1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/client/CCastleInterface.cpp
2012-08-07 21:46:24 +00:00

1769 lines
53 KiB
C++

#include "StdInc.h"
#include "CCastleInterface.h"
#include "../CCallback.h"
#include "../lib/CArtHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CTownHandler.h"
#include "CAdvmapInterface.h"
#include "CAnimation.h"
#include "CBitmapHandler.h"
#include "CDefHandler.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CMessage.h"
#include "CMusicHandler.h"
#include "CPlayerInterface.h"
#include "Graphics.h"
#include "UIFramework/SDL_Extensions.h"
#include "../lib/GameConstants.h"
#include "UIFramework/CGuiHandler.h"
#include "UIFramework/CIntObjectClasses.h"
using namespace boost::assign;
/*
* CCastleInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID
{
const CGTownInstance * t = LOCPLINT->castleInt->town;
switch (bid)
{
case 18: return t->town->hordeLvl[0] + 30;
case 19: return t->town->hordeLvl[0] + 37;
case 24: return t->town->hordeLvl[1] + 30;
case 25: return t->town->hordeLvl[1] + 37;
default: return bid;
}
}
CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const Structure *Str)
:CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE | CShowableAnim::USE_RLE),
parent(Par),
town(Town),
str(Str),
stateCounter(80)
{
recActions = ACTIVATE | DEACTIVATE | DISPOSE | SHARE_POS;
addUsedEvents(LCLICK | RCLICK | HOVER);
pos.x += str->pos.x;
pos.y += str->pos.y;
if (!str->borderName.empty())
border = BitmapHandler::loadBitmap(str->borderName, true);
else
border = NULL;
if (!str->areaName.empty())
area = BitmapHandler::loadBitmap(str->areaName);
else
area = NULL;
}
CBuildingRect::~CBuildingRect()
{
SDL_FreeSurface(border);
SDL_FreeSurface(area);
}
bool CBuildingRect::operator<(const CBuildingRect & p2) const
{
if(str->pos.z != p2.str->pos.z)
return (str->pos.z) < (p2.str->pos.z);
else
return (str->ID) < (p2.str->ID);
}
void CBuildingRect::hover(bool on)
{
if(on)
{
if(!(active & MOVE))
addUsedEvents(MOVE);
}
else
{
if(active & MOVE)
removeUsedEvents(MOVE);
if(parent->selectedBuilding == this)
{
parent->selectedBuilding = NULL;
GH.statusbar->clear();
}
}
}
void CBuildingRect::clickLeft(tribool down, bool previousState)
{
if( previousState && !down && area && (parent->selectedBuilding==this) )
if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
parent->buildingClicked(str->ID);
}
void CBuildingRect::clickRight(tribool down, bool previousState)
{
if((!area) || (!((bool)down)) || (this!=parent->selectedBuilding))
return;
if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
{
int bid = hordeToDwellingID(str->ID);
const CBuilding *bld = CGI->buildh->buildings[str->townID].find(bid)->second;
if (bid < EBuilding::DWELL_FIRST)
{
std::vector<CComponent*> comps(1, new CComponent(CComponent::building, bld->tid, bld->bid));
CRClickPopup::createAndPush(bld->Description(), comps);
}
else
{
int level = ( bid - EBuilding::DWELL_FIRST ) % GameConstants::CREATURES_PER_TOWN;
GH.pushInt(new CDwellingInfoBox(parent->pos.x+parent->pos.w/2, parent->pos.y+parent->pos.h/2, town, level));
}
}
}
SDL_Color multiplyColors (const SDL_Color &b, const SDL_Color &a, double f)
{
SDL_Color ret;
ret.r = a.r*f + b.r*(1-f);
ret.g = a.g*f + b.g*(1-f);
ret.b = a.b*f + b.b*(1-f);
return ret;
}
void CBuildingRect::show(SDL_Surface * to)
{
const ui32 stageDelay = 16;
const ui32 S1_TRANSP = 16; //0.5 sec building appear 0->100 transparency
const ui32 S2_WHITE_B = 32; //0.5 sec border glows from white to yellow
const ui32 S3_YELLOW_B= 48; //0.5 sec border glows from yellow to normal
const ui32 BUILDED = 80; // 1 sec delay, nothing happens
if (stateCounter < S1_TRANSP)
{
setAlpha(255*stateCounter/stageDelay);
CShowableAnim::show(to);
}
else
{
setAlpha(255);
CShowableAnim::show(to);
}
if (border && stateCounter > S1_TRANSP)
{
if (stateCounter == BUILDED)
{
if (parent->selectedBuilding == this)
blitAtLoc(border,0,0,to);
return;
}
// key colors in glowing border
SDL_Color c1 = {200, 200, 200, 255};
SDL_Color c2 = {120, 100, 60, 255};
SDL_Color c3 = {200, 180, 110, 255};
ui32 colorID = SDL_MapRGB(border->format, c3.r, c3.g, c3.b);
SDL_Color oldColor = border->format->palette->colors[colorID];
SDL_Color newColor;
if (stateCounter < S2_WHITE_B)
newColor = multiplyColors(c1, c2, static_cast<double>(stateCounter % stageDelay) / stageDelay);
else
if (stateCounter < S3_YELLOW_B)
newColor = multiplyColors(c2, c3, static_cast<double>(stateCounter % stageDelay) / stageDelay);
else
newColor = oldColor;
SDL_SetColors(border, &newColor, colorID, 1);
blitAtLoc(border,0,0,to);
SDL_SetColors(border, &oldColor, colorID, 1);
}
if (stateCounter < BUILDED)
stateCounter++;
}
void CBuildingRect::showAll(SDL_Surface * to)
{
if (stateCounter == 0)
return;
CShowableAnim::showAll(to);
if(!active && parent->selectedBuilding == this && border)
blitAtLoc(border,0,0,to);
}
std::string getBuildingSubtitle(int tid, int bid)//hover text for building
{
const CGTownInstance * t = LOCPLINT->castleInt->town;
bid = hordeToDwellingID(bid);
if (bid<30)//non-dwellings - only buiding name
return CGI->buildh->buildings[tid].find(bid)->second->Name();
else//dwellings - recruit %creature%
{
int creaID = t->creatures[(bid-30)%GameConstants::CREATURES_PER_TOWN].second.back();//taking last of available creatures
return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creaID]->namePl;
}
}
void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
{
if(area && isItIn(&pos,sEvent.x, sEvent.y))
{
if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //hovered pixel is inside this building
{
if(parent->selectedBuilding == this)
{
parent->selectedBuilding = NULL;
GH.statusbar->clear();
}
}
else //inside the area of this building
{
if(! parent->selectedBuilding //no building hovered
|| (*parent->selectedBuilding)<(*this)) //or we are on top
{
parent->selectedBuilding = this;
GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
}
}
}
}
CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level):
CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "CRTOINFO", Point(centerX, centerY))
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
const CCreature * creature = CGI->creh->creatures[Town->creatures[level].second.back()];
title = new CLabel(80, 30, FONT_SMALL, CENTER, Colors::Cornsilk, creature->namePl);
animation = new CCreaturePic(30, 44, creature, true, true);
std::string text = boost::lexical_cast<std::string>(Town->creatures[level].first);
available = new CLabel(80,190, FONT_SMALL, CENTER, Colors::Cornsilk, CGI->generaltexth->allTexts[217] + text);
costPerTroop = new CLabel(80, 227, FONT_SMALL, CENTER, Colors::Cornsilk, CGI->generaltexth->allTexts[346]);
for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)
{
if(creature->cost[i])
{
resPicture.push_back(new CAnimImage("RESOURCE", i, 0, 0, 0));
resAmount.push_back(new CLabel(0,0, FONT_SMALL, CENTER, Colors::Cornsilk, boost::lexical_cast<std::string>(creature->cost[i])));
}
}
int posY = 238;
int posX = pos.w/2 - 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;
}
}
void CHeroGSlot::hover (bool on)
{
if(!on)
{
GH.statusbar->clear();
return;
}
CHeroGSlot *other = upg ? owner->garrisonedHero : owner->visitingHero;
std::string temp;
if(hero)
{
if(selection)//view NNN
{
temp = CGI->generaltexth->tcommands[4];
boost::algorithm::replace_first(temp,"%s",hero->name);
}
else if(other->hero && other->selection)//exchange
{
temp = CGI->generaltexth->tcommands[7];
boost::algorithm::replace_first(temp,"%s",hero->name);
boost::algorithm::replace_first(temp,"%s",other->hero->name);
}
else// select NNN (in ZZZ)
{
if(upg)//down - visiting
{
temp = CGI->generaltexth->tcommands[32];
boost::algorithm::replace_first(temp,"%s",hero->name);
}
else //up - garrison
{
temp = CGI->generaltexth->tcommands[12];
boost::algorithm::replace_first(temp,"%s",hero->name);
}
}
}
else //we are empty slot
{
if(other->selection && other->hero) //move NNNN
{
temp = CGI->generaltexth->tcommands[6];
boost::algorithm::replace_first(temp,"%s",other->hero->name);
}
else //empty
{
temp = CGI->generaltexth->allTexts[507];
}
}
if(temp.size())
GH.statusbar->print(temp);
}
void CHeroGSlot::clickLeft(tribool down, bool previousState)
{
CHeroGSlot *other = upg ? owner->garrisonedHero : owner->visitingHero;
if(!down)
{
owner->garr->splitting = false;
owner->garr->highlighted = NULL;
if(hero && selection)
{
setHighlight(false);
LOCPLINT->openHeroWindow(hero);
}
else if(other->hero && other->selection)
{
bool allow = true;
if(upg) //moving hero out of town - check if it is allowed
{
if(!hero && LOCPLINT->cb->howManyHeroes(false) >= 8)
{
std::string tmp = CGI->generaltexth->allTexts[18]; //You already have %d adventuring heroes under your command.
boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes(false)));
LOCPLINT->showInfoDialog(tmp,std::vector<CComponent*>(), soundBase::sound_todo);
allow = false;
}
else if(!other->hero->stacksCount()) //hero has no creatures - strange, but if we have appropriate error message...
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[19],std::vector<CComponent*>(), soundBase::sound_todo); //This hero has no creatures. A hero must have creatures before he can brave the dangers of the countryside.
allow = false;
}
}
setHighlight(false);
other->setHighlight(false);
if(allow)
owner->swapArmies();
}
else if(hero)
{
setHighlight(true);
owner->garr->highlighted = NULL;
showAll(screen2);
}
hover(false);hover(true); //refresh statusbar
}
}
void CHeroGSlot::deactivate()
{
vstd::clear_pointer(selection);
CIntObject::deactivate();
}
CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner)
{
owner = Owner;
pos.x += x;
pos.y += y;
pos.w = 58;
pos.h = 64;
upg = updown;
selection = nullptr;
image = nullptr;
set(h);
addUsedEvents(LCLICK | HOVER);
}
CHeroGSlot::~CHeroGSlot()
{
}
void CHeroGSlot::setHighlight( bool on )
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
vstd::clear_pointer(selection);
if (on)
selection = new CAnimImage("TWCRPORT", 1, 0);
if(owner->garrisonedHero->hero && owner->visitingHero->hero) //two heroes in town
{
for(size_t i = 0; i<owner->garr->splitButtons.size(); i++) //splitting enabled when slot higlighted
owner->garr->splitButtons[i]->block(!on);
}
}
void CHeroGSlot::set(const CGHeroInstance *newHero)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
if (image)
delete image;
hero = newHero;
if (newHero)
image = new CAnimImage("PortraitsLarge", newHero->portrait, 0, 0, 0);
else if(!upg && owner->showEmpty) //up garrison
image = new CAnimImage("CREST58", LOCPLINT->castleInt->town->getOwner(), 0, 0, 0);
else
image = NULL;
}
template <class ptr>
class SORTHELP
{
public:
bool operator ()
(const ptr *a ,
const ptr *b)
{
return (*a)<(*b);
}
};
SORTHELP<CBuildingRect> buildSorter;
SORTHELP<Structure> structSorter;
CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):
town(Town),
selectedBuilding(NULL)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
background = new CPicture(graphics->townBgs[town->subID]);
pos.w = background->pos.w;
pos.h = background->pos.h;
//Generate buildings list
for (std::set<si32>::const_iterator building=town->builtBuildings.begin(); building!=town->builtBuildings.end(); building++)
{
std::map<int, Structure*>::iterator structure;
structure = CGI->townh->structures[town->subID].find(*building);
if(structure != CGI->townh->structures[town->subID].end() && structure->second)
{
if(structure->second->group<0) // no group - just add it
buildings.push_back(new CBuildingRect(this, town, structure->second));
else // generate list for each group
groups[structure->second->group].push_back(structure->second);
}
}
Structure * shipyard = CGI->townh->structures[town->subID][6];
//ship in shipyard
if(shipyard && vstd::contains(groups, shipyard->group))
{
std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == GameConstants::HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
{
groups[shipyard->group].push_back(CGI->townh->structures[town->subID][20]);
}
}
//Create building for each group
for (std::map< int, std::vector<const Structure*> >::iterator group = groups.begin(); group != groups.end(); group++)
{
std::sort(group->second.begin(), group->second.end(), structSorter);
buildings.push_back(new CBuildingRect(this, town, group->second.back()));
}
std::sort(buildings.begin(),buildings.end(),buildSorter);
checkRules();
}
CCastleBuildings::~CCastleBuildings()
{
}
void CCastleBuildings::checkRules()
{
//if town tonwID have building toCheck
//then set animation of building buildID to firstA..lastA
//else set to firstB..lastB
struct AnimRule
{
int townID, buildID;
int toCheck;
size_t firstA, lastA;
size_t firstB, lastB;
};
static const AnimRule animRule[2] =
{
{5, 21, 4, 10, size_t(-1), 0, 10}, //Mana Vortex, Dungeon
{0, 6, 8, 1, size_t(-1), 0, 1} //Shipyard, Castle
};
for (size_t i=0; i<2; i++)
{
if ( town->subID != animRule[i].townID ) //wrong town
continue;
int buildingID = animRule[i].buildID;
//check if this building have been upgraded (Ship is upgrade of Shipyard)
int groupID = CGI->townh->structures[town->subID][animRule[i].buildID]->group;
if (groupID != -1)
{
std::map< int, std::vector<const Structure*> >::const_iterator git= groups.find(groupID);
if ( git == groups.end() || git->second.empty() )
continue;
buildingID = git->second.back()->ID;
}
BOOST_FOREACH(CBuildingRect* rect, buildings)
{
if ( rect->str->ID == buildingID )
{
if (vstd::contains(town->builtBuildings, animRule[i].toCheck))
rect->set(0,animRule[i].firstA, animRule[i].lastA);
else
rect->set(0,animRule[i].firstB, animRule[i].lastB);
break;
}
}
}
}
void CCastleBuildings::addBuilding(int building)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
std::map<int, Structure*>::const_iterator structure;
structure = CGI->townh->structures[town->subID].find(building);
if(structure != CGI->townh->structures[town->subID].end()) //we have info about that structure
{
if(structure->second->group<0) //no group - just add it
{
buildings.push_back(new CBuildingRect(this, town, structure->second));
buildings.back()->stateCounter = 0;
}
else
{
//find last building in this group and replace it with new building if needed
groups[structure->second->group].push_back(structure->second);
int newBuilding = groups[structure->second->group].back()->ID;
if (newBuilding == building)
{
for (std::vector< CBuildingRect* >::iterator it=buildings.begin() ; it !=buildings.end(); it++ )
{
if ((*it)->str->ID == newBuilding)
{
delete *it;
buildings.erase(it);
break;
}
}
buildings.push_back(new CBuildingRect(this, town, structure->second));
buildings.back()->stateCounter = 0;
}
}
}
std::sort(buildings.begin(),buildings.end(),buildSorter);
checkRules();
}
void CCastleBuildings::removeBuilding(int building)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
std::map<int, Structure*>::const_iterator structure;
structure = CGI->townh->structures[town->subID].find(building);
if(structure != CGI->townh->structures[town->subID].end()) //we have info about that structure
{
if(structure->second->group<0) //no group - just add it
{
for (std::vector< CBuildingRect* >::iterator it=buildings.begin() ; it !=buildings.end(); it++ )
{
if ((*it)->str->ID == building)
{
delete *it;
buildings.erase(it);
break;
}
}
}
else
{
groups[structure->second->group].pop_back();
delete buildings[building];
if (!groups[structure->second->group].empty())
buildings.push_back(new CBuildingRect(this, town, structure->second));
}
}
std::sort(buildings.begin(),buildings.end(),buildSorter);
checkRules();
}
void CCastleBuildings::show(SDL_Surface * to)
{
CIntObject::show(to);
for (std::vector< CBuildingRect* >::const_iterator it=buildings.begin() ; it !=buildings.end(); it++ )
(*it)->show(to);
}
void CCastleBuildings::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
for (std::vector< CBuildingRect* >::const_iterator it=buildings.begin() ; it !=buildings.end(); it++ )
(*it)->showAll(to);
}
const CGHeroInstance* CCastleBuildings::getHero()
{
if (town->visitingHero)
return town->visitingHero;
if (town->garrisonHero)
return town->garrisonHero;
return NULL;
}
void CCastleBuildings::buildingClicked(int building)
{
tlog5<<"You've clicked on "<<building<<std::endl;
building = hordeToDwellingID(building);
const CBuilding *b = CGI->buildh->buildings[town->subID].find(building)->second;
if(building >= EBuilding::DWELL_FIRST)
{
enterDwelling((building-EBuilding::DWELL_FIRST)%GameConstants::CREATURES_PER_TOWN);
}
else
{
switch(building)
{
case EBuilding::MAGES_GUILD_1:
case EBuilding::MAGES_GUILD_2:
case EBuilding::MAGES_GUILD_3:
case EBuilding::MAGES_GUILD_4:
case EBuilding::MAGES_GUILD_5:
enterMagesGuild();
break;
case EBuilding::TAVERN:
LOCPLINT->showTavernWindow(town);
break;
case EBuilding::SHIPYARD:
LOCPLINT->showShipyardDialog(town);
break;
case EBuilding::FORT:
case EBuilding::CITADEL:
case EBuilding::CASTLE:
GH.pushInt(new CFortScreen(town));
break;
case EBuilding::VILLAGE_HALL:
case EBuilding::CITY_HALL:
case EBuilding::TOWN_HALL:
case EBuilding::CAPITOL:
enterTownHall();
break;
case EBuilding::MARKETPLACE:
GH.pushInt(new CMarketplaceWindow(town, town->visitingHero));
break;
case EBuilding::BLACKSMITH:
enterBlacksmith(town->town->warMachine);
break;
case EBuilding::SPECIAL_1:
switch(town->subID)
{
case 1://Mystic Pond
enterFountain(building);
break;
case 2: case 5: case 8://Artifact Merchant
if(town->visitingHero)
GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, EMarketMode::RESOURCE_ARTIFACT));
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
break;
default:
enterBuilding(building);
break;
}
break;
case EBuilding::SHIP:
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
break;
case EBuilding::SPECIAL_2:
switch(town->subID)
{
case 1: //Fountain of Fortune
enterFountain(building);
break;
case 6: //Freelancer's Guild
if(getHero())
GH.pushInt(new CMarketplaceWindow(town, getHero(), EMarketMode::CREATURE_RESOURCE));
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
break;
case 8: //Magic University
if (getHero())
GH.pushInt(new CUniversityWindow(getHero(), town));
else
enterBuilding(building);
break;
default:
enterBuilding(building);
break;
}
break;
case EBuilding::SPECIAL_3:
switch(town->subID)
{
case 0: //Brotherhood of sword
LOCPLINT->showTavernWindow(town);
break;
case 3: //Castle Gate
enterCastleGate();
break;
case 4: //Skeleton Transformer
GH.pushInt( new CTransformerWindow(getHero(), town) );
break;
case 5: //Portal of Summoning
if (town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//No creatures
LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]);
else
enterDwelling(GameConstants::CREATURES_PER_TOWN);
break;
case 6: //Ballista Yard
enterBlacksmith(4);
break;
default:
enterBuilding(building);
break;
}
break;
default:
enterBuilding(building);
break;
}
}
}
void CCastleBuildings::enterBlacksmith(int ArtifactID)
{
const CGHeroInstance *hero = town->visitingHero;
if(!hero)
{
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % CGI->buildh->buildings[town->subID].find(16)->second->Name()));
return;
}
int price = CGI->arth->artifacts[ArtifactID]->price;
bool possible = LOCPLINT->cb->getResourceAmount(Res::GOLD) >= price && !hero->hasArt(ArtifactID+9);
GH.pushInt(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(ArtifactID,false),ArtifactID,hero->id));
}
void CCastleBuildings::enterBuilding(int building)
{
std::vector<CComponent*> comps(1, new CComponent(CComponent::building, town->subID, building));
LOCPLINT->showInfoDialog(
CGI->buildh->buildings[town->subID].find(building)->second->Description(),comps);
}
void CCastleBuildings::enterCastleGate()
{
if (!town->visitingHero)
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126]);
return;//only visiting hero can use castle gates
}
std::vector <int> availableTowns;
std::vector <const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(false);
for(size_t i=0;i<Towns.size();i++)
{
const CGTownInstance *t = Towns[i];
if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate
{
availableTowns.push_back(t->id);//add to the list
}
}
CPicture *titlePic = new CPicture (LOCPLINT->castleInt->bicons->ourImages[22].bitmap, 0,0, false);//will be deleted by selection window
GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1)));
}
void CCastleBuildings::enterDwelling(int level)
{
assert(level >= 0 && level < town->creatures.size());
GH.pushInt(new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2,level), -87));
}
void CCastleBuildings::enterFountain(int building)
{
std::vector<CComponent*> comps(1, new CComponent(CComponent::building,town->subID,building));
std::string descr = CGI->buildh->buildings[town->subID].find(building)->second->Description();
if ( building == 21)//we need description for mystic pond as well
descr += "\n\n"+CGI->buildh->buildings[town->subID].find(17)->second->Description();
if (town->bonusValue.first == 0)//fountain was builded this week
descr += "\n\n"+ CGI->generaltexth->allTexts[677];
else//fountain produced something;
{
descr+= "\n\n"+ CGI->generaltexth->allTexts[678];
boost::algorithm::replace_first(descr,"%s",CGI->generaltexth->restypes[town->bonusValue.first]);
boost::algorithm::replace_first(descr,"%d",boost::lexical_cast<std::string>(town->bonusValue.second));
}
LOCPLINT->showInfoDialog(descr, comps);
}
void CCastleBuildings::enterMagesGuild()
{
const CGHeroInstance *hero = getHero();
if(hero && !hero->hasSpellbook()) //hero doesn't have spellbok
{
if(LOCPLINT->cb->getResourceAmount(Res::GOLD) < 500) //not enough gold to buy spellbook
{
openMagesGuild();
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]);
}
else
{
CFunctionList<void()> onYes = boost::bind(&CCastleBuildings::openMagesGuild,this);
CFunctionList<void()> onNo = onYes;
onYes += boost::bind(&CCallback::buyArtifact,LOCPLINT->cb, hero,0);
std::vector<CComponent*> components(1, new CComponent(CComponent::artifact,0,0));
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214], onYes, onNo, true, components);
}
}
else
{
openMagesGuild();
}
}
void CCastleBuildings::enterTownHall()
{
if(town->visitingHero && town->visitingHero->hasArt(2) &&
!vstd::contains(town->builtBuildings, EBuilding::GRAIL)) //hero has grail, but town does not have it
{
if(!vstd::contains(town->forbiddenBuildings, EBuilding::GRAIL))
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[597], //Do you wish this to be the permanent home of the Grail?
boost::bind(&CCallback::buildBuilding, LOCPLINT->cb, town, EBuilding::GRAIL),
boost::bind(&CCastleBuildings::openTownHall, this), true);
}
else
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);
(dynamic_cast<CInfoWindow*>(GH.topInt()))->buttons[0]->callback += boost::bind(&CCastleBuildings::openTownHall, this);
}
}
else
{
openTownHall();
}
}
void CCastleBuildings::openMagesGuild()
{
GH.pushInt(new CMageGuildScreen(LOCPLINT->castleInt));
}
void CCastleBuildings::openTownHall()
{
GH.pushInt(new CHallInterface(town));
}
CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from):
CWindowObject(PLAYER_COLORED | BORDERED),
hall(NULL),
fort(NULL),
town(Town)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
LOCPLINT->castleInt = this;
addUsedEvents(KEYBOARD);
builds = new CCastleBuildings(town);
panel = new CPicture("TOWNSCRN", 0, builds->pos.h);
panel->colorize(LOCPLINT->playerID);
pos.w = panel->pos.w;
pos.h = builds->pos.h + panel->pos.h;
center();
updateShadow();
garr = new CGarrisonInt(305, 387, 4, Point(0,96), panel->bg, Point(62,374), town->getUpperArmy(), town->visitingHero);
heroes = new HeroSlots(town, Point(241, 387), Point(241, 483), garr, true);
title = new CLabel(85, 387, FONT_MEDIUM, TOPLEFT, Colors::Cornsilk, town->name);
income = new CLabel(195, 443, FONT_SMALL, CENTER);
icon = new CAnimImage("ITPT", 0, 0, 15, 387);
exit = new CAdventureMapButton(CGI->generaltexth->tcommands[8], "", boost::bind(&CCastleInterface::close,this), 744, 544, "TSBTNS", SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
exit->setOffset(4);
split = new CAdventureMapButton(CGI->generaltexth->tcommands[3], "", boost::bind(&CGarrisonInt::splitClick,garr), 744, 382, "TSBTNS.DEF");
split->callback += boost::bind(&HeroSlots::splitClicked, heroes);
garr->addSplitBtn(split);
Rect barRect(9, 182, 732, 18);
statusbar = new CGStatusBar(new CPicture(*panel, barRect, 9, 555, false));
resdatabar = new CResDataBar("ZRESBAR", 3, 575, 32, 2, 85, 85);
townlist = new CTownList(3, Point(744, 414), "IAM014", "IAM015");
if (from)
townlist->select(from);
townlist->select(town); //this will scroll list to select current town
townlist->onSelect = boost::bind(&CCastleInterface::townChange, this);
recreateIcons();
CCS->musich->playMusicFromSet("town-theme", town->subID, true);
bicons = CDefHandler::giveDefEss(graphics->buildingPics[town->subID]);
}
CCastleInterface::~CCastleInterface()
{
LOCPLINT->castleInt = NULL;
delete bicons;
}
void CCastleInterface::close()
{
if(town->tempOwner == LOCPLINT->playerID) //we may have opened window for an allied town
{
if(town->visitingHero)
adventureInt->select(town->visitingHero);
else
adventureInt->select(town);
}
CWindowObject::close();
}
void CCastleInterface::castleTeleport(int where)
{
const CGTownInstance * dest = LOCPLINT->cb->getTown(where);
LOCPLINT->cb->teleportHero(town->visitingHero, dest);
}
void CCastleInterface::townChange()
{
const CGTownInstance * dest = LOCPLINT->towns[townlist->getSelectedIndex()];
const CGTownInstance * town = this->town;// "this" is going to be deleted
if ( dest == town )
return;
close();
GH.pushInt(new CCastleInterface(dest, town));
}
void CCastleInterface::addBuilding(int bid)
{
deactivate();
builds->addBuilding(bid);
recreateIcons();
activate();
}
void CCastleInterface::removeBuilding(int bid)
{
deactivate();
builds->removeBuilding(bid);
recreateIcons();
activate();
}
void CCastleInterface::recreateIcons()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
delete fort;
delete hall;
size_t iconIndex = town->subID*2;
if (!town->hasFort())
iconIndex += GameConstants::F_NUMBER*2;
if(town->builded >= GameConstants::MAX_BUILDING_PER_TURN)
iconIndex++;
icon->setFrame(iconIndex);
income->setTxt(boost::lexical_cast<std::string>(town->dailyIncome()));
hall = new CTownInfo( 80, 413, town, true);
fort = new CTownInfo(122, 413, town, false);
for (size_t i=0; i<creainfo.size(); i++)
delete creainfo[i];
creainfo.clear();
for (size_t i=0; i<4; i++)
creainfo.push_back(new CCreaInfo(Point(14+55*i, 459), town, i));
for (size_t i=0; i<4; i++)
creainfo.push_back(new CCreaInfo(Point(14+55*i, 507), town, i+4));
}
CCreaInfo::CCreaInfo(Point position, const CGTownInstance *Town, int Level, bool compact, bool ShowAvailable):
town(Town),
level(Level),
showAvailable(ShowAvailable)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
pos += position;
if ( town->creatures.size() <= level || town->creatures[level].second.empty())
{
level = -1;
label = NULL;
picture = NULL;
return;//No creature
}
addUsedEvents(LCLICK | RCLICK | HOVER);
ui32 creatureID = town->creatures[level].second.back();
creature = CGI->creh->creatures[creatureID];
picture = new CAnimImage("CPRSMALL", creatureID+2, 0, 8, 0);
std::string value;
if (showAvailable)
value = boost::lexical_cast<std::string>(town->creatures[level].first);
else
value = boost::lexical_cast<std::string>(town->creatureGrowth(level));
if (compact)
{
label = new CLabel(40, 32, FONT_TINY, BOTTOMRIGHT, Colors::Cornsilk, value);
pos.x += 8;
pos.w = 32;
pos.h = 32;
}
else
{
label = new CLabel(24, 40, FONT_SMALL, CENTER, Colors::Cornsilk, value);
pos.w = 48;
pos.h = 48;
}
}
void CCreaInfo::update()
{
if (label)
{
std::string value;
if (showAvailable)
value = boost::lexical_cast<std::string>(town->creatures[level].first);
else
value = boost::lexical_cast<std::string>(town->creatureGrowth(level));
if (value != label->text)
label->setTxt(value);
}
}
void CCreaInfo::hover(bool on)
{
std::string message = CGI->generaltexth->allTexts[588];
boost::algorithm::replace_first(message,"%s",creature->namePl);
if(on)
{
GH.statusbar->print(message);
}
else if (message == GH.statusbar->getCurrent())
GH.statusbar->clear();
}
void CCreaInfo::clickLeft(tribool down, bool previousState)
{
if(previousState && (!down))
{
int offset = LOCPLINT->castleInt? (-87) : 0;
GH.pushInt(new CRecruitmentWindow(town, level, town,
boost::bind(&CCallback::recruitCreatures, LOCPLINT->cb, town, _1, _2, level), offset));
}
}
int CCreaInfo::AddToString(std::string from, std::string & to, int numb)
{
if (numb == 0)
return 0;
boost::algorithm::replace_first(from,"%+d", (numb > 0 ? "+" : "")+boost::lexical_cast<std::string>(numb)); //negative values don't need "+"
to+="\n"+from;
return numb;
}
std::string CCreaInfo::genGrowthText()
{
GrowthInfo gi = town->getGrowthInfo(level);
std::string descr = boost::str(boost::format(CGI->generaltexth->allTexts[589]) % creature->nameSing % gi.totalGrowth());
BOOST_FOREACH(const GrowthInfo::Entry &entry, gi.entries)
{
descr +="\n" + entry.description;
}
return descr;
}
void CCreaInfo::clickRight(tribool down, bool previousState)
{
if(down)
{
if (showAvailable)
GH.pushInt(new CDwellingInfoBox(screen->w/2, screen->h/2, town, level));
else
{
std::string descr = genGrowthText();
CInfoPopup *mess = new CInfoPopup();//creating popup
mess->free = true;
mess->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID, descr,graphics->bigImgs[creature->idNumber],"");
mess->pos.x = screen->w/2 - mess->bitmap->w/2;
mess->pos.y = screen->h/2 - mess->bitmap->h/2;
GH.pushInt(mess);
}
}
}
CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance* Town, bool townHall):
town(Town),
building(NULL)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
addUsedEvents(RCLICK | HOVER);
pos.x += posX;
pos.y += posY;
int buildID;
if (townHall)
{
buildID = 10 + town->hallLevel();
picture = new CAnimImage("ITMTL.DEF", town->hallLevel());
}
else
{
buildID = 6 + town->fortLevel();
if (buildID == 6)
return;
picture = new CAnimImage("ITMCL.DEF", town->fortLevel()-1);
}
building = CGI->buildh->buildings[town->subID][buildID];
pos = picture->pos;
}
void CTownInfo::hover(bool on)
{
if(on)
{
if ( building )
GH.statusbar->print(building->Name());
}
else
GH.statusbar->clear();
}
void CTownInfo::clickRight(tribool down, bool previousState)
{//FIXME: castleInt may be NULL
if(down && building && LOCPLINT->castleInt)
{
CInfoPopup *mess = new CInfoPopup();
mess->free = true;
mess->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID,
building->Description(),
LOCPLINT->castleInt->bicons->ourImages[building->bid].bitmap,
building->Name());
mess->pos.x = screen->w/2 - mess->bitmap->w/2;
mess->pos.y = screen->h/2 - mess->bitmap->h/2;
GH.pushInt(mess);
}
}
void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
{
if(key.state != SDL_PRESSED) return;
switch(key.keysym.sym)
{
case SDLK_UP:
townlist->selectPrev();
break;
case SDLK_DOWN:
townlist->selectNext();
break;
case SDLK_SPACE:
heroes->swapArmies();
break;
case SDLK_t:
if(town->hasBuilt(EBuilding::TAVERN))
LOCPLINT->showTavernWindow(town);
break;
default:
break;
}
}
HeroSlots::HeroSlots(const CGTownInstance * Town, Point garrPos, Point visitPos, CGarrisonInt *Garrison, bool ShowEmpty):
showEmpty(ShowEmpty),
town(Town),
garr(Garrison)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
garrisonedHero = new CHeroGSlot(garrPos.x, garrPos.y, 0, town->garrisonHero, this);
visitingHero = new CHeroGSlot(visitPos.x, visitPos.y, 1, town->visitingHero, this);
}
void HeroSlots::update()
{
garrisonedHero->set(town->garrisonHero);
visitingHero->set(town->visitingHero);
}
void HeroSlots::splitClicked()
{
if(!!town->visitingHero && town->garrisonHero && (visitingHero->selection || garrisonedHero->selection))
{
LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id);
}
}
void HeroSlots::swapArmies()
{
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
{
if(!town->visitingHero->canBeMergedWith(*town))
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[275], std::vector<CComponent*>(), soundBase::sound_todo);
return;
}
}
LOCPLINT->cb->swapGarrisonHero(town);
}
void CHallInterface::CBuildingBox::hover(bool on)
{
if(on)
{
std::string toPrint;
if(state==EBuildingState::PREREQUIRES)
toPrint = CGI->generaltexth->hcommands[5];
else if(state==EBuildingState::CANT_BUILD_TODAY)
toPrint = CGI->generaltexth->allTexts[223];
else
toPrint = CGI->generaltexth->hcommands[state];
boost::algorithm::replace_first(toPrint,"%s",building->Name());
GH.statusbar->print(toPrint);
}
else
GH.statusbar->clear();
}
void CHallInterface::CBuildingBox::clickLeft(tribool down, bool previousState)
{
if(previousState && (!down))
GH.pushInt(new CBuildWindow(town,building,state,0));
}
void CHallInterface::CBuildingBox::clickRight(tribool down, bool previousState)
{
if(down)
GH.pushInt(new CBuildWindow(town,building,state,1));
}
CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building):
town(Town),
building(Building)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
addUsedEvents(LCLICK | RCLICK | HOVER);
pos.x += x;
pos.y += y;
pos.w = 154;
pos.h = 92;
state = LOCPLINT->cb->canBuildStructure(town,building->bid);
assert(state < EBuildingState::BUILDING_ERROR);
static int panelIndex[9] = { 3, 3, 3, 0, 0, 2, 2, 1, 2};
static int iconIndex[9] = {-1, -1, -1, 0, 0, 1, 2, -1, 1};
picture = new CAnimImage(graphics->buildingPics[town->subID], building->bid, 0, 2, 2);
panel = new CAnimImage("TPTHBAR", panelIndex[state], 0, 1, 73);
if ( iconIndex[state] >=0 )
icon = new CAnimImage("TPTHCHK", iconIndex[state], 0, 136, 56);
label = new CLabel(75, 81, FONT_SMALL, CENTER, Colors::Cornsilk, building->Name());
}
CHallInterface::CHallInterface(const CGTownInstance *Town):
CWindowObject(PLAYER_COLORED | BORDERED, CGI->buildh->hall[Town->subID].first),
town(Town)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
resdatabar = new CMinorResDataBar;
resdatabar->pos.x += pos.x;
resdatabar->pos.y += pos.y;
Rect barRect(5, 556, 740, 18);
statusBar = new CGStatusBar(new CPicture(*background, barRect, 5, 556, false));
title = new CLabel(399, 12, FONT_MEDIUM, CENTER, Colors::Cornsilk, CGI->buildh->buildings[town->subID][town->hallLevel()+EBuilding::VILLAGE_HALL]->Name());
exit = new CAdventureMapButton(CGI->generaltexth->hcommands[8], "",
boost::bind(&CHallInterface::close,this), 748, 556, "TPMAGE1.DEF", SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
const std::vector< std::vector< std::vector<int> > > &boxList = CGI->buildh->hall[town->subID].second;
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 = NULL;
for(size_t item=0; item<boxList[row][col].size(); item++)//we are looking for the first not build structure
{
int buildingID = boxList[row][col][item];
building = CGI->buildh->buildings[town->subID][buildingID];
if (buildingID == 18 || buildingID == 24)
{
if ( (buildingID == 18 && !vstd::contains(town->builtBuildings, town->town->hordeLvl[0]+37))
|| (buildingID == 24 && !vstd::contains(town->builtBuildings, town->town->hordeLvl[1]+37)) )
break; // horde present, no upgraded dwelling -> select 18 or 24
else
continue; //upgraded dwelling, no horde -> select 19 or 25
}
if(vstd::contains(town->builtBuildings,buildingID))
continue;
break;
}
int posX = pos.w/2 - boxList[row].size()*154/2 - (boxList[row].size()-1)*20 + 194*col,
posY = 35 + 104*row;
if (building)
boxes[row].push_back(new CBuildingBox(posX, posY, town, building));
}
}
}
void CBuildWindow::buyFunc()
{
LOCPLINT->cb->buildBuilding(town,building->bid);
GH.popInts(2); //we - build window and hall screen
}
std::string CBuildWindow::getTextForState(int state)
{
std::string ret;
if(state<7)
ret = CGI->generaltexth->hcommands[state];
switch (state)
{
case 4: case 5: case 6:
ret.replace(ret.find_first_of("%s"),2,building->Name());
break;
case 7:
return CGI->generaltexth->allTexts[219]; //all prereq. are met
case 8:
{
ret = CGI->generaltexth->allTexts[52];
std::set<int> reqs= LOCPLINT->cb->getBuildingRequiments(town, building->bid);
for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
{
if (vstd::contains(town->builtBuildings, *i))
continue;//skipping constructed buildings
ret+= CGI->buildh->buildings[town->subID][*i]->Name() + ", ";
}
ret.erase(ret.size()-2);
}
}
return ret;
}
CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Building, int state, bool rightClick):
CWindowObject(PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0), "TPUBUILD"),
town(Town),
building(Building)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CAnimImage(graphics->buildingPics[town->subID], building->bid, 0, 125, 50);
new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
new CLabel(197, 30, FONT_MEDIUM, CENTER, Colors::Cornsilk,
boost::str(boost::format(CGI->generaltexth->hcommands[7]) % building->Name()));
new CTextBox(building->Description(), Rect(33, 135, 329, 67), 0, FONT_MEDIUM, CENTER);
new CTextBox(getTextForState(state), Rect(33, 216, 329, 67), 0, FONT_SMALL, CENTER);
//Create components for all required resources
std::vector<CComponent *> components;
for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)
{
if(building->resources[i])
{
components.push_back(new CComponent(CComponent::resource, i, building->resources[i], CComponent::small));
}
}
new CComponentBox(components, Rect(25, 300, pos.w - 50, 130));
if(!rightClick)
{ //normal window
buy = new CAdventureMapButton(boost::str(boost::format(CGI->generaltexth->allTexts[595]) % building->Name()),
"", boost::bind(&CBuildWindow::buyFunc,this), 45, 446,"IBUY30", SDLK_RETURN);
buy->borderColor = Colors::MetallicGold;
buy->borderEnabled = true;
cancel = new CAdventureMapButton(boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->Name()),
"", boost::bind(&CBuildWindow::close,this), 290, 445, "ICANCEL", SDLK_ESCAPE);
cancel->borderColor = Colors::MetallicGold;
cancel->borderEnabled = true;
buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner);
}
}
std::string CFortScreen::getBgName(const CGTownInstance *town)
{
ui32 fortSize = town->creatures.size();
if (fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty())
fortSize--;
if (fortSize == GameConstants::CREATURES_PER_TOWN)
return "TPCASTL7";
else
return "TPCASTL8";
}
CFortScreen::CFortScreen(const CGTownInstance * town):
CWindowObject(PLAYER_COLORED | BORDERED, getBgName(town))
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
ui32 fortSize = town->creatures.size();
if (fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty())
fortSize--;
const CBuilding *fortBuilding = CGI->buildh->buildings[town->subID][town->fortLevel()+6];
title = new CLabel(400, 12, FONT_BIG, CENTER, Colors::Cornsilk, fortBuilding->Name());
std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->Name());
exit = new CAdventureMapButton(text, "", boost::bind(&CFortScreen::close,this) ,748, 556, "TPMAGE1", SDLK_RETURN);
std::vector<Point> positions;
positions += Point(10, 22), Point(404, 22),
Point(10, 155), Point(404,155),
Point(10, 288), Point(404,288);
if (fortSize == GameConstants::CREATURES_PER_TOWN)
positions += Point(206,421);
else
positions += Point(10, 421), Point(404,421);
for (ui32 i=0; i<fortSize; i++)
{
int buildingID;
if (fortSize == GameConstants::CREATURES_PER_TOWN)
{
if (vstd::contains(town->builtBuildings, EBuilding::DWELL_UP_FIRST+i))
buildingID = EBuilding::DWELL_UP_FIRST+i;
else
buildingID = EBuilding::DWELL_FIRST+i;
}
else
buildingID = 22;
recAreas.push_back(new RecruitArea(positions[i].x, positions[i].y, town, buildingID, i));
}
resdatabar = new CMinorResDataBar;
resdatabar->pos.x += pos.x;
resdatabar->pos.y += pos.y;
Rect barRect(4, 554, 740, 18);
statusBar = new CGStatusBar(new CPicture(*background, barRect, 4, 554, false));
}
void CFortScreen::creaturesChanged()
{
for (size_t i=0; i<recAreas.size(); i++)
recAreas[i]->creaturesChanged();
}
LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int min, int max)
{
pos.x+=size.x;
pos.y+=size.y;
pos.w = size.w;
pos.h = size.h;
init(name, descr, min, max);
}
LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int val)
{
pos.x+=size.x;
pos.y+=size.y;
pos.w = size.w;
pos.h = size.h;
init(name, descr, val, val);
}
void LabeledValue::init(std::string nameText, std::string descr, int min, int max)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
addUsedEvents(HOVER);
hoverText = descr;
std::string valueText;
if (min && max)
{
valueText = boost::lexical_cast<std::string>(min);
if (min != max)
valueText += '-' + boost::lexical_cast<std::string>(max);
}
name = new CLabel(3, 0, FONT_SMALL, TOPLEFT, Colors::Cornsilk, nameText);
value = new CLabel(pos.w-3, pos.h-2, FONT_SMALL, BOTTOMRIGHT, Colors::Cornsilk, valueText);
}
void LabeledValue::hover(bool on)
{
if(on)
GH.statusbar->print(hoverText);
else
{
GH.statusbar->clear();
parent->hovered = false;
}
}
CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *Town, int buildingID, int Level):
town(Town),
level(Level),
availableCount(NULL)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
pos.x +=posX;
pos.y +=posY;
pos.w = 386;
pos.h = 126;
if (!town->creatures[level].second.empty())
addUsedEvents(LCLICK | RCLICK | HOVER);//Activate only if dwelling is present
icons = new CPicture("ZPCAINFO", 261, 3);
buildingPic = new CAnimImage(graphics->buildingPics[town->subID], buildingID, 0, 4, 21);
const CCreature* creature = NULL;
if (!town->creatures[level].second.empty())
creature = CGI->creh->creatures[town->creatures[level].second.back()];
else
creature = CGI->creh->creatures[town->town->creatures[level][0]];
hoverText = boost::str(boost::format(CGI->generaltexth->tcommands[21]) % creature->namePl);
creatureAnim = new CCreaturePic(159, 4, creature, false);
Rect sizes(287, 4, 96, 18);
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], creature->attack));
sizes.y+=20;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], creature->defence));
sizes.y+=21;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], creature->damageMin, creature->damageMax));
sizes.y+=20;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], creature->hitPoints));
sizes.y+=21;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], creature->speed));
sizes.y+=20;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level)));
creatureName = new CLabel(78, 11, FONT_SMALL, CENTER, Colors::Cornsilk, creature->namePl);
dwellingName = new CLabel(78, 101, FONT_SMALL, CENTER, Colors::Cornsilk, CGI->buildh->buildings[town->subID][buildingID]->Name());
if (vstd::contains(town->builtBuildings, buildingID))
{
ui32 available = town->creatures[level].first;
std::string availableText = CGI->generaltexth->allTexts[217]+ boost::lexical_cast<std::string>(available);
availableCount = new CLabel(78, 119, FONT_SMALL, CENTER, Colors::Cornsilk, availableText);
}
}
void CFortScreen::RecruitArea::hover(bool on)
{
if(on)
GH.statusbar->print(hoverText);
else
GH.statusbar->clear();
}
void CFortScreen::RecruitArea::creaturesChanged()
{
if (availableCount)
{
std::string availableText = CGI->generaltexth->allTexts[217] +
boost::lexical_cast<std::string>(town->creatures[level].first);
availableCount->setTxt(availableText);
}
}
void CFortScreen::RecruitArea::clickLeft(tribool down, bool previousState)
{
if(!down && previousState)
LOCPLINT->castleInt->builds->enterDwelling(level);
}
void CFortScreen::RecruitArea::clickRight(tribool down, bool previousState)
{
clickLeft(down, false); //r-click does same as l-click - opens recr. window
}
CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner):
CWindowObject(BORDERED, "TPMAGE")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
window = new CPicture(graphics->guildBgs[owner->town->subID], 332, 76);
resdatabar = new CMinorResDataBar;
resdatabar->pos.x += pos.x;
resdatabar->pos.y += pos.y;
Rect barRect(7, 556, 737, 18);
statusBar = new CGStatusBar(new CPicture(*background, barRect, 7, 556, false));
exit = new CAdventureMapButton(CGI->generaltexth->allTexts[593],"",boost::bind(&CMageGuildScreen::close,this), 748, 556,"TPMAGE1.DEF",SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
std::vector<std::vector<Point> > positions;
positions.resize(5);
positions[0] += Point(222,445), Point(312,445), Point(402,445), Point(520,445), Point(610,445), Point(700,445);
positions[1] += Point(48,53), Point(48,147), Point(48,241), Point(48,335), Point(48,429);
positions[2] += Point(570,82), Point(672,82), Point(570,157), Point(672,157);
positions[3] += Point(183,42), Point(183,148), Point(183,253);
positions[4] += Point(491,325), Point(591,325);
for(size_t i=0; i<owner->town->town->mageLevel; i++)
{
size_t spellCount = owner->town->spellsAtLevel(i+1,false); //spell at level with -1 hmmm?
for(size_t j=0; j<spellCount; j++)
{
if(i<owner->town->mageGuildLevel() && owner->town->spells[i].size()>j)
spells.push_back( new Scroll(positions[i][j], CGI->spellh->spells[owner->town->spells[i][j]]));
else
new CAnimImage("TPMAGES.DEF", 1, 0, positions[i][j].x, positions[i][j].y);//closed scroll
}
}
}
CMageGuildScreen::Scroll::Scroll(Point position, const CSpell *Spell)
:spell(Spell)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
addUsedEvents(LCLICK | RCLICK | HOVER);
pos += position;
image = new CAnimImage("SPELLSCR", spell->id);
pos = image->pos;
}
void CMageGuildScreen::Scroll::clickLeft(tribool down, bool previousState)
{
if(down)
{
std::vector<CComponent*> comps(1,
new CComponent(CComponent::spell,spell->id,0)
);
LOCPLINT->showInfoDialog(spell->descriptions[0],comps, soundBase::sound_todo);
}
}
void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState)
{
if(down)
{
CInfoPopup *vinya = new CInfoPopup();
vinya->free = true;
vinya->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID,
spell->descriptions[0],graphics->spellscr->ourImages[spell->id].bitmap,
spell->name,30,30);
vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
GH.pushInt(vinya);
}
}
void CMageGuildScreen::Scroll::hover(bool on)
{
if(on)
GH.statusbar->print(spell->name);
else
GH.statusbar->clear();
}
CBlacksmithDialog::CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid):
CWindowObject(PLAYER_COLORED, "TPSMITH")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
statusBar = new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
animBG = new CPicture("TPSMITBK", 64, 50);
animBG->needRefresh = true;
const CCreature *creature = CGI->creh->creatures[creMachineID];
anim = new CCreatureAnim(64, 50, creature->animDefName, Rect());
anim->clipRect(113,125,200,150);
title = new CLabel(165, 28, FONT_BIG, CENTER, Colors::Jasmine,
boost::str(boost::format(CGI->generaltexth->allTexts[274]) % creature->nameSing));
costText = new CLabel(165, 218, FONT_MEDIUM, CENTER, Colors::Cornsilk, CGI->generaltexth->jktexts[43]);
costValue = new CLabel(165, 290, FONT_MEDIUM, CENTER, Colors::Cornsilk,
boost::lexical_cast<std::string>(CGI->arth->artifacts[aid]->price));
std::string text = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % creature->nameSing);
buy = new CAdventureMapButton(text,"",boost::bind(&CBlacksmithDialog::close, this), 42, 312,"IBUY30.DEF",SDLK_RETURN);
text = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % creature->nameSing);
cancel = new CAdventureMapButton(text,"",boost::bind(&CBlacksmithDialog::close, this), 224, 312,"ICANCEL.DEF",SDLK_ESCAPE);
if(possible)
buy->callback += boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,LOCPLINT->cb->getHero(hid),aid);
else
buy->block(true);
new CAnimImage("RESOURCE", 6, 0, 148, 244);
}