1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/client/windows/CCastleInterface.cpp
Ivan Savenko 327ff01471 Implemented explicitly visitable town buildings, e.g. hota mana vortex
Added flag `manualHeroVisit` flag to town building. If this flag is set,
then building will only be activated on click and will not give its
effect on hero recrutiment, hero visit, or new day.

This allows implementing changes to Mana Vortex from HotA
2024-09-03 16:31:07 +00:00

2066 lines
64 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 "CHeroWindow.h"
#include "CMarketWindow.h"
#include "InfoWindows.h"
#include "GUIClasses.h"
#include "QuickRecruitmentWindow.h"
#include "CCreatureWindow.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../PlayerLocalState.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../gui/WindowHandler.h"
#include "../media/IMusicPlayer.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/CComponent.h"
#include "../widgets/CGarrisonInt.h"
#include "../widgets/Buttons.h"
#include "../widgets/TextControls.h"
#include "../widgets/RadialMenu.h"
#include "../widgets/CExchangeController.h"
#include "../render/Canvas.h"
#include "../render/IImage.h"
#include "../render/IRenderHandler.h"
#include "../render/CAnimation.h"
#include "../render/ColorFilter.h"
#include "../adventureMap/AdventureMapInterface.h"
#include "../adventureMap/CList.h"
#include "../adventureMap/CResDataBar.h"
#include "../../CCallback.h"
#include "../../lib/CArtHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CSoundBase.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/GameSettings.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/GameConstants.h"
#include "../../lib/StartInfo.h"
#include "../../lib/campaign/CampaignState.h"
#include "../../lib/entities/building/CBuilding.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
static bool useCompactCreatureBox()
{
return settings["gameTweaks"]["compactTownCreatureInfo"].Bool();
}
static bool useAvailableAmountAsCreatureLabel()
{
return settings["gameTweaks"]["availableCreaturesAsDwellingLabel"].Bool();
}
CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town, const CStructure * Str)
: CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE, BUILDING_FRAME_TIME),
parent(Par),
town(Town),
str(Str),
border(nullptr),
area(nullptr),
stateTimeCounter(BUILD_ANIMATION_FINISHED_TIMEPOINT)
{
addUsedEvents(LCLICK | SHOW_POPUP | MOVE | HOVER | TIME);
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 = GH.renderHandler().loadImage(str->borderName, EImageBlitMode::COLORKEY);
if(!str->areaName.empty())
area = GH.renderHandler().loadImage(str->areaName, EImageBlitMode::ALPHA);
}
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 (!area)
return;
if(on)
{
if(! parent->selectedBuilding //no building hovered
|| (*parent->selectedBuilding)<(*this)) //or we are on top
{
parent->selectedBuilding = this;
GH.statusbar()->write(getSubtitle());
}
}
else
{
if(parent->selectedBuilding == this)
{
parent->selectedBuilding = nullptr;
GH.statusbar()->clear();
}
}
}
void CBuildingRect::clickPressed(const Point & cursorPosition)
{
if(getBuilding() && area && (parent->selectedBuilding==this))
{
auto building = getBuilding();
parent->buildingClicked(building->bid);
}
}
void CBuildingRect::showPopupWindow(const Point & cursorPosition)
{
if((!area) || (this!=parent->selectedBuilding) || getBuilding() == nullptr)
return;
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>(ComponentType::BUILDING, BuildingTypeUniqueID(bld->town->faction->getId(), bld->bid)));
}
else
{
int level = BuildingID::getLevelFromDwelling(bid);
GH.windows().createAndPushWindow<CDwellingInfoBox>(parent->pos.x+parent->pos.w / 2, parent->pos.y+parent->pos.h /2, town, level);
}
}
void CBuildingRect::show(Canvas & 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)
to.draw(border, pos.topLeft());
return;
}
auto darkBorder = ColorFilter::genRangeShifter(0.f, 0.f, 0.f, 0.5f, 0.5f, 0.5f );
auto lightBorder = ColorFilter::genRangeShifter(0.f, 0.f, 0.f, 2.0f, 2.0f, 2.0f );
auto baseBorder = ColorFilter::genEmptyShifter();
float progress = float(stateTimeCounter % stageDelay) / stageDelay;
if (stateTimeCounter < BUILDING_WHITE_BORDER_TIMEPOINT)
border->adjustPalette(ColorFilter::genInterpolated(lightBorder, darkBorder, progress), 0);
else
if (stateTimeCounter < BUILDING_YELLOW_BORDER_TIMEPOINT)
border->adjustPalette(ColorFilter::genInterpolated(darkBorder, baseBorder, progress), 0);
else
border->adjustPalette(baseBorder, 0);
to.draw(border, pos.topLeft());
}
}
void CBuildingRect::tick(uint32_t msPassed)
{
CShowableAnim::tick(msPassed);
stateTimeCounter += msPassed;
}
void CBuildingRect::showAll(Canvas & to)
{
if (stateTimeCounter == 0)
return;
CShowableAnim::showAll(to);
if(!isActive() && parent->selectedBuilding == this && border)
to.draw(border, pos.topLeft());
}
std::string CBuildingRect::getSubtitle()//hover text for building
{
if (!getBuilding())
return "";
int bid = getBuilding()->bid;
if (bid<30)//non-dwellings - only building name
return town->town->buildings.at(getBuilding()->bid)->getNameTranslated();
else//dwellings - recruit %creature%
{
auto & availableCreatures = town->creatures[(bid-30)%town->town->creatures.size()].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 Point & cursorPosition, const Point & lastUpdateDistance)
{
hover(true);
}
bool CBuildingRect::receiveEvent(const Point & position, int eventType) const
{
if (!pos.isInside(position.x, position.y))
return false;
if(area && area->isTransparent(position - pos.topLeft()))
return false;
return CIntObject::receiveEvent(position, eventType);
}
CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance * Town, int level)
: CWindowObject(RCLICK_POPUP, ImagePath::builtin("CRTOINFO"), Point(centerX, centerY))
{
OBJECT_CONSTRUCTION;
background->setPlayerColor(Town->tempOwner);
const CCreature * creature = Town->creatures.at(level).second.back().toCreature();
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 = std::to_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++)
{
auto res = static_cast<EGameResID>(i);
if(creature->getRecruitCost(res))
{
resPicture.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("RESOURCE"), i, 0, 0, 0));
resAmount.push_back(std::make_shared<CLabel>(0,0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(creature->getRecruitCost(res))));
}
}
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;
owner = Owner;
pos.x += x;
pos.y += y;
pos.w = 58;
pos.h = 64;
upg = updown;
portrait = std::make_shared<CAnimImage>(AnimationPath::builtin("PortraitsLarge"), 0, 0, 0, 0);
portrait->visible = false;
flag = std::make_shared<CAnimImage>(AnimationPath::builtin("CREST58"), 0, 0, 0, 0);
flag->visible = false;
selection = std::make_shared<CAnimImage>(AnimationPath::builtin("TWCRPORT"), 1, 0);
selection->visible = false;
set(h);
addUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);
}
CHeroGSlot::~CHeroGSlot() = default;
void CHeroGSlot::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
{
if(!on)
return;
if(!hero)
return;
if (!settings["input"]["radialWheelGarrisonSwipe"].Bool())
return;
std::shared_ptr<CHeroGSlot> other = upg ? owner->garrisonedHero : owner->visitingHero;
bool twoHeroes = hero && other->hero;
ObjectInstanceID heroId = hero->id;
ObjectInstanceID heroOtherId = twoHeroes ? other->hero->id : ObjectInstanceID::NONE;
std::vector<RadialMenuConfig> menuElements = {
{ RadialMenuConfig::ITEM_NW, twoHeroes, "moveTroops", "vcmi.radialWheel.heroGetArmy", [heroId, heroOtherId](){CExchangeController(heroId, heroOtherId).moveArmy(false, std::nullopt);} },
{ RadialMenuConfig::ITEM_NE, twoHeroes, "stackSplitDialog", "vcmi.radialWheel.heroSwapArmy", [heroId, heroOtherId](){CExchangeController(heroId, heroOtherId).swapArmy();} },
{ RadialMenuConfig::ITEM_EE, twoHeroes, "tradeHeroes", "vcmi.radialWheel.heroExchange", [heroId, heroOtherId](){LOCPLINT->showHeroExchange(heroId, heroOtherId);} },
{ RadialMenuConfig::ITEM_SW, twoHeroes, "moveArtifacts", "vcmi.radialWheel.heroGetArtifacts", [heroId, heroOtherId](){CExchangeController(heroId, heroOtherId).moveArtifacts(false, true, true);} },
{ RadialMenuConfig::ITEM_SE, twoHeroes, "swapArtifacts", "vcmi.radialWheel.heroSwapArtifacts", [heroId, heroOtherId](){CExchangeController(heroId, heroOtherId).swapArtifacts(true, true);} },
{ RadialMenuConfig::ITEM_WW, true, "dismissHero", "vcmi.radialWheel.heroDismiss", [this]()
{
CFunctionList<void()> ony = [=](){ };
ony += [=](){ LOCPLINT->cb->dismissHero(hero); };
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[22], ony, nullptr);
} },
};
GH.windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements);
}
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::clickPressed(const Point & cursorPosition)
{
std::shared_ptr<CHeroGSlot> other = upg ? owner->garrisonedHero : owner->visitingHero;
owner->garr->setSplittingMode(false);
owner->garr->selectSlot(nullptr);
if(hero && isSelected())
{
setHighlight(false);
if(other->hero && !GH.isKeyboardShiftDown())
LOCPLINT->showHeroExchange(hero->id, other->hero->id);
else
LOCPLINT->openHeroWindow(hero);
}
else if(other->hero && other->isSelected())
{
owner->swapArmies();
}
else if(hero)
{
setHighlight(true);
owner->garr->selectSlot(nullptr);
redraw();
}
//refresh statusbar
hover(false);
hover(true);
}
void CHeroGSlot::showPopupWindow(const Point & cursorPosition)
{
if(hero)
{
GH.windows().createAndPushWindow<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 highlighted
elem->block(!on);
}
}
void CHeroGSlot::set(const CGHeroInstance * newHero)
{
OBJECT_CONSTRUCTION;
hero = newHero;
selection->visible = false;
portrait->visible = false;
flag->visible = false;
if(newHero)
{
portrait->visible = true;
portrait->setFrame(newHero->getIconIndex());
}
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;
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::swapArmies()
{
bool allow = true;
//moving hero out of town - check if it is allowed
if (town->garrisonHero)
{
if (!town->visitingHero && LOCPLINT->cb->howManyHeroes(false) >= CGI->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
{
std::string text = CGI->generaltexth->translate("core.genrltxt.18"); //You already have %d adventuring heroes under your command.
boost::algorithm::replace_first(text,"%d",std::to_string(LOCPLINT->cb->howManyHeroes(false)));
LOCPLINT->showInfoDialog(text, std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);
allow = false;
}
else if (town->garrisonHero->stacksCount() == 0)
{
//This hero has no creatures. A hero must have creatures before he can brave the dangers of the countryside.
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("core.genrltxt.19"), {}, soundBase::sound_todo);
allow = false;
}
}
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);
allow = false;
}
}
garrisonedHero->setHighlight(false);
visitingHero->setHighlight(false);
if (allow)
LOCPLINT->cb->swapGarrisonHero(town);
}
CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):
town(Town),
selectedBuilding(nullptr)
{
OBJECT_CONSTRUCTION;
background = std::make_shared<CPicture>(town->town->clientInfo.townBackground);
background->needRefresh = true;
background->getSurface()->setBlitMode(EImageBlitMode::OPAQUE);
pos.w = background->pos.w;
pos.h = background->pos.h;
recreate();
}
CCastleBuildings::~CCastleBuildings() = default;
void CCastleBuildings::recreate()
{
selectedBuilding = nullptr;
OBJECT_CONSTRUCTION;
buildings.clear();
groups.clear();
//Generate buildings list
auto buildingsCopy = town->getBuildings();// a bit modified copy of built buildings
if(town->hasBuilt(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));
}
const auto & buildSorter = [](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);
};
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)
{
BuildingID buildingToEnter = building;
for(;;)
{
const CBuilding *b = town->town->buildings.find(buildingToEnter)->second;
if (buildingTryActivateCustomUI(buildingToEnter, building))
return;
if (!b->upgrade.hasValue())
{
enterBuilding(building);
return;
}
buildingToEnter = b->upgrade;
}
}
bool CCastleBuildings::buildingTryActivateCustomUI(BuildingID buildingToTest, BuildingID buildingTarget)
{
logGlobal->trace("You've clicked on %d", (int)buildingToTest.toEnum());
const CBuilding *b = town->town->buildings.at(buildingToTest);
if (town->getWarMachineInBuilding(buildingToTest).hasValue())
{
enterBlacksmith(buildingTarget, town->getWarMachineInBuilding(buildingToTest));
return true;
}
if (!b->marketModes.empty())
{
switch (*b->marketModes.begin())
{
case EMarketMode::CREATURE_UNDEAD:
GH.windows().createAndPushWindow<CTransformerWindow>(town, getHero(), nullptr);
return true;
case EMarketMode::RESOURCE_SKILL:
if (getHero())
GH.windows().createAndPushWindow<CUniversityWindow>(getHero(), buildingTarget, town, nullptr);
return true;
case EMarketMode::RESOURCE_RESOURCE:
// can't use allied marketplace
if (town->getOwner() == LOCPLINT->playerID)
{
GH.windows().createAndPushWindow<CMarketWindow>(town, getHero(), nullptr, *b->marketModes.begin());
return true;
}
else
return false;
default:
if(getHero())
GH.windows().createAndPushWindow<CMarketWindow>(town, getHero(), nullptr, *b->marketModes.begin());
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->getNameTranslated())); //Only visiting heroes may use the %s.
return true;
}
}
if (town->rewardableBuildings.count(buildingToTest) && town->town->buildings.at(buildingToTest)->manualHeroVisit)
{
enterRewardable(buildingToTest);
return true;
}
if (buildingToTest >= BuildingID::DWELL_FIRST)
{
enterDwelling((BuildingID::getLevelFromDwelling(buildingToTest)));
return true;
}
else
{
switch(buildingToTest)
{
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();
return true;
case BuildingID::TAVERN:
LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
return true;
case BuildingID::SHIPYARD:
if(town->shipyardStatus() == IBoatGenerator::GOOD)
{
LOCPLINT->showShipyardDialog(town);
return true;
}
else if(town->shipyardStatus() == IBoatGenerator::BOAT_ALREADY_BUILT)
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]);
return true;
}
return false;
case BuildingID::FORT:
case BuildingID::CITADEL:
case BuildingID::CASTLE:
GH.windows().createAndPushWindow<CFortScreen>(town);
return true;
case BuildingID::VILLAGE_HALL:
case BuildingID::CITY_HALL:
case BuildingID::TOWN_HALL:
case BuildingID::CAPITOL:
enterTownHall();
return true;
case BuildingID::SHIP:
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
return true;
case BuildingID::SPECIAL_1:
case BuildingID::SPECIAL_2:
case BuildingID::SPECIAL_3:
case BuildingID::SPECIAL_4:
switch (b->subId)
{
case BuildingSubID::MYSTIC_POND:
enterFountain(buildingToTest, b->subId, buildingTarget);
return true;
case BuildingSubID::CASTLE_GATE:
if (LOCPLINT->makingTurn)
{
enterCastleGate();
return true;
}
return false;
case BuildingSubID::PORTAL_OF_SUMMONING:
if (town->creatures[town->town->creatures.size()].second.empty())//No creatures
LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]);
else
enterDwelling(town->town->creatures.size());
return true;
case BuildingSubID::BANK:
enterBank(buildingTarget);
return true;
}
}
}
for (auto const & bonus : b->buildingBonuses)
{
if (bonus->type == BonusType::THIEVES_GUILD_ACCESS)
{
enterAnyThievesGuild();
return true;
}
}
return false;
}
void CCastleBuildings::enterRewardable(BuildingID building)
{
LOCPLINT->cb->visitTownBuilding(town, building);
}
void CCastleBuildings::enterBlacksmith(BuildingID building, ArtifactID artifactID)
{
const CGHeroInstance *hero = town->visitingHero;
if(!hero)
{
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % town->town->buildings.find(building)->second->getNameTranslated()));
return;
}
auto art = artifactID.toArtifact();
int price = art->getPrice();
bool possible = LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) >= price;
if(possible)
{
for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
{
if(hero->getArt(slot) == nullptr || hero->getArt(slot)->getTypeId() != artifactID)
{
possible = true;
break;
}
else
{
possible = false;
}
}
}
CreatureID creatureID = artifactID.toArtifact()->getWarMachine();
GH.windows().createAndPushWindow<CBlacksmithDialog>(possible, creatureID, artifactID, hero->id);
}
void CCastleBuildings::enterBuilding(BuildingID building)
{
std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), 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<std::shared_ptr<IImage>> images;
std::vector <const CGTownInstance*> Towns = LOCPLINT->localState->getOwnedTowns();
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
if(settings["general"]["enableUiEnhancements"].Bool())
{
auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
image->scaleTo(Point(35, 23));
images.push_back(image);
}
}
}
auto gateIcon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window
auto wnd = std::make_shared<CObjectListWindow>(availableTowns, gateIcon, CGI->generaltexth->jktexts[40],
CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1), 0, images);
wnd->onPopup = [availableTowns](int index) { CRClickPopup::createAndPush(LOCPLINT->cb->getObjInstance(ObjectInstanceID(availableTowns[index])), GH.getCursorPosition()); };
GH.windows().pushWindow(wnd);
}
void CCastleBuildings::enterDwelling(int level)
{
if (level < 0 || level >= town->creatures.size() || town->creatures[level].second.empty())
{
assert(0);
logGlobal->error("Attempt to enter into invalid dwelling of level %d in town %s (%s)", level, town->getNameTranslated(), town->town->faction->getNameTranslated());
return;
}
auto recruitCb = [=](CreatureID id, int count)
{
LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);
};
GH.windows().createAndPushWindow<CRecruitmentWindow>(town, level, town->getUpperArmy(), recruitCb, nullptr, -87);
}
void CCastleBuildings::enterToTheQuickRecruitmentWindow()
{
const auto beginIt = town->creatures.cbegin();
const auto afterLastIt = town->creatures.size() > town->town->creatures.size()
? std::next(beginIt, town->town->creatures.size())
: town->creatures.cend();
const auto hasSomeoneToRecruit = std::any_of(beginIt, afterLastIt,
[](const auto & creatureInfo) { return creatureInfo.first > 0; });
if(hasSomeoneToRecruit)
GH.windows().createAndPushWindow<QuickRecruitmentWindow>(town, pos);
else
CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.townHall.noCreaturesToRecruit"), {});
}
void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades)
{
std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), building)));
std::string descr = town->town->buildings.find(building)->second->getDescriptionTranslated();
std::string hasNotProduced;
std::string hasProduced;
hasNotProduced = CGI->generaltexth->allTexts[677];
hasProduced = CGI->generaltexth->allTexts[678];
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",std::to_string(town->bonusValue.second));
}
}
LOCPLINT->showInfoDialog(descr, comps);
}
void CCastleBuildings::enterMagesGuild()
{
const CGHeroInstance *hero = getHero();
// hero doesn't have spellbok
// or it is not our turn and we can't make actions
if(hero && !hero->hasSpellbook() && LOCPLINT->makingTurn)
{
if(hero->isCampaignYog())
{
// "Yog has given up magic in all its forms..."
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[736]);
}
else if(LOCPLINT->cb->getResourceAmount(EGameResID::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>(ComponentType::ARTIFACT, ArtifactID(ArtifactID::SPELLBOOK)));
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214], onYes, onNo, components);
}
}
else
{
openMagesGuild();
}
}
void CCastleBuildings::enterTownHall()
{
if(town->visitingHero && town->visitingHero->hasArt(ArtifactID::GRAIL) &&
!town->hasBuilt(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]);
assert(GH.windows().topWindow<CInfoWindow>() != nullptr);
GH.windows().topWindow<CInfoWindow>()->buttons[0]->addCallback(std::bind(&CCastleBuildings::openTownHall, this));
}
}
else
{
openTownHall();
}
}
void CCastleBuildings::openMagesGuild()
{
auto mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground;
GH.windows().createAndPushWindow<CMageGuildScreen>(LOCPLINT->castleInt, mageGuildBackground);
}
void CCastleBuildings::openTownHall()
{
GH.windows().createAndPushWindow<CHallInterface>(town);
}
void CCastleBuildings::enterAnyThievesGuild()
{
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & ownedTown : towns)
{
if(ownedTown->hasBuilt(BuildingID::TAVERN))
{
LOCPLINT->showThievesGuildWindow(ownedTown);
return;
}
}
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
}
void CCastleBuildings::enterBank(BuildingID building)
{
std::vector<std::shared_ptr<CComponent>> components;
if(town->bonusValue.second > 0)
{
components.push_back(std::make_shared<CComponent>(ComponentType::RESOURCE_PER_DAY, GameResID(GameResID::GOLD), -500));
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.townStructure.bank.payBack"), components);
}
else{
components.push_back(std::make_shared<CComponent>(ComponentType::RESOURCE, GameResID(GameResID::GOLD), 2500));
LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.townStructure.bank.borrow"), [this, building](){ LOCPLINT->cb->visitTownBuilding(town, building); }, nullptr, components);
}
}
void CCastleBuildings::enterAnyMarket()
{
if(town->hasBuilt(BuildingID::MARKETPLACE))
{
GH.windows().createAndPushWindow<CMarketWindow>(town, nullptr, nullptr, EMarketMode::RESOURCE_RESOURCE);
return;
}
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & town : towns)
{
if(town->hasBuilt(BuildingID::MARKETPLACE))
{
GH.windows().createAndPushWindow<CMarketWindow>(town, nullptr, nullptr, EMarketMode::RESOURCE_RESOURCE);
return;
}
}
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
}
CCreaInfo::CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact, bool _showAvailable):
town(Town),
level(Level),
showAvailable(_showAvailable)
{
OBJECT_CONSTRUCTION;
pos += position;
if(town->creatures.size() <= level || town->creatures[level].second.empty())
{
level = -1;
return;//No creature
}
addUsedEvents(LCLICK | SHOW_POPUP | HOVER);
creature = town->creatures[level].second.back();
picture = std::make_shared<CAnimImage>(AnimationPath::builtin("CPRSMALL"), creature.toEntity(VLC)->getIconIndex(), 0, 8, 0);
std::string value;
if(showAvailable)
value = std::to_string(town->creatures[level].first);
else
value = std::string("+") + std::to_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 = std::to_string(town->creatures[level].first);
else
value = std::string("+") + std::to_string(town->creatureGrowth(level));
if(value != label->getText())
label->setText(value);
}
}
void CCreaInfo::hover(bool on)
{
MetaString message;
message.appendTextID("core.genrltxt.588");
message.replaceNameSingular(creature);
if(on)
{
GH.statusbar()->write(message.toString());
}
else
{
GH.statusbar()->clearIfMatching(message.toString());
}
}
void CCreaInfo::clickPressed(const Point & cursorPosition)
{
int offset = LOCPLINT->castleInt? (-87) : 0;
auto recruitCb = [=](CreatureID id, int count)
{
LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);
};
GH.windows().createAndPushWindow<CRecruitmentWindow>(town, level, town->getUpperArmy(), recruitCb, nullptr, offset);
}
std::string CCreaInfo::genGrowthText()
{
GrowthInfo gi = town->getGrowthInfo(level);
MetaString descr;
descr.appendTextID("core.genrltxt.589");
descr.replaceNameSingular(creature);
descr.replaceNumber(gi.totalGrowth());
for(const GrowthInfo::Entry & entry : gi.entries)
{
descr.appendEOL();
descr.appendRawString(entry.description);
}
return descr.toString();
}
void CCreaInfo::showPopupWindow(const Point & cursorPosition)
{
if (showAvailable)
GH.windows().createAndPushWindow<CDwellingInfoBox>(GH.screenDimensions().x / 2, GH.screenDimensions().y / 2, town, level);
else
CRClickPopup::createAndPush(genGrowthText(), std::make_shared<CComponent>(ComponentType::CREATURE, creature));
}
bool CCreaInfo::getShowAvailable()
{
return showAvailable;
}
CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance * Town, bool townHall)
: town(Town),
building(nullptr)
{
OBJECT_CONSTRUCTION;
addUsedEvents(SHOW_POPUP | HOVER);
pos.x += posX;
pos.y += posY;
int buildID;
if(townHall)
{
buildID = 10 + town->hallLevel();
picture = std::make_shared<CAnimImage>(AnimationPath::builtin("ITMTL.DEF"), town->hallLevel());
}
else
{
buildID = 6 + town->fortLevel();
if(buildID == 6)
return;//FIXME: suspicious statement, fix or comment
picture = std::make_shared<CAnimImage>(AnimationPath::builtin("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::showPopupWindow(const Point & cursorPosition)
{
if(building)
{
auto c = std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(building->town->faction->getId(), building->bid));
CRClickPopup::createAndPush(CInfoWindow::genText(building->getNameTranslated(), building->getDescriptionTranslated()), c);
}
}
CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from):
CWindowObject(PLAYER_COLORED | BORDERED),
town(Town)
{
OBJECT_CONSTRUCTION;
LOCPLINT->castleInt = this;
addUsedEvents(KEYBOARD);
builds = std::make_shared<CCastleBuildings>(town);
panel = std::make_shared<CPicture>(ImagePath::builtin("TOWNSCRN"), 0, builds->pos.h);
panel->setPlayerColor(LOCPLINT->playerID);
pos.w = panel->pos.w;
pos.h = builds->pos.h + panel->pos.h;
center();
updateShadow();
garr = std::make_shared<CGarrisonInt>(Point(305, 387), 4, Point(0,96), town->getUpperArmy(), town->visitingHero);
garr->setRedrawParent(true);
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>(AnimationPath::builtin("ITPT"), 0, 0, 15, 387);
exit = std::make_shared<CButton>(Point(744, 544), AnimationPath::builtin("TSBTNS"), CButton::tooltip(CGI->generaltexth->tcommands[8]), [&](){close();}, EShortcut::GLOBAL_RETURN);
exit->setImageOrder(4, 5, 6, 7);
auto split = std::make_shared<CButton>(Point(744, 382), AnimationPath::builtin("TSBTNS"), CButton::tooltip(CGI->generaltexth->tcommands[3]), [this]() { garr->splitClick(); }, EShortcut::HERO_ARMY_SPLIT);
garr->addSplitBtn(split);
Rect barRect(9, 182, 732, 18);
auto statusbarBackground = std::make_shared<CPicture>(panel->getSurface(), barRect, 9, 555);
statusbar = CGStatusBar::create(statusbarBackground);
resdatabar = std::make_shared<CResDataBar>(ImagePath::builtin("ARESBAR"), 3, 575, 37, 3, 84, 78);
townlist = std::make_shared<CTownList>(3, Rect(Point(743, 414), Point(48, 128)), Point(1,16), Point(0, 32), LOCPLINT->localState->getOwnedTowns().size() );
townlist->setScrollUpButton( std::make_shared<CButton>( Point(744, 414), AnimationPath::builtin("IAM014"), CButton::tooltipLocalized("core.help.306"), 0));
townlist->setScrollDownButton( std::make_shared<CButton>( Point(744, 526), AnimationPath::builtin("IAM015"), CButton::tooltipLocalized("core.help.307"), 0));
if(from)
townlist->select(from);
townlist->select(town); //this will scroll list to select current town
townlist->onSelect = std::bind(&CCastleInterface::townChange, this);
recreateIcons();
if (!from)
adventureInt->onAudioPaused();
CCS->musich->playMusicFromSet("faction", town->town->faction->getJsonKey(), true, false);
}
CCastleInterface::~CCastleInterface()
{
// resume map audio if:
// adventureInt exists (may happen on exiting client with open castle interface)
// castleInt has not been replaced (happens on switching between towns inside castle interface)
if (adventureInt && LOCPLINT->castleInt == this)
adventureInt->onAudioResumed();
if(LOCPLINT->castleInt == this)
LOCPLINT->castleInt = nullptr;
}
void CCastleInterface::updateGarrisons()
{
garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
garr->recreateSlots();
heroes->update();
redraw();
}
bool CCastleInterface::holdsGarrison(const CArmedInstance * army)
{
return army == town || army == town->getUpperArmy() || army == town->visitingHero;
}
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)
LOCPLINT->localState->setSelection(town->visitingHero);
else
LOCPLINT->localState->setSelection(town);
}
CWindowObject::close();
}
void CCastleInterface::castleTeleport(int where)
{
const CGTownInstance * dest = LOCPLINT->cb->getTown(ObjectInstanceID(where));
LOCPLINT->localState->setSelection(town->visitingHero);//according to assert(ho == adventureInt->selection) in the eraseCurrentPathOf
LOCPLINT->cb->teleportHero(town->visitingHero, dest);
LOCPLINT->localState->erasePath(town->visitingHero);
}
void CCastleInterface::townChange()
{
//TODO: do not recreate window
const CGTownInstance * dest = LOCPLINT->localState->getOwnedTown(townlist->getSelectedIndex());
const CGTownInstance * town = this->town;// "this" is going to be deleted
if ( dest == town )
return;
close();
GH.windows().createAndPushWindow<CCastleInterface>(dest, town);
}
void CCastleInterface::addBuilding(BuildingID bid)
{
deactivate();
builds->addBuilding(bid);
recreateIcons();
activate();
redraw();
}
void CCastleInterface::removeBuilding(BuildingID bid)
{
deactivate();
builds->removeBuilding(bid);
recreateIcons();
activate();
redraw();
}
void CCastleInterface::recreateIcons()
{
OBJECT_CONSTRUCTION;
size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->built >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
icon->setFrame(iconIndex);
TResources townIncome = town->dailyIncome();
income->setText(std::to_string(townIncome[EGameResID::GOLD]));
hall = std::make_shared<CTownInfo>(80, 413, town, true);
fort = std::make_shared<CTownInfo>(122, 413, town, false);
fastTownHall = std::make_shared<CButton>(Point(80, 413), AnimationPath::builtin("castleInterfaceQuickAccess"), CButton::tooltip(), [this](){ builds->enterTownHall(); }, EShortcut::TOWN_OPEN_HALL);
fastTownHall->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("ITMTL"), town->hallLevel()));
int imageIndex = town->fortLevel() == CGTownInstance::EFortLevel::NONE ? 3 : town->fortLevel() - 1;
fastArmyPurchase = std::make_shared<CButton>(Point(122, 413), AnimationPath::builtin("castleInterfaceQuickAccess"), CButton::tooltip(), [this](){ builds->enterToTheQuickRecruitmentWindow(); }, EShortcut::TOWN_OPEN_RECRUITMENT);
fastArmyPurchase->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("itmcl"), imageIndex));
fastMarket = std::make_shared<LRClickableArea>(Rect(163, 410, 64, 42), [this]() { builds->enterAnyMarket(); });
fastTavern = std::make_shared<LRClickableArea>(Rect(15, 387, 58, 64), [&]()
{
if(town->hasBuilt(BuildingID::TAVERN))
LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
}, [this]{
if(!town->town->faction->getDescriptionTranslated().empty())
CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated());
});
creainfo.clear();
bool compactCreatureInfo = useCompactCreatureBox();
bool useAvailableCreaturesForLabel = useAvailableAmountAsCreatureLabel();
for(size_t i=0; i<4; i++)
creainfo.push_back(std::make_shared<CCreaInfo>(Point(14 + 55 * (int)i, 459), town, (int)i, compactCreatureInfo, useAvailableCreaturesForLabel));
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, compactCreatureInfo, useAvailableCreaturesForLabel));
}
void CCastleInterface::keyPressed(EShortcut key)
{
switch(key)
{
case EShortcut::MOVE_UP:
townlist->selectPrev();
break;
case EShortcut::MOVE_DOWN:
townlist->selectNext();
break;
case EShortcut::TOWN_OPEN_FORT:
GH.windows().createAndPushWindow<CFortScreen>(town);
break;
case EShortcut::TOWN_OPEN_MARKET:
builds->enterAnyMarket();
break;
case EShortcut::TOWN_OPEN_MAGE_GUILD:
if(town->hasBuilt(BuildingID::MAGES_GUILD_1))
builds->enterMagesGuild();
break;
case EShortcut::TOWN_OPEN_THIEVES_GUILD:
break;
case EShortcut::TOWN_OPEN_HERO_EXCHANGE:
if (town->visitingHero && town->garrisonHero)
LOCPLINT->showHeroExchange(town->visitingHero->id, town->garrisonHero->id);
break;
case EShortcut::TOWN_OPEN_HERO:
if (town->visitingHero)
LOCPLINT->openHeroWindow(town->visitingHero);
else if (town->garrisonHero)
LOCPLINT->openHeroWindow(town->garrisonHero);
break;
case EShortcut::TOWN_OPEN_VISITING_HERO:
if (town->visitingHero)
LOCPLINT->openHeroWindow(town->visitingHero);
break;
case EShortcut::TOWN_OPEN_GARRISONED_HERO:
if (town->garrisonHero)
LOCPLINT->openHeroWindow(town->garrisonHero);
break;
case EShortcut::TOWN_SWAP_ARMIES:
heroes->swapArmies();
break;
case EShortcut::TOWN_OPEN_TAVERN:
if(town->hasBuilt(BuildingID::TAVERN))
LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
break;
default:
break;
}
}
void CCastleInterface::creaturesChangedEventHandler()
{
for(auto creatureInfoBox : creainfo)
{
if(creatureInfoBox->getShowAvailable())
{
creatureInfoBox->update();
}
}
}
CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building):
town(Town),
building(Building)
{
OBJECT_CONSTRUCTION;
addUsedEvents(LCLICK | SHOW_POPUP | HOVER);
pos.x += x;
pos.y += y;
pos.w = 154;
pos.h = 92;
state = LOCPLINT->cb->canBuildStructure(town, building->bid);
constexpr std::array panelIndex =
{
3, 3, 3, 0, 0, 2, 2, 1, 2, 2, 3, 3
};
constexpr std::array iconIndex =
{
-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>(AnimationPath::builtin("TPTHBAR"), panelIndex[static_cast<int>(state)], 0, 1, 73);
if(iconIndex[static_cast<int>(state)] >=0)
mark = std::make_shared<CAnimImage>(AnimationPath::builtin("TPTHCHK"), iconIndex[static_cast<int>(state)], 0, 136, 56);
name = std::make_shared<CLabel>(78, 81, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, building->getNameTranslated(), 150);
//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[static_cast<int>(state)];
boost::algorithm::replace_first(toPrint,"%s",building->getNameTranslated());
GH.statusbar()->write(toPrint);
}
else
{
GH.statusbar()->clear();
}
}
void CHallInterface::CBuildingBox::clickPressed(const Point & cursorPosition)
{
GH.windows().createAndPushWindow<CBuildWindow>(town,building,state,0);
}
void CHallInterface::CBuildingBox::showPopupWindow(const Point & cursorPosition)
{
GH.windows().createAndPushWindow<CBuildWindow>(town,building,state,1);
}
CHallInterface::CHallInterface(const CGTownInstance * Town):
CWindowObject(PLAYER_COLORED | BORDERED, Town->town->clientInfo.hallBackground),
town(Town)
{
OBJECT_CONSTRUCTION;
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);
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), AnimationPath::builtin("TPMAGE1.DEF"), CButton::tooltip(CGI->generaltexth->hcommands[8]), [&](){close();}, EShortcut::GLOBAL_RETURN);
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
{
if (!buildingID.hasValue())
{
logMod->warn("Invalid building ID found in hallSlots of town '%s'", town->town->faction->getJsonKey() );
continue;
}
const CBuilding * current = town->town->buildings.at(buildingID);
if(town->hasBuilt(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;
int 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, EBuildingState state, bool rightClick):
CWindowObject(PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0), ImagePath::builtin("TPUBUILD")),
town(Town),
building(Building)
{
OBJECT_CONSTRUCTION;
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);
MetaString nameString;
nameString.appendTextID("core.hallinfo.7");
nameString.replaceTextID(building->getNameTextID());
name = std::make_shared<CLabel>(197, 30, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, nameString.toString());
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(GameResID i : GameResID::ALL_RESOURCES())
{
if(building->resources[i])
{
MetaString message;
int resourceAmount = LOCPLINT->cb->getResourceAmount(i);
bool canAfford = resourceAmount >= building->resources[i];
if(!canAfford && state != EBuildingState::ALREADY_PRESENT && settings["general"]["enableUiEnhancements"].Bool())
{
message.appendRawString("{H3Red|%d}/%d");
message.replaceNumber(resourceAmount);
}
else
message.appendRawString("%d");
message.replaceNumber(building->resources[i]);
components.push_back(std::make_shared<CComponent>(ComponentType::RESOURCE, i, message.toString(), CComponent::small));
}
}
cost = std::make_shared<CComponentBox>(components, Rect(25, 300, pos.w - 50, 130));
if(!rightClick)
{ //normal window
MetaString tooltipYes;
tooltipYes.appendTextID("core.genrltxt.595");
tooltipYes.replaceTextID(building->getNameTextID());
MetaString tooltipNo;
tooltipNo.appendTextID("core.genrltxt.596");
tooltipNo.replaceTextID(building->getNameTextID());
buy = std::make_shared<CButton>(Point(45, 446), AnimationPath::builtin("IBUY30"), CButton::tooltip(tooltipYes.toString()), [&](){ buyFunc(); }, EShortcut::GLOBAL_ACCEPT);
buy->setBorderColor(Colors::METALLIC_GOLD);
buy->block(state != EBuildingState::ALLOWED || LOCPLINT->playerID != town->tempOwner || !LOCPLINT->makingTurn);
cancel = std::make_shared<CButton>(Point(290, 445), AnimationPath::builtin("ICANCEL"), CButton::tooltip(tooltipNo.toString()), [&](){ close();}, EShortcut::GLOBAL_CANCEL);
cancel->setBorderColor(Colors::METALLIC_GOLD);
}
}
void CBuildWindow::buyFunc()
{
LOCPLINT->cb->buildBuilding(town,building->bid);
GH.windows().popWindows(2); //we - build window and hall screen
}
std::string CBuildWindow::getTextForState(EBuildingState state)
{
std::string ret;
if(state < EBuildingState::ALLOWED)
ret = CGI->generaltexth->hcommands[static_cast<int>(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;
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;
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 = std::to_string(min);
if(min != max)
valueText += '-' + std::to_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();
}
}
CFortScreen::CFortScreen(const CGTownInstance * town):
CWindowObject(PLAYER_COLORED | BORDERED, getBgName(town))
{
OBJECT_CONSTRUCTION;
ui32 fortSize = static_cast<ui32>(town->creatures.size());
if(fortSize > town->town->creatures.size() && 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), AnimationPath::builtin("TPMAGE1"), CButton::tooltip(text), [&](){ close(); }, EShortcut::GLOBAL_RETURN);
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(10, 421));
positions.push_back(Point(404,421));
}
else
{
positions.push_back(Point(206,421));
}
for(ui32 i=0; i<fortSize; i++)
{
BuildingID buildingID;
if(fortSize == town->town->creatures.size())
{
BuildingID dwelling = BuildingID::getDwellingFromLevel(i, 1);
if(town->hasBuilt(dwelling))
buildingID = BuildingID(BuildingID::getDwellingFromLevel(i, 1));
else
buildingID = BuildingID(BuildingID::getDwellingFromLevel(i, 0));
}
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);
statusbar = CGStatusBar::create(statusbarBackground);
}
ImagePath CFortScreen::getBgName(const CGTownInstance * town)
{
ui32 fortSize = static_cast<ui32>(town->creatures.size());
if(fortSize > town->town->creatures.size() && town->creatures.back().second.empty())
fortSize--;
if(fortSize == GameConstants::CREATURES_PER_TOWN)
return ImagePath::builtin("TPCASTL8");
else
return ImagePath::builtin("TPCASTL7");
}
void CFortScreen::creaturesChangedEventHandler()
{
for(auto & elem : recAreas)
elem->creaturesChangedEventHandler();
LOCPLINT->castleInt->creaturesChangedEventHandler();
}
CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance * Town, int Level):
town(Town),
level(Level),
availableCount(nullptr)
{
OBJECT_CONSTRUCTION;
pos.x +=posX;
pos.y +=posY;
pos.w = 386;
pos.h = 126;
if(!town->creatures[level].second.empty())
addUsedEvents(LCLICK | HOVER);//Activate only if dwelling is present
addUsedEvents(SHOW_POPUP);
icons = std::make_shared<CPicture>(ImagePath::builtin("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(), 152);
if(town->hasBuilt(getMyBuilding()->bid))
{
ui32 available = town->creatures[level].first;
std::string availableText = CGI->generaltexth->allTexts[217]+ std::to_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(), 152);
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()->getMaxHealth()));
sizes.y+=21;
values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], getMyCreature()->valOfBonuses(BonusType::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 town->creatures.at(level).second.back().toCreature();
if(!town->town->creatures.at(level).empty()) // there are creatures on this level
return town->town->creatures.at(level).front().toCreature();
return nullptr;
}
const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
{
BuildingID myID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
if (level == town->town->creatures.size())
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);
BuildingID::advanceDwelling(myID);
}
return build;
}
void CFortScreen::RecruitArea::hover(bool on)
{
if(on)
GH.statusbar()->write(hoverText);
else
GH.statusbar()->clear();
}
void CFortScreen::RecruitArea::creaturesChangedEventHandler()
{
if(availableCount)
{
std::string availableText = CGI->generaltexth->allTexts[217] + std::to_string(town->creatures[level].first);
availableCount->setText(availableText);
}
}
void CFortScreen::RecruitArea::clickPressed(const Point & cursorPosition)
{
LOCPLINT->castleInt->builds->enterDwelling(level);
}
void CFortScreen::RecruitArea::showPopupWindow(const Point & cursorPosition)
{
if (getMyCreature() != nullptr)
GH.windows().createAndPushWindow<CStackWindow>(getMyCreature(), true);
}
CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner, const ImagePath & imagename)
: CWindowObject(BORDERED, imagename)
{
OBJECT_CONSTRUCTION;
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);
statusbar = CGStatusBar::create(statusbarBackground);
exit = std::make_shared<CButton>(Point(748, 556), AnimationPath::builtin("TPMAGE1.DEF"), CButton::tooltip(CGI->generaltexth->allTexts[593]), [&](){ close(); }, EShortcut::GLOBAL_RETURN);
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], owner->town->spells[i][j].toSpell()));
else
emptyScrolls.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("TPMAGES.DEF"), 1, 0, positions[i][j].x, positions[i][j].y));
}
}
}
CMageGuildScreen::Scroll::Scroll(Point position, const CSpell *Spell)
: spell(Spell)
{
OBJECT_CONSTRUCTION;
addUsedEvents(LCLICK | SHOW_POPUP | HOVER);
pos += position;
image = std::make_shared<CAnimImage>(AnimationPath::builtin("SPELLSCR"), spell->id);
pos = image->pos;
}
void CMageGuildScreen::Scroll::clickPressed(const Point & cursorPosition)
{
LOCPLINT->showInfoDialog(spell->getDescriptionTranslated(0), std::make_shared<CComponent>(ComponentType::SPELL, spell->id));
}
void CMageGuildScreen::Scroll::showPopupWindow(const Point & cursorPosition)
{
CRClickPopup::createAndPush(spell->getDescriptionTranslated(0), std::make_shared<CComponent>(ComponentType::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):
CWindowObject(PLAYER_COLORED, ImagePath::builtin("TPSMITH"))
{
OBJECT_CONSTRUCTION;
Rect barRect(8, pos.h - 26, pos.w - 16, 19);
auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 8, pos.h - 26);
statusbar = CGStatusBar::create(statusbarBackground);
animBG = std::make_shared<CPicture>(ImagePath::builtin("TPSMITBK"), 64, 50);
animBG->needRefresh = true;
const CCreature * creature = creMachineID.toCreature();
anim = std::make_shared<CCreatureAnim>(64, 50, creature->animDefName);
anim->clipRect(113,125,200,150);
MetaString titleString;
titleString.appendTextID("core.genrltxt.274");
titleString.replaceTextID(creature->getNameSingularTextID());
MetaString buyText;
buyText.appendTextID("core.genrltxt.595");
buyText.replaceTextID(creature->getNameSingularTextID());
MetaString cancelText;
cancelText.appendTextID("core.genrltxt.596");
cancelText.replaceTextID(creature->getNameSingularTextID());
std::string costString = std::to_string(aid.toEntity(CGI)->getPrice());
title = std::make_shared<CLabel>(165, 28, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, titleString.toString());
costText = std::make_shared<CLabel>(165, 218, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->jktexts[43]);
costValue = std::make_shared<CLabel>(165, 292, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, costString);
buy = std::make_shared<CButton>(Point(42, 312), AnimationPath::builtin("IBUY30.DEF"), CButton::tooltip(buyText.toString()), [&](){ close(); }, EShortcut::GLOBAL_ACCEPT);
cancel = std::make_shared<CButton>(Point(224, 312), AnimationPath::builtin("ICANCEL.DEF"), CButton::tooltip(cancelText.toString()), [&](){ close(); }, EShortcut::GLOBAL_CANCEL);
if(possible)
buy->addCallback([=](){ LOCPLINT->cb->buyArtifact(LOCPLINT->cb->getHero(hid),aid); });
else
buy->block(true);
costIcon = std::make_shared<CAnimImage>(AnimationPath::builtin("RESOURCE"), GameResID(EGameResID::GOLD), 0, 148, 244);
}