mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
956a87f264
* recalculating paths only after finished movement / switching selection * moving hero uses "new" pathfinder * moving hero by arrow keys / numpad * VCMI window should start centered * fixed pairing Subterranean Gates * fixed issues with creatures sounds after loading * several minor changes and improvements
1781 lines
48 KiB
C++
1781 lines
48 KiB
C++
#include "../stdafx.h"
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#include "CCastleInterface.h"
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#include "AdventureMapButton.h"
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#include "CAdvmapInterface.h"
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#include "../CCallback.h"
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#include "CGameInfo.h"
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#include "CHeroWindow.h"
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#include "CMessage.h"
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#include "SDL_Extensions.h"
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#include "CCreatureAnimation.h"
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#include "Graphics.h"
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#include "../hch/CArtHandler.h"
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#include "../hch/CBuildingHandler.h"
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#include "../hch/CDefHandler.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CLodHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../hch/CSpellHandler.h"
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#include "../hch/CTownHandler.h"
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#include <boost/algorithm/string.hpp>
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#include <boost/algorithm/string/replace.hpp>
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#include <boost/assign/std/vector.hpp>
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#include <boost/lexical_cast.hpp>
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#include <cmath>
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#include <sstream>
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using namespace boost::assign;
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using namespace CSDL_Ext;
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/*
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* CCastleInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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extern TTF_Font * GEOR16;
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CBuildingRect::CBuildingRect(Structure *Str)
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:moi(false), offset(0), str(Str)
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{
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def = CDefHandler::giveDef(Str->defName);
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max = def->ourImages.size();
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if(str->ID == 33 && str->townID == 4) //little 'hack' for estate in necropolis - background color is not always the first color in the palette
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{
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for(std::vector<Cimage>::iterator i=def->ourImages.begin();i!=def->ourImages.end();i++)
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{
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SDL_SetColorKey(i->bitmap,SDL_SRCCOLORKEY,*((char*)i->bitmap->pixels));
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}
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}
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pos.x = str->pos.x + LOCPLINT->castleInt->pos.x;
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pos.y = str->pos.y + LOCPLINT->castleInt->pos.y;
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pos.w = def->ourImages[0].bitmap->w;
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pos.h = def->ourImages[0].bitmap->h;
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if(Str->ID<0 || (Str->ID>=27 && Str->ID<=29))
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{
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area = border = NULL;
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return;
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}
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if (border = BitmapHandler::loadBitmap(str->borderName)) //FIXME hmmm if '=' use () else '==' fatal mistake
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{
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SDL_SetColorKey(border,SDL_SRCCOLORKEY,SDL_MapRGB(border->format,0,255,255));
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}
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else
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{
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tlog2 << "Warning: no border for "<<Str->ID<<std::endl;
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}
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if (area = BitmapHandler::loadBitmap(str->areaName))//FIXME look up
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{
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;//SDL_SetColorKey(area,SDL_SRCCOLORKEY,SDL_MapRGB(area->format,0,255,255));
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}
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else
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{
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tlog2 << "Warning: no area for "<<Str->ID<<std::endl;
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}
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}
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CBuildingRect::~CBuildingRect()
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{
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delete def;
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if(border)
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SDL_FreeSurface(border);
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if(area)
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SDL_FreeSurface(area);
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}
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void CBuildingRect::activate()
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{
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activateHover();
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activateLClick();
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activateRClick();
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}
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void CBuildingRect::deactivate()
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{
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deactivateHover();
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deactivateLClick();
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deactivateRClick();
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if(moi)
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deactivateMouseMove();
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moi=false;
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}
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bool CBuildingRect::operator<(const CBuildingRect & p2) const
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{
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if(str->pos.z != p2.str->pos.z)
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return (str->pos.z) < (p2.str->pos.z);
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else
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return (str->ID) < (p2.str->ID);
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}
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void CBuildingRect::hover(bool on)
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{
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//Hoverable::hover(on);
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if(on)
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{
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if(!moi)
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activateMouseMove();
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moi = true;
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}
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else
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{
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if(moi)
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deactivateMouseMove();
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moi = false;
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if(LOCPLINT->castleInt->hBuild == this)
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{
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LOCPLINT->castleInt->hBuild = NULL;
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LOCPLINT->statusbar->clear();
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//call mouseMoved in other buildings, cursor might have been moved while they were inactive (eg. because of r-click popup)
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for(size_t i = 0; i < LOCPLINT->castleInt->buildings.size(); i++)
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LOCPLINT->castleInt->buildings[i]->mouseMoved(GH.current->motion);
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}
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}
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}
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void CBuildingRect::clickLeft(tribool down, bool previousState)
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{
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if(area && (LOCPLINT->castleInt->hBuild==this) && !(indeterminate(down)) && (CSDL_Ext::SDL_GetPixel(area,GH.current->motion.x-pos.x,GH.current->motion.y-pos.y) != 0)) //na polu
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{
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if(previousState && !down)
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LOCPLINT->castleInt->buildingClicked(str->ID);
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//ClickableL::clickLeft(down);
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}
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}
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void CBuildingRect::clickRight(tribool down, bool previousState)
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{
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if((!area) || (!((bool)down)) || (this!=LOCPLINT->castleInt->hBuild))
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return;
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if((CSDL_Ext::SDL_GetPixel(area,GH.current->motion.x-pos.x,GH.current->motion.y-pos.y) != 0)) //na polu
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{
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CBuilding *bld = CGI->buildh->buildings[str->townID][str->ID];
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assert(bld);
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CInfoPopup *vinya = new CInfoPopup();
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vinya->free = true;
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vinya->bitmap = CMessage::drawBoxTextBitmapSub
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(LOCPLINT->playerID,
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bld->Description(),
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LOCPLINT->castleInt->bicons->ourImages[str->ID].bitmap,
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bld->Name());
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vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
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vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
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GH.pushInt(vinya);
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}
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}
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void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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{
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if(area && isItIn(&pos,sEvent.x, sEvent.y))
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{
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if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //hovered pixel is inside this building
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{
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if(LOCPLINT->castleInt->hBuild == this)
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{
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LOCPLINT->castleInt->hBuild = NULL;
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LOCPLINT->statusbar->clear();
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}
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}
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else //inside the area of this building
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{
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if(LOCPLINT->castleInt->hBuild) //a building is hovered
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{
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if((*LOCPLINT->castleInt->hBuild)<(*this)) //set if we are on top
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{
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LOCPLINT->castleInt->hBuild = this;
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if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
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LOCPLINT->statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
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else
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LOCPLINT->statusbar->print(str->name);
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}
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}
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else //no building hovered
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{
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LOCPLINT->castleInt->hBuild = this;
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if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
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LOCPLINT->statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
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else
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LOCPLINT->statusbar->print(str->name);
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}
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}
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}
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//if(border)
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// blitAt(border,pos.x,pos.y);
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}
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void CHeroGSlot::hover (bool on)
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{
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if(!on) return;
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CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
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std::string temp;
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if(hero)
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{
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if(highlight)//view NNN
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{
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temp = CGI->generaltexth->tcommands[4];
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boost::algorithm::replace_first(temp,"%s",hero->name);
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}
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else if(other->hero && other->highlight)//exchange
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{
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temp = CGI->generaltexth->tcommands[7];
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boost::algorithm::replace_first(temp,"%s",hero->name);
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boost::algorithm::replace_first(temp,"%s",other->hero->name);
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}
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else// select NNN (in ZZZ)
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{
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if(upg)//down - visiting
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{
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temp = CGI->generaltexth->tcommands[32];
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boost::algorithm::replace_first(temp,"%s",hero->name);
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}
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else //up - garrison
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{
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temp = CGI->generaltexth->tcommands[12];
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boost::algorithm::replace_first(temp,"%s",hero->name);
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}
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}
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}
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else //we are empty slot
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{
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if(other->highlight && other->hero) //move NNNN
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{
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temp = CGI->generaltexth->tcommands[6];
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boost::algorithm::replace_first(temp,"%s",other->hero->name);
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}
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else //empty
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{
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temp = CGI->generaltexth->allTexts[507];
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}
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}
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if(temp.size())
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LOCPLINT->statusbar->print(temp);
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}
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void CHeroGSlot::clickRight(tribool down, bool previousState)
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{
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}
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void CHeroGSlot::clickLeft(tribool down, bool previousState)
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{
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CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
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if(!down)
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{
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owner->garr->splitting = false;
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owner->garr->highlighted = NULL;
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if(hero && highlight)
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{
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highlight = false;
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LOCPLINT->openHeroWindow(hero);
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}
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else if(other->hero && other->highlight)
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{
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bool allow = true;
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if(upg) //moving hero out of town - check if it is allowed
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{
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if(!hero && LOCPLINT->cb->howManyHeroes(false) >= 8)
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{
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std::string tmp = CGI->generaltexth->allTexts[18]; //You already have %d adventuring heroes under your command.
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boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes(false)));
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LOCPLINT->showInfoDialog(tmp,std::vector<SComponent*>(), soundBase::sound_todo);
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allow = false;
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}
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else if(!other->hero->army.slots.size()) //hero has no creatures - strange, but if we have appropriate error message...
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{
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[19],std::vector<SComponent*>(), soundBase::sound_todo); //This hero has no creatures. A hero must have creatures before he can brave the dangers of the countryside.
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allow = false;
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}
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}
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other->highlight = highlight = false;
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if(allow)
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LOCPLINT->cb->swapGarrisonHero(owner->town);
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}
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else if(hero)
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{
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highlight = true;
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owner->garr->highlighted = NULL;
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show(screen2);
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}
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hover(false);hover(true); //refresh statusbar
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}
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//if(indeterminate(down) && !isItIn(&other->pos,GH.current->motion.x,GH.current->motion.y))
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//{
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// other->highlight = highlight = false;
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// show(screen2);
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//}
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}
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void CHeroGSlot::activate()
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{
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activateLClick();
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activateRClick();
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activateHover();
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}
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void CHeroGSlot::deactivate()
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{
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highlight = false;
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deactivateLClick();
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deactivateRClick();
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deactivateHover();
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}
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void CHeroGSlot::show(SDL_Surface * to)
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{
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if(hero) //there is hero
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blitAt(graphics->portraitLarge[hero->portrait],pos,to);
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else if(!upg) //up garrison
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blitAt(graphics->flags->ourImages[LOCPLINT->castleInt->town->getOwner()].bitmap,pos,to);
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if(highlight)
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blitAt(graphics->bigImgs[-1],pos,to);
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}
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CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, CCastleInterface * Owner)
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{
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owner = Owner;
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pos.x = x;
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pos.y = y;
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pos.w = 58;
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pos.h = 64;
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hero = h;
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upg = updown;
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highlight = false;
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}
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CHeroGSlot::~CHeroGSlot()
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{
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}
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static std::string getBgName(int type) //TODO - co z tym zrobi�?
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{
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switch (type)
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{
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case 0:
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return "TBCSBACK.bmp";
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case 1:
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return "TBRMBACK.bmp";
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case 2:
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return "TBTWBACK.bmp";
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case 3:
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return "TBINBACK.bmp";
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case 4:
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return "TBNCBACK.bmp";
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case 5:
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return "TBDNBACK.bmp";
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case 6:
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return "TBSTBACK.bmp";
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case 7:
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return "TBFRBACK.bmp";
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case 8:
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return "TBELBACK.bmp";
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default:
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#ifndef __GNUC__
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throw new std::exception("std::string getBgName(int type): invalid type");
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#else
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throw new std::exception();
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#endif
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}
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}
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class SORTHELP
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{
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public:
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bool operator ()
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(const CBuildingRect *a ,
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const CBuildingRect *b)
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{
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return (*a)<(*b);
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}
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} srthlp ;
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CCastleInterface::CCastleInterface(const CGTownInstance * Town, int listPos)
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:hslotup(241,387,0,Town->garrisonHero,this),hslotdown(241,483,1,Town->visitingHero,this)
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{
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showing = false;
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bars = CDefHandler::giveDefEss("TPTHBAR.DEF");
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status = CDefHandler::giveDefEss("TPTHCHK.DEF");
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LOCPLINT->castleInt = this;
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hall = NULL;
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townInt = BitmapHandler::loadBitmap("TOWNSCRN.bmp");
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cityBg = BitmapHandler::loadBitmap(getBgName(Town->subID));
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pos.x = screen->w/2 - 400;
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pos.y = screen->h/2 - 300;
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hslotup.pos.x += pos.x;
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hslotup.pos.y += pos.y;
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hslotdown.pos.x += pos.x;
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hslotdown.pos.y += pos.y;
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hall = CDefHandler::giveDef("ITMTL.DEF");
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fort = CDefHandler::giveDef("ITMCL.DEF");
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hBuild = NULL;
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count=0;
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town = Town;
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animval = 0;
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//garrison
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garr = new CGarrisonInt(pos.x+305,pos.y+387,4,Point(0,96),townInt,Point(62,374),town,town->visitingHero);
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townlist = new CTownList(3,pos.x+744,pos.y+414,"IAM014.DEF","IAM015.DEF");//744,526);
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exit = new AdventureMapButton
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(CGI->generaltexth->tcommands[8],"",boost::bind(&CCastleInterface::close,this),pos.x+744,pos.y+544,"TSBTNS.DEF",SDLK_RETURN);
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exit->assignedKeys.insert(SDLK_ESCAPE);
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split = new AdventureMapButton
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(CGI->generaltexth->tcommands[3],"",boost::bind(&CGarrisonInt::splitClick,garr),pos.x+744,pos.y+382,"TSBTNS.DEF");
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statusbar = new CStatusBar(pos.x+7,pos.y+555,"TSTATBAR.bmp",732);
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resdatabar = new CResDataBar("ZRESBAR.bmp",pos.x+3,pos.y+575,32,2,85,85);
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resdatabar->pos.x = pos.x+3; resdatabar->pos.y = pos.y+575;
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townlist->fun = boost::bind(&CCastleInterface::townChange,this);
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townlist->genList();
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townlist->selected = vstd::findPos(townlist->items,Town);
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townlist->from = townlist->selected - listPos;
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amax(townlist->from, 0);
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amin(townlist->from, townlist->items.size() - townlist->SIZE);
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graphics->blueToPlayersAdv(townInt,LOCPLINT->playerID);
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exit->bitmapOffset = 4;
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//buildings
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recreateBuildings();
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std::string defname;
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switch (town->subID)
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{
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case 0:
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defname = "HALLCSTL.DEF";
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musicID = musicBase::castleTown;
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break;
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case 1:
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defname = "HALLRAMP.DEF";
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musicID = musicBase::rampartTown;
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break;
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case 2:
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defname = "HALLTOWR.DEF";
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musicID = musicBase::towerTown;
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break;
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case 3:
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defname = "HALLINFR.DEF";
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musicID = musicBase::infernoTown;
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break;
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case 4:
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defname = "HALLNECR.DEF";
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musicID = musicBase::necroTown;
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break;
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case 5:
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defname = "HALLDUNG.DEF";
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musicID = musicBase::dungeonTown;
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break;
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case 6:
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defname = "HALLSTRN.DEF";
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musicID = musicBase::strongHoldTown;
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break;
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case 7:
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defname = "HALLFORT.DEF";
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musicID = musicBase::fortressTown;
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break;
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case 8:
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defname = "HALLELEM.DEF";
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musicID = musicBase::elemTown;
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break;
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default:
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throw new std::string("Wrong town subID");
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}
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bicons = CDefHandler::giveDefEss(defname);
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CGI->musich->playMusic(musicID, -1);
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}
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CCastleInterface::~CCastleInterface()
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{
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delete bars;
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delete status;
|
|
SDL_FreeSurface(townInt);
|
|
SDL_FreeSurface(cityBg);
|
|
delete exit;
|
|
delete split;
|
|
delete hall;
|
|
delete fort;
|
|
delete garr;
|
|
delete townlist;
|
|
delete statusbar;
|
|
delete resdatabar;
|
|
for(size_t i=0;i<buildings.size();i++)
|
|
{
|
|
delete buildings[i];
|
|
}
|
|
delete bicons;
|
|
|
|
}
|
|
|
|
void CCastleInterface::close()
|
|
{
|
|
if(town->visitingHero)
|
|
LOCPLINT->adventureInt->select(town->visitingHero);
|
|
LOCPLINT->castleInt = NULL;
|
|
GH.popIntTotally(this);
|
|
CGI->musich->stopMusic(5000);
|
|
}
|
|
|
|
void CCastleInterface::splitF()
|
|
{
|
|
}
|
|
|
|
void CCastleInterface::buildingClicked(int building)
|
|
{
|
|
tlog5<<"You've clicked on "<<building<<std::endl;
|
|
if(building==19 || building==18)
|
|
{
|
|
building = town->town->hordeLvl[0] + 30;
|
|
}
|
|
else if(building==24 || building==25)
|
|
{
|
|
building = town->town->hordeLvl[1] + 30;
|
|
}
|
|
if(building >= 30)
|
|
{
|
|
showRecruitmentWindow(building);
|
|
}
|
|
else
|
|
{
|
|
switch(building)
|
|
{
|
|
case 0: case 1: case 2: case 3: case 4: //mage guild
|
|
{
|
|
const CGHeroInstance *h = NULL; //hero that "enters" mage guild
|
|
|
|
if(!town->garrisonHero && !town->visitingHero) //no heroes in town
|
|
h = NULL;
|
|
else if(!town->garrisonHero) //only visiting hero
|
|
h = town->visitingHero;
|
|
else if(!town->visitingHero || hslotup.highlight) //only garrisoned hero OR both heroes present, garrisoned hero selected
|
|
h = town->garrisonHero;
|
|
else //both heroes present, use the visiting one
|
|
h = town->visitingHero;
|
|
|
|
if(h && !vstd::contains(h->artifWorn,ui16(17))) //hero doesn't have spellbok
|
|
{
|
|
if(LOCPLINT->cb->getResourceAmount(6) < 500) //not enough gold to buy spellbook
|
|
{
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213],std::vector<SComponent*>(), soundBase::sound_todo);
|
|
}
|
|
else
|
|
{
|
|
CFunctionList<void()> fl = boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,h,0);
|
|
fl += boost::bind(&CCastleInterface::enterMageGuild,this);
|
|
std::vector<SComponent*> vvv(1,new SComponent(SComponent::artifact,0,0));
|
|
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214],vvv,fl,0,true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
enterMageGuild();
|
|
}
|
|
break;
|
|
}
|
|
case 5: //tavern
|
|
{
|
|
enterTavern();
|
|
|
|
break;
|
|
}
|
|
case 6: //shipyard
|
|
{
|
|
LOCPLINT->showShipyardDialog(town);
|
|
break;
|
|
}
|
|
case 7: case 8: case 9: //fort/citadel/castle
|
|
{
|
|
CFortScreen *fs = new CFortScreen(this);
|
|
GH.pushInt(fs);
|
|
break;
|
|
}
|
|
case 10: case 11: case 12: case 13: //hall
|
|
enterHall();
|
|
break;
|
|
case 14: //marketplace
|
|
{
|
|
CMarketplaceWindow *cmw = new CMarketplaceWindow(0);
|
|
GH.pushInt(cmw);
|
|
break;
|
|
}
|
|
case 15: //resource silo
|
|
{
|
|
LOCPLINT->showInfoDialog(CGI->buildh->buildings[town->subID][15]->Description(),std::vector<SComponent*>(), soundBase::sound_todo);
|
|
break;
|
|
}
|
|
case 16: //blacksmith
|
|
{
|
|
const CGHeroInstance *hero = town->visitingHero;
|
|
if(!hero)
|
|
{
|
|
std::string pom = CGI->generaltexth->allTexts[273];
|
|
boost::algorithm::replace_first(pom,"%s",CGI->buildh->buildings[town->subID][16]->Name());
|
|
LOCPLINT->showInfoDialog(pom,std::vector<SComponent*>(), soundBase::sound_todo);
|
|
return;
|
|
}
|
|
int aid = town->town->warMachine;
|
|
int price = CGI->arth->artifacts[aid].price;
|
|
bool possible = (LOCPLINT->cb->getResourceAmount(6) >= price);
|
|
if(vstd::contains(hero->artifWorn,ui16(aid+9))) //hero already has machine
|
|
possible = false;
|
|
|
|
GH.pushInt(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(aid,false),aid,hero->id));
|
|
break;
|
|
}
|
|
//TODO: case 17: //special 1
|
|
//TODO: case 18: //basic horde 1
|
|
//TODO: case 19: //upg horde 1
|
|
case 20: //ship at shipyard
|
|
//Do nothing.
|
|
break;
|
|
//TODO: case 21: //special 2
|
|
case 22: //special 3
|
|
{
|
|
switch(town->subID)
|
|
{
|
|
case 0: //brotherhood of sword
|
|
enterTavern();
|
|
break;
|
|
|
|
default:
|
|
tlog4<<"This building isn't handled...\n";
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
//TODO: case 23: //special 4
|
|
//TODO: case 24: //basic horde 2
|
|
//TODO: case 25: //upg horde 2
|
|
//TODO: case 26: //grail
|
|
default:
|
|
tlog4<<"This building isn't handled...\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCastleInterface::enterHall()
|
|
{
|
|
CHallInterface *h = new CHallInterface(this);
|
|
GH.pushInt(h);
|
|
}
|
|
|
|
void CCastleInterface::showAll( SDL_Surface * to/*=NULL*/)
|
|
{
|
|
blitAt(cityBg,pos,to);
|
|
blitAt(townInt,pos.x,pos.y+374,to);
|
|
LOCPLINT->adventureInt->resdatabar.draw(to);
|
|
townlist->draw(to);
|
|
statusbar->show(to);
|
|
resdatabar->draw(to);
|
|
|
|
garr->show(to);
|
|
int pom;
|
|
|
|
//draw fort icon
|
|
if(town->builtBuildings.find(9)!=town->builtBuildings.end())
|
|
pom = 2;
|
|
else if(town->builtBuildings.find(8)!=town->builtBuildings.end())
|
|
pom = 1;
|
|
else if(town->builtBuildings.find(7)!=town->builtBuildings.end())
|
|
pom = 0;
|
|
else pom = 3;
|
|
blitAt(fort->ourImages[pom].bitmap,pos.x+122,pos.y+413,to);
|
|
|
|
//draw ((village/town/city) hall)/capitol icon
|
|
if(town->builtBuildings.find(13)!=town->builtBuildings.end())
|
|
pom = 3;
|
|
else if(town->builtBuildings.find(12)!=town->builtBuildings.end())
|
|
pom = 2;
|
|
else if(town->builtBuildings.find(11)!=town->builtBuildings.end())
|
|
pom = 1;
|
|
else pom = 0;
|
|
blitAt(hall->ourImages[pom].bitmap,pos.x+80,pos.y+413,to);
|
|
|
|
//draw creatures icons and their growths
|
|
for(int i=0;i<CREATURES_PER_TOWN;i++)
|
|
{
|
|
int cid = -1;
|
|
if (town->builtBuildings.find(30+i)!=town->builtBuildings.end())
|
|
{
|
|
if (town->builtBuildings.find(30+CREATURES_PER_TOWN+i)!=town->builtBuildings.end())
|
|
cid = town->town->upgradedCreatures[i];
|
|
else
|
|
cid = town->town->basicCreatures[i];
|
|
}
|
|
if (cid>=0)
|
|
{
|
|
int pomx, pomy;
|
|
pomx = 22 + (55*((i>3)?(i-4):i));
|
|
pomy = (i>3)?(507):(459);
|
|
blitAt(graphics->smallImgs[cid],pos.x+pomx,pos.y+pomy,to);
|
|
std::ostringstream oss;
|
|
oss << '+' << town->creatureGrowth(i);
|
|
CSDL_Ext::printAtMiddle(oss.str(),pos.x+pomx+16,pos.y+pomy+37,GEOR13,zwykly,to);
|
|
}
|
|
}
|
|
|
|
//print name and income
|
|
CSDL_Ext::printAt(town->name,pos.x+85,pos.y+389,GEOR13,zwykly,to);
|
|
char temp[10];
|
|
SDL_itoa(town->dailyIncome(),temp,10);
|
|
CSDL_Ext::printAtMiddle(temp,pos.x+195,pos.y+442,GEOR13,zwykly,to);
|
|
|
|
//blit town icon
|
|
pom = town->subID*2;
|
|
if (!town->hasFort())
|
|
pom += F_NUMBER*2;
|
|
if(town->builded >= MAX_BUILDING_PER_TURN)
|
|
pom++;
|
|
blitAt(graphics->bigTownPic->ourImages[pom].bitmap,pos.x+15,pos.y+387,to);
|
|
|
|
hslotup.show(to);
|
|
hslotdown.show(to);
|
|
|
|
show(to);
|
|
|
|
if(screen->w != 800 || screen->h !=600)
|
|
CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
|
|
exit->show(to);
|
|
split->show(to);
|
|
}
|
|
|
|
void CCastleInterface::townChange()
|
|
{
|
|
const CGTownInstance * nt = townlist->items[townlist->selected];
|
|
int tpos = townlist->selected - townlist->from;
|
|
GH.popIntTotally(this);
|
|
GH.pushInt(new CCastleInterface(nt, tpos));
|
|
}
|
|
|
|
void CCastleInterface::show(SDL_Surface * to)
|
|
{
|
|
count++;
|
|
if(count==8)
|
|
{
|
|
count=0;
|
|
animval++;
|
|
}
|
|
|
|
blitAt(cityBg,pos,to);
|
|
|
|
|
|
//blit buildings
|
|
for(size_t i=0;i<buildings.size();i++)
|
|
{
|
|
int frame = ((animval)%(buildings[i]->max - buildings[i]->offset)) + buildings[i]->offset;
|
|
if(frame)
|
|
{
|
|
blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
|
|
blitAt(buildings[i]->def->ourImages[frame].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
|
|
}
|
|
else
|
|
blitAt(buildings[i]->def->ourImages[frame].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
|
|
|
|
if(hBuild==buildings[i] && hBuild->border) //if this this higlighted structure and has border we'll blit it
|
|
blitAt(hBuild->border,hBuild->pos,to);
|
|
}
|
|
}
|
|
|
|
void CCastleInterface::activate()
|
|
{
|
|
showing = true;
|
|
townlist->activate();
|
|
garr->activate();
|
|
LOCPLINT->statusbar = statusbar;
|
|
exit->activate();
|
|
split->activate();
|
|
for(size_t i=0;i<buildings.size();i++) //XXX pls use iterators or at() but not []
|
|
{
|
|
buildings[i]->activate();
|
|
}
|
|
hslotdown.activate();
|
|
hslotup.activate();
|
|
activateKeys();
|
|
}
|
|
|
|
void CCastleInterface::deactivate()
|
|
{
|
|
showing = false;
|
|
townlist->deactivate();
|
|
garr->deactivate();
|
|
exit->deactivate();
|
|
split->deactivate();
|
|
for(size_t i=0;i<buildings.size();i++) //XXX iterators
|
|
{
|
|
buildings[i]->deactivate();
|
|
}
|
|
hslotdown.deactivate();
|
|
hslotup.deactivate();
|
|
deactivateKeys();
|
|
}
|
|
|
|
void CCastleInterface::addBuilding(int bid)
|
|
{
|
|
//TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach
|
|
deactivate();
|
|
recreateBuildings();
|
|
activate();
|
|
}
|
|
|
|
void CCastleInterface::removeBuilding(int bid)
|
|
{
|
|
//TODO: lepiej by bylo tylko usuwac co trzeba pamietajac o grupach
|
|
recreateBuildings();
|
|
}
|
|
|
|
void CCastleInterface::recreateBuildings()
|
|
{
|
|
for(size_t i=0;i<buildings.size();i++)
|
|
{
|
|
if(showing)
|
|
buildings[i]->deactivate();
|
|
delete buildings[i];
|
|
}
|
|
buildings.clear();
|
|
hBuild = NULL;
|
|
|
|
std::set< std::pair<int,int> > s; //group - id
|
|
|
|
|
|
for (std::set<si32>::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++)
|
|
{
|
|
if(CGI->townh->structures.find(town->subID) != CGI->townh->structures.end()) //we have info about structures in this town
|
|
{
|
|
if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end()) //we have info about that structure
|
|
{
|
|
Structure * st = CGI->townh->structures[town->subID][*i];
|
|
if(st->group<0) //no group - just add it
|
|
{
|
|
buildings.push_back(new CBuildingRect(st));
|
|
}
|
|
else
|
|
{
|
|
std::set< std::pair<int,int> >::iterator obecny=s.end();
|
|
for(std::set< std::pair<int,int> >::iterator seti = s.begin(); seti!=s.end(); seti++) //check if we have already building from same group
|
|
{
|
|
if(seti->first == st->group)
|
|
{
|
|
obecny = seti;
|
|
break;
|
|
}
|
|
}
|
|
if(obecny != s.end())
|
|
{
|
|
if((*(CGI->townh->structures[town->subID][obecny->second])) < (*(CGI->townh->structures[town->subID][st->ID]))) //we have to replace old building with current one
|
|
{
|
|
for(size_t itpb = 0; itpb<buildings.size(); itpb++)
|
|
{
|
|
if(buildings[itpb]->str->ID == obecny->second)
|
|
{
|
|
delete buildings[itpb];
|
|
buildings.erase(buildings.begin() + itpb);
|
|
#ifndef __GNUC__
|
|
obecny->second = st->ID; //XXX look closer!
|
|
#else
|
|
*(const_cast<int*>(&(obecny->second))) = st->ID;
|
|
#endif
|
|
buildings.push_back(new CBuildingRect(st));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
buildings.push_back(new CBuildingRect(st));
|
|
s.insert(std::pair<int,int>(st->group,st->ID));
|
|
}
|
|
}
|
|
}
|
|
else continue;
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
|
|
//ship in shipyard
|
|
if(vstd::contains(town->builtBuildings,6))
|
|
{
|
|
std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
|
|
if(vobjs.size() && vobjs.front()->ID == 8) //there is visitable obj at shipyard output tile and it's a boat
|
|
{
|
|
Structure * st = CGI->townh->structures[town->subID][20];
|
|
buildings.push_back(new CBuildingRect(st));
|
|
s.insert(std::pair<int,int>(st->group,st->ID));
|
|
}
|
|
}
|
|
|
|
std::sort(buildings.begin(),buildings.end(),srthlp);
|
|
|
|
//code for Mana Vortex (there are two sets of animation frames - one without mage guild and one with
|
|
if((town->subID == 5) && (town->builtBuildings.find(21)!=town->builtBuildings.end()))
|
|
{
|
|
CBuildingRect *vortex = NULL;
|
|
for(size_t i=0;i<buildings.size();i++)
|
|
{
|
|
if(buildings[i]->str->ID==21)
|
|
{
|
|
vortex=buildings[i];
|
|
break;
|
|
}
|
|
}
|
|
if(town->builtBuildings.find(4)!=town->builtBuildings.end()) //there is mage Guild level 5
|
|
{
|
|
vortex->offset = 10;
|
|
vortex->max = vortex->def->ourImages.size();
|
|
}
|
|
else
|
|
{
|
|
vortex->offset = 0;
|
|
vortex->max = 10;
|
|
}
|
|
}
|
|
//code for the shipyard in the Castle
|
|
else if((town->subID == 0) && (town->builtBuildings.find(6)!=town->builtBuildings.end()))
|
|
{
|
|
CBuildingRect *shipyard = NULL;
|
|
for(size_t i=0;i<buildings.size();i++)
|
|
{
|
|
if(buildings[i]->str->ID==6)
|
|
{
|
|
shipyard=buildings[i];
|
|
break;
|
|
}
|
|
}
|
|
if(town->builtBuildings.find(8)!=town->builtBuildings.end()) //there is citadel
|
|
{
|
|
shipyard->offset = 1;
|
|
shipyard->max = shipyard->def->ourImages.size();
|
|
}
|
|
else
|
|
{
|
|
shipyard->offset = 0;
|
|
shipyard->max = 1;
|
|
}
|
|
}
|
|
|
|
if(showing)
|
|
for(size_t i=0;i<buildings.size();i++)
|
|
buildings[i]->activate();
|
|
}
|
|
|
|
CRecruitmentWindow * CCastleInterface::showRecruitmentWindow( int building )
|
|
{
|
|
if(building>36) //upg dwelling
|
|
building-=7;
|
|
|
|
int level = building-30;
|
|
assert(level >= 0 && level <= 6);
|
|
|
|
//std::vector<std::pair<int,int > > crs;
|
|
//int amount = town->creatures[level].first;
|
|
|
|
//const std::vector<ui32> &cres = town->creatures[level].second;
|
|
|
|
//for(size_t i = 0; i < cres.size(); i++)
|
|
// crs.push_back(std::make_pair((int)cres[i],amount));
|
|
//CRecruitmentWindow *rw = new CRecruitmentWindow(crs,boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2));
|
|
|
|
CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2));
|
|
GH.pushInt(rw);
|
|
return rw;
|
|
}
|
|
|
|
void CCastleInterface::enterMageGuild()
|
|
{
|
|
GH.pushInt(new CMageGuildScreen(this));
|
|
}
|
|
|
|
void CCastleInterface::enterTavern()
|
|
{
|
|
std::vector<const CGHeroInstance*> h = LOCPLINT->cb->getAvailableHeroes(town);
|
|
CTavernWindow *tv = new CTavernWindow(h[0],h[1],"GOSSIP TEST");
|
|
GH.pushInt(tv);
|
|
}
|
|
|
|
void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
|
|
{
|
|
if(key.state != SDL_PRESSED) return;
|
|
|
|
switch(key.keysym.sym)
|
|
{
|
|
case SDLK_UP:
|
|
if(townlist->selected)
|
|
{
|
|
townlist->selected--;
|
|
townlist->from--;
|
|
townChange();
|
|
}
|
|
break;
|
|
case SDLK_DOWN:
|
|
if(townlist->selected < townlist->items.size() - 1)
|
|
{
|
|
townlist->selected++;
|
|
townlist->from++;
|
|
townChange();
|
|
}
|
|
break;
|
|
case SDLK_SPACE:
|
|
if(town->visitingHero && town->garrisonHero)
|
|
{
|
|
LOCPLINT->cb->swapGarrisonHero(town);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CHallInterface::CBuildingBox::hover(bool on)
|
|
{
|
|
//Hoverable::hover(on);
|
|
if(on)
|
|
{
|
|
std::string toPrint;
|
|
if(state==8)
|
|
toPrint = CGI->generaltexth->hcommands[5];
|
|
else
|
|
toPrint = CGI->generaltexth->hcommands[state];
|
|
std::vector<std::string> name;
|
|
name.push_back(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][BID]->Name());
|
|
LOCPLINT->statusbar->print(CSDL_Ext::processStr(toPrint,name));
|
|
}
|
|
else
|
|
LOCPLINT->statusbar->clear();
|
|
}
|
|
void CHallInterface::CBuildingBox::clickLeft(tribool down, bool previousState)
|
|
{
|
|
if(previousState && (!down))
|
|
{
|
|
GH.pushInt(new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,0));
|
|
}
|
|
//ClickableL::clickLeft(down);
|
|
}
|
|
void CHallInterface::CBuildingBox::clickRight(tribool down, bool previousState)
|
|
{
|
|
if(down)
|
|
{
|
|
GH.pushInt(new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,1));
|
|
}
|
|
//ClickableR::clickRight(down);
|
|
}
|
|
void CHallInterface::CBuildingBox::show(SDL_Surface * to)
|
|
{
|
|
CCastleInterface *ci = LOCPLINT->castleInt;
|
|
blitAt(ci->bicons->ourImages[BID].bitmap,pos.x,pos.y,to);
|
|
int pom, pom2=-1;
|
|
switch (state)
|
|
{
|
|
case 4:
|
|
pom = 0;
|
|
pom2 = 0;
|
|
break;
|
|
case 7:
|
|
pom = 1;
|
|
break;
|
|
case 6:
|
|
pom2 = 2;
|
|
pom = 2;
|
|
break;
|
|
case 5: case 8:
|
|
pom2 = 1;
|
|
pom = 2;
|
|
break;
|
|
case 0: case 2: case 1: default:
|
|
pom = 3;
|
|
break;
|
|
}
|
|
blitAt(ci->bars->ourImages[pom].bitmap,pos.x-1,pos.y+71,to);
|
|
if(pom2>=0)
|
|
blitAt(ci->status->ourImages[pom2].bitmap,pos.x+135, pos.y+54,to);
|
|
CSDL_Ext::printAtMiddle(CGI->buildh->buildings[ci->town->subID][BID]->Name(),pos.x-1+ci->bars->ourImages[0].bitmap->w/2,pos.y+71+ci->bars->ourImages[0].bitmap->h/2, GEOR13,zwykly,to);
|
|
}
|
|
void CHallInterface::CBuildingBox::activate()
|
|
{
|
|
activateHover();
|
|
activateLClick();
|
|
activateRClick();
|
|
}
|
|
void CHallInterface::CBuildingBox::deactivate()
|
|
{
|
|
deactivateHover();
|
|
deactivateLClick();
|
|
deactivateRClick();
|
|
}
|
|
CHallInterface::CBuildingBox::~CBuildingBox()
|
|
{
|
|
}
|
|
CHallInterface::CBuildingBox::CBuildingBox(int id)
|
|
:BID(id)
|
|
{
|
|
pos.w = 150;
|
|
pos.h = 70;
|
|
}
|
|
CHallInterface::CBuildingBox::CBuildingBox(int id, int x, int y)
|
|
:BID(id)
|
|
{
|
|
pos.x = x;
|
|
pos.y = y;
|
|
pos.w = 150;
|
|
pos.h = 70;
|
|
}
|
|
|
|
|
|
CHallInterface::CHallInterface(CCastleInterface * owner)
|
|
{
|
|
resdatabar = new CMinorResDataBar;
|
|
pos = owner->pos;
|
|
resdatabar->pos.x += pos.x;
|
|
resdatabar->pos.y += pos.y;
|
|
bg = BitmapHandler::loadBitmap(CGI->buildh->hall[owner->town->subID].first);
|
|
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
|
|
exit = new AdventureMapButton
|
|
(CGI->generaltexth->tcommands[8],"",boost::bind(&CHallInterface::close,this),pos.x+748,pos.y+556,"TPMAGE1.DEF",SDLK_RETURN);
|
|
exit->assignedKeys.insert(SDLK_ESCAPE);
|
|
|
|
//preparing boxes with buildings//
|
|
boxes.resize(5);
|
|
for(size_t i=0;i<5;i++) //for each row
|
|
{
|
|
std::vector< std::vector< std::vector<int> > > &boxList = CGI->buildh->hall[owner->town->subID].second;
|
|
|
|
for(size_t j=0; j<boxList[i].size();j++) //for each box
|
|
{
|
|
size_t k=0;
|
|
for(;k<boxList[i][j].size();k++)//we are looking for the first not build structure
|
|
{
|
|
int bid = boxList[i][j][k];
|
|
|
|
if(!vstd::contains(owner->town->builtBuildings,bid))
|
|
{
|
|
int x = 34 + 194*j,
|
|
y = 37 + 104*i,
|
|
ID = bid;
|
|
if(boxList[i].size() == 2) //only two boxes in this row
|
|
x+=194;
|
|
else if(boxList[i].size() == 3) //only three boxes in this row
|
|
x+=97;
|
|
boxes[i].push_back(new CBuildingBox(bid,pos.x+x,pos.y+y));
|
|
|
|
//if this is horde dwelling for upgraded creatures and we already have one for basic creatures
|
|
if((bid == 25 && vstd::contains(owner->town->builtBuildings,24))
|
|
|| (bid == 19 && vstd::contains(owner->town->builtBuildings,18))
|
|
)
|
|
{
|
|
boxes[i].back()->state = 4; //already built
|
|
}
|
|
else
|
|
{
|
|
boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
if(k == boxList[i][j].size()) //all buildings built - let's take the last one
|
|
{
|
|
int x = 34 + 194*j,
|
|
y = 37 + 104*i;
|
|
if(boxList[i].size() == 2)
|
|
x+=194;
|
|
else if(boxList[i].size() == 3)
|
|
x+=97;
|
|
boxes[i].push_back(new CBuildingBox(boxList[i][j][k-1],pos.x+x,pos.y+y));
|
|
boxes[i][boxes[i].size()-1]->state = 4; //already exists
|
|
}
|
|
}
|
|
}
|
|
}
|
|
CHallInterface::~CHallInterface()
|
|
{
|
|
SDL_FreeSurface(bg);
|
|
for(size_t i=0;i<boxes.size();i++)
|
|
for(size_t j=0;j<boxes[i].size();j++)
|
|
delete boxes[i][j]; //TODO whats wrong with smartpointers?
|
|
delete exit;
|
|
delete resdatabar;
|
|
}
|
|
void CHallInterface::close()
|
|
{
|
|
GH.popIntTotally(this);
|
|
}
|
|
void CHallInterface::show(SDL_Surface * to)
|
|
{
|
|
blitAt(bg,pos,to);
|
|
LOCPLINT->castleInt->statusbar->show(to);
|
|
resdatabar->show(to);
|
|
exit->show(to);
|
|
for(int i=0; i<5; i++)
|
|
{
|
|
for(size_t j=0;j<boxes[i].size(); ++j)
|
|
boxes[i][j]->show(to);
|
|
}
|
|
}
|
|
void CHallInterface::activate()
|
|
{
|
|
for(int i=0;i<5;i++)
|
|
{
|
|
for(size_t j=0; j < boxes[i].size(); ++j)
|
|
{
|
|
boxes[i][j]->activate();
|
|
}
|
|
}
|
|
exit->activate();
|
|
}
|
|
void CHallInterface::deactivate()
|
|
{
|
|
for(int i=0;i<5;i++)
|
|
{
|
|
for(size_t j=0;j<boxes[i].size();++j)
|
|
{
|
|
boxes[i][j]->deactivate();
|
|
}
|
|
}
|
|
exit->deactivate();
|
|
}
|
|
|
|
void CHallInterface::CBuildWindow::activate()
|
|
{
|
|
activateRClick();
|
|
if(mode)
|
|
return;
|
|
if(state==7)
|
|
buy->activate();
|
|
cancel->activate();
|
|
}
|
|
|
|
void CHallInterface::CBuildWindow::deactivate()
|
|
{
|
|
deactivateRClick();
|
|
if(mode)
|
|
return;
|
|
if(state==7)
|
|
buy->deactivate();
|
|
cancel->deactivate();
|
|
}
|
|
|
|
void CHallInterface::CBuildWindow::Buy()
|
|
{
|
|
int building = bid;
|
|
GH.popInts(2); //we - build window and hall screen
|
|
LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,building);
|
|
}
|
|
|
|
void CHallInterface::CBuildWindow::close()
|
|
{
|
|
GH.popIntTotally(this);
|
|
}
|
|
|
|
void CHallInterface::CBuildWindow::clickRight(tribool down, bool previousState)
|
|
{
|
|
if((!down || indeterminate(down)) && mode)
|
|
close();
|
|
}
|
|
|
|
void CHallInterface::CBuildWindow::show(SDL_Surface * to)
|
|
{
|
|
SDL_Rect pom = genRect(bitmap->h-1,bitmap->w-1,pos.x,pos.y);
|
|
SDL_Rect poms = pom; poms.x=0;poms.y=0;
|
|
SDL_BlitSurface(bitmap,&poms,to,&pom);
|
|
if(!mode)
|
|
{
|
|
buy->show(to);
|
|
cancel->show(to);
|
|
}
|
|
}
|
|
|
|
std::string CHallInterface::CBuildWindow::getTextForState(int state)
|
|
{
|
|
std::string ret;
|
|
if(state<7)
|
|
ret = CGI->generaltexth->hcommands[state];
|
|
switch (state)
|
|
{
|
|
case 4: case 5: case 6:
|
|
ret.replace(ret.find_first_of("%s"),2,CGI->buildh->buildings[tid][bid]->Name());
|
|
break;
|
|
case 7:
|
|
return CGI->generaltexth->allTexts[219]; //all prereq. are met
|
|
case 8:
|
|
{
|
|
ret = CGI->generaltexth->allTexts[52];
|
|
std::set<int> used;
|
|
used.insert(bid);
|
|
std::set<int> reqs;
|
|
|
|
for(std::set<int>::iterator i=CGI->townh->requirements[tid][bid].begin();
|
|
i!=CGI->townh->requirements[tid][bid].end();
|
|
i++
|
|
)
|
|
{
|
|
if (LOCPLINT->castleInt->town->builtBuildings.find(*i) == LOCPLINT->castleInt->town->builtBuildings.end())
|
|
reqs.insert(*i);
|
|
}
|
|
while(true)
|
|
{
|
|
size_t czystych=0;
|
|
for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
|
|
{
|
|
if(used.find(*i)==used.end()) //we haven't added requirements for this building
|
|
{
|
|
used.insert(*i);
|
|
for(
|
|
std::set<int>::iterator j=CGI->townh->requirements[tid][*i].begin();
|
|
j!=CGI->townh->requirements[tid][*i].end();
|
|
j++
|
|
)
|
|
{
|
|
if(LOCPLINT->castleInt->town->builtBuildings.find(*j) == //this building is not built
|
|
LOCPLINT->castleInt->town->builtBuildings.end())
|
|
reqs.insert(*j);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
czystych++;
|
|
}
|
|
}
|
|
if(czystych==reqs.size())
|
|
break;
|
|
}
|
|
bool first=true;
|
|
for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
|
|
{
|
|
ret+=(((first)?(" "):(", ")) + CGI->buildh->buildings[tid][*i]->Name());
|
|
first = false;
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
CHallInterface::CBuildWindow::CBuildWindow(int Tid, int Bid, int State, bool Mode)
|
|
:tid(Tid), bid(Bid), state(State), mode(Mode)
|
|
{
|
|
SDL_Surface *hhlp = BitmapHandler::loadBitmap("TPUBUILD.bmp");
|
|
graphics->blueToPlayersAdv(hhlp,LOCPLINT->playerID);
|
|
bitmap = SDL_ConvertSurface(hhlp,screen->format,0); //na 8bitowej mapie by sie psulo
|
|
SDL_SetColorKey(hhlp,SDL_SRCCOLORKEY,SDL_MapRGB(hhlp->format,0,255,255));
|
|
SDL_FreeSurface(hhlp);
|
|
pos.x = screen->w/2 - bitmap->w/2;
|
|
pos.y = screen->h/2 - bitmap->h/2;
|
|
blitAt(LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,125,50,bitmap);
|
|
std::vector<std::string> pom; pom.push_back(CGI->buildh->buildings[tid][bid]->Name());
|
|
CSDL_Ext::printAtMiddleWB(CGI->buildh->buildings[tid][bid]->Description(),197,168,GEOR16,40,zwykly,bitmap);
|
|
CSDL_Ext::printAtMiddleWB(getTextForState(state),197,248,GEOR13,50,zwykly,bitmap);
|
|
CSDL_Ext::printAtMiddle(CSDL_Ext::processStr(CGI->generaltexth->hcommands[7],pom),197,30,GEOR16,tytulowy,bitmap);
|
|
|
|
int resamount=0;
|
|
for(int i=0;i<7;i++)
|
|
{
|
|
if(CGI->buildh->buildings[tid][bid]->resources[i])
|
|
{
|
|
resamount++;
|
|
}
|
|
}
|
|
int ah = (resamount>4) ? 304 : 341;
|
|
int cn=-1, it=0;
|
|
int row1w = std::min(resamount,4) * 32 + (std::min(resamount,4)-1) * 45,
|
|
row2w = (resamount-4) * 32 + (resamount-5) * 45;
|
|
char buf[15];
|
|
while(++cn<7)
|
|
{
|
|
if(!CGI->buildh->buildings[tid][bid]->resources[cn])
|
|
continue;
|
|
SDL_itoa(CGI->buildh->buildings[tid][bid]->resources[cn],buf,10);
|
|
if(it<4)
|
|
{
|
|
CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row1w/2)+77*it+16,ah+42,GEOR16,zwykly,bitmap);
|
|
blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row1w/2)+77*it++,ah,bitmap);
|
|
}
|
|
else
|
|
{
|
|
CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row2w/2)+77*it+16-308,ah+42,GEOR16,zwykly,bitmap);
|
|
blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row2w/2)+77*it++ - 308,ah,bitmap);
|
|
}
|
|
if(it==4)
|
|
ah+=75;
|
|
}
|
|
if(!mode)
|
|
{
|
|
buy = new AdventureMapButton
|
|
("","",boost::bind(&CBuildWindow::Buy,this),pos.x+45,pos.y+446,"IBUY30.DEF",SDLK_RETURN);
|
|
cancel = new AdventureMapButton
|
|
("","",boost::bind(&CBuildWindow::close,this),pos.x+290,pos.y+445,"ICANCEL.DEF",SDLK_ESCAPE);
|
|
if(state!=7)
|
|
buy->state=2;
|
|
}
|
|
}
|
|
|
|
CHallInterface::CBuildWindow::~CBuildWindow()
|
|
{
|
|
SDL_FreeSurface(bitmap);
|
|
if(!mode)
|
|
{
|
|
delete buy;
|
|
delete cancel;
|
|
}
|
|
}
|
|
|
|
CFortScreen::~CFortScreen()
|
|
{
|
|
for(size_t i=0;i<crePics.size();i++)
|
|
delete crePics[i];
|
|
for (size_t i=0;i<recAreas.size();i++)
|
|
delete recAreas[i];
|
|
SDL_FreeSurface(bg);
|
|
delete exit;
|
|
delete resdatabar;
|
|
}
|
|
|
|
void CFortScreen::show( SDL_Surface * to)
|
|
{
|
|
blitAt(bg,pos,to);
|
|
static unsigned char anim = 1;
|
|
for (int i=0; i<CREATURES_PER_TOWN; i++)
|
|
{
|
|
crePics[i]->blitPic(to,pos.x+positions[i].x+159,pos.y+positions[i].y+4,!(anim%4));
|
|
}
|
|
anim++;
|
|
exit->show(to);
|
|
resdatabar->show(to);
|
|
LOCPLINT->statusbar->show(to);
|
|
}
|
|
|
|
void CFortScreen::activate()
|
|
{
|
|
LOCPLINT->statusbar = LOCPLINT->castleInt->statusbar;
|
|
exit->activate();
|
|
for (size_t i=0;i<recAreas.size(); ++i)
|
|
{
|
|
recAreas[i]->activate();
|
|
}
|
|
}
|
|
|
|
void CFortScreen::deactivate()
|
|
{
|
|
exit->deactivate();
|
|
for (size_t i=0;i<recAreas.size();i++)
|
|
{
|
|
recAreas[i]->deactivate();
|
|
}
|
|
}
|
|
|
|
void CFortScreen::close()
|
|
{
|
|
GH.popIntTotally(this);
|
|
}
|
|
|
|
CFortScreen::CFortScreen( CCastleInterface * owner )
|
|
{
|
|
resdatabar = new CMinorResDataBar;
|
|
pos = owner->pos;
|
|
bg = NULL;
|
|
exit = new AdventureMapButton(CGI->generaltexth->tcommands[8],"",boost::bind(&CFortScreen::close,this),pos.x+748,pos.y+556,"TPMAGE1.DEF",SDLK_RETURN);
|
|
positions += genRect(126,386,10,22),genRect(126,386,404,22),
|
|
genRect(126,386,10,155),genRect(126,386,404,155),
|
|
genRect(126,386,10,288),genRect(126,386,404,288),
|
|
genRect(126,386,206,421);
|
|
draw(owner,true);
|
|
resdatabar->pos += pos;
|
|
}
|
|
|
|
void CFortScreen::draw( CCastleInterface * owner, bool first)
|
|
{
|
|
if(bg)
|
|
SDL_FreeSurface(bg);
|
|
char buf[20];
|
|
memset(buf,0,20);
|
|
SDL_Surface *bg2 = BitmapHandler::loadBitmap("TPCASTL7.bmp"),
|
|
*icons = BitmapHandler::loadBitmap("ZPCAINFO.bmp");
|
|
SDL_SetColorKey(icons,SDL_SRCCOLORKEY,SDL_MapRGB(icons->format,0,255,255));
|
|
graphics->blueToPlayersAdv(bg2,LOCPLINT->playerID);
|
|
bg = SDL_ConvertSurface(bg2,screen->format,0);
|
|
SDL_FreeSurface(bg2);
|
|
printAtMiddle(CGI->buildh->buildings[owner->town->subID][owner->town->fortLevel()+6]->Name(),400,13,GEORXX,zwykly,bg);
|
|
for(int i=0;i<CREATURES_PER_TOWN; i++)
|
|
{
|
|
bool upgraded = owner->town->creatureDwelling(i,true);
|
|
bool present = owner->town->creatureDwelling(i,false);
|
|
CCreature *c = &CGI->creh->creatures[upgraded ? owner->town->town->upgradedCreatures[i] : owner->town->town->basicCreatures[i]];
|
|
printAtMiddle(c->namePl,positions[i].x+79,positions[i].y+10,GEOR13,zwykly,bg); //cr. name
|
|
blitAt(owner->bicons->ourImages[30+i+upgraded*7].bitmap,positions[i].x+4,positions[i].y+21,bg); //dwelling pic
|
|
printAtMiddle(CGI->buildh->buildings[owner->town->subID][30+i+upgraded*7]->Name(),positions[i].x+79,positions[i].y+100,GEOR13,zwykly,bg); //dwelling name
|
|
if(present) //if creature is present print avail able quantity
|
|
{
|
|
SDL_itoa(owner->town->creatures[i].first,buf,10);
|
|
printAtMiddle(CGI->generaltexth->allTexts[217] + buf,positions[i].x+79,positions[i].y+118,GEOR13,zwykly,bg);
|
|
}
|
|
blitAt(icons,positions[i].x+261,positions[i].y+3,bg);
|
|
|
|
//attack
|
|
printAt(CGI->generaltexth->allTexts[190],positions[i].x+288,positions[i].y+5,GEOR13,zwykly,bg);
|
|
SDL_itoa(c->attack,buf,10);
|
|
printToWR(buf,positions[i].x+381,positions[i].y+18,GEOR13,zwykly,bg);
|
|
|
|
//defense
|
|
printAt(CGI->generaltexth->allTexts[191],positions[i].x+288,positions[i].y+25,GEOR13,zwykly,bg);
|
|
SDL_itoa(c->defence,buf,10);
|
|
printToWR(buf,positions[i].x+381,positions[i].y+38,GEOR13,zwykly,bg);
|
|
|
|
//damage
|
|
printAt(CGI->generaltexth->allTexts[199],positions[i].x+288,positions[i].y+46,GEOR13,zwykly,bg);
|
|
SDL_itoa(c->damageMin,buf,10);
|
|
int hlp;
|
|
if(c->damageMin > 0)
|
|
hlp = log10f(c->damageMin)+2;
|
|
else
|
|
hlp = 2;
|
|
buf[hlp-1]=' '; buf[hlp]='-'; buf[hlp+1]=' ';
|
|
SDL_itoa(c->damageMax,buf+hlp+2,10);
|
|
printToWR(buf,positions[i].x+381,positions[i].y+59,GEOR13,zwykly,bg);
|
|
|
|
//health
|
|
printAt(CGI->generaltexth->zelp[439].first,positions[i].x+288,positions[i].y+66,GEOR13,zwykly,bg);
|
|
SDL_itoa(c->hitPoints,buf,10);
|
|
printToWR(buf,positions[i].x+381,positions[i].y+79,GEOR13,zwykly,bg);
|
|
|
|
//speed
|
|
printAt(CGI->generaltexth->zelp[441].first,positions[i].x+288,positions[i].y+87,GEOR13,zwykly,bg);
|
|
SDL_itoa(c->speed,buf,10);
|
|
printToWR(buf,positions[i].x+381,positions[i].y+100,GEOR13,zwykly,bg);
|
|
|
|
if(present)//growth
|
|
{
|
|
printAt(CGI->generaltexth->allTexts[194],positions[i].x+288,positions[i].y+107,GEOR13,zwykly,bg);
|
|
SDL_itoa(owner->town->creatureGrowth(i),buf,10);
|
|
printToWR(buf,positions[i].x+381,positions[i].y+120,GEOR13,zwykly,bg);
|
|
}
|
|
if(first)
|
|
{
|
|
crePics.push_back(new CCreaturePic(c,false));
|
|
if(present)
|
|
{
|
|
recAreas.push_back(new RecArea(30+i+upgraded*7));
|
|
recAreas.back()->pos = positions[i] + pos;
|
|
}
|
|
}
|
|
}
|
|
SDL_FreeSurface(icons);
|
|
}
|
|
void CFortScreen::RecArea::clickLeft(tribool down, bool previousState)
|
|
{
|
|
if(!down && previousState)
|
|
{
|
|
LOCPLINT->castleInt->showRecruitmentWindow(bid);
|
|
}
|
|
//ClickableL::clickLeft(down);
|
|
}
|
|
void CFortScreen::RecArea::activate()
|
|
{
|
|
activateLClick();
|
|
activateRClick();
|
|
}
|
|
void CFortScreen::RecArea::deactivate()
|
|
{
|
|
deactivateLClick();
|
|
deactivateRClick();
|
|
}
|
|
|
|
void CFortScreen::RecArea::clickRight(tribool down, bool previousState)
|
|
{
|
|
clickLeft(down, false); //r-click does same as l-click - opens recr. window
|
|
}
|
|
CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner)
|
|
{
|
|
resdatabar = new CMinorResDataBar;
|
|
pos = owner->pos;
|
|
resdatabar->pos.x += pos.x;
|
|
resdatabar->pos.y += pos.y;
|
|
bg = BitmapHandler::loadBitmap("TPMAGE.bmp");
|
|
exit = new AdventureMapButton(CGI->generaltexth->tcommands[8],"",boost::bind(&CMageGuildScreen::close,this),pos.x+748,pos.y+556,"TPMAGE1.DEF",SDLK_RETURN);
|
|
exit->assignedKeys.insert(SDLK_ESCAPE);
|
|
scrolls2 = CDefHandler::giveDefEss("TPMAGES.DEF");
|
|
SDL_Surface *view = BitmapHandler::loadBitmap(graphics->guildBgs[owner->town->subID]);
|
|
SDL_SetColorKey(view,SDL_SRCCOLORKEY,SDL_MapRGB(view->format,0,255,255));
|
|
positions.resize(5);
|
|
positions[0] += genRect(61,83,222,445), genRect(61,83,312,445), genRect(61,83,402,445), genRect(61,83,520,445), genRect(61,83,610,445), genRect(61,83,700,445);
|
|
positions[1] += genRect(61,83,48,53), genRect(61,83,48,147), genRect(61,83,48,241), genRect(61,83,48,335), genRect(61,83,48,429);
|
|
positions[2] += genRect(61,83,570,82), genRect(61,83,672,82), genRect(61,83,570,157), genRect(61,83,672,157);
|
|
positions[3] += genRect(61,83,183,42), genRect(61,83,183,148), genRect(61,83,183,253);
|
|
positions[4] += genRect(61,83,491,325), genRect(61,83,591,325);
|
|
blitAt(view,332,76,bg);
|
|
for(size_t i=0; i<owner->town->town->mageLevel; i++)
|
|
{
|
|
size_t sp = owner->town->spellsAtLevel(i+1,false); //spell at level with -1 hmmm?
|
|
for(size_t j=0; j<sp; j++)
|
|
{
|
|
if(i<owner->town->mageGuildLevel() && owner->town->spells[i].size()>j)
|
|
{
|
|
spells.push_back(Scroll(&CGI->spellh->spells[owner->town->spells[i][j]]));
|
|
spells[spells.size()-1].pos = positions[i][j];
|
|
blitAt(graphics->spellscr->ourImages[owner->town->spells[i][j]].bitmap,positions[i][j],bg);
|
|
}
|
|
else
|
|
{
|
|
blitAt(scrolls2->ourImages[1].bitmap,positions[i][j],bg);
|
|
}
|
|
}
|
|
}
|
|
SDL_FreeSurface(view);
|
|
for(size_t i=0;i<spells.size();i++)
|
|
{
|
|
spells[i].pos.x += pos.x;
|
|
spells[i].pos.y += pos.y;
|
|
}
|
|
delete scrolls2;
|
|
}
|
|
|
|
CMageGuildScreen::~CMageGuildScreen()
|
|
{
|
|
delete exit;
|
|
SDL_FreeSurface(bg);
|
|
delete resdatabar;
|
|
}
|
|
|
|
void CMageGuildScreen::close()
|
|
{
|
|
GH.popIntTotally(this);
|
|
}
|
|
|
|
void CMageGuildScreen::show(SDL_Surface * to)
|
|
{
|
|
blitAt(bg,pos,to);
|
|
resdatabar->show(to);
|
|
LOCPLINT->statusbar->show(to);
|
|
exit->show(to);
|
|
}
|
|
|
|
void CMageGuildScreen::activate()
|
|
{
|
|
exit->activate();
|
|
for(size_t i=0;i<spells.size();i++)
|
|
{
|
|
spells[i].activate();
|
|
}
|
|
}
|
|
|
|
void CMageGuildScreen::deactivate()
|
|
{
|
|
exit->deactivate();
|
|
for(size_t i=0;i<spells.size();i++)
|
|
{
|
|
spells[i].deactivate();
|
|
}
|
|
}
|
|
|
|
void CMageGuildScreen::Scroll::clickLeft(tribool down, bool previousState)
|
|
{
|
|
if(down)
|
|
{
|
|
std::vector<SComponent*> comps(1,
|
|
new CCustomImgComponent(SComponent::spell,spell->id,0,graphics->spellscr->ourImages[spell->id].bitmap,false)
|
|
);
|
|
LOCPLINT->showInfoDialog(spell->descriptions[0],comps, soundBase::sound_todo);
|
|
}
|
|
}
|
|
|
|
void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState)
|
|
{
|
|
if(down)
|
|
{
|
|
CInfoPopup *vinya = new CInfoPopup();
|
|
vinya->free = true;
|
|
vinya->bitmap = CMessage::drawBoxTextBitmapSub
|
|
(LOCPLINT->playerID,
|
|
spell->descriptions[0],graphics->spellscr->ourImages[spell->id].bitmap,
|
|
spell->name,30,30);
|
|
vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
|
|
vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
|
|
GH.pushInt(vinya);
|
|
}
|
|
}
|
|
|
|
void CMageGuildScreen::Scroll::hover(bool on)
|
|
{
|
|
//Hoverable::hover(on);
|
|
if(on)
|
|
LOCPLINT->statusbar->print(spell->name);
|
|
else
|
|
LOCPLINT->statusbar->clear();
|
|
|
|
}
|
|
|
|
void CMageGuildScreen::Scroll::activate()
|
|
{
|
|
activateLClick();
|
|
activateRClick();
|
|
activateHover();
|
|
}
|
|
|
|
void CMageGuildScreen::Scroll::deactivate()
|
|
{
|
|
deactivateLClick();
|
|
deactivateRClick();
|
|
deactivateHover();
|
|
}
|
|
|
|
CBlacksmithDialog::CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid)
|
|
{
|
|
SDL_Surface *bg2 = BitmapHandler::loadBitmap("TPSMITH.bmp");
|
|
SDL_SetColorKey(bg2,SDL_SRCCOLORKEY,SDL_MapRGB(bg2->format,0,255,255));
|
|
graphics->blueToPlayersAdv(bg2,LOCPLINT->playerID);
|
|
bmp = SDL_ConvertSurface(bg2,screen->format,0);
|
|
SDL_FreeSurface(bg2);
|
|
bg2 = BitmapHandler::loadBitmap("TPSMITBK.bmp");
|
|
blitAt(bg2,64,50,bmp);
|
|
SDL_FreeSurface(bg2);
|
|
|
|
CCreatureAnimation cra(CGI->creh->creatures[creMachineID].animDefName);
|
|
cra.nextFrameMiddle(bmp,170,120,true,0,false);
|
|
char pom[75];
|
|
sprintf(pom,CGI->generaltexth->allTexts[274].c_str(),CGI->creh->creatures[creMachineID].nameSing.c_str()); //build a new ...
|
|
printAtMiddle(pom,165,28,GEORXX,tytulowy,bmp);
|
|
printAtMiddle(CGI->generaltexth->jktexts[43],165,218,GEOR16,zwykly,bmp); //resource cost
|
|
SDL_itoa(CGI->arth->artifacts[aid].price,pom,10);
|
|
printAtMiddle(pom,165,290,GEOR13,zwykly,bmp);
|
|
|
|
pos.w = bmp->w;
|
|
pos.h = bmp->h;
|
|
pos.x = screen->w/2 - pos.w/2;
|
|
pos.y = screen->h/2 - pos.h/2;
|
|
|
|
buy = new AdventureMapButton("","",boost::bind(&CBlacksmithDialog::close,this),pos.x + 42,pos.y + 312,"IBUY30.DEF",SDLK_RETURN);
|
|
cancel = new AdventureMapButton("","",boost::bind(&CBlacksmithDialog::close,this),pos.x + 224,pos.y + 312,"ICANCEL.DEF",SDLK_ESCAPE);
|
|
|
|
if(possible)
|
|
buy->callback += boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,LOCPLINT->cb->getHeroInfo(hid,2),aid);
|
|
else
|
|
buy->bitmapOffset = 2;
|
|
|
|
blitAt(graphics->resources32->ourImages[6].bitmap,148,244,bmp);
|
|
}
|
|
|
|
void CBlacksmithDialog::show( SDL_Surface * to )
|
|
{
|
|
blitAt(bmp,pos,to);
|
|
buy->show(to);
|
|
cancel->show(to);
|
|
}
|
|
|
|
void CBlacksmithDialog::activate()
|
|
{
|
|
if(!buy->bitmapOffset)
|
|
buy->activate();
|
|
cancel->activate();
|
|
}
|
|
|
|
void CBlacksmithDialog::deactivate()
|
|
{
|
|
if(!buy->bitmapOffset)
|
|
buy->deactivate();
|
|
cancel->deactivate();
|
|
}
|
|
|
|
CBlacksmithDialog::~CBlacksmithDialog()
|
|
{
|
|
SDL_FreeSurface(bmp);
|
|
delete cancel;
|
|
delete buy;
|
|
}
|
|
|
|
void CBlacksmithDialog::close()
|
|
{
|
|
GH.popIntTotally(this);
|
|
}
|