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vcmi/client/CCastleInterface.cpp
Michał W. Urbańczyk df87b34662 * fixes for moving War Machines
* automatic merging same creatures stacks if needed when moving hero to town garrison
* minor improvements
2009-09-11 05:45:40 +00:00

1804 lines
49 KiB
C++

#include "../stdafx.h"
#include "CCastleInterface.h"
#include "AdventureMapButton.h"
#include "CAdvmapInterface.h"
#include "../CCallback.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CMessage.h"
#include "SDL_Extensions.h"
#include "CCreatureAnimation.h"
#include "Graphics.h"
#include "../hch/CArtHandler.h"
#include "../hch/CBuildingHandler.h"
#include "../hch/CDefHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CLodHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CSpellHandler.h"
#include "../hch/CTownHandler.h"
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
#include <boost/lexical_cast.hpp>
#include <cmath>
#include <sstream>
using namespace boost::assign;
using namespace CSDL_Ext;
/*
* CCastleInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
extern TTF_Font * GEOR16;
CBuildingRect::CBuildingRect(Structure *Str)
:moi(false), offset(0), str(Str)
{
def = CDefHandler::giveDef(Str->defName);
max = def->ourImages.size();
if(str->ID == 33 && str->townID == 4) //little 'hack' for estate in necropolis - background color is not always the first color in the palette
{
for(std::vector<Cimage>::iterator i=def->ourImages.begin();i!=def->ourImages.end();i++)
{
SDL_SetColorKey(i->bitmap,SDL_SRCCOLORKEY,*((char*)i->bitmap->pixels));
}
}
pos.x = str->pos.x + LOCPLINT->castleInt->pos.x;
pos.y = str->pos.y + LOCPLINT->castleInt->pos.y;
pos.w = def->ourImages[0].bitmap->w;
pos.h = def->ourImages[0].bitmap->h;
if(Str->ID<0 || (Str->ID>=27 && Str->ID<=29))
{
area = border = NULL;
return;
}
if (border = BitmapHandler::loadBitmap(str->borderName)) //FIXME hmmm if '=' use () else '==' fatal mistake
{
SDL_SetColorKey(border,SDL_SRCCOLORKEY,SDL_MapRGB(border->format,0,255,255));
}
else
{
tlog2 << "Warning: no border for "<<Str->ID<<std::endl;
}
if (area = BitmapHandler::loadBitmap(str->areaName))//FIXME look up
{
;//SDL_SetColorKey(area,SDL_SRCCOLORKEY,SDL_MapRGB(area->format,0,255,255));
}
else
{
tlog2 << "Warning: no area for "<<Str->ID<<std::endl;
}
}
CBuildingRect::~CBuildingRect()
{
delete def;
if(border)
SDL_FreeSurface(border);
if(area)
SDL_FreeSurface(area);
}
void CBuildingRect::activate()
{
activateHover();
activateLClick();
activateRClick();
}
void CBuildingRect::deactivate()
{
deactivateHover();
deactivateLClick();
deactivateRClick();
if(moi)
deactivateMouseMove();
moi=false;
}
bool CBuildingRect::operator<(const CBuildingRect & p2) const
{
if(str->pos.z != p2.str->pos.z)
return (str->pos.z) < (p2.str->pos.z);
else
return (str->ID) < (p2.str->ID);
}
void CBuildingRect::hover(bool on)
{
//Hoverable::hover(on);
if(on)
{
if(!moi)
activateMouseMove();
moi = true;
}
else
{
if(moi)
deactivateMouseMove();
moi = false;
if(LOCPLINT->castleInt->hBuild == this)
{
LOCPLINT->castleInt->hBuild = NULL;
LOCPLINT->statusbar->clear();
//call mouseMoved in other buildings, cursor might have been moved while they were inactive (eg. because of r-click popup)
for(size_t i = 0; i < LOCPLINT->castleInt->buildings.size(); i++)
LOCPLINT->castleInt->buildings[i]->mouseMoved(GH.current->motion);
}
}
}
void CBuildingRect::clickLeft(tribool down, bool previousState)
{
if(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
{
if(previousState && !down)
LOCPLINT->castleInt->buildingClicked(str->ID);
//ClickableL::clickLeft(down);
}
}
void CBuildingRect::clickRight(tribool down, bool previousState)
{
if((!area) || (!((bool)down)) || (this!=LOCPLINT->castleInt->hBuild))
return;
if((CSDL_Ext::SDL_GetPixel(area,GH.current->motion.x-pos.x,GH.current->motion.y-pos.y) != 0)) //na polu
{
CBuilding *bld = CGI->buildh->buildings[str->townID][str->ID];
assert(bld);
CInfoPopup *vinya = new CInfoPopup();
vinya->free = true;
vinya->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID,
bld->Description(),
LOCPLINT->castleInt->bicons->ourImages[str->ID].bitmap,
bld->Name());
vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
GH.pushInt(vinya);
}
}
void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
{
if(area && isItIn(&pos,sEvent.x, sEvent.y))
{
if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //hovered pixel is inside this building
{
if(LOCPLINT->castleInt->hBuild == this)
{
LOCPLINT->castleInt->hBuild = NULL;
LOCPLINT->statusbar->clear();
}
}
else //inside the area of this building
{
if(LOCPLINT->castleInt->hBuild) //a building is hovered
{
if((*LOCPLINT->castleInt->hBuild)<(*this)) //set if we are on top
{
LOCPLINT->castleInt->hBuild = this;
if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
LOCPLINT->statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
else
LOCPLINT->statusbar->print(str->name);
}
}
else //no building hovered
{
LOCPLINT->castleInt->hBuild = this;
if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
LOCPLINT->statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
else
LOCPLINT->statusbar->print(str->name);
}
}
}
//if(border)
// blitAt(border,pos.x,pos.y);
}
void CHeroGSlot::hover (bool on)
{
if(!on) return;
CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
std::string temp;
if(hero)
{
if(highlight)//view NNN
{
temp = CGI->generaltexth->tcommands[4];
boost::algorithm::replace_first(temp,"%s",hero->name);
}
else if(other->hero && other->highlight)//exchange
{
temp = CGI->generaltexth->tcommands[7];
boost::algorithm::replace_first(temp,"%s",hero->name);
boost::algorithm::replace_first(temp,"%s",other->hero->name);
}
else// select NNN (in ZZZ)
{
if(upg)//down - visiting
{
temp = CGI->generaltexth->tcommands[32];
boost::algorithm::replace_first(temp,"%s",hero->name);
}
else //up - garrison
{
temp = CGI->generaltexth->tcommands[12];
boost::algorithm::replace_first(temp,"%s",hero->name);
}
}
}
else //we are empty slot
{
if(other->highlight && other->hero) //move NNNN
{
temp = CGI->generaltexth->tcommands[6];
boost::algorithm::replace_first(temp,"%s",other->hero->name);
}
else //empty
{
temp = CGI->generaltexth->allTexts[507];
}
}
if(temp.size())
LOCPLINT->statusbar->print(temp);
}
void CHeroGSlot::clickRight(tribool down, bool previousState)
{
}
void CHeroGSlot::clickLeft(tribool down, bool previousState)
{
CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
if(!down)
{
owner->garr->splitting = false;
owner->garr->highlighted = NULL;
if(hero && highlight)
{
setHighlight(false);
LOCPLINT->openHeroWindow(hero);
}
else if(other->hero && other->highlight)
{
bool allow = true;
if(!upg) //moving hero out of town - check if it is allowed
{
if(!hero && LOCPLINT->cb->howManyHeroes(false) >= 8)
{
std::string tmp = CGI->generaltexth->allTexts[18]; //You already have %d adventuring heroes under your command.
boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes(false)));
LOCPLINT->showInfoDialog(tmp,std::vector<SComponent*>(), soundBase::sound_todo);
allow = false;
}
else if(!other->hero->army.slots.size()) //hero has no creatures - strange, but if we have appropriate error message...
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[19],std::vector<SComponent*>(), soundBase::sound_todo); //This hero has no creatures. A hero must have creatures before he can brave the dangers of the countryside.
allow = false;
}
}
setHighlight(false);
other->setHighlight(false);
if(allow)
LOCPLINT->cb->swapGarrisonHero(owner->town);
}
else if(hero)
{
setHighlight(true);
owner->garr->highlighted = NULL;
show(screen2);
}
hover(false);hover(true); //refresh statusbar
}
//if(indeterminate(down) && !isItIn(&other->pos,GH.current->motion.x,GH.current->motion.y))
//{
// other->highlight = highlight = false;
// show(screen2);
//}
}
void CHeroGSlot::activate()
{
activateLClick();
activateRClick();
activateHover();
}
void CHeroGSlot::deactivate()
{
highlight = false;
deactivateLClick();
deactivateRClick();
deactivateHover();
}
void CHeroGSlot::show(SDL_Surface * to)
{
if(hero) //there is hero
blitAt(graphics->portraitLarge[hero->portrait],pos,to);
else if(!upg) //up garrison
blitAt(graphics->flags->ourImages[LOCPLINT->castleInt->town->getOwner()].bitmap,pos,to);
if(highlight)
blitAt(graphics->bigImgs[-1],pos,to);
}
CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, CCastleInterface * Owner)
{
owner = Owner;
pos.x = x;
pos.y = y;
pos.w = 58;
pos.h = 64;
hero = h;
upg = updown;
highlight = false;
}
CHeroGSlot::~CHeroGSlot()
{
}
void CHeroGSlot::setHighlight( bool on )
{
highlight = on;
if(owner->hslotup.hero && owner->hslotdown.hero) //two heroes in town
{
for(size_t i = 0; i<owner->garr->splitButtons.size(); i++) //splitting enabled when slot higlighted
owner->garr->splitButtons[i]->block(!on);
}
}
static std::string getBgName(int type) //TODO - co z tym zrobi�?
{
switch (type)
{
case 0:
return "TBCSBACK.bmp";
case 1:
return "TBRMBACK.bmp";
case 2:
return "TBTWBACK.bmp";
case 3:
return "TBINBACK.bmp";
case 4:
return "TBNCBACK.bmp";
case 5:
return "TBDNBACK.bmp";
case 6:
return "TBSTBACK.bmp";
case 7:
return "TBFRBACK.bmp";
case 8:
return "TBELBACK.bmp";
default:
#ifndef __GNUC__
throw new std::exception("std::string getBgName(int type): invalid type");
#else
throw new std::exception();
#endif
}
}
class SORTHELP
{
public:
bool operator ()
(const CBuildingRect *a ,
const CBuildingRect *b)
{
return (*a)<(*b);
}
} srthlp ;
CCastleInterface::CCastleInterface(const CGTownInstance * Town, int listPos)
:hslotup(241,387,0,Town->garrisonHero,this),hslotdown(241,483,1,Town->visitingHero,this)
{
showing = false;
bars = CDefHandler::giveDefEss("TPTHBAR.DEF");
status = CDefHandler::giveDefEss("TPTHCHK.DEF");
LOCPLINT->castleInt = this;
hall = NULL;
townInt = BitmapHandler::loadBitmap("TOWNSCRN.bmp");
cityBg = BitmapHandler::loadBitmap(getBgName(Town->subID));
pos.x = screen->w/2 - 400;
pos.y = screen->h/2 - 300;
hslotup.pos.x += pos.x;
hslotup.pos.y += pos.y;
hslotdown.pos.x += pos.x;
hslotdown.pos.y += pos.y;
hall = CDefHandler::giveDef("ITMTL.DEF");
fort = CDefHandler::giveDef("ITMCL.DEF");
hBuild = NULL;
count=0;
town = Town;
animval = 0;
//garrison
garr = new CGarrisonInt(pos.x+305,pos.y+387,4,Point(0,96),townInt,Point(62,374),town,town->visitingHero);
townlist = new CTownList(3,pos.x+744,pos.y+414,"IAM014.DEF","IAM015.DEF");//744,526);
exit = new AdventureMapButton
(CGI->generaltexth->tcommands[8],"",boost::bind(&CCastleInterface::close,this),pos.x+744,pos.y+544,"TSBTNS.DEF",SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
split = new AdventureMapButton(CGI->generaltexth->tcommands[3],"",boost::bind(&CGarrisonInt::splitClick,garr),pos.x+744,pos.y+382,"TSBTNS.DEF");
split->callback += boost::bind(&CCastleInterface::splitClicked,this);
garr->splitButtons.push_back(split);
statusbar = new CStatusBar(pos.x+7,pos.y+555,"TSTATBAR.bmp",732);
resdatabar = new CResDataBar("ZRESBAR.bmp",pos.x+3,pos.y+575,32,2,85,85);
resdatabar->pos.x = pos.x+3; resdatabar->pos.y = pos.y+575;
townlist->fun = boost::bind(&CCastleInterface::townChange,this);
townlist->genList();
townlist->selected = vstd::findPos(townlist->items,Town);
townlist->from = townlist->selected - listPos;
amax(townlist->from, 0);
amin(townlist->from, townlist->items.size() - townlist->SIZE);
graphics->blueToPlayersAdv(townInt,LOCPLINT->playerID);
exit->bitmapOffset = 4;
//buildings
recreateBuildings();
std::string defname;
switch (town->subID)
{
case 0:
defname = "HALLCSTL.DEF";
musicID = musicBase::castleTown;
break;
case 1:
defname = "HALLRAMP.DEF";
musicID = musicBase::rampartTown;
break;
case 2:
defname = "HALLTOWR.DEF";
musicID = musicBase::towerTown;
break;
case 3:
defname = "HALLINFR.DEF";
musicID = musicBase::infernoTown;
break;
case 4:
defname = "HALLNECR.DEF";
musicID = musicBase::necroTown;
break;
case 5:
defname = "HALLDUNG.DEF";
musicID = musicBase::dungeonTown;
break;
case 6:
defname = "HALLSTRN.DEF";
musicID = musicBase::strongHoldTown;
break;
case 7:
defname = "HALLFORT.DEF";
musicID = musicBase::fortressTown;
break;
case 8:
defname = "HALLELEM.DEF";
musicID = musicBase::elemTown;
break;
default:
throw new std::string("Wrong town subID");
}
bicons = CDefHandler::giveDefEss(defname);
CGI->musich->playMusic(musicID, -1);
}
CCastleInterface::~CCastleInterface()
{
delete bars;
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 CCastleInterface::splitClicked()
{
if(town->visitingHero && town->garrisonHero && (hslotdown.highlight || hslotup.highlight))
{
LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id);
}
}
void CHallInterface::CBuildingBox::hover(bool on)
{
//Hoverable::hover(on);
if(on)
{
std::string toPrint;
if(state==8)
toPrint = CGI->generaltexth->hcommands[5];
else
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);
}