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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 "CHeroWindow.h"#include "CTradeWindow.h"#include "InfoWindows.h"#include "GUIClasses.h"#include "QuickRecruitmentWindow.h"#include "CCreatureWindow.h"#include "../CGameInfo.h"#include "../CMusicHandler.h"#include "../CPlayerInterface.h"#include "../PlayerLocalState.h"#include "../gui/CGuiHandler.h"#include "../gui/Shortcut.h"#include "../gui/WindowHandler.h"#include "../widgets/MiscWidgets.h"#include "../widgets/CComponent.h"#include "../widgets/CGarrisonInt.h"#include "../widgets/Buttons.h"#include "../widgets/TextControls.h"#include "../widgets/RadialMenu.h"#include "../widgets/CExchangeController.h"#include "../render/Canvas.h"#include "../render/IImage.h"#include "../render/IRenderHandler.h"#include "../render/CAnimation.h"#include "../render/ColorFilter.h"#include "../adventureMap/AdventureMapInterface.h"#include "../adventureMap/CList.h"#include "../adventureMap/CResDataBar.h"#include "../../CCallback.h"#include "../../lib/CArtHandler.h"#include "../../lib/CBuildingHandler.h"#include "../../lib/CCreatureHandler.h"#include "../../lib/CGeneralTextHandler.h"#include "../../lib/GameSettings.h"#include "../../lib/spells/CSpellHandler.h"#include "../../lib/CTownHandler.h"#include "../../lib/GameConstants.h"#include "../../lib/StartInfo.h"#include "../../lib/campaign/CampaignState.h"#include "../../lib/mapObjects/CGHeroInstance.h"#include "../../lib/mapObjects/CGTownInstance.h"static bool useCompactCreatureBox(){	return settings["gameTweaks"]["compactTownCreatureInfo"].Bool();}static bool useAvailableAmountAsCreatureLabel(){	return settings["gameTweaks"]["availableCreaturesAsDwellingLabel"].Bool();}CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town, const CStructure * Str)	: CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE, BUILDING_FRAME_TIME),	  parent(Par),	  town(Town),	  str(Str),	  border(nullptr),	  area(nullptr),	  stateTimeCounter(BUILD_ANIMATION_FINISHED_TIMEPOINT){	addUsedEvents(LCLICK | SHOW_POPUP | MOVE | HOVER | TIME);	pos.x += str->pos.x;	pos.y += str->pos.y;	// special animation frame manipulation for castle shipyard with and without ship	// done due to .def used in special way, not to animate building - first image is for shipyard without citadel moat, 2nd image is for including moat	if(Town->town->faction->getId() == FactionID::CASTLE && Str->building &&		(Str->building->bid == BuildingID::SHIPYARD || Str->building->bid == BuildingID::SHIP))	{		if(Town->hasBuilt(BuildingID::CITADEL))		{			this->first = 1;			this->frame = 1;		}		else			this->last = 0;	}	if(!str->borderName.empty())		border = GH.renderHandler().loadImage(str->borderName, EImageBlitMode::ALPHA);	if(!str->areaName.empty())		area = GH.renderHandler().loadImage(str->areaName, EImageBlitMode::ALPHA);}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;}bool CBuildingRect::operator<(const CBuildingRect & p2) const{	return (str->pos.z) < (p2.str->pos.z);}void CBuildingRect::hover(bool on){	if (!area)		return;	if(on)	{		if(! parent->selectedBuilding //no building hovered		  || (*parent->selectedBuilding)<(*this)) //or we are on top		{			parent->selectedBuilding = this;			GH.statusbar()->write(getSubtitle());		}	}	else	{		if(parent->selectedBuilding == this)		{			parent->selectedBuilding = nullptr;			GH.statusbar()->clear();		}	}}void CBuildingRect::clickPressed(const Point & cursorPosition){	if(getBuilding() && area && (parent->selectedBuilding==this))	{		auto building = getBuilding();		parent->buildingClicked(building->bid, building->subId, building->upgrade);	}}void CBuildingRect::showPopupWindow(const Point & cursorPosition){	if((!area) || (this!=parent->selectedBuilding) || getBuilding() == nullptr)		return;	BuildingID bid = getBuilding()->bid;	const CBuilding *bld = town->town->buildings.at(bid);	if (bid < BuildingID::DWELL_FIRST)	{		CRClickPopup::createAndPush(CInfoWindow::genText(bld->getNameTranslated(), bld->getDescriptionTranslated()),									std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(bld->town->faction->getId(), bld->bid)));	}	else	{		int level = ( bid - BuildingID::DWELL_FIRST ) % GameConstants::CREATURES_PER_TOWN;		GH.windows().createAndPushWindow<CDwellingInfoBox>(parent->pos.x+parent->pos.w / 2, parent->pos.y+parent->pos.h  /2, town, level);	}}void CBuildingRect::show(Canvas & to){	uint32_t stageDelay = BUILDING_APPEAR_TIMEPOINT;	if(stateTimeCounter < BUILDING_APPEAR_TIMEPOINT)	{		setAlpha(255 * stateTimeCounter / stageDelay);		CShowableAnim::show(to);	}	else	{		setAlpha(255);		CShowableAnim::show(to);	}	if(border && stateTimeCounter > BUILDING_APPEAR_TIMEPOINT)	{		if(stateTimeCounter >= BUILD_ANIMATION_FINISHED_TIMEPOINT)		{			if(parent->selectedBuilding == this)				to.draw(border, pos.topLeft());			return;		}		auto darkBorder = ColorFilter::genRangeShifter(0.f, 0.f, 0.f, 0.5f, 0.5f, 0.5f );		auto lightBorder = ColorFilter::genRangeShifter(0.f, 0.f, 0.f, 2.0f, 2.0f, 2.0f );		auto baseBorder = ColorFilter::genEmptyShifter();		float progress = float(stateTimeCounter % stageDelay) / stageDelay;		if (stateTimeCounter < BUILDING_WHITE_BORDER_TIMEPOINT)			border->adjustPalette(ColorFilter::genInterpolated(lightBorder, darkBorder, progress), 0);		else		if (stateTimeCounter < BUILDING_YELLOW_BORDER_TIMEPOINT)			border->adjustPalette(ColorFilter::genInterpolated(darkBorder, baseBorder, progress), 0);		else			border->adjustPalette(baseBorder, 0);		to.draw(border, pos.topLeft());	}}void CBuildingRect::tick(uint32_t msPassed){	CShowableAnim::tick(msPassed);	stateTimeCounter += msPassed;}void CBuildingRect::showAll(Canvas & to){	if (stateTimeCounter == 0)		return;	CShowableAnim::showAll(to);	if(!isActive() && parent->selectedBuilding == this && border)		to.draw(border, pos.topLeft());}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)->getNameTranslated();	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->objects.at(creaID)->getNamePluralTranslated();		}		else		{			logGlobal->warn("Dwelling with id %d offers no creatures!", bid);			return "#ERROR#";		}	}}void CBuildingRect::mouseMoved (const Point & cursorPosition, const Point & lastUpdateDistance){	hover(true);}bool CBuildingRect::receiveEvent(const Point & position, int eventType) const{	if (!pos.isInside(position.x, position.y))		return false;	if(area && area->isTransparent(position - pos.topLeft()))		return false;	return CIntObject::receiveEvent(position, eventType);}CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance * Town, int level)	: CWindowObject(RCLICK_POPUP, ImagePath::builtin("CRTOINFO"), Point(centerX, centerY)){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	background->colorize(Town->tempOwner);	const CCreature * creature = CGI->creh->objects.at(Town->creatures.at(level).second.back());	title = std::make_shared<CLabel>(80, 30, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, creature->getNamePluralTranslated());	animation = std::make_shared<CCreaturePic>(30, 44, creature, true, true);	std::string text = std::to_string(Town->creatures.at(level).first);	available = std::make_shared<CLabel>(80,190, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[217] + text);	costPerTroop = std::make_shared<CLabel>(80, 227, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[346]);	for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)	{		auto res = static_cast<EGameResID>(i);		if(creature->getRecruitCost(res))		{			resPicture.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("RESOURCE"), i, 0, 0, 0));			resAmount.push_back(std::make_shared<CLabel>(0,0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(creature->getRecruitCost(res))));		}	}	int posY = 238;	int posX = pos.w/2 - (int)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;	}}CDwellingInfoBox::~CDwellingInfoBox() = default;CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance * h, HeroSlots * Owner){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	owner = Owner;	pos.x += x;	pos.y += y;	pos.w = 58;	pos.h = 64;	upg = updown;	portrait = std::make_shared<CAnimImage>(AnimationPath::builtin("PortraitsLarge"), 0, 0, 0, 0);	portrait->visible = false;	flag = std::make_shared<CAnimImage>(AnimationPath::builtin("CREST58"), 0, 0, 0, 0);	flag->visible = false;	selection = std::make_shared<CAnimImage>(AnimationPath::builtin("TWCRPORT"), 1, 0);	selection->visible = false;	set(h);	addUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);}CHeroGSlot::~CHeroGSlot() = default;void CHeroGSlot::gesture(bool on, const Point & initialPosition, const Point & finalPosition){	if(!on)		return;	if(!hero)		return;	if (!settings["input"]["radialWheelGarrisonSwipe"].Bool())		return;	std::shared_ptr<CHeroGSlot> other = upg ? owner->garrisonedHero : owner->visitingHero;	bool twoHeroes = hero && other->hero;	ObjectInstanceID heroId = hero->id;	ObjectInstanceID heroOtherId = twoHeroes ? other->hero->id : ObjectInstanceID::NONE;	std::vector<RadialMenuConfig> menuElements = {		{ RadialMenuConfig::ITEM_NW, twoHeroes, "moveTroops", "vcmi.radialWheel.heroGetArmy", [heroId, heroOtherId](){CExchangeController(heroId, heroOtherId).moveArmy(false, std::nullopt);} },		{ RadialMenuConfig::ITEM_NE, twoHeroes, "stackSplitDialog", "vcmi.radialWheel.heroSwapArmy", [heroId, heroOtherId](){CExchangeController(heroId, heroOtherId).swapArmy();} },		{ RadialMenuConfig::ITEM_EE, twoHeroes, "tradeHeroes", "vcmi.radialWheel.heroExchange", [heroId, heroOtherId](){LOCPLINT->showHeroExchange(heroId, heroOtherId);} },		{ RadialMenuConfig::ITEM_SW, twoHeroes, "moveArtifacts", "vcmi.radialWheel.heroGetArtifacts", [heroId, heroOtherId](){CExchangeController(heroId, heroOtherId).moveArtifacts(false, true, true);} },		{ RadialMenuConfig::ITEM_SE, twoHeroes, "swapArtifacts", "vcmi.radialWheel.heroSwapArtifacts", [heroId, heroOtherId](){CExchangeController(heroId, heroOtherId).swapArtifacts(true, true);} },		{ RadialMenuConfig::ITEM_WW, true, "dismissHero", "vcmi.radialWheel.heroDismiss", [this]()		{			CFunctionList<void()> ony = [=](){ };			ony += [=](){ LOCPLINT->cb->dismissHero(hero); };			LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[22], ony, nullptr);		} },	};	GH.windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements);}void CHeroGSlot::hover(bool on){	if(!on)	{		GH.statusbar()->clear();		return;	}	std::shared_ptr<CHeroGSlot> other = upg ? owner->garrisonedHero : owner->visitingHero;	std::string temp;	if(hero)	{		if(isSelected())//view NNN		{			temp = CGI->generaltexth->tcommands[4];			boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated());		}		else if(other->hero && other->isSelected())//exchange		{			temp = CGI->generaltexth->tcommands[7];			boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated());			boost::algorithm::replace_first(temp,"%s",other->hero->getNameTranslated());		}		else// select NNN (in ZZZ)		{			if(upg)//down - visiting			{				temp = CGI->generaltexth->tcommands[32];				boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated());			}			else //up - garrison			{				temp = CGI->generaltexth->tcommands[12];				boost::algorithm::replace_first(temp,"%s",hero->getNameTranslated());			}		}	}	else //we are empty slot	{		if(other->isSelected() && other->hero) //move NNNN		{			temp = CGI->generaltexth->tcommands[6];			boost::algorithm::replace_first(temp,"%s",other->hero->getNameTranslated());		}		else //empty		{			temp = CGI->generaltexth->allTexts[507];		}	}	if(temp.size())		GH.statusbar()->write(temp);}void CHeroGSlot::clickPressed(const Point & cursorPosition){	std::shared_ptr<CHeroGSlot> other = upg ? owner->garrisonedHero : owner->visitingHero;	owner->garr->setSplittingMode(false);	owner->garr->selectSlot(nullptr);	if(hero && isSelected())	{		setHighlight(false);		LOCPLINT->openHeroWindow(hero);	}	else if(other->hero && other->isSelected())	{		owner->swapArmies();	}	else if(hero)	{		setHighlight(true);		owner->garr->selectSlot(nullptr);		redraw();	}	//refresh statusbar	hover(false);	hover(true);}void CHeroGSlot::showPopupWindow(const Point & cursorPosition){	if(hero)	{		GH.windows().createAndPushWindow<CInfoBoxPopup>(Point(pos.x + 175, pos.y + 100), hero);	}}void CHeroGSlot::deactivate(){	selection->visible = false;	CIntObject::deactivate();}bool CHeroGSlot::isSelected() const{	return selection->visible;}void CHeroGSlot::setHighlight(bool on){	selection->visible = on;	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){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	hero = newHero;	selection->visible = false;	portrait->visible = false;	flag->visible = false;	if(newHero)	{		portrait->visible = true;		portrait->setFrame(newHero->getIconIndex());	}	else if(!upg && owner->showEmpty) //up garrison	{		flag->visible = true;		flag->setFrame(LOCPLINT->castleInt->town->getOwner().getNum());	}}HeroSlots::HeroSlots(const CGTownInstance * Town, Point garrPos, Point visitPos, std::shared_ptr<CGarrisonInt> Garrison, bool ShowEmpty):	showEmpty(ShowEmpty),	town(Town),	garr(Garrison){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	garrisonedHero = std::make_shared<CHeroGSlot>(garrPos.x, garrPos.y, 0, town->garrisonHero, this);	visitingHero = std::make_shared<CHeroGSlot>(visitPos.x, visitPos.y, 1, town->visitingHero, this);}HeroSlots::~HeroSlots() = default;void HeroSlots::update(){	garrisonedHero->set(town->garrisonHero);	visitingHero->set(town->visitingHero);}void HeroSlots::splitClicked(){	if(!!town->visitingHero && town->garrisonHero && (visitingHero->isSelected() || garrisonedHero->isSelected()))	{		LOCPLINT->showHeroExchange(town->visitingHero->id, town->garrisonHero->id);	}}void HeroSlots::swapArmies(){	bool allow = true;	//moving hero out of town - check if it is allowed	if (town->garrisonHero)	{		if (!town->visitingHero && LOCPLINT->cb->howManyHeroes(false) >= CGI->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))		{			std::string text = CGI->generaltexth->translate("core.genrltxt.18"); //You already have %d adventuring heroes under your command.			boost::algorithm::replace_first(text,"%d",std::to_string(LOCPLINT->cb->howManyHeroes(false)));			LOCPLINT->showInfoDialog(text, std::vector<std::shared_ptr<CComponent>>(), soundBase::sound_todo);			allow = false;		}		else if (town->garrisonHero->stacksCount() == 0)		{			//This hero has no creatures.  A hero must have creatures before he can brave the dangers of the countryside.			LOCPLINT->showInfoDialog(CGI->generaltexth->translate("core.genrltxt.19"), {}, soundBase::sound_todo);			allow = false;		}	}	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<std::shared_ptr<CComponent>>(), soundBase::sound_todo);			allow = false;		}	}	garrisonedHero->setHighlight(false);	visitingHero->setHighlight(false);	if (allow)		LOCPLINT->cb->swapGarrisonHero(town);}class SORTHELP{public:	bool operator() (const CIntObject * a, const CIntObject * b)	{		auto b1 = dynamic_cast<const CBuildingRect *>(a);		auto b2 = dynamic_cast<const CBuildingRect *>(b);		if(!b1 && !b2)			return intptr_t(a) < intptr_t(b);		if(b1 && !b2)			return false;		if(!b1 && b2)			return true;		return (*b1)<(*b2);	}};SORTHELP buildSorter;CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):	town(Town),	selectedBuilding(nullptr){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	background = std::make_shared<CPicture>(town->town->clientInfo.townBackground);	background->needRefresh = true;	background->getSurface()->setBlitMode(EImageBlitMode::OPAQUE);	pos.w = background->pos.w;	pos.h = background->pos.h;	recreate();}CCastleBuildings::~CCastleBuildings() = default;void CCastleBuildings::recreate(){	selectedBuilding = nullptr;	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	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(std::make_shared<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(std::make_shared<CBuildingRect>(this, town, toAdd));	}	boost::sort(children, buildSorter); //TODO: create building in blit order}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(auto buildingRect : buildings)	{		if(vstd::contains(structures, buildingRect->str))		{			//reset animation			if(structures.size() == 1)				buildingRect->stateTimeCounter = 0; // transparency -> fully visible stage			else				buildingRect->stateTimeCounter = CBuildingRect::BUILDING_APPEAR_TIMEPOINT; // already in fully visible stage			break;		}	}}void CCastleBuildings::removeBuilding(BuildingID building){	//FIXME: implement faster method without complete recreation of town	recreate();}const CGHeroInstance * CCastleBuildings::getHero(){	if(town->visitingHero)		return town->visitingHero;	else		return town->garrisonHero;}void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades){	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, nullptr, QueryID::NONE);				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.windows().createAndPushWindow<CFortScreen>(town);				break;		case BuildingID::VILLAGE_HALL:		case BuildingID::CITY_HALL:		case BuildingID::TOWN_HALL:		case BuildingID::CAPITOL:				enterTownHall();				break;		case BuildingID::MARKETPLACE:				// can't use allied marketplace				if (town->getOwner() == LOCPLINT->playerID)					GH.windows().createAndPushWindow<CMarketplaceWindow>(town, town->visitingHero, nullptr, EMarketMode::RESOURCE_RESOURCE);				else					enterBuilding(building);				break;		case BuildingID::BLACKSMITH:				enterBlacksmith(town->town->warMachine);				break;		case BuildingID::SHIP:			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat			break;		case BuildingID::SPECIAL_1:		case BuildingID::SPECIAL_2:		case BuildingID::SPECIAL_3:				switch(subID)				{				case BuildingSubID::NONE:						enterBuilding(building);						break;				case BuildingSubID::MYSTIC_POND:						enterFountain(building, subID, upgrades);						break;				case BuildingSubID::ARTIFACT_MERCHANT:						if(town->visitingHero)							GH.windows().createAndPushWindow<CMarketplaceWindow>(town, town->visitingHero, nullptr, EMarketMode::RESOURCE_ARTIFACT);						else							LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->getNameTranslated())); //Only visiting heroes may use the %s.						break;				case BuildingSubID::FOUNTAIN_OF_FORTUNE:						enterFountain(building, subID, upgrades);					break;				case BuildingSubID::FREELANCERS_GUILD:						if(getHero())							GH.windows().createAndPushWindow<CMarketplaceWindow>(town, getHero(), nullptr, EMarketMode::CREATURE_RESOURCE);						else							LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->getNameTranslated())); //Only visiting heroes may use the %s.						break;				case BuildingSubID::MAGIC_UNIVERSITY:						if (getHero())							GH.windows().createAndPushWindow<CUniversityWindow>(getHero(), town, nullptr);						else							enterBuilding(building);						break;				case BuildingSubID::BROTHERHOOD_OF_SWORD:						if(upgrades == BuildingID::TAVERN)							LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);						else						enterBuilding(building);						break;				case BuildingSubID::CASTLE_GATE:						enterCastleGate();						break;				case BuildingSubID::CREATURE_TRANSFORMER: //Skeleton Transformer						GH.windows().createAndPushWindow<CTransformerWindow>(town, getHero(), nullptr);						break;				case BuildingSubID::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 BuildingSubID::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->getNameTranslated()));		return;	}	auto art = artifactID.toArtifact();	int price = art->getPrice();	bool possible = LOCPLINT->cb->getResourceAmount(EGameResID::GOLD) >= price;	if(possible)	{		for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))		{			if(hero->getArt(slot) == nullptr)			{				possible = true;				break;			}			else			{				possible = false;			}		}	}	CreatureID cre = art->getWarMachine();	GH.windows().createAndPushWindow<CBlacksmithDialog>(possible, cre, artifactID, hero->id);}void CCastleBuildings::enterBuilding(BuildingID building){	std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), building)));	LOCPLINT->showInfoDialog( town->town->buildings.find(building)->second->getDescriptionTranslated(), 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->town->faction->getId() == town->town->faction->getId() && //the town of the same faction			t->hasBuilt(BuildingSubID::CASTLE_GATE)) //and the town has a castle gate		{			availableTowns.push_back(t->id.getNum());//add to the list		}	}	std::vector<std::shared_ptr<IImage>> images;	for(auto & t : Towns)	{		if(!settings["general"]["enableUiEnhancements"].Bool())			break;		std::shared_ptr<CAnimation> a = GH.renderHandler().loadAnimation(AnimationPath::builtin("ITPA"));		a->preload();		images.push_back(a->getImage(t->town->clientInfo.icons[t->hasFort()][false] + 2)->scaleFast(Point(35, 23)));	}	auto gateIcon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window	auto wnd = std::make_shared<CObjectListWindow>(availableTowns, gateIcon, CGI->generaltexth->jktexts[40],		CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1), 0, images);	wnd->onPopup = [this, Towns](int index) { CRClickPopup::createAndPush(Towns[index], GH.getCursorPosition()); };	GH.windows().pushWindow(wnd);}void CCastleBuildings::enterDwelling(int level){	if (level < 0 || level >= town->creatures.size() || town->creatures[level].second.empty())	{		assert(0);		logGlobal->error("Attempt to enter into invalid dwelling of level %d in town %s (%s)", level, town->getNameTranslated(), town->town->faction->getNameTranslated());		return;	}	auto recruitCb = [=](CreatureID id, int count)	{		LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);	};	GH.windows().createAndPushWindow<CRecruitmentWindow>(town, level, town->getUpperArmy(), recruitCb, nullptr, -87);}void CCastleBuildings::enterToTheQuickRecruitmentWindow(){	const auto beginIt = town->creatures.cbegin();	const auto afterLastIt = town->creatures.size() > GameConstants::CREATURES_PER_TOWN		? std::next(beginIt, GameConstants::CREATURES_PER_TOWN)		: town->creatures.cend();	const auto hasSomeoneToRecruit = std::any_of(beginIt, afterLastIt,		[](const auto & creatureInfo) { return creatureInfo.first > 0; });	if(hasSomeoneToRecruit)		GH.windows().createAndPushWindow<QuickRecruitmentWindow>(town, pos);	else		CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.townHall.noCreaturesToRecruit"), {});}void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades){	std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), building)));	std::string descr = town->town->buildings.find(building)->second->getDescriptionTranslated();	std::string hasNotProduced;	std::string hasProduced;	if(this->town->town->faction->getIndex() == ETownType::RAMPART)	{		hasNotProduced = CGI->generaltexth->allTexts[677];		hasProduced = CGI->generaltexth->allTexts[678];	}	else	{		auto buildingName = town->town->getSpecialBuilding(subID)->getNameTranslated();		hasNotProduced = std::string(CGI->generaltexth->translate("vcmi.townHall.hasNotProduced"));		hasProduced = std::string(CGI->generaltexth->translate("vcmi.townHall.hasProduced"));		boost::algorithm::replace_first(hasNotProduced, "%s", buildingName);		boost::algorithm::replace_first(hasProduced, "%s", buildingName);	}	bool isMysticPondOrItsUpgrade = subID == BuildingSubID::MYSTIC_POND		|| (upgrades != BuildingID::NONE			&& town->town->buildings.find(BuildingID(upgrades))->second->subId == BuildingSubID::MYSTIC_POND);	if(upgrades != BuildingID::NONE)		descr += "\n\n"+town->town->buildings.find(BuildingID(upgrades))->second->getDescriptionTranslated();	if(isMysticPondOrItsUpgrade) //for vanila Rampart like towns	{		if(town->bonusValue.first == 0) //Mystic Pond produced nothing;			descr += "\n\n" + hasNotProduced;		else //Mystic Pond produced something;		{			descr += "\n\n" + hasProduced;			boost::algorithm::replace_first(descr,"%s",CGI->generaltexth->restypes[town->bonusValue.first]);			boost::algorithm::replace_first(descr,"%d",std::to_string(town->bonusValue.second));		}	}	LOCPLINT->showInfoDialog(descr, comps);}void CCastleBuildings::enterMagesGuild(){	const CGHeroInstance *hero = getHero();	if(hero && !hero->hasSpellbook()) //hero doesn't have spellbok	{		const StartInfo *si = LOCPLINT->cb->getStartInfo();		// it would be nice to find a way to move this hack to config/mapOverrides.json		if(si && si->campState &&                                   // We're in campaign,			(si->campState->getFilename() == "DATA/YOG.H3C") && // which is "Birth of a Barbarian",			(hero->getHeroType() == 45))                        // and the hero is Yog (based on Solmyr)		{			// "Yog has given up magic in all its forms..."			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[736]);		}		else if(LOCPLINT->cb->getResourceAmount(EGameResID::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<std::shared_ptr<CComponent>> components(1, std::make_shared<CComponent>(ComponentType::ARTIFACT, ArtifactID(ArtifactID::SPELLBOOK)));			LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214], onYes, onNo, components);		}	}	else	{		openMagesGuild();	}}void CCastleBuildings::enterTownHall(){	if(town->visitingHero && town->visitingHero->hasArt(ArtifactID::GRAIL) &&		!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(); });		}		else		{			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);			assert(GH.windows().topWindow<CInfoWindow>() != nullptr);			GH.windows().topWindow<CInfoWindow>()->buttons[0]->addCallback(std::bind(&CCastleBuildings::openTownHall, this));		}	}	else	{		openTownHall();	}}void CCastleBuildings::openMagesGuild(){	auto mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground;	GH.windows().createAndPushWindow<CMageGuildScreen>(LOCPLINT->castleInt, mageGuildBackground);}void CCastleBuildings::openTownHall(){	GH.windows().createAndPushWindow<CHallInterface>(town);}CCreaInfo::CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact, bool _showAvailable):	town(Town),	level(Level),	showAvailable(_showAvailable){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	pos += position;	if(town->creatures.size() <= level || town->creatures[level].second.empty())	{		level = -1;		return;//No creature	}	addUsedEvents(LCLICK | SHOW_POPUP | HOVER);	ui32 creatureID = town->creatures[level].second.back();	creature = CGI->creh->objects[creatureID];	picture = std::make_shared<CAnimImage>(AnimationPath::builtin("CPRSMALL"), creature->getIconIndex(), 0, 8, 0);	std::string value;	if(showAvailable)		value = std::to_string(town->creatures[level].first);	else		value = std::string("+") + std::to_string(town->creatureGrowth(level));	if(compact)	{		label = std::make_shared<CLabel>(40, 32, FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, value);		pos.x += 8;		pos.w = 32;		pos.h = 32;	}	else	{		label = std::make_shared<CLabel>(24, 40, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, value);		pos.w = 48;		pos.h = 48;	}}void CCreaInfo::update(){	if(label)	{		std::string value;		if(showAvailable)			value = std::to_string(town->creatures[level].first);		else			value = std::string("+") + std::to_string(town->creatureGrowth(level));		if(value != label->getText())			label->setText(value);	}}void CCreaInfo::hover(bool on){	std::string message = CGI->generaltexth->allTexts[588];	boost::algorithm::replace_first(message, "%s", creature->getNamePluralTranslated());	if(on)	{		GH.statusbar()->write(message);	}	else	{		GH.statusbar()->clearIfMatching(message);	}}void CCreaInfo::clickPressed(const Point & cursorPosition){	int offset = LOCPLINT->castleInt? (-87) : 0;	auto recruitCb = [=](CreatureID id, int count)	{		LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);	};	GH.windows().createAndPushWindow<CRecruitmentWindow>(town, level, town->getUpperArmy(), recruitCb, nullptr, offset);}std::string CCreaInfo::genGrowthText(){	GrowthInfo gi = town->getGrowthInfo(level);	std::string descr = boost::str(boost::format(CGI->generaltexth->allTexts[589]) % creature->getNameSingularTranslated() % gi.totalGrowth());	for(const GrowthInfo::Entry & entry : gi.entries)		descr +="\n" + entry.description;	return descr;}void CCreaInfo::showPopupWindow(const Point & cursorPosition){	if (showAvailable)		GH.windows().createAndPushWindow<CDwellingInfoBox>(GH.screenDimensions().x / 2, GH.screenDimensions().y / 2, town, level);	else		CRClickPopup::createAndPush(genGrowthText(), std::make_shared<CComponent>(ComponentType::CREATURE, creature->getId()));}bool CCreaInfo::getShowAvailable(){	return showAvailable;}CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance * Town, bool townHall)	: town(Town),	building(nullptr){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	addUsedEvents(SHOW_POPUP | HOVER);	pos.x += posX;	pos.y += posY;	int buildID;	if(townHall)	{		buildID = 10 + town->hallLevel();		picture = std::make_shared<CAnimImage>(AnimationPath::builtin("ITMTL.DEF"), town->hallLevel());	}	else	{		buildID = 6 + town->fortLevel();		if(buildID == 6)			return;//FIXME: suspicious statement, fix or comment		picture = std::make_shared<CAnimImage>(AnimationPath::builtin("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()->write(building->getNameTranslated());	}	else	{		GH.statusbar()->clear();	}}void CTownInfo::showPopupWindow(const Point & cursorPosition){	if(building)	{		auto c =  std::make_shared<CComponent>(ComponentType::BUILDING, BuildingTypeUniqueID(building->town->faction->getId(), building->bid));		CRClickPopup::createAndPush(CInfoWindow::genText(building->getNameTranslated(), building->getDescriptionTranslated()), c);	}}CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from):	CStatusbarWindow(PLAYER_COLORED | BORDERED),	town(Town){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	LOCPLINT->castleInt = this;	addUsedEvents(KEYBOARD);	builds = std::make_shared<CCastleBuildings>(town);	panel = std::make_shared<CPicture>(ImagePath::builtin("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 = std::make_shared<CGarrisonInt>(Point(305, 387), 4, Point(0,96), town->getUpperArmy(), town->visitingHero);	garr->setRedrawParent(true);	heroes = std::make_shared<HeroSlots>(town, Point(241, 387), Point(241, 483), garr, true);	title = std::make_shared<CLabel>(85, 387, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, town->getNameTranslated());	income = std::make_shared<CLabel>(195, 443, FONT_SMALL, ETextAlignment::CENTER);	icon = std::make_shared<CAnimImage>(AnimationPath::builtin("ITPT"), 0, 0, 15, 387);	exit = std::make_shared<CButton>(Point(744, 544), AnimationPath::builtin("TSBTNS"), CButton::tooltip(CGI->generaltexth->tcommands[8]), [&](){close();}, EShortcut::GLOBAL_RETURN);	exit->setImageOrder(4, 5, 6, 7);	auto split = std::make_shared<CButton>(Point(744, 382), AnimationPath::builtin("TSBTNS"), CButton::tooltip(CGI->generaltexth->tcommands[3]), [&]()	{		garr->splitClick();		heroes->splitClicked();	});	garr->addSplitBtn(split);	Rect barRect(9, 182, 732, 18);	auto statusbarBackground = std::make_shared<CPicture>(panel->getSurface(), barRect, 9, 555);	statusbar = CGStatusBar::create(statusbarBackground);	resdatabar = std::make_shared<CResDataBar>(ImagePath::builtin("ARESBAR"), 3, 575, 37, 3, 84, 78);	townlist = std::make_shared<CTownList>(3, Rect(Point(743, 414), Point(48, 128)), Point(1,16), Point(0, 32), LOCPLINT->localState->getOwnedTowns().size() );	townlist->setScrollUpButton( std::make_shared<CButton>( Point(744, 414), AnimationPath::builtin("IAM014"), CButton::tooltipLocalized("core.help.306")));	townlist->setScrollDownButton( std::make_shared<CButton>( Point(744, 526), AnimationPath::builtin("IAM015"), CButton::tooltipLocalized("core.help.307")));	if(from)		townlist->select(from);	townlist->select(town); //this will scroll list to select current town	townlist->onSelect = std::bind(&CCastleInterface::townChange, this);	recreateIcons();	if (!from)		adventureInt->onAudioPaused();	CCS->musich->playMusic(town->town->clientInfo.musicTheme, true, false);}CCastleInterface::~CCastleInterface(){	// resume map audio if:	// adventureInt exists (may happen on exiting client with open castle interface)	// castleInt has not been replaced (happens on switching between towns inside castle interface)	if (adventureInt && LOCPLINT->castleInt == this)		adventureInt->onAudioResumed();	if(LOCPLINT->castleInt == this)		LOCPLINT->castleInt = nullptr;}void CCastleInterface::updateGarrisons(){	garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);	garr->setArmy(town->visitingHero, EGarrisonType::LOWER);	garr->recreateSlots();	heroes->update();	redraw();}bool CCastleInterface::holdsGarrison(const CArmedInstance * army){	return army == town || army == town->getUpperArmy() || army == town->visitingHero;}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)			LOCPLINT->localState->setSelection(town->visitingHero);		else			LOCPLINT->localState->setSelection(town);	}	CWindowObject::close();}void CCastleInterface::castleTeleport(int where){	const CGTownInstance * dest = LOCPLINT->cb->getTown(ObjectInstanceID(where));	LOCPLINT->localState->setSelection(town->visitingHero);//according to assert(ho == adventureInt->selection) in the eraseCurrentPathOf	LOCPLINT->cb->teleportHero(town->visitingHero, dest);	LOCPLINT->localState->erasePath(town->visitingHero);}void CCastleInterface::townChange(){	//TODO: do not recreate window	const CGTownInstance * dest = LOCPLINT->localState->getOwnedTown(townlist->getSelectedIndex());	const CGTownInstance * town = this->town;// "this" is going to be deleted	if ( dest == town )		return;	close();	GH.windows().createAndPushWindow<CCastleInterface>(dest, town);}void CCastleInterface::addBuilding(BuildingID bid){	deactivate();	builds->addBuilding(bid);	recreateIcons();	activate();	redraw();}void CCastleInterface::removeBuilding(BuildingID bid){	deactivate();	builds->removeBuilding(bid);	recreateIcons();	activate();	redraw();}void CCastleInterface::recreateIcons(){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];	icon->setFrame(iconIndex);	TResources townIncome = town->dailyIncome();	income->setText(std::to_string(townIncome[EGameResID::GOLD]));	hall = std::make_shared<CTownInfo>(80, 413, town, true);	fort = std::make_shared<CTownInfo>(122, 413, town, false);	fastTownHall = std::make_shared<CButton>(Point(80, 413), AnimationPath::builtin("ITMTL.def"), CButton::tooltip(), [&](){ builds->enterTownHall(); });	fastTownHall->setImageOrder(town->hallLevel(), town->hallLevel(), town->hallLevel(), town->hallLevel());	fastTownHall->setAnimateLonelyFrame(true);	int imageIndex = town->fortLevel() == CGTownInstance::EFortLevel::NONE ? 3 : town->fortLevel() - 1;	fastArmyPurchase = std::make_shared<CButton>(Point(122, 413), AnimationPath::builtin("itmcl.def"), CButton::tooltip(), [&](){ builds->enterToTheQuickRecruitmentWindow(); });	fastArmyPurchase->setImageOrder(imageIndex, imageIndex, imageIndex, imageIndex);	fastArmyPurchase->setAnimateLonelyFrame(true);	fastMarket = std::make_shared<LRClickableArea>(Rect(163, 410, 64, 42), [&]()	{		std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);		for(auto & town : towns)		{			if(town->builtBuildings.count(BuildingID::MARKETPLACE))			{				GH.windows().createAndPushWindow<CMarketplaceWindow>(town, nullptr, nullptr, EMarketMode::RESOURCE_RESOURCE);				return;			}		}		LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));	});		fastTavern = std::make_shared<LRClickableArea>(Rect(15, 387, 58, 64), [&]()	{		if(town->builtBuildings.count(BuildingID::TAVERN))			LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);	});	creainfo.clear();	bool compactCreatureInfo = useCompactCreatureBox();	bool useAvailableCreaturesForLabel = useAvailableAmountAsCreatureLabel();	for(size_t i=0; i<4; i++)		creainfo.push_back(std::make_shared<CCreaInfo>(Point(14 + 55 * (int)i, 459), town, (int)i, compactCreatureInfo, useAvailableCreaturesForLabel));	for(size_t i=0; i<4; i++)		creainfo.push_back(std::make_shared<CCreaInfo>(Point(14 + 55 * (int)i, 507), town, (int)i + 4, compactCreatureInfo, useAvailableCreaturesForLabel));}void CCastleInterface::keyPressed(EShortcut key){	switch(key)	{	case EShortcut::MOVE_UP:		townlist->selectPrev();		break;	case EShortcut::MOVE_DOWN:		townlist->selectNext();		break;	case EShortcut::TOWN_SWAP_ARMIES:		heroes->swapArmies();		break;	case EShortcut::TOWN_OPEN_TAVERN:		if(town->hasBuilt(BuildingID::TAVERN))			LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);		break;	default:		break;	}}void CCastleInterface::creaturesChangedEventHandler(){	for(auto creatureInfoBox : creainfo)	{		if(creatureInfoBox->getShowAvailable())		{			creatureInfoBox->update();		}	}}CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building):	town(Town),	building(Building){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	addUsedEvents(LCLICK | SHOW_POPUP | 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	};	icon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2);	header = std::make_shared<CAnimImage>(AnimationPath::builtin("TPTHBAR"), panelIndex[static_cast<int>(state)], 0, 1, 73);	if(iconIndex[static_cast<int>(state)] >=0)		mark = std::make_shared<CAnimImage>(AnimationPath::builtin("TPTHCHK"), iconIndex[static_cast<int>(state)], 0, 136, 56);	name = std::make_shared<CLabel>(78, 81, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, building->getNameTranslated(), 150);	//todo: add support for all possible states	if(state >= EBuildingState::BUILDING_ERROR)		state = EBuildingState::FORBIDDEN;}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[static_cast<int>(state)];		boost::algorithm::replace_first(toPrint,"%s",building->getNameTranslated());		GH.statusbar()->write(toPrint);	}	else	{		GH.statusbar()->clear();	}}void CHallInterface::CBuildingBox::clickPressed(const Point & cursorPosition){	GH.windows().createAndPushWindow<CBuildWindow>(town,building,state,0);}void CHallInterface::CBuildingBox::showPopupWindow(const Point & cursorPosition){	GH.windows().createAndPushWindow<CBuildWindow>(town,building,state,1);}CHallInterface::CHallInterface(const CGTownInstance * Town):	CStatusbarWindow(PLAYER_COLORED | BORDERED, Town->town->clientInfo.hallBackground),	town(Town){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	resdatabar = std::make_shared<CMinorResDataBar>();	resdatabar->moveBy(pos.topLeft(), true);	Rect barRect(5, 556, 740, 18);	auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 5, 556);	statusbar = CGStatusBar::create(statusbarBackground);	title = std::make_shared<CLabel>(399, 12, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, town->town->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->getNameTranslated());	exit = std::make_shared<CButton>(Point(748, 556), AnimationPath::builtin("TPMAGE1.DEF"), CButton::tooltip(CGI->generaltexth->hcommands[8]), [&](){close();}, EShortcut::GLOBAL_RETURN);	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 - (int)boxList[row].size()*154/2 - ((int)boxList[row].size()-1)*20 + 194*(int)col;			int posY = 35 + 104*(int)row;			if(building)				boxes[row].push_back(std::make_shared<CBuildingBox>(posX, posY, town, building));		}	}}CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Building, EBuildingState state, bool rightClick):	CStatusbarWindow(PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0), ImagePath::builtin("TPUBUILD")),	town(Town),	building(Building){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	icon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, building->bid, 0, 125, 50);	auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26);	statusbar = CGStatusBar::create(statusbarBackground);	MetaString nameString;	nameString.appendTextID("core.hallinfo.7");	nameString.replaceTextID(building->getNameTextID());	name = std::make_shared<CLabel>(197, 30, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, nameString.toString());	description = std::make_shared<CTextBox>(building->getDescriptionTranslated(), Rect(33, 135, 329, 67), 0, FONT_MEDIUM, ETextAlignment::CENTER);	stateText = std::make_shared<CTextBox>(getTextForState(state), Rect(33, 216, 329, 67), 0, FONT_SMALL, ETextAlignment::CENTER);	//Create components for all required resources	std::vector<std::shared_ptr<CComponent>> components;	for(GameResID i : GameResID::ALL_RESOURCES())	{		if(building->resources[i])		{			MetaString message;			int resourceAmount = LOCPLINT->cb->getResourceAmount(i);			bool canAfford = resourceAmount >= building->resources[i];			if(!canAfford && state != EBuildingState::ALREADY_PRESENT && settings["general"]["enableUiEnhancements"].Bool())			{				message.appendRawString("{H3Red|%d}/%d");				message.replaceNumber(resourceAmount);			}			else				message.appendRawString("%d");			message.replaceNumber(building->resources[i]);			components.push_back(std::make_shared<CComponent>(ComponentType::RESOURCE, i, message.toString(), CComponent::small));		}	}	cost = std::make_shared<CComponentBox>(components, Rect(25, 300, pos.w - 50, 130));	if(!rightClick)	{	//normal window		MetaString tooltipYes;		tooltipYes.appendTextID("core.genrltxt.595");		tooltipYes.replaceTextID(building->getNameTextID());		MetaString tooltipNo;		tooltipNo.appendTextID("core.genrltxt.596");		tooltipNo.replaceTextID(building->getNameTextID());		buy = std::make_shared<CButton>(Point(45, 446), AnimationPath::builtin("IBUY30"), CButton::tooltip(tooltipYes.toString()), [&](){ buyFunc(); }, EShortcut::GLOBAL_ACCEPT);		buy->setBorderColor(Colors::METALLIC_GOLD);		buy->block(state!=EBuildingState::ALLOWED || LOCPLINT->playerID != town->tempOwner);		cancel = std::make_shared<CButton>(Point(290, 445), AnimationPath::builtin("ICANCEL"), CButton::tooltip(tooltipNo.toString()), [&](){ close();}, EShortcut::GLOBAL_CANCEL);		cancel->setBorderColor(Colors::METALLIC_GOLD);	}}void CBuildWindow::buyFunc(){	LOCPLINT->cb->buildBuilding(town,building->bid);	GH.windows().popWindows(2); //we - build window and hall screen}std::string CBuildWindow::getTextForState(EBuildingState state){	std::string ret;	if(state < EBuildingState::ALLOWED)		ret =  CGI->generaltexth->hcommands[static_cast<int>(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->getNameTranslated());		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)->getNameTranslated();			};			ret = CGI->generaltexth->allTexts[52];			ret += "\n" + town->genBuildingRequirements(building->bid).toString(toStr);			break;		}	case EBuildingState::MISSING_BASE:		{			std::string msg = CGI->generaltexth->translate("vcmi.townHall.missingBase");			ret = boost::str(boost::format(msg) % town->town->buildings.at(building->upgrade)->getNameTranslated());			break;		}	}	return ret;}LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int min, int max){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	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){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	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){	addUsedEvents(HOVER);	hoverText = descr;	std::string valueText;	if(min && max)	{		valueText = std::to_string(min);		if(min != max)			valueText += '-' + std::to_string(max);	}	name = std::make_shared<CLabel>(3, 0, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, nameText);	value = std::make_shared<CLabel>(pos.w-3, pos.h-2, FONT_SMALL, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, valueText);}void LabeledValue::hover(bool on){	if(on)	{		GH.statusbar()->write(hoverText);	}	else	{		GH.statusbar()->clear();	}}CFortScreen::CFortScreen(const CGTownInstance * town):	CStatusbarWindow(PLAYER_COLORED | BORDERED, getBgName(town)){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	ui32 fortSize = static_cast<ui32>(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 = std::make_shared<CLabel>(400, 12, FONT_BIG, ETextAlignment::CENTER, Colors::WHITE, fortBuilding->getNameTranslated());	std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->getNameTranslated());	exit = std::make_shared<CButton>(Point(748, 556), AnimationPath::builtin("TPMAGE1"), CButton::tooltip(text), [&](){ close(); }, EShortcut::GLOBAL_RETURN);	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)		{			BuildingID dwelling = BuildingID::DWELL_UP_FIRST+i;			if(vstd::contains(town->builtBuildings, dwelling))				buildingID = BuildingID(BuildingID::DWELL_UP_FIRST+i);			else				buildingID = BuildingID(BuildingID::DWELL_FIRST+i);		}		else		{			buildingID = BuildingID::SPECIAL_3;		}		recAreas.push_back(std::make_shared<RecruitArea>(positions[i].x, positions[i].y, town, i));	}	resdatabar = std::make_shared<CMinorResDataBar>();	resdatabar->moveBy(pos.topLeft(), true);	Rect barRect(4, 554, 740, 18);	auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 4, 554);	statusbar = CGStatusBar::create(statusbarBackground);}ImagePath CFortScreen::getBgName(const CGTownInstance * town){	ui32 fortSize = static_cast<ui32>(town->creatures.size());	if(fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty())		fortSize--;	if(fortSize == GameConstants::CREATURES_PER_TOWN)		return ImagePath::builtin("TPCASTL7");	else		return ImagePath::builtin("TPCASTL8");}void CFortScreen::creaturesChangedEventHandler(){	for(auto & elem : recAreas)		elem->creaturesChangedEventHandler();	LOCPLINT->castleInt->creaturesChangedEventHandler();}CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance * Town, int Level):	town(Town),	level(Level),	availableCount(nullptr){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	pos.x +=posX;	pos.y +=posY;	pos.w = 386;	pos.h = 126;	if(!town->creatures[level].second.empty())		addUsedEvents(LCLICK | HOVER);//Activate only if dwelling is present	addUsedEvents(SHOW_POPUP);	icons = std::make_shared<CPicture>(ImagePath::builtin("TPCAINFO"), 261, 3);	if(getMyBuilding() != nullptr)	{		buildingIcon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21);		buildingName = std::make_shared<CLabel>(78, 101, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getMyBuilding()->getNameTranslated(), 152);		if(vstd::contains(town->builtBuildings, getMyBuilding()->bid))		{			ui32 available = town->creatures[level].first;			std::string availableText = CGI->generaltexth->allTexts[217]+ std::to_string(available);			availableCount = std::make_shared<CLabel>(78, 119, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, availableText);		}	}	if(getMyCreature() != nullptr)	{		hoverText = boost::str(boost::format(CGI->generaltexth->tcommands[21]) % getMyCreature()->getNamePluralTranslated());		new CCreaturePic(159, 4, getMyCreature(), false);		new CLabel(78,  11, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getMyCreature()->getNamePluralTranslated(), 152);		Rect sizes(287, 4, 96, 18);		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], getMyCreature()->getAttack(false)));		sizes.y+=20;		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], getMyCreature()->getDefense(false)));		sizes.y+=21;		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], getMyCreature()->getMinDamage(false), getMyCreature()->getMaxDamage(false)));		sizes.y+=20;		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], getMyCreature()->getMaxHealth()));		sizes.y+=21;		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], getMyCreature()->valOfBonuses(BonusType::STACKS_SPEED)));		sizes.y+=20;		values.push_back(std::make_shared<LabeledValue>(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level)));	}}const CCreature * CFortScreen::RecruitArea::getMyCreature(){	if(!town->creatures.at(level).second.empty()) // built		return VLC->creh->objects[town->creatures.at(level).second.back()];	if(!town->town->creatures.at(level).empty()) // there are creatures on this level		return VLC->creh->objects[town->town->creatures.at(level).front()];	return nullptr;}const CBuilding * CFortScreen::RecruitArea::getMyBuilding(){	BuildingID myID = BuildingID(BuildingID::DWELL_FIRST + level);	if (level == GameConstants::CREATURES_PER_TOWN)		return town->town->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING);	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;}void CFortScreen::RecruitArea::hover(bool on){	if(on)		GH.statusbar()->write(hoverText);	else		GH.statusbar()->clear();}void CFortScreen::RecruitArea::creaturesChangedEventHandler(){	if(availableCount)	{		std::string availableText = CGI->generaltexth->allTexts[217] + std::to_string(town->creatures[level].first);		availableCount->setText(availableText);	}}void CFortScreen::RecruitArea::clickPressed(const Point & cursorPosition){	LOCPLINT->castleInt->builds->enterDwelling(level);}void CFortScreen::RecruitArea::showPopupWindow(const Point & cursorPosition){	if (getMyCreature() != nullptr)		GH.windows().createAndPushWindow<CStackWindow>(getMyCreature(), true);}CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner, const ImagePath & imagename)	: CStatusbarWindow(BORDERED, imagename){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	window = std::make_shared<CPicture>(owner->town->town->clientInfo.guildWindow, 332, 76);	resdatabar = std::make_shared<CMinorResDataBar>();	resdatabar->moveBy(pos.topLeft(), true);	Rect barRect(7, 556, 737, 18);	auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 7, 556);	statusbar = CGStatusBar::create(statusbarBackground);	exit = std::make_shared<CButton>(Point(748, 556), AnimationPath::builtin("TPMAGE1.DEF"), CButton::tooltip(CGI->generaltexth->allTexts[593]), [&](){ close(); }, EShortcut::GLOBAL_RETURN);	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((int)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(std::make_shared<Scroll>(positions[i][j], CGI->spellh->objects[owner->town->spells[i][j]]));			else				emptyScrolls.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("TPMAGES.DEF"), 1, 0, positions[i][j].x, positions[i][j].y));		}	}}CMageGuildScreen::Scroll::Scroll(Point position, const CSpell *Spell)	: spell(Spell){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	addUsedEvents(LCLICK | SHOW_POPUP | HOVER);	pos += position;	image = std::make_shared<CAnimImage>(AnimationPath::builtin("SPELLSCR"), spell->id);	pos = image->pos;}void CMageGuildScreen::Scroll::clickPressed(const Point & cursorPosition){	LOCPLINT->showInfoDialog(spell->getDescriptionTranslated(0), std::make_shared<CComponent>(ComponentType::SPELL, spell->id));}void CMageGuildScreen::Scroll::showPopupWindow(const Point & cursorPosition){	CRClickPopup::createAndPush(spell->getDescriptionTranslated(0), std::make_shared<CComponent>(ComponentType::SPELL, spell->id));}void CMageGuildScreen::Scroll::hover(bool on){	if(on)		GH.statusbar()->write(spell->getNameTranslated());	else		GH.statusbar()->clear();}CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid):	CStatusbarWindow(PLAYER_COLORED, ImagePath::builtin("TPSMITH")){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	Rect barRect(8, pos.h - 26, pos.w - 16, 19);	auto statusbarBackground = std::make_shared<CPicture>(background->getSurface(), barRect, 8, pos.h - 26);	statusbar = CGStatusBar::create(statusbarBackground);	animBG = std::make_shared<CPicture>(ImagePath::builtin("TPSMITBK"), 64, 50);	animBG->needRefresh = true;	const CCreature * creature = CGI->creh->objects[creMachineID];	anim = std::make_shared<CCreatureAnim>(64, 50, creature->animDefName);	anim->clipRect(113,125,200,150);	MetaString titleString;	titleString.appendTextID("core.genrltxt.274");	titleString.replaceTextID(creature->getNameSingularTextID());	MetaString buyText;	buyText.appendTextID("core.genrltxt.595");	buyText.replaceTextID(creature->getNameSingularTextID());	MetaString cancelText;	cancelText.appendTextID("core.genrltxt.596");	cancelText.replaceTextID(creature->getNameSingularTextID());	std::string costString = std::to_string(aid.toEntity(CGI)->getPrice());	title = std::make_shared<CLabel>(165, 28, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, titleString.toString());	costText = std::make_shared<CLabel>(165, 218, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->jktexts[43]);	costValue = std::make_shared<CLabel>(165, 292, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, costString);	buy = std::make_shared<CButton>(Point(42, 312), AnimationPath::builtin("IBUY30.DEF"), CButton::tooltip(buyText.toString()), [&](){ close(); }, EShortcut::GLOBAL_ACCEPT);	cancel = std::make_shared<CButton>(Point(224, 312), AnimationPath::builtin("ICANCEL.DEF"), CButton::tooltip(cancelText.toString()), [&](){ close(); }, EShortcut::GLOBAL_CANCEL);	if(possible)		buy->addCallback([=](){ LOCPLINT->cb->buyArtifact(LOCPLINT->cb->getHero(hid),aid); });	else		buy->block(true);	costIcon = std::make_shared<CAnimImage>(AnimationPath::builtin("RESOURCE"), GameResID(EGameResID::GOLD), 0, 148, 244);}
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