLINT->cb->howManyHeroes(false))); LOCPLINT->showInfoDialog(text, std::vector>(), soundBase::sound_todo); allow = false; } else if (town->garrisonHero->stacksCount() == 0) { //This hero has no creatures. A hero must have creatures before he can brave the dangers of the countryside. LOCPLINT->showInfoDialog(CGI->generaltexth->translate("core.genrltxt.19"), {}, soundBase::sound_todo); allow = false; } } 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>(), soundBase::sound_todo); allow = false; } } garrisonedHero->setHighlight(false); visitingHero->setHighlight(false); if (allow) LOCPLINT->cb->swapGarrisonHero(town); } class SORTHELP { public: bool operator() (const CIntObject * a, const CIntObject * b) { auto b1 = dynamic_cast(a); auto b2 = dynamic_cast(b); if(!b1 && !b2) return intptr_t(a) < intptr_t(b); if(b1 && !b2) return false; if(!b1 && b2) return true; return (*b1)<(*b2); } }; SORTHELP buildSorter; CCastleBuildings::CCastleBuildings(const CGTownInstance* Town): town(Town), selectedBuilding(nullptr) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); background = std::make_shared(town->town->clientInfo.townBackground); background->needRefresh = true; background->getSurface()->setBlitMode(EImageBlitMode::OPAQUE); pos.w = background->pos.w; pos.h = background->pos.h; recreate(); } CCastleBuildings::~CCastleBuildings() = default; void CCastleBuildings::recreate() { selectedBuilding = nullptr; OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE); buildings.clear(); groups.clear(); //Generate buildings list auto buildingsCopy = town->builtBuildings;// a bit modified copy of built buildings if(vstd::contains(town->builtBuildings, BuildingID::SHIPYARD)) { auto bayPos = town->bestLocation(); if(!bayPos.valid()) logGlobal->warn("Shipyard in non-coastal town!"); std::vector vobjs = LOCPLINT->cb->getVisitableObjs(bayPos, false); //there is visitable obj at shipyard output tile and it's a boat or hero (on boat) if(!vobjs.empty() && (vobjs.front()->ID == Obj::BOAT || vobjs.front()->ID == Obj::HERO)) { buildingsCopy.insert(BuildingID::SHIP); } } for(const CStructure * structure : town->town->clientInfo.structures) { if(!structure->building) { buildings.push_back(std::make_shared(this, town, structure)); continue; } if(vstd::contains(buildingsCopy, structure->building->bid)) { groups[structure->building->getBase()].push_back(structure); } } 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) { return build->getDistance(a->building->bid) < build->getDistance(b->building->bid); }); buildings.push_back(std::make_shared(this, town, toAdd)); } boost::sort(children, buildSorter); //TODO: create building in blit order } 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(auto buildingRect : buildings) { if(vstd::contains(structures, buildingRect->str)) { //reset animation if(structures.size() == 1) buildingRect->stateTimeCounter = 0; // transparency -> fully visible stage else buildingRect->stateTimeCounter = CBuildingRect::BUILDING_APPEAR_TIMEPOINT; // already in fully visible stage break; } } } void CCastleBuildings::removeBuilding(BuildingID building) { //FIXME: implement faster method without complete recreation of town recreate(); } const CGHeroInstance * CCastleBuildings::getHero() { if(town->visitingHero) return town->visitingHero; else return town->garrisonHero; } void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades) { logGlobal->trace("You've clicked on %d", (int)building.toEnum()); const CBuilding *b = town->town->buildings.find(building)->second; if(building >= BuildingID::DWELL_FIRST) { enterDwelling((building-BuildingID::DWELL_FIRST)%GameConstants::CREATURES_PER_TOWN); } else { switch(building) { 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: enterMagesGuild(); break; case BuildingID::TAVERN: LOCPLINT->showTavernWindow(town); break; case BuildingID::SHIPYARD: if(town->shipyardStatus() == IBoatGenerator::GOOD) LOCPLINT->showShipyardDialog(town); else if(town->shipyardStatus() == IBoatGenerator::BOAT_ALREADY_BUILT) LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); break; case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE: GH.windows().createAndPushWindow(town); break; case BuildingID::VILLAGE_HALL: case BuildingID::CITY_HALL: case BuildingID::TOWN_HALL: case BuildingID::CAPITOL: enterTownHall(); break; case BuildingID::MARKETPLACE: GH.windows().createAndPushWindow(town, town->visitingHero); break; case BuildingID::BLACKSMITH: enterBlacksmith(town->town->warMachine); break; case BuildingID::SHIP: LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat break; case BuildingID::SPECIAL_1: case BuildingID::SPECIAL_2: case BuildingID::SPECIAL_3: switch(subID) { case BuildingSubID::NONE: enterBuilding(building); break; case BuildingSubID::MYSTIC_POND: enterFountain(building, subID, upgrades); break; case BuildingSubID::ARTIFACT_MERCHANT: if(town->visitingHero) GH.windows().createAndPushWindow(town, town->visitingHero, EMarketMode::RESOURCE_ARTIFACT); else LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->getNameTranslated())); //Only visiting heroes may use the %s. break; case BuildingSubID::FOUNTAIN_OF_FORTUNE: enterFountain(building, subID, upgrades); break; case BuildingSubID::FREELANCERS_GUILD: if(getHero()) GH.windows().createAndPushWindow(town, getHero(), EMarketMode::CREATURE_RESOURCE); else LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->getNameTranslated())); //Only visiting heroes may use the %s. break; case BuildingSubID::MAGIC_UNIVERSITY: if (getHero()) GH.windows().createAndPushWindow(getHero(), town); else enterBuilding(building); break; case BuildingSubID::BROTHERHOOD_OF_SWORD: if(upgrades == BuildingID::TAVERN) LOCPLINT->showTavernWindow(town); else enterBuilding(building); break; case BuildingSubID::CASTLE_GATE: enterCastleGate(); break; case BuildingSubID::CREATURE_TRANSFORMER: //Skeleton Transformer GH.windows().createAndPushWindow(town, getHero()); break; case BuildingSubID::PORTAL_OF_SUMMONING: if (town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//No creatures LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]); else enterDwelling(GameConstants::CREATURES_PER_TOWN); break; case BuildingSubID::BALLISTA_YARD: enterBlacksmith(ArtifactID::BALLISTA); break; default: enterBuilding(building); break; } break; default: enterBuilding(building); break; } } } void CCastleBuildings::enterBlacksmith(ArtifactID artifactID) { const CGHeroInstance *hero = town->visitingHero; if(!hero) { LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % town->town->buildings.find(BuildingID::BLACKSMITH)->second->getNameTranslated())); return; } auto art = artifactID.toArtifact(); int price = art->getPrice(); bool possible = LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) >= price; if(possible) { for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO)) { if(hero->getArt(slot) == nullptr) { possible = true; break; } else { possible = false; } } } CreatureID cre = art->getWarMachine(); GH.windows().createAndPushWindow(possible, cre, artifactID, hero->id); } void CCastleBuildings::enterBuilding(BuildingID building) { std::vector> comps(1, std::make_shared(CComponent::building, town->subID, building)); LOCPLINT->showInfoDialog( town->town->buildings.find(building)->second->getDescriptionTranslated(), comps); } void CCastleBuildings::enterCastleGate() { if (!town->visitingHero) { LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126]); return;//only visiting hero can use castle gates } std::vector availableTowns; std::vector Towns = LOCPLINT->cb->getTownsInfo(true); for(auto & Town : Towns) { const CGTownInstance *t = Town; if (t->id != this->town->id && t->visitingHero == nullptr && //another town, empty and this is t->town->faction->getId() == town->town->faction->getId() && //the town of the same faction t->hasBuilt(BuildingSubID::CASTLE_GATE)) //and the town has a castle gate { availableTowns.push_back(t->id.getNum());//add to the list } } auto gateIcon = std::make_shared(town->town->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window GH.windows().createAndPushWindow(availableTowns, gateIcon, CGI->generaltexth->jktexts[40], CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1)); } void CCastleBuildings::enterDwelling(int level) { assert(level >= 0 && level < town->creatures.size()); auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); }; GH.windows().createAndPushWindow(town, level, town, recruitCb, -87); } void CCastleBuildings::enterToTheQuickRecruitmentWindow() { const auto beginIt = town->creatures.cbegin(); const auto afterLastIt = town->creatures.size() > GameConstants::CREATURES_PER_TOWN ? std::next(beginIt, GameConstants::CREATURES_PER_TOWN) : town->creatures.cend(); const auto hasSomeoneToRecruit = std::any_of(beginIt, afterLastIt, [](const auto & creatureInfo) { return creatureInfo.first > 0; }); if(hasSomeoneToRecruit) GH.windows().createAndPushWindow(town, pos); else CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.townHall.noCreaturesToRecruit"), {}); } void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades) { std::vector> comps(1, std::make_shared(CComponent::building,town->subID,building)); std::string descr = town->town->buildings.find(building)->second->getDescriptionTranslated(); std::string hasNotProduced; std::string hasProduced; if(this->town->town->faction->getIndex() == ETownType::RAMPART) { hasNotProduced = CGI->generaltexth->allTexts[677]; hasProduced = CGI->generaltexth->allTexts[678]; } else { auto buildingName = town->town->getSpecialBuilding(subID)->getNameTranslated(); hasNotProduced = std::string(CGI->generaltexth->translate("vcmi.townHall.hasNotProduced")); hasProduced = std::string(CGI->generaltexth->translate("vcmi.townHall.hasProduced")); boost::algorithm::replace_first(hasNotProduced, "%s", buildingName); boost::algorithm::replace_first(hasProduced, "%s", buildingName); } bool isMysticPondOrItsUpgrade = subID == BuildingSubID::MYSTIC_POND || (upgrades != BuildingID::NONE && town->town->buildings.find(BuildingID(upgrades))->second->subId == BuildingSubID::MYSTIC_POND); if(upgrades != BuildingID::NONE) descr += "\n\n"+town->town->buildings.find(BuildingID(upgrades))->second->getDescriptionTranslated(); if(isMysticPondOrItsUpgrade) //for vanila Rampart like towns { if(town->bonusValue.first == 0) //Mystic Pond produced nothing; descr += "\n\n" + hasNotProduced; else //Mystic Pond produced something; { descr += "\n\n" + hasProduced; boost::algorithm::replace_first(descr,"%s",CGI->generaltexth->restypes[town->bonusValue.first]); boost::algorithm::replace_first(descr,"%d",std::to_string(town->bonusValue.second)); } } LOCPLINT->showInfoDialog(descr, comps); } void CCastleBuildings::enterMagesGuild() { const CGHeroInstance *hero = getHero(); if(hero && !hero->hasSpellbook()) //hero doesn't have spellbok { const StartInfo *si = LOCPLINT->cb->getStartInfo(); // it would be nice to find a way to move this hack to config/mapOverrides.json if(si && si->campState && si->campState && // We're in campaign, (si->campState->getFilename() == "DATA/YOG.H3C") && // which is "Birth of a Barbarian", (hero->subID == 45)) // and the hero is Yog (based on Solmyr) { // "Yog has given up magic in all its forms..." LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[736]); } else if(LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) < 500) //not enough gold to buy spellbook { openMagesGuild(); LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]); } else { CFunctionList onYes = [this](){ openMagesGuild(); }; CFunctionList onNo = onYes; onYes += [hero](){ LOCPLINT->cb->buyArtifact(hero, ArtifactID::SPELLBOOK); }; std::vector> components(1, std::make_shared(CComponent::artifact,ArtifactID::SPELLBOOK,0)); LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214], onYes, onNo, components); } } else { openMagesGuild(); } } void CCastleBuildings::enterTownHall() { if(town->visitingHero && town->visitingHero->hasArt(ArtifactID::GRAIL) && !vstd::contains(town->builtBuildings, BuildingID::GRAIL)) //hero has grail, but town does not have it { if(!vstd::contains(town->forbiddenBuildings, BuildingID::GRAIL)) { LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[597], //Do you wish this to be the permanent home of the Grail? [&](){ LOCPLINT->cb->buildBuilding(town, BuildingID::GRAIL); }, [&](){ openTownHall(); }); } else { LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]); assert(GH.windows().topWindow() != nullptr); GH.windows().topWindow()->buttons[0]->addCallback(std::bind(&CCastleBuildings::openTownHall, this)); } } else { openTownHall(); } } void CCastleBuildings::openMagesGuild() { std::string mageGuildBackground; mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground; GH.windows().createAndPushWindow(LOCPLINT->castleInt,mageGuildBackground); } void CCastleBuildings::openTownHall() { GH.windows().createAndPushWindow(town); } CCreaInfo::CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact, bool _showAvailable): town(Town), level(Level), showAvailable(_showAvailable) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); pos += position; if(town->creatures.size() <= level || town->creatures[level].second.empty()) { level = -1; return;//No creature } addUsedEvents(LCLICK | SHOW_POPUP | HOVER); ui32 creatureID = town->creatures[level].second.back(); creature = CGI->creh->objects[creatureID]; picture = std::make_shared("CPRSMALL", creature->getIconIndex(), 0, 8, 0); std::string value; if(showAvailable) value = std::to_string(town->creatures[level].first); else value = std::string("+") + std::to_string(town->creatureGrowth(level)); if(compact) { label = std::make_shared(40, 32, FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, value); pos.x += 8; pos.w = 32; pos.h = 32; } else { label = std::make_shared(24, 40, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, value); pos.w = 48; pos.h = 48; } } void CCreaInfo::update() { if(label) { std::string value; if(showAvailable) value = std::to_string(town->creatures[level].first); else value = std::string("+") + std::to_string(town->creatureGrowth(level)); if(value != label->getText()) label->setText(value); } } void CCreaInfo::hover(bool on) { std::string message = CGI->generaltexth->allTexts[588]; boost::algorithm::replace_first(message, "%s", creature->getNamePluralTranslated()); if(on) { GH.statusbar()->write(message); } else { GH.statusbar()->clearIfMatching(message); } } void CCreaInfo::clickPressed(const Point & cursorPosition) { int offset = LOCPLINT->castleInt? (-87) : 0; auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); }; GH.windows().createAndPushWindow(town, level, town, recruitCb, offset); } std::string CCreaInfo::genGrowthText() { GrowthInfo gi = town->getGrowthInfo(level); std::string descr = boost::str(boost::format(CGI->generaltexth->allTexts[589]) % creature->getNameSingularTranslated() % gi.totalGrowth()); for(const GrowthInfo::Entry & entry : gi.entries) descr +="\n" + entry.description; return descr; } void CCreaInfo::showPopupWindow(const Point & cursorPosition) { if (showAvailable) GH.windows().createAndPushWindow(GH.screenDimensions().x / 2, GH.screenDimensions().y / 2, town, level); else CRClickPopup::createAndPush(genGrowthText(), std::make_shared(CComponent::creature, creature->getId())); } bool CCreaInfo::getShowAvailable() { return showAvailable; } CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance * Town, bool townHall) : town(Town), building(nullptr) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); addUsedEvents(SHOW_POPUP | HOVER); pos.x += posX; pos.y += posY; int buildID; if(townHall) { buildID = 10 + town->hallLevel(); picture = std::make_shared("ITMTL.DEF", town->hallLevel()); } else { buildID = 6 + town->fortLevel(); if(buildID == 6) return;//FIXME: suspicious statement, fix or comment picture = std::make_shared("ITMCL.DEF", town->fortLevel()-1); } building = town->town->buildings.at(BuildingID(buildID)); pos = picture->pos; } void CTownInfo::hover(bool on) { if(on) { if(building ) GH.statusbar()->write(building->getNameTranslated()); } else { GH.statusbar()->clear(); } } void CTownInfo::showPopupWindow(const Point & cursorPosition) { if(building) { auto c = std::make_shared(CComponent::building, building->town->faction->getIndex(), building->bid); CRClickPopup::createAndPush(CInfoWindow::genText(building->getNameTranslated(), building->getDescriptionTranslated()), c); } } CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from): CStatusbarWindow(PLAYER_COLORED | BORDERED), town(Town) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); LOCPLINT->castleInt = this; addUsedEvents(KEYBOARD); builds = std::make_shared(town); panel = std::make_shared("TOWNSCRN", 0, builds->pos.h); panel->colorize(LOCPLINT->playerID); pos.w = panel->pos.w; pos.h = builds->pos.h + panel->pos.h; center(); updateShadow(); garr = std::make_shared(Point(305, 387), 4, Point(0,96), town->getUpperArmy(), town->visitingHero); garr->setRedrawParent(true); heroes = std::make_shared(town, Point(241, 387), Point(241, 483), garr, true); title = std::make_shared(85, 387, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, town->getNameTranslated()); income = std::make_shared(195, 443, FONT_SMALL, ETextAlignment::CENTER); icon = std::make_shared("ITPT", 0, 0, 15, 387); exit = std::make_shared(Point(744, 544), "TSBTNS", CButton::tooltip(CGI->generaltexth->tcommands[8]), [&](){close();}, EShortcut::GLOBAL_RETURN); exit->setImageOrder(4, 5, 6, 7); auto split = std::make_shared(Point(744, 382), "TSBTNS", CButton::tooltip(CGI->generaltexth->tcommands[3]), [&]() { garr->splitClick(); heroes->splitClicked(); }); garr->addSplitBtn(split); Rect barRect(9, 182, 732, 18); auto statusbarBackground = std::make_shared(panel->getSurface(), barRect, 9, 555); statusbar = CGStatusBar::create(statusbarBackground); resdatabar = std::make_shared("ARESBAR", 3, 575, 37, 3, 84, 78); townlist = std::make_shared(3, Rect(Point(743, 414), Point(48, 128)), Point(1,16), Point(0, 32), LOCPLINT->localState->getOwnedTowns().size() ); townlist->setScrollUpButton( std::make_shared( Point(744, 414), "IAM014", CButton::tooltipLocalized("core.help.306"))); townlist->setScrollDownButton( std::make_shared( Point(744, 526), "IAM015", CButton::tooltipLocalized("core.help.307"))); if(from) townlist->select(from); townlist->select(town); //this will scroll list to select current town townlist->onSelect = std::bind(&CCastleInterface::townChange, this); recreateIcons(); if (!from) adventureInt->onAudioPaused(); CCS->musich->playMusic(town->town->clientInfo.musicTheme, true, false); } CCastleInterface::~CCastleInterface() { // resume map audio if: // adventureInt exists (may happen on exiting client with open castle interface) // castleInt has not been replaced (happens on switching between towns inside castle interface) if (adventureInt && LOCPLINT->castleInt == this) adventureInt->onAudioResumed(); if(LOCPLINT->castleInt == this) LOCPLINT->castleInt = nullptr; } void CCastleInterface::updateGarrisons() { garr->recreateSlots(); } void CCastleInterface::close() { if(town->tempOwner == LOCPLINT->playerID) //we may have opened window for an allied town { if(town->visitingHero && town->visitingHero->tempOwner == LOCPLINT->playerID) LOCPLINT->localState->setSelection(town->visitingHero); else LOCPLINT->localState->setSelection(town); } CWindowObject::close(); } void CCastleInterface::castleTeleport(int where) { const CGTownInstance * dest = LOCPLINT->cb->getTown(ObjectInstanceID(where)); LOCPLINT->localState->setSelection(town->visitingHero);//according to assert(ho == adventureInt->selection) in the eraseCurrentPathOf LOCPLINT->cb->teleportHero(town->visitingHero, dest); LOCPLINT->localState->erasePath(town->visitingHero); } void CCastleInterface::townChange() { //TODO: do not recreate window const CGTownInstance * dest = LOCPLINT->localState->getOwnedTown(townlist->getSelectedIndex()); const CGTownInstance * town = this->town;// "this" is going to be deleted if ( dest == town ) return; close(); GH.windows().createAndPushWindow(dest, town); } void CCastleInterface::addBuilding(BuildingID bid) { deactivate(); builds->addBuilding(bid); recreateIcons(); activate(); redraw(); } void CCastleInterface::removeBuilding(BuildingID bid) { deactivate(); builds->removeBuilding(bid); recreateIcons(); activate(); redraw(); } void CCastleInterface::recreateIcons() { OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE); size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)]; icon->setFrame(iconIndex); TResources townIncome = town->dailyIncome(); income->setText(std::to_string(townIncome[EGameResID::GOLD])); hall = std::make_shared(80, 413, town, true); fort = std::make_shared(122, 413, town, false); fastArmyPurchase = std::make_shared(Point(122, 413), "itmcl.def", CButton::tooltip(), [&](){ builds->enterToTheQuickRecruitmentWindow(); }); fastArmyPurchase->setImageOrder(town->fortLevel() - 1, town->fortLevel() - 1, town->fortLevel() - 1, town->fortLevel() - 1); fastArmyPurchase->setAnimateLonelyFrame(true); creainfo.clear(); bool compactCreatureInfo = useCompactCreatureBox(); bool useAvailableCreaturesForLabel = useAvailableAmountAsCreatureLabel(); for(size_t i=0; i<4; i++) creainfo.push_back(std::make_shared(Point(14 + 55 * (int)i, 459), town, (int)i, compactCreatureInfo, useAvailableCreaturesForLabel)); for(size_t i=0; i<4; i++) creainfo.push_back(std::make_shared(Point(14 + 55 * (int)i, 507), town, (int)i + 4, compactCreatureInfo, useAvailableCreaturesForLabel)); } void CCastleInterface::keyPressed(EShortcut key) { switch(key) { case EShortcut::MOVE_UP: townlist->selectPrev(); break; case EShortcut::MOVE_DOWN: townlist->selectNext(); break; case EShortcut::TOWN_SWAP_ARMIES: heroes->swapArmies(); break; case EShortcut::TOWN_OPEN_TAVERN: if(town->hasBuilt(BuildingID::TAVERN)) LOCPLINT->showTavernWindow(town); break; default: break; } } void CCastleInterface::creaturesChangedEventHandler() { for(auto creatureInfoBox : creainfo) { if(creatureInfoBox->getShowAvailable()) { creatureInfoBox->update(); } } } CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building): town(Town), building(Building) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); addUsedEvents(LCLICK | SHOW_POPUP | HOVER); pos.x += x; pos.y += y; pos.w = 154; pos.h = 92; state = LOCPLINT->cb->canBuildStructure(town, building->bid); static int panelIndex[12] = { 3, 3, 3, 0, 0, 2, 2, 1, 2, 2, 3, 3 }; static int iconIndex[12] = { -1, -1, -1, 0, 0, 1, 2, -1, 1, 1, -1, -1 }; icon = std::make_shared(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2); header = std::make_shared("TPTHBAR", panelIndex[state], 0, 1, 73); if(iconIndex[state] >=0) mark = std::make_shared("TPTHCHK", iconIndex[state], 0, 136, 56); name = std::make_shared(75, 81, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, building->getNameTranslated()); //todo: add support for all possible states if(state >= EBuildingState::BUILDING_ERROR) state = EBuildingState::FORBIDDEN; } void CHallInterface::CBuildingBox::hover(bool on) { if(on) { std::string toPrint; if(state==EBuildingState::PREREQUIRES || state == EBuildingState::MISSING_BASE) toPrint = CGI->generaltexth->hcommands[5]; else if(state==EBuildingState::CANT_BUILD_TODAY) toPrint = CGI->generaltexth->allTexts[223]; else toPrint = CGI->generaltexth->hcommands[state]; boost::algorithm::replace_first(toPrint,"%s",building->getNameTranslated()); GH.statusbar()->write(toPrint); } else { GH.statusbar()->clear(); } } void CHallInterface::CBuildingBox::clickPressed(const Point & cursorPosition) { GH.windows().createAndPushWindow(town,building,state,0); } void CHallInterface::CBuildingBox::showPopupWindow(const Point & cursorPosition) { GH.windows().createAndPushWindow(town,building,state,1); } CHallInterface::CHallInterface(const CGTownInstance * Town): CStatusbarWindow(PLAYER_COLORED | BORDERED, Town->town->clientInfo.hallBackground), town(Town) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); resdatabar = std::make_shared(); resdatabar->moveBy(pos.topLeft(), true); Rect barRect(5, 556, 740, 18); auto statusbarBackground = std::make_shared(background->getSurface(), barRect, 5, 556); statusbar = CGStatusBar::create(statusbarBackground); title = std::make_shared(399, 12, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, town->town->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->getNameTranslated()); exit = std::make_shared(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->hcommands[8]), [&](){close();}, EShortcut::GLOBAL_RETURN); auto & boxList = town->town->clientInfo.hallSlots; boxes.resize(boxList.size()); for(size_t row=0; rowtown->buildings.at(buildingID); if(vstd::contains(town->builtBuildings, buildingID)) { building = current; } else { if(current->mode == CBuilding::BUILD_NORMAL) { building = current; break; } } } int posX = pos.w/2 - (int)boxList[row].size()*154/2 - ((int)boxList[row].size()-1)*20 + 194*(int)col, posY = 35 + 104*(int)row; if(building) boxes[row].push_back(std::make_shared(posX, posY, town, building)); } } } CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Building, int state, bool rightClick): CStatusbarWindow(PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0), "TPUBUILD"), town(Town), building(Building) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); icon = std::make_shared(town->town->clientInfo.buildingsIcons, building->bid, 0, 125, 50); auto statusbarBackground = std::make_shared(background->getSurface(), Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26); statusbar = CGStatusBar::create(statusbarBackground); name = std::make_shared(197, 30, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, boost::str(boost::format(CGI->generaltexth->hcommands[7]) % building->getNameTranslated())); description = std::make_shared(building->getDescriptionTranslated(), Rect(33, 135, 329, 67), 0, FONT_MEDIUM, ETextAlignment::CENTER); stateText = std::make_shared(getTextForState(state), Rect(33, 216, 329, 67), 0, FONT_SMALL, ETextAlignment::CENTER); //Create components for all required resources std::vector> components; for(int i = 0; iresources[i]) components.push_back(std::make_shared(CComponent::resource, i, building->resources[i], CComponent::small)); } cost = std::make_shared(components, Rect(25, 300, pos.w - 50, 130)); if(!rightClick) { //normal window std::string tooltipYes = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % building->getNameTranslated()); std::string tooltipNo = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->getNameTranslated()); buy = std::make_shared(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes), [&](){ buyFunc(); }, EShortcut::GLOBAL_ACCEPT); buy->setBorderColor(Colors::METALLIC_GOLD); buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner); cancel = std::make_shared(Point(290, 445), "ICANCEL", CButton::tooltip(tooltipNo), [&](){ close();}, EShortcut::GLOBAL_CANCEL); cancel->setBorderColor(Colors::METALLIC_GOLD); } } void CBuildWindow::buyFunc() { LOCPLINT->cb->buildBuilding(town,building->bid); GH.windows().popWindows(2); //we - build window and hall screen } std::string CBuildWindow::getTextForState(int state) { std::string ret; if(state < EBuildingState::ALLOWED) ret = CGI->generaltexth->hcommands[state]; switch (state) { case EBuildingState::ALREADY_PRESENT: case EBuildingState::CANT_BUILD_TODAY: case EBuildingState::NO_RESOURCES: ret.replace(ret.find_first_of("%s"), 2, building->getNameTranslated()); break; case EBuildingState::ALLOWED: return CGI->generaltexth->allTexts[219]; //all prereq. are met case EBuildingState::PREREQUIRES: { auto toStr = [&](const BuildingID build) -> std::string { return town->town->buildings.at(build)->getNameTranslated(); }; ret = CGI->generaltexth->allTexts[52]; ret += "\n" + town->genBuildingRequirements(building->bid).toString(toStr); break; } case EBuildingState::MISSING_BASE: { std::string msg = CGI->generaltexth->translate("vcmi.townHall.missingBase"); ret = boost::str(boost::format(msg) % town->town->buildings.at(building->upgrade)->getNameTranslated()); break; } } return ret; } LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int min, int max) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); pos.x+=size.x; pos.y+=size.y; pos.w = size.w; pos.h = size.h; init(name, descr, min, max); } LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int val) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); pos.x+=size.x; pos.y+=size.y; pos.w = size.w; pos.h = size.h; init(name, descr, val, val); } void LabeledValue::init(std::string nameText, std::string descr, int min, int max) { addUsedEvents(HOVER); hoverText = descr; std::string valueText; if(min && max) { valueText = std::to_string(min); if(min != max) valueText += '-' + std::to_string(max); } name = std::make_shared(3, 0, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, nameText); value = std::make_shared(pos.w-3, pos.h-2, FONT_SMALL, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, valueText); } void LabeledValue::hover(bool on) { if(on) { GH.statusbar()->write(hoverText); } else { GH.statusbar()->clear(); } } CFortScreen::CFortScreen(const CGTownInstance * town): CStatusbarWindow(PLAYER_COLORED | BORDERED, getBgName(town)) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); ui32 fortSize = static_cast(town->creatures.size()); if(fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty()) fortSize--; const CBuilding * fortBuilding = town->town->buildings.at(BuildingID(town->fortLevel()+6)); title = std::make_shared(400, 12, FONT_BIG, ETextAlignment::CENTER, Colors::WHITE, fortBuilding->getNameTranslated()); std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->getNameTranslated()); exit = std::make_shared(Point(748, 556), "TPMAGE1", CButton::tooltip(text), [&](){ close(); }, EShortcut::GLOBAL_RETURN); std::vector positions = { Point(10, 22), Point(404, 22), Point(10, 155), Point(404,155), Point(10, 288), Point(404,288) }; if(fortSize == GameConstants::CREATURES_PER_TOWN) { positions.push_back(Point(206,421)); } else { positions.push_back(Point(10, 421)); positions.push_back(Point(404,421)); } for(ui32 i=0; ibuiltBuildings, BuildingID::DWELL_UP_FIRST+i)) buildingID = BuildingID(BuildingID::DWELL_UP_FIRST+i); else buildingID = BuildingID(BuildingID::DWELL_FIRST+i); } else { buildingID = BuildingID::SPECIAL_3; } recAreas.push_back(std::make_shared(positions[i].x, positions[i].y, town, i)); } resdatabar = std::make_shared(); resdatabar->moveBy(pos.topLeft(), true); Rect barRect(4, 554, 740, 18); auto statusbarBackground = std::make_shared(background->getSurface(), barRect, 4, 554); statusbar = CGStatusBar::create(statusbarBackground); } std::string CFortScreen::getBgName(const CGTownInstance * town) { ui32 fortSize = static_cast(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"; } void CFortScreen::creaturesChangedEventHandler() { for(auto & elem : recAreas) elem->creaturesChangedEventHandler(); LOCPLINT->castleInt->creaturesChangedEventHandler(); } CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance * Town, int Level): town(Town), level(Level), availableCount(nullptr) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); pos.x +=posX; pos.y +=posY; pos.w = 386; pos.h = 126; if(!town->creatures[level].second.empty()) addUsedEvents(LCLICK | HOVER);//Activate only if dwelling is present icons = std::make_shared("TPCAINFO", 261, 3); if(getMyBuilding() != nullptr) { buildingIcon = std::make_shared(town->town->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21); buildingName = std::make_shared(78, 101, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getMyBuilding()->getNameTranslated()); if(vstd::contains(town->builtBuildings, getMyBuilding()->bid)) { ui32 available = town->creatures[level].first; std::string availableText = CGI->generaltexth->allTexts[217]+ std::to_string(available); availableCount = std::make_shared(78, 119, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, availableText); } } if(getMyCreature() != nullptr) { hoverText = boost::str(boost::format(CGI->generaltexth->tcommands[21]) % getMyCreature()->getNamePluralTranslated()); new CCreaturePic(159, 4, getMyCreature(), false); new CLabel(78, 11, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getMyCreature()->getNamePluralTranslated()); Rect sizes(287, 4, 96, 18); values.push_back(std::make_shared(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], getMyCreature()->getAttack(false))); sizes.y+=20; values.push_back(std::make_shared(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], getMyCreature()->getDefense(false))); sizes.y+=21; values.push_back(std::make_shared(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], getMyCreature()->getMinDamage(false), getMyCreature()->getMaxDamage(false))); sizes.y+=20; values.push_back(std::make_shared(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], getMyCreature()->getMaxHealth())); sizes.y+=21; values.push_back(std::make_shared(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], getMyCreature()->valOfBonuses(BonusType::STACKS_SPEED))); sizes.y+=20; values.push_back(std::make_shared(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level))); } } const CCreature * CFortScreen::RecruitArea::getMyCreature() { if(!town->creatures.at(level).second.empty()) // built return VLC->creh->objects[town->creatures.at(level).second.back()]; if(!town->town->creatures.at(level).empty()) // there are creatures on this level return VLC->creh->objects[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->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING); 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; } void CFortScreen::RecruitArea::hover(bool on) { if(on) GH.statusbar()->write(hoverText); else GH.statusbar()->clear(); } void CFortScreen::RecruitArea::creaturesChangedEventHandler() { if(availableCount) { std::string availableText = CGI->generaltexth->allTexts[217] + std::to_string(town->creatures[level].first); availableCount->setText(availableText); } } void CFortScreen::RecruitArea::clickPressed(const Point & cursorPosition) { LOCPLINT->castleInt->builds->enterDwelling(level); } CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem) : CStatusbarWindow(BORDERED, imagem) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); window = std::make_shared(owner->town->town->clientInfo.guildWindow, 332, 76); resdatabar = std::make_shared(); resdatabar->moveBy(pos.topLeft(), true); Rect barRect(7, 556, 737, 18); auto statusbarBackground = std::make_shared(background->getSurface(), barRect, 7, 556); statusbar = CGStatusBar::create(statusbarBackground); exit = std::make_shared(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->allTexts[593]), [&](){ close(); }, EShortcut::GLOBAL_RETURN); static const std::vector > positions = { {Point(222,445), Point(312,445), Point(402,445), Point(520,445), Point(610,445), Point(700,445)}, {Point(48,53), Point(48,147), Point(48,241), Point(48,335), Point(48,429)}, {Point(570,82), Point(672,82), Point(570,157), Point(672,157)}, {Point(183,42), Point(183,148), Point(183,253)}, {Point(491,325), Point(591,325)} }; for(size_t i=0; itown->town->mageLevel; i++) { size_t spellCount = owner->town->spellsAtLevel((int)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(std::make_shared(positions[i][j], CGI->spellh->objects[owner->town->spells[i][j]])); else emptyScrolls.push_back(std::make_shared("TPMAGES.DEF", 1, 0, positions[i][j].x, positions[i][j].y)); } } } CMageGuildScreen::Scroll::Scroll(Point position, const CSpell *Spell) : spell(Spell) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); addUsedEvents(LCLICK | SHOW_POPUP | HOVER); pos += position; image = std::make_shared("SPELLSCR", spell->id); pos = image->pos; } void CMageGuildScreen::Scroll::clickPressed(const Point & cursorPosition) { LOCPLINT->showInfoDialog(spell->getDescriptionTranslated(0), std::make_shared(CComponent::spell, spell->id)); } void CMageGuildScreen::Scroll::showPopupWindow(const Point & cursorPosition) { CRClickPopup::createAndPush(spell->getDescriptionTranslated(0), std::make_shared(CComponent::spell, spell->id)); } void CMageGuildScreen::Scroll::hover(bool on) { if(on) GH.statusbar()->write(spell->getNameTranslated()); else GH.statusbar()->clear(); } CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid): CStatusbarWindow(PLAYER_COLORED, "TPSMITH") { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); Rect barRect(8, pos.h - 26, pos.w - 16, 19); auto statusbarBackground = std::make_shared(background->getSurface(), barRect, 8, pos.h - 26); statusbar = CGStatusBar::create(statusbarBackground); animBG = std::make_shared("TPSMITBK", 64, 50); animBG->needRefresh = true; const CCreature * creature = CGI->creh->objects[creMachineID]; anim = std::make_shared(64, 50, creature->animDefName); anim->clipRect(113,125,200,150); title = std::make_shared(165, 28, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, boost::str(boost::format(CGI->generaltexth->allTexts[274]) % creature->getNameSingularTranslated())); costText = std::make_shared(165, 218, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->jktexts[43]); costValue = std::make_shared(165, 292, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, std::to_string(aid.toArtifact(CGI->artifacts())->getPrice())); std::string text = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % creature->getNameSingularTranslated()); buy = std::make_shared(Point(42, 312), "IBUY30.DEF", CButton::tooltip(text), [&](){ close(); }, EShortcut::GLOBAL_ACCEPT); text = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % creature->getNameSingularTranslated()); cancel = std::make_shared(Point(224, 312), "ICANCEL.DEF", CButton::tooltip(text), [&](){ close(); }, EShortcut::GLOBAL_CANCEL); if(possible) buy->addCallback([=](){ LOCPLINT->cb->buyArtifact(LOCPLINT->cb->getHero(hid),aid); }); else buy->block(true); costIcon = std::make_shared("RESOURCE", GameResID(EGameResID::GOLD), 0, 148, 244); }