#include "stdafx.h" #include "CCastleInterface.h" #include "hch/CObjectHandler.h" #include "CGameInfo.h" #include "hch/CLodHandler.h" #include "SDL_Extensions.h" #include "CAdvmapInterface.h" #include "hch/CTownHandler.h" #include "AdventureMapButton.h" #include "hch/CBuildingHandler.h" #include "hch/CDefHandler.h" #include #include "CMessage.h" #include "hch/CGeneralTextHandler.h" #include "CCallback.h" #include "client/Graphics.h" #include "client/CCreatureAnimation.h" #include "CHeroWindow.h" #include #include #include #include using namespace boost::assign; using namespace CSDL_Ext; extern TTF_Font * GEOR16; CBuildingRect::CBuildingRect(Structure *Str) :str(Str), moi(false), offset(0) { def = CDefHandler::giveDef(Str->defName); max = def->ourImages.size(); if(str->ID == 33 && str->townID == 4) //little 'hack' for estate in necropolis - background color is not always the first color in the palette { for(std::vector::iterator i=def->ourImages.begin();i!=def->ourImages.end();i++) { SDL_SetColorKey(i->bitmap,SDL_SRCCOLORKEY,*((char*)i->bitmap->pixels)); } } pos.x = str->pos.x; pos.y = str->pos.y; pos.w = def->ourImages[0].bitmap->w; pos.h = def->ourImages[0].bitmap->h; if(Str->ID<0 || (Str->ID>=27 && Str->ID<=29)) { area = border = NULL; return; } if (border = BitmapHandler::loadBitmap(str->borderName)) SDL_SetColorKey(border,SDL_SRCCOLORKEY,SDL_MapRGB(border->format,0,255,255)); else std::cout << "Warning: no border for "<ID<areaName)) ;//SDL_SetColorKey(area,SDL_SRCCOLORKEY,SDL_MapRGB(area->format,0,255,255)); else std::cout << "Warning: no area for "<ID<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(!moi) MotionInterested::activate(); moi = true; } else { if(moi) MotionInterested::deactivate(); moi = false; if(LOCPLINT->castleInt->hBuild == this) { LOCPLINT->castleInt->hBuild = NULL; LOCPLINT->statusbar->clear(); } } } void CBuildingRect::clickLeft (tribool down) { if(area && (LOCPLINT->castleInt->hBuild==this) && !(indeterminate(down)) && (CSDL_Ext::SDL_GetPixel(area,LOCPLINT->current->motion.x-pos.x,LOCPLINT->current->motion.y-pos.y) != 0)) //na polu { if(pressedL && !down) LOCPLINT->castleInt->buildingClicked(str->ID); ClickableL::clickLeft(down); } //todo - handle } void CBuildingRect::clickRight (tribool down) { if((!area) || (!((bool)down)) || (this!=LOCPLINT->castleInt->hBuild)) return; if((CSDL_Ext::SDL_GetPixel(area,LOCPLINT->current->motion.x-pos.x,LOCPLINT->current->motion.y-pos.y) != 0)) //na polu { CInfoPopup *vinya = new CInfoPopup(); vinya->free = true; vinya->bitmap = CMessage::drawBoxTextBitmapSub (LOCPLINT->playerID, CGI->buildh->buildings[str->townID][str->ID]->description, LOCPLINT->castleInt->bicons->ourImages[str->ID].bitmap, CGI->buildh->buildings[str->townID][str->ID]->name); vinya->pos.x = screen->w/2 - vinya->bitmap->w/2; vinya->pos.y = screen->h/2 - vinya->bitmap->h/2; vinya->activate(); } } void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent) { if(area) { 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; LOCPLINT->statusbar->clear(); } } else //inside the area of this building { if(LOCPLINT->castleInt->hBuild) //a building is hovered { if((*LOCPLINT->castleInt->hBuild)<(*this)) //set if we are on top { LOCPLINT->castleInt->hBuild = this; if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->name.length()) LOCPLINT->statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->name); else LOCPLINT->statusbar->print(str->name); } } else //no building hovered { LOCPLINT->castleInt->hBuild = this; if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->name.length()) LOCPLINT->statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->name); else LOCPLINT->statusbar->print(str->name); } } } //if(border) // blitAt(border,pos.x,pos.y); } void CHeroGSlot::hover (bool on) { if(!on) return; CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown; std::string temp; if(hero) { if(highlight)//view NNN { temp = CGI->townh->tcommands[4]; boost::algorithm::replace_first(temp,"%s",hero->name); } else if(other->hero && other->highlight)//exchange { temp = CGI->townh->tcommands[7]; boost::algorithm::replace_first(temp,"%s",hero->name); boost::algorithm::replace_first(temp,"%s",other->hero->name); } else// select NNN (in ZZZ) { if(upg)//down - visiting { temp = CGI->townh->tcommands[32]; boost::algorithm::replace_first(temp,"%s",hero->name); } else //up - garrison { temp = CGI->townh->tcommands[12]; boost::algorithm::replace_first(temp,"%s",hero->name); } } } else //we are empty slot { if(other->highlight && other->hero) //move NNNN { temp = CGI->townh->tcommands[6]; boost::algorithm::replace_first(temp,"%s",other->hero->name); } else //empty { temp = CGI->generaltexth->allTexts[507]; } } if(temp.size()) LOCPLINT->statusbar->print(temp); } void CHeroGSlot::clickRight (boost::logic::tribool down) { } void CHeroGSlot::clickLeft(boost::logic::tribool down) { if(!down) { CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown; if(hero && highlight) { highlight = false; LOCPLINT->openHeroWindow(hero); LOCPLINT->adventureInt->heroWindow->quitButton->callback += boost::bind(&CCastleInterface::showAll,owner,screen,true); } else if(hero) { highlight = true; owner->showAll(); } else if(other->hero, other->highlight) { other->highlight = highlight = false; LOCPLINT->cb->swapGarrisonHero(owner->town); } hover(false);hover(true); //refresh statusbar } } void CHeroGSlot::activate() { ClickableL::activate(); ClickableR::activate(); Hoverable::activate(); } void CHeroGSlot::deactivate() { ClickableL::deactivate(); ClickableR::deactivate(); Hoverable::deactivate(); } void CHeroGSlot::show() { if(hero) //there is hero blitAt(graphics->portraitLarge[hero->portrait],pos); else if(!upg) //up garrison blitAt((static_cast(LOCPLINT->curint))->flag->ourImages[(static_cast(LOCPLINT->curint))->town->getOwner()].bitmap,pos); if(highlight) blitAt(graphics->bigImgs[-1],pos); } CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, CCastleInterface * Owner) { owner = Owner; pos.x = x; pos.y = y; pos.w = 58; pos.h = 64; hero = h; upg = updown; highlight = false; } CHeroGSlot::~CHeroGSlot() { } std::string getBgName(int type) //TODO - co z tym zrobiæ? { switch (type) { case 0: return "TBCSBACK.bmp"; case 1: return "TBRMBACK.bmp"; case 2: return "TBTWBACK.bmp"; case 3: return "TBINBACK.bmp"; case 4: return "TBNCBACK.bmp"; case 5: return "TBDNBACK.bmp"; case 6: return "TBSTBACK.bmp"; case 7: return "TBFRBACK.bmp"; case 8: return "TBELBACK.bmp"; default: #ifndef __GNUC__ throw new std::exception("std::string getBgName(int type): invalid type"); #else throw new std::exception(); #endif } } class SORTHELP { public: bool operator () (const CBuildingRect *a , const CBuildingRect *b) { return (*a)<(*b); } } srthlp ; CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate) :hslotup(241,387,0,Town->garrisonHero,this),hslotdown(241,483,1,Town->visitingHero,this) { hall = NULL; townInt = BitmapHandler::loadBitmap("TOWNSCRN.bmp"); cityBg = BitmapHandler::loadBitmap(getBgName(Town->subID)); hall = CDefHandler::giveDef("ITMTL.DEF"); fort = CDefHandler::giveDef("ITMCL.DEF"); flag = CDefHandler::giveDef("CREST58.DEF"); hBuild = NULL; count=0; town = Town; //garrison garr = new CGarrisonInt(305,387,4,32,townInt,243,13,town,town->visitingHero); townlist = new CTownList(3,&genRect(128,48,744,414),744,414,744,526); exit = new AdventureMapButton (CGI->townh->tcommands[8],"",boost::bind(&CCastleInterface::close,this),744,544,"TSBTNS.DEF",false,NULL,false); split = new AdventureMapButton (CGI->townh->tcommands[3],"",boost::bind(&CGarrisonInt::splitClick,garr),744,382,"TSBTNS.DEF",false,NULL,false); statusbar = new CStatusBar(8,555,"TSTATBAR.bmp",732); townlist->fun = boost::bind(&CCastleInterface::townChange,this); townlist->genList(); townlist->selected = getIndexOf(townlist->items,Town); if((townlist->selected+1) > townlist->SIZE) townlist->from = townlist->selected - townlist->SIZE + 2; graphics->blueToPlayersAdv(townInt,LOCPLINT->playerID); exit->bitmapOffset = 4; //buildings recreateBuildings(); if(Activate) { LOCPLINT->objsToBlit.push_back(this); activate(); showAll(); } std::string defname; switch (town->subID) { case 0: defname = "HALLCSTL.DEF"; break; case 1: defname = "HALLRAMP.DEF"; break; case 2: defname = "HALLTOWR.DEF"; break; case 3: defname = "HALLINFR.DEF"; break; case 4: defname = "HALLNECR.DEF"; break; case 5: defname = "HALLDUNG.DEF"; break; case 6: defname = "HALLSTRN.DEF"; break; case 7: defname = "HALLFORT.DEF"; break; case 8: defname = "HALLELEM.DEF"; break; default: #ifndef __GNUC__ throw new std::exception("Bad town subID"); #else throw new std::exception(); #endif } bicons = CDefHandler::giveDefEss(defname); //blit buildings on bg //for(int i=0;idef->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,cityBg); //} } CCastleInterface::~CCastleInterface() { SDL_FreeSurface(townInt); SDL_FreeSurface(cityBg); delete exit; delete split; delete hall; delete fort; delete flag; delete garr; delete townlist; delete statusbar; for(int i=0;iobjsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this)); deactivate(); LOCPLINT->castleInt = NULL; LOCPLINT->adventureInt->activate(); delete this; } void CCastleInterface::splitF() { } void CCastleInterface::buildingClicked(int building) { std::cout<<"You've clicked on "<town->hordeLvl[0] + 30; } else if(building==24 || building==25) { building = town->town->hordeLvl[1] + 30; } if(building >= 30) { LOCPLINT->curint->deactivate(); showRecruitmentWindow(building); } else { switch(building) { case 7: case 8: case 9: { CFortScreen *fs = new CFortScreen(this); deactivate(); fs->activate(); fs->show(); break; } case 10: case 11: case 12: case 13: enterHall(); break; default: std::cout<<"This building isn't handled...\n"; } } } void CCastleInterface::enterHall() { deactivate(); CHallInterface *h = new CHallInterface(this); subInt = h; h->activate(); h->show(); } void CCastleInterface::showAll( SDL_Surface * to/*=NULL*/, bool forceTotalRedraw /*= false*/) { if (!to) to=screen; blitAt(cityBg,0,0,to); blitAt(townInt,0,374,to); LOCPLINT->adventureInt->resdatabar.draw(); townlist->draw(); statusbar->show(); garr->show(); int pom; //draw fort icon if(town->builtBuildings.find(9)!=town->builtBuildings.end()) pom = 2; else if(town->builtBuildings.find(8)!=town->builtBuildings.end()) pom = 1; else if(town->builtBuildings.find(7)!=town->builtBuildings.end()) pom = 0; else pom = 3; blitAt(fort->ourImages[pom].bitmap,122,413,to); //draw ((village/town/city) hall)/capitol icon if(town->builtBuildings.find(13)!=town->builtBuildings.end()) pom = 3; else if(town->builtBuildings.find(12)!=town->builtBuildings.end()) pom = 2; else if(town->builtBuildings.find(11)!=town->builtBuildings.end()) pom = 1; else pom = 0; blitAt(hall->ourImages[pom].bitmap,80,413,to); //draw creatures icons and their growths for(int i=0;ibuiltBuildings.find(30+i)!=town->builtBuildings.end()) { if (town->builtBuildings.find(30+CREATURES_PER_TOWN+i)!=town->builtBuildings.end()) cid = town->town->upgradedCreatures[i]; else cid = town->town->basicCreatures[i]; } if (cid>=0) { int pomx, pomy; pomx = 22 + (55*((i>3)?(i-4):i)); pomy = (i>3)?(507):(459); blitAt(graphics->smallImgs[cid],pomx,pomy,to); std::ostringstream oss; oss << '+' << town->creatureGrowth(i); CSDL_Ext::printAtMiddle(oss.str(),pomx+16,pomy+37,GEOR13,zwykly,to); } } //print name and income CSDL_Ext::printAt(town->name,85,389,GEOR13,zwykly,to); char temp[10]; SDL_itoa(town->dailyIncome(),temp,10); CSDL_Ext::printAtMiddle(temp,195,442,GEOR13,zwykly,to); //blit town icon pom = town->subID*2; if (!town->hasFort()) pom += F_NUMBER*2; if(town->builded >= MAX_BUILDING_PER_TURN) pom++; blitAt(graphics->bigTownPic->ourImages[pom].bitmap,15,387,to); hslotup.show(); hslotdown.show(); pom=false; if(forceTotalRedraw && !showing) pom = showing = true; show(); if(pom) showing = false; } void CCastleInterface::townChange() { const CGTownInstance * nt = townlist->items[townlist->selected]; deactivate(); LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this)); delete this; LOCPLINT->castleInt = new CCastleInterface(nt,true); } void CCastleInterface::show(SDL_Surface * to) { if(!showing) return; if (!to) to=screen; count++; if(count==8) { count=0; animval++; } blitAt(cityBg,0,0,to); //blit buildings for(int i=0;imax - buildings[i]->offset)) + buildings[i]->offset; if(frame) { blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to); blitAt(buildings[i]->def->ourImages[frame].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to); } else blitAt(buildings[i]->def->ourImages[frame].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to); if(hBuild==buildings[i] && hBuild->border) //if this this higlighted structure and has border we'll blit it blitAt(hBuild->border,hBuild->pos,to); } } void CCastleInterface::activate() { showing = true; townlist->activate(); garr->activate(); LOCPLINT->curint = this; LOCPLINT->statusbar = statusbar; exit->activate(); split->activate(); for(int i=0;iactivate(); hslotdown.activate(); hslotup.activate(); } void CCastleInterface::deactivate() { showing = false; townlist->deactivate(); garr->deactivate(); exit->deactivate(); split->deactivate(); for(int i=0;ideactivate(); hslotdown.deactivate(); hslotup.deactivate(); } void CCastleInterface::addBuilding(int bid) { //TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach deactivate(); recreateBuildings(); activate(); } void CCastleInterface::removeBuilding(int bid) { //TODO: lepiej by bylo tylko usuwac co trzeba pamietajac o grupach recreateBuildings(); } void CCastleInterface::recreateBuildings() { for(int i=0;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(CGI->townh->structures.find(town->subID) != CGI->townh->structures.end()) //we have info about structures in this town { if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end()) //we have info about that structure { Structure * st = CGI->townh->structures[town->subID][*i]; if(st->group<0) //no group - just add it { buildings.push_back(new CBuildingRect(st)); } else { std::set< std::pair >::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(int itpb = 0; itpbstr->ID == obecny->second) { delete buildings[itpb]; buildings.erase(buildings.begin() + itpb); #ifndef __GNUC__ obecny->second = st->ID; #else *(const_cast(&(obecny->second))) = st->ID; #endif 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; } std::sort(buildings.begin(),buildings.end(),srthlp); //code for Mana Vortex (there are two sets of animation frames - one without mage guild and one with if((town->subID == 5) && (town->builtBuildings.find(21)!=town->builtBuildings.end())) { CBuildingRect *vortex = NULL; for(int i=0;istr->ID==21) { vortex=buildings[i]; break; } } if(town->builtBuildings.find(4)!=town->builtBuildings.end()) //there is mage Guild level 5 { vortex->offset = 10; vortex->max = vortex->def->ourImages.size(); } else { vortex->offset = 0; vortex->max = 10; } } //code for the shipyard in the Castle else if((town->subID == 0) && (town->builtBuildings.find(6)!=town->builtBuildings.end())) { CBuildingRect *shipyard = NULL; for(int i=0;istr->ID==6) { shipyard=buildings[i]; break; } } if(town->builtBuildings.find(8)!=town->builtBuildings.end()) //there is citadel { shipyard->offset = 1; shipyard->max = shipyard->def->ourImages.size(); } else { shipyard->offset = 0; shipyard->max = 1; } } } CRecrutationWindow * CCastleInterface::showRecruitmentWindow( int building ) { if(building>36) building-=7; std::vector > crs; int amount = (const_cast(town))->strInfo.creatures[building-30]; //trzeba odconstowac, bo inaczej operator [] by sypal :( if(town->builtBuildings.find(building+7) != town->builtBuildings.end()) //check if there is an upgraded building crs.push_back(std::make_pair(town->town->upgradedCreatures[building-30],amount)); crs.push_back(std::make_pair(town->town->basicCreatures[building-30],amount)); CRecrutationWindow *rw = new CRecrutationWindow(crs,boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2)); rw->activate(); return rw; } void CHallInterface::CBuildingBox::hover(bool on) { Hoverable::hover(on); if(on) { std::string toPrint; if(state==8) toPrint = CGI->townh->hcommands[5]; else toPrint = CGI->townh->hcommands[state]; std::vector name; name.push_back(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][BID]->name); LOCPLINT->statusbar->print(CSDL_Ext::processStr(toPrint,name)); } else LOCPLINT->statusbar->clear(); } void CHallInterface::CBuildingBox::clickLeft (tribool down) { if(pressedL && (!down)) { LOCPLINT->castleInt->subInt->deactivate(); new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,0); } ClickableL::clickLeft(down); } void CHallInterface::CBuildingBox::clickRight (tribool down) { if(down) { LOCPLINT->castleInt->subInt->deactivate(); new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,1); } ClickableR::clickRight(down); } void CHallInterface::CBuildingBox::show(SDL_Surface * to) { CHallInterface *hi = static_cast(LOCPLINT->castleInt->subInt); blitAt(LOCPLINT->castleInt->bicons->ourImages[BID].bitmap,pos.x,pos.y); 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 0: case 5: case 8: pom2 = 1; pom = 2; break; case 2: case 1: default: pom = 3; break; } blitAt(hi->bars->ourImages[pom].bitmap,pos.x-1,pos.y+71); if(pom2>=0) blitAt(hi->status->ourImages[pom2].bitmap,pos.x+135, pos.y+54); CSDL_Ext::printAtMiddle(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][BID]->name,pos.x-1+hi->bars->ourImages[0].bitmap->w/2,pos.y+71+hi->bars->ourImages[0].bitmap->h/2, GEOR13,zwykly); } void CHallInterface::CBuildingBox::activate() { Hoverable::activate(); ClickableL::activate(); ClickableR::activate(); } void CHallInterface::CBuildingBox::deactivate() { Hoverable::deactivate(); ClickableL::deactivate(); ClickableR::deactivate(); } CHallInterface::CBuildingBox::~CBuildingBox() { } CHallInterface::CBuildingBox::CBuildingBox(int id) :BID(id) { pos.w = 150; pos.h = 70; } CHallInterface::CBuildingBox::CBuildingBox(int id, int x, int y) :BID(id) { pos.x = x; pos.y = y; pos.w = 150; pos.h = 70; } CHallInterface::CHallInterface(CCastleInterface * owner) { bg = BitmapHandler::loadBitmap(CGI->buildh->hall[owner->town->subID].first); graphics->blueToPlayersAdv(bg,LOCPLINT->playerID); bars = CDefHandler::giveDefEss("TPTHBAR.DEF"); status = CDefHandler::giveDefEss("TPTHCHK.DEF"); exit = new AdventureMapButton (CGI->townh->tcommands[8],"",boost::bind(&CHallInterface::close,this),748,556,"TPMAGE1.DEF",false,NULL,false); //preparing boxes with buildings// boxes.resize(5); for(int i=0;i<5;i++) //for each row { for(int j=0; jbuildh->hall[owner->town->subID].second[i].size();j++) //for each box { int k=0; for(;kbuildh->hall[owner->town->subID].second[i][j].size();k++)//we are looking for the first not build structure { if( (owner->town->builtBuildings.find(CGI->buildh->hall[owner->town->subID].second[i][j][k])) == (owner->town->builtBuildings.end()) ) { int x = 34 + 194*j, y = 37 + 104*i, ID = CGI->buildh->hall[owner->town->subID].second[i][j][k]; if(CGI->buildh->hall[owner->town->subID].second[i].size() == 2) //only two boxes in this row x+=194; else if(CGI->buildh->hall[owner->town->subID].second[i].size() == 3) //only three boxes in this row x+=97; boxes[i].push_back(new CBuildingBox(CGI->buildh->hall[owner->town->subID].second[i][j][k],x,y)); boxes[i][boxes[i].size()-1]->state = 7; //allowed by default //can we build it? if(owner->town->forbiddenBuildings.find(CGI->buildh->hall[owner->town->subID].second[i][j][k])!=owner->town->forbiddenBuildings.end()) boxes[i][boxes[i].size()-1]->state = 2; //forbidden else if(owner->town->builded >= MAX_BUILDING_PER_TURN) boxes[i][boxes[i].size()-1]->state = 5; //building limit //checking resources CBuilding * pom = CGI->buildh->buildings[owner->town->subID][CGI->buildh->hall[owner->town->subID].second[i][j][k]]; for(int res=0;res<7;res++) //TODO: support custom amount of resources { if(pom->resources[res]>LOCPLINT->cb->getResourceAmount(res)) boxes[i][boxes[i].size()-1]->state = 6; //lack of res } //checking for requirements for( std::set::iterator ri = CGI->townh->requirements[owner->town->subID][ID].begin(); ri != CGI->townh->requirements[owner->town->subID][ID].end(); ri++ ) { if(owner->town->builtBuildings.find(*ri)==owner->town->builtBuildings.end()) boxes[i][boxes[i].size()-1]->state = 8; //lack of requirements - cannot build } //TODO: check if capital is already built, check if there is water for shipyard break; } } if(k==CGI->buildh->hall[owner->town->subID].second[i][j].size()) //all buildings built - let's take the last one { int x = 34 + 194*j, y = 37 + 104*i; if(CGI->buildh->hall[owner->town->subID].second[i].size() == 2) x+=194; else if(CGI->buildh->hall[owner->town->subID].second[i].size() == 3) x+=97; boxes[i].push_back(new CBuildingBox(CGI->buildh->hall[owner->town->subID].second[i][j][k-1],x,y)); boxes[i][boxes[i].size()-1]->state = 4; //already exists } } } } CHallInterface::~CHallInterface() { delete bars; delete status; SDL_FreeSurface(bg); for(int i=0;icastleInt->activate(); LOCPLINT->castleInt->showAll(); } void CHallInterface::show(SDL_Surface * to) { blitAt(bg,0,0); resdatabar.show(); exit->show(); for(int i=0; i<5; i++) { for(int j=0;jshow(); } } void CHallInterface::activate() { for(int i=0;i<5;i++) for(int j=0;jactivate(); exit->activate(); } void CHallInterface::deactivate() { for(int i=0;i<5;i++) { for(int j=0;jdeactivate(); } } exit->deactivate(); } void CHallInterface::CBuildWindow::activate() { LOCPLINT->objsToBlit.push_back(this); ClickableR::activate(); if(mode) return; if(state==7) buy->activate(); cancel->activate(); } void CHallInterface::CBuildWindow::deactivate() { LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this)); ClickableR::deactivate(); if(mode) return; if(state==7) buy->deactivate(); cancel->deactivate(); } void CHallInterface::CBuildWindow::Buy() { deactivate(); LOCPLINT->castleInt->subInt = NULL; LOCPLINT->castleInt->activate(); LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,bid); delete this; delete LOCPLINT->castleInt->subInt; LOCPLINT->castleInt->showAll(); } void CHallInterface::CBuildWindow::close() { deactivate(); delete this; LOCPLINT->castleInt->subInt->activate(); LOCPLINT->castleInt->subInt->show(); } void CHallInterface::CBuildWindow::clickRight (tribool down) { 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?to:screen,&pom); if(!mode) { buy->show(); cancel->show(); } } std::string CHallInterface::CBuildWindow::getTextForState(int state) { std::string ret; if(state<7) ret = CGI->townh->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 used; used.insert(bid); std::set reqs; for(std::set::iterator i=CGI->townh->requirements[tid][bid].begin();i!=CGI->townh->requirements[tid][bid].end();i++) if (LOCPLINT->castleInt->town->builtBuildings.find(*i) == LOCPLINT->castleInt->town->builtBuildings.end()) reqs.insert(*i); while(true) { int czystych=0; for(std::set::iterator i=reqs.begin();i!=reqs.end();i++) { if(used.find(*i)==used.end()) //we haven't added requirements for this building { used.insert(*i); for( std::set::iterator j=CGI->townh->requirements[tid][*i].begin(); j!=CGI->townh->requirements[tid][*i].end(); j++ ) { if(LOCPLINT->castleInt->town->builtBuildings.find(*j) == //this building is not built LOCPLINT->castleInt->town->builtBuildings.end()) reqs.insert(*j); } } else { czystych++; } } if(czystych==reqs.size()) break; } bool first=true; for(std::set::iterator i=reqs.begin();i!=reqs.end();i++) { ret+=(((first)?(" "):(", ")) + CGI->buildh->buildings[tid][*i]->name); first = false; } } } return ret; } CHallInterface::CBuildWindow::CBuildWindow(int Tid, int Bid, int State, bool Mode) :tid(Tid),bid(Bid),mode(Mode), state(State) { 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,GEOR16,40,zwykly,bitmap); CSDL_Ext::printAtMiddleWB(getTextForState(state),197,248,GEOR13,50,zwykly,bitmap); CSDL_Ext::printAtMiddle(CSDL_Ext::processStr(CGI->townh->hcommands[7],pom),197,30,GEOR16,tytulowy,bitmap); int resamount=0; for(int i=0;i<7;i++) if(CGI->buildh->buildings[tid][bid]->resources[i]) resamount++; int ah = (resamount>4) ? 304 : 341; int cn=-1, it=0; int row1w = std::min(resamount,4) * 32 + (std::min(resamount,4)-1) * 45, row2w = (resamount-4) * 32 + (resamount-5) * 45; char buf[15]; while(++cn<7) { if(!CGI->buildh->buildings[tid][bid]->resources[cn]) continue; SDL_itoa(CGI->buildh->buildings[tid][bid]->resources[cn],buf,10); if(it<4) { CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row1w/2)+77*it+16,ah+42,GEOR16,zwykly,bitmap); blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row1w/2)+77*it++,ah,bitmap); } else { CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row2w/2)+77*it+16-308,ah+42,GEOR16,zwykly,bitmap); blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row2w/2)+77*it++ - 308,ah,bitmap); } if(it==4) ah+=75; } if(!mode) { buy = new AdventureMapButton ("","",boost::bind(&CBuildWindow::Buy,this),pos.x+45,pos.y+446,"IBUY30.DEF",false,NULL,false); cancel = new AdventureMapButton ("","",boost::bind(&CBuildWindow::close,this),pos.x+290,pos.y+445,"ICANCEL.DEF",false,NULL,false); if(state!=7) buy->state=2; } activate(); } CHallInterface::CBuildWindow::~CBuildWindow() { SDL_FreeSurface(bitmap); if(!mode) { delete buy; delete cancel; } } CFortScreen::~CFortScreen() { for(int i=0;iblitPic(screen,positions[i].x+159,positions[i].y+4,!(anim%4)); } anim++; exit->show(); } void CFortScreen::activate() { LOCPLINT->curint = this; exit->activate(); for (int i=0;iactivate(); } LOCPLINT->objsToBlit -= LOCPLINT->castleInt; LOCPLINT->objsToBlit += this; } void CFortScreen::deactivate() { exit->deactivate(); for (int i=0;ideactivate(); } LOCPLINT->objsToBlit -= this; LOCPLINT->objsToBlit += LOCPLINT->castleInt; } void CFortScreen::close() { deactivate(); delete this; LOCPLINT->castleInt->activate(); LOCPLINT->castleInt->showAll(); } CFortScreen::CFortScreen( CCastleInterface * owner ) { bg = NULL; exit = new AdventureMapButton(CGI->townh->tcommands[8],"",boost::bind(&CFortScreen::close,this),748,556,"TPMAGE1.DEF",false,NULL,false); positions += genRect(126,386,10,22),genRect(126,386,404,22), genRect(126,386,10,155),genRect(126,386,404,155), genRect(126,386,10,288),genRect(126,386,404,288), genRect(126,386,206,421);//genRect(126,386,10,421),genRect(126,386,404,421); draw(owner,true); } void CFortScreen::draw( CCastleInterface * owner, bool first) { if(bg) SDL_FreeSurface(bg); char buf[20]; memset(buf,0,20); SDL_Surface *bg2 = BitmapHandler::loadBitmap("TPCASTL7.bmp"), *icons = BitmapHandler::loadBitmap("ZPCAINFO.bmp"); SDL_SetColorKey(icons,SDL_SRCCOLORKEY,SDL_MapRGB(icons->format,0,255,255)); graphics->blueToPlayersAdv(bg2,LOCPLINT->playerID); bg = SDL_ConvertSurface(bg2,screen->format,0); SDL_FreeSurface(bg2); printAtMiddle(CGI->buildh->buildings[owner->town->subID][owner->town->fortLevel()+6]->name,400,13,GEORXX,zwykly,bg); for(int i=0;itown->creatureDwelling(i,true); bool present = owner->town->creatureDwelling(i,false); CCreature *c = &CGI->creh->creatures[upgraded ? owner->town->town->upgradedCreatures[i] : owner->town->town->basicCreatures[i]]; printAtMiddle(c->namePl,positions[i].x+79,positions[i].y+10,GEOR13,zwykly,bg); //cr. name blitAt(owner->bicons->ourImages[30+i+upgraded*7].bitmap,positions[i].x+4,positions[i].y+21,bg); //dwelling pic printAtMiddle(CGI->buildh->buildings[owner->town->subID][30+i+upgraded*7]->name,positions[i].x+79,positions[i].y+100,GEOR13,zwykly,bg); //dwelling name if(present) //if creature is present print avail able quantity { SDL_itoa(owner->town->strInfo.creatures.find(i)->second,buf,10); printAtMiddle(CGI->generaltexth->allTexts[217] + buf,positions[i].x+79,positions[i].y+118,GEOR13,zwykly,bg); } blitAt(icons,positions[i].x+261,positions[i].y+3,bg); //atttack printAt(CGI->generaltexth->allTexts[190],positions[i].x+288,positions[i].y+5,GEOR13,zwykly,bg); SDL_itoa(c->attack,buf,10); printToWR(buf,positions[i].x+381,positions[i].y+18,GEOR13,zwykly,bg); //defense printAt(CGI->generaltexth->allTexts[191],positions[i].x+288,positions[i].y+25,GEOR13,zwykly,bg); SDL_itoa(c->defence,buf,10); printToWR(buf,positions[i].x+381,positions[i].y+38,GEOR13,zwykly,bg); //damage printAt(CGI->generaltexth->allTexts[199],positions[i].x+288,positions[i].y+46,GEOR13,zwykly,bg); SDL_itoa(c->damageMin,buf,10); int hlp=log10f(c->damageMin)+2; buf[hlp-1]=' '; buf[hlp]='-'; buf[hlp+1]=' '; SDL_itoa(c->damageMax,buf+hlp+2,10); printToWR(buf,positions[i].x+381,positions[i].y+59,GEOR13,zwykly,bg); //health printAt(CGI->preth->zelp[439].first,positions[i].x+288,positions[i].y+66,GEOR13,zwykly,bg); SDL_itoa(c->hitPoints,buf,10); printToWR(buf,positions[i].x+381,positions[i].y+79,GEOR13,zwykly,bg); //speed printAt(CGI->preth->zelp[441].first,positions[i].x+288,positions[i].y+87,GEOR13,zwykly,bg); SDL_itoa(c->speed,buf,10); printToWR(buf,positions[i].x+381,positions[i].y+100,GEOR13,zwykly,bg); if(present)//growth { printAt(CGI->generaltexth->allTexts[194],positions[i].x+288,positions[i].y+107,GEOR13,zwykly,bg); SDL_itoa(owner->town->creatureGrowth(i),buf,10); printToWR(buf,positions[i].x+381,positions[i].y+120,GEOR13,zwykly,bg); } if(first) { crePics.push_back(new CCreaturePic(c,false)); if(present) { recAreas.push_back(new RecArea(30+i+upgraded*7)); recAreas[recAreas.size()-1]->pos = positions[i]; } } } SDL_FreeSurface(icons); } void CFortScreen::RecArea::clickLeft (tribool down) { if(!down) { LOCPLINT->curint->deactivate(); CRecrutationWindow *rw = LOCPLINT->castleInt->showRecruitmentWindow(bid); rw->buy->callback += boost::bind(&CFortScreen::draw, static_cast(LOCPLINT->curint), LOCPLINT->castleInt, false); } } void CFortScreen::RecArea::activate() { ClickableL::activate(); } void CFortScreen::RecArea::deactivate() { ClickableL::deactivate(); }