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							- #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 "../lib/map.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>
 
- #include <boost/format.hpp>
 
- 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
 
-  *
 
-  */
 
- 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(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;
 
- 	}
 
- 	border = BitmapHandler::loadBitmap(str->borderName);
 
- 	if (border)
 
- 	{
 
- 		SDL_SetColorKey(border,SDL_SRCCOLORKEY,SDL_MapRGB(border->format,0,255,255));
 
- 	}
 
- 	else
 
- 	{
 
- 		tlog2 << "Warning: no border for "<<Str->ID<<std::endl;
 
- 	}
 
- 	area = BitmapHandler::loadBitmap(str->areaName); //FIXME look up
 
- 	if (area)
 
- 	{ 
 
- 		;//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;
 
- 			GH.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::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
 
- 	{
 
- 		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::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
 
- 	{
 
- 		int bid = hordeToDwellingID(str->ID);
 
- 		
 
- 		CBuilding *bld = CGI->buildh->buildings[str->townID].find(bid)->second;
 
- 		assert(bld);
 
- 		CInfoPopup *vinya = new CInfoPopup();
 
- 		vinya->free = true;
 
- 		vinya->bitmap = CMessage::drawBoxTextBitmapSub
 
- 			(LOCPLINT->playerID,
 
- 			bld->Description(),
 
- 			LOCPLINT->castleInt->bicons->ourImages[bid].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);
 
- 	}
 
- }
 
- 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)%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(LOCPLINT->castleInt->hBuild == this)
 
- 			{
 
- 				LOCPLINT->castleInt->hBuild = NULL;
 
- 				GH.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;
 
- 					GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
 
- 				}
 
- 			}
 
- 			else //no building hovered
 
- 			{
 
- 				LOCPLINT->castleInt->hBuild = this;
 
- 				GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
 
- 			}
 
- 		}
 
- 	}
 
- 	//if(border)
 
- 	//	blitAt(border,pos.x,pos.y);
 
- }
 
- void CHeroGSlot::hover (bool on)
 
- {
 
- 	if(!on) 
 
- 	{
 
- 		GH.statusbar->clear();
 
- 		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())
 
- 		GH.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->stacksCount()) //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);
 
- 	}
 
- }
 
- 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;
 
- 	fort = NULL;
 
- 	market = NULL;
 
- 	townInt = BitmapHandler::loadBitmap("TOWNSCRN.bmp");
 
- 	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;
 
- 	hBuild = NULL;
 
- 	count=0;
 
- 	town = Town;
 
- 	animval = 0;
 
- 	winMode = 1;
 
- 	//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->addSplitBtn(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);
 
- 	townlist->fun = boost::bind(&CCastleInterface::townChange,this);
 
- 	//townlist->genList();
 
- 	townlist->selected = vstd::findPos(LOCPLINT->towns,Town);
 
- 	townlist->from = townlist->selected - listPos;
 
- 	amax(townlist->from, 0);
 
- 	amin(townlist->from, LOCPLINT->towns.size() - townlist->SIZE);
 
- 	graphics->blueToPlayersAdv(townInt,LOCPLINT->playerID);
 
- 	exit->bitmapOffset = 4;
 
- 	//growth icons and buildings
 
- 	recreateBuildings();
 
- 	recreateIcons();
 
- 	cityBg = BitmapHandler::loadBitmap(graphics->townBgs[town->subID]);
 
- 	bicons = CDefHandler::giveDefEss(graphics->buildingPics[town->subID]);
 
- 	CGI->musich->playMusic(CGI->musich->townMusics[town->subID], -1);
 
- }
 
- CCastleInterface::~CCastleInterface()
 
- {
 
- 	delete bars;
 
- 	delete status;
 
- 	SDL_FreeSurface(townInt);
 
- 	SDL_FreeSurface(cityBg);
 
- 	delete exit;
 
- 	//delete split;
 
- 	delete hall;
 
- 	delete fort;
 
- 	delete market;
 
- 	delete garr;
 
- 	delete townlist;
 
- 	delete statusbar;
 
- 	delete resdatabar;
 
- 	for(size_t i=0;i<buildings.size();i++)
 
- 	{
 
- 		delete buildings[i];
 
- 	}
 
- 	delete bicons;
 
- 	for(size_t i=0;i<creainfo.size();i++)
 
- 	{
 
- 		delete creainfo[i];
 
- 	}
 
- }
 
- void CCastleInterface::close()
 
- {
 
- 	if(town->visitingHero)
 
- 		adventureInt->select(town->visitingHero);
 
- 	else
 
- 		adventureInt->select(town);
 
- 	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;
 
- 	building = hordeToDwellingID(building);
 
- 	const CBuilding *b = CGI->buildh->buildings[town->subID].find(building)->second;
 
- 	if(building >= 30)
 
- 	{
 
- 		showRecruitmentWindow((building-30)%CREATURES_PER_TOWN);
 
- 	}
 
- 	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]);
 
- 					}
 
- 					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
 
- 			if(town->visitingHero && town->visitingHero->hasArt(2) &&
 
- 					!vstd::contains(town->builtBuildings, 26)) //hero has grail, but town does not have it
 
- 			{
 
- 				if(!vstd::contains(town->forbiddenBuildings, 26))
 
- 				{
 
- 					LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[597], //Do you wish this to be the permanent home of the Grail?
 
- 												std::vector<SComponent*>(), 
 
- 												boost::bind(&CCallback::buildBuilding, LOCPLINT->cb, town, 26), 
 
- 												boost::bind(&CCastleInterface::enterHall, this), true);
 
- 				}
 
- 				else
 
- 				{
 
- 					LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);
 
- 					(dynamic_cast<CInfoWindow*>(GH.topInt()))->buttons[0]->callback += boost::bind(&CCastleInterface::enterHall, this);
 
- 				}
 
- 			}
 
- 			else
 
- 				enterHall();
 
- 			break;
 
- 		case 14:  //marketplace
 
- 			{
 
- 				CMarketplaceWindow *cmw = new CMarketplaceWindow(town, town->visitingHero);
 
- 				GH.pushInt(cmw);
 
- 				break;
 
- 			}
 
- 		//case 15: //resource silo - default handling only
 
- 		case 16: //blacksmith
 
- 			enterBlacksmith(town->town->warMachine);
 
- 			break;
 
- 		case 17:
 
- 			{
 
- 				switch(town->subID)
 
- 				{
 
- 	/*Rampart*/	case 1://Mystic Pond
 
- 					enterFountain(building);
 
- 					break;
 
- 	/*Tower*/	case 2://Artifact Merchant
 
- 	/*Dungeon*/	case 5://Artifact Merchant
 
- 	/*Conflux*/	case 8://Artifact Merchant
 
- 					GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, RESOURCE_ARTIFACT));
 
- 					break;
 
- 				default:
 
- 					defaultBuildingClicked(building);
 
- 					break;
 
- 				}
 
- 				break;
 
- 			}
 
- 		//case 18: //basic horde 1 - can't be selected
 
- 		//case 19: //upg horde 1 - can't be selected
 
- 		case 20: //ship at shipyard
 
- 			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
 
- 			break;
 
- 		case 21: //special 2
 
- 			{
 
- 				switch(town->subID)
 
- 				{
 
- 	/*Rampart*/	case 1: //Fountain of Fortune
 
- 					enterFountain(building);
 
- 					break;
 
- 	/*Stronghold*/case 6: //Freelancer's Guild
 
- 					if(town->visitingHero)
 
- 						GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, CREATURE_RESOURCE));
 
- 					else
 
- 						LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
 
- 					break;
 
- 	/*Conflux*/	case 8: //Magic University
 
- 					if (town->visitingHero)
 
- 						GH.pushInt(new CUniversityWindow(town->visitingHero, town));
 
- 					else if (town->garrisonHero)
 
- 						GH.pushInt(new CUniversityWindow(town->garrisonHero, town));
 
- 					else//no hero in town - default popup
 
- 						defaultBuildingClicked(building);
 
- 					
 
- 					break;
 
- 				default:
 
- 					defaultBuildingClicked(building);
 
- 					break;
 
- 				}
 
- 				break;
 
- 			}
 
- 		case 22: //special 3
 
- 			{
 
- 				switch(town->subID)
 
- 				{
 
- 	/*Castle*/		case 0: //brotherhood of sword
 
- 					enterTavern();
 
- 					break;
 
- 	/*Inferno*/		case 3: //Castle Gate
 
- 						{
 
- 							if (!town->visitingHero)
 
- 							{
 
- 								LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126], std::vector<SComponent*>(), soundBase::sound_todo);
 
- 								break;//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 (bicons->ourImages[building].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, this, _1)));
 
- 							break;
 
- 						}
 
- 	/*Necropolis*/	case 4: //Skeleton Transformer
 
- 						const CGHeroInstance *hero;
 
- 						if (town->visitingHero)
 
- 							hero = town->visitingHero;
 
- 						else if (town->garrisonHero)
 
- 							hero = town->garrisonHero;
 
- 						else
 
- 							hero = NULL;//no hero - will trade with town garrison
 
- 						
 
- 						GH.pushInt ( new CTransformerWindow(hero, town) );
 
- 						break;
 
- 						
 
- 	/*Dungeon*/		case 5: //Portal of Summoning
 
- 						if (town->creatures[CREATURES_PER_TOWN].second.empty())
 
- 						//extra dwelling has no creatures in it
 
- 							LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30], std::vector<SComponent*>(), soundBase::sound_todo);
 
- 						else 
 
- 							this->showRecruitmentWindow(CREATURES_PER_TOWN);
 
- 					break;
 
- 	/*Stronghold*/		case 6: //Ballista Yard
 
- 					enterBlacksmith(4);
 
- 					break;
 
- 				default:
 
- 					defaultBuildingClicked(building);
 
- 					break;
 
- 				}
 
- 				break;
 
- 			}
 
- 		//case 23: //special 4 - default handling only
 
- 		//case 24: //basic horde 2 - can't be selected
 
- 		//case 25: //upg horde 2 - can't be selected
 
- 		//case 26: //grail - default handling only
 
- 		default:
 
- 				defaultBuildingClicked(building);
 
- 				break;
 
- 		}
 
- 	}
 
- }
 
- void CCastleInterface::castleTeleport(int where)
 
- {
 
- 	const CGTownInstance * dest = LOCPLINT->cb->getTownInfo(where, 1);
 
- 	LOCPLINT->cb->teleportHero(town->visitingHero, dest);
 
- }
 
- void CCastleInterface::defaultBuildingClicked(int building)
 
- {
 
- 	std::vector<SComponent*> comps(1,
 
- 		new SComponent(SComponent::building,town->subID,building,bicons->ourImages[building].bitmap,false));
 
- 	LOCPLINT->showInfoDialog(
 
- 		CGI->buildh->buildings[town->subID].find(building)->second->Description(),
 
- 		comps, soundBase::sound_todo);
 
- }
 
- void CCastleInterface::enterFountain(int building)
 
- {
 
- 	std::vector<SComponent*> comps(1,
 
- 		new SComponent(SComponent::building,town->subID,building,bicons->ourImages[building].bitmap,false));
 
- 	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]);
 
- 		char buf[10];
 
- 		SDL_itoa(town->bonusValue.second,buf,10);
 
- 		boost::algorithm::replace_first(descr,"%d",buf);
 
- 	}
 
- 	LOCPLINT->showInfoDialog(descr, comps, soundBase::sound_todo);
 
- }
 
- void CCastleInterface::enterBlacksmith(int ArtifactID)
 
- {
 
- 	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].find(16)->second->Name());
 
- 		LOCPLINT->showInfoDialog(pom,std::vector<SComponent*>(), soundBase::sound_todo);
 
- 		return;
 
- 	}
 
- 	int price = CGI->arth->artifacts[ArtifactID]->price;
 
- 	bool possible = (LOCPLINT->cb->getResourceAmount(6) >= price);
 
- 	if(vstd::contains(hero->artifWorn,ui16(ArtifactID+9))) //hero already has machine
 
- 		possible = false;
 
- 	GH.pushInt(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(ArtifactID,false),ArtifactID,hero->id));
 
- }
 
- 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);
 
- 	adventureInt->resdatabar.draw(to);
 
- 	townlist->draw(to);
 
- 	statusbar->show(to);
 
- 	resdatabar->draw(to);
 
- 	garr->show(to);
 
- 	//draw creatures icons and their growths
 
- 	for(size_t i=0;i<creainfo.size();i++)
 
- 		creainfo[i]->show(to);
 
- 	//print name
 
- 	CSDL_Ext::printAt(town->name,pos.x+85,pos.y+387,FONT_MEDIUM,zwykly,to);
 
- 	//blit town icon
 
- 	int 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);
 
- 	market->show(to);
 
- 	fort->show(to);
 
- 	hall->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 = LOCPLINT->towns[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==5)
 
- 	{
 
- 		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);
 
- 	}
 
- 	statusbar->show(to);//refreshing statusbar
 
- }
 
- void CCastleInterface::activate()
 
- {
 
- 	showing = true;
 
- 	townlist->activate();
 
- 	garr->activate();
 
- 	GH.statusbar = statusbar;
 
- 	exit->activate();
 
- 	fort->activate();
 
- 	hall->activate();
 
- 	market->activate();
 
- 	//split->activate();
 
- 	for(size_t i=0;i<buildings.size();i++) //XXX pls use iterators or at() but not []
 
- 	{
 
- 		buildings[i]->activate();
 
- 	}
 
- 	for(size_t i=0;i<creainfo.size();i++)
 
- 		creainfo[i]->activate();
 
- 	hslotdown.activate();
 
- 	hslotup.activate();
 
- 	activateKeys();
 
- }
 
- void CCastleInterface::deactivate()
 
- {
 
- 	showing = false;
 
- 	townlist->deactivate();
 
- 	garr->deactivate();
 
- 	exit->deactivate();
 
- 	fort->deactivate();
 
- 	hall->deactivate();
 
- 	market->deactivate();
 
- 	//split->deactivate();
 
- 	for(size_t i=0;i<buildings.size();i++) //XXX iterators
 
- 	{
 
- 		buildings[i]->deactivate();
 
- 	}
 
- 	for(size_t i=0;i<creainfo.size();i++)
 
- 		creainfo[i]->deactivate();
 
- 	hslotdown.deactivate();
 
- 	hslotup.deactivate();
 
- 	deactivateKeys();
 
- }
 
- void CCastleInterface::addBuilding(int bid)
 
- {
 
- 	//TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach
 
- 	if ( winMode == 2 )//we will only build buildings, no need to update interface - it will be closed in a moment
 
- 		return;
 
- 	deactivate();
 
- 	recreateBuildings();
 
- 	recreateIcons();
 
- 	activate();
 
- }
 
- void CCastleInterface::removeBuilding(int bid)
 
- {
 
- 	//TODO: lepiej by bylo tylko usuwac co trzeba pamietajac o grupach
 
- 	recreateBuildings();
 
- 	recreateIcons();
 
- }
 
- 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(town->subID >= 0 && town->subID < CGI->townh->structures.size()) //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);
 
- 									*(const_cast<int*>(&(obecny->second))) = st->ID;
 
- 									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
 
- 	bool isThereShip = false;
 
- 	if(vstd::contains(town->builtBuildings,6))
 
- 	{
 
- 		std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
 
- 		if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on 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));
 
- 			isThereShip = true; 
 
- 		}
 
- 	}
 
- 	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)
 
- 	{
 
- 		int shipID = 0;
 
- 		if(isThereShip)
 
- 			shipID = 20;
 
- 		else if(vstd::contains(town->builtBuildings, 6))
 
- 			shipID = 6;
 
- 		if(shipID)
 
- 		{
 
- 			CBuildingRect *shipyard = NULL;
 
- 			for(size_t i=0;i<buildings.size();i++)
 
- 			{
 
- 				if(buildings[i]->str->ID==shipID)
 
- 				{
 
- 					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();
 
- }
 
- void CCastleInterface::recreateIcons()
 
- {
 
- 	delete fort;
 
- 	delete hall;
 
- 	delete market;
 
- 	hall = new CTownInfo(0);
 
- 	fort = new CTownInfo(1);
 
- 	market = new CTownInfo(2);
 
- 	for(size_t i=0;i<creainfo.size();i++)
 
- 	{
 
- 		if(showing)
 
- 			creainfo[i]->deactivate();
 
- 		delete creainfo[i];
 
- 	}
 
- 	creainfo.clear();
 
- 	for(size_t i=0;i<CREATURES_PER_TOWN;i++)
 
- 	{
 
- 		int crid = -1;
 
- 		int bid = 30+i;
 
- 		if (town->builtBuildings.find(bid)!=town->builtBuildings.end())
 
- 		{
 
- 			if (town->builtBuildings.find(bid+CREATURES_PER_TOWN)!=town->builtBuildings.end())
 
- 			{
 
- 				crid = town->town->upgradedCreatures[i];
 
- 				bid += CREATURES_PER_TOWN;
 
- 			}
 
- 			else
 
- 				crid = town->town->basicCreatures[i];
 
- 		}
 
- 		if (crid>=0)
 
- 			creainfo.push_back(new CCreaInfo(crid,(bid-30)%CREATURES_PER_TOWN));
 
- 	}
 
- 	if(town->subID == 5 && vstd::contains(town->builtBuildings, 22) && //we have Portal of Summoning
 
- 			!town->creatures[CREATURES_PER_TOWN].second.empty()) // with some creatures in it
 
- 		creainfo.push_back(new CCreaInfo(town->creatures[CREATURES_PER_TOWN].second[0], CREATURES_PER_TOWN));
 
- }
 
- CCastleInterface::CCreaInfo::~CCreaInfo()
 
- {
 
- }
 
- CCastleInterface::CCreaInfo::CCreaInfo(int CRID, int LVL)
 
- {
 
- 	used = LCLICK | RCLICK | HOVER;
 
- 	CCastleInterface * ci=LOCPLINT->castleInt;
 
- 	level = LVL;
 
- 	crid = CRID;
 
- 	pos.x = ci->pos.x+14+(55*(level%4));
 
- 	pos.y = (level>3)?(507+ci->pos.y):(459+ci->pos.y);
 
- 	pos.w = 48;
 
- 	pos.h = 48;
 
- }
 
- void CCastleInterface::CCreaInfo::hover(bool on)
 
- {
 
- 	if(on)
 
- 	{
 
- 		std::string descr=CGI->generaltexth->allTexts[588];
 
- 		boost::algorithm::replace_first(descr,"%s",CGI->creh->creatures[crid]->namePl);
 
- 		GH.statusbar->print(descr);
 
- 	}
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- void CCastleInterface::CCreaInfo::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(previousState && (!down))
 
- 		LOCPLINT->castleInt->showRecruitmentWindow(level);
 
- }
 
- int CCastleInterface::CCreaInfo::AddToString(std::string from, std::string & to, int numb)
 
- {
 
- 	if (!numb)
 
- 		return 0;//do not add string if 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;
 
- }
 
- void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 	{
 
- 		CCastleInterface * ci=LOCPLINT->castleInt;
 
- 		const CGTownInstance * town = ci->town;
 
- 		std::set<si32> bld = ci->town->builtBuildings;
 
- 		int summ=0, cnt=0;
 
- 		std::string descr=CGI->generaltexth->allTexts[589];//Growth of creature is number
 
- 		boost::algorithm::replace_first(descr,"%s",CGI->creh->creatures[crid]->nameSing);
 
- 		boost::algorithm::replace_first(descr,"%d", boost::lexical_cast<std::string>(ci->town->creatureGrowth(level)));
 
- 		descr +="\n"+CGI->generaltexth->allTexts[590];
 
- 		summ = CGI->creh->creatures[crid]->growth;
 
- 		boost::algorithm::replace_first(descr,"%d", boost::lexical_cast<std::string>(summ));
 
- 		
 
- 		if ( level>=0 && level<CREATURES_PER_TOWN)
 
- 		{
 
- 			if ( bld.find(9)!=bld.end())//castle +100% to basic
 
- 				summ+=AddToString(CGI->buildh->buildings[ci->town->subID][9]->Name()+" %+d",descr,summ);
 
- 			else if ( bld.find(8)!=bld.end())//else if citadel+50% to basic
 
- 				summ+=AddToString(CGI->buildh->buildings[ci->town->subID][8]->Name()+" %+d",descr,summ/2);
 
- 			summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, //double growth or plague
 
- 				summ * CGI->creh->creatures[crid]->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100);
 
- 			summ+=AddToString(CGI->generaltexth->artifNames[133] + " %+d",descr,
 
- 				summ * ci->town->valOfGlobalBonuses
 
- 				(Selector::type(Bonus::CREATURE_GROWTH_PERCENT) && Selector::sourceType(Bonus::ARTIFACT))/100); //Statue of Legion 
 
- 			if(ci->town->town->hordeLvl[0]==level)//horde, x to summ
 
- 			if((bld.find(18)!=bld.end()) || (bld.find(19)!=bld.end()))
 
- 				summ+=AddToString(CGI->buildh->buildings[ci->town->subID][18]->Name()+" %+d",descr,
 
- 					CGI->creh->creatures[crid]->hordeGrowth);
 
- 			if(ci->town->town->hordeLvl[1]==level)//horde, x to summ
 
- 			if((bld.find(24)!=bld.end()) || (bld.find(25)!=bld.end()))
 
- 				summ+=AddToString(CGI->buildh->buildings[ci->town->subID][24]->Name()+" %+d",descr,
 
- 					CGI->creh->creatures[crid]->hordeGrowth);
 
- 			cnt = 0;
 
- 			std::vector< const CGDwelling * > myDwellings = LOCPLINT->cb->getMyDwellings();
 
- 			for (std::vector<const CGDwelling*>::const_iterator it = myDwellings.begin(); it != myDwellings.end(); ++it)
 
- 				if (CGI->creh->creatures[ci->town->town->basicCreatures[level]]->idNumber == (*it)->creatures[0].second[0])
 
- 					cnt++;//external dwellings count to summ
 
- 			summ+=AddToString(CGI->generaltexth->allTexts[591],descr,cnt);
 
- 			const CGHeroInstance * ch = ci->town->garrisonHero;
 
- 			BonusList bl;
 
- 			for (cnt = 0; cnt<2; cnt++) // "loop" to avoid copy-pasting code
 
- 			{
 
- 				if(ch)
 
- 				{
 
- 					ch->getBonuses(bl, Selector::type(Bonus::CREATURE_GROWTH) && Selector::subtype(level) && Selector::sourceType(Bonus::ARTIFACT), ch);
 
- 				};
 
- 				ch = ci->town->visitingHero;
 
- 			};
 
- 			if (bl.size())
 
- 				summ+=AddToString (CGI->arth->artifacts[bl.front().id]->Name()+" %+d", descr, bl.totalValue());
 
- 			
 
- 			//TODO: player bonuses
 
- 			if(bld.find(26)!=bld.end()) //grail - +50% to ALL growth
 
- 				summ+=AddToString(CGI->buildh->buildings[ci->town->subID][26]->Name()+" %+d",descr,summ/2);
 
- 			summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, CGI->creh->creatures[crid]->valOfBonuses(Bonus::CREATURE_GROWTH));
 
- 		}
 
- 		CInfoPopup *mess = new CInfoPopup();//creating popup
 
- 		mess->free = true;
 
- 		mess->bitmap = CMessage::drawBoxTextBitmapSub
 
- 		(LOCPLINT->playerID, descr,graphics->bigImgs[crid],"");
 
- 		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::CCreaInfo::show(SDL_Surface * to)
 
- {
 
- 	blitAt(graphics->smallImgs[crid],pos.x+8,pos.y,to);
 
- 	std::ostringstream oss;
 
- 	oss << '+' << LOCPLINT->castleInt->town->creatureGrowth(level);
 
- 	CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+40,FONT_SMALL,zwykly,to);
 
- }
 
- CCastleInterface::CTownInfo::~CTownInfo()
 
- {
 
- 	delete pic;
 
- }
 
- CCastleInterface::CTownInfo::CTownInfo(int BID)
 
- {
 
- 	used = LCLICK | RCLICK | HOVER;
 
- 	CCastleInterface * ci=LOCPLINT->castleInt;
 
- 	switch (BID)
 
- 	{
 
- 		case 0:	//hall
 
- 			bid = 10 + ci->town->hallLevel();
 
- 			pos.x = ci->pos.x+80; pos.y = ci->pos.y+413; pos.w=40; pos.h=40;
 
- 			pic = CDefHandler::giveDef("ITMTL.DEF");
 
- 			break;
 
- 		case 1: //fort
 
- 			bid = 6 + ci->town->fortLevel();
 
- 			pos.x = ci->pos.x+122; pos.y = ci->pos.y+413; pos.w=40; pos.h=40;
 
- 			pic = CDefHandler::giveDef("ITMCL.DEF");
 
- 			break;
 
- 		case 2:	pos.x = ci->pos.x+164;pos.y = ci->pos.y+409; pos.w=64; pos.h=44;
 
- 			pic = NULL;
 
- 			bid = 14;
 
- 			break;
 
- 	}
 
- }
 
- void CCastleInterface::CTownInfo::hover(bool on)
 
- {
 
- 	if(on)
 
- 	{
 
- 		std::string descr;
 
- 		if ( bid == 6 ) {} //empty "no fort" icon. no hover message
 
- 		else 
 
- 		if ( bid == 14 ) //marketplace/income icon
 
- 			descr = CGI->generaltexth->allTexts[255];
 
- 		else
 
- 			descr = CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][bid]->Name();
 
- 		GH.statusbar->print(descr);
 
- 	}
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- void CCastleInterface::CTownInfo::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(previousState && (!down))
 
- 		if (LOCPLINT->castleInt->town->builtBuildings.find(bid)!=LOCPLINT->castleInt->town->builtBuildings.end())
 
- 			LOCPLINT->castleInt->buildingClicked(bid);//activate building
 
- }
 
- void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 	{	
 
- 		if (( bid == 6 ) || ( bid == 14) )
 
- 			return;
 
- 		CInfoPopup *mess = new CInfoPopup();
 
- 		mess->free = true;
 
- 		CCastleInterface * ci=LOCPLINT->castleInt;
 
- 		CBuilding *bld = CGI->buildh->buildings[ci->town->subID][bid];
 
- 		mess->bitmap = CMessage::drawBoxTextBitmapSub
 
- 			(LOCPLINT->playerID,bld->Description(),
 
- 			LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,
 
- 			bld->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::CTownInfo::show(SDL_Surface * to)
 
- {
 
- 	if ( bid == 14 )//marketplace/income
 
- 	{
 
- 		std::ostringstream oss;
 
- 		oss << LOCPLINT->castleInt->town->dailyIncome();
 
- 		CSDL_Ext::printAtMiddle(oss.str(),pos.x+33,pos.y+34,FONT_SMALL,zwykly,to);
 
- 	}
 
- 	else if ( bid == 6 )//no fort
 
- 		blitAt(pic->ourImages[3].bitmap,pos.x,pos.y,to);
 
- 	else if (bid < 10)//fort-castle
 
- 		blitAt(pic->ourImages[bid-7].bitmap,pos.x,pos.y,to);
 
- 	else//town halls
 
- 		blitAt(pic->ourImages[bid-10].bitmap,pos.x,pos.y,to);
 
- }
 
- void CCastleInterface::showRecruitmentWindow( int level )
 
- {
 
- 	assert(level >= 0 && level < town->creatures.size());
 
- 	CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2,level), -87);
 
- 	GH.pushInt(rw);
 
- }
 
- void CCastleInterface::enterMageGuild()
 
- {
 
- 	GH.pushInt(new CMageGuildScreen(this));
 
- }
 
- void CCastleInterface::enterTavern()
 
- {
 
- 	LOCPLINT->showTavernWindow(town);
 
- }
 
- 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 < LOCPLINT->towns.size() - 1)
 
- 		{
 
- 			townlist->selected++;
 
- 			townlist->from++;
 
- 			townChange();
 
- 		}
 
- 		break;
 
- 	case SDLK_SPACE:
 
- 		if(town->visitingHero && town->garrisonHero)
 
- 		{
 
- 			LOCPLINT->cb->swapGarrisonHero(town);
 
- 		}
 
- 		break;
 
- 	default:
 
- 		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 if(state==5)//"already builded today" message
 
- 			toPrint = CGI->generaltexth->allTexts[223];
 
- 		else
 
- 			toPrint = CGI->generaltexth->hcommands[state];
 
- 		std::vector<std::string> name;
 
- 		name.push_back(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][BID]->Name());
 
- 		GH.statusbar->print(CSDL_Ext::processStr(toPrint,name));
 
- 	}
 
- 	else
 
- 		GH.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;
 
- 	if (( (BID == 18) && (vstd::contains(ci->town->builtBuildings,(ci->town->town->hordeLvl[0]+37))))
 
- 	||  ( (BID == 24) && (vstd::contains(ci->town->builtBuildings,(ci->town->town->hordeLvl[1]+37)))) )
 
- 		blitAt(ci->bicons->ourImages[BID+1].bitmap,pos.x,pos.y,to);		
 
- 	else
 
- 		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, FONT_SMALL,zwykly,to);
 
- }
 
- CHallInterface::CBuildingBox::~CBuildingBox()
 
- {
 
- }
 
- CHallInterface::CBuildingBox::CBuildingBox(int id)
 
- 	:BID(id)
 
- {
 
- 	used = LCLICK | RCLICK | HOVER;
 
- 	pos.w = 150;
 
- 	pos.h = 88;
 
- }
 
- CHallInterface::CBuildingBox::CBuildingBox(int id, int x, int y)
 
- 	:BID(id)
 
- {
 
- 	used = LCLICK | RCLICK | HOVER;
 
- 	pos.x = x;
 
- 	pos.y = y;
 
- 	pos.w = 150;
 
- 	pos.h = 88;
 
- }
 
- CHallInterface::CHallInterface(CCastleInterface * owner)
 
- {
 
- 	resdatabar = new CMinorResDataBar;
 
- 	pos = owner->pos;
 
- 	resdatabar->pos.x += pos.x;
 
- 	resdatabar->pos.y += pos.y;
 
- 	LOCPLINT->castleInt->statusbar->clear();
 
- 	bg = BitmapHandler::loadBitmap(CGI->buildh->hall[owner->town->subID].first);
 
- 	bid = owner->town->hallLevel()+10;
 
- 	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
 
- 	exit = new AdventureMapButton
 
- 		(CGI->generaltexth->hcommands[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 building not build or this is unupgraded horde
 
- 				if(!vstd::contains(owner->town->builtBuildings,bid) || bid==18 || bid == 24)
 
- 				{
 
- 					int x = 34 + 194*j,
 
- 						y = 37 + 104*i,
 
- 						ID = bid;
 
- 					if (( bid == 18 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[0]+37))
 
- 					 || ( bid == 24 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[1]+37)))
 
- 						continue;//we have upgraded dwelling, horde description should be for upgraded creatures
 
- 					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));
 
- 					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.popInts(LOCPLINT->castleInt->winMode == 2? 2 : 1 );
 
- }
 
- void CHallInterface::show(SDL_Surface * to)
 
- {
 
- 	blitAt(bg,pos,to);
 
- 	LOCPLINT->castleInt->statusbar->show(to);
 
- 	printAtMiddle(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][bid]->Name(),399+pos.x,12+pos.y,FONT_MEDIUM,zwykly,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;
 
- 	LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,building);
 
- 	GH.popInts(LOCPLINT->castleInt->winMode == 2? 3 : 2 ); //we - build window and hall screen
 
- }
 
- 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> reqs= LOCPLINT->cb->getBuildingRequiments(LOCPLINT->castleInt->town, bid);
 
- 			bool first=true;
 
- 			for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
 
- 			{
 
- 				if (vstd::contains(LOCPLINT->castleInt->town->builtBuildings, *i))
 
- 					continue;//skipping constructed buildings
 
- 				ret+=(((first)?(" "):(", ")) + CGI->buildh->buildings[tid][*i]->Name());
 
- 				first = false;//TODO - currently can return "Mage guild lvl 1, MG lvl 2..." - extra check needed
 
- 			}
 
- 		}
 
- 	}
 
- 	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,FONT_MEDIUM,43,zwykly,bitmap);
 
- 	CSDL_Ext::printAtMiddleWB(getTextForState(state),199,248,FONT_SMALL,50,zwykly,bitmap);
 
- 	CSDL_Ext::printAtMiddle(CSDL_Ext::processStr(CGI->generaltexth->hcommands[7],pom),197,30,FONT_BIG,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 : 340;
 
- 	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+47,FONT_SMALL,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+47,FONT_SMALL,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<crePics.size(); 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);
 
- 	GH.statusbar->show(to);
 
- }
 
- void CFortScreen::activate()
 
- {
 
- 	GH.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.popInts(LOCPLINT->castleInt->winMode == 3? 2 : 1 );
 
- }
 
- CFortScreen::CFortScreen( CCastleInterface * owner )
 
- {
 
- 	if (owner->town->creatures.size() > CREATURES_PER_TOWN 
 
- 	        && owner->town->creatures[CREATURES_PER_TOWN].second.size() )//dungeon with active portal
 
- 		fortSize = CREATURES_PER_TOWN+1;
 
- 	else
 
- 		fortSize = CREATURES_PER_TOWN;
 
- 	resdatabar = new CMinorResDataBar;
 
- 	pos = owner->pos;
 
- 	bg = NULL;
 
- 	LOCPLINT->castleInt->statusbar->clear();
 
- 	std::string temp = CGI->generaltexth->fcommands[6];
 
- 	boost::algorithm::replace_first(temp,"%s",CGI->buildh->buildings[owner->town->subID][owner->town->fortLevel()+6]->Name());
 
- 	exit = new AdventureMapButton(temp,"",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);
 
- 	if (fortSize == CREATURES_PER_TOWN)
 
- 		positions += genRect(126,386,206,421);
 
- 	else
 
- 		positions += genRect(126,386,10,421),genRect(126,386,404,421);
 
- 	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;
 
- 	if (fortSize == CREATURES_PER_TOWN)
 
- 		bg2 = BitmapHandler::loadBitmap("TPCASTL7.bmp");
 
- 	else
 
- 		bg2 = BitmapHandler::loadBitmap("TPCASTL8.bmp");
 
- 		
 
- 	SDL_Surface *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,FONT_MEDIUM,zwykly,bg);
 
- 	for(int i=0;i<fortSize; i++)
 
- 	{
 
- 		int dwelling;// ID of buiding with this creature
 
- 		CCreature *c;
 
- 		bool present = true;
 
- 		if ( i < CREATURES_PER_TOWN )
 
- 		{
 
- 			bool upgraded = owner->town->creatureDwelling(i,true);
 
- 			present = owner->town->creatureDwelling(i,false);
 
- 			c = CGI->creh->creatures[upgraded ? owner->town->town->upgradedCreatures[i] : owner->town->town->basicCreatures[i]];
 
- 			dwelling = 30+i+upgraded*7;
 
- 		}
 
- 		else
 
- 		{
 
- 			c = CGI->creh->creatures[owner->town->creatures[i].second[0]];
 
- 			dwelling = 22;//Portal of summon
 
- 		}
 
- 		printAtMiddle(c->namePl,positions[i].x+79,positions[i].y+10,FONT_SMALL,zwykly,bg); //cr. name
 
- 		blitAt(owner->bicons->ourImages[dwelling].bitmap,positions[i].x+4,positions[i].y+21,bg); //dwelling pic
 
- 		printAtMiddle(CGI->buildh->buildings[owner->town->subID][dwelling]->Name(),positions[i].x+79,positions[i].y+100,FONT_SMALL,zwykly,bg); //dwelling name
 
- 		if(present) //if creature is present print available quantity
 
- 		{
 
- 			SDL_itoa(owner->town->creatures[i].first,buf,10);
 
- 			printAtMiddle(CGI->generaltexth->allTexts[217] + buf,positions[i].x+79,positions[i].y+118,FONT_SMALL,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,FONT_SMALL,zwykly,bg);
 
- 		SDL_itoa(c->Attack(),buf,10);
 
- 		printTo(buf,positions[i].x+381,positions[i].y+21,FONT_SMALL,zwykly,bg);
 
- 		//defense
 
- 		printAt(CGI->generaltexth->allTexts[191],positions[i].x+288,positions[i].y+25,FONT_SMALL,zwykly,bg);
 
- 		SDL_itoa(c->Defense(),buf,10);
 
- 		printTo(buf,positions[i].x+381,positions[i].y+41,FONT_SMALL,zwykly,bg);
 
- 		//damage
 
- 		printAt(CGI->generaltexth->allTexts[199],positions[i].x+288,positions[i].y+46,FONT_SMALL,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);
 
- 		printTo(buf,positions[i].x+381,positions[i].y+62,FONT_SMALL,zwykly,bg);
 
- 		//health
 
- 		printAt(CGI->generaltexth->zelp[439].first,positions[i].x+288,positions[i].y+66,FONT_SMALL,zwykly,bg);
 
- 		SDL_itoa(c->MaxHealth(),buf,10);
 
- 		printTo(buf,positions[i].x+381,positions[i].y+82,FONT_SMALL,zwykly,bg);
 
- 		//speed
 
- 		printAt(CGI->generaltexth->zelp[441].first,positions[i].x+288,positions[i].y+87,FONT_SMALL,zwykly,bg);
 
- 		SDL_itoa(c->valOfBonuses(Bonus::STACKS_SPEED), buf,10);
 
- 		printTo(buf,positions[i].x+381,positions[i].y+103,FONT_SMALL,zwykly,bg);
 
- 		if(present)//growth
 
- 		{
 
- 			printAt(CGI->generaltexth->allTexts[194],positions[i].x+288,positions[i].y+107,FONT_SMALL,zwykly,bg);
 
- 			SDL_itoa(owner->town->creatureGrowth(i),buf,10);
 
- 			printTo(buf,positions[i].x+381,positions[i].y+123,FONT_SMALL,zwykly,bg);
 
- 		}
 
- 		if(first)
 
- 		{
 
- 			crePics.push_back(new CCreaturePic(c,false));
 
- 			if(present)
 
- 			{
 
- 				recAreas.push_back(new RecArea(i));
 
- 				recAreas.back()->pos = positions[i] + pos;
 
- 			}
 
- 		}
 
- 	}
 
- 	SDL_FreeSurface(icons);
 
- }
 
- void CFortScreen::RecArea::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(!down && previousState)
 
- 		LOCPLINT->castleInt->showRecruitmentWindow(level);
 
- }
 
- 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");
 
- 	LOCPLINT->castleInt->statusbar->clear();
 
- 	exit = new AdventureMapButton(CGI->generaltexth->allTexts[593],"",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);
 
- 	GH.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 SComponent(SComponent::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)
 
- {
 
- 	//Hoverable::hover(on);
 
- 	if(on)
 
- 		GH.statusbar->print(spell->name);
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- 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,FONT_MEDIUM,tytulowy,bmp);
 
- 	printAtMiddle(CGI->generaltexth->jktexts[43],165,218,FONT_MEDIUM,zwykly,bmp); //resource cost
 
- 	SDL_itoa(CGI->arth->artifacts[aid]->price,pom,10);
 
- 	printAtMiddle(pom,165,290,FONT_MEDIUM,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);
 
- }
 
 
  |