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vcmi/client/CCastleInterface.cpp
2011-01-15 02:35:46 +00:00

2013 lines
59 KiB
C++

#include "../stdafx.h"
#include "CCastleInterface.h"
#include "AdventureMapButton.h"
#include "CAdvmapInterface.h"
#include "CAnimation.h"
#include "../CCallback.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CMessage.h"
#include "SDL_Extensions.h"
#include "CCreatureAnimation.h"
#include "Graphics.h"
#include "../lib/CArtHandler.h"
#include "../lib/CBuildingHandler.h"
#include "CDefHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CLodHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/map.h"
#include "CMusicHandler.h"
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
#include <boost/lexical_cast.hpp>
#include <cmath>
#include <sstream>
#include <boost/format.hpp>
#include "../lib/CCreatureHandler.h"
#include "CMusicHandler.h"
using namespace boost::assign;
using namespace CSDL_Ext;
/*
* 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
*
*/
int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID
{
const CGTownInstance * t = LOCPLINT->castleInt->town;
switch (bid)
{
case 18: return t->town->hordeLvl[0] + 30;
case 19: return t->town->hordeLvl[0] + 37;
case 24: return t->town->hordeLvl[1] + 30;
case 25: return t->town->hordeLvl[1] + 37;
default: return bid;
}
}
CBuildingRect::CBuildingRect(const Structure *Str)
:CShowableAnim(0, 0, Str->defName, CShowableAnim::FLAG_BASE),
moi(false), str(Str)
{
pos.x += str->pos.x + LOCPLINT->castleInt->pos.x;
pos.y += str->pos.y + LOCPLINT->castleInt->pos.y;
if(str->ID == 33 && str->townID == 4) //little 'hack' for estate in necropolis - background color is not always the first color in the palette
for(size_t i=0; i<anim.groupSize(0);i++)
SDL_SetColorKey(anim.image(i,0), SDL_SRCCOLORKEY,
*((char*)(anim.image(i,0)->pixels)));
if(Str->ID<0 || (Str->ID>=27 && Str->ID<=29))
{
area = border = NULL;
return;
}
border = BitmapHandler::loadBitmap(str->borderName, true);
if (!border)
{
tlog2 << "Warning: no border for "<<Str->ID<<std::endl;
}
area = BitmapHandler::loadBitmap(str->areaName);
if (!area)
{
tlog2 << "Warning: no area for "<<Str->ID<<std::endl;
}
}
CBuildingRect::~CBuildingRect()
{
if(border)
SDL_FreeSurface(border);
if(area)
SDL_FreeSurface(area);
}
void CBuildingRect::activate()
{
activateHover();
activateLClick();
activateRClick();
}
void CBuildingRect::deactivate()
{
deactivateHover();
deactivateLClick();
deactivateRClick();
if(moi)
deactivateMouseMove();
moi=false;
}
bool CBuildingRect::operator<(const CBuildingRect & p2) const
{
if(str->pos.z != p2.str->pos.z)
return (str->pos.z) < (p2.str->pos.z);
else
return (str->ID) < (p2.str->ID);
}
void CBuildingRect::hover(bool on)
{
//Hoverable::hover(on);
if(on)
{
if(!moi)
activateMouseMove();
moi = true;
}
else
{
if(moi)
deactivateMouseMove();
moi = false;
if(LOCPLINT->castleInt->hBuild == this)
{
LOCPLINT->castleInt->hBuild = NULL;
GH.statusbar->clear();
//call mouseMoved in other buildings, cursor might have been moved while they were inactive (eg. because of r-click popup)
for(size_t i = 0; i < LOCPLINT->castleInt->buildings.size(); i++)
LOCPLINT->castleInt->buildings[i]->mouseMoved(GH.current->motion);
}
}
}
void CBuildingRect::clickLeft(tribool down, bool previousState)
{
if( previousState && !down && area && (LOCPLINT->castleInt->hBuild==this) )
if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
LOCPLINT->castleInt->buildingClicked(str->ID);
}
void CBuildingRect::clickRight(tribool down, bool previousState)
{
if((!area) || (!((bool)down)) || (this!=LOCPLINT->castleInt->hBuild))
return;
if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
{
int bid = hordeToDwellingID(str->ID);
const CBuilding *bld = CGI->buildh->buildings[str->townID].find(bid)->second;
assert(bld);
CInfoPopup *vinya = new CInfoPopup();
vinya->free = true;
vinya->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID,
bld->Description(),
LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,
bld->Name());
vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
GH.pushInt(vinya);
}
}
void CBuildingRect::show(SDL_Surface *to)
{
CShowableAnim::show(to);
if(LOCPLINT->castleInt->hBuild == this && border) //if this this higlighted structure and has border we'll blit it
blitAtLoc(border,0,0,to);
}
void CBuildingRect::showAll(SDL_Surface *to)
{
show(to);
}
std::string getBuildingSubtitle(int tid, int bid)//hover text for building
{
const CGTownInstance * t = LOCPLINT->castleInt->town;
bid = hordeToDwellingID(bid);
if (bid<30)//non-dwellings - only buiding name
return CGI->buildh->buildings[tid].find(bid)->second->Name();
else//dwellings - recruit %creature%
{
int creaID = t->creatures[(bid-30)%CREATURES_PER_TOWN].second.back();//taking last of available creatures
return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creaID]->namePl;
}
}
void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
{
if(area && isItIn(&pos,sEvent.x, sEvent.y))
{
if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //hovered pixel is inside this building
{
if(LOCPLINT->castleInt->hBuild == this)
{
LOCPLINT->castleInt->hBuild = NULL;
GH.statusbar->clear();
}
}
else //inside the area of this building
{
if(! LOCPLINT->castleInt->hBuild //no building hovered
|| (*LOCPLINT->castleInt->hBuild)<(*this)) //or we are on top
{
LOCPLINT->castleInt->hBuild = this;
GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
}
}
}
}
void CHeroGSlot::hover (bool on)
{
if(!on)
{
GH.statusbar->clear();
return;
}
CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
std::string temp;
if(hero)
{
if(highlight)//view NNN
{
temp = CGI->generaltexth->tcommands[4];
boost::algorithm::replace_first(temp,"%s",hero->name);
}
else if(other->hero && other->highlight)//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->highlight && 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->print(temp);
}
void CHeroGSlot::clickLeft(tribool down, bool previousState)
{
CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
if(!down)
{
owner->garr->splitting = false;
owner->garr->highlighted = NULL;
if(hero && highlight)
{
setHighlight(false);
LOCPLINT->openHeroWindow(hero);
}
else if(other->hero && other->highlight)
{
bool allow = true;
if(upg) //moving hero out of town - check if it is allowed
{
if(!hero && LOCPLINT->cb->howManyHeroes(false) >= 8)
{
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<SComponent*>(), 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<SComponent*>(), 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)
LOCPLINT->cb->swapGarrisonHero(owner->town);
}
else if(hero)
{
setHighlight(true);
owner->garr->highlighted = NULL;
show(screen2);
}
hover(false);hover(true); //refresh statusbar
}
//if(indeterminate(down) && !isItIn(&other->pos,GH.current->motion.x,GH.current->motion.y))
//{
// other->highlight = highlight = false;
// show(screen2);
//}
}
void CHeroGSlot::deactivate()
{
highlight = false;
CIntObject::deactivate();
}
void CHeroGSlot::show(SDL_Surface * to)
{
if(hero) //there is hero
blitAt(graphics->portraitLarge[hero->portrait],pos,to);
else if(!upg) //up garrison
blitAt(graphics->flags->ourImages[LOCPLINT->castleInt->town->getOwner()].bitmap,pos,to);
if(highlight)
blitAt(graphics->bigImgs[-1],pos,to);
}
CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, CCastleInterface * Owner)
{
owner = Owner;
pos.x = x;
pos.y = y;
pos.w = 58;
pos.h = 64;
hero = h;
upg = updown;
highlight = false;
}
CHeroGSlot::~CHeroGSlot()
{
}
void CHeroGSlot::setHighlight( bool on )
{
highlight = on;
if(owner->hslotup.hero && owner->hslotdown.hero) //two heroes in town
{
for(size_t i = 0; i<owner->garr->splitButtons.size(); i++) //splitting enabled when slot higlighted
owner->garr->splitButtons[i]->block(!on);
}
}
class SORTHELP
{
public:
bool operator ()
(const CBuildingRect *a ,
const CBuildingRect *b)
{
return (*a)<(*b);
}
} srthlp ;
CCastleInterface::CCastleInterface(const CGTownInstance * Town, int listPos)
:hslotup(241,387,0,Town->garrisonHero,this),hslotdown(241,483,1,Town->visitingHero,this)
{
showing = false;
bars = CDefHandler::giveDefEss("TPTHBAR.DEF");
status = CDefHandler::giveDefEss("TPTHCHK.DEF");
LOCPLINT->castleInt = this;
hall = NULL;
fort = NULL;
market = NULL;
townInt = BitmapHandler::loadBitmap("TOWNSCRN.bmp");
pos.x = screen->w/2 - 400;
pos.y = screen->h/2 - 300;
hslotup.pos.x += pos.x;
hslotup.pos.y += pos.y;
hslotdown.pos.x += pos.x;
hslotdown.pos.y += pos.y;
hBuild = NULL;
count=0;
town = Town;
animval = 0;
winMode = 1;
//garrison
garr = new CGarrisonInt(pos.x+305,pos.y+387,4,Point(0,96),townInt,Point(62,374),town,town->visitingHero);
townlist = new CTownList(3,pos.x+744,pos.y+414,"IAM014.DEF","IAM015.DEF");//744,526);
exit = new AdventureMapButton
(CGI->generaltexth->tcommands[8],"",boost::bind(&CCastleInterface::close,this),pos.x+744,pos.y+544,"TSBTNS.DEF",SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
split = new AdventureMapButton(CGI->generaltexth->tcommands[3],"",boost::bind(&CGarrisonInt::splitClick,garr),pos.x+744,pos.y+382,"TSBTNS.DEF");
split->callback += boost::bind(&CCastleInterface::splitClicked,this);
garr->addSplitBtn(split);
statusbar = new CStatusBar(pos.x+7,pos.y+555,"TSTATBAR.bmp",732);
resdatabar = new CResDataBar("ZRESBAR.bmp",pos.x+3,pos.y+575,32,2,85,85);
townlist->fun = boost::bind(&CCastleInterface::townChange,this);
//townlist->genList();
townlist->selected = vstd::findPos(LOCPLINT->towns,Town);
townlist->from = townlist->selected - listPos;
amax(townlist->from, 0);
amin(townlist->from, LOCPLINT->towns.size() - townlist->SIZE);
graphics->blueToPlayersAdv(townInt,LOCPLINT->playerID);
exit->bitmapOffset = 4;
//growth icons and buildings
recreateBuildings();
recreateIcons();
cityBg = BitmapHandler::loadBitmap(graphics->townBgs[town->subID]);
bicons = CDefHandler::giveDefEss(graphics->buildingPics[town->subID]);
CCS->musich->playMusic(CCS->musich->townMusics[town->subID], -1);
}
CCastleInterface::~CCastleInterface()
{
delete bars;
delete status;
SDL_FreeSurface(townInt);
SDL_FreeSurface(cityBg);
delete exit;
//delete split;
delete hall;
delete fort;
delete market;
delete garr;
delete townlist;
delete statusbar;
delete resdatabar;
for(size_t i=0;i<buildings.size();i++)
{
delete buildings[i];
}
delete bicons;
for(size_t i=0;i<creainfo.size();i++)
{
delete creainfo[i];
}
}
void CCastleInterface::close()
{
if(town->tempOwner == LOCPLINT->playerID) //we may have opened window for an allied town
{
if(town->visitingHero)
adventureInt->select(town->visitingHero);
else
adventureInt->select(town);
}
LOCPLINT->castleInt = NULL;
GH.popIntTotally(this);
CCS->musich->stopMusic(5000);
}
void CCastleInterface::splitF()
{
}
void CCastleInterface::buildingClicked(int building)
{
tlog5<<"You've clicked on "<<building<<std::endl;
building = hordeToDwellingID(building);
const CBuilding *b = CGI->buildh->buildings[town->subID].find(building)->second;
if(building >= 30)
{
showRecruitmentWindow((building-30)%CREATURES_PER_TOWN);
}
else
{
switch(building)
{
case 0: case 1: case 2: case 3: case 4: //mage guild
{
const CGHeroInstance *h = NULL; //hero that "enters" mage guild
if(!town->garrisonHero && !town->visitingHero) //no heroes in town
h = NULL;
else if(!town->garrisonHero) //only visiting hero
h = town->visitingHero;
else if(!town->visitingHero || hslotup.highlight) //only garrisoned hero OR both heroes present, garrisoned hero selected
h = town->garrisonHero;
else //both heroes present, use the visiting one
h = town->visitingHero;
if(h && !vstd::contains(h->artifWorn,ui16(17))) //hero doesn't have spellbok
{
if(LOCPLINT->cb->getResourceAmount(6) < 500) //not enough gold to buy spellbook
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]);
}
else
{
CFunctionList<void()> fl = boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,h,0);
fl += boost::bind(&CCastleInterface::enterMageGuild,this);
std::vector<SComponent*> vvv(1,new SComponent(SComponent::artifact,0,0));
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214],vvv,fl,0,true);
}
}
else
{
enterMageGuild();
}
break;
}
case 5: //tavern
{
enterTavern();
break;
}
case 6: //shipyard
{
LOCPLINT->showShipyardDialog(town);
break;
}
case 7: case 8: case 9: //fort/citadel/castle
{
CFortScreen *fs = new CFortScreen(this);
GH.pushInt(fs);
break;
}
case 10: case 11: case 12: case 13: //hall
if(town->visitingHero && town->visitingHero->hasArt(2) &&
!vstd::contains(town->builtBuildings, 26)) //hero has grail, but town does not have it
{
if(!vstd::contains(town->forbiddenBuildings, 26))
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[597], //Do you wish this to be the permanent home of the Grail?
std::vector<SComponent*>(),
boost::bind(&CCallback::buildBuilding, LOCPLINT->cb, town, 26),
boost::bind(&CCastleInterface::enterHall, this), true);
}
else
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);
(dynamic_cast<CInfoWindow*>(GH.topInt()))->buttons[0]->callback += boost::bind(&CCastleInterface::enterHall, this);
}
}
else
enterHall();
break;
case 14: //marketplace
{
CMarketplaceWindow *cmw = new CMarketplaceWindow(town, town->visitingHero);
GH.pushInt(cmw);
break;
}
//case 15: //resource silo - default handling only
case 16: //blacksmith
enterBlacksmith(town->town->warMachine);
break;
case 17:
{
switch(town->subID)
{
/*Rampart*/ case 1://Mystic Pond
enterFountain(building);
break;
/*Tower*/ case 2://Artifact Merchant
/*Dungeon*/ case 5://Artifact Merchant
/*Conflux*/ case 8://Artifact Merchant
if(town->visitingHero)
GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, RESOURCE_ARTIFACT));
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
break;
default:
defaultBuildingClicked(building);
break;
}
break;
}
//case 18: //basic horde 1 - can't be selected
//case 19: //upg horde 1 - can't be selected
case 20: //ship at shipyard
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
break;
case 21: //special 2
{
switch(town->subID)
{
/*Rampart*/ case 1: //Fountain of Fortune
enterFountain(building);
break;
/*Stronghold*/case 6: //Freelancer's Guild
if(town->visitingHero)
GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, CREATURE_RESOURCE));
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
break;
/*Conflux*/ case 8: //Magic University
if (town->visitingHero)
GH.pushInt(new CUniversityWindow(town->visitingHero, town));
else if (town->garrisonHero)
GH.pushInt(new CUniversityWindow(town->garrisonHero, town));
else//no hero in town - default popup
defaultBuildingClicked(building);
break;
default:
defaultBuildingClicked(building);
break;
}
break;
}
case 22: //special 3
{
switch(town->subID)
{
/*Castle*/ case 0: //brotherhood of sword
enterTavern();
break;
/*Inferno*/ case 3: //Castle Gate
{
if (!town->visitingHero)
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126], std::vector<SComponent*>(), soundBase::sound_todo);
break;//only visiting hero can use castle gates
}
std::vector <int> availableTowns;
std::vector <const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(false);
for(size_t i=0;i<Towns.size();i++)
{
const CGTownInstance *t = Towns[i];
if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate
{
availableTowns.push_back(t->id);//add to the list
}
}
CPicture *titlePic = new CPicture (bicons->ourImages[building].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, this, _1)));
break;
}
/*Necropolis*/ case 4: //Skeleton Transformer
const CGHeroInstance *hero;
if (town->visitingHero)
hero = town->visitingHero;
else if (town->garrisonHero)
hero = town->garrisonHero;
else
hero = NULL;//no hero - will trade with town garrison
GH.pushInt ( new CTransformerWindow(hero, town) );
break;
/*Dungeon*/ case 5: //Portal of Summoning
if (town->creatures[CREATURES_PER_TOWN].second.empty())
//extra dwelling has no creatures in it
LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30], std::vector<SComponent*>(), soundBase::sound_todo);
else
this->showRecruitmentWindow(CREATURES_PER_TOWN);
break;
/*Stronghold*/ case 6: //Ballista Yard
enterBlacksmith(4);
break;
default:
defaultBuildingClicked(building);
break;
}
break;
}
//case 23: //special 4 - default handling only
//case 24: //basic horde 2 - can't be selected
//case 25: //upg horde 2 - can't be selected
//case 26: //grail - default handling only
default:
defaultBuildingClicked(building);
break;
}
}
}
void CCastleInterface::castleTeleport(int where)
{
const CGTownInstance * dest = LOCPLINT->cb->getTownInfo(where, 1);
LOCPLINT->cb->teleportHero(town->visitingHero, dest);
}
void CCastleInterface::defaultBuildingClicked(int building)
{
std::vector<SComponent*> comps(1,
new SComponent(SComponent::building,town->subID,building,bicons->ourImages[building].bitmap,false));
LOCPLINT->showInfoDialog(
CGI->buildh->buildings[town->subID].find(building)->second->Description(),
comps, soundBase::sound_todo);
}
void CCastleInterface::enterFountain(int building)
{
std::vector<SComponent*> comps(1,
new SComponent(SComponent::building,town->subID,building,bicons->ourImages[building].bitmap,false));
std::string descr = CGI->buildh->buildings[town->subID].find(building)->second->Description();
if ( building == 21)//we need description for mystic pond as well
descr += "\n\n"+CGI->buildh->buildings[town->subID].find(17)->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]);
char buf[10];
SDL_itoa(town->bonusValue.second,buf,10);
boost::algorithm::replace_first(descr,"%d",buf);
}
LOCPLINT->showInfoDialog(descr, comps, soundBase::sound_todo);
}
void CCastleInterface::enterBlacksmith(int ArtifactID)
{
const CGHeroInstance *hero = town->visitingHero;
if(!hero)
{
std::string pom = CGI->generaltexth->allTexts[273];
boost::algorithm::replace_first(pom,"%s",CGI->buildh->buildings[town->subID].find(16)->second->Name());
LOCPLINT->showInfoDialog(pom,std::vector<SComponent*>(), soundBase::sound_todo);
return;
}
int price = CGI->arth->artifacts[ArtifactID]->price;
bool possible = (LOCPLINT->cb->getResourceAmount(6) >= price);
if( hero->hasArt(ui16(ArtifactID+9)) ) //hero already has machine
possible = false;
GH.pushInt(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(ArtifactID,false),ArtifactID,hero->id));
}
void CCastleInterface::enterHall()
{
CHallInterface *h = new CHallInterface(this);
GH.pushInt(h);
}
void CCastleInterface::showAll( SDL_Surface * to/*=NULL*/)
{
blitAt(cityBg,pos,to);
blitAt(townInt,pos.x,pos.y+374,to);
adventureInt->resdatabar.draw(to);
townlist->draw(to);
statusbar->show(to);
resdatabar->draw(to);
garr->show(to);
//draw creatures icons and their growths
for(size_t i=0;i<creainfo.size();i++)
creainfo[i]->show(to);
//print name
CSDL_Ext::printAt(town->name,pos.x+85,pos.y+387,FONT_MEDIUM,zwykly,to);
//blit town icon
int pom = town->subID*2;
if (!town->hasFort())
pom += F_NUMBER*2;
if(town->builded >= MAX_BUILDING_PER_TURN)
pom++;
blitAt(graphics->bigTownPic->ourImages[pom].bitmap,pos.x+15,pos.y+387,to);
hslotup.show(to);
hslotdown.show(to);
market->show(to);
fort->show(to);
hall->show(to);
show(to);
if(screen->w != 800 || screen->h !=600)
CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
exit->show(to);
//split->show(to);
}
void CCastleInterface::townChange()
{
const CGTownInstance * nt = LOCPLINT->towns[townlist->selected];
int tpos = townlist->selected - townlist->from;
if ( nt == town )
return;
GH.popIntTotally(this);
GH.pushInt(new CCastleInterface(nt, tpos));
}
void CCastleInterface::show(SDL_Surface * to)
{
blitAt(cityBg,pos,to);
//blit buildings
for(size_t i=0;i<buildings.size();i++)
{
buildings[i]->showAll(to);
}
statusbar->show(to);//refreshing statusbar
}
void CCastleInterface::activate()
{
showing = true;
townlist->activate();
garr->activate();
GH.statusbar = statusbar;
exit->activate();
fort->activate();
hall->activate();
market->activate();
//split->activate();
for(size_t i=0;i<buildings.size();i++) //XXX pls use iterators or at() but not []
{
buildings[i]->activate();
}
for(size_t i=0;i<creainfo.size();i++)
creainfo[i]->activate();
hslotdown.activate();
hslotup.activate();
activateKeys();
}
void CCastleInterface::deactivate()
{
showing = false;
townlist->deactivate();
garr->deactivate();
exit->deactivate();
fort->deactivate();
hall->deactivate();
market->deactivate();
//split->deactivate();
for(size_t i=0;i<buildings.size();i++) //XXX iterators
{
buildings[i]->deactivate();
}
for(size_t i=0;i<creainfo.size();i++)
creainfo[i]->deactivate();
hslotdown.deactivate();
hslotup.deactivate();
deactivateKeys();
}
void CCastleInterface::addBuilding(int bid)
{
//TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach
if ( winMode == 2 )//we will only build buildings, no need to update interface - it will be closed in a moment
return;
deactivate();
recreateBuildings();
recreateIcons();
activate();
}
void CCastleInterface::removeBuilding(int bid)
{
//TODO: lepiej by bylo tylko usuwac co trzeba pamietajac o grupach
recreateBuildings();
recreateIcons();
}
void CCastleInterface::recreateBuildings()
{
for(size_t i=0;i<buildings.size();i++)
{
if(showing)
buildings[i]->deactivate();
delete buildings[i];
}
buildings.clear();
hBuild = NULL;
std::set< std::pair<int,int> > s; //group - id
for (std::set<si32>::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++)
{
if(town->subID >= 0 && town->subID < CGI->townh->structures.size()) //we have info about structures in this town
{
if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end()) //we have info about that structure
{
const Structure * st = CGI->townh->structures[town->subID][*i];
if(st->group<0) //no group - just add it
{
buildings.push_back(new CBuildingRect(st));
}
else
{
std::set< std::pair<int,int> >::iterator obecny=s.end();
for(std::set< std::pair<int,int> >::iterator seti = s.begin(); seti!=s.end(); seti++) //check if we have already building from same group
{
if(seti->first == st->group)
{
obecny = seti;
break;
}
}
if(obecny != s.end())
{
if((*(CGI->townh->structures[town->subID][obecny->second])) < (*(CGI->townh->structures[town->subID][st->ID]))) //we have to replace old building with current one
{
for(size_t itpb = 0; itpb<buildings.size(); itpb++)
{
if(buildings[itpb]->str->ID == obecny->second)
{
delete buildings[itpb];
buildings.erase(buildings.begin() + itpb);
*(const_cast<int*>(&(obecny->second))) = st->ID;
buildings.push_back(new CBuildingRect(st));
}
}
}
}
else
{
buildings.push_back(new CBuildingRect(st));
s.insert(std::pair<int,int>(st->group,st->ID));
}
}
}
else continue;
}
else
break;
}
//ship in shipyard
bool isThereShip = false;
if(vstd::contains(town->builtBuildings,6))
{
std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
{
Structure * st = CGI->townh->structures[town->subID][20];
buildings.push_back(new CBuildingRect(st));
s.insert(std::pair<int,int>(st->group,st->ID));
isThereShip = true;
}
}
std::sort(buildings.begin(),buildings.end(),srthlp);
//code for Mana Vortex (there are two sets of animation frames - one without mage guild and one with
if((town->subID == 5) && (town->builtBuildings.find(21)!=town->builtBuildings.end()))
{
CBuildingRect *vortex = NULL;
for(size_t i=0;i<buildings.size();i++)
{
if(buildings[i]->str->ID==21)
{
vortex=buildings[i];
break;
}
}
if(town->builtBuildings.find(4)!=town->builtBuildings.end()) //there is mage Guild level 5
{
vortex->set(0,10);
}
else
{
vortex->set(0,0,9);
}
}
//code for the shipyard in the Castle
else if(town->subID == 0)
{
int shipID = 0;
if(isThereShip)
shipID = 20;
else if(vstd::contains(town->builtBuildings, 6))
shipID = 6;
if(shipID)
{
CBuildingRect *shipyard = NULL;
for(size_t i=0;i<buildings.size();i++)
{
if(buildings[i]->str->ID==shipID)
{
shipyard=buildings[i];
break;
}
}
if(town->builtBuildings.find(8)!=town->builtBuildings.end()) //there is citadel
{
shipyard->set(0,1);
}
else
{
shipyard->set(0,0,0);
}
}
}
if(showing)
for(size_t i=0;i<buildings.size();i++)
buildings[i]->activate();
}
void CCastleInterface::recreateIcons()
{
delete fort;
delete hall;
delete market;
hall = new CTownInfo(0);
fort = new CTownInfo(1);
market = new CTownInfo(2);
for(size_t i=0;i<creainfo.size();i++)
{
if(showing)
creainfo[i]->deactivate();
delete creainfo[i];
}
creainfo.clear();
for(size_t i=0;i<CREATURES_PER_TOWN;i++)
{
int crid = -1;
int bid = 30+i;
if (town->builtBuildings.find(bid)!=town->builtBuildings.end())
{
if (town->builtBuildings.find(bid+CREATURES_PER_TOWN)!=town->builtBuildings.end())
{
crid = town->town->upgradedCreatures[i];
bid += CREATURES_PER_TOWN;
}
else
crid = town->town->basicCreatures[i];
}
if (crid>=0)
creainfo.push_back(new CCreaInfo(crid,(bid-30)%CREATURES_PER_TOWN));
}
if(town->subID == 5 && vstd::contains(town->builtBuildings, 22) && //we have Portal of Summoning
!town->creatures[CREATURES_PER_TOWN].second.empty()) // with some creatures in it
creainfo.push_back(new CCreaInfo(town->creatures[CREATURES_PER_TOWN].second[0], CREATURES_PER_TOWN));
}
CCastleInterface::CCreaInfo::~CCreaInfo()
{
}
CCastleInterface::CCreaInfo::CCreaInfo(int CRID, int LVL)
{
used = LCLICK | RCLICK | HOVER;
CCastleInterface * ci=LOCPLINT->castleInt;
level = LVL;
crid = CRID;
pos.x = ci->pos.x+14+(55*(level%4));
pos.y = (level>3)?(507+ci->pos.y):(459+ci->pos.y);
pos.w = 48;
pos.h = 48;
}
void CCastleInterface::CCreaInfo::hover(bool on)
{
if(on)
{
std::string descr=CGI->generaltexth->allTexts[588];
boost::algorithm::replace_first(descr,"%s",CGI->creh->creatures[crid]->namePl);
GH.statusbar->print(descr);
}
else
GH.statusbar->clear();
}
void CCastleInterface::CCreaInfo::clickLeft(tribool down, bool previousState)
{
if(previousState && (!down))
LOCPLINT->castleInt->showRecruitmentWindow(level);
}
int CCastleInterface::CCreaInfo::AddToString(std::string from, std::string & to, int numb)
{
if (!numb)
return 0;//do not add string if 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;
}
void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState)
{
if(down)
{
CCastleInterface * ci=LOCPLINT->castleInt;
std::set<si32> bld = ci->town->builtBuildings;
int summ=0;
std::string descr=CGI->generaltexth->allTexts[589];//Growth of creature is number
boost::algorithm::replace_first(descr,"%s",CGI->creh->creatures[crid]->nameSing);
boost::algorithm::replace_first(descr,"%d", boost::lexical_cast<std::string>(ci->town->creatureGrowth(level)));
descr +="\n"+CGI->generaltexth->allTexts[590];
summ = CGI->creh->creatures[crid]->growth;
boost::algorithm::replace_first(descr,"%d", boost::lexical_cast<std::string>(summ));
if ( level>=0 && level<CREATURES_PER_TOWN)
{
if ( bld.find(9)!=bld.end())//castle +100% to basic
summ+=AddToString(CGI->buildh->buildings[ci->town->subID][9]->Name()+" %+d",descr,summ);
else if ( bld.find(8)!=bld.end())//else if citadel+50% to basic
summ+=AddToString(CGI->buildh->buildings[ci->town->subID][8]->Name()+" %+d",descr,summ/2);
summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, //double growth or plague
summ * CGI->creh->creatures[crid]->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100);
summ+=AddToString(CGI->generaltexth->artifNames[133] + " %+d",descr,
summ * ci->town->valOfGlobalBonuses
(Selector::type(Bonus::CREATURE_GROWTH_PERCENT) && Selector::sourceType(Bonus::ARTIFACT))/100); //Statue of Legion
if(ci->town->town->hordeLvl[0]==level)//horde, x to summ
if((bld.find(18)!=bld.end()) || (bld.find(19)!=bld.end()))
summ+=AddToString(CGI->buildh->buildings[ci->town->subID][18]->Name()+" %+d",descr,
CGI->creh->creatures[crid]->hordeGrowth);
if(ci->town->town->hordeLvl[1]==level)//horde, x to summ
if((bld.find(24)!=bld.end()) || (bld.find(25)!=bld.end()))
summ+=AddToString(CGI->buildh->buildings[ci->town->subID][24]->Name()+" %+d",descr,
CGI->creh->creatures[crid]->hordeGrowth);
int cnt = 0;
std::vector< const CGDwelling * > myDwellings = LOCPLINT->cb->getMyDwellings();
for (std::vector<const CGDwelling*>::const_iterator it = myDwellings.begin(); it != myDwellings.end(); ++it)
if (CGI->creh->creatures[ci->town->town->basicCreatures[level]]->idNumber == (*it)->creatures[0].second[0])
cnt++;//external dwellings count to summ
summ+=AddToString(CGI->generaltexth->allTexts[591],descr,cnt);
const CGHeroInstance * ch = ci->town->garrisonHero;
BonusList bl;
for (cnt = 0; cnt<2; cnt++) // "loop" to avoid copy-pasting code
{
if(ch)
{
ch->getBonuses(bl, Selector::type(Bonus::CREATURE_GROWTH) && Selector::subtype(level) && Selector::sourceType(Bonus::ARTIFACT), ch);
};
ch = ci->town->visitingHero;
};
if (bl.size())
summ+=AddToString (CGI->arth->artifacts[bl.front()->id]->Name()+" %+d", descr, bl.totalValue());
//TODO: player bonuses
if(bld.find(26)!=bld.end()) //grail - +50% to ALL growth
summ+=AddToString(CGI->buildh->buildings[ci->town->subID][26]->Name()+" %+d",descr,summ/2);
summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, CGI->creh->creatures[crid]->valOfBonuses(Bonus::CREATURE_GROWTH));
}
CInfoPopup *mess = new CInfoPopup();//creating popup
mess->free = true;
mess->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID, descr,graphics->bigImgs[crid],"");
mess->pos.x = screen->w/2 - mess->bitmap->w/2;
mess->pos.y = screen->h/2 - mess->bitmap->h/2;
GH.pushInt(mess);
}
}
void CCastleInterface::CCreaInfo::show(SDL_Surface * to)
{
blitAt(graphics->smallImgs[crid],pos.x+8,pos.y,to);
std::ostringstream oss;
oss << '+' << LOCPLINT->castleInt->town->creatureGrowth(level);
CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+40,FONT_SMALL,zwykly,to);
}
CCastleInterface::CTownInfo::~CTownInfo()
{
delete pic;
}
CCastleInterface::CTownInfo::CTownInfo(int BID)
{
used = LCLICK | RCLICK | HOVER;
CCastleInterface * ci=LOCPLINT->castleInt;
switch (BID)
{
case 0: //hall
bid = 10 + ci->town->hallLevel();
pos.x = ci->pos.x+80; pos.y = ci->pos.y+413; pos.w=40; pos.h=40;
pic = CDefHandler::giveDef("ITMTL.DEF");
break;
case 1: //fort
bid = 6 + ci->town->fortLevel();
pos.x = ci->pos.x+122; pos.y = ci->pos.y+413; pos.w=40; pos.h=40;
pic = CDefHandler::giveDef("ITMCL.DEF");
break;
case 2: pos.x = ci->pos.x+164;pos.y = ci->pos.y+409; pos.w=64; pos.h=44;
pic = NULL;
bid = 14;
break;
}
}
void CCastleInterface::CTownInfo::hover(bool on)
{
if(on)
{
std::string descr;
if ( bid == 6 ) {} //empty "no fort" icon. no hover message
else
if ( bid == 14 ) //marketplace/income icon
descr = CGI->generaltexth->allTexts[255];
else
descr = CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][bid]->Name();
GH.statusbar->print(descr);
}
else
GH.statusbar->clear();
}
void CCastleInterface::CTownInfo::clickLeft(tribool down, bool previousState)
{
if(previousState && (!down))
if (LOCPLINT->castleInt->town->builtBuildings.find(bid)!=LOCPLINT->castleInt->town->builtBuildings.end())
LOCPLINT->castleInt->buildingClicked(bid);//activate building
}
void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
{
if(down)
{
if (( bid == 6 ) || ( bid == 14) )
return;
CInfoPopup *mess = new CInfoPopup();
mess->free = true;
CCastleInterface * ci=LOCPLINT->castleInt;
const CBuilding *bld = CGI->buildh->buildings[ci->town->subID][bid];
mess->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID,bld->Description(),
LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,
bld->Name());
mess->pos.x = screen->w/2 - mess->bitmap->w/2;
mess->pos.y = screen->h/2 - mess->bitmap->h/2;
GH.pushInt(mess);
}
}
void CCastleInterface::CTownInfo::show(SDL_Surface * to)
{
if ( bid == 14 )//marketplace/income
{
std::ostringstream oss;
oss << LOCPLINT->castleInt->town->dailyIncome();
CSDL_Ext::printAtMiddle(oss.str(),pos.x+33,pos.y+34,FONT_SMALL,zwykly,to);
}
else if ( bid == 6 )//no fort
blitAt(pic->ourImages[3].bitmap,pos.x,pos.y,to);
else if (bid < 10)//fort-castle
blitAt(pic->ourImages[bid-7].bitmap,pos.x,pos.y,to);
else//town halls
blitAt(pic->ourImages[bid-10].bitmap,pos.x,pos.y,to);
}
void CCastleInterface::showRecruitmentWindow( int level )
{
assert(level >= 0 && level < town->creatures.size());
CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2,level), -87);
GH.pushInt(rw);
}
void CCastleInterface::enterMageGuild()
{
GH.pushInt(new CMageGuildScreen(this));
}
void CCastleInterface::enterTavern()
{
LOCPLINT->showTavernWindow(town);
}
void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
{
if(key.state != SDL_PRESSED) return;
switch(key.keysym.sym)
{
case SDLK_UP:
if(townlist->selected)
{
townlist->selected--;
townlist->from--;
townChange();
}
break;
case SDLK_DOWN:
if(townlist->selected < LOCPLINT->towns.size() - 1)
{
townlist->selected++;
townlist->from++;
townChange();
}
break;
case SDLK_SPACE:
if(town->visitingHero && town->garrisonHero)
{
LOCPLINT->cb->swapGarrisonHero(town);
}
break;
default:
break;
}
}
void CCastleInterface::splitClicked()
{
if(town->visitingHero && town->garrisonHero && (hslotdown.highlight || hslotup.highlight))
{
LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id);
}
}
void CHallInterface::CBuildingBox::hover(bool on)
{
//Hoverable::hover(on);
if(on)
{
std::string toPrint;
if(state==8)
toPrint = CGI->generaltexth->hcommands[5];
else if(state==5)//"already builded today" message
toPrint = CGI->generaltexth->allTexts[223];
else
toPrint = CGI->generaltexth->hcommands[state];
std::vector<std::string> name;
name.push_back(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][BID]->Name());
GH.statusbar->print(CSDL_Ext::processStr(toPrint,name));
}
else
GH.statusbar->clear();
}
void CHallInterface::CBuildingBox::clickLeft(tribool down, bool previousState)
{
if(previousState && (!down))
{
GH.pushInt(new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,0));
}
//ClickableL::clickLeft(down);
}
void CHallInterface::CBuildingBox::clickRight(tribool down, bool previousState)
{
if(down)
{
GH.pushInt(new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,1));
}
//ClickableR::clickRight(down);
}
void CHallInterface::CBuildingBox::show(SDL_Surface * to)
{
CCastleInterface *ci = LOCPLINT->castleInt;
if (( (BID == 18) && (vstd::contains(ci->town->builtBuildings,(ci->town->town->hordeLvl[0]+37))))
|| ( (BID == 24) && (vstd::contains(ci->town->builtBuildings,(ci->town->town->hordeLvl[1]+37)))) )
blitAt(ci->bicons->ourImages[BID+1].bitmap,pos.x,pos.y,to);
else
blitAt(ci->bicons->ourImages[BID].bitmap,pos.x,pos.y,to);
int pom, pom2=-1;
switch (state)
{
case 4:
pom = 0;
pom2 = 0;
break;
case 7:
pom = 1;
break;
case 6:
pom2 = 2;
pom = 2;
break;
case 5: case 8:
pom2 = 1;
pom = 2;
break;
case 0: case 2: case 1: default:
pom = 3;
break;
}
blitAt(ci->bars->ourImages[pom].bitmap,pos.x-1,pos.y+71,to);
if(pom2>=0)
blitAt(ci->status->ourImages[pom2].bitmap,pos.x+135, pos.y+54,to);
CSDL_Ext::printAtMiddle(CGI->buildh->buildings[ci->town->subID][BID]->Name(),pos.x-1+ci->bars->ourImages[0].bitmap->w/2,pos.y+71+ci->bars->ourImages[0].bitmap->h/2, FONT_SMALL,zwykly,to);
}
CHallInterface::CBuildingBox::~CBuildingBox()
{
}
CHallInterface::CBuildingBox::CBuildingBox(int id)
:BID(id)
{
used = LCLICK | RCLICK | HOVER;
pos.w = 150;
pos.h = 88;
}
CHallInterface::CBuildingBox::CBuildingBox(int id, int x, int y)
:BID(id)
{
used = LCLICK | RCLICK | HOVER;
pos.x = x;
pos.y = y;
pos.w = 150;
pos.h = 88;
}
CHallInterface::CHallInterface(CCastleInterface * owner)
{
resdatabar = new CMinorResDataBar;
pos = owner->pos;
resdatabar->pos.x += pos.x;
resdatabar->pos.y += pos.y;
LOCPLINT->castleInt->statusbar->clear();
bg = BitmapHandler::loadBitmap(CGI->buildh->hall[owner->town->subID].first);
bid = owner->town->hallLevel()+10;
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
exit = new AdventureMapButton
(CGI->generaltexth->hcommands[8],"",boost::bind(&CHallInterface::close,this),pos.x+748,pos.y+556,"TPMAGE1.DEF",SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
//preparing boxes with buildings//
boxes.resize(5);
for(size_t i=0;i<5;i++) //for each row
{
const std::vector< std::vector< std::vector<int> > > &boxList = CGI->buildh->hall[owner->town->subID].second;
for(size_t j=0; j<boxList[i].size();j++) //for each box
{
size_t k=0;
for(;k<boxList[i][j].size();k++)//we are looking for the first not build structure
{
int bid = boxList[i][j][k];
//if building not build or this is unupgraded horde
if(!vstd::contains(owner->town->builtBuildings,bid) || bid==18 || bid == 24)
{
int x = 34 + 194*j,
y = 37 + 104*i,
ID = bid;
if (( bid == 18 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[0]+37))
|| ( bid == 24 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[1]+37)))
continue;//we have upgraded dwelling, horde description should be for upgraded creatures
if(boxList[i].size() == 2) //only two boxes in this row
x+=194;
else if(boxList[i].size() == 3) //only three boxes in this row
x+=97;
boxes[i].push_back(new CBuildingBox(bid,pos.x+x,pos.y+y));
boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
break;
}
}
if(k == boxList[i][j].size()) //all buildings built - let's take the last one
{
int x = 34 + 194*j,
y = 37 + 104*i;
if(boxList[i].size() == 2)
x+=194;
else if(boxList[i].size() == 3)
x+=97;
boxes[i].push_back(new CBuildingBox(boxList[i][j][k-1],pos.x+x,pos.y+y));
boxes[i][boxes[i].size()-1]->state = 4; //already exists
}
}
}
}
CHallInterface::~CHallInterface()
{
SDL_FreeSurface(bg);
for(size_t i=0;i<boxes.size();i++)
for(size_t j=0;j<boxes[i].size();j++)
delete boxes[i][j]; //TODO whats wrong with smartpointers?
delete exit;
delete resdatabar;
}
void CHallInterface::close()
{
GH.popInts(LOCPLINT->castleInt->winMode == 2? 2 : 1 );
}
void CHallInterface::show(SDL_Surface * to)
{
blitAt(bg,pos,to);
LOCPLINT->castleInt->statusbar->show(to);
printAtMiddle(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][bid]->Name(),399+pos.x,12+pos.y,FONT_MEDIUM,zwykly,to);
resdatabar->show(to);
exit->show(to);
for(int i=0; i<5; i++)
{
for(size_t j=0;j<boxes[i].size(); ++j)
boxes[i][j]->show(to);
}
}
void CHallInterface::activate()
{
for(int i=0;i<5;i++)
{
for(size_t j=0; j < boxes[i].size(); ++j)
{
boxes[i][j]->activate();
}
}
exit->activate();
}
void CHallInterface::deactivate()
{
for(int i=0;i<5;i++)
{
for(size_t j=0;j<boxes[i].size();++j)
{
boxes[i][j]->deactivate();
}
}
exit->deactivate();
}
void CHallInterface::CBuildWindow::activate()
{
activateRClick();
if(mode)
return;
if(state==7)
buy->activate();
cancel->activate();
}
void CHallInterface::CBuildWindow::deactivate()
{
deactivateRClick();
if(mode)
return;
if(state==7)
buy->deactivate();
cancel->deactivate();
}
void CHallInterface::CBuildWindow::Buy()
{
int building = bid;
LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,building);
GH.popInts(LOCPLINT->castleInt->winMode == 2? 3 : 2 ); //we - build window and hall screen
}
void CHallInterface::CBuildWindow::close()
{
GH.popIntTotally(this);
}
void CHallInterface::CBuildWindow::clickRight(tribool down, bool previousState)
{
if((!down || indeterminate(down)) && mode)
close();
}
void CHallInterface::CBuildWindow::show(SDL_Surface * to)
{
SDL_Rect pom = genRect(bitmap->h-1,bitmap->w-1,pos.x,pos.y);
SDL_Rect poms = pom; poms.x=0;poms.y=0;
SDL_BlitSurface(bitmap,&poms,to,&pom);
if(!mode)
{
buy->show(to);
cancel->show(to);
}
}
std::string CHallInterface::CBuildWindow::getTextForState(int state)
{
std::string ret;
if(state<7)
ret = CGI->generaltexth->hcommands[state];
switch (state)
{
case 4: case 5: case 6:
ret.replace(ret.find_first_of("%s"),2,CGI->buildh->buildings[tid][bid]->Name());
break;
case 7:
return CGI->generaltexth->allTexts[219]; //all prereq. are met
case 8:
{
ret = CGI->generaltexth->allTexts[52];
std::set<int> reqs= LOCPLINT->cb->getBuildingRequiments(LOCPLINT->castleInt->town, bid);
bool first=true;
for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
{
if (vstd::contains(LOCPLINT->castleInt->town->builtBuildings, *i))
continue;//skipping constructed buildings
ret+=(((first)?(" "):(", ")) + CGI->buildh->buildings[tid][*i]->Name());
first = false;//TODO - currently can return "Mage guild lvl 1, MG lvl 2..." - extra check needed
}
}
}
return ret;
}
CHallInterface::CBuildWindow::CBuildWindow(int Tid, int Bid, int State, bool Mode)
:tid(Tid), bid(Bid), state(State), mode(Mode)
{
SDL_Surface *hhlp = BitmapHandler::loadBitmap("TPUBUILD.bmp");
graphics->blueToPlayersAdv(hhlp,LOCPLINT->playerID);
bitmap = SDL_ConvertSurface(hhlp,screen->format,0); //na 8bitowej mapie by sie psulo
SDL_SetColorKey(hhlp,SDL_SRCCOLORKEY,SDL_MapRGB(hhlp->format,0,255,255));
SDL_FreeSurface(hhlp);
pos.x = screen->w/2 - bitmap->w/2;
pos.y = screen->h/2 - bitmap->h/2;
blitAt(LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,125,50,bitmap);
std::vector<std::string> pom; pom.push_back(CGI->buildh->buildings[tid][bid]->Name());
CSDL_Ext::printAtMiddleWB(CGI->buildh->buildings[tid][bid]->Description(),197,168,FONT_MEDIUM,43,zwykly,bitmap);
CSDL_Ext::printAtMiddleWB(getTextForState(state),199,248,FONT_SMALL,50,zwykly,bitmap);
CSDL_Ext::printAtMiddle(CSDL_Ext::processStr(CGI->generaltexth->hcommands[7],pom),197,30,FONT_BIG,tytulowy,bitmap);
int resamount=0;
for(int i=0;i<7;i++)
{
if(CGI->buildh->buildings[tid][bid]->resources[i])
{
resamount++;
}
}
int ah = (resamount>4) ? 304 : 340;
int cn=-1, it=0;
int row1w = std::min(resamount,4) * 32 + (std::min(resamount,4)-1) * 45,
row2w = (resamount-4) * 32 + (resamount-5) * 45;
char buf[15];
while(++cn<7)
{
if(!CGI->buildh->buildings[tid][bid]->resources[cn])
continue;
SDL_itoa(CGI->buildh->buildings[tid][bid]->resources[cn],buf,10);
if(it<4)
{
CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row1w/2)+77*it+16,ah+47,FONT_SMALL,zwykly,bitmap);
blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row1w/2)+77*it++,ah,bitmap);
}
else
{
CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row2w/2)+77*it+16-308,ah+47,FONT_SMALL,zwykly,bitmap);
blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row2w/2)+77*it++ - 308,ah,bitmap);
}
if(it==4)
ah+=75;
}
if(!mode)
{
buy = new AdventureMapButton
("","",boost::bind(&CBuildWindow::Buy,this),pos.x+45,pos.y+446,"IBUY30.DEF",SDLK_RETURN);
cancel = new AdventureMapButton
("","",boost::bind(&CBuildWindow::close,this),pos.x+290,pos.y+445,"ICANCEL.DEF",SDLK_ESCAPE);
if(state!=7)
buy->state=2;
}
}
CHallInterface::CBuildWindow::~CBuildWindow()
{
SDL_FreeSurface(bitmap);
if(!mode)
{
delete buy;
delete cancel;
}
}
CFortScreen::~CFortScreen()
{
for(size_t i=0;i<crePics.size();i++)
delete crePics[i];
for (size_t i=0;i<recAreas.size();i++)
delete recAreas[i];
SDL_FreeSurface(bg);
delete exit;
delete resdatabar;
}
void CFortScreen::show( SDL_Surface * to)
{
blitAt(bg,pos,to);
for (int i=0; i<crePics.size(); i++)
{
crePics[i]->show(to);
}
exit->show(to);
resdatabar->show(to);
GH.statusbar->show(to);
}
void CFortScreen::activate()
{
GH.statusbar = LOCPLINT->castleInt->statusbar;
exit->activate();
for (size_t i=0;i<recAreas.size(); ++i)
{
recAreas[i]->activate();
}
}
void CFortScreen::deactivate()
{
exit->deactivate();
for (size_t i=0;i<recAreas.size();i++)
{
recAreas[i]->deactivate();
}
}
void CFortScreen::close()
{
GH.popInts(LOCPLINT->castleInt->winMode == 3? 2 : 1 );
}
CFortScreen::CFortScreen( CCastleInterface * owner )
{
if (owner->town->creatures.size() > CREATURES_PER_TOWN
&& owner->town->creatures[CREATURES_PER_TOWN].second.size() )//dungeon with active portal
fortSize = CREATURES_PER_TOWN+1;
else
fortSize = CREATURES_PER_TOWN;
resdatabar = new CMinorResDataBar;
pos = owner->pos;
bg = NULL;
LOCPLINT->castleInt->statusbar->clear();
std::string temp = CGI->generaltexth->fcommands[6];
boost::algorithm::replace_first(temp,"%s",CGI->buildh->buildings[owner->town->subID][owner->town->fortLevel()+6]->Name());
exit = new AdventureMapButton(temp,"",boost::bind(&CFortScreen::close,this),pos.x+748,pos.y+556,"TPMAGE1.DEF",SDLK_RETURN);
positions += genRect(126,386,10,22),genRect(126,386,404,22),
genRect(126,386,10,155),genRect(126,386,404,155),
genRect(126,386,10,288),genRect(126,386,404,288);
if (fortSize == CREATURES_PER_TOWN)
positions += genRect(126,386,206,421);
else
positions += genRect(126,386,10,421),genRect(126,386,404,421);
draw(owner,true);
resdatabar->pos += pos;
}
void CFortScreen::draw( CCastleInterface * owner, bool first)
{
if(bg)
SDL_FreeSurface(bg);
char buf[20];
memset(buf,0,20);
SDL_Surface *bg2;
if (fortSize == CREATURES_PER_TOWN)
bg2 = BitmapHandler::loadBitmap("TPCASTL7.bmp");
else
bg2 = BitmapHandler::loadBitmap("TPCASTL8.bmp");
SDL_Surface *icons = BitmapHandler::loadBitmap("ZPCAINFO.bmp");
SDL_SetColorKey(icons,SDL_SRCCOLORKEY,SDL_MapRGB(icons->format,0,255,255));
graphics->blueToPlayersAdv(bg2,LOCPLINT->playerID);
bg = SDL_ConvertSurface(bg2,screen->format,0);
SDL_FreeSurface(bg2);
printAtMiddle(CGI->buildh->buildings[owner->town->subID][owner->town->fortLevel()+6]->Name(),400,13,FONT_MEDIUM,zwykly,bg);
for(int i=0;i<fortSize; i++)
{
int dwelling;// ID of buiding with this creature
const CCreature *c;
bool present = true;
if ( i < CREATURES_PER_TOWN )
{
bool upgraded = owner->town->creatureDwelling(i,true);
present = owner->town->creatureDwelling(i,false);
c = CGI->creh->creatures[upgraded ? owner->town->town->upgradedCreatures[i] : owner->town->town->basicCreatures[i]];
dwelling = 30+i+upgraded*7;
}
else
{
c = CGI->creh->creatures[owner->town->creatures[i].second[0]];
dwelling = 22;//Portal of summon
}
printAtMiddle(c->namePl,positions[i].x+79,positions[i].y+10,FONT_SMALL,zwykly,bg); //cr. name
blitAt(owner->bicons->ourImages[dwelling].bitmap,positions[i].x+4,positions[i].y+21,bg); //dwelling pic
printAtMiddle(CGI->buildh->buildings[owner->town->subID][dwelling]->Name(),positions[i].x+79,positions[i].y+100,FONT_SMALL,zwykly,bg); //dwelling name
if(present) //if creature is present print available quantity
{
SDL_itoa(owner->town->creatures[i].first,buf,10);
printAtMiddle(CGI->generaltexth->allTexts[217] + buf,positions[i].x+79,positions[i].y+118,FONT_SMALL,zwykly,bg);
}
blitAt(icons,positions[i].x+261,positions[i].y+3,bg);
//attack
printAt(CGI->generaltexth->allTexts[190],positions[i].x+288,positions[i].y+5,FONT_SMALL,zwykly,bg);
SDL_itoa(c->Attack(),buf,10);
printTo(buf,positions[i].x+381,positions[i].y+21,FONT_SMALL,zwykly,bg);
//defense
printAt(CGI->generaltexth->allTexts[191],positions[i].x+288,positions[i].y+25,FONT_SMALL,zwykly,bg);
SDL_itoa(c->Defense(),buf,10);
printTo(buf,positions[i].x+381,positions[i].y+41,FONT_SMALL,zwykly,bg);
//damage
printAt(CGI->generaltexth->allTexts[199],positions[i].x+288,positions[i].y+46,FONT_SMALL,zwykly,bg);
SDL_itoa(c->damageMin,buf,10);
int hlp;
if(c->damageMin > 0)
hlp = log10f(c->damageMin)+2;
else
hlp = 2;
buf[hlp-1]=' '; buf[hlp]='-'; buf[hlp+1]=' ';
SDL_itoa(c->damageMax,buf+hlp+2,10);
printTo(buf,positions[i].x+381,positions[i].y+62,FONT_SMALL,zwykly,bg);
//health
printAt(CGI->generaltexth->zelp[439].first,positions[i].x+288,positions[i].y+66,FONT_SMALL,zwykly,bg);
SDL_itoa(c->MaxHealth(),buf,10);
printTo(buf,positions[i].x+381,positions[i].y+82,FONT_SMALL,zwykly,bg);
//speed
printAt(CGI->generaltexth->zelp[441].first,positions[i].x+288,positions[i].y+87,FONT_SMALL,zwykly,bg);
SDL_itoa(c->valOfBonuses(Bonus::STACKS_SPEED), buf,10);
printTo(buf,positions[i].x+381,positions[i].y+103,FONT_SMALL,zwykly,bg);
if(present)//growth
{
printAt(CGI->generaltexth->allTexts[194],positions[i].x+288,positions[i].y+107,FONT_SMALL,zwykly,bg);
SDL_itoa(owner->town->creatureGrowth(i),buf,10);
printTo(buf,positions[i].x+381,positions[i].y+123,FONT_SMALL,zwykly,bg);
}
if(first)
{
crePics.push_back(new CCreaturePic( positions[i].x+pos.x+160, positions[i].y+pos.y+5, c,false));
if(present)
{
recAreas.push_back(new RecArea(i));
recAreas.back()->pos = positions[i] + pos;
}
}
}
SDL_FreeSurface(icons);
}
void CFortScreen::RecArea::clickLeft(tribool down, bool previousState)
{
if(!down && previousState)
LOCPLINT->castleInt->showRecruitmentWindow(level);
}
void CFortScreen::RecArea::clickRight(tribool down, bool previousState)
{
clickLeft(down, false); //r-click does same as l-click - opens recr. window
}
CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
bg = new CPicture("TPMAGE.bmp");
pos = bg->center();
resdatabar = new CMinorResDataBar;
resdatabar->pos.x += pos.x;
resdatabar->pos.y += pos.y;
LOCPLINT->castleInt->statusbar->clear();
exit = new AdventureMapButton(CGI->generaltexth->allTexts[593],"",boost::bind(&CMageGuildScreen::close,this), 748, 556,"TPMAGE1.DEF",SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
CAnimation scrolls("TPMAGES.DEF");
scrolls.load();
SDL_Surface *view = BitmapHandler::loadBitmap(graphics->guildBgs[owner->town->subID]);
SDL_SetColorKey(view,SDL_SRCCOLORKEY,SDL_MapRGB(view->format,0,255,255));
blitAt(view,332,76,*bg);
SDL_FreeSurface(view);
positions.resize(5);
positions[0] += genRect(61,83,222,445), genRect(61,83,312,445), genRect(61,83,402,445), genRect(61,83,520,445), genRect(61,83,610,445), genRect(61,83,700,445);
positions[1] += genRect(61,83,48,53), genRect(61,83,48,147), genRect(61,83,48,241), genRect(61,83,48,335), genRect(61,83,48,429);
positions[2] += genRect(61,83,570,82), genRect(61,83,672,82), genRect(61,83,570,157), genRect(61,83,672,157);
positions[3] += genRect(61,83,183,42), genRect(61,83,183,148), genRect(61,83,183,253);
positions[4] += genRect(61,83,491,325), genRect(61,83,591,325);
for(size_t i=0; i<owner->town->town->mageLevel; i++)
{
size_t sp = owner->town->spellsAtLevel(i+1,false); //spell at level with -1 hmmm?
for(size_t j=0; j<sp; j++)
{
if(i<owner->town->mageGuildLevel() && owner->town->spells[i].size()>j)
{
spells.push_back( new Scroll(CGI->spellh->spells[owner->town->spells[i][j]]));
spells[spells.size()-1]->pos = positions[i][j];
blitAt(graphics->spellscr->ourImages[owner->town->spells[i][j]].bitmap,positions[i][j],*bg);
}
else
{
blitAt(scrolls.image(1),positions[i][j],*bg);
}
}
}
for(size_t i=0;i<spells.size();i++)
{
spells[i]->pos.x += pos.x;
spells[i]->pos.y += pos.y;
}
}
CMageGuildScreen::~CMageGuildScreen()
{
}
void CMageGuildScreen::close()
{
GH.popIntTotally(this);
}
CMageGuildScreen::Scroll::Scroll(const CSpell *Spell)
:spell(Spell)
{
used = LCLICK | RCLICK | HOVER;
}
void CMageGuildScreen::Scroll::clickLeft(tribool down, bool previousState)
{
if(down)
{
std::vector<SComponent*> comps(1,
new SComponent(SComponent::spell,spell->id,0)
);
LOCPLINT->showInfoDialog(spell->descriptions[0],comps, soundBase::sound_todo);
}
}
void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState)
{
if(down)
{
CInfoPopup *vinya = new CInfoPopup();
vinya->free = true;
vinya->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID,
spell->descriptions[0],graphics->spellscr->ourImages[spell->id].bitmap,
spell->name,30,30);
vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
GH.pushInt(vinya);
}
}
void CMageGuildScreen::Scroll::hover(bool on)
{
if(on)
GH.statusbar->print(spell->name);
else
GH.statusbar->clear();
}
CBlacksmithDialog::CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
// SDL_SetColorKey(bg2,SDL_SRCCOLORKEY,SDL_MapRGB(bg2->format,0,255,255));
bmp = new CPicture("TPSMITH");
bmp->colorizeAndConvert(LOCPLINT->playerID);
pos = bmp->center();
SDL_Surface *bg = BitmapHandler::loadBitmap("TPSMITBK.bmp");
blitAt(bg,64,50,*bmp);
SDL_FreeSurface(bg);
CCreatureAnim cra(170, 120, CGI->creh->creatures[creMachineID]->animDefName);
char pom[75];
sprintf(pom,CGI->generaltexth->allTexts[274].c_str(),CGI->creh->creatures[creMachineID]->nameSing.c_str()); //build a new ...
printAtMiddle(pom,165,28,FONT_MEDIUM,tytulowy,*bmp);
printAtMiddle(CGI->generaltexth->jktexts[43],165,218,FONT_MEDIUM,zwykly,*bmp); //resource cost
SDL_itoa(CGI->arth->artifacts[aid]->price,pom,10);
printAtMiddle(pom,165,290,FONT_MEDIUM,zwykly,*bmp);
buy = new AdventureMapButton("","",boost::bind(&CBlacksmithDialog::close,this), 42, 312,"IBUY30.DEF",SDLK_RETURN);
cancel = new AdventureMapButton("","",boost::bind(&CBlacksmithDialog::close,this), 224, 312,"ICANCEL.DEF",SDLK_ESCAPE);
if(possible)
buy->callback += boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,LOCPLINT->cb->getHeroInfo(hid,2),aid);
else
buy->block(2);
blitAt(graphics->resources32->ourImages[6].bitmap,148,244,*bmp);
}
CBlacksmithDialog::~CBlacksmithDialog()
{
}
void CBlacksmithDialog::close()
{
GH.popIntTotally(this);
}