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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-04 09:42:40 +02:00
vcmi/client/windows/CCastleInterface.cpp
Arseniy Shestakov 10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00

1764 lines
52 KiB
C++

#include "StdInc.h"
#include "CCastleInterface.h"
#include "CAdvmapInterface.h"
#include "CHeroWindow.h"
#include "CTradeWindow.h"
#include "GUIClasses.h"
#include "../CBitmapHandler.h"
#include "../CDefHandler.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"
/*
* 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
*
*/
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 && !down && area && (parent->selectedBuilding==this) && getBuilding() )
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);
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(down && hero)
{
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);
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);
GH.pushInt(new CBlacksmithDialog(possible, CArtHandler::machineIDToCreature(artifactID), 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 titlePic = new CPicture (LOCPLINT->castleInt->bicons->ourImages[BuildingID::CASTLE_GATE].bitmap, 0,0, false);//will be deleted by selection window
GH.pushInt (new CObjectListWindow(availableTowns, titlePic, 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);
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);
bicons = CDefHandler::giveDefEss(town->town->clientInfo.buildingsIcons);
}
CCastleInterface::~CCastleInterface()
{
LOCPLINT->castleInt = nullptr;
delete bicons;
}
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;
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;
if (townHall)
{
buildID = 10 + town->hallLevel();
picture = new CAnimImage("ITMTL.DEF", town->hallLevel());
}
else
{
buildID = 6 + town->fortLevel();
if (buildID == 6)
return;
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(down && building)
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);
assert(state < EBuildingState::BUILDING_ERROR);
static int panelIndex[10] = { 3, 3, 3, 0, 0, 2, 2, 1, 2, 2};
static int iconIndex[10] = {-1, -1, -1, 0, 0, 1, 2, -1, 1, 1};
picture = new CAnimImage(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2);
panel = new CAnimImage("TPTHBAR", panelIndex[state], 0, 1, 73);
if ( iconIndex[state] >=0 )
icon = new CAnimImage("TPTHCHK", iconIndex[state], 0, 136, 56);
label = new CLabel(75, 81, FONT_SMALL, CENTER, Colors::WHITE, building->Name());
}
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, false).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());
buy = new CButton(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes), [&]{ buyFunc(); }, SDLK_RETURN);
buy->borderColor = Colors::METALLIC_GOLD;
cancel = new CButton(Point(290, 445), "ICANCEL", CButton::tooltip(tooltipNo), [&] { close();}, SDLK_ESCAPE);
cancel->borderColor = Colors::METALLIC_GOLD;
buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner);
}
}
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)
{
buildingPic = new CAnimImage(town->town->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21);
dwellingName = 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);
creatureAnim = new CCreaturePic(159, 4, getMyCreature(), false);
creatureName = 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);
}