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