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							- #include "../stdafx.h"
 
- #include <boost/algorithm/string.hpp>
 
- #include <boost/algorithm/string/replace.hpp>
 
- #include <boost/assign/std/vector.hpp>
 
- #include <boost/format.hpp>
 
- #include <boost/lexical_cast.hpp>
 
- #include "CCastleInterface.h"
 
- #include "../CCallback.h"
 
- #include "../lib/CArtHandler.h"
 
- #include "../lib/CBuildingHandler.h"
 
- #include "../lib/CCreatureHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CObjectHandler.h"
 
- #include "../lib/CSpellHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "AdventureMapButton.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 "SDL_Extensions.h"
 
- using namespace boost::assign;
 
- /*
 
-  * CCastleInterface.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID
 
- {
 
- 	const CGTownInstance * t = LOCPLINT->castleInt->town;
 
- 	switch (bid)
 
- 	{
 
- 		case 18: return t->town->hordeLvl[0] + 30;
 
- 		case 19: return t->town->hordeLvl[0] + 37;
 
- 		case 24: return t->town->hordeLvl[1] + 30;
 
- 		case 25: return t->town->hordeLvl[1] + 37;
 
- 		default: return bid;
 
- 	}
 
- }
 
- CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const Structure *Str)
 
- 	:CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE | CShowableAnim::USE_RLE),
 
- 	parent(Par),
 
- 	town(Town),
 
- 	str(Str),
 
- 	stateCounter(80)
 
- {
 
- 	recActions = ACTIVATE | DEACTIVATE | DISPOSE | SHARE_POS;
 
- 	used |= LCLICK | RCLICK | HOVER;
 
- 	pos.x += str->pos.x;
 
- 	pos.y += str->pos.y;
 
- 	if (!str->borderName.empty())
 
- 		border = BitmapHandler::loadBitmap(str->borderName, true);
 
- 	else
 
- 		border = NULL;
 
- 	if (!str->areaName.empty())
 
- 		area = BitmapHandler::loadBitmap(str->areaName);
 
- 	else
 
- 		area = NULL;
 
- }
 
- CBuildingRect::~CBuildingRect()
 
- {
 
- 	SDL_FreeSurface(border);
 
- 	SDL_FreeSurface(area);
 
- }
 
- bool CBuildingRect::operator<(const CBuildingRect & p2) const
 
- {
 
- 	if(str->pos.z != p2.str->pos.z)
 
- 		return (str->pos.z) < (p2.str->pos.z);
 
- 	else
 
- 		return (str->ID) < (p2.str->ID);
 
- }
 
- void CBuildingRect::hover(bool on)
 
- {
 
- 	if(on)
 
- 	{
 
- 		if(!(active & MOVE))
 
- 			changeUsedEvents(MOVE, true, true);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(active & MOVE)
 
- 			changeUsedEvents(MOVE, false, true);
 
- 		if(parent->selectedBuilding == this)
 
- 		{
 
- 			parent->selectedBuilding = NULL;
 
- 			GH.statusbar->clear();
 
- 		}
 
- 	}
 
- }
 
- void CBuildingRect::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if( previousState && !down && area && (parent->selectedBuilding==this) )
 
- 		if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
 
- 			parent->buildingClicked(str->ID);
 
- }
 
- void CBuildingRect::clickRight(tribool down, bool previousState)
 
- {
 
- 	if((!area) || (!((bool)down)) || (this!=parent->selectedBuilding))
 
- 		return;
 
- 	if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
 
- 	{
 
- 		int bid = hordeToDwellingID(str->ID);
 
- 		const CBuilding *bld = CGI->buildh->buildings[str->townID].find(bid)->second;
 
- 		if (bid < Buildings::DWELL_FIRST)
 
- 		{
 
- 			std::vector<SComponent*> comps(1,
 
- 			new SComponent(SComponent::building, bld->tid, bld->bid,
 
- 			               LOCPLINT->castleInt->bicons->ourImages[bld->bid].bitmap, false));
 
- 			CRClickPopup::createAndPush(bld->Description(), comps);
 
- 		}
 
- 		else
 
- 		{
 
- 			int level = ( bid - Buildings::DWELL_FIRST ) % 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, float 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 unsigned int stageDelay = 16;
 
- 	const unsigned int S1_TRANSP  = 16; //0.5 sec building appear 0->100 transparency
 
- 	const unsigned int S2_WHITE_B = 32; //0.5 sec border glows from white to yellow
 
- 	const unsigned int S3_YELLOW_B= 48; //0.5 sec border glows from yellow to normal
 
- 	const unsigned int 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};
 
- 		unsigned int 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, float(stateCounter%stageDelay)/stageDelay);
 
- 		else
 
- 		if (stateCounter < S3_YELLOW_B)
 
- 			newColor = multiplyColors(c2, c3, float(stateCounter%stageDelay)/stageDelay);
 
- 		else
 
- 			newColor = oldColor;
 
- 		SDL_SetColors(border, &newColor, colorID, 1);
 
- 		blitAtLoc(border,0,0,to);
 
- 		SDL_SetColors(border, &oldColor, colorID, 1);
 
- 	}
 
- 	if (stateCounter < BUILDED)
 
- 		stateCounter++;
 
- }
 
- void CBuildingRect::showAll(SDL_Surface *to)
 
- {
 
- 	if (stateCounter == 0)
 
- 		return;
 
- 	CShowableAnim::showAll(to);
 
- 	if(!active && parent->selectedBuilding == this && border)
 
- 		blitAtLoc(border,0,0,to);
 
- }
 
- std::string getBuildingSubtitle(int tid, int bid)//hover text for building
 
- {
 
- 	const CGTownInstance * t = LOCPLINT->castleInt->town;
 
- 	bid = hordeToDwellingID(bid);
 
- 	if (bid<30)//non-dwellings - only buiding name
 
- 		return CGI->buildh->buildings[tid].find(bid)->second->Name();
 
- 	else//dwellings - recruit %creature%
 
- 	{
 
- 		int creaID = t->creatures[(bid-30)%CREATURES_PER_TOWN].second.back();//taking last of available creatures
 
- 		return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creaID]->namePl;
 
- 	}
 
- }
 
- void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
 
- {
 
- 	if(area && isItIn(&pos,sEvent.x, sEvent.y))
 
- 	{
 
- 		if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //hovered pixel is inside this building
 
- 		{
 
- 			if(parent->selectedBuilding == this)
 
- 			{
 
- 				parent->selectedBuilding = NULL;
 
- 				GH.statusbar->clear();
 
- 			}
 
- 		}
 
- 		else //inside the area of this building
 
- 		{
 
- 			if(! parent->selectedBuilding //no building hovered
 
- 			  || (*parent->selectedBuilding)<(*this)) //or we are on top
 
- 			{
 
- 				parent->selectedBuilding = this;
 
- 				GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	used |= RCLICK;
 
- 	background = new CPicture("CRTOINFO");
 
- 	background->colorize(LOCPLINT->playerID);
 
- 	pos.w = background->pos.w;
 
- 	pos.h = background->pos.h;
 
- 	moveTo(Point(centerX - pos.w/2, centerY - pos.h/2));
 
- 	const CCreature * creature = CGI->creh->creatures[Town->creatures[level].second.back()];
 
- 	title = new CLabel(80, 30, FONT_SMALL, CENTER, zwykly, 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, zwykly, CGI->generaltexth->allTexts[217] + text);
 
- 	costPerTroop = new CLabel(80, 227, FONT_SMALL, CENTER, zwykly, CGI->generaltexth->allTexts[346]);
 
- 	
 
- 	for(int i = 0; i<RESOURCE_QUANTITY; i++)
 
- 	{
 
- 		if(creature->cost[i])
 
- 		{
 
- 			resPicture.push_back(new CPicture(graphics->resources32->ourImages[i].bitmap, 0, 0, false));
 
- 			resAmount.push_back(new CLabel(0,0, FONT_SMALL, CENTER, zwykly, boost::lexical_cast<std::string>(creature->cost[i])));
 
- 		}
 
- 	}
 
- 	int posY = 238;
 
- 	int posX = pos.w/2 - resAmount.size() * 40 + 24;
 
- 	for (size_t i=0; i<resAmount.size(); i++)
 
- 	{
 
- 		resPicture[i]->moveBy(Point(posX, posY));
 
- 		resAmount[i]->moveBy(Point(posX+16, posY+43));
 
- 		posX += 80;
 
- 	}
 
- }
 
- void CDwellingInfoBox::clickRight(tribool down, bool previousState)
 
- {
 
- 	if((!down || indeterminate(down)))
 
- 		GH.popIntTotally(this);
 
- }
 
- void CHeroGSlot::hover (bool on)
 
- {
 
- 	if(!on)
 
- 	{
 
- 		GH.statusbar->clear();
 
- 		return;
 
- 	}
 
- 	CHeroGSlot *other = upg  ?  owner->garrisonedHero :  owner->visitingHero;
 
- 	std::string temp;
 
- 	if(hero)
 
- 	{
 
- 		if(highlight)//view NNN
 
- 		{
 
- 			temp = CGI->generaltexth->tcommands[4];
 
- 			boost::algorithm::replace_first(temp,"%s",hero->name);
 
- 		}
 
- 		else if(other->hero && other->highlight)//exchange
 
- 		{
 
- 			temp = CGI->generaltexth->tcommands[7];
 
- 			boost::algorithm::replace_first(temp,"%s",hero->name);
 
- 			boost::algorithm::replace_first(temp,"%s",other->hero->name);
 
- 		}
 
- 		else// select NNN (in ZZZ)
 
- 		{
 
- 			if(upg)//down - visiting
 
- 			{
 
- 				temp = CGI->generaltexth->tcommands[32];
 
- 				boost::algorithm::replace_first(temp,"%s",hero->name);
 
- 			}
 
- 			else //up - garrison
 
- 			{
 
- 				temp = CGI->generaltexth->tcommands[12];
 
- 				boost::algorithm::replace_first(temp,"%s",hero->name);
 
- 			}
 
- 		}
 
- 	}
 
- 	else //we are empty slot
 
- 	{
 
- 		if(other->highlight && other->hero) //move NNNN
 
- 		{
 
- 			temp = CGI->generaltexth->tcommands[6];
 
- 			boost::algorithm::replace_first(temp,"%s",other->hero->name);
 
- 		}
 
- 		else //empty
 
- 		{
 
- 			temp = CGI->generaltexth->allTexts[507];
 
- 		}
 
- 	}
 
- 	if(temp.size())
 
- 		GH.statusbar->print(temp);
 
- }
 
- void CHeroGSlot::clickLeft(tribool down, bool previousState)
 
- {
 
- 	CHeroGSlot *other = upg  ?  owner->garrisonedHero :  owner->visitingHero;
 
- 	if(!down)
 
- 	{
 
- 		owner->garr->splitting = false;
 
- 		owner->garr->highlighted = NULL;
 
- 		if(hero && highlight)
 
- 		{
 
- 			setHighlight(false);
 
- 			LOCPLINT->openHeroWindow(hero);
 
- 		}
 
- 		else if(other->hero && other->highlight)
 
- 		{
 
- 			bool allow = true;
 
- 			if(upg) //moving hero out of town - check if it is allowed
 
- 			{
 
- 				if(!hero && LOCPLINT->cb->howManyHeroes(false) >= 8)
 
- 				{
 
- 					std::string tmp = CGI->generaltexth->allTexts[18]; //You already have %d adventuring heroes under your command.
 
- 					boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes(false)));
 
- 					LOCPLINT->showInfoDialog(tmp,std::vector<SComponent*>(), soundBase::sound_todo);
 
- 					allow = false;
 
- 				}
 
- 				else if(!other->hero->stacksCount()) //hero has no creatures - strange, but if we have appropriate error message...
 
- 				{
 
- 					LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[19],std::vector<SComponent*>(), soundBase::sound_todo); //This hero has no creatures.  A hero must have creatures before he can brave the dangers of the countryside.
 
- 					allow = false;
 
- 				}
 
- 			}
 
- 			setHighlight(false);
 
- 			other->setHighlight(false);
 
- 			if(allow)
 
- 				LOCPLINT->cb->swapGarrisonHero(owner->town);
 
- 		}
 
- 		else if(hero)
 
- 		{
 
- 			setHighlight(true);
 
- 			owner->garr->highlighted = NULL;
 
- 			showAll(screen2);
 
- 		}
 
- 		hover(false);hover(true); //refresh statusbar
 
- 	}
 
- }
 
- void CHeroGSlot::deactivate()
 
- {
 
- 	highlight = false;
 
- 	CIntObject::deactivate();
 
- }
 
- void CHeroGSlot::showAll(SDL_Surface * to)
 
- {
 
- 	if(hero) //there is hero
 
- 		blitAt(graphics->portraitLarge[hero->portrait],pos,to);
 
- 	else if(!upg && owner->showEmpty) //up garrison
 
- 		blitAt(graphics->flags->ourImages[LOCPLINT->castleInt->town->getOwner()].bitmap,pos,to);
 
- 	if(highlight)
 
- 		blitAt(graphics->bigImgs[-1],pos,to);
 
- }
 
- CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner)
 
- {
 
- 	used = LCLICK | HOVER;
 
- 	owner = Owner;
 
- 	pos.x += x;
 
- 	pos.y += y;
 
- 	pos.w = 58;
 
- 	pos.h = 64;
 
- 	hero = h;
 
- 	upg = updown;
 
- 	highlight = false;
 
- }
 
- CHeroGSlot::~CHeroGSlot()
 
- {
 
- }
 
- void CHeroGSlot::setHighlight( bool on )
 
- {
 
- 	highlight = on;
 
- 	if(owner->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);
 
- 	}
 
- }
 
- template <class ptr>
 
- class SORTHELP
 
- {
 
- public:
 
- 	bool operator ()
 
- 		(const ptr *a ,
 
- 		 const ptr *b)
 
- 	{
 
- 		return (*a)<(*b);
 
- 	}
 
- };
 
- SORTHELP<CBuildingRect> buildSorter;
 
- SORTHELP<Structure> structSorter;
 
- CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):
 
- 	town(Town),
 
- 	selectedBuilding(NULL)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	background = new CPicture(graphics->townBgs[town->subID]);
 
- 	pos.w = background->pos.w;
 
- 	pos.h = background->pos.h;
 
- 	//Generate buildings list
 
- 	for (std::set<si32>::const_iterator building=town->builtBuildings.begin(); building!=town->builtBuildings.end(); building++)
 
- 	{
 
- 		std::map<int, Structure*>::iterator structure;
 
- 		structure = CGI->townh->structures[town->subID].find(*building);
 
- 		if(structure != CGI->townh->structures[town->subID].end())
 
- 		{
 
- 			if(structure->second->group<0) // no group - just add it
 
- 				buildings.push_back(new CBuildingRect(this, town, structure->second));
 
- 			else // generate list for each group
 
- 				groups[structure->second->group].push_back(structure->second);
 
- 		}
 
- 	}
 
- 	Structure * shipyard = CGI->townh->structures[town->subID][6];
 
- 	//ship in shipyard
 
- 	if(shipyard && vstd::contains(groups, shipyard->group))
 
- 	{
 
- 		std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
 
- 		if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
 
- 		{
 
- 			groups[shipyard->group].push_back(CGI->townh->structures[town->subID][20]);
 
- 		}
 
- 	}
 
- 	//Create building for each group
 
- 	for (std::map< int, std::vector<const Structure*> >::iterator group = groups.begin(); group != groups.end(); group++)
 
- 	{
 
- 		std::sort(group->second.begin(), group->second.end(), structSorter);
 
- 		buildings.push_back(new CBuildingRect(this, town, group->second.back()));
 
- 	}
 
- 	std::sort(buildings.begin(),buildings.end(),buildSorter);
 
- 	checkRules();
 
- }
 
- CCastleBuildings::~CCastleBuildings()
 
- {
 
- }
 
- void CCastleBuildings::checkRules()
 
- {
 
- 	static const AnimRule animRule[2] = 
 
- 	{
 
- 		{5, 21, 4, 10, -1, 0, 9},//code for Mana Vortex
 
- 		{0,  6, 8,  1, -1, 0, 0},//code for the shipyard in the Castle
 
- 	};
 
- 	
 
- 	for (size_t i=0; i<2; i++)
 
- 	{
 
- 		if ( town->subID != animRule[i].townID ) //wrong town
 
- 			continue;
 
- 		
 
- 		int groupID = CGI->townh->structures[town->subID][animRule[i].buildID]->group;
 
- 		std::map< int, std::vector<const Structure*> >::const_iterator git= groups.find(groupID);
 
- 		if ( git == groups.end() || git->second.empty() ) //we have no buildings in this group
 
- 			continue;
 
- 		int buildID  = git->second.back()->ID;
 
- 		for (std::vector< CBuildingRect* >::const_iterator bit=buildings.begin() ; bit !=buildings.end(); bit++ )
 
- 		{
 
- 			if ( (*bit)->str->ID == buildID ) //last building in group
 
- 			{
 
- 				if (vstd::contains(town->builtBuildings, animRule[i].toCheck))
 
- 					(*bit)->set(0,animRule[i].firstA, animRule[i].lastA);
 
- 				else
 
- 					(*bit)->set(0,animRule[i].firstB, animRule[i].lastB);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CCastleBuildings::addBuilding(int building)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	std::map<int, Structure*>::const_iterator structure;
 
- 	structure = CGI->townh->structures[town->subID].find(building);
 
- 	if(structure != CGI->townh->structures[town->subID].end()) //we have info about that structure
 
- 	{
 
- 		if(structure->second->group<0) //no group - just add it
 
- 		{
 
- 			buildings.push_back(new CBuildingRect(this, town, structure->second));
 
- 			buildings.back()->stateCounter = 0;
 
- 		}
 
- 		else
 
- 		{
 
- 			//find last building in this group and replace it with new building if needed
 
- 			groups[structure->second->group].push_back(structure->second);
 
- 			int newBuilding = groups[structure->second->group].back()->ID;
 
- 			if (newBuilding == building)
 
- 			{
 
- 				for (std::vector< CBuildingRect* >::iterator it=buildings.begin() ; it !=buildings.end(); it++ )
 
- 				{
 
- 					if ((*it)->str->ID == newBuilding)
 
- 					{
 
- 						delChild(*it);
 
- 						buildings.erase(it);
 
- 						break;
 
- 					}
 
- 				}
 
- 				buildings.push_back(new CBuildingRect(this, town, structure->second));
 
- 				buildings.back()->stateCounter = 0;
 
- 			}
 
- 		}
 
- 	}
 
- 	std::sort(buildings.begin(),buildings.end(),buildSorter);
 
- 	checkRules();
 
- }
 
- void CCastleBuildings::removeBuilding(int building)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	std::map<int, Structure*>::const_iterator structure;
 
- 	structure = CGI->townh->structures[town->subID].find(building);
 
- 	if(structure != CGI->townh->structures[town->subID].end()) //we have info about that structure
 
- 	{
 
- 		if(structure->second->group<0) //no group - just add it
 
- 		{
 
- 			for (std::vector< CBuildingRect* >::iterator it=buildings.begin() ; it !=buildings.end(); it++ )
 
- 			{
 
- 				if ((*it)->str->ID == building)
 
- 				{
 
- 					delChild(*it);
 
- 					buildings.erase(it);
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			groups[structure->second->group].pop_back();
 
- 			delChild(buildings[building]);
 
- 			if (!groups[structure->second->group].empty())
 
- 				buildings.push_back(new CBuildingRect(this, town, structure->second));
 
- 		}
 
- 	}
 
- 	std::sort(buildings.begin(),buildings.end(),buildSorter);
 
- 	checkRules();
 
- }
 
- void CCastleBuildings::show(SDL_Surface *to)
 
- {
 
- 	CIntObject::show(to);
 
- 	for (std::vector< CBuildingRect* >::const_iterator it=buildings.begin() ; it !=buildings.end(); it++ )
 
- 		(*it)->show(to);
 
- }
 
- void CCastleBuildings::showAll(SDL_Surface *to)
 
- {
 
- 	CIntObject::showAll(to);
 
- 	for (std::vector< CBuildingRect* >::const_iterator it=buildings.begin() ; it !=buildings.end(); it++ )
 
- 		(*it)->showAll(to);
 
- }
 
- const CGHeroInstance* CCastleBuildings::getHero()
 
- {
 
- 	if (town->visitingHero)
 
- 		return town->visitingHero;
 
- 	if (town->garrisonHero)
 
- 		return town->garrisonHero;
 
- 	return NULL;
 
- }
 
- void CCastleBuildings::buildingClicked(int building)
 
- {
 
- 	tlog5<<"You've clicked on "<<building<<std::endl;
 
- 	building = hordeToDwellingID(building);
 
- 	const CBuilding *b = CGI->buildh->buildings[town->subID].find(building)->second;
 
- 	if(building >= Buildings::DWELL_FIRST)
 
- 	{
 
- 		enterDwelling((building-Buildings::DWELL_FIRST)%CREATURES_PER_TOWN);
 
- 	}
 
- 	else
 
- 	{
 
- 		switch(building)
 
- 		{
 
- 		case Buildings::MAGES_GUILD_1:
 
- 		case Buildings::MAGES_GUILD_2:
 
- 		case Buildings::MAGES_GUILD_3:
 
- 		case Buildings::MAGES_GUILD_4:
 
- 		case Buildings::MAGES_GUILD_5:
 
- 				enterMagesGuild();
 
- 				break;
 
- 		case Buildings::TAVERN:
 
- 				LOCPLINT->showTavernWindow(town);
 
- 				break;
 
- 		case Buildings::SHIPYARD:
 
- 				LOCPLINT->showShipyardDialog(town);
 
- 				break;
 
- 		case Buildings::FORT:
 
- 		case Buildings::CITADEL:
 
- 		case Buildings::CASTLE:
 
- 				GH.pushInt(new CFortScreen(town));
 
- 				break;
 
- 		case Buildings::VILLAGE_HALL:
 
- 		case Buildings::CITY_HALL:
 
- 		case Buildings::TOWN_HALL:
 
- 		case Buildings::CAPITOL:
 
- 				enterTownHall();
 
- 				break;
 
- 		case Buildings::MARKETPLACE:
 
- 				GH.pushInt(new CMarketplaceWindow(town, town->visitingHero));
 
- 				break;
 
- 		case Buildings::BLACKSMITH:
 
- 				enterBlacksmith(town->town->warMachine);
 
- 				break;
 
- 		case Buildings::SPECIAL_1:
 
- 				switch(town->subID)
 
- 				{
 
- 				case 1://Mystic Pond
 
- 						enterFountain(building);
 
- 						break;
 
- 				case 2: case 5: case 8://Artifact Merchant
 
- 						if(town->visitingHero)
 
- 							GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, 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 Buildings::SHIP:
 
- 				LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
 
- 				break;
 
- 		case Buildings::SPECIAL_2:
 
- 				switch(town->subID)
 
- 				{
 
- 				case 1: //Fountain of Fortune
 
- 						enterFountain(building);
 
- 						break;
 
- 				case 6: //Freelancer's Guild
 
- 						if(getHero())
 
- 							GH.pushInt(new CMarketplaceWindow(town, getHero(), CREATURE_RESOURCE));
 
- 						else
 
- 							LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
 
- 						break;
 
- 				case 8: //Magic University
 
- 						if (getHero())
 
- 							GH.pushInt(new CUniversityWindow(getHero(), town));
 
- 						else
 
- 							enterBuilding(building);
 
- 						break;
 
- 				default:
 
- 						enterBuilding(building);
 
- 						break;
 
- 				}
 
- 				break;
 
- 		case Buildings::SPECIAL_3:
 
- 				switch(town->subID)
 
- 				{
 
- 				case 0: //Brotherhood of sword
 
- 						LOCPLINT->showTavernWindow(town);
 
- 						break;
 
- 				case 3: //Castle Gate
 
- 						enterCastleGate();
 
- 						break;
 
- 				case 4: //Skeleton Transformer
 
- 						GH.pushInt( new CTransformerWindow(getHero(), town) );
 
- 						break;
 
- 				case 5: //Portal of Summoning
 
- 						if (town->creatures[CREATURES_PER_TOWN].second.empty())//No creatures
 
- 							LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]);
 
- 						else
 
- 							enterDwelling(CREATURES_PER_TOWN);
 
- 						break;
 
- 				case 6: //Ballista Yard
 
- 						enterBlacksmith(4);
 
- 						break;
 
- 				default:
 
- 						enterBuilding(building);
 
- 						break;
 
- 				}
 
- 				break;
 
- 		default:
 
- 				enterBuilding(building);
 
- 				break;
 
- 		}
 
- 	}
 
- }
 
- void CCastleBuildings::enterBlacksmith(int ArtifactID)
 
- {
 
- 	const CGHeroInstance *hero = town->visitingHero;
 
- 	if(!hero)
 
- 	{
 
- 		LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % CGI->buildh->buildings[town->subID].find(16)->second->Name()));
 
- 		return;
 
- 	}
 
- 	int price = CGI->arth->artifacts[ArtifactID]->price;
 
- 	bool possible = LOCPLINT->cb->getResourceAmount(Res::GOLD) >= price && !hero->hasArt(ArtifactID+9);
 
- 	GH.pushInt(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(ArtifactID,false),ArtifactID,hero->id));
 
- }
 
- void CCastleBuildings::enterBuilding(int building)
 
- {
 
- 	std::vector<SComponent*> comps(1,
 
- 		new SComponent(SComponent::building, town->subID,building, 
 
- 		               LOCPLINT->castleInt->bicons->ourImages[building].bitmap, false));
 
- 	LOCPLINT->showInfoDialog(
 
- 		CGI->buildh->buildings[town->subID].find(building)->second->Description(),comps);
 
- }
 
- void CCastleBuildings::enterCastleGate()
 
- {
 
- 	if (!town->visitingHero)
 
- 	{
 
- 		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126]);
 
- 		return;//only visiting hero can use castle gates
 
- 	}
 
- 	std::vector <int> availableTowns;
 
- 	std::vector <const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(false);
 
- 	for(size_t i=0;i<Towns.size();i++)
 
- 	{
 
- 		const CGTownInstance *t = Towns[i];
 
- 		if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
 
- 			t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate
 
- 		{
 
- 			availableTowns.push_back(t->id);//add to the list
 
- 		}
 
- 	}
 
- 	CPicture *titlePic = new CPicture (LOCPLINT->castleInt->bicons->ourImages[22].bitmap, 0,0, false);//will be deleted by selection window
 
- 	GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
 
- 	    CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1)));
 
- }
 
- void CCastleBuildings::enterDwelling(int level)
 
- {
 
- 	assert(level >= 0 && level < town->creatures.size());
 
- 	GH.pushInt(new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2,level), -87));
 
- }
 
- void CCastleBuildings::enterFountain(int building)
 
- {
 
- 	std::vector<SComponent*> comps(1,
 
- 		new SComponent(SComponent::building,town->subID,building,
 
- 		               LOCPLINT->castleInt->bicons->ourImages[building].bitmap,false));
 
- 	std::string descr = CGI->buildh->buildings[town->subID].find(building)->second->Description();
 
- 	if ( building == 21)//we need description for mystic pond as well
 
- 		descr += "\n\n"+CGI->buildh->buildings[town->subID].find(17)->second->Description();
 
- 	if (town->bonusValue.first == 0)//fountain was builded this week
 
- 		descr += "\n\n"+ CGI->generaltexth->allTexts[677];
 
- 	else//fountain produced something;
 
- 	{
 
- 		descr+= "\n\n"+ CGI->generaltexth->allTexts[678];
 
- 		boost::algorithm::replace_first(descr,"%s",CGI->generaltexth->restypes[town->bonusValue.first]);
 
- 		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
 
- 		{
 
- 			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]);
 
- 		}
 
- 		else
 
- 		{
 
- 			CFunctionList<void()> functionList = boost::bind(&CCallback::buyArtifact,LOCPLINT->cb, hero,0);
 
- 			functionList += boost::bind(&CCastleBuildings::openMagesGuild,this);
 
- 			std::vector<SComponent*> components(1, new SComponent(SComponent::artifact,0,0));
 
- 			LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214], components, functionList, 0, true);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		openMagesGuild();
 
- 	}
 
- }
 
- void CCastleBuildings::enterTownHall()
 
- {
 
- 	if(town->visitingHero && town->visitingHero->hasArt(2) &&
 
- 		!vstd::contains(town->builtBuildings, Buildings::GRAIL)) //hero has grail, but town does not have it
 
- 	{
 
- 		if(!vstd::contains(town->forbiddenBuildings, Buildings::GRAIL))
 
- 		{
 
- 			LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[597], //Do you wish this to be the permanent home of the Grail?
 
- 			                            std::vector<SComponent*>(),
 
- 			                            boost::bind(&CCallback::buildBuilding, LOCPLINT->cb, town, Buildings::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, int listPos):
 
- 	hall(NULL),
 
- 	fort(NULL),
 
- 	town(Town)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	used |= 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();
 
- 	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, zwykly, town->name);
 
- 	income = new CLabel(195, 443, FONT_SMALL, CENTER);
 
- 	icon = new CAnimImage("ITPT", 0, 0, 15, 387);
 
- 	exit = new AdventureMapButton(CGI->generaltexth->tcommands[8], "", boost::bind(&CCastleInterface::close,this), 744, 544, "TSBTNS", SDLK_RETURN);
 
- 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
- 	exit->setOffset(4);
 
- 	split = new AdventureMapButton(CGI->generaltexth->tcommands[3], "", boost::bind(&CGarrisonInt::splitClick,garr), 744, 382, "TSBTNS.DEF");
 
- 	split->callback += boost::bind(&HeroSlots::splitClicked, heroes);
 
- 	removeChild(split);
 
- 	garr->addSplitBtn(split);
 
- 	Rect barRect(9, 182, 732, 18);
 
- 	statusbar = new CGStatusBar(new CPicture(*panel, barRect, 9, 555, false));
 
- 	resdatabar = new CResDataBar("ZRESBAR", 3, 575, 32, 2, 85, 85);
 
- 	townlist = new CTownList(3, 744, 414, "IAM014", "IAM015");
 
- 	townlist->fun = boost::bind(&CCastleInterface::townChange, this);
 
- 	townlist->selected = vstd::findPos(LOCPLINT->towns, Town);
 
- 	townlist->from = townlist->selected - listPos;
 
- 	amax(townlist->from, 0);
 
- 	amin(townlist->from, LOCPLINT->towns.size() - townlist->SIZE);
 
- 	LOCPLINT->castleInt = this;
 
- 	recreateIcons();
 
- 	CCS->musich->playMusic(CCS->musich->townMusics[town->subID], -1);
 
- 	
 
- 	bicons = CDefHandler::giveDefEss(graphics->buildingPics[town->subID]);
 
- }
 
- CCastleInterface::~CCastleInterface()
 
- {
 
- 	LOCPLINT->castleInt = NULL;
 
- 	CCS->musich->stopMusic(5000);
 
- 	delete bicons;
 
- }
 
- void CCastleInterface::close()
 
- {
 
- 	if(town->tempOwner == LOCPLINT->playerID) //we may have opened window for an allied town
 
- 	{
 
- 		if(town->visitingHero)
 
- 			adventureInt->select(town->visitingHero);
 
- 		else
 
- 			adventureInt->select(town);
 
- 	}
 
- 	GH.popIntTotally(this);
 
- }
 
- void CCastleInterface::showAll(SDL_Surface *to)
 
- {
 
- 	CIntObject::showAll(to);
 
- 	if(screen->w != 800 || screen->h !=600)
 
- 		CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
 
- }
 
- void CCastleInterface::castleTeleport(int where)
 
- {
 
- 	const CGTownInstance * dest = LOCPLINT->cb->getTown(where);
 
- 	LOCPLINT->cb->teleportHero(town->visitingHero, dest);
 
- }
 
- void CCastleInterface::townChange()
 
- {
 
- 	const CGTownInstance * nt = LOCPLINT->towns[townlist->selected];
 
- 	int tpos = townlist->selected - townlist->from;
 
- 	if ( nt == town )
 
- 		return;
 
- 	GH.popIntTotally(this);
 
- 	GH.pushInt(new CCastleInterface(nt, tpos));
 
- }
 
- void CCastleInterface::addBuilding(int bid)
 
- {
 
- 	deactivate();
 
- 	builds->addBuilding(bid);
 
- 	recreateIcons();
 
- 	activate();
 
- }
 
- void CCastleInterface::removeBuilding(int bid)
 
- {
 
- 	deactivate();
 
- 	builds->removeBuilding(bid);
 
- 	recreateIcons();
 
- 	activate();
 
- }
 
- void CCastleInterface::recreateIcons()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	if (fort)
 
- 		delChild(fort);
 
- 	if (hall)
 
- 		delChild(hall);
 
- 	size_t iconIndex = town->subID*2;
 
- 	if (!town->hasFort())
 
- 		iconIndex += F_NUMBER*2;
 
- 	if(town->builded >= MAX_BUILDING_PER_TURN)
 
- 		iconIndex++;
 
- 	icon->setFrame(iconIndex);
 
- 	income->setTxt(boost::lexical_cast<std::string>(town->dailyIncome()));
 
- 	hall = new CTownInfo( 80, 413, town, true);
 
- 	fort = new CTownInfo(122, 413, town, false);
 
- 	for (size_t i=0; i<creainfo.size(); i++)
 
- 		delChild(creainfo[i]);
 
- 	creainfo.clear();
 
- 	for (size_t i=0; i<4; i++)
 
- 		creainfo.push_back(new CCreaInfo(14+55*i, 459, town, i));
 
- 	for (size_t i=0; i<4; i++)
 
- 		creainfo.push_back(new CCreaInfo(14+55*i, 507, town, i+4));
 
- }
 
- CCreaInfo::CCreaInfo(int posX, int posY, const CGTownInstance *Town, int Level):
 
- 	town(Town),
 
- 	level(Level)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	pos.x += posX;
 
- 	pos.y += posY;
 
- 	pos.w = 48;
 
- 	pos.h = 48;
 
- 	
 
- 	if ( town->creatures.size() <= level || town->creatures[level].second.empty())
 
- 	{
 
- 		level = -1;
 
- 		return;//No creature
 
- 	}
 
- 	used = LCLICK | RCLICK | HOVER;
 
- 	unsigned int creatureID = town->creatures[level].second.back();
 
- 	creature = CGI->creh->creatures[creatureID];
 
- 	label = new CLabel(24, 40, FONT_SMALL, CENTER, zwykly, boost::lexical_cast<std::string>(town->creatureGrowth(level)));
 
- 	picture = new CAnimImage("CPRSMALL", creatureID+2, 0, 8, 0);
 
- }
 
- 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)
 
- {//FIXME: castleInt should be present - may be NULL if no castle window opened
 
- 	if(previousState && (!down) && LOCPLINT->castleInt)
 
- 		LOCPLINT->castleInt->builds->enterDwelling(level);
 
- }
 
- 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;
 
- }
 
- void CCreaInfo::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 	{
 
- 		int summ=0;
 
- 		std::string descr=CGI->generaltexth->allTexts[589];//Growth of creature is number
 
- 		boost::algorithm::replace_first(descr,"%s", creature->nameSing);
 
- 		boost::algorithm::replace_first(descr,"%d", boost::lexical_cast<std::string>(town->creatureGrowth(level)));
 
- 		descr +="\n"+CGI->generaltexth->allTexts[590];
 
- 		summ = creature->growth;
 
- 		boost::algorithm::replace_first(descr,"%d", boost::lexical_cast<std::string>(summ));
 
- 		if ( level>=0 && level<CREATURES_PER_TOWN)
 
- 		{
 
- 			if ( vstd::contains(town->builtBuildings, Buildings::CASTLE))
 
- 				summ+=AddToString(CGI->buildh->buildings[town->subID][Buildings::CASTLE]->Name()+" %+d",descr,summ);
 
- 			else if ( vstd::contains(town->builtBuildings, Buildings::CITADEL))
 
- 				summ+=AddToString(CGI->buildh->buildings[town->subID][Buildings::CITADEL]->Name()+" %+d",descr,summ/2);
 
- 			summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, //double growth or plague
 
- 				summ * creature->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100);
 
- 			summ+=AddToString(CGI->generaltexth->artifNames[133] + " %+d",descr,
 
- 				summ * town->valOfGlobalBonuses
 
- 				(Selector::type(Bonus::CREATURE_GROWTH_PERCENT) && Selector::sourceType(Bonus::ARTIFACT))/100); //Statue of Legion
 
- 			if(town->town->hordeLvl[0]==level)//horde, x to summ
 
- 			if( vstd::contains(town->builtBuildings, Buildings::HORDE_1) || vstd::contains(town->builtBuildings, Buildings::HORDE_1_UPGR))
 
- 				summ+=AddToString(CGI->buildh->buildings[town->subID][Buildings::HORDE_1]->Name()+" %+d",descr,
 
- 					creature->hordeGrowth);
 
- 			if(town->town->hordeLvl[1]==level)//horde, x to summ
 
- 			if( vstd::contains(town->builtBuildings, Buildings::HORDE_2) || vstd::contains(town->builtBuildings, Buildings::HORDE_2_UPGR))
 
- 				summ+=AddToString(CGI->buildh->buildings[town->subID][Buildings::HORDE_2]->Name()+" %+d",descr,
 
- 					creature->hordeGrowth);
 
- 			int cnt = 0;
 
- 			std::vector< const CGDwelling * > myDwellings = LOCPLINT->cb->getMyDwellings();
 
- 			for (std::vector<const CGDwelling*>::const_iterator it = myDwellings.begin(); it != myDwellings.end(); ++it)
 
- 				if (CGI->creh->creatures[town->town->basicCreatures[level]]->idNumber == (*it)->creatures[0].second[0])
 
- 					cnt++;//external dwellings count to summ
 
- 			summ+=AddToString(CGI->generaltexth->allTexts[591],descr,cnt);
 
- 			BonusList bl;
 
- 			const CGHeroInstance *hero = town->garrisonHero;
 
- 			if (hero)
 
- 				hero->getBonuses(bl, Selector::type(Bonus::CREATURE_GROWTH) && Selector::subtype(level) 
 
- 			                      && Selector::sourceType(Bonus::ARTIFACT), hero);
 
- 			
 
- 			hero = town->visitingHero;
 
- 			if (hero)
 
- 				hero->getBonuses(bl, Selector::type(Bonus::CREATURE_GROWTH) && Selector::subtype(level) 
 
- 			                      && Selector::sourceType(Bonus::ARTIFACT), hero);
 
- 			
 
- 			if (bl.size())
 
- 				summ+=AddToString (CGI->arth->artifacts[bl.front()->sid]->Name()+" %+d", descr, bl.totalValue());
 
- 			//TODO: player bonuses
 
- 			if(vstd::contains(town->builtBuildings, Buildings::GRAIL)) //grail - +50% to ALL growth
 
- 				summ+=AddToString(CGI->buildh->buildings[town->subID][Buildings::GRAIL]->Name()+" %+d",descr,summ/2);
 
- 			summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, creature->valOfBonuses(Bonus::CREATURE_GROWTH));
 
- 		}
 
- 		CInfoPopup *mess = new CInfoPopup();//creating popup
 
- 		mess->free = true;
 
- 		mess->bitmap = CMessage::drawBoxTextBitmapSub
 
- 		(LOCPLINT->playerID, descr,graphics->bigImgs[creature->idNumber],"");
 
- 		mess->pos.x = screen->w/2 - mess->bitmap->w/2;
 
- 		mess->pos.y = screen->h/2 - mess->bitmap->h/2;
 
- 		GH.pushInt(mess);
 
- 	}
 
- }
 
- CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance* Town, bool townHall):
 
- 	town(Town),
 
- 	building(NULL)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	used = RCLICK | HOVER;
 
- 	pos.x += posX;
 
- 	pos.y += posY;
 
- 	int buildID;
 
- 	if (townHall)
 
- 	{
 
- 		buildID = 10 + town->hallLevel();
 
- 		picture = new CAnimImage("ITMTL.DEF", town->hallLevel());
 
- 	}
 
- 	else
 
- 	{
 
- 		buildID = 6 + town->fortLevel();
 
- 		if (buildID == 6)
 
- 			return;
 
- 		picture = new CAnimImage("ITMCL.DEF", town->fortLevel()-1);
 
- 	}
 
- 	building = CGI->buildh->buildings[town->subID][buildID];
 
- 	pos = picture->pos;
 
- }
 
- void CTownInfo::hover(bool on)
 
- {
 
- 	if(on)
 
- 	{
 
- 		if ( building )
 
- 			GH.statusbar->print(building->Name());
 
- 	}
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- void CTownInfo::clickRight(tribool down, bool previousState)
 
- {//FIXME: castleInt may be NULL
 
- 	if(down && building && LOCPLINT->castleInt)
 
- 	{
 
- 		CInfoPopup *mess = new CInfoPopup();
 
- 		mess->free = true;
 
- 		mess->bitmap = CMessage::drawBoxTextBitmapSub
 
- 			(LOCPLINT->playerID,
 
- 			 building->Description(),
 
- 			 LOCPLINT->castleInt->bicons->ourImages[building->bid].bitmap,
 
- 			 building->Name());
 
- 		mess->pos.x = screen->w/2 - mess->bitmap->w/2;
 
- 		mess->pos.y = screen->h/2 - mess->bitmap->h/2;
 
- 		GH.pushInt(mess);
 
- 	}
 
- }
 
- void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
 
- {
 
- 	if(key.state != SDL_PRESSED) return;
 
- 	switch(key.keysym.sym)
 
- 	{
 
- 	case SDLK_UP:
 
- 		if(townlist->selected)
 
- 		{
 
- 			townlist->selected--;
 
- 			townlist->from--;
 
- 			townChange();
 
- 		}
 
- 		break;
 
- 	case SDLK_DOWN:
 
- 		if(townlist->selected < LOCPLINT->towns.size() - 1)
 
- 		{
 
- 			townlist->selected++;
 
- 			townlist->from++;
 
- 			townChange();
 
- 		}
 
- 		break;
 
- 	case SDLK_SPACE:
 
- 		if(!!town->visitingHero && town->garrisonHero)
 
- 		{
 
- 			LOCPLINT->cb->swapGarrisonHero(town);
 
- 		}
 
- 		break;
 
- 	default:
 
- 		break;
 
- 	}
 
- }
 
- 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->hero = town->garrisonHero;
 
- 	visitingHero->hero = town->visitingHero;
 
- }
 
- void HeroSlots::splitClicked()
 
- {
 
- 	if(!!town->visitingHero && town->garrisonHero && (visitingHero->highlight || garrisonedHero->highlight))
 
- 	{
 
- 		LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id);
 
- 	}
 
- }
 
- void CHallInterface::CBuildingBox::hover(bool on)
 
- {
 
- 	if(on)
 
- 	{
 
- 		std::string toPrint;
 
- 		if(state==Buildings::PREREQUIRES)
 
- 			toPrint = CGI->generaltexth->hcommands[5];
 
- 		else if(state==Buildings::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;
 
- 	used = LCLICK | RCLICK | HOVER;
 
- 	pos.x += x;
 
- 	pos.y += y;
 
- 	pos.w = 154;
 
- 	pos.h = 92;
 
- 	
 
- 	state = LOCPLINT->cb->canBuildStructure(town,building->bid);
 
- 	assert(state < Buildings::ERROR);
 
- 	static int panelIndex[9] = { 3,  3,  3, 0, 0, 2, 2,  1, 2};
 
- 	static int  iconIndex[9] = {-1, -1, -1, 0, 0, 1, 2, -1, 1};
 
- 	picture = new CAnimImage(graphics->buildingPics[town->subID], building->bid, 0, 2, 2);
 
- 	panel = new CAnimImage("TPTHBAR", panelIndex[state], 0,   1, 73);
 
- 	if ( iconIndex[state] >=0 )
 
- 		icon  = new CAnimImage("TPTHCHK",  iconIndex[state], 0, 136, 56);
 
- 	label = new CLabel(75, 81, FONT_SMALL, CENTER, zwykly, building->Name());
 
- }
 
- CHallInterface::CHallInterface(const CGTownInstance *Town):
 
- 	town(Town)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	background = new CPicture(CGI->buildh->hall[town->subID].first);
 
- 	background->colorize(LOCPLINT->playerID);
 
- 	pos = background->center();
 
- 	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, zwykly, CGI->buildh->buildings[town->subID][town->hallLevel()+Buildings::VILLAGE_HALL]->Name());
 
- 	exit = new AdventureMapButton(CGI->generaltexth->hcommands[8], "", 
 
- 	           boost::bind(&CHallInterface::close,this), 748, 556, "TPMAGE1.DEF", SDLK_RETURN);
 
- 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
- 	const std::vector< std::vector< std::vector<int> > > &boxList = CGI->buildh->hall[town->subID].second;
 
- 	boxes.resize(boxList.size());
 
- 	for(size_t row=0; row<boxList.size(); row++) //for each row
 
- 	{
 
- 		for(size_t col=0; col<boxList[row].size(); col++) //for each box
 
- 		{
 
- 			const CBuilding *building = NULL;
 
- 			for(size_t item=0; item<boxList[row][col].size(); item++)//we are looking for the first not build structure
 
- 			{
 
- 				int buildingID = boxList[row][col][item];
 
- 				building = CGI->buildh->buildings[town->subID][buildingID];
 
- 				if (buildingID == 18 && vstd::contains(town->builtBuildings, town->town->hordeLvl[0]+37))
 
- 					continue;
 
- 				if (buildingID == 24 && vstd::contains(town->builtBuildings, town->town->hordeLvl[1]+37))
 
- 					continue;
 
- 				if(vstd::contains(town->builtBuildings,buildingID))
 
- 					continue;
 
- 				break;
 
- 			}
 
- 			int posX = pos.w/2 - boxList[row].size()*154/2 - (boxList[row].size()-1)*20 + 194*col,
 
- 			    posY = 35 + 104*row;
 
- 			if (building)
 
- 				boxes[row].push_back(new CBuildingBox(posX, posY, town, building));
 
- 		}
 
- 	}
 
- }
 
- void CHallInterface::close()
 
- {
 
- 	GH.popIntTotally(this);
 
- }
 
- void CBuildWindow::buyFunc()
 
- {
 
- 	LOCPLINT->cb->buildBuilding(town,building->bid);
 
- 	GH.popInts(2); //we - build window and hall screen
 
- }
 
- void CBuildWindow::close()
 
- {
 
- 	GH.popIntTotally(this);
 
- }
 
- void CBuildWindow::clickRight(tribool down, bool previousState)
 
- {
 
- 	if((!down || indeterminate(down)) && mode)
 
- 		close();
 
- }
 
- std::string CBuildWindow::getTextForState(int state)
 
- {
 
- 	std::string ret;
 
- 	if(state<7)
 
- 		ret =  CGI->generaltexth->hcommands[state];
 
- 	switch (state)
 
- 	{
 
- 	case 4:	case 5: case 6:
 
- 		ret.replace(ret.find_first_of("%s"),2,building->Name());
 
- 		break;
 
- 	case 7:
 
- 		return CGI->generaltexth->allTexts[219]; //all prereq. are met
 
- 	case 8:
 
- 		{
 
- 			ret = CGI->generaltexth->allTexts[52];
 
- 			std::set<int> reqs= LOCPLINT->cb->getBuildingRequiments(town, building->bid);
 
- 			for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
 
- 			{
 
- 				if (vstd::contains(town->builtBuildings, *i))
 
- 					continue;//skipping constructed buildings
 
- 				ret+= CGI->buildh->buildings[town->subID][*i]->Name() + ", ";
 
- 			}
 
- 			ret.erase(ret.size()-2);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Building, int State, bool Mode)
 
- :town(Town), building(Building), state(State), mode(Mode)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	used |= RCLICK;
 
- 	background = new CPicture("TPUBUILD");
 
- 	pos = background->center();
 
- 	background->colorize(LOCPLINT->playerID);
 
- 	buildingPic = new CAnimImage(graphics->buildingPics[town->subID], building->bid, 0, 125, 50);
 
- 	Rect barRect(9, 494, 380, 18);
 
- 	statusBar = new CGStatusBar(new CPicture(*background, barRect, 9, 494, false));
 
- 	title = new CLabel(197, 30, FONT_MEDIUM, CENTER, zwykly, 
 
- 	            boost::str(boost::format(CGI->generaltexth->hcommands[7]) % building->Name()));
 
- 	buildingDescr = new CTextBox(building->Description(), Rect(33, 135, 329, 67), 0, FONT_MEDIUM, CENTER);
 
- 	buildingState = new CTextBox(getTextForState(state),  Rect(33, 216, 329, 67), 0, FONT_SMALL,  CENTER);
 
- 	//Create objects for all required resources
 
- 	for(int i = 0; i<RESOURCE_QUANTITY; i++)
 
- 	{
 
- 		if(building->resources[i])
 
- 		{
 
- 			resPicture.push_back(new CPicture(graphics->resources32->ourImages[i].bitmap, 0, 0, false));
 
- 			resAmount.push_back(new CLabel(0,0, FONT_SMALL, CENTER, zwykly, 
 
- 			                        boost::lexical_cast<std::string>(building->resources[i])));
 
- 		}
 
- 	}
 
- 	unsigned int rowSize[2];
 
- 	int posY;
 
- 	if (resAmount.size() > 4)
 
- 	{//Resources will be placed in multiple rows
 
- 		rowSize[0] = (resAmount.size()+1)/2;
 
- 		posY = 303;
 
- 	}
 
- 	else
 
- 	{//one row
 
- 		rowSize[0] = resAmount.size();
 
- 		posY = 340;
 
- 	}
 
- 	rowSize[1] = resAmount.size() - rowSize[0];
 
- 	unsigned int index=0;
 
- 	for (size_t row=0; row<2; row++)
 
- 	{
 
- 		int posX = pos.w/2 - rowSize[row] * 40 + 24;
 
- 		for (size_t i=0; i<rowSize[row]; i++)
 
- 		{//Move current resource to correct position
 
- 			resPicture[index]->moveBy(Point(posX, posY));
 
- 			resAmount[index]->moveBy(Point(posX+16, posY+48));
 
- 			posX += 80;
 
- 			index++;
 
- 		}
 
- 		posY +=75;
 
- 	}
 
- 	if(!mode)
 
- 	{
 
- 		buy = new AdventureMapButton(boost::str(boost::format(CGI->generaltexth->allTexts[595]) % building->Name()),
 
- 		          "", boost::bind(&CBuildWindow::buyFunc,this), 45, 446,"IBUY30", SDLK_RETURN);
 
- 		buy->borderColor = Colors::MetallicGold;
 
- 		buy->borderEnabled = true;
 
- 		
 
- 		cancel = new AdventureMapButton(boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->Name()),
 
- 		             "", boost::bind(&CBuildWindow::close,this), 290, 445, "ICANCEL", SDLK_ESCAPE);
 
- 		cancel->borderColor = Colors::MetallicGold;
 
- 		cancel->borderEnabled = true;
 
- 		buy->block(state!=7);
 
- 	}
 
- }
 
- CBuildWindow::~CBuildWindow()
 
- {}
 
- void CFortScreen::close()
 
- {
 
- 	GH.popIntTotally(this);
 
- }
 
- CFortScreen::CFortScreen(const CGTownInstance * town)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	unsigned int fortSize = town->creatures.size();
 
- 	if (fortSize > CREATURES_PER_TOWN && town->creatures.back().second.empty())
 
- 		fortSize--;
 
- 	
 
- 	if (fortSize == CREATURES_PER_TOWN)
 
- 		background = new CPicture("TPCASTL7");
 
- 	else
 
- 		background = new CPicture("TPCASTL8");
 
- 	background->colorize(LOCPLINT->playerID);
 
- 	pos = background->center();
 
- 	const CBuilding *fortBuilding = CGI->buildh->buildings[town->subID][town->fortLevel()+6];
 
- 	title = new CLabel(400, 12, FONT_BIG, CENTER, zwykly, fortBuilding->Name());
 
- 	
 
- 	std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->Name());
 
- 	exit = new AdventureMapButton(text, "", boost::bind(&CFortScreen::close,this) ,748, 556, "TPMAGE1", SDLK_RETURN);
 
- 	std::vector<Point> positions;
 
- 	positions += Point(10,  22), Point(404, 22),
 
- 	             Point(10, 155), Point(404,155),
 
- 	             Point(10, 288), Point(404,288);
 
- 	if (fortSize == CREATURES_PER_TOWN)
 
- 		positions += Point(206,421);
 
- 	else
 
- 		positions += Point(10, 421), Point(404,421);
 
- 	
 
- 	for (unsigned int i=0; i<fortSize; i++)
 
- 	{
 
- 		int buildingID;
 
- 		if (fortSize == CREATURES_PER_TOWN)
 
- 		{
 
- 			if (vstd::contains(town->builtBuildings, Buildings::DWELL_UP_FIRST+i))
 
- 				buildingID = Buildings::DWELL_UP_FIRST+i;
 
- 			else
 
- 				buildingID = Buildings::DWELL_FIRST+i;
 
- 		}
 
- 		else
 
- 			buildingID = 22;
 
- 		recAreas.push_back(new RecruitArea(positions[i].x, positions[i].y, town, buildingID, i));
 
- 	}
 
- 	resdatabar = new CMinorResDataBar;
 
- 	resdatabar->pos.x += pos.x;
 
- 	resdatabar->pos.y += pos.y;
 
- 	Rect barRect(4, 554, 740, 18);
 
- 	statusBar = new CGStatusBar(new CPicture(*background, barRect, 4, 554, false));
 
- }
 
- void CFortScreen::creaturesChanged()
 
- {
 
- 	for (size_t i=0; i<recAreas.size(); i++)
 
- 		recAreas[i]->creaturesChanged();
 
- }
 
- LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int min, int max)
 
- {
 
- 	pos.x+=size.x;
 
- 	pos.y+=size.y;
 
- 	pos.w = size.w;
 
- 	pos.h = size.h;
 
- 	init(name, descr, min, max);
 
- }
 
- LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int val)
 
- {
 
- 	pos.x+=size.x;
 
- 	pos.y+=size.y;
 
- 	pos.w = size.w;
 
- 	pos.h = size.h;
 
- 	init(name, descr, val, val);
 
- }
 
- void LabeledValue::init(std::string nameText, std::string descr, int min, int max)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	used |= 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, zwykly, nameText);
 
- 	value = new CLabel(pos.w-3, pos.h-2, FONT_SMALL, BOTTOMRIGHT, zwykly, valueText);
 
- }
 
- void LabeledValue::hover(bool on)
 
- {
 
- 	if(on)
 
- 		GH.statusbar->print(hoverText);
 
- 	else
 
- 	{
 
- 		GH.statusbar->clear();
 
- 		parent->hovered = false;
 
- 	}
 
- }
 
- CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *Town, int buildingID, int Level):
 
- 	town(Town),
 
- 	level(Level),
 
- 	availableCount(NULL)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	pos.x +=posX;
 
- 	pos.y +=posY;
 
- 	pos.w = 386;
 
- 	pos.h = 126;
 
- 	
 
- 	if (!town->creatures[level].second.empty())
 
- 		used |= LCLICK | RCLICK | HOVER;//Activate only if dwelling is present
 
- 	
 
- 	icons = new CPicture("ZPCAINFO", 261, 3);
 
- 	buildingPic = new CAnimImage(graphics->buildingPics[town->subID], buildingID, 0, 4, 21);
 
- 	const CCreature* creature = NULL;
 
- 	if (!town->creatures[level].second.empty())
 
- 		creature = CGI->creh->creatures[town->creatures[level].second.back()];
 
- 	else
 
- 		creature = CGI->creh->creatures[town->town->basicCreatures[level]];
 
- 	hoverText = boost::str(boost::format(CGI->generaltexth->tcommands[21]) % creature->namePl);
 
- 	creatureAnim = new CCreaturePic(159, 4, creature, false);
 
- 	Rect sizes(287, 4, 96, 18);
 
- 	values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], creature->attack));
 
- 	sizes.y+=20;
 
- 	values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], creature->defence));
 
- 	sizes.y+=21;
 
- 	values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], creature->damageMin, creature->damageMax));
 
- 	sizes.y+=20;
 
- 	values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], creature->hitPoints));
 
- 	sizes.y+=21;
 
- 	values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], creature->speed));
 
- 	sizes.y+=20;
 
- 	values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level)));
 
- 	creatureName = new CLabel(78,  11, FONT_SMALL, CENTER, zwykly, creature->namePl);
 
- 	dwellingName = new CLabel(78, 101, FONT_SMALL, CENTER, zwykly, CGI->buildh->buildings[town->subID][buildingID]->Name());
 
- 	if (vstd::contains(town->builtBuildings, buildingID))
 
- 	{
 
- 		unsigned int 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, zwykly, 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)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	
 
- 	background = new CPicture("TPMAGE.bmp");
 
- 	pos = background->center();
 
- 	window = new CPicture(graphics->guildBgs[owner->town->subID], 332, 76);
 
- 	
 
- 	resdatabar = new CMinorResDataBar;
 
- 	resdatabar->pos.x += pos.x;
 
- 	resdatabar->pos.y += pos.y;
 
- 	Rect barRect(7, 556, 737, 18);
 
- 	statusBar = new CGStatusBar(new CPicture(*background, barRect, 7, 556, false));
 
- 	
 
- 	exit = new AdventureMapButton(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
 
- 		}
 
- 	}
 
- }
 
- void CMageGuildScreen::close()
 
- {
 
- 	GH.popIntTotally(this);
 
- }
 
- CMageGuildScreen::Scroll::Scroll(Point position, const CSpell *Spell)
 
- 	:spell(Spell)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	used = LCLICK | RCLICK | HOVER;
 
- 	pos += position;
 
- 	image = new CAnimImage("SPELLSCR", spell->id);
 
- 	pos = image->pos;
 
- }
 
- void CMageGuildScreen::Scroll::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 	{
 
- 		std::vector<SComponent*> comps(1,
 
- 			new SComponent(SComponent::spell,spell->id,0)
 
- 		);
 
- 		LOCPLINT->showInfoDialog(spell->descriptions[0],comps, soundBase::sound_todo);
 
- 	}
 
- }
 
- void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 	{
 
- 		CInfoPopup *vinya = new CInfoPopup();
 
- 		vinya->free = true;
 
- 		vinya->bitmap = CMessage::drawBoxTextBitmapSub
 
- 			(LOCPLINT->playerID,
 
- 			spell->descriptions[0],graphics->spellscr->ourImages[spell->id].bitmap,
 
- 			spell->name,30,30);
 
- 		vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
 
- 		vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
 
- 		GH.pushInt(vinya);
 
- 	}
 
- }
 
- void CMageGuildScreen::Scroll::hover(bool on)
 
- {
 
- 	if(on)
 
- 		GH.statusbar->print(spell->name);
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- CBlacksmithDialog::CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	background = new CPicture("TPSMITH");
 
- 	pos = background->center();
 
- 	background->colorize(LOCPLINT->playerID);
 
- 	statusBar = new CGStatusBar(164, 370);
 
- 	
 
- 	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, tytulowy, 
 
- 	            boost::str(boost::format(CGI->generaltexth->allTexts[274]) % creature->nameSing));
 
- 	costText = new CLabel(165, 218, FONT_MEDIUM, CENTER, zwykly, CGI->generaltexth->jktexts[43]);
 
- 	costValue = new CLabel(165, 290, FONT_MEDIUM, CENTER, zwykly,
 
- 	                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 AdventureMapButton(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 AdventureMapButton(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);
 
- 	gold = new CPicture(graphics->resources32->ourImages[6].bitmap,148,244, false);
 
- }
 
- void CBlacksmithDialog::close()
 
- {
 
- 	GH.popIntTotally(this);
 
- }
 
 
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