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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/windows/CCastleInterface.cpp
Ivan Savenko ee7a573cb8 Refactoring of SDL API usage:
- Rect no longer inherits from SDL_Rect
- renamed vcmi functions that used SDL naming format
- moved all functions in SDL_Extensions file into CSDL_Ext namespace
- SDL_Rect is now used only by SDL_Extensions, all other code uses Rect
2023-01-20 16:11:43 +02:00

1828 lines
58 KiB
C++

/*
* CCastleInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CCastleInterface.h"
#include "CAdvmapInterface.h"
#include "CHeroWindow.h"
#include "CTradeWindow.h"
#include "InfoWindows.h"
#include "GUIClasses.h"
#include "QuickRecruitmentWindow.h"
#include "../CBitmapHandler.h"
#include "../CGameInfo.h"
#include "../CMessage.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../Graphics.h"
#include "../gui/CGuiHandler.h"
#include "../gui/SDL_Extensions.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/CComponent.h"
#include "../../CCallback.h"
#include "../../lib/CArtHandler.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CModHandler.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/GameConstants.h"
#include "../../lib/StartInfo.h"
#include "../../lib/mapping/CCampaignHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town, const CStructure * Str)
: CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE),
parent(Par),
town(Town),
str(Str),
stateTimeCounter(BUILD_ANIMATION_FINISHED_TIMEPOINT)
{
addUsedEvents(LCLICK | RCLICK | HOVER);
pos.x += str->pos.x;
pos.y += str->pos.y;
// special animation frame manipulation for castle shipyard with and without ship
// done due to .def used in special way, not to animate building - first image is for shipyard without citadel moat, 2nd image is for including moat
if(Town->town->faction->getId() == FactionID::CASTLE && Str->building &&
(Str->building->bid == BuildingID::SHIPYARD || Str->building->bid == BuildingID::SHIP))
{
if(Town->hasBuilt(BuildingID::CITADEL))
{
this->first = 1;
this->frame = 1;
}
else
this->last = 0;
}
if(!str->borderName.empty())
border = BitmapHandler::loadBitmap(str->borderName);
else
border = nullptr;
if(!str->areaName.empty())
area = BitmapHandler::loadBitmap(str->areaName);
else
area = nullptr;
}
CBuildingRect::~CBuildingRect()
{
if(border)
SDL_FreeSurface(border);
if(area)
SDL_FreeSurface(area);
}
const CBuilding * CBuildingRect::getBuilding()
{
if (!str->building)
return nullptr;
if (str->hiddenUpgrade) // hidden upgrades, e.g. hordes - return base (dwelling for hordes)
return town->town->buildings.at(str->building->getBase());
return str->building;
}
bool CBuildingRect::operator<(const CBuildingRect & p2) const
{
return (str->pos.z) < (p2.str->pos.z);
}
void CBuildingRect::hover(bool on)
{
if(on)
{
if(!(active & MOVE))
addUsedEvents(MOVE);
}
else
{
if(active & MOVE)
removeUsedEvents(MOVE);
if(parent->selectedBuilding == this)
{
parent->selectedBuilding = nullptr;
GH.statusbar->clear();
}
}
}
void CBuildingRect::clickLeft(tribool down, bool previousState)
{
if(previousState && getBuilding() && area && !down && (parent->selectedBuilding==this))
{
if(!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y)) //inside building image
{
auto building = getBuilding();
parent->buildingClicked(building->bid, building->subId, building->upgrade);
}
}
}
void CBuildingRect::clickRight(tribool down, bool previousState)
{
if((!area) || (!((bool)down)) || (this!=parent->selectedBuilding) || getBuilding() == nullptr)
return;
if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
{
BuildingID bid = getBuilding()->bid;
const CBuilding *bld = town->town->buildings.at(bid);
if (bid < BuildingID::DWELL_FIRST)
{
CRClickPopup::createAndPush(CInfoWindow::genText(bld->getNameTranslated(), bld->getDescriptionTranslated()),
std::make_shared<CComponent>(CComponent::building, bld->town->faction->getIndex(), bld->bid));
}
else
{
int level = ( bid - BuildingID::DWELL_FIRST ) % GameConstants::CREATURES_PER_TOWN;
GH.pushIntT<CDwellingInfoBox>(parent->pos.x+parent->pos.w/2, parent->pos.y+parent->pos.h/2, town, level);
}
}
}
SDL_Color multiplyColors(const SDL_Color & b, const SDL_Color & a, double f)
{
SDL_Color ret;
ret.r = static_cast<Uint8>(a.r * f + b.r * (1 - f));
ret.g = static_cast<Uint8>(a.g * f + b.g * (1 - f));
ret.b = static_cast<Uint8>(a.b * f + b.b * (1 - f));
ret.a = static_cast<Uint8>(a.a * f + b.b * (1 - f));
return ret;
}
void CBuildingRect::show(SDL_Surface * to)
{
uint32_t stageDelay = BUILDING_APPEAR_TIMEPOINT;
if(stateTimeCounter < BUILDING_APPEAR_TIMEPOINT)
{
setAlpha(255 * stateTimeCounter / stageDelay);
CShowableAnim::show(to);
}
else
{
setAlpha(255);
CShowableAnim::show(to);
}
if(border && stateTimeCounter > BUILDING_APPEAR_TIMEPOINT)
{
if(stateTimeCounter >= BUILD_ANIMATION_FINISHED_TIMEPOINT)
{
if(parent->selectedBuilding == this)
blitAtLoc(border,0,0,to);
return;
}
if(border->format->palette != nullptr)
{
// key colors in glowing border
SDL_Color c1 = {200, 200, 200, 255};
SDL_Color c2 = {120, 100, 60, 255};
SDL_Color c3 = {200, 180, 110, 255};
ui32 colorID = SDL_MapRGB(border->format, c3.r, c3.g, c3.b);
SDL_Color oldColor = border->format->palette->colors[colorID];
SDL_Color newColor;
if (stateTimeCounter < BUILDING_WHITE_BORDER_TIMEPOINT)
newColor = multiplyColors(c1, c2, static_cast<double>(stateTimeCounter % stageDelay) / stageDelay);
else
if (stateTimeCounter < BUILDING_YELLOW_BORDER_TIMEPOINT)
newColor = multiplyColors(c2, c3, static_cast<double>(stateTimeCounter % stageDelay) / stageDelay);
else
newColor = oldColor;
CSDL_Ext::setColors(border, &newColor, colorID, 1);
blitAtLoc(border, 0, 0, to);
CSDL_Ext::setColors(border, &oldColor, colorID, 1);
}
}
if(stateTimeCounter < BUILD_ANIMATION_FINISHED_TIMEPOINT)
stateTimeCounter += GH.mainFPSmng->getElapsedMilliseconds();
}
void CBuildingRect::showAll(SDL_Surface * to)
{
if (stateTimeCounter == 0)
return;
CShowableAnim::showAll(to);
if(!active && parent->selectedBuilding == this && border)
blitAtLoc(border,0,0,to);
}
std::string CBuildingRect::getSubtitle()//hover text for building
{
if (!getBuilding())
return "";
int bid = getBuilding()->bid;
if (bid<30)//non-dwellings - only buiding name
return town->town->buildings.at(getBuilding()->bid)->getNameTranslated();
else//dwellings - recruit %creature%
{
auto & availableCreatures = town->creatures[(bid-30)%GameConstants::CREATURES_PER_TOWN].second;
if(availableCreatures.size())
{
int creaID = availableCreatures.back();//taking last of available creatures
return CGI->generaltexth->allTexts[16] + " " + CGI->creh->objects.at(creaID)->getNamePluralTranslated();
}
else
{
logGlobal->warn("Dwelling with id %d offers no creatures!", bid);
return "#ERROR#";
}
}
}
void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
{
if(area && pos.isInside(sEvent.x, sEvent.y))
{
if(CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y)) //hovered pixel is inside this building
{
if(parent->selectedBuilding == this)
{
parent->selectedBuilding = nullptr;
GH.statusbar->clear();
}
}
else //inside the area of this building
{
if(! parent->selectedBuilding //no building hovered
|| (*parent->selectedBuilding)<(*this)) //or we are on top
{
parent->selectedBuilding = this;
GH.statusbar->write(getSubtitle());
}
}
}
}
CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance * Town, int level)
: CWindowObject(RCLICK_POPUP, "CRTOINFO", Point(centerX, centerY))
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background->colorize(Town->tempOwner);
const CCreature * creature = CGI->creh->objects.at(Town->creatures.at(level).second.back());
title = std::make_shared<CLabel>(80, 30, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, creature->getNamePluralTranslated());
animation = std::make_shared<CCreaturePic>(30, 44, creature, true, true);
std::string text = boost::lexical_cast<std::string>(Town->creatures.at(level).first);
available = std::make_shared<CLabel>(80,190, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[217] + text);
costPerTroop = std::make_shared<CLabel>(80, 227, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[346]);
for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)
{
if(creature->cost[i])
{
resPicture.push_back(std::make_shared<CAnimImage>("RESOURCE", i, 0, 0, 0));
resAmount.push_back(std::make_shared<CLabel>(0,0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, boost::lexical_cast<std::string>(creature->cost[i])));
}
}
int posY = 238;
int posX = pos.w/2 - (int)resAmount.size() * 25 + 5;
for (size_t i=0; i<resAmount.size(); i++)
{
resPicture[i]->moveBy(Point(posX, posY));
resAmount[i]->moveBy(Point(posX+16, posY+43));
posX += 50;
}
}
CDwellingInfoBox::~CDwellingInfoBox() = default;
CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance * h, HeroSlots * Owner)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
owner = Owner;
pos.x += x;
pos.y += y;
pos.w = 58;
pos.h = 64;
upg = updown;
portrait = std::make_shared<CAnimImage>("PortraitsLarge", 0, 0, 0, 0);
portrait->visible = false;
flag = std::make_shared<CAnimImage>("CREST58", 0, 0, 0, 0);
flag->visible = false;
selection = std::make_shared<CAnimImage>("TWCRPORT", 1, 0);
selection->visible = false;
set(h);
addUsedEvents(LCLICK | RCLICK | HOVER);
}
CHeroGSlot::~CHeroGSlot() = default;
void CHeroGSlot::hover(bool on)
{
if(!on)
{
GH.statusbar->clear();
return;
}
std::shared_ptr<CHeroGSlot> other = upg ? owner->garrisonedHero : owner->visitingHero;
std::string temp;
if(hero)
{
if(isSelected())//view NNN
{
temp = CGI->generaltexth->tcommands[4];
boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated());
}
else if(other->hero && other->isSelected())//exchange
{
temp = CGI->generaltexth->tcommands[7];
boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated());
boost::algorithm::replace_first(temp,"%s",other->hero->getNameTranslated());
}
else// select NNN (in ZZZ)
{
if(upg)//down - visiting
{
temp = CGI->generaltexth->tcommands[32];
boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated());
}
else //up - garrison
{
temp = CGI->generaltexth->tcommands[12];
boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated());
}
}
}
else //we are empty slot
{
if(other->isSelected() && other->hero) //move NNNN
{
temp = CGI->generaltexth->tcommands[6];
boost::algorithm::replace_first(temp,"%s",other->hero->getNameTranslated());
}
else //empty
{
temp = CGI->generaltexth->allTexts[507];
}
}
if(temp.size())
GH.statusbar->write(temp);
}
void CHeroGSlot::clickLeft(tribool down, bool previousState)
{
std::shared_ptr<CHeroGSlot> other = upg ? owner->garrisonedHero : owner->visitingHero;
if(!down)
{
owner->garr->setSplittingMode(false);
owner->garr->selectSlot(nullptr);
if(hero && isSelected())
{
setHighlight(false);
LOCPLINT->openHeroWindow(hero);
}
else if(other->hero && other->isSelected())
{
bool allow = true;
if(upg) //moving hero out of town - check if it is allowed
{
if(!hero && LOCPLINT->cb->howManyHeroes(false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)
{
std::string tmp = CGI->generaltexth->allTexts[18]; //You already have %d adventuring heroes under your command.
boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes(false)));
LOCPLINT->showInfoDialog(tmp, std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
allow = false;
}
else if(!other->hero->stacksCount()) //hero has no creatures - strange, but if we have appropriate error message...
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[19], std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo); //This hero has no creatures. A hero must have creatures before he can brave the dangers of the countryside.
allow = false;
}
}
setHighlight(false);
other->setHighlight(false);
if(allow)
{
owner->swapArmies();
hero = other->hero;
}
}
else if(hero)
{
setHighlight(true);
owner->garr->selectSlot(nullptr);
redraw();
}
//refresh statusbar
hover(false);
hover(true);
}
}
void CHeroGSlot::clickRight(tribool down, bool previousState)
{
if(hero && down)
{
GH.pushIntT<CInfoBoxPopup>(Point(pos.x + 175, pos.y + 100), hero);
}
}
void CHeroGSlot::deactivate()
{
selection->visible = false;
CIntObject::deactivate();
}
bool CHeroGSlot::isSelected() const
{
return selection->visible;
}
void CHeroGSlot::setHighlight(bool on)
{
selection->visible = on;
if(owner->garrisonedHero->hero && owner->visitingHero->hero) //two heroes in town
{
for(auto & elem : owner->garr->splitButtons) //splitting enabled when slot higlighted
elem->block(!on);
}
}
void CHeroGSlot::set(const CGHeroInstance * newHero)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
hero = newHero;
selection->visible = false;
portrait->visible = false;
flag->visible = false;
if(newHero)
{
portrait->visible = true;
portrait->setFrame(newHero->portrait);
}
else if(!upg && owner->showEmpty) //up garrison
{
flag->visible = true;
flag->setFrame(LOCPLINT->castleInt->town->getOwner().getNum());
}
}
HeroSlots::HeroSlots(const CGTownInstance * Town, Point garrPos, Point visitPos, std::shared_ptr<CGarrisonInt> Garrison, bool ShowEmpty):
showEmpty(ShowEmpty),
town(Town),
garr(Garrison)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
garrisonedHero = std::make_shared<CHeroGSlot>(garrPos.x, garrPos.y, 0, town->garrisonHero, this);
visitingHero = std::make_shared<CHeroGSlot>(visitPos.x, visitPos.y, 1, town->visitingHero, this);
}
HeroSlots::~HeroSlots() = default;
void HeroSlots::update()
{
garrisonedHero->set(town->garrisonHero);
visitingHero->set(town->visitingHero);
}
void HeroSlots::splitClicked()
{
if(!!town->visitingHero && town->garrisonHero && (visitingHero->isSelected() || garrisonedHero->isSelected()))
{
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<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
return;
}
}
LOCPLINT->cb->swapGarrisonHero(town);
}
class SORTHELP
{
public:
bool operator() (const CIntObject * a, const CIntObject * b)
{
auto b1 = dynamic_cast<const CBuildingRect *>(a);
auto b2 = dynamic_cast<const CBuildingRect *>(b);
if(!b1 && !b2)
return intptr_t(a) < intptr_t(b);
if(b1 && !b2)
return false;
if(!b1 && b2)
return true;
return (*b1)<(*b2);
}
};
SORTHELP buildSorter;
CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):
town(Town),
selectedBuilding(nullptr)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>(town->town->clientInfo.townBackground);
pos.w = background->pos.w;
pos.h = background->pos.h;
recreate();
}
CCastleBuildings::~CCastleBuildings() = default;
void CCastleBuildings::recreate()
{
selectedBuilding = nullptr;
OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
buildings.clear();
groups.clear();
//Generate buildings list
auto buildingsCopy = town->builtBuildings;// a bit modified copy of built buildings
if(vstd::contains(town->builtBuildings, BuildingID::SHIPYARD))
{
auto bayPos = town->bestLocation();
if(!bayPos.valid())
logGlobal->warn("Shipyard in non-coastal town!");
std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(bayPos, false);
//there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
if(!vobjs.empty() && (vobjs.front()->ID == Obj::BOAT || vobjs.front()->ID == Obj::HERO))
{
buildingsCopy.insert(BuildingID::SHIP);
}
}
for(const CStructure * structure : town->town->clientInfo.structures)
{
if(!structure->building)
{
buildings.push_back(std::make_shared<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(std::make_shared<CBuildingRect>(this, town, toAdd));
}
boost::sort(children, buildSorter); //TODO: create building in blit order
}
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(auto buildingRect : buildings)
{
if(vstd::contains(structures, buildingRect->str))
{
//reset animation
if(structures.size() == 1)
buildingRect->stateTimeCounter = 0; // transparency -> fully visible stage
else
buildingRect->stateTimeCounter = CBuildingRect::BUILDING_APPEAR_TIMEPOINT; // already in fully visible stage
break;
}
}
}
void CCastleBuildings::removeBuilding(BuildingID building)
{
//FIXME: implement faster method without complete recreation of town
recreate();
}
const CGHeroInstance * CCastleBuildings::getHero()
{
if(town->visitingHero)
return town->visitingHero;
else
return town->garrisonHero;
}
void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades)
{
logGlobal->trace("You've clicked on %d", (int)building.toEnum());
const CBuilding *b = town->town->buildings.find(building)->second;
if(building >= BuildingID::DWELL_FIRST)
{
enterDwelling((building-BuildingID::DWELL_FIRST)%GameConstants::CREATURES_PER_TOWN);
}
else
{
switch(building)
{
case BuildingID::MAGES_GUILD_1:
case BuildingID::MAGES_GUILD_2:
case BuildingID::MAGES_GUILD_3:
case BuildingID::MAGES_GUILD_4:
case BuildingID::MAGES_GUILD_5:
enterMagesGuild();
break;
case BuildingID::TAVERN:
LOCPLINT->showTavernWindow(town);
break;
case BuildingID::SHIPYARD:
if(town->shipyardStatus() == IBoatGenerator::GOOD)
LOCPLINT->showShipyardDialog(town);
else if(town->shipyardStatus() == IBoatGenerator::BOAT_ALREADY_BUILT)
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]);
break;
case BuildingID::FORT:
case BuildingID::CITADEL:
case BuildingID::CASTLE:
GH.pushIntT<CFortScreen>(town);
break;
case BuildingID::VILLAGE_HALL:
case BuildingID::CITY_HALL:
case BuildingID::TOWN_HALL:
case BuildingID::CAPITOL:
enterTownHall();
break;
case BuildingID::MARKETPLACE:
GH.pushIntT<CMarketplaceWindow>(town, town->visitingHero);
break;
case BuildingID::BLACKSMITH:
enterBlacksmith(town->town->warMachine);
break;
case BuildingID::SHIP:
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
break;
case BuildingID::SPECIAL_1:
case BuildingID::SPECIAL_2:
case BuildingID::SPECIAL_3:
switch(subID)
{
case BuildingSubID::NONE:
break;
case BuildingSubID::MYSTIC_POND:
enterFountain(building, subID, upgrades);
break;
case BuildingSubID::ARTIFACT_MERCHANT:
if(town->visitingHero)
GH.pushIntT<CMarketplaceWindow>(town, town->visitingHero, EMarketMode::RESOURCE_ARTIFACT);
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->getNameTranslated())); //Only visiting heroes may use the %s.
break;
case BuildingSubID::FOUNTAIN_OF_FORTUNE:
enterFountain(building, subID, upgrades);
break;
case BuildingSubID::FREELANCERS_GUILD:
if(getHero())
GH.pushIntT<CMarketplaceWindow>(town, getHero(), EMarketMode::CREATURE_RESOURCE);
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->getNameTranslated())); //Only visiting heroes may use the %s.
break;
case BuildingSubID::MAGIC_UNIVERSITY:
if (getHero())
GH.pushIntT<CUniversityWindow>(getHero(), town);
else
enterBuilding(building);
break;
case BuildingSubID::BROTHERHOOD_OF_SWORD:
if(upgrades == BuildingID::TAVERN)
LOCPLINT->showTavernWindow(town);
else
enterBuilding(building);
break;
case BuildingSubID::CASTLE_GATE:
enterCastleGate();
break;
case BuildingSubID::CREATURE_TRANSFORMER: //Skeleton Transformer
GH.pushIntT<CTransformerWindow>(getHero(), town);
break;
case BuildingSubID::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 BuildingSubID::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->getNameTranslated()));
return;
}
auto art = artifactID.toArtifact(CGI->artifacts());
int price = art->getPrice();
bool possible = LOCPLINT->cb->getResourceAmount(Res::GOLD) >= price && !hero->hasArt(artifactID);
CreatureID cre = art->getWarMachine();
GH.pushIntT<CBlacksmithDialog>(possible, cre, artifactID, hero->id);
}
void CCastleBuildings::enterBuilding(BuildingID building)
{
std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(CComponent::building, town->subID, building));
LOCPLINT->showInfoDialog( town->town->buildings.find(building)->second->getDescriptionTranslated(), comps);
}
void CCastleBuildings::enterCastleGate()
{
if (!town->visitingHero)
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126]);
return;//only visiting hero can use castle gates
}
std::vector <int> availableTowns;
std::vector <const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & Town : Towns)
{
const CGTownInstance *t = Town;
if (t->id != this->town->id && t->visitingHero == nullptr && //another town, empty and this is
t->town->faction->getId() == town->town->faction->getId() && //the town of the same faction
t->hasBuilt(BuildingSubID::CASTLE_GATE)) //and the town has a castle gate
{
availableTowns.push_back(t->id.getNum());//add to the list
}
}
auto gateIcon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window
GH.pushIntT<CObjectListWindow>(availableTowns, gateIcon, CGI->generaltexth->jktexts[40],
CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1));
}
void CCastleBuildings::enterDwelling(int level)
{
assert(level >= 0 && level < town->creatures.size());
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); };
GH.pushIntT<CRecruitmentWindow>(town, level, town, recruitCb, -87);
}
void CCastleBuildings::enterToTheQuickRecruitmentWindow()
{
const auto beginIt = town->creatures.cbegin();
const auto afterLastIt = town->creatures.size() > GameConstants::CREATURES_PER_TOWN
? std::next(beginIt, GameConstants::CREATURES_PER_TOWN)
: town->creatures.cend();
const auto hasSomeoneToRecruit = std::any_of(beginIt, afterLastIt,
[](const auto & creatureInfo) { return creatureInfo.first > 0; });
if(hasSomeoneToRecruit)
GH.pushIntT<QuickRecruitmentWindow>(town, pos);
else
CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.townHall.noCreaturesToRecruit"), {});
}
void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades)
{
std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(CComponent::building,town->subID,building));
std::string descr = town->town->buildings.find(building)->second->getDescriptionTranslated();
std::string hasNotProduced;
std::string hasProduced;
if(this->town->town->faction->getIndex() == (TFaction)ETownType::RAMPART)
{
hasNotProduced = CGI->generaltexth->allTexts[677];
hasProduced = CGI->generaltexth->allTexts[678];
}
else
{
auto buildingName = town->town->getSpecialBuilding(subID)->getNameTranslated();
hasNotProduced = std::string(CGI->generaltexth->translate("vcmi.townHall.hasNotProduced"));
hasProduced = std::string(CGI->generaltexth->translate("vcmi.townHall.hasProduced"));
boost::algorithm::replace_first(hasNotProduced, "%s", buildingName);
boost::algorithm::replace_first(hasProduced, "%s", buildingName);
}
bool isMysticPondOrItsUpgrade = subID == BuildingSubID::MYSTIC_POND
|| (upgrades != BuildingID::NONE
&& town->town->buildings.find(BuildingID(upgrades))->second->subId == BuildingSubID::MYSTIC_POND);
if(upgrades != BuildingID::NONE)
descr += "\n\n"+town->town->buildings.find(BuildingID(upgrades))->second->getDescriptionTranslated();
if(isMysticPondOrItsUpgrade) //for vanila Rampart like towns
{
if(town->bonusValue.first == 0) //Mystic Pond produced nothing;
descr += "\n\n" + hasNotProduced;
else //Mystic Pond produced something;
{
descr += "\n\n" + hasProduced;
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
{
const StartInfo *si = LOCPLINT->cb->getStartInfo();
// it would be nice to find a way to move this hack to config/mapOverrides.json
if(si && si->campState && si->campState->camp && // We're in campaign,
(si->campState->camp->header.filename == "DATA/YOG.H3C") && // which is "Birth of a Barbarian",
(hero->subID == 45)) // and the hero is Yog (based on Solmyr)
{
// "Yog has given up magic in all its forms..."
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[736]);
}
else 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<std::shared_ptr<CComponent>> components(1, std::make_shared<CComponent>(CComponent::artifact,ArtifactID::SPELLBOOK,0));
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214], onYes, onNo, components);
}
}
else
{
openMagesGuild();
}
}
void CCastleBuildings::enterTownHall()
{
if(town->visitingHero && town->visitingHero->hasArt(ArtifactID::GRAIL) &&
!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(); });
}
else
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);
dynamic_cast<CInfoWindow*>(GH.topInt().get())->buttons[0]->addCallback(std::bind(&CCastleBuildings::openTownHall, this));
}
}
else
{
openTownHall();
}
}
void CCastleBuildings::openMagesGuild()
{
std::string mageGuildBackground;
mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground;
GH.pushIntT<CMageGuildScreen>(LOCPLINT->castleInt,mageGuildBackground);
}
void CCastleBuildings::openTownHall()
{
GH.pushIntT<CHallInterface>(town);
}
CCreaInfo::CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact, bool ShowAvailable):
town(Town),
level(Level),
showAvailable(ShowAvailable)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
pos += position;
if(town->creatures.size() <= level || town->creatures[level].second.empty())
{
level = -1;
return;//No creature
}
addUsedEvents(LCLICK | RCLICK | HOVER);
ui32 creatureID = town->creatures[level].second.back();
creature = CGI->creh->objects[creatureID];
picture = std::make_shared<CAnimImage>("CPRSMALL", creature->getIconIndex(), 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 = std::make_shared<CLabel>(40, 32, FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, value);
pos.x += 8;
pos.w = 32;
pos.h = 32;
}
else
{
label = std::make_shared<CLabel>(24, 40, FONT_SMALL, ETextAlignment::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->getText())
label->setText(value);
}
}
void CCreaInfo::hover(bool on)
{
std::string message = CGI->generaltexth->allTexts[588];
boost::algorithm::replace_first(message, "%s", creature->getNamePluralTranslated());
if(on)
{
GH.statusbar->write(message);
}
else
{
GH.statusbar->clearIfMatching(message);
}
}
void CCreaInfo::clickLeft(tribool down, bool previousState)
{
if(previousState && (!down))
{
int offset = LOCPLINT->castleInt? (-87) : 0;
auto recruitCb = [=](CreatureID id, int count)
{
LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);
};
GH.pushIntT<CRecruitmentWindow>(town, level, town, recruitCb, offset);
}
}
std::string CCreaInfo::genGrowthText()
{
GrowthInfo gi = town->getGrowthInfo(level);
std::string descr = boost::str(boost::format(CGI->generaltexth->allTexts[589]) % creature->getNameSingularTranslated() % 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.pushIntT<CDwellingInfoBox>(screen->w/2, screen->h/2, town, level);
else
CRClickPopup::createAndPush(genGrowthText(), std::make_shared<CComponent>(CComponent::creature, creature->idNumber));
}
}
CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance * Town, bool townHall)
: town(Town),
building(nullptr)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
addUsedEvents(RCLICK | HOVER);
pos.x += posX;
pos.y += posY;
int buildID;
if(townHall)
{
buildID = 10 + town->hallLevel();
picture = std::make_shared<CAnimImage>("ITMTL.DEF", town->hallLevel());
}
else
{
buildID = 6 + town->fortLevel();
if(buildID == 6)
return;//FIXME: suspicious statement, fix or comment
picture = std::make_shared<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->write(building->getNameTranslated());
}
else
{
GH.statusbar->clear();
}
}
void CTownInfo::clickRight(tribool down, bool previousState)
{
if(building && down)
{
auto c = std::make_shared<CComponent>(CComponent::building, building->town->faction->getIndex(), building->bid);
CRClickPopup::createAndPush(CInfoWindow::genText(building->getNameTranslated(), building->getDescriptionTranslated()), c);
}
}
CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from):
CStatusbarWindow(PLAYER_COLORED | BORDERED),
town(Town)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
LOCPLINT->castleInt = this;
addUsedEvents(KEYBOARD);
builds = std::make_shared<CCastleBuildings>(town);
panel = std::make_shared<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 = std::make_shared<CGarrisonInt>(305, 387, 4, Point(0,96), town->getUpperArmy(), town->visitingHero);
garr->type |= REDRAW_PARENT;
heroes = std::make_shared<HeroSlots>(town, Point(241, 387), Point(241, 483), garr, true);
title = std::make_shared<CLabel>(85, 387, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, town->getNameTranslated());
income = std::make_shared<CLabel>(195, 443, FONT_SMALL, ETextAlignment::CENTER);
icon = std::make_shared<CAnimImage>("ITPT", 0, 0, 15, 387);
exit = std::make_shared<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);
auto split = std::make_shared<CButton>(Point(744, 382), "TSBTNS", CButton::tooltip(CGI->generaltexth->tcommands[3]), [&]()
{
garr->splitClick();
heroes->splitClicked();
});
garr->addSplitBtn(split);
Rect barRect(9, 182, 732, 18);
auto statusbarBackground = std::make_shared<CPicture>(panel->getSurface(), barRect, 9, 555, false);
statusbar = CGStatusBar::create(statusbarBackground);
resdatabar = std::make_shared<CResDataBar>("ARESBAR", 3, 575, 32, 2, 85, 85);
townlist = std::make_shared<CTownList>(3, Point(744, 414), "IAM014", "IAM015");
if(from)
townlist->select(from);
townlist->select(town); //this will scroll list to select current town
townlist->onSelect = std::bind(&CCastleInterface::townChange, this);
recreateIcons();
CCS->musich->playMusic(town->town->clientInfo.musicTheme, true, false);
}
CCastleInterface::~CCastleInterface()
{
if(LOCPLINT->castleInt == this)
LOCPLINT->castleInt = nullptr;
}
void CCastleInterface::updateGarrisons()
{
garr->recreateSlots();
}
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));
adventureInt->select(town->visitingHero);//according to assert(ho == adventureInt->selection) in the eraseCurrentPathOf
LOCPLINT->cb->teleportHero(town->visitingHero, dest);
LOCPLINT->eraseCurrentPathOf(town->visitingHero, false);
}
void CCastleInterface::townChange()
{
//TODO: do not recreate window
const CGTownInstance * dest = LOCPLINT->towns[townlist->getSelectedIndex()];
const CGTownInstance * town = this->town;// "this" is going to be deleted
if ( dest == town )
return;
close();
GH.pushIntT<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()
{
OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
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 = std::make_shared<CTownInfo>(80, 413, town, true);
fort = std::make_shared<CTownInfo>(122, 413, town, false);
fastArmyPurchase = std::make_shared<CButton>(Point(122, 413), "itmcl.def", CButton::tooltip(), [&](){ builds->enterToTheQuickRecruitmentWindow(); });
fastArmyPurchase->setImageOrder(town->fortLevel() - 1, town->fortLevel() - 1, town->fortLevel() - 1, town->fortLevel() - 1);
fastArmyPurchase->setAnimateLonelyFrame(true);
creainfo.clear();
for(size_t i=0; i<4; i++)
creainfo.push_back(std::make_shared<CCreaInfo>(Point(14+55*(int)i, 459), town, (int)i));
for(size_t i=0; i<4; i++)
creainfo.push_back(std::make_shared<CCreaInfo>(Point(14+55*(int)i, 507), town, (int)i+4));
}
void CCastleInterface::keyPressed(const SDL_KeyboardEvent & key)
{
if(key.state != SDL_PRESSED) return;
switch(key.keysym.sym)
{
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;
}
}
CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building):
town(Town),
building(Building)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
addUsedEvents(LCLICK | RCLICK | HOVER);
pos.x += x;
pos.y += y;
pos.w = 154;
pos.h = 92;
state = LOCPLINT->cb->canBuildStructure(town, building->bid);
static int panelIndex[12] =
{
3, 3, 3, 0, 0, 2, 2, 1, 2, 2, 3, 3
};
static int iconIndex[12] =
{
-1, -1, -1, 0, 0, 1, 2, -1, 1, 1, -1, -1
};
icon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2);
header = std::make_shared<CAnimImage>("TPTHBAR", panelIndex[state], 0, 1, 73);
if(iconIndex[state] >=0)
mark = std::make_shared<CAnimImage>("TPTHCHK", iconIndex[state], 0, 136, 56);
name = std::make_shared<CLabel>(75, 81, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, building->getNameTranslated());
//todo: add support for all possible states
if(state >= EBuildingState::BUILDING_ERROR)
state = EBuildingState::FORBIDDEN;
}
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->getNameTranslated());
GH.statusbar->write(toPrint);
}
else
{
GH.statusbar->clear();
}
}
void CHallInterface::CBuildingBox::clickLeft(tribool down, bool previousState)
{
if(previousState && (!down))
GH.pushIntT<CBuildWindow>(town,building,state,0);
}
void CHallInterface::CBuildingBox::clickRight(tribool down, bool previousState)
{
if(down)
GH.pushIntT<CBuildWindow>(town,building,state,1);
}
CHallInterface::CHallInterface(const CGTownInstance * Town):
CStatusbarWindow(PLAYER_COLORED | BORDERED, Town->town->clientInfo.hallBackground),
town(Town)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
resdatabar = std::make_shared<CMinorResDataBar>();
resdatabar->moveBy(pos.topLeft(), true);
Rect barRect(5, 556, 740, 18);
auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 5, 556, false);
statusbar = CGStatusBar::create(statusbarBackground);
title = std::make_shared<CLabel>(399, 12, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, town->town->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->getNameTranslated());
exit = std::make_shared<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 & buildingID : boxList[row][col])//we are looking for the first not built structure
{
const CBuilding * current = town->town->buildings.at(buildingID);
if(vstd::contains(town->builtBuildings, buildingID))
{
building = current;
}
else
{
if(current->mode == CBuilding::BUILD_NORMAL)
{
building = current;
break;
}
}
}
int posX = pos.w/2 - (int)boxList[row].size()*154/2 - ((int)boxList[row].size()-1)*20 + 194*(int)col,
posY = 35 + 104*(int)row;
if(building)
boxes[row].push_back(std::make_shared<CBuildingBox>(posX, posY, town, building));
}
}
}
CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Building, int state, bool rightClick):
CStatusbarWindow(PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0), "TPUBUILD"),
town(Town),
building(Building)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
icon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, building->bid, 0, 125, 50);
auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26);
statusbar = CGStatusBar::create(statusbarBackground);
name = std::make_shared<CLabel>(197, 30, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, boost::str(boost::format(CGI->generaltexth->hcommands[7]) % building->getNameTranslated()));
description = std::make_shared<CTextBox>(building->getDescriptionTranslated(), Rect(33, 135, 329, 67), 0, FONT_MEDIUM, ETextAlignment::CENTER);
stateText = std::make_shared<CTextBox>(getTextForState(state), Rect(33, 216, 329, 67), 0, FONT_SMALL, ETextAlignment::CENTER);
//Create components for all required resources
std::vector<std::shared_ptr<CComponent>> components;
for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)
{
if(building->resources[i])
components.push_back(std::make_shared<CComponent>(CComponent::resource, i, building->resources[i], CComponent::small));
}
cost = std::make_shared<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->getNameTranslated());
std::string tooltipNo = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->getNameTranslated());
buy = std::make_shared<CButton>(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes), [&](){ buyFunc(); }, SDLK_RETURN);
buy->setBorderColor(Colors::METALLIC_GOLD);
buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner);
cancel = std::make_shared<CButton>(Point(290, 445), "ICANCEL", CButton::tooltip(tooltipNo), [&](){ close();}, SDLK_ESCAPE);
cancel->setBorderColor(Colors::METALLIC_GOLD);
}
}
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->getNameTranslated());
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)->getNameTranslated();
};
ret = CGI->generaltexth->allTexts[52];
ret += "\n" + town->genBuildingRequirements(building->bid).toString(toStr);
break;
}
case EBuildingState::MISSING_BASE:
{
std::string msg = CGI->generaltexth->translate("vcmi.townHall.missingBase");
ret = boost::str(boost::format(msg) % town->town->buildings.at(building->upgrade)->getNameTranslated());
break;
}
}
return ret;
}
LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int min, int max)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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)
{
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 = std::make_shared<CLabel>(3, 0, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, nameText);
value = std::make_shared<CLabel>(pos.w-3, pos.h-2, FONT_SMALL, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, valueText);
}
void LabeledValue::hover(bool on)
{
if(on)
{
GH.statusbar->write(hoverText);
}
else
{
GH.statusbar->clear();
parent->hovered = false;
}
}
CFortScreen::CFortScreen(const CGTownInstance * town):
CStatusbarWindow(PLAYER_COLORED | BORDERED, getBgName(town))
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
ui32 fortSize = static_cast<ui32>(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 = std::make_shared<CLabel>(400, 12, FONT_BIG, ETextAlignment::CENTER, Colors::WHITE, fortBuilding->getNameTranslated());
std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->getNameTranslated());
exit = std::make_shared<CButton>(Point(748, 556), "TPMAGE1", CButton::tooltip(text), [&](){ close(); }, SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
std::vector<Point> positions =
{
Point(10, 22), Point(404, 22),
Point(10, 155), Point(404,155),
Point(10, 288), Point(404,288)
};
if(fortSize == GameConstants::CREATURES_PER_TOWN)
{
positions.push_back(Point(206,421));
}
else
{
positions.push_back(Point(10, 421));
positions.push_back(Point(404,421));
}
for(ui32 i=0; i<fortSize; i++)
{
BuildingID buildingID;
if(fortSize == GameConstants::CREATURES_PER_TOWN)
{
if(vstd::contains(town->builtBuildings, BuildingID::DWELL_UP_FIRST+i))
buildingID = BuildingID(BuildingID::DWELL_UP_FIRST+i);
else
buildingID = BuildingID(BuildingID::DWELL_FIRST+i);
}
else
{
buildingID = BuildingID::SPECIAL_3;
}
recAreas.push_back(std::make_shared<RecruitArea>(positions[i].x, positions[i].y, town, i));
}
resdatabar = std::make_shared<CMinorResDataBar>();
resdatabar->moveBy(pos.topLeft(), true);
Rect barRect(4, 554, 740, 18);
auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 4, 554, false);
statusbar = CGStatusBar::create(statusbarBackground);
}
std::string CFortScreen::getBgName(const CGTownInstance * town)
{
ui32 fortSize = static_cast<ui32>(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";
}
void CFortScreen::creaturesChanged()
{
for(auto & elem : recAreas)
elem->creaturesChanged();
}
CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance * Town, int Level):
town(Town),
level(Level),
availableCount(nullptr)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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 = std::make_shared<CPicture>("TPCAINFO", 261, 3);
if(getMyBuilding() != nullptr)
{
buildingIcon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21);
buildingName = std::make_shared<CLabel>(78, 101, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getMyBuilding()->getNameTranslated());
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 = std::make_shared<CLabel>(78, 119, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, availableText);
}
}
if(getMyCreature() != nullptr)
{
hoverText = boost::str(boost::format(CGI->generaltexth->tcommands[21]) % getMyCreature()->getNamePluralTranslated());
new CCreaturePic(159, 4, getMyCreature(), false);
new CLabel(78, 11, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getMyCreature()->getNamePluralTranslated());
Rect sizes(287, 4, 96, 18);
values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], getMyCreature()->getAttack(false)));
sizes.y+=20;
values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], getMyCreature()->getDefense(false)));
sizes.y+=21;
values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], getMyCreature()->getMinDamage(false), getMyCreature()->getMaxDamage(false)));
sizes.y+=20;
values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], getMyCreature()->MaxHealth()));
sizes.y+=21;
values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], getMyCreature()->valOfBonuses(Bonus::STACKS_SPEED)));
sizes.y+=20;
values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level)));
}
}
const CCreature * CFortScreen::RecruitArea::getMyCreature()
{
if(!town->creatures.at(level).second.empty()) // built
return VLC->creh->objects[town->creatures.at(level).second.back()];
if(!town->town->creatures.at(level).empty()) // there are creatures on this level
return VLC->creh->objects[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->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING);
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;
}
void CFortScreen::RecruitArea::hover(bool on)
{
if(on)
GH.statusbar->write(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)
: CStatusbarWindow(BORDERED, imagem)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
window = std::make_shared<CPicture>(owner->town->town->clientInfo.guildWindow, 332, 76);
resdatabar = std::make_shared<CMinorResDataBar>();
resdatabar->moveBy(pos.topLeft(), true);
Rect barRect(7, 556, 737, 18);
auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 7, 556, false);
statusbar = CGStatusBar::create(statusbarBackground);
exit = std::make_shared<CButton>(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->allTexts[593]), [&](){ close(); }, SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
static const std::vector<std::vector<Point> > positions =
{
{Point(222,445), Point(312,445), Point(402,445), Point(520,445), Point(610,445), Point(700,445)},
{Point(48,53), Point(48,147), Point(48,241), Point(48,335), Point(48,429)},
{Point(570,82), Point(672,82), Point(570,157), Point(672,157)},
{Point(183,42), Point(183,148), Point(183,253)},
{Point(491,325), Point(591,325)}
};
for(size_t i=0; i<owner->town->town->mageLevel; i++)
{
size_t spellCount = owner->town->spellsAtLevel((int)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(std::make_shared<Scroll>(positions[i][j], CGI->spellh->objects[owner->town->spells[i][j]]));
else
emptyScrolls.push_back(std::make_shared<CAnimImage>("TPMAGES.DEF", 1, 0, positions[i][j].x, positions[i][j].y));
}
}
}
CMageGuildScreen::Scroll::Scroll(Point position, const CSpell *Spell)
: spell(Spell)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
addUsedEvents(LCLICK | RCLICK | HOVER);
pos += position;
image = std::make_shared<CAnimImage>("SPELLSCR", spell->id);
pos = image->pos;
}
void CMageGuildScreen::Scroll::clickLeft(tribool down, bool previousState)
{
if(down)
LOCPLINT->showInfoDialog(spell->getDescriptionTranslated(0), std::make_shared<CComponent>(CComponent::spell, spell->id));
}
void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState)
{
if(down)
CRClickPopup::createAndPush(spell->getDescriptionTranslated(0), std::make_shared<CComponent>(CComponent::spell, spell->id));
}
void CMageGuildScreen::Scroll::hover(bool on)
{
if(on)
GH.statusbar->write(spell->getNameTranslated());
else
GH.statusbar->clear();
}
CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid):
CStatusbarWindow(PLAYER_COLORED, "TPSMITH")
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
Rect barRect(8, pos.h - 26, pos.w - 16, 19);
auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 8, pos.h - 26, false);
statusbar = CGStatusBar::create(statusbarBackground);
animBG = std::make_shared<CPicture>("TPSMITBK", 64, 50);
animBG->needRefresh = true;
const CCreature * creature = CGI->creh->objects[creMachineID];
anim = std::make_shared<CCreatureAnim>(64, 50, creature->animDefName);
anim->clipRect(113,125,200,150);
title = std::make_shared<CLabel>(165, 28, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW,
boost::str(boost::format(CGI->generaltexth->allTexts[274]) % creature->getNameSingularTranslated()));
costText = std::make_shared<CLabel>(165, 218, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->jktexts[43]);
costValue = std::make_shared<CLabel>(165, 290, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE,
boost::lexical_cast<std::string>(aid.toArtifact(CGI->artifacts())->getPrice()));
std::string text = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % creature->getNameSingularTranslated());
buy = std::make_shared<CButton>(Point(42, 312), "IBUY30.DEF", CButton::tooltip(text), [&](){ close(); }, SDLK_RETURN);
text = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % creature->getNameSingularTranslated());
cancel = std::make_shared<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);
costIcon = std::make_shared<CAnimImage>("RESOURCE", Res::GOLD, 0, 148, 244);
}