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| /* * 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 * */#include "StdInc.h"#include "CCastleInterface.h"#include "CAdvmapInterface.h"#include "CHeroWindow.h"#include "CTradeWindow.h"#include "GUIClasses.h"#include "../CBitmapHandler.h"#include "../CGameInfo.h"#include "../CMessage.h"#include "../CMusicHandler.h"#include "../CPlayerInterface.h"#include "../Graphics.h"#include "../gui/CGuiHandler.h"#include "../gui/SDL_Extensions.h"#include "../windows/InfoWindows.h"#include "../widgets/MiscWidgets.h"#include "../widgets/CComponent.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/spells/CSpellHandler.h"#include "../../lib/CTownHandler.h"#include "../../lib/GameConstants.h"#include "../../lib/mapObjects/CGHeroInstance.h"#include "../../lib/mapObjects/CGTownInstance.h"const CBuilding * CBuildingRect::getBuilding(){	if (!str->building)		return nullptr;	if (str->hiddenUpgrade) // hidden upgrades, e.g. hordes - return base (dwelling for hordes)		return town->town->buildings.at(str->building->getBase());	return str->building;}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 = nullptr;	if (!str->areaName.empty())		area = BitmapHandler::loadBitmap(str->areaName);	else		area = nullptr;}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 = nullptr;			GH.statusbar->clear();		}	}}void CBuildingRect::clickLeft(tribool down, bool previousState){	if( previousState && getBuilding() && area && !down && (parent->selectedBuilding==this))		if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image			parent->buildingClicked(getBuilding()->bid);}void CBuildingRect::clickRight(tribool down, bool previousState){	if((!area) || (!((bool)down)) || (this!=parent->selectedBuilding) || getBuilding() == nullptr)		return;	if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image	{		BuildingID bid = getBuilding()->bid;		const CBuilding *bld = town->town->buildings.at(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);	ret.a = a.a*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;		}		if (border->format->palette != nullptr)		{			// 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 CBuildingRect::getSubtitle()//hover text for building{	if (!getBuilding())		return "";	int bid = getBuilding()->bid;	if (bid<30)//non-dwellings - only buiding name		return town->town->buildings.at(getBuilding()->bid)->Name();	else//dwellings - recruit %creature%	{		auto & availableCreatures = town->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.at(creaID)->namePl;		}		else		{			logGlobal->warn("Dwelling with id %d offers no creatures!", bid);			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 = nullptr;				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->setText(getSubtitle());			}		}	}}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.at(Town->creatures.at(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.at(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->setText(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) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)				{					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();				hero = other->hero;			}		}		else if(hero)		{			setHighlight(true);			owner->garr->selectSlot(nullptr);			showAll(screen2);		}		hover(false);hover(true); //refresh statusbar	}}void CHeroGSlot::clickRight(tribool down, bool previousState){	if(hero && down)	{		GH.pushInt(new CInfoBoxPopup(Point(pos.x + 175, pos.y + 100), hero));	}}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 | RCLICK | 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(auto & elem : owner->garr->splitButtons) //splitting enabled when slot higlighted			elem->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 = nullptr;}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(nullptr){	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	for(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))	{		auto bayPos = town->bestLocation();		if(!bayPos.valid())			logGlobal->warn("Shipyard in non-coastal town!");		std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(bayPos, false);		//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);		}	}	for(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);		}	}	for(auto & entry : groups)	{		const CBuilding * build = town->town->buildings.at(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.at(building)->getBase();	recreate();	auto & structures = groups.at(base);	for(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);	for(CBuildingRect * str : buildings)		str->show(to);}void CCastleBuildings::showAll(SDL_Surface * to){	CIntObject::showAll(to);	for(CBuildingRect * str : buildings)		str->showAll(to);}const CGHeroInstance* CCastleBuildings::getHero(){	if (town->visitingHero)		return town->visitingHero;	if (town->garrisonHero)		return town->garrisonHero;	return nullptr;}void CCastleBuildings::buildingClicked(BuildingID building){	logGlobal->trace("You've clicked on %d", (int)building.toEnum());	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:				if(town->shipyardStatus() == IBoatGenerator::GOOD)					LOCPLINT->showShipyardDialog(town);				else if(town->shipyardStatus() == IBoatGenerator::BOAT_ALREADY_BUILT)					LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]);				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);	CreatureID cre = artifactID.toArtifact()->warMachine;	GH.pushInt(new CBlacksmithDialog(possible, cre, 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(true);	for(auto & Town : Towns)	{		const CGTownInstance *t = Town;		if (t->id != this->town->id && t->visitingHero == nullptr && //another town, empty and this is			t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))		{			availableTowns.push_back(t->id.getNum());//add to the list		}	}	auto gateIcon = new CAnimImage(town->town->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window	GH.pushInt (new CObjectListWindow(availableTowns, gateIcon, CGI->generaltexth->jktexts[40],	    CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1)));}void CCastleBuildings::enterDwelling(int level){	assert(level >= 0 && level < town->creatures.size());	auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); };	GH.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, -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 = [this](){ openMagesGuild(); };			CFunctionList<void()> onNo = onYes;			onYes += [hero](){ LOCPLINT->cb->buyArtifact(hero, ArtifactID::SPELLBOOK); };			std::vector<CComponent*> components(1, new CComponent(CComponent::artifact,ArtifactID::SPELLBOOK,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?										[&](){ LOCPLINT->cb->buildBuilding(town, BuildingID::GRAIL); },										[&](){ openTownHall(); },										true);		}		else		{			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);			dynamic_cast<CInfoWindow*>(GH.topInt())->buttons[0]->addCallback(std::bind(&CCastleBuildings::openTownHall, this));		}	}	else	{		openTownHall();	}}void CCastleBuildings::openMagesGuild(){	std::string mageGuildBackground;	mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground;	GH.pushInt(new CMageGuildScreen(LOCPLINT->castleInt,mageGuildBackground));}void CCastleBuildings::openTownHall(){	GH.pushInt(new CHallInterface(town));}CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from):	CWindowObject(PLAYER_COLORED | BORDERED),	hall(nullptr),	fort(nullptr),	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);	garr->type |= REDRAW_PARENT;	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 CButton(Point(744, 544), "TSBTNS", CButton::tooltip(CGI->generaltexth->tcommands[8]), [&](){close();}, SDLK_RETURN);	exit->assignedKeys.insert(SDLK_ESCAPE);	exit->setImageOrder(4, 5, 6, 7);	split = new CButton(Point(744, 382), "TSBTNS.DEF", CButton::tooltip(CGI->generaltexth->tcommands[3]), [&](){garr->splitClick();});	split->addCallback(std::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 = std::bind(&CCastleInterface::townChange, this);	recreateIcons();	CCS->musich->playMusic(town->town->clientInfo.musicTheme, true);}CCastleInterface::~CCastleInterface(){	LOCPLINT->castleInt = nullptr;}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);	LOCPLINT->eraseCurrentPathOf(town->visitingHero, false);}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);	TResources townIncome = town->dailyIncome();	income->setText(boost::lexical_cast<std::string>(townIncome[Res::GOLD]));	hall = new CTownInfo( 80, 413, town, true);	fort = new CTownInfo(122, 413, town, false);	for (auto & elem : creainfo)		delete elem;	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 = nullptr;		picture = nullptr;		creature = nullptr;		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->setText(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->setText(message);	}	else if (message == GH.statusbar->getText())		GH.statusbar->clear();}void CCreaInfo::clickLeft(tribool down, bool previousState){	if(previousState && (!down))	{		int offset = LOCPLINT->castleInt? (-87) : 0;		auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); };		GH.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, 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());	for(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(nullptr){	OBJ_CONSTRUCTION_CAPTURING_ALL;	addUsedEvents(RCLICK | HOVER);	pos.x += posX;	pos.y += posY;	int buildID;	picture = nullptr;	if (townHall)	{		buildID = 10 + town->hallLevel();		picture = new CAnimImage("ITMTL.DEF", town->hallLevel());	}	else	{		buildID = 6 + town->fortLevel();		if (buildID == 6)			return;//FIXME: suspicious statement, fix or comment		picture = new CAnimImage("ITMCL.DEF", town->fortLevel()-1);	}	building = town->town->buildings.at(BuildingID(buildID));	pos = picture->pos;}void CTownInfo::hover(bool on){	if(on)	{		if ( building )			GH.statusbar->setText(building->Name());	}	else		GH.statusbar->clear();}void CTownInfo::clickRight(tribool down, bool previousState){	if(building && down)		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);			for(const CStructure * str : town->town->clientInfo.structures)			{				if (str->building)					logGlobal->error("%d -> %d", 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);			for(const CStructure * str : town->town->clientInfo.structures)			{				if (str->building)					logGlobal->error("%d -> %d", 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 || state == EBuildingState::MISSING_BASE)			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->setText(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);	static int panelIndex[12] = { 3,  3,  3, 0, 0, 2, 2,  1, 2, 2,  3,  3};	static int  iconIndex[12] = {-1, -1, -1, 0, 0, 1, 2, -1, 1, 1, -1, -1};	new CAnimImage(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2);	new CAnimImage("TPTHBAR", panelIndex[state], 0,   1, 73);	if (iconIndex[state] >=0)		new CAnimImage("TPTHCHK",  iconIndex[state], 0, 136, 56);	new CLabel(75, 81, FONT_SMALL, CENTER, Colors::WHITE, building->Name());	//todo: add support for all possible states	if(state >= EBuildingState::BUILDING_ERROR)		state = EBuildingState::FORBIDDEN;}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.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->Name());	exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->hcommands[8]), [&](){close();}, 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 = nullptr;			for(auto & buildingID : boxList[row][col])//we are looking for the first not built structure			{				const CBuilding * current = town->town->buildings.at(buildingID);				if(vstd::contains(town->builtBuildings, buildingID))				{					building = current;				}				else				{					if(current->mode == CBuilding::BUILD_NORMAL)					{						building = current;						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 < EBuildingState::ALLOWED)		ret =  CGI->generaltexth->hcommands[state];	switch (state)	{	case EBuildingState::ALREADY_PRESENT:	case EBuildingState::CANT_BUILD_TODAY:	case EBuildingState::NO_RESOURCES:		ret.replace(ret.find_first_of("%s"), 2, building->Name());		break;	case EBuildingState::ALLOWED:		return CGI->generaltexth->allTexts[219]; //all prereq. are met	case EBuildingState::PREREQUIRES:		{			auto toStr = [&](const BuildingID build) -> std::string			{				return town->town->buildings.at(build)->Name();			};			ret = CGI->generaltexth->allTexts[52];			ret += "\n" + town->genBuildingRequirements(building->bid).toString(toStr);			break;		}	case EBuildingState::MISSING_BASE:		{			std::string msg = CGI->generaltexth->localizedTexts["townHall"]["missingBase"].String();			ret = boost::str(boost::format(msg) % town->town->buildings.at(building->upgrade)->Name());			break;		}	}	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		std::string tooltipYes = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % building->Name());		std::string tooltipNo  = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->Name());		CButton * buy = new CButton(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes), [&](){ buyFunc(); }, SDLK_RETURN);		buy->borderColor = boost::make_optional(Colors::METALLIC_GOLD);		buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner);		CButton * cancel = new CButton(Point(290, 445), "ICANCEL", CButton::tooltip(tooltipNo), [&](){ close();}, SDLK_ESCAPE);		cancel->borderColor = boost::make_optional(Colors::METALLIC_GOLD);	}}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.at(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 CButton(Point(748, 556), "TPMAGE1", CButton::tooltip(text), [&](){ close(); }, SDLK_RETURN);	exit->assignedKeys.insert(SDLK_ESCAPE);	std::vector<Point> 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.push_back(Point(206,421));	else	{		positions.push_back(Point(10, 421));		positions.push_back(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, 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 (auto & elem : recAreas)		elem->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->setText(hoverText);	else	{		GH.statusbar->clear();		parent->hovered = false;	}}const CCreature * CFortScreen::RecruitArea::getMyCreature(){	if (!town->creatures.at(level).second.empty()) // built		return VLC->creh->creatures[town->creatures.at(level).second.back()];	if (!town->town->creatures.at(level).empty()) // there are creatures on this level		return VLC->creh->creatures[town->town->creatures.at(level).front()];	return nullptr;}const CBuilding * CFortScreen::RecruitArea::getMyBuilding(){	BuildingID myID = BuildingID(BuildingID::DWELL_FIRST).advance(level);	if (level == GameConstants::CREATURES_PER_TOWN)		return town->town->buildings.at(BuildingID::PORTAL_OF_SUMMON);	if (!town->town->buildings.count(myID))		return nullptr;	const CBuilding * build = town->town->buildings.at(myID);	while (town->town->buildings.count(myID))	{		if (town->hasBuilt(myID))			build = town->town->buildings.at(myID);		myID.advance(GameConstants::CREATURES_PER_TOWN);	}	return build;}CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *Town, int Level):	town(Town),	level(Level),	availableCount(nullptr){	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);	if (getMyBuilding() != nullptr)	{		new CAnimImage(town->town->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21);		new CLabel(78, 101, FONT_SMALL, CENTER, Colors::WHITE, getMyBuilding()->Name());		if (vstd::contains(town->builtBuildings, getMyBuilding()->bid))		{			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);		}	}	if (getMyCreature() != nullptr)	{		hoverText = boost::str(boost::format(CGI->generaltexth->tcommands[21]) % getMyCreature()->namePl);		new CCreaturePic(159, 4, getMyCreature(), false);		new CLabel(78,  11, FONT_SMALL, CENTER, Colors::WHITE, getMyCreature()->namePl);		Rect sizes(287, 4, 96, 18);		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], getMyCreature()->Attack()));		sizes.y+=20;		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], getMyCreature()->Defense()));		sizes.y+=21;		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], getMyCreature()->getMinDamage(), getMyCreature()->getMaxDamage()));		sizes.y+=20;		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], getMyCreature()->MaxHealth()));		sizes.y+=21;		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], getMyCreature()->valOfBonuses(Bonus::STACKS_SPEED)));		sizes.y+=20;		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level)));	}}void CFortScreen::RecruitArea::hover(bool on){	if(on)		GH.statusbar->setText(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->setText(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,std::string imagem) :CWindowObject(BORDERED,imagem){	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 CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->allTexts[593]), [&](){ close(); }, SDLK_RETURN);	exit->assignedKeys.insert(SDLK_ESCAPE);	static const std::vector<std::vector<Point> > positions =	{		{Point(222,445), Point(312,445), Point(402,445), Point(520,445), Point(610,445), Point(700,445)},		{Point(48,53),   Point(48,147),  Point(48,241),  Point(48,335),  Point(48,429)},		{Point(570,82),  Point(672,82),  Point(570,157), Point(672,157)},		{Point(183,42),  Point(183,148), Point(183,253)},		{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->objects[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->getLevelInfo(0).description, new CComponent(CComponent::spell,spell->id));}void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState){	if(down)		CRClickPopup::createAndPush(spell->getLevelInfo(0).description, new CComponent(CComponent::spell, spell->id));}void CMageGuildScreen::Scroll::hover(bool on){	if(on)		GH.statusbar->setText(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 CButton(Point(42, 312), "IBUY30.DEF", CButton::tooltip(text), [&](){ close(); }, SDLK_RETURN);	text = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % creature->nameSing);	cancel = new CButton(Point(224, 312), "ICANCEL.DEF", CButton::tooltip(text), [&](){ close(); }, SDLK_ESCAPE);	if(possible)		buy->addCallback([=](){ LOCPLINT->cb->buyArtifact(LOCPLINT->cb->getHero(hid),aid); });	else		buy->block(true);	new CAnimImage("RESOURCE", 6, 0, 148, 244);}
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