mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-04 09:42:40 +02:00
10fc1892a8
- renamed CAdventureMapButton to more expectable CButton - merged CButtonBase into CButton - created more generic class for clickable elements - created more generic class for selectable elements - renamed CHighlightableButton to CToggleButton - renamed CHighlightableButtonsGrous to CToggleGroup - minimized differences between API of all these classes - removed all but one contructors in buttons, with same parameters across all classes
1751 lines
52 KiB
C++
1751 lines
52 KiB
C++
#include "StdInc.h"
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#include "CCastleInterface.h"
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#include "CAdvmapInterface.h"
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#include "CHeroWindow.h"
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#include "CTradeWindow.h"
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#include "GUIClasses.h"
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#include "../CBitmapHandler.h"
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#include "../CDefHandler.h"
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#include "../CGameInfo.h"
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#include "../CMessage.h"
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../Graphics.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/SDL_Extensions.h"
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#include "../windows/InfoWindows.h"
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#include "../widgets/MiscWidgets.h"
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#include "../widgets/CComponent.h"
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#include "../../CCallback.h"
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#include "../../lib/CArtHandler.h"
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#include "../../lib/CBuildingHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CModHandler.h"
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#include "../../lib/CSpellHandler.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/GameConstants.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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using namespace boost::assign;
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/*
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* CCastleInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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const CBuilding * CBuildingRect::getBuilding()
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{
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if (!str->building)
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return nullptr;
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if (str->hiddenUpgrade) // hidden upgrades, e.g. hordes - return base (dwelling for hordes)
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return town->town->buildings.at(str->building->getBase());
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return str->building;
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}
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CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str)
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:CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE | CShowableAnim::USE_RLE),
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parent(Par),
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town(Town),
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str(Str),
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stateCounter(80)
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{
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recActions = ACTIVATE | DEACTIVATE | DISPOSE | SHARE_POS;
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addUsedEvents(LCLICK | RCLICK | HOVER);
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pos.x += str->pos.x;
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pos.y += str->pos.y;
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if (!str->borderName.empty())
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border = BitmapHandler::loadBitmap(str->borderName, true);
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else
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border = nullptr;
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if (!str->areaName.empty())
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area = BitmapHandler::loadBitmap(str->areaName);
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else
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area = nullptr;
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}
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CBuildingRect::~CBuildingRect()
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{
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SDL_FreeSurface(border);
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SDL_FreeSurface(area);
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}
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bool CBuildingRect::operator<(const CBuildingRect & p2) const
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{
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return (str->pos.z) < (p2.str->pos.z);
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}
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void CBuildingRect::hover(bool on)
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{
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if(on)
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{
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if(!(active & MOVE))
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addUsedEvents(MOVE);
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}
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else
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{
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if(active & MOVE)
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removeUsedEvents(MOVE);
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if(parent->selectedBuilding == this)
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{
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parent->selectedBuilding = nullptr;
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GH.statusbar->clear();
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}
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}
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}
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void CBuildingRect::clickLeft(tribool down, bool previousState)
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{
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if( previousState && !down && area && (parent->selectedBuilding==this) && getBuilding() )
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if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
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parent->buildingClicked(getBuilding()->bid);
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}
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void CBuildingRect::clickRight(tribool down, bool previousState)
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{
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if((!area) || (!((bool)down)) || (this!=parent->selectedBuilding) || getBuilding() == nullptr)
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return;
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if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
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{
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BuildingID bid = getBuilding()->bid;
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const CBuilding *bld = town->town->buildings.at(bid);
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if (bid < BuildingID::DWELL_FIRST)
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{
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CRClickPopup::createAndPush(CInfoWindow::genText(bld->Name(), bld->Description()),
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new CComponent(CComponent::building, bld->town->faction->index, bld->bid));
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}
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else
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{
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int level = ( bid - BuildingID::DWELL_FIRST ) % GameConstants::CREATURES_PER_TOWN;
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GH.pushInt(new CDwellingInfoBox(parent->pos.x+parent->pos.w/2, parent->pos.y+parent->pos.h/2, town, level));
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}
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}
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}
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SDL_Color multiplyColors (const SDL_Color &b, const SDL_Color &a, double f)
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{
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SDL_Color ret;
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ret.r = a.r*f + b.r*(1-f);
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ret.g = a.g*f + b.g*(1-f);
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ret.b = a.b*f + b.b*(1-f);
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return ret;
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}
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void CBuildingRect::show(SDL_Surface * to)
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{
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const ui32 stageDelay = 16;
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const ui32 S1_TRANSP = 16; //0.5 sec building appear 0->100 transparency
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const ui32 S2_WHITE_B = 32; //0.5 sec border glows from white to yellow
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const ui32 S3_YELLOW_B= 48; //0.5 sec border glows from yellow to normal
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const ui32 BUILDED = 80; // 1 sec delay, nothing happens
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if (stateCounter < S1_TRANSP)
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{
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setAlpha(255*stateCounter/stageDelay);
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CShowableAnim::show(to);
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}
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else
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{
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setAlpha(255);
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CShowableAnim::show(to);
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}
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if (border && stateCounter > S1_TRANSP)
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{
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if (stateCounter == BUILDED)
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{
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if (parent->selectedBuilding == this)
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blitAtLoc(border,0,0,to);
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return;
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}
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if (border->format->palette != nullptr)
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{
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// key colors in glowing border
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SDL_Color c1 = {200, 200, 200, 255};
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SDL_Color c2 = {120, 100, 60, 255};
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SDL_Color c3 = {200, 180, 110, 255};
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ui32 colorID = SDL_MapRGB(border->format, c3.r, c3.g, c3.b);
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SDL_Color oldColor = border->format->palette->colors[colorID];
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SDL_Color newColor;
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if (stateCounter < S2_WHITE_B)
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newColor = multiplyColors(c1, c2, static_cast<double>(stateCounter % stageDelay) / stageDelay);
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else
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if (stateCounter < S3_YELLOW_B)
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newColor = multiplyColors(c2, c3, static_cast<double>(stateCounter % stageDelay) / stageDelay);
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else
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newColor = oldColor;
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SDL_SetColors(border, &newColor, colorID, 1);
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blitAtLoc(border,0,0,to);
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SDL_SetColors(border, &oldColor, colorID, 1);
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}
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}
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if (stateCounter < BUILDED)
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stateCounter++;
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}
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void CBuildingRect::showAll(SDL_Surface * to)
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{
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if (stateCounter == 0)
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return;
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CShowableAnim::showAll(to);
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if(!active && parent->selectedBuilding == this && border)
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blitAtLoc(border,0,0,to);
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}
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std::string CBuildingRect::getSubtitle()//hover text for building
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{
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if (!getBuilding())
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return "";
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int bid = getBuilding()->bid;
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if (bid<30)//non-dwellings - only buiding name
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return town->town->buildings.at(getBuilding()->bid)->Name();
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else//dwellings - recruit %creature%
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{
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auto & availableCreatures = town->creatures[(bid-30)%GameConstants::CREATURES_PER_TOWN].second;
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if(availableCreatures.size())
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{
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int creaID = availableCreatures.back();//taking last of available creatures
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return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures.at(creaID)->namePl;
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}
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else
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{
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logGlobal->warnStream() << "Problem: dwelling with id " << bid << " offers no creatures!";
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return "#ERROR#";
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}
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}
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}
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void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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{
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if(area && isItIn(&pos,sEvent.x, sEvent.y))
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{
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if(CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y)) //hovered pixel is inside this building
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{
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if(parent->selectedBuilding == this)
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{
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parent->selectedBuilding = nullptr;
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GH.statusbar->clear();
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}
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}
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else //inside the area of this building
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{
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if(! parent->selectedBuilding //no building hovered
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|| (*parent->selectedBuilding)<(*this)) //or we are on top
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{
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parent->selectedBuilding = this;
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GH.statusbar->setText(getSubtitle());
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}
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}
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}
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}
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CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level):
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CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "CRTOINFO", Point(centerX, centerY))
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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const CCreature * creature = CGI->creh->creatures.at(Town->creatures.at(level).second.back());
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title = new CLabel(80, 30, FONT_SMALL, CENTER, Colors::WHITE, creature->namePl);
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animation = new CCreaturePic(30, 44, creature, true, true);
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std::string text = boost::lexical_cast<std::string>(Town->creatures.at(level).first);
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available = new CLabel(80,190, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[217] + text);
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costPerTroop = new CLabel(80, 227, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[346]);
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for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)
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{
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if(creature->cost[i])
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{
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resPicture.push_back(new CAnimImage("RESOURCE", i, 0, 0, 0));
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resAmount.push_back(new CLabel(0,0, FONT_SMALL, CENTER, Colors::WHITE, boost::lexical_cast<std::string>(creature->cost[i])));
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}
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}
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int posY = 238;
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int posX = pos.w/2 - resAmount.size() * 25 + 5;
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for (size_t i=0; i<resAmount.size(); i++)
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{
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resPicture[i]->moveBy(Point(posX, posY));
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resAmount[i]->moveBy(Point(posX+16, posY+43));
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posX += 50;
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}
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}
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void CHeroGSlot::hover (bool on)
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{
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if(!on)
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{
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GH.statusbar->clear();
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return;
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}
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CHeroGSlot *other = upg ? owner->garrisonedHero : owner->visitingHero;
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std::string temp;
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if(hero)
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{
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if(selection)//view NNN
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{
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temp = CGI->generaltexth->tcommands[4];
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boost::algorithm::replace_first(temp,"%s",hero->name);
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}
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else if(other->hero && other->selection)//exchange
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{
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temp = CGI->generaltexth->tcommands[7];
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boost::algorithm::replace_first(temp,"%s",hero->name);
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boost::algorithm::replace_first(temp,"%s",other->hero->name);
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}
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else// select NNN (in ZZZ)
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{
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if(upg)//down - visiting
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{
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temp = CGI->generaltexth->tcommands[32];
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boost::algorithm::replace_first(temp,"%s",hero->name);
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}
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else //up - garrison
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{
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temp = CGI->generaltexth->tcommands[12];
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boost::algorithm::replace_first(temp,"%s",hero->name);
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}
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}
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}
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else //we are empty slot
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{
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if(other->selection && other->hero) //move NNNN
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{
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temp = CGI->generaltexth->tcommands[6];
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boost::algorithm::replace_first(temp,"%s",other->hero->name);
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}
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else //empty
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{
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temp = CGI->generaltexth->allTexts[507];
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}
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}
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if(temp.size())
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GH.statusbar->setText(temp);
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}
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void CHeroGSlot::clickLeft(tribool down, bool previousState)
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{
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CHeroGSlot *other = upg ? owner->garrisonedHero : owner->visitingHero;
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if(!down)
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{
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owner->garr->setSplittingMode(false);
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owner->garr->selectSlot(nullptr);
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if(hero && selection)
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{
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setHighlight(false);
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LOCPLINT->openHeroWindow(hero);
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}
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else if(other->hero && other->selection)
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{
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bool allow = true;
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if(upg) //moving hero out of town - check if it is allowed
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{
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if(!hero && LOCPLINT->cb->howManyHeroes(false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)
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{
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std::string tmp = CGI->generaltexth->allTexts[18]; //You already have %d adventuring heroes under your command.
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boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes(false)));
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LOCPLINT->showInfoDialog(tmp,std::vector<CComponent*>(), soundBase::sound_todo);
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allow = false;
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}
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else if(!other->hero->stacksCount()) //hero has no creatures - strange, but if we have appropriate error message...
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{
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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.
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allow = false;
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}
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}
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setHighlight(false);
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other->setHighlight(false);
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if(allow)
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owner->swapArmies();
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}
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else if(hero)
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{
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setHighlight(true);
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owner->garr->selectSlot(nullptr);
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showAll(screen2);
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}
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hover(false);hover(true); //refresh statusbar
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}
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}
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void CHeroGSlot::deactivate()
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{
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vstd::clear_pointer(selection);
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CIntObject::deactivate();
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}
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CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner)
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{
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owner = Owner;
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pos.x += x;
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pos.y += y;
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pos.w = 58;
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pos.h = 64;
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upg = updown;
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selection = nullptr;
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image = nullptr;
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set(h);
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addUsedEvents(LCLICK | HOVER);
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}
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CHeroGSlot::~CHeroGSlot()
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{
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}
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void CHeroGSlot::setHighlight( bool on )
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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vstd::clear_pointer(selection);
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if (on)
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selection = new CAnimImage("TWCRPORT", 1, 0);
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if(owner->garrisonedHero->hero && owner->visitingHero->hero) //two heroes in town
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{
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for(auto & elem : owner->garr->splitButtons) //splitting enabled when slot higlighted
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elem->block(!on);
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}
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}
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void CHeroGSlot::set(const CGHeroInstance *newHero)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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if (image)
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delete image;
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hero = newHero;
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if (newHero)
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image = new CAnimImage("PortraitsLarge", newHero->portrait, 0, 0, 0);
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else if(!upg && owner->showEmpty) //up garrison
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image = new CAnimImage("CREST58", LOCPLINT->castleInt->town->getOwner().getNum(), 0, 0, 0);
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else
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image = nullptr;
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}
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template <class ptr>
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class SORTHELP
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{
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public:
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bool operator ()
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(const ptr *a ,
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const ptr *b)
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{
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return (*a)<(*b);
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}
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};
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SORTHELP<CBuildingRect> buildSorter;
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SORTHELP<CStructure> structSorter;
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CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):
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town(Town),
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selectedBuilding(nullptr)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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background = new CPicture(town->town->clientInfo.townBackground);
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pos.w = background->pos.w;
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pos.h = background->pos.h;
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recreate();
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}
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void CCastleBuildings::recreate()
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{
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selectedBuilding = nullptr;
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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//clear existing buildings
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for(auto build : buildings)
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delete build;
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buildings.clear();
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groups.clear();
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//Generate buildings list
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auto buildingsCopy = town->builtBuildings;// a bit modified copy of built buildings
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if(vstd::contains(town->builtBuildings, BuildingID::SHIPYARD))
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{
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std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
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//there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
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if(!vobjs.empty() && (vobjs.front()->ID == Obj::BOAT || vobjs.front()->ID == Obj::HERO))
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{
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buildingsCopy.insert(BuildingID::SHIP);
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}
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}
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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(false);
|
|
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], boost::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, 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,0,0));
|
|
|
|
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(boost::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(boost::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 = boost::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, 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();
|
|
};
|
|
/*auto toBool = [&](const BuildingID build)
|
|
{
|
|
return town->hasBuilt(build);
|
|
};*/
|
|
|
|
ret = CGI->generaltexth->allTexts[52];
|
|
ret += "\n" + building->requirements.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;
|
|
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 += Point(206,421);
|
|
else
|
|
positions += Point(10, 421), 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);
|
|
|
|
std::vector<std::vector<Point> > positions;
|
|
|
|
positions.resize(5);
|
|
positions[0] += Point(222,445), Point(312,445), Point(402,445), Point(520,445), Point(610,445), Point(700,445);
|
|
positions[1] += Point(48,53), Point(48,147), Point(48,241), Point(48,335), Point(48,429);
|
|
positions[2] += Point(570,82), Point(672,82), Point(570,157), Point(672,157);
|
|
positions[3] += Point(183,42), Point(183,148), Point(183,253);
|
|
positions[4] += 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);
|
|
}
|