mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-03 00:46:55 +02:00
1750 lines
52 KiB
C++
1750 lines
52 KiB
C++
/*
|
|
* 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 "CAdvmapInterface.h"
|
|
#include "CHeroWindow.h"
|
|
#include "CTradeWindow.h"
|
|
#include "GUIClasses.h"
|
|
|
|
#include "../CBitmapHandler.h"
|
|
#include "../CGameInfo.h"
|
|
#include "../CMessage.h"
|
|
#include "../CMusicHandler.h"
|
|
#include "../CPlayerInterface.h"
|
|
#include "../Graphics.h"
|
|
|
|
#include "../gui/CGuiHandler.h"
|
|
#include "../gui/SDL_Extensions.h"
|
|
#include "../windows/InfoWindows.h"
|
|
#include "../widgets/MiscWidgets.h"
|
|
#include "../widgets/CComponent.h"
|
|
|
|
#include "../../CCallback.h"
|
|
#include "../../lib/CArtHandler.h"
|
|
#include "../../lib/CBuildingHandler.h"
|
|
#include "../../lib/CCreatureHandler.h"
|
|
#include "../../lib/CGeneralTextHandler.h"
|
|
#include "../../lib/CModHandler.h"
|
|
#include "../../lib/spells/CSpellHandler.h"
|
|
#include "../../lib/CTownHandler.h"
|
|
#include "../../lib/GameConstants.h"
|
|
#include "../../lib/mapObjects/CGHeroInstance.h"
|
|
#include "../../lib/mapObjects/CGTownInstance.h"
|
|
|
|
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;
|
|
}
|
|
|
|
CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town, const CStructure * Str)
|
|
: CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE | CShowableAnim::USE_RLE), parent(Par), town(Town), str(Str), stateCounter(80)
|
|
{
|
|
recActions = ACTIVATE | DEACTIVATE | DISPOSE | SHARE_POS;
|
|
addUsedEvents(LCLICK | RCLICK | HOVER);
|
|
pos.x += str->pos.x;
|
|
pos.y += str->pos.y;
|
|
|
|
if(!str->borderName.empty())
|
|
border = BitmapHandler::loadBitmap(str->borderName, true);
|
|
else
|
|
border = nullptr;
|
|
|
|
if(!str->areaName.empty())
|
|
area = BitmapHandler::loadBitmap(str->areaName);
|
|
else
|
|
area = nullptr;
|
|
}
|
|
|
|
CBuildingRect::~CBuildingRect()
|
|
{
|
|
SDL_FreeSurface(border);
|
|
SDL_FreeSurface(area);
|
|
}
|
|
|
|
bool CBuildingRect::operator<(const CBuildingRect & p2) const
|
|
{
|
|
return (str->pos.z) < (p2.str->pos.z);
|
|
|
|
}
|
|
|
|
void CBuildingRect::hover(bool on)
|
|
{
|
|
if(on)
|
|
{
|
|
if(!(active & MOVE))
|
|
addUsedEvents(MOVE);
|
|
}
|
|
else
|
|
{
|
|
if(active & MOVE)
|
|
removeUsedEvents(MOVE);
|
|
|
|
if(parent->selectedBuilding == this)
|
|
{
|
|
parent->selectedBuilding = nullptr;
|
|
GH.statusbar->clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBuildingRect::clickLeft(tribool down, bool previousState)
|
|
{
|
|
if(previousState && getBuilding() && area && !down && (parent->selectedBuilding == this))
|
|
if(!CSDL_Ext::isTransparent(area, GH.current->motion.x - pos.x, GH.current->motion.y - pos.y)) //inside building image
|
|
parent->buildingClicked(getBuilding()->bid);
|
|
}
|
|
|
|
void CBuildingRect::clickRight(tribool down, bool previousState)
|
|
{
|
|
if((!area) || (!((bool)down)) || (this != parent->selectedBuilding) || getBuilding() == nullptr)
|
|
return;
|
|
if(!CSDL_Ext::isTransparent(area, GH.current->motion.x - pos.x, GH.current->motion.y - pos.y)) //inside building image
|
|
{
|
|
BuildingID bid = getBuilding()->bid;
|
|
const CBuilding * bld = town->town->buildings.at(bid);
|
|
if(bid < BuildingID::DWELL_FIRST)
|
|
{
|
|
CRClickPopup::createAndPush(CInfoWindow::genText(bld->Name(), bld->Description()),
|
|
new CComponent(CComponent::building, bld->town->faction->index, bld->bid));
|
|
}
|
|
else
|
|
{
|
|
int level = (bid - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
|
|
GH.pushInt(new CDwellingInfoBox(parent->pos.x + parent->pos.w / 2, parent->pos.y + parent->pos.h / 2, town, level));
|
|
}
|
|
}
|
|
}
|
|
|
|
SDL_Color multiplyColors(const SDL_Color & b, const SDL_Color & a, double f)
|
|
{
|
|
SDL_Color ret;
|
|
ret.r = a.r * f + b.r * (1 - f);
|
|
ret.g = a.g * f + b.g * (1 - f);
|
|
ret.b = a.b * f + b.b * (1 - f);
|
|
ret.a = a.a * f + b.b * (1 - f);
|
|
return ret;
|
|
}
|
|
|
|
void CBuildingRect::show(SDL_Surface * to)
|
|
{
|
|
const ui32 stageDelay = 16;
|
|
|
|
const ui32 S1_TRANSP = 16; //0.5 sec building appear 0->100 transparency
|
|
const ui32 S2_WHITE_B = 32; //0.5 sec border glows from white to yellow
|
|
const ui32 S3_YELLOW_B = 48; //0.5 sec border glows from yellow to normal
|
|
const ui32 BUILDED = 80; // 1 sec delay, nothing happens
|
|
|
|
if(stateCounter < S1_TRANSP)
|
|
{
|
|
setAlpha(255 * stateCounter / stageDelay);
|
|
CShowableAnim::show(to);
|
|
}
|
|
else
|
|
{
|
|
setAlpha(255);
|
|
CShowableAnim::show(to);
|
|
}
|
|
|
|
if(border && stateCounter > S1_TRANSP)
|
|
{
|
|
if(stateCounter == BUILDED)
|
|
{
|
|
if(parent->selectedBuilding == this)
|
|
blitAtLoc(border, 0, 0, to);
|
|
return;
|
|
}
|
|
if(border->format->palette != nullptr)
|
|
{
|
|
// key colors in glowing border
|
|
SDL_Color c1 = {200, 200, 200, 255};
|
|
SDL_Color c2 = {120, 100, 60, 255};
|
|
SDL_Color c3 = {200, 180, 110, 255};
|
|
|
|
ui32 colorID = SDL_MapRGB(border->format, c3.r, c3.g, c3.b);
|
|
SDL_Color oldColor = border->format->palette->colors[colorID];
|
|
SDL_Color newColor;
|
|
|
|
if(stateCounter < S2_WHITE_B)
|
|
newColor = multiplyColors(c1, c2, static_cast<double>(stateCounter % stageDelay) / stageDelay);
|
|
else if(stateCounter < S3_YELLOW_B)
|
|
newColor = multiplyColors(c2, c3, static_cast<double>(stateCounter % stageDelay) / stageDelay);
|
|
else
|
|
newColor = oldColor;
|
|
|
|
SDL_SetColors(border, &newColor, colorID, 1);
|
|
blitAtLoc(border, 0, 0, to);
|
|
SDL_SetColors(border, &oldColor, colorID, 1);
|
|
}
|
|
}
|
|
if(stateCounter < BUILDED)
|
|
stateCounter++;
|
|
}
|
|
|
|
void CBuildingRect::showAll(SDL_Surface * to)
|
|
{
|
|
if(stateCounter == 0)
|
|
return;
|
|
|
|
CShowableAnim::showAll(to);
|
|
if(!active && parent->selectedBuilding == this && border)
|
|
blitAtLoc(border, 0, 0, to);
|
|
}
|
|
|
|
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)->Name();
|
|
else //dwellings - recruit %creature%
|
|
{
|
|
auto & availableCreatures = town->creatures[(bid - 30) % GameConstants::CREATURES_PER_TOWN].second;
|
|
if(availableCreatures.size())
|
|
{
|
|
int creaID = availableCreatures.back(); //taking last of available creatures
|
|
return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures.at(creaID)->namePl;
|
|
}
|
|
else
|
|
{
|
|
logGlobal->warnStream() << "Problem: dwelling with id " << bid << " offers no creatures!";
|
|
return "#ERROR#";
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBuildingRect::mouseMoved(const SDL_MouseMotionEvent & sEvent)
|
|
{
|
|
if(area && isItIn(&pos, sEvent.x, sEvent.y))
|
|
{
|
|
if(CSDL_Ext::isTransparent(area, GH.current->motion.x - pos.x, GH.current->motion.y - pos.y)) //hovered pixel is inside this building
|
|
{
|
|
if(parent->selectedBuilding == this)
|
|
{
|
|
parent->selectedBuilding = nullptr;
|
|
GH.statusbar->clear();
|
|
}
|
|
}
|
|
else //inside the area of this building
|
|
{
|
|
if(!parent->selectedBuilding //no building hovered
|
|
|| (*parent->selectedBuilding) < (*this)) //or we are on top
|
|
{
|
|
parent->selectedBuilding = this;
|
|
GH.statusbar->setText(getSubtitle());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance * Town, int level)
|
|
: CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "CRTOINFO", Point(centerX, centerY))
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
|
|
const CCreature * creature = CGI->creh->creatures.at(Town->creatures.at(level).second.back());
|
|
|
|
title = new CLabel(80, 30, FONT_SMALL, CENTER, Colors::WHITE, creature->namePl);
|
|
animation = new CCreaturePic(30, 44, creature, true, true);
|
|
|
|
std::string text = boost::lexical_cast<std::string>(Town->creatures.at(level).first);
|
|
available = new CLabel(80, 190, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[217] + text);
|
|
costPerTroop = new CLabel(80, 227, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[346]);
|
|
|
|
for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
|
|
{
|
|
if(creature->cost[i])
|
|
{
|
|
resPicture.push_back(new CAnimImage("RESOURCE", i, 0, 0, 0));
|
|
resAmount.push_back(new CLabel(0, 0, FONT_SMALL, CENTER, Colors::WHITE, boost::lexical_cast<std::string>(creature->cost[i])));
|
|
}
|
|
}
|
|
|
|
int posY = 238;
|
|
int posX = pos.w / 2 - resAmount.size() * 25 + 5;
|
|
for(size_t i = 0; i < resAmount.size(); i++)
|
|
{
|
|
resPicture[i]->moveBy(Point(posX, posY));
|
|
resAmount[i]->moveBy(Point(posX + 16, posY + 43));
|
|
posX += 50;
|
|
}
|
|
}
|
|
|
|
void CHeroGSlot::hover(bool on)
|
|
{
|
|
if(!on)
|
|
{
|
|
GH.statusbar->clear();
|
|
return;
|
|
}
|
|
CHeroGSlot * other = upg ? owner->garrisonedHero : owner->visitingHero;
|
|
std::string temp;
|
|
if(hero)
|
|
{
|
|
if(selection) //view NNN
|
|
{
|
|
temp = CGI->generaltexth->tcommands[4];
|
|
boost::algorithm::replace_first(temp, "%s", hero->name);
|
|
}
|
|
else if(other->hero && other->selection) //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->selection && 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->setText(temp);
|
|
}
|
|
|
|
void CHeroGSlot::clickLeft(tribool down, bool previousState)
|
|
{
|
|
CHeroGSlot * other = upg ? owner->garrisonedHero : owner->visitingHero;
|
|
if(!down)
|
|
{
|
|
owner->garr->setSplittingMode(false);
|
|
owner->garr->selectSlot(nullptr);
|
|
|
|
if(hero && selection)
|
|
{
|
|
setHighlight(false);
|
|
LOCPLINT->openHeroWindow(hero);
|
|
}
|
|
else if(other->hero && other->selection)
|
|
{
|
|
bool allow = true;
|
|
if(upg) //moving hero out of town - check if it is allowed
|
|
{
|
|
if(!hero && LOCPLINT->cb->howManyHeroes(false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)
|
|
{
|
|
std::string tmp = CGI->generaltexth->allTexts[18]; //You already have %d adventuring heroes under your command.
|
|
boost::algorithm::replace_first(tmp, "%d", boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes(false)));
|
|
LOCPLINT->showInfoDialog(tmp, std::vector<CComponent *>(), 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<CComponent *>(), 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)
|
|
{
|
|
owner->swapArmies();
|
|
hero = other->hero;
|
|
}
|
|
}
|
|
else if(hero)
|
|
{
|
|
setHighlight(true);
|
|
owner->garr->selectSlot(nullptr);
|
|
showAll(screen2);
|
|
}
|
|
hover(false);
|
|
hover(true); //refresh statusbar
|
|
}
|
|
}
|
|
|
|
void CHeroGSlot::clickRight(tribool down, bool previousState)
|
|
{
|
|
if(hero && down)
|
|
{
|
|
GH.pushInt(new CInfoBoxPopup(Point(pos.x + 175, pos.y + 100), hero));
|
|
}
|
|
}
|
|
|
|
void CHeroGSlot::deactivate()
|
|
{
|
|
vstd::clear_pointer(selection);
|
|
CIntObject::deactivate();
|
|
}
|
|
|
|
CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance * h, HeroSlots * Owner)
|
|
{
|
|
owner = Owner;
|
|
pos.x += x;
|
|
pos.y += y;
|
|
pos.w = 58;
|
|
pos.h = 64;
|
|
upg = updown;
|
|
selection = nullptr;
|
|
image = nullptr;
|
|
set(h);
|
|
|
|
addUsedEvents(LCLICK | RCLICK | HOVER);
|
|
}
|
|
|
|
CHeroGSlot::~CHeroGSlot()
|
|
{
|
|
}
|
|
|
|
void CHeroGSlot::setHighlight(bool on)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
vstd::clear_pointer(selection);
|
|
if(on)
|
|
selection = new CAnimImage("TWCRPORT", 1, 0);
|
|
|
|
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)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
if(image)
|
|
delete image;
|
|
hero = newHero;
|
|
if(newHero)
|
|
image = new CAnimImage("PortraitsLarge", newHero->portrait, 0, 0, 0);
|
|
else if(!upg && owner->showEmpty) //up garrison
|
|
image = new CAnimImage("CREST58", LOCPLINT->castleInt->town->getOwner().getNum(), 0, 0, 0);
|
|
else
|
|
image = nullptr;
|
|
}
|
|
|
|
template<class ptr>
|
|
class SORTHELP
|
|
{
|
|
public:
|
|
bool operator()(const ptr * a, const ptr * b)
|
|
{
|
|
return (*a) < (*b);
|
|
}
|
|
};
|
|
|
|
SORTHELP<CBuildingRect> buildSorter;
|
|
SORTHELP<CStructure> structSorter;
|
|
|
|
CCastleBuildings::CCastleBuildings(const CGTownInstance * Town)
|
|
: town(Town), selectedBuilding(nullptr)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
|
|
background = new CPicture(town->town->clientInfo.townBackground);
|
|
pos.w = background->pos.w;
|
|
pos.h = background->pos.h;
|
|
|
|
recreate();
|
|
}
|
|
|
|
void CCastleBuildings::recreate()
|
|
{
|
|
selectedBuilding = nullptr;
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
//clear existing buildings
|
|
for(auto build : buildings)
|
|
delete build;
|
|
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->warnStream() << "Shipyard in non-coastal town!";
|
|
std::vector<const CGObjectInstance *> 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(new CBuildingRect(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(new CBuildingRect(this, town, toAdd));
|
|
}
|
|
boost::sort(buildings, [](const CBuildingRect * a, const CBuildingRect * b)
|
|
{
|
|
return *a < *b;
|
|
});
|
|
}
|
|
|
|
CCastleBuildings::~CCastleBuildings()
|
|
{
|
|
}
|
|
|
|
void CCastleBuildings::addBuilding(BuildingID building)
|
|
{
|
|
//FIXME: implement faster method without complete recreation of town
|
|
BuildingID base = town->town->buildings.at(building)->getBase();
|
|
|
|
recreate();
|
|
|
|
auto & structures = groups.at(base);
|
|
|
|
for(CBuildingRect * rect : buildings)
|
|
{
|
|
if(vstd::contains(structures, rect->str))
|
|
{
|
|
//reset animation
|
|
if(structures.size() == 1)
|
|
rect->stateCounter = 0; // transparency -> fully visible stage
|
|
else
|
|
rect->stateCounter = 16; // already in fully visible stage
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCastleBuildings::removeBuilding(BuildingID building)
|
|
{
|
|
//FIXME: implement faster method without complete recreation of town
|
|
recreate();
|
|
}
|
|
|
|
void CCastleBuildings::show(SDL_Surface * to)
|
|
{
|
|
CIntObject::show(to);
|
|
for(CBuildingRect * str : buildings)
|
|
str->show(to);
|
|
}
|
|
|
|
void CCastleBuildings::showAll(SDL_Surface * to)
|
|
{
|
|
CIntObject::showAll(to);
|
|
for(CBuildingRect * str : buildings)
|
|
str->showAll(to);
|
|
}
|
|
|
|
const CGHeroInstance * CCastleBuildings::getHero()
|
|
{
|
|
if(town->visitingHero)
|
|
return town->visitingHero;
|
|
if(town->garrisonHero)
|
|
return town->garrisonHero;
|
|
return nullptr;
|
|
}
|
|
|
|
void CCastleBuildings::buildingClicked(BuildingID building)
|
|
{
|
|
logGlobal->traceStream() << "You've clicked on " << building;
|
|
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.pushInt(new CFortScreen(town));
|
|
break;
|
|
|
|
case BuildingID::VILLAGE_HALL:
|
|
case BuildingID::CITY_HALL:
|
|
case BuildingID::TOWN_HALL:
|
|
case BuildingID::CAPITOL:
|
|
enterTownHall();
|
|
break;
|
|
|
|
case BuildingID::MARKETPLACE:
|
|
GH.pushInt(new CMarketplaceWindow(town, town->visitingHero));
|
|
break;
|
|
|
|
case BuildingID::BLACKSMITH:
|
|
enterBlacksmith(town->town->warMachine);
|
|
break;
|
|
|
|
case BuildingID::SPECIAL_1:
|
|
switch(town->subID)
|
|
{
|
|
case ETownType::RAMPART: //Mystic Pond
|
|
enterFountain(building);
|
|
break;
|
|
|
|
case ETownType::TOWER:
|
|
case ETownType::DUNGEON: //Artifact Merchant
|
|
case ETownType::CONFLUX:
|
|
if(town->visitingHero)
|
|
GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, EMarketMode::RESOURCE_ARTIFACT));
|
|
else
|
|
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
|
|
break;
|
|
|
|
default:
|
|
enterBuilding(building);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case BuildingID::SHIP:
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
|
|
break;
|
|
|
|
case BuildingID::SPECIAL_2:
|
|
switch(town->subID)
|
|
{
|
|
case ETownType::RAMPART: //Fountain of Fortune
|
|
enterFountain(building);
|
|
break;
|
|
|
|
case ETownType::STRONGHOLD: //Freelancer's Guild
|
|
if(getHero())
|
|
GH.pushInt(new CMarketplaceWindow(town, getHero(), EMarketMode::CREATURE_RESOURCE));
|
|
else
|
|
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
|
|
break;
|
|
|
|
case ETownType::CONFLUX: //Magic University
|
|
if(getHero())
|
|
GH.pushInt(new CUniversityWindow(getHero(), town));
|
|
else
|
|
enterBuilding(building);
|
|
break;
|
|
|
|
default:
|
|
enterBuilding(building);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case BuildingID::SPECIAL_3:
|
|
switch(town->subID)
|
|
{
|
|
case ETownType::CASTLE: //Brotherhood of sword
|
|
LOCPLINT->showTavernWindow(town);
|
|
break;
|
|
|
|
case ETownType::INFERNO: //Castle Gate
|
|
enterCastleGate();
|
|
break;
|
|
|
|
case ETownType::NECROPOLIS: //Skeleton Transformer
|
|
GH.pushInt(new CTransformerWindow(getHero(), town));
|
|
break;
|
|
|
|
case ETownType::DUNGEON: //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 ETownType::STRONGHOLD: //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->Name()));
|
|
return;
|
|
}
|
|
int price = CGI->arth->artifacts[artifactID]->price;
|
|
bool possible = LOCPLINT->cb->getResourceAmount(Res::GOLD) >= price && !hero->hasArt(artifactID);
|
|
CreatureID cre = artifactID.toArtifact()->warMachine;
|
|
GH.pushInt(new CBlacksmithDialog(possible, cre, artifactID, hero->id));
|
|
}
|
|
|
|
void CCastleBuildings::enterBuilding(BuildingID building)
|
|
{
|
|
std::vector<CComponent *> comps(1, new CComponent(CComponent::building, town->subID, building));
|
|
|
|
LOCPLINT->showInfoDialog(
|
|
town->town->buildings.find(building)->second->Description(), comps);
|
|
}
|
|
|
|
void CCastleBuildings::enterCastleGate()
|
|
{
|
|
if(!town->visitingHero)
|
|
{
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126]);
|
|
return; //only visiting hero can use castle gates
|
|
}
|
|
std::vector<int> availableTowns;
|
|
std::vector<const CGTownInstance *> Towns = LOCPLINT->cb->getTownsInfo(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->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
|
|
{
|
|
availableTowns.push_back(t->id.getNum()); //add to the list
|
|
}
|
|
}
|
|
auto gateIcon = new CAnimImage(town->town->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE); //will be deleted by selection window
|
|
GH.pushInt(new CObjectListWindow(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.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, -87));
|
|
}
|
|
|
|
void CCastleBuildings::enterFountain(BuildingID building)
|
|
{
|
|
std::vector<CComponent *> comps(1, new CComponent(CComponent::building, town->subID, building));
|
|
|
|
std::string descr = town->town->buildings.find(building)->second->Description();
|
|
|
|
if(building == BuildingID::FOUNTAIN_OF_FORTUNE)
|
|
descr += "\n\n" + town->town->buildings.find(BuildingID::MYSTIC_POND)->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]);
|
|
boost::algorithm::replace_first(descr, "%d", boost::lexical_cast<std::string>(town->bonusValue.second));
|
|
}
|
|
LOCPLINT->showInfoDialog(descr, comps);
|
|
}
|
|
|
|
void CCastleBuildings::enterMagesGuild()
|
|
{
|
|
const CGHeroInstance * hero = getHero();
|
|
|
|
if(hero && !hero->hasSpellbook()) //hero doesn't have spellbok
|
|
{
|
|
if(LOCPLINT->cb->getResourceAmount(Res::GOLD) < 500) //not enough gold to buy spellbook
|
|
{
|
|
openMagesGuild();
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]);
|
|
}
|
|
else
|
|
{
|
|
CFunctionList<void()> onYes = [this](){ openMagesGuild(); };
|
|
CFunctionList<void()> onNo = onYes;
|
|
onYes += [hero](){ LOCPLINT->cb->buyArtifact(hero, ArtifactID::SPELLBOOK); };
|
|
std::vector<CComponent *> components(1, new CComponent(CComponent::artifact, ArtifactID::SPELLBOOK, 0));
|
|
|
|
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214], onYes, onNo, true, components);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
openMagesGuild();
|
|
}
|
|
}
|
|
|
|
void CCastleBuildings::enterTownHall()
|
|
{
|
|
if(town->visitingHero && town->visitingHero->hasArt(2) &&
|
|
!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(); },
|
|
true);
|
|
}
|
|
else
|
|
{
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);
|
|
dynamic_cast<CInfoWindow *>(GH.topInt())->buttons[0]->addCallback(std::bind(&CCastleBuildings::openTownHall, this));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
openTownHall();
|
|
}
|
|
}
|
|
|
|
void CCastleBuildings::openMagesGuild()
|
|
{
|
|
std::string mageGuildBackground;
|
|
mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground;
|
|
GH.pushInt(new CMageGuildScreen(LOCPLINT->castleInt, mageGuildBackground));
|
|
}
|
|
|
|
void CCastleBuildings::openTownHall()
|
|
{
|
|
GH.pushInt(new CHallInterface(town));
|
|
}
|
|
|
|
CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from)
|
|
: CWindowObject(PLAYER_COLORED | BORDERED), hall(nullptr), fort(nullptr), town(Town)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
LOCPLINT->castleInt = this;
|
|
addUsedEvents(KEYBOARD);
|
|
|
|
builds = new CCastleBuildings(town);
|
|
panel = new CPicture("TOWNSCRN", 0, builds->pos.h);
|
|
panel->colorize(LOCPLINT->playerID);
|
|
pos.w = panel->pos.w;
|
|
pos.h = builds->pos.h + panel->pos.h;
|
|
center();
|
|
updateShadow();
|
|
|
|
garr = new CGarrisonInt(305, 387, 4, Point(0, 96), panel->bg, Point(62, 374), town->getUpperArmy(), town->visitingHero);
|
|
garr->type |= REDRAW_PARENT;
|
|
|
|
heroes = new HeroSlots(town, Point(241, 387), Point(241, 483), garr, true);
|
|
title = new CLabel(85, 387, FONT_MEDIUM, TOPLEFT, Colors::WHITE, town->name);
|
|
income = new CLabel(195, 443, FONT_SMALL, CENTER);
|
|
icon = new CAnimImage("ITPT", 0, 0, 15, 387);
|
|
|
|
exit = new CButton(Point(744, 544), "TSBTNS", CButton::tooltip(CGI->generaltexth->tcommands[8]), [&](){close();}, SDLK_RETURN);
|
|
exit->assignedKeys.insert(SDLK_ESCAPE);
|
|
exit->setImageOrder(4, 5, 6, 7);
|
|
|
|
split = new CButton(Point(744, 382), "TSBTNS.DEF", CButton::tooltip(CGI->generaltexth->tcommands[3]), [&](){garr->splitClick();});
|
|
split->addCallback(std::bind(&HeroSlots::splitClicked, heroes));
|
|
garr->addSplitBtn(split);
|
|
|
|
Rect barRect(9, 182, 732, 18);
|
|
statusbar = new CGStatusBar(new CPicture(*panel, barRect, 9, 555, false));
|
|
resdatabar = new CResDataBar("ARESBAR", 3, 575, 32, 2, 85, 85);
|
|
|
|
townlist = new CTownList(3, Point(744, 414), "IAM014", "IAM015");
|
|
if(from)
|
|
townlist->select(from);
|
|
|
|
townlist->select(town); //this will scroll list to select current town
|
|
townlist->onSelect = std::bind(&CCastleInterface::townChange, this);
|
|
|
|
recreateIcons();
|
|
CCS->musich->playMusic(town->town->clientInfo.musicTheme, true);
|
|
}
|
|
|
|
CCastleInterface::~CCastleInterface()
|
|
{
|
|
LOCPLINT->castleInt = nullptr;
|
|
}
|
|
|
|
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)
|
|
adventureInt->select(town->visitingHero);
|
|
else
|
|
adventureInt->select(town);
|
|
}
|
|
CWindowObject::close();
|
|
}
|
|
|
|
void CCastleInterface::castleTeleport(int where)
|
|
{
|
|
const CGTownInstance * dest = LOCPLINT->cb->getTown(ObjectInstanceID(where));
|
|
LOCPLINT->cb->teleportHero(town->visitingHero, dest);
|
|
LOCPLINT->eraseCurrentPathOf(town->visitingHero, false);
|
|
}
|
|
|
|
void CCastleInterface::townChange()
|
|
{
|
|
const CGTownInstance * dest = LOCPLINT->towns[townlist->getSelectedIndex()];
|
|
const CGTownInstance * town = this->town; // "this" is going to be deleted
|
|
if(dest == town)
|
|
return;
|
|
close();
|
|
GH.pushInt(new CCastleInterface(dest, town));
|
|
}
|
|
|
|
void CCastleInterface::addBuilding(BuildingID bid)
|
|
{
|
|
deactivate();
|
|
builds->addBuilding(bid);
|
|
recreateIcons();
|
|
activate();
|
|
}
|
|
|
|
void CCastleInterface::removeBuilding(BuildingID bid)
|
|
{
|
|
deactivate();
|
|
builds->removeBuilding(bid);
|
|
recreateIcons();
|
|
activate();
|
|
}
|
|
|
|
void CCastleInterface::recreateIcons()
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
delete fort;
|
|
delete hall;
|
|
size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
|
|
|
|
icon->setFrame(iconIndex);
|
|
TResources townIncome = town->dailyIncome();
|
|
income->setText(boost::lexical_cast<std::string>(townIncome[Res::GOLD]));
|
|
|
|
hall = new CTownInfo(80, 413, town, true);
|
|
fort = new CTownInfo(122, 413, town, false);
|
|
|
|
for(auto & elem : creainfo)
|
|
delete elem;
|
|
creainfo.clear();
|
|
|
|
for(size_t i = 0; i < 4; i++)
|
|
creainfo.push_back(new CCreaInfo(Point(14 + 55 * i, 459), town, i));
|
|
|
|
for(size_t i = 0; i < 4; i++)
|
|
creainfo.push_back(new CCreaInfo(Point(14 + 55 * i, 507), town, i + 4));
|
|
}
|
|
|
|
CCreaInfo::CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact, bool ShowAvailable)
|
|
: town(Town), level(Level), showAvailable(ShowAvailable)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
pos += position;
|
|
|
|
if(town->creatures.size() <= level || town->creatures[level].second.empty())
|
|
{
|
|
level = -1;
|
|
label = nullptr;
|
|
picture = nullptr;
|
|
creature = nullptr;
|
|
return; //No creature
|
|
}
|
|
addUsedEvents(LCLICK | RCLICK | HOVER);
|
|
|
|
ui32 creatureID = town->creatures[level].second.back();
|
|
creature = CGI->creh->creatures[creatureID];
|
|
|
|
picture = new CAnimImage("CPRSMALL", creature->iconIndex, 0, 8, 0);
|
|
|
|
std::string value;
|
|
if(showAvailable)
|
|
value = boost::lexical_cast<std::string>(town->creatures[level].first);
|
|
else
|
|
value = boost::lexical_cast<std::string>(town->creatureGrowth(level));
|
|
|
|
if(compact)
|
|
{
|
|
label = new CLabel(40, 32, FONT_TINY, BOTTOMRIGHT, Colors::WHITE, value);
|
|
pos.x += 8;
|
|
pos.w = 32;
|
|
pos.h = 32;
|
|
}
|
|
else
|
|
{
|
|
label = new CLabel(24, 40, FONT_SMALL, CENTER, Colors::WHITE, value);
|
|
pos.w = 48;
|
|
pos.h = 48;
|
|
}
|
|
}
|
|
|
|
void CCreaInfo::update()
|
|
{
|
|
if(label)
|
|
{
|
|
std::string value;
|
|
if(showAvailable)
|
|
value = boost::lexical_cast<std::string>(town->creatures[level].first);
|
|
else
|
|
value = boost::lexical_cast<std::string>(town->creatureGrowth(level));
|
|
|
|
if(value != label->text)
|
|
label->setText(value);
|
|
}
|
|
}
|
|
|
|
void CCreaInfo::hover(bool on)
|
|
{
|
|
std::string message = CGI->generaltexth->allTexts[588];
|
|
boost::algorithm::replace_first(message, "%s", creature->namePl);
|
|
|
|
if(on)
|
|
{
|
|
GH.statusbar->setText(message);
|
|
}
|
|
else if(message == GH.statusbar->getText())
|
|
GH.statusbar->clear();
|
|
}
|
|
|
|
void CCreaInfo::clickLeft(tribool down, bool previousState)
|
|
{
|
|
if(previousState && (!down))
|
|
{
|
|
int offset = LOCPLINT->castleInt ? (-87) : 0;
|
|
auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); };
|
|
GH.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, offset));
|
|
}
|
|
}
|
|
|
|
int CCreaInfo::AddToString(std::string from, std::string & to, int numb)
|
|
{
|
|
if(numb == 0)
|
|
return 0;
|
|
boost::algorithm::replace_first(from, "%+d", (numb > 0 ? "+" : "") + boost::lexical_cast<std::string>(numb)); //negative values don't need "+"
|
|
to += "\n" + from;
|
|
return numb;
|
|
}
|
|
|
|
std::string CCreaInfo::genGrowthText()
|
|
{
|
|
GrowthInfo gi = town->getGrowthInfo(level);
|
|
std::string descr = boost::str(boost::format(CGI->generaltexth->allTexts[589]) % creature->nameSing % gi.totalGrowth());
|
|
|
|
for(const GrowthInfo::Entry & entry : gi.entries)
|
|
{
|
|
descr += "\n" + entry.description;
|
|
}
|
|
|
|
return descr;
|
|
}
|
|
|
|
void CCreaInfo::clickRight(tribool down, bool previousState)
|
|
{
|
|
if(down)
|
|
{
|
|
if(showAvailable)
|
|
GH.pushInt(new CDwellingInfoBox(screen->w / 2, screen->h / 2, town, level));
|
|
else
|
|
CRClickPopup::createAndPush(genGrowthText(), new CComponent(CComponent::creature, creature->idNumber));
|
|
}
|
|
}
|
|
|
|
CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance * Town, bool townHall)
|
|
: town(Town), building(nullptr)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
addUsedEvents(RCLICK | HOVER);
|
|
pos.x += posX;
|
|
pos.y += posY;
|
|
int buildID;
|
|
|
|
picture = nullptr;
|
|
|
|
if(townHall)
|
|
{
|
|
buildID = 10 + town->hallLevel();
|
|
picture = new CAnimImage("ITMTL.DEF", town->hallLevel());
|
|
}
|
|
else
|
|
{
|
|
buildID = 6 + town->fortLevel();
|
|
if(buildID == 6)
|
|
return; //FIXME: suspicious statement, fix or comment
|
|
picture = new CAnimImage("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->setText(building->Name());
|
|
}
|
|
else
|
|
GH.statusbar->clear();
|
|
}
|
|
|
|
void CTownInfo::clickRight(tribool down, bool previousState)
|
|
{
|
|
if(building && down)
|
|
CRClickPopup::createAndPush(CInfoWindow::genText(building->Name(), building->Description()),
|
|
new CComponent(CComponent::building, building->town->faction->index, building->bid));
|
|
|
|
}
|
|
|
|
void CCastleInterface::keyPressed(const SDL_KeyboardEvent & key)
|
|
{
|
|
if(key.state != SDL_PRESSED)
|
|
return;
|
|
|
|
switch(key.keysym.sym)
|
|
{
|
|
#if 0 // code that can be used to fix blit order in towns using +/- keys. Quite ugly but works
|
|
case SDLK_KP_PLUS:
|
|
if(builds->selectedBuilding)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
CStructure * str = const_cast<CStructure *>(builds->selectedBuilding->str);
|
|
str->pos.z++;
|
|
delete builds;
|
|
builds = new CCastleBuildings(town);
|
|
|
|
for(const CStructure * str : town->town->clientInfo.structures)
|
|
{
|
|
if(str->building)
|
|
logGlobal->errorStream() << int(str->building->bid) << " -> " << int(str->pos.z);
|
|
}
|
|
}
|
|
break;
|
|
case SDLK_KP_MINUS:
|
|
if(builds->selectedBuilding)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
CStructure * str = const_cast<CStructure *>(builds->selectedBuilding->str);
|
|
str->pos.z--;
|
|
delete builds;
|
|
builds = new CCastleBuildings(town);
|
|
|
|
for(const CStructure * str : town->town->clientInfo.structures)
|
|
{
|
|
if(str->building)
|
|
logGlobal->errorStream() << int(str->building->bid) << " -> " << int(str->pos.z);
|
|
}
|
|
|
|
}
|
|
break;
|
|
#endif
|
|
case SDLK_UP:
|
|
townlist->selectPrev();
|
|
break;
|
|
case SDLK_DOWN:
|
|
townlist->selectNext();
|
|
break;
|
|
case SDLK_SPACE:
|
|
heroes->swapArmies();
|
|
break;
|
|
case SDLK_t:
|
|
if(town->hasBuilt(BuildingID::TAVERN))
|
|
LOCPLINT->showTavernWindow(town);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
HeroSlots::HeroSlots(const CGTownInstance * Town, Point garrPos, Point visitPos, CGarrisonInt * Garrison, bool ShowEmpty)
|
|
: showEmpty(ShowEmpty), town(Town), garr(Garrison)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
garrisonedHero = new CHeroGSlot(garrPos.x, garrPos.y, 0, town->garrisonHero, this);
|
|
visitingHero = new CHeroGSlot(visitPos.x, visitPos.y, 1, town->visitingHero, this);
|
|
}
|
|
|
|
void HeroSlots::update()
|
|
{
|
|
garrisonedHero->set(town->garrisonHero);
|
|
visitingHero->set(town->visitingHero);
|
|
}
|
|
|
|
void HeroSlots::splitClicked()
|
|
{
|
|
if(!!town->visitingHero && town->garrisonHero && (visitingHero->selection || garrisonedHero->selection))
|
|
{
|
|
LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id, QueryID(-1));
|
|
}
|
|
}
|
|
|
|
void HeroSlots::swapArmies()
|
|
{
|
|
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
|
|
{
|
|
if(!town->visitingHero->canBeMergedWith(*town))
|
|
{
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[275], std::vector<CComponent *>(), soundBase::sound_todo);
|
|
return;
|
|
}
|
|
}
|
|
LOCPLINT->cb->swapGarrisonHero(town);
|
|
}
|
|
|
|
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->Name());
|
|
GH.statusbar->setText(toPrint);
|
|
}
|
|
else
|
|
GH.statusbar->clear();
|
|
}
|
|
|
|
void CHallInterface::CBuildingBox::clickLeft(tribool down, bool previousState)
|
|
{
|
|
if(previousState && (!down))
|
|
GH.pushInt(new CBuildWindow(town, building, state, 0));
|
|
}
|
|
|
|
void CHallInterface::CBuildingBox::clickRight(tribool down, bool previousState)
|
|
{
|
|
if(down)
|
|
GH.pushInt(new CBuildWindow(town, building, state, 1));
|
|
}
|
|
|
|
CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building)
|
|
: town(Town), building(Building)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
addUsedEvents(LCLICK | RCLICK | 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};
|
|
|
|
new CAnimImage(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2);
|
|
new CAnimImage("TPTHBAR", panelIndex[state], 0, 1, 73);
|
|
if(iconIndex[state] >= 0)
|
|
new CAnimImage("TPTHCHK", iconIndex[state], 0, 136, 56);
|
|
new CLabel(75, 81, FONT_SMALL, CENTER, Colors::WHITE, building->Name());
|
|
|
|
//todo: add support for all possible states
|
|
if(state >= EBuildingState::BUILDING_ERROR)
|
|
state = EBuildingState::FORBIDDEN;
|
|
}
|
|
|
|
CHallInterface::CHallInterface(const CGTownInstance * Town)
|
|
: CWindowObject(PLAYER_COLORED | BORDERED, Town->town->clientInfo.hallBackground), town(Town)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
|
|
resdatabar = new CMinorResDataBar();
|
|
resdatabar->pos.x += pos.x;
|
|
resdatabar->pos.y += pos.y;
|
|
Rect barRect(5, 556, 740, 18);
|
|
statusBar = new CGStatusBar(new CPicture(*background, barRect, 5, 556, false));
|
|
|
|
title = new CLabel(399, 12, FONT_MEDIUM, CENTER, Colors::WHITE, town->town->buildings.at(BuildingID(town->hallLevel() + BuildingID::VILLAGE_HALL))->Name());
|
|
exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->hcommands[8]), [&](){close();}, SDLK_RETURN);
|
|
exit->assignedKeys.insert(SDLK_ESCAPE);
|
|
|
|
auto & boxList = town->town->clientInfo.hallSlots;
|
|
boxes.resize(boxList.size());
|
|
for(size_t row = 0; row < boxList.size(); row++) //for each row
|
|
{
|
|
for(size_t col = 0; col < boxList[row].size(); col++) //for each box
|
|
{
|
|
const CBuilding * building = nullptr;
|
|
for(auto & elem : boxList[row][col]) //we are looking for the first not build structure
|
|
{
|
|
auto buildingID = elem;
|
|
building = town->town->buildings.at(buildingID);
|
|
|
|
if(!vstd::contains(town->builtBuildings, buildingID))
|
|
break;
|
|
}
|
|
int posX = pos.w / 2 - boxList[row].size() * 154 / 2 - (boxList[row].size() - 1) * 20 + 194 * col,
|
|
posY = 35 + 104 * row;
|
|
|
|
if(building)
|
|
boxes[row].push_back(new CBuildingBox(posX, posY, town, building));
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBuildWindow::buyFunc()
|
|
{
|
|
LOCPLINT->cb->buildBuilding(town, building->bid);
|
|
GH.popInts(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->Name());
|
|
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)->Name();
|
|
};
|
|
|
|
ret = CGI->generaltexth->allTexts[52];
|
|
ret += "\n" + town->genBuildingRequirements(building->bid).toString(toStr);
|
|
break;
|
|
}
|
|
case EBuildingState::MISSING_BASE:
|
|
{
|
|
std::string msg = CGI->generaltexth->localizedTexts["townHall"]["missingBase"].String();
|
|
ret = boost::str(boost::format(msg) % town->town->buildings.at(building->upgrade)->Name());
|
|
break;
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
CBuildWindow::CBuildWindow(const CGTownInstance * Town, const CBuilding * Building, int state, bool rightClick)
|
|
: CWindowObject(PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0), "TPUBUILD"), town(Town), building(Building)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
|
|
new CAnimImage(town->town->clientInfo.buildingsIcons, building->bid, 0, 125, 50);
|
|
new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
|
|
|
|
new CLabel(197, 30, FONT_MEDIUM, CENTER, Colors::WHITE,
|
|
boost::str(boost::format(CGI->generaltexth->hcommands[7]) % building->Name()));
|
|
new CTextBox(building->Description(), Rect(33, 135, 329, 67), 0, FONT_MEDIUM, CENTER);
|
|
new CTextBox(getTextForState(state), Rect(33, 216, 329, 67), 0, FONT_SMALL, CENTER);
|
|
|
|
//Create components for all required resources
|
|
std::vector<CComponent *> components;
|
|
|
|
for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
|
|
{
|
|
if(building->resources[i])
|
|
{
|
|
components.push_back(new CComponent(CComponent::resource, i, building->resources[i], CComponent::small));
|
|
}
|
|
}
|
|
|
|
new CComponentBox(components, Rect(25, 300, pos.w - 50, 130));
|
|
|
|
if(!rightClick)
|
|
{ //normal window
|
|
std::string tooltipYes = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % building->Name());
|
|
std::string tooltipNo = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->Name());
|
|
|
|
CButton * buy = new CButton(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes), [&](){ buyFunc(); }, SDLK_RETURN);
|
|
buy->borderColor = Colors::METALLIC_GOLD;
|
|
buy->block(state != 7 || LOCPLINT->playerID != town->tempOwner);
|
|
|
|
CButton * cancel = new CButton(Point(290, 445), "ICANCEL", CButton::tooltip(tooltipNo), [&](){ close();}, SDLK_ESCAPE);
|
|
cancel->borderColor = Colors::METALLIC_GOLD;
|
|
}
|
|
}
|
|
|
|
|
|
std::string CFortScreen::getBgName(const CGTownInstance * town)
|
|
{
|
|
ui32 fortSize = town->creatures.size();
|
|
if(fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty())
|
|
fortSize--;
|
|
|
|
if(fortSize == GameConstants::CREATURES_PER_TOWN)
|
|
return "TPCASTL7";
|
|
else
|
|
return "TPCASTL8";
|
|
}
|
|
|
|
CFortScreen::CFortScreen(const CGTownInstance * town)
|
|
: CWindowObject(PLAYER_COLORED | BORDERED, getBgName(town))
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
ui32 fortSize = 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 = new CLabel(400, 12, FONT_BIG, CENTER, Colors::WHITE, fortBuilding->Name());
|
|
|
|
std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->Name());
|
|
exit = new CButton(Point(748, 556), "TPMAGE1", CButton::tooltip(text), [&](){ close(); }, SDLK_RETURN);
|
|
exit->assignedKeys.insert(SDLK_ESCAPE);
|
|
|
|
std::vector<Point> 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; i < fortSize; i++)
|
|
{
|
|
BuildingID buildingID;
|
|
if(fortSize == GameConstants::CREATURES_PER_TOWN)
|
|
{
|
|
if(vstd::contains(town->builtBuildings, 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(new RecruitArea(positions[i].x, positions[i].y, town, i));
|
|
}
|
|
|
|
resdatabar = new CMinorResDataBar();
|
|
resdatabar->pos.x += pos.x;
|
|
resdatabar->pos.y += pos.y;
|
|
|
|
Rect barRect(4, 554, 740, 18);
|
|
statusBar = new CGStatusBar(new CPicture(*background, barRect, 4, 554, false));
|
|
}
|
|
|
|
void CFortScreen::creaturesChanged()
|
|
{
|
|
for(auto & elem : recAreas)
|
|
elem->creaturesChanged();
|
|
}
|
|
|
|
LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int min, int max)
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
addUsedEvents(HOVER);
|
|
hoverText = descr;
|
|
std::string valueText;
|
|
if(min && max)
|
|
{
|
|
valueText = boost::lexical_cast<std::string>(min);
|
|
if(min != max)
|
|
valueText += '-' + boost::lexical_cast<std::string>(max);
|
|
}
|
|
name = new CLabel(3, 0, FONT_SMALL, TOPLEFT, Colors::WHITE, nameText);
|
|
value = new CLabel(pos.w - 3, pos.h - 2, FONT_SMALL, BOTTOMRIGHT, Colors::WHITE, valueText);
|
|
}
|
|
|
|
void LabeledValue::hover(bool on)
|
|
{
|
|
if(on)
|
|
GH.statusbar->setText(hoverText);
|
|
else
|
|
{
|
|
GH.statusbar->clear();
|
|
parent->hovered = false;
|
|
}
|
|
}
|
|
|
|
const CCreature * CFortScreen::RecruitArea::getMyCreature()
|
|
{
|
|
if(!town->creatures.at(level).second.empty()) // built
|
|
return VLC->creh->creatures[town->creatures.at(level).second.back()];
|
|
if(!town->town->creatures.at(level).empty()) // there are creatures on this level
|
|
return VLC->creh->creatures[town->town->creatures.at(level).front()];
|
|
return nullptr;
|
|
}
|
|
|
|
const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
|
|
{
|
|
BuildingID myID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
|
|
|
|
if(level == GameConstants::CREATURES_PER_TOWN)
|
|
return town->town->buildings.at(BuildingID::PORTAL_OF_SUMMON);
|
|
|
|
if(!town->town->buildings.count(myID))
|
|
return nullptr;
|
|
|
|
const CBuilding * build = town->town->buildings.at(myID);
|
|
while(town->town->buildings.count(myID))
|
|
{
|
|
if(town->hasBuilt(myID))
|
|
build = town->town->buildings.at(myID);
|
|
myID.advance(GameConstants::CREATURES_PER_TOWN);
|
|
}
|
|
return build;
|
|
}
|
|
|
|
CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance * Town, int Level)
|
|
: town(Town), level(Level), availableCount(nullptr)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
pos.x += posX;
|
|
pos.y += posY;
|
|
pos.w = 386;
|
|
pos.h = 126;
|
|
|
|
if(!town->creatures[level].second.empty())
|
|
addUsedEvents(LCLICK | RCLICK | HOVER); //Activate only if dwelling is present
|
|
|
|
icons = new CPicture("TPCAINFO", 261, 3);
|
|
|
|
if(getMyBuilding() != nullptr)
|
|
{
|
|
new CAnimImage(town->town->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21);
|
|
new CLabel(78, 101, FONT_SMALL, CENTER, Colors::WHITE, getMyBuilding()->Name());
|
|
|
|
if(vstd::contains(town->builtBuildings, getMyBuilding()->bid))
|
|
{
|
|
ui32 available = town->creatures[level].first;
|
|
std::string availableText = CGI->generaltexth->allTexts[217] + boost::lexical_cast<std::string>(available);
|
|
availableCount = new CLabel(78, 119, FONT_SMALL, CENTER, Colors::WHITE, availableText);
|
|
}
|
|
}
|
|
|
|
if(getMyCreature() != nullptr)
|
|
{
|
|
hoverText = boost::str(boost::format(CGI->generaltexth->tcommands[21]) % getMyCreature()->namePl);
|
|
new CCreaturePic(159, 4, getMyCreature(), false);
|
|
new CLabel(78, 11, FONT_SMALL, CENTER, Colors::WHITE, getMyCreature()->namePl);
|
|
|
|
Rect sizes(287, 4, 96, 18);
|
|
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], getMyCreature()->Attack()));
|
|
sizes.y += 20;
|
|
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], getMyCreature()->Defense()));
|
|
sizes.y += 21;
|
|
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], getMyCreature()->getMinDamage(), getMyCreature()->getMaxDamage()));
|
|
sizes.y += 20;
|
|
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], getMyCreature()->MaxHealth()));
|
|
sizes.y += 21;
|
|
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], getMyCreature()->valOfBonuses(Bonus::STACKS_SPEED)));
|
|
sizes.y += 20;
|
|
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level)));
|
|
}
|
|
}
|
|
|
|
void CFortScreen::RecruitArea::hover(bool on)
|
|
{
|
|
if(on)
|
|
GH.statusbar->setText(hoverText);
|
|
else
|
|
GH.statusbar->clear();
|
|
}
|
|
|
|
void CFortScreen::RecruitArea::creaturesChanged()
|
|
{
|
|
if(availableCount)
|
|
{
|
|
std::string availableText = CGI->generaltexth->allTexts[217] +
|
|
boost::lexical_cast<std::string>(town->creatures[level].first);
|
|
availableCount->setText(availableText);
|
|
}
|
|
}
|
|
|
|
void CFortScreen::RecruitArea::clickLeft(tribool down, bool previousState)
|
|
{
|
|
if(!down && previousState)
|
|
LOCPLINT->castleInt->builds->enterDwelling(level);
|
|
}
|
|
|
|
void CFortScreen::RecruitArea::clickRight(tribool down, bool previousState)
|
|
{
|
|
clickLeft(down, false); //r-click does same as l-click - opens recr. window
|
|
}
|
|
|
|
CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner, std::string imagem)
|
|
: CWindowObject(BORDERED, imagem)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
|
|
window = new CPicture(owner->town->town->clientInfo.guildWindow, 332, 76);
|
|
|
|
resdatabar = new CMinorResDataBar();
|
|
resdatabar->pos.x += pos.x;
|
|
resdatabar->pos.y += pos.y;
|
|
Rect barRect(7, 556, 737, 18);
|
|
statusBar = new CGStatusBar(new CPicture(*background, barRect, 7, 556, false));
|
|
|
|
exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->allTexts[593]), [&](){ close(); }, SDLK_RETURN);
|
|
exit->assignedKeys.insert(SDLK_ESCAPE);
|
|
|
|
static const std::vector<std::vector<Point>> 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; i < owner->town->town->mageLevel; i++)
|
|
{
|
|
size_t spellCount = owner->town->spellsAtLevel(i + 1, false); //spell at level with -1 hmmm?
|
|
for(size_t j = 0; j < spellCount; j++)
|
|
{
|
|
if(i < owner->town->mageGuildLevel() && owner->town->spells[i].size() > j)
|
|
spells.push_back(new Scroll(positions[i][j], CGI->spellh->objects[owner->town->spells[i][j]]));
|
|
else
|
|
new CAnimImage("TPMAGES.DEF", 1, 0, positions[i][j].x, positions[i][j].y); //closed scroll
|
|
}
|
|
}
|
|
}
|
|
|
|
CMageGuildScreen::Scroll::Scroll(Point position, const CSpell * Spell)
|
|
: spell(Spell)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
addUsedEvents(LCLICK | RCLICK | HOVER);
|
|
pos += position;
|
|
image = new CAnimImage("SPELLSCR", spell->id);
|
|
pos = image->pos;
|
|
}
|
|
|
|
void CMageGuildScreen::Scroll::clickLeft(tribool down, bool previousState)
|
|
{
|
|
if(down)
|
|
LOCPLINT->showInfoDialog(spell->getLevelInfo(0).description, new CComponent(CComponent::spell, spell->id));
|
|
}
|
|
|
|
void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState)
|
|
{
|
|
if(down)
|
|
CRClickPopup::createAndPush(spell->getLevelInfo(0).description, new CComponent(CComponent::spell, spell->id));
|
|
}
|
|
|
|
void CMageGuildScreen::Scroll::hover(bool on)
|
|
{
|
|
if(on)
|
|
GH.statusbar->setText(spell->name);
|
|
else
|
|
GH.statusbar->clear();
|
|
|
|
}
|
|
|
|
CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid)
|
|
: CWindowObject(PLAYER_COLORED, "TPSMITH")
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
|
|
statusBar = new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
|
|
|
|
animBG = new CPicture("TPSMITBK", 64, 50);
|
|
animBG->needRefresh = true;
|
|
|
|
const CCreature * creature = CGI->creh->creatures[creMachineID];
|
|
anim = new CCreatureAnim(64, 50, creature->animDefName, Rect());
|
|
anim->clipRect(113, 125, 200, 150);
|
|
|
|
title = new CLabel(165, 28, FONT_BIG, CENTER, Colors::YELLOW,
|
|
boost::str(boost::format(CGI->generaltexth->allTexts[274]) % creature->nameSing));
|
|
costText = new CLabel(165, 218, FONT_MEDIUM, CENTER, Colors::WHITE, CGI->generaltexth->jktexts[43]);
|
|
costValue = new CLabel(165, 290, FONT_MEDIUM, CENTER, Colors::WHITE,
|
|
boost::lexical_cast<std::string>(CGI->arth->artifacts[aid]->price));
|
|
|
|
std::string text = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % creature->nameSing);
|
|
buy = new CButton(Point(42, 312), "IBUY30.DEF", CButton::tooltip(text), [&](){ close(); }, SDLK_RETURN);
|
|
|
|
text = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % creature->nameSing);
|
|
cancel = new CButton(Point(224, 312), "ICANCEL.DEF", CButton::tooltip(text), [&](){ close(); }, SDLK_ESCAPE);
|
|
|
|
if(possible)
|
|
buy->addCallback([=](){ LOCPLINT->cb->buyArtifact(LOCPLINT->cb->getHero(hid), aid); });
|
|
else
|
|
buy->block(true);
|
|
|
|
new CAnimImage("RESOURCE", 6, 0, 148, 244);
|
|
}
|