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- #include "../stdafx.h"
- #include "CCastleInterface.h"
- #include "AdventureMapButton.h"
- #include "CAdvmapInterface.h"
- #include "CAnimation.h"
- #include "../CCallback.h"
- #include "CGameInfo.h"
- #include "CHeroWindow.h"
- #include "CMessage.h"
- #include "SDL_Extensions.h"
- #include "CCreatureAnimation.h"
- #include "Graphics.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CBuildingHandler.h"
- #include "CDefHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CLodHandler.h"
- #include "../lib/CObjectHandler.h"
- #include "../lib/CSpellHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/CCreatureHandler.h"
- #include "../lib/map.h"
- #include "CMusicHandler.h"
- #include <boost/algorithm/string.hpp>
- #include <boost/algorithm/string/replace.hpp>
- #include <boost/assign/std/vector.hpp>
- #include <boost/lexical_cast.hpp>
- #include <cmath>
- #include <sstream>
- #include <boost/format.hpp>
- #include "../lib/CCreatureHandler.h"
- #include "CMusicHandler.h"
- using namespace boost::assign;
- using namespace CSDL_Ext;
- /*
- * CCastleInterface.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID
- {
- const CGTownInstance * t = LOCPLINT->castleInt->town;
- switch (bid)
- {
- case 18: return t->town->hordeLvl[0] + 30;
- case 19: return t->town->hordeLvl[0] + 37;
- case 24: return t->town->hordeLvl[1] + 30;
- case 25: return t->town->hordeLvl[1] + 37;
- default: return bid;
- }
- }
- CBuildingRect::CBuildingRect(const Structure *Str)
- :CShowableAnim(0, 0, Str->defName, CShowableAnim::FLAG_BASE),
- moi(false), str(Str)
- {
- pos.x += str->pos.x + LOCPLINT->castleInt->pos.x;
- pos.y += str->pos.y + LOCPLINT->castleInt->pos.y;
- if(str->ID == 33 && str->townID == 4) //little 'hack' for estate in necropolis - background color is not always the first color in the palette
- for(size_t i=0; i<anim.groupSize(0);i++)
- SDL_SetColorKey(anim.image(i,0), SDL_SRCCOLORKEY,
- *((char*)(anim.image(i,0)->pixels)));
- if(Str->ID<0 || (Str->ID>=27 && Str->ID<=29))
- {
- area = border = NULL;
- return;
- }
- border = BitmapHandler::loadBitmap(str->borderName, true);
- if (!border)
- {
- tlog2 << "Warning: no border for "<<Str->ID<<std::endl;
- }
- area = BitmapHandler::loadBitmap(str->areaName);
- if (!area)
- {
- tlog2 << "Warning: no area for "<<Str->ID<<std::endl;
- }
- }
- CBuildingRect::~CBuildingRect()
- {
- if(border)
- SDL_FreeSurface(border);
- if(area)
- SDL_FreeSurface(area);
- }
- void CBuildingRect::activate()
- {
- activateHover();
- activateLClick();
- activateRClick();
- }
- void CBuildingRect::deactivate()
- {
- deactivateHover();
- deactivateLClick();
- deactivateRClick();
- if(moi)
- deactivateMouseMove();
- moi=false;
- }
- bool CBuildingRect::operator<(const CBuildingRect & p2) const
- {
- if(str->pos.z != p2.str->pos.z)
- return (str->pos.z) < (p2.str->pos.z);
- else
- return (str->ID) < (p2.str->ID);
- }
- void CBuildingRect::hover(bool on)
- {
- //Hoverable::hover(on);
- if(on)
- {
- if(!moi)
- activateMouseMove();
- moi = true;
- }
- else
- {
- if(moi)
- deactivateMouseMove();
- moi = false;
- if(LOCPLINT->castleInt->hBuild == this)
- {
- LOCPLINT->castleInt->hBuild = NULL;
- GH.statusbar->clear();
- //call mouseMoved in other buildings, cursor might have been moved while they were inactive (eg. because of r-click popup)
- for(size_t i = 0; i < LOCPLINT->castleInt->buildings.size(); i++)
- LOCPLINT->castleInt->buildings[i]->mouseMoved(GH.current->motion);
- }
- }
- }
- void CBuildingRect::clickLeft(tribool down, bool previousState)
- {
- if( previousState && !down && area && (LOCPLINT->castleInt->hBuild==this) )
- if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
- LOCPLINT->castleInt->buildingClicked(str->ID);
- }
- void CBuildingRect::clickRight(tribool down, bool previousState)
- {
- if((!area) || (!((bool)down)) || (this!=LOCPLINT->castleInt->hBuild))
- return;
- if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
- {
- int bid = hordeToDwellingID(str->ID);
- const CBuilding *bld = CGI->buildh->buildings[str->townID].find(bid)->second;
- assert(bld);
- CInfoPopup *vinya = new CInfoPopup();
- vinya->free = true;
- vinya->bitmap = CMessage::drawBoxTextBitmapSub
- (LOCPLINT->playerID,
- bld->Description(),
- LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,
- bld->Name());
- vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
- vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
- GH.pushInt(vinya);
- }
- }
- void CBuildingRect::show(SDL_Surface *to)
- {
- CShowableAnim::show(to);
- if(LOCPLINT->castleInt->hBuild == this && border) //if this this higlighted structure and has border we'll blit it
- blitAtLoc(border,0,0,to);
- }
- void CBuildingRect::showAll(SDL_Surface *to)
- {
- show(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(LOCPLINT->castleInt->hBuild == this)
- {
- LOCPLINT->castleInt->hBuild = NULL;
- GH.statusbar->clear();
- }
- }
- else //inside the area of this building
- {
- if(! LOCPLINT->castleInt->hBuild //no building hovered
- || (*LOCPLINT->castleInt->hBuild)<(*this)) //or we are on top
- {
- LOCPLINT->castleInt->hBuild = this;
- GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
- }
- }
- }
- }
- void CHeroGSlot::hover (bool on)
- {
- if(!on)
- {
- GH.statusbar->clear();
- return;
- }
- CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
- std::string temp;
- if(hero)
- {
- if(highlight)//view NNN
- {
- temp = CGI->generaltexth->tcommands[4];
- boost::algorithm::replace_first(temp,"%s",hero->name);
- }
- else if(other->hero && other->highlight)//exchange
- {
- temp = CGI->generaltexth->tcommands[7];
- boost::algorithm::replace_first(temp,"%s",hero->name);
- boost::algorithm::replace_first(temp,"%s",other->hero->name);
- }
- else// select NNN (in ZZZ)
- {
- if(upg)//down - visiting
- {
- temp = CGI->generaltexth->tcommands[32];
- boost::algorithm::replace_first(temp,"%s",hero->name);
- }
- else //up - garrison
- {
- temp = CGI->generaltexth->tcommands[12];
- boost::algorithm::replace_first(temp,"%s",hero->name);
- }
- }
- }
- else //we are empty slot
- {
- if(other->highlight && other->hero) //move NNNN
- {
- temp = CGI->generaltexth->tcommands[6];
- boost::algorithm::replace_first(temp,"%s",other->hero->name);
- }
- else //empty
- {
- temp = CGI->generaltexth->allTexts[507];
- }
- }
- if(temp.size())
- GH.statusbar->print(temp);
- }
- void CHeroGSlot::clickLeft(tribool down, bool previousState)
- {
- CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
- if(!down)
- {
- owner->garr->splitting = false;
- owner->garr->highlighted = NULL;
- if(hero && highlight)
- {
- setHighlight(false);
- LOCPLINT->openHeroWindow(hero);
- }
- else if(other->hero && other->highlight)
- {
- bool allow = true;
- if(upg) //moving hero out of town - check if it is allowed
- {
- if(!hero && LOCPLINT->cb->howManyHeroes(false) >= 8)
- {
- std::string tmp = CGI->generaltexth->allTexts[18]; //You already have %d adventuring heroes under your command.
- boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes(false)));
- LOCPLINT->showInfoDialog(tmp,std::vector<SComponent*>(), soundBase::sound_todo);
- allow = false;
- }
- else if(!other->hero->stacksCount()) //hero has no creatures - strange, but if we have appropriate error message...
- {
- LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[19],std::vector<SComponent*>(), soundBase::sound_todo); //This hero has no creatures. A hero must have creatures before he can brave the dangers of the countryside.
- allow = false;
- }
- }
- setHighlight(false);
- other->setHighlight(false);
- if(allow)
- LOCPLINT->cb->swapGarrisonHero(owner->town);
- }
- else if(hero)
- {
- setHighlight(true);
- owner->garr->highlighted = NULL;
- show(screen2);
- }
- hover(false);hover(true); //refresh statusbar
- }
- //if(indeterminate(down) && !isItIn(&other->pos,GH.current->motion.x,GH.current->motion.y))
- //{
- // other->highlight = highlight = false;
- // show(screen2);
- //}
- }
- void CHeroGSlot::deactivate()
- {
- highlight = false;
- CIntObject::deactivate();
- }
- void CHeroGSlot::show(SDL_Surface * to)
- {
- if(hero) //there is hero
- blitAt(graphics->portraitLarge[hero->portrait],pos,to);
- else if(!upg) //up garrison
- blitAt(graphics->flags->ourImages[LOCPLINT->castleInt->town->getOwner()].bitmap,pos,to);
- if(highlight)
- blitAt(graphics->bigImgs[-1],pos,to);
- }
- CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, CCastleInterface * Owner)
- {
- owner = Owner;
- pos.x = x;
- pos.y = y;
- pos.w = 58;
- pos.h = 64;
- hero = h;
- upg = updown;
- highlight = false;
- }
- CHeroGSlot::~CHeroGSlot()
- {
- }
- void CHeroGSlot::setHighlight( bool on )
- {
- highlight = on;
- if(owner->hslotup.hero && owner->hslotdown.hero) //two heroes in town
- {
- for(size_t i = 0; i<owner->garr->splitButtons.size(); i++) //splitting enabled when slot higlighted
- owner->garr->splitButtons[i]->block(!on);
- }
- }
- class SORTHELP
- {
- public:
- bool operator ()
- (const CBuildingRect *a ,
- const CBuildingRect *b)
- {
- return (*a)<(*b);
- }
- } srthlp ;
- CCastleInterface::CCastleInterface(const CGTownInstance * Town, int listPos)
- :hslotup(241,387,0,Town->garrisonHero,this),hslotdown(241,483,1,Town->visitingHero,this)
- {
- showing = false;
- bars = CDefHandler::giveDefEss("TPTHBAR.DEF");
- status = CDefHandler::giveDefEss("TPTHCHK.DEF");
- LOCPLINT->castleInt = this;
- hall = NULL;
- fort = NULL;
- market = NULL;
- townInt = BitmapHandler::loadBitmap("TOWNSCRN.bmp");
- pos.x = screen->w/2 - 400;
- pos.y = screen->h/2 - 300;
- hslotup.pos.x += pos.x;
- hslotup.pos.y += pos.y;
- hslotdown.pos.x += pos.x;
- hslotdown.pos.y += pos.y;
- hBuild = NULL;
- count=0;
- town = Town;
- animval = 0;
- winMode = 1;
- //garrison
- garr = new CGarrisonInt(pos.x+305,pos.y+387,4,Point(0,96),townInt,Point(62,374),town,town->visitingHero);
- townlist = new CTownList(3,pos.x+744,pos.y+414,"IAM014.DEF","IAM015.DEF");//744,526);
- exit = new AdventureMapButton
- (CGI->generaltexth->tcommands[8],"",boost::bind(&CCastleInterface::close,this),pos.x+744,pos.y+544,"TSBTNS.DEF",SDLK_RETURN);
- exit->assignedKeys.insert(SDLK_ESCAPE);
- split = new AdventureMapButton(CGI->generaltexth->tcommands[3],"",boost::bind(&CGarrisonInt::splitClick,garr),pos.x+744,pos.y+382,"TSBTNS.DEF");
- split->callback += boost::bind(&CCastleInterface::splitClicked,this);
- garr->addSplitBtn(split);
- statusbar = new CStatusBar(pos.x+7,pos.y+555,"TSTATBAR.bmp",732);
- resdatabar = new CResDataBar("ZRESBAR.bmp",pos.x+3,pos.y+575,32,2,85,85);
- townlist->fun = boost::bind(&CCastleInterface::townChange,this);
- //townlist->genList();
- townlist->selected = vstd::findPos(LOCPLINT->towns,Town);
- townlist->from = townlist->selected - listPos;
- amax(townlist->from, 0);
- amin(townlist->from, LOCPLINT->towns.size() - townlist->SIZE);
- graphics->blueToPlayersAdv(townInt,LOCPLINT->playerID);
- exit->bitmapOffset = 4;
- //growth icons and buildings
- recreateBuildings();
- recreateIcons();
- cityBg = BitmapHandler::loadBitmap(graphics->townBgs[town->subID]);
- bicons = CDefHandler::giveDefEss(graphics->buildingPics[town->subID]);
- CCS->musich->playMusic(CCS->musich->townMusics[town->subID], -1);
- }
- CCastleInterface::~CCastleInterface()
- {
- delete bars;
- delete status;
- SDL_FreeSurface(townInt);
- SDL_FreeSurface(cityBg);
- delete exit;
- //delete split;
- delete hall;
- delete fort;
- delete market;
- delete garr;
- delete townlist;
- delete statusbar;
- delete resdatabar;
- for(size_t i=0;i<buildings.size();i++)
- {
- delete buildings[i];
- }
- delete bicons;
- for(size_t i=0;i<creainfo.size();i++)
- {
- delete creainfo[i];
- }
- }
- void CCastleInterface::close()
- {
- if(town->tempOwner == LOCPLINT->playerID) //we may have opened window for an allied town
- {
- if(town->visitingHero)
- adventureInt->select(town->visitingHero);
- else
- adventureInt->select(town);
- }
- LOCPLINT->castleInt = NULL;
- GH.popIntTotally(this);
- CCS->musich->stopMusic(5000);
- }
- void CCastleInterface::splitF()
- {
- }
- void CCastleInterface::buildingClicked(int building)
- {
- tlog5<<"You've clicked on "<<building<<std::endl;
- building = hordeToDwellingID(building);
- const CBuilding *b = CGI->buildh->buildings[town->subID].find(building)->second;
- if(building >= 30)
- {
- showRecruitmentWindow((building-30)%CREATURES_PER_TOWN);
- }
- else
- {
- switch(building)
- {
- case 0: case 1: case 2: case 3: case 4: //mage guild
- {
- const CGHeroInstance *h = NULL; //hero that "enters" mage guild
- if(!town->garrisonHero && !town->visitingHero) //no heroes in town
- h = NULL;
- else if(!town->garrisonHero) //only visiting hero
- h = town->visitingHero;
- else if(!town->visitingHero || hslotup.highlight) //only garrisoned hero OR both heroes present, garrisoned hero selected
- h = town->garrisonHero;
- else //both heroes present, use the visiting one
- h = town->visitingHero;
- if(h && !vstd::contains(h->artifWorn,ui16(17))) //hero doesn't have spellbok
- {
- if(LOCPLINT->cb->getResourceAmount(6) < 500) //not enough gold to buy spellbook
- {
- LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]);
- }
- else
- {
- CFunctionList<void()> fl = boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,h,0);
- fl += boost::bind(&CCastleInterface::enterMageGuild,this);
- std::vector<SComponent*> vvv(1,new SComponent(SComponent::artifact,0,0));
- LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214],vvv,fl,0,true);
- }
- }
- else
- {
- enterMageGuild();
- }
- break;
- }
- case 5: //tavern
- {
- enterTavern();
- break;
- }
- case 6: //shipyard
- {
- LOCPLINT->showShipyardDialog(town);
- break;
- }
- case 7: case 8: case 9: //fort/citadel/castle
- {
- CFortScreen *fs = new CFortScreen(this);
- GH.pushInt(fs);
- break;
- }
- case 10: case 11: case 12: case 13: //hall
- if(town->visitingHero && town->visitingHero->hasArt(2) &&
- !vstd::contains(town->builtBuildings, 26)) //hero has grail, but town does not have it
- {
- if(!vstd::contains(town->forbiddenBuildings, 26))
- {
- LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[597], //Do you wish this to be the permanent home of the Grail?
- std::vector<SComponent*>(),
- boost::bind(&CCallback::buildBuilding, LOCPLINT->cb, town, 26),
- boost::bind(&CCastleInterface::enterHall, this), true);
- }
- else
- {
- LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);
- (dynamic_cast<CInfoWindow*>(GH.topInt()))->buttons[0]->callback += boost::bind(&CCastleInterface::enterHall, this);
- }
- }
- else
- enterHall();
- break;
- case 14: //marketplace
- {
- CMarketplaceWindow *cmw = new CMarketplaceWindow(town, town->visitingHero);
- GH.pushInt(cmw);
- break;
- }
- //case 15: //resource silo - default handling only
- case 16: //blacksmith
- enterBlacksmith(town->town->warMachine);
- break;
- case 17:
- {
- switch(town->subID)
- {
- /*Rampart*/ case 1://Mystic Pond
- enterFountain(building);
- break;
- /*Tower*/ case 2://Artifact Merchant
- /*Dungeon*/ case 5://Artifact Merchant
- /*Conflux*/ case 8://Artifact Merchant
- 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:
- defaultBuildingClicked(building);
- break;
- }
- break;
- }
- //case 18: //basic horde 1 - can't be selected
- //case 19: //upg horde 1 - can't be selected
- case 20: //ship at shipyard
- LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
- break;
- case 21: //special 2
- {
- switch(town->subID)
- {
- /*Rampart*/ case 1: //Fountain of Fortune
- enterFountain(building);
- break;
- /*Stronghold*/case 6: //Freelancer's Guild
- if(town->visitingHero)
- GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, CREATURE_RESOURCE));
- else
- LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
- break;
- /*Conflux*/ case 8: //Magic University
- if (town->visitingHero)
- GH.pushInt(new CUniversityWindow(town->visitingHero, town));
- else if (town->garrisonHero)
- GH.pushInt(new CUniversityWindow(town->garrisonHero, town));
- else//no hero in town - default popup
- defaultBuildingClicked(building);
- break;
- default:
- defaultBuildingClicked(building);
- break;
- }
- break;
- }
- case 22: //special 3
- {
- switch(town->subID)
- {
- /*Castle*/ case 0: //brotherhood of sword
- enterTavern();
- break;
- /*Inferno*/ case 3: //Castle Gate
- {
- if (!town->visitingHero)
- {
- LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126], std::vector<SComponent*>(), soundBase::sound_todo);
- break;//only visiting hero can use castle gates
- }
- std::vector <int> availableTowns;
- std::vector <const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(false);
- for(size_t i=0;i<Towns.size();i++)
- {
- const CGTownInstance *t = Towns[i];
- if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
- t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate
- {
- availableTowns.push_back(t->id);//add to the list
- }
- }
- CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);//will be deleted by selection window
- GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
- CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, this, _1)));
- break;
- }
- /*Necropolis*/ case 4: //Skeleton Transformer
- const CGHeroInstance *hero;
- if (town->visitingHero)
- hero = town->visitingHero;
- else if (town->garrisonHero)
- hero = town->garrisonHero;
- else
- hero = NULL;//no hero - will trade with town garrison
- GH.pushInt ( new CTransformerWindow(hero, town) );
- break;
- /*Dungeon*/ case 5: //Portal of Summoning
- if (town->creatures[CREATURES_PER_TOWN].second.empty())
- //extra dwelling has no creatures in it
- LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30], std::vector<SComponent*>(), soundBase::sound_todo);
- else
- this->showRecruitmentWindow(CREATURES_PER_TOWN);
- break;
- /*Stronghold*/ case 6: //Ballista Yard
- enterBlacksmith(4);
- break;
- default:
- defaultBuildingClicked(building);
- break;
- }
- break;
- }
- //case 23: //special 4 - default handling only
- //case 24: //basic horde 2 - can't be selected
- //case 25: //upg horde 2 - can't be selected
- //case 26: //grail - default handling only
- default:
- defaultBuildingClicked(building);
- break;
- }
- }
- }
- void CCastleInterface::castleTeleport(int where)
- {
- const CGTownInstance * dest = LOCPLINT->cb->getTownInfo(where, 1);
- LOCPLINT->cb->teleportHero(town->visitingHero, dest);
- }
- void CCastleInterface::defaultBuildingClicked(int building)
- {
- std::vector<SComponent*> comps(1,
- new SComponent(SComponent::building,town->subID,building,bicons->ourImages[building].bitmap,false));
- LOCPLINT->showInfoDialog(
- CGI->buildh->buildings[town->subID].find(building)->second->Description(),
- comps, soundBase::sound_todo);
- }
- void CCastleInterface::enterFountain(int building)
- {
- std::vector<SComponent*> comps(1,
- new SComponent(SComponent::building,town->subID,building,bicons->ourImages[building].bitmap,false));
- std::string descr = CGI->buildh->buildings[town->subID].find(building)->second->Description();
- if ( building == 21)//we need description for mystic pond as well
- descr += "\n\n"+CGI->buildh->buildings[town->subID].find(17)->second->Description();
- if (town->bonusValue.first == 0)//fountain was builded this week
- descr += "\n\n"+ CGI->generaltexth->allTexts[677];
- else//fountain produced something;
- {
- descr+= "\n\n"+ CGI->generaltexth->allTexts[678];
- boost::algorithm::replace_first(descr,"%s",CGI->generaltexth->restypes[town->bonusValue.first]);
- char buf[10];
- SDL_itoa(town->bonusValue.second,buf,10);
- boost::algorithm::replace_first(descr,"%d",buf);
- }
- LOCPLINT->showInfoDialog(descr, comps, soundBase::sound_todo);
- }
- void CCastleInterface::enterBlacksmith(int ArtifactID)
- {
- const CGHeroInstance *hero = town->visitingHero;
- if(!hero)
- {
- std::string pom = CGI->generaltexth->allTexts[273];
- boost::algorithm::replace_first(pom,"%s",CGI->buildh->buildings[town->subID].find(16)->second->Name());
- LOCPLINT->showInfoDialog(pom,std::vector<SComponent*>(), soundBase::sound_todo);
- return;
- }
- int price = CGI->arth->artifacts[ArtifactID]->price;
- bool possible = (LOCPLINT->cb->getResourceAmount(6) >= price);
- if( hero->hasArt(ui16(ArtifactID+9)) ) //hero already has machine
- possible = false;
- GH.pushInt(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(ArtifactID,false),ArtifactID,hero->id));
- }
- void CCastleInterface::enterHall()
- {
- CHallInterface *h = new CHallInterface(this);
- GH.pushInt(h);
- }
- void CCastleInterface::showAll( SDL_Surface * to/*=NULL*/)
- {
- blitAt(cityBg,pos,to);
- blitAt(townInt,pos.x,pos.y+374,to);
- adventureInt->resdatabar.draw(to);
- townlist->draw(to);
- statusbar->show(to);
- resdatabar->draw(to);
- garr->show(to);
- //draw creatures icons and their growths
- for(size_t i=0;i<creainfo.size();i++)
- creainfo[i]->show(to);
- //print name
- CSDL_Ext::printAt(town->name,pos.x+85,pos.y+387,FONT_MEDIUM,zwykly,to);
- //blit town icon
- int pom = town->subID*2;
- if (!town->hasFort())
- pom += F_NUMBER*2;
- if(town->builded >= MAX_BUILDING_PER_TURN)
- pom++;
- blitAt(graphics->bigTownPic->ourImages[pom].bitmap,pos.x+15,pos.y+387,to);
- hslotup.show(to);
- hslotdown.show(to);
- market->show(to);
- fort->show(to);
- hall->show(to);
- show(to);
- if(screen->w != 800 || screen->h !=600)
- CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
- exit->show(to);
- //split->show(to);
- }
- void CCastleInterface::townChange()
- {
- const CGTownInstance * nt = LOCPLINT->towns[townlist->selected];
- int tpos = townlist->selected - townlist->from;
- if ( nt == town )
- return;
- GH.popIntTotally(this);
- GH.pushInt(new CCastleInterface(nt, tpos));
- }
- void CCastleInterface::show(SDL_Surface * to)
- {
- blitAt(cityBg,pos,to);
- //blit buildings
- for(size_t i=0;i<buildings.size();i++)
- {
- buildings[i]->showAll(to);
- }
- statusbar->show(to);//refreshing statusbar
- }
- void CCastleInterface::activate()
- {
- showing = true;
- townlist->activate();
- garr->activate();
- GH.statusbar = statusbar;
- exit->activate();
- fort->activate();
- hall->activate();
- market->activate();
- //split->activate();
- for(size_t i=0;i<buildings.size();i++) //XXX pls use iterators or at() but not []
- {
- buildings[i]->activate();
- }
- for(size_t i=0;i<creainfo.size();i++)
- creainfo[i]->activate();
- hslotdown.activate();
- hslotup.activate();
- activateKeys();
- }
- void CCastleInterface::deactivate()
- {
- showing = false;
- townlist->deactivate();
- garr->deactivate();
- exit->deactivate();
- fort->deactivate();
- hall->deactivate();
- market->deactivate();
- //split->deactivate();
- for(size_t i=0;i<buildings.size();i++) //XXX iterators
- {
- buildings[i]->deactivate();
- }
- for(size_t i=0;i<creainfo.size();i++)
- creainfo[i]->deactivate();
- hslotdown.deactivate();
- hslotup.deactivate();
- deactivateKeys();
- }
- void CCastleInterface::addBuilding(int bid)
- {
- //TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach
- if ( winMode == 2 )//we will only build buildings, no need to update interface - it will be closed in a moment
- return;
- deactivate();
- recreateBuildings();
- recreateIcons();
- activate();
- }
- void CCastleInterface::removeBuilding(int bid)
- {
- //TODO: lepiej by bylo tylko usuwac co trzeba pamietajac o grupach
- recreateBuildings();
- recreateIcons();
- }
- void CCastleInterface::recreateBuildings()
- {
- for(size_t i=0;i<buildings.size();i++)
- {
- if(showing)
- buildings[i]->deactivate();
- delete buildings[i];
- }
- buildings.clear();
- hBuild = NULL;
- std::set< std::pair<int,int> > s; //group - id
- for (std::set<si32>::const_iterator i=town->builtBuildings.begin();i!=town->builtBuildings.end();i++)
- {
- if(town->subID >= 0 && town->subID < CGI->townh->structures.size()) //we have info about structures in this town
- {
- if(CGI->townh->structures[town->subID].find(*i)!=CGI->townh->structures[town->subID].end()) //we have info about that structure
- {
- const Structure * st = CGI->townh->structures[town->subID][*i];
- if(st->group<0) //no group - just add it
- {
- buildings.push_back(new CBuildingRect(st));
- }
- else
- {
- std::set< std::pair<int,int> >::iterator obecny=s.end();
- for(std::set< std::pair<int,int> >::iterator seti = s.begin(); seti!=s.end(); seti++) //check if we have already building from same group
- {
- if(seti->first == st->group)
- {
- obecny = seti;
- break;
- }
- }
- if(obecny != s.end())
- {
- if((*(CGI->townh->structures[town->subID][obecny->second])) < (*(CGI->townh->structures[town->subID][st->ID]))) //we have to replace old building with current one
- {
- for(size_t itpb = 0; itpb<buildings.size(); itpb++)
- {
- if(buildings[itpb]->str->ID == obecny->second)
- {
- delete buildings[itpb];
- buildings.erase(buildings.begin() + itpb);
- *(const_cast<int*>(&(obecny->second))) = st->ID;
- buildings.push_back(new CBuildingRect(st));
- }
- }
- }
- }
- else
- {
- buildings.push_back(new CBuildingRect(st));
- s.insert(std::pair<int,int>(st->group,st->ID));
- }
- }
- }
- else continue;
- }
- else
- break;
- }
- //ship in shipyard
- bool isThereShip = false;
- if(vstd::contains(town->builtBuildings,6))
- {
- std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
- if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
- {
- Structure * st = CGI->townh->structures[town->subID][20];
- buildings.push_back(new CBuildingRect(st));
- s.insert(std::pair<int,int>(st->group,st->ID));
- isThereShip = true;
- }
- }
- std::sort(buildings.begin(),buildings.end(),srthlp);
- //code for Mana Vortex (there are two sets of animation frames - one without mage guild and one with
- if((town->subID == 5) && (town->builtBuildings.find(21)!=town->builtBuildings.end()))
- {
- CBuildingRect *vortex = NULL;
- for(size_t i=0;i<buildings.size();i++)
- {
- if(buildings[i]->str->ID==21)
- {
- vortex=buildings[i];
- break;
- }
- }
- if(town->builtBuildings.find(4)!=town->builtBuildings.end()) //there is mage Guild level 5
- {
- vortex->set(0,10);
- }
- else
- {
- vortex->set(0,0,9);
- }
- }
- //code for the shipyard in the Castle
- else if(town->subID == 0)
- {
- int shipID = 0;
- if(isThereShip)
- shipID = 20;
- else if(vstd::contains(town->builtBuildings, 6))
- shipID = 6;
- if(shipID)
- {
- CBuildingRect *shipyard = NULL;
- for(size_t i=0;i<buildings.size();i++)
- {
- if(buildings[i]->str->ID==shipID)
- {
- shipyard=buildings[i];
- break;
- }
- }
- if(town->builtBuildings.find(8)!=town->builtBuildings.end()) //there is citadel
- {
- shipyard->set(0,1);
- }
- else
- {
- shipyard->set(0,0,0);
- }
- }
- }
- if(showing)
- for(size_t i=0;i<buildings.size();i++)
- buildings[i]->activate();
- }
- void CCastleInterface::recreateIcons()
- {
- delete fort;
- delete hall;
- delete market;
- hall = new CTownInfo(0);
- fort = new CTownInfo(1);
- market = new CTownInfo(2);
- for(size_t i=0;i<creainfo.size();i++)
- {
- if(showing)
- creainfo[i]->deactivate();
- delete creainfo[i];
- }
- creainfo.clear();
- for(size_t i=0;i<CREATURES_PER_TOWN;i++)
- {
- int crid = -1;
- int bid = 30+i;
- if (town->builtBuildings.find(bid)!=town->builtBuildings.end())
- {
- if (town->builtBuildings.find(bid+CREATURES_PER_TOWN)!=town->builtBuildings.end())
- {
- crid = town->town->upgradedCreatures[i];
- bid += CREATURES_PER_TOWN;
- }
- else
- crid = town->town->basicCreatures[i];
- }
- if (crid>=0)
- creainfo.push_back(new CCreaInfo(crid,(bid-30)%CREATURES_PER_TOWN));
- }
- if(town->subID == 5 && vstd::contains(town->builtBuildings, 22) && //we have Portal of Summoning
- !town->creatures[CREATURES_PER_TOWN].second.empty()) // with some creatures in it
- creainfo.push_back(new CCreaInfo(town->creatures[CREATURES_PER_TOWN].second[0], CREATURES_PER_TOWN));
- }
- CCastleInterface::CCreaInfo::~CCreaInfo()
- {
- }
- CCastleInterface::CCreaInfo::CCreaInfo(int CRID, int LVL)
- {
- used = LCLICK | RCLICK | HOVER;
- CCastleInterface * ci=LOCPLINT->castleInt;
- level = LVL;
- crid = CRID;
- pos.x = ci->pos.x+14+(55*(level%4));
- pos.y = (level>3)?(507+ci->pos.y):(459+ci->pos.y);
- pos.w = 48;
- pos.h = 48;
- }
- void CCastleInterface::CCreaInfo::hover(bool on)
- {
- if(on)
- {
- std::string descr=CGI->generaltexth->allTexts[588];
- boost::algorithm::replace_first(descr,"%s",CGI->creh->creatures[crid]->namePl);
- GH.statusbar->print(descr);
- }
- else
- GH.statusbar->clear();
- }
- void CCastleInterface::CCreaInfo::clickLeft(tribool down, bool previousState)
- {
- if(previousState && (!down))
- LOCPLINT->castleInt->showRecruitmentWindow(level);
- }
- int CCastleInterface::CCreaInfo::AddToString(std::string from, std::string & to, int numb)
- {
- if (!numb)
- return 0;//do not add string if 0
- boost::algorithm::replace_first(from,"%+d", (numb > 0 ? "+" : "")+boost::lexical_cast<std::string>(numb)); //negative values don't need "+"
- to+="\n"+from;
- return numb;
- }
- void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState)
- {
- if(down)
- {
- CCastleInterface * ci=LOCPLINT->castleInt;
- std::set<si32> bld = ci->town->builtBuildings;
- int summ=0;
- std::string descr=CGI->generaltexth->allTexts[589];//Growth of creature is number
- boost::algorithm::replace_first(descr,"%s",CGI->creh->creatures[crid]->nameSing);
- boost::algorithm::replace_first(descr,"%d", boost::lexical_cast<std::string>(ci->town->creatureGrowth(level)));
- descr +="\n"+CGI->generaltexth->allTexts[590];
- summ = CGI->creh->creatures[crid]->growth;
- boost::algorithm::replace_first(descr,"%d", boost::lexical_cast<std::string>(summ));
- if ( level>=0 && level<CREATURES_PER_TOWN)
- {
- if ( bld.find(9)!=bld.end())//castle +100% to basic
- summ+=AddToString(CGI->buildh->buildings[ci->town->subID][9]->Name()+" %+d",descr,summ);
- else if ( bld.find(8)!=bld.end())//else if citadel+50% to basic
- summ+=AddToString(CGI->buildh->buildings[ci->town->subID][8]->Name()+" %+d",descr,summ/2);
- summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, //double growth or plague
- summ * CGI->creh->creatures[crid]->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100);
- summ+=AddToString(CGI->generaltexth->artifNames[133] + " %+d",descr,
- summ * ci->town->valOfGlobalBonuses
- (Selector::type(Bonus::CREATURE_GROWTH_PERCENT) && Selector::sourceType(Bonus::ARTIFACT))/100); //Statue of Legion
- if(ci->town->town->hordeLvl[0]==level)//horde, x to summ
- if((bld.find(18)!=bld.end()) || (bld.find(19)!=bld.end()))
- summ+=AddToString(CGI->buildh->buildings[ci->town->subID][18]->Name()+" %+d",descr,
- CGI->creh->creatures[crid]->hordeGrowth);
- if(ci->town->town->hordeLvl[1]==level)//horde, x to summ
- if((bld.find(24)!=bld.end()) || (bld.find(25)!=bld.end()))
- summ+=AddToString(CGI->buildh->buildings[ci->town->subID][24]->Name()+" %+d",descr,
- CGI->creh->creatures[crid]->hordeGrowth);
- 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[ci->town->town->basicCreatures[level]]->idNumber == (*it)->creatures[0].second[0])
- cnt++;//external dwellings count to summ
- summ+=AddToString(CGI->generaltexth->allTexts[591],descr,cnt);
- const CGHeroInstance * ch = ci->town->garrisonHero;
- BonusList bl;
- for (cnt = 0; cnt<2; cnt++) // "loop" to avoid copy-pasting code
- {
- if(ch)
- {
- ch->getBonuses(bl, Selector::type(Bonus::CREATURE_GROWTH) && Selector::subtype(level) && Selector::sourceType(Bonus::ARTIFACT), ch);
- };
- ch = ci->town->visitingHero;
- };
- if (bl.size())
- summ+=AddToString (CGI->arth->artifacts[bl.front()->id]->Name()+" %+d", descr, bl.totalValue());
- //TODO: player bonuses
- if(bld.find(26)!=bld.end()) //grail - +50% to ALL growth
- summ+=AddToString(CGI->buildh->buildings[ci->town->subID][26]->Name()+" %+d",descr,summ/2);
- summ+=AddToString(CGI->generaltexth->allTexts[63] + " %+d",descr, CGI->creh->creatures[crid]->valOfBonuses(Bonus::CREATURE_GROWTH));
- }
- CInfoPopup *mess = new CInfoPopup();//creating popup
- mess->free = true;
- mess->bitmap = CMessage::drawBoxTextBitmapSub
- (LOCPLINT->playerID, descr,graphics->bigImgs[crid],"");
- mess->pos.x = screen->w/2 - mess->bitmap->w/2;
- mess->pos.y = screen->h/2 - mess->bitmap->h/2;
- GH.pushInt(mess);
- }
- }
- void CCastleInterface::CCreaInfo::show(SDL_Surface * to)
- {
- blitAt(graphics->smallImgs[crid],pos.x+8,pos.y,to);
- std::ostringstream oss;
- oss << '+' << LOCPLINT->castleInt->town->creatureGrowth(level);
- CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+40,FONT_SMALL,zwykly,to);
- }
- CCastleInterface::CTownInfo::~CTownInfo()
- {
- delete pic;
- }
- CCastleInterface::CTownInfo::CTownInfo(int BID)
- {
- used = LCLICK | RCLICK | HOVER;
- CCastleInterface * ci=LOCPLINT->castleInt;
- switch (BID)
- {
- case 0: //hall
- bid = 10 + ci->town->hallLevel();
- pos.x = ci->pos.x+80; pos.y = ci->pos.y+413; pos.w=40; pos.h=40;
- pic = CDefHandler::giveDef("ITMTL.DEF");
- break;
- case 1: //fort
- bid = 6 + ci->town->fortLevel();
- pos.x = ci->pos.x+122; pos.y = ci->pos.y+413; pos.w=40; pos.h=40;
- pic = CDefHandler::giveDef("ITMCL.DEF");
- break;
- case 2: pos.x = ci->pos.x+164;pos.y = ci->pos.y+409; pos.w=64; pos.h=44;
- pic = NULL;
- bid = 14;
- break;
- }
- }
- void CCastleInterface::CTownInfo::hover(bool on)
- {
- if(on)
- {
- std::string descr;
- if ( bid == 6 ) {} //empty "no fort" icon. no hover message
- else
- if ( bid == 14 ) //marketplace/income icon
- descr = CGI->generaltexth->allTexts[255];
- else
- descr = CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][bid]->Name();
- GH.statusbar->print(descr);
- }
- else
- GH.statusbar->clear();
- }
- void CCastleInterface::CTownInfo::clickLeft(tribool down, bool previousState)
- {
- if(previousState && (!down))
- if (LOCPLINT->castleInt->town->builtBuildings.find(bid)!=LOCPLINT->castleInt->town->builtBuildings.end())
- LOCPLINT->castleInt->buildingClicked(bid);//activate building
- }
- void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
- {
- if(down)
- {
- if (( bid == 6 ) || ( bid == 14) )
- return;
- CInfoPopup *mess = new CInfoPopup();
- mess->free = true;
- CCastleInterface * ci=LOCPLINT->castleInt;
- const CBuilding *bld = CGI->buildh->buildings[ci->town->subID][bid];
- mess->bitmap = CMessage::drawBoxTextBitmapSub
- (LOCPLINT->playerID,bld->Description(),
- LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,
- bld->Name());
- mess->pos.x = screen->w/2 - mess->bitmap->w/2;
- mess->pos.y = screen->h/2 - mess->bitmap->h/2;
- GH.pushInt(mess);
- }
- }
- void CCastleInterface::CTownInfo::show(SDL_Surface * to)
- {
- if ( bid == 14 )//marketplace/income
- {
- std::ostringstream oss;
- oss << LOCPLINT->castleInt->town->dailyIncome();
- CSDL_Ext::printAtMiddle(oss.str(),pos.x+33,pos.y+34,FONT_SMALL,zwykly,to);
- }
- else if ( bid == 6 )//no fort
- blitAt(pic->ourImages[3].bitmap,pos.x,pos.y,to);
- else if (bid < 10)//fort-castle
- blitAt(pic->ourImages[bid-7].bitmap,pos.x,pos.y,to);
- else//town halls
- blitAt(pic->ourImages[bid-10].bitmap,pos.x,pos.y,to);
- }
- void CCastleInterface::showRecruitmentWindow( int level )
- {
- assert(level >= 0 && level < town->creatures.size());
- CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2,level), -87);
- GH.pushInt(rw);
- }
- void CCastleInterface::enterMageGuild()
- {
- GH.pushInt(new CMageGuildScreen(this));
- }
- void CCastleInterface::enterTavern()
- {
- LOCPLINT->showTavernWindow(town);
- }
- void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
- {
- if(key.state != SDL_PRESSED) return;
- switch(key.keysym.sym)
- {
- case SDLK_UP:
- if(townlist->selected)
- {
- townlist->selected--;
- townlist->from--;
- townChange();
- }
- break;
- case SDLK_DOWN:
- if(townlist->selected < LOCPLINT->towns.size() - 1)
- {
- townlist->selected++;
- townlist->from++;
- townChange();
- }
- break;
- case SDLK_SPACE:
- if(town->visitingHero && town->garrisonHero)
- {
- LOCPLINT->cb->swapGarrisonHero(town);
- }
- break;
- default:
- break;
- }
- }
- void CCastleInterface::splitClicked()
- {
- if(town->visitingHero && town->garrisonHero && (hslotdown.highlight || hslotup.highlight))
- {
- LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id);
- }
- }
- void CHallInterface::CBuildingBox::hover(bool on)
- {
- //Hoverable::hover(on);
- if(on)
- {
- std::string toPrint;
- if(state==8)
- toPrint = CGI->generaltexth->hcommands[5];
- else if(state==5)//"already builded today" message
- toPrint = CGI->generaltexth->allTexts[223];
- else
- toPrint = CGI->generaltexth->hcommands[state];
- std::vector<std::string> name;
- name.push_back(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][BID]->Name());
- GH.statusbar->print(CSDL_Ext::processStr(toPrint,name));
- }
- else
- GH.statusbar->clear();
- }
- void CHallInterface::CBuildingBox::clickLeft(tribool down, bool previousState)
- {
- if(previousState && (!down))
- {
- GH.pushInt(new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,0));
- }
- //ClickableL::clickLeft(down);
- }
- void CHallInterface::CBuildingBox::clickRight(tribool down, bool previousState)
- {
- if(down)
- {
- GH.pushInt(new CHallInterface::CBuildWindow(LOCPLINT->castleInt->town->subID,BID,state,1));
- }
- //ClickableR::clickRight(down);
- }
- void CHallInterface::CBuildingBox::show(SDL_Surface * to)
- {
- CCastleInterface *ci = LOCPLINT->castleInt;
- if (( (BID == 18) && (vstd::contains(ci->town->builtBuildings,(ci->town->town->hordeLvl[0]+37))))
- || ( (BID == 24) && (vstd::contains(ci->town->builtBuildings,(ci->town->town->hordeLvl[1]+37)))) )
- blitAt(ci->bicons->ourImages[BID+1].bitmap,pos.x,pos.y,to);
- else
- blitAt(ci->bicons->ourImages[BID].bitmap,pos.x,pos.y,to);
- int pom, pom2=-1;
- switch (state)
- {
- case 4:
- pom = 0;
- pom2 = 0;
- break;
- case 7:
- pom = 1;
- break;
- case 6:
- pom2 = 2;
- pom = 2;
- break;
- case 5: case 8:
- pom2 = 1;
- pom = 2;
- break;
- case 0: case 2: case 1: default:
- pom = 3;
- break;
- }
- blitAt(ci->bars->ourImages[pom].bitmap,pos.x-1,pos.y+71,to);
- if(pom2>=0)
- blitAt(ci->status->ourImages[pom2].bitmap,pos.x+135, pos.y+54,to);
- CSDL_Ext::printAtMiddle(CGI->buildh->buildings[ci->town->subID][BID]->Name(),pos.x-1+ci->bars->ourImages[0].bitmap->w/2,pos.y+71+ci->bars->ourImages[0].bitmap->h/2, FONT_SMALL,zwykly,to);
- }
- CHallInterface::CBuildingBox::~CBuildingBox()
- {
- }
- CHallInterface::CBuildingBox::CBuildingBox(int id)
- :BID(id)
- {
- used = LCLICK | RCLICK | HOVER;
- pos.w = 150;
- pos.h = 88;
- }
- CHallInterface::CBuildingBox::CBuildingBox(int id, int x, int y)
- :BID(id)
- {
- used = LCLICK | RCLICK | HOVER;
- pos.x = x;
- pos.y = y;
- pos.w = 150;
- pos.h = 88;
- }
- CHallInterface::CHallInterface(CCastleInterface * owner)
- {
- resdatabar = new CMinorResDataBar;
- pos = owner->pos;
- resdatabar->pos.x += pos.x;
- resdatabar->pos.y += pos.y;
- LOCPLINT->castleInt->statusbar->clear();
- bg = BitmapHandler::loadBitmap(CGI->buildh->hall[owner->town->subID].first);
- bid = owner->town->hallLevel()+10;
- graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
- exit = new AdventureMapButton
- (CGI->generaltexth->hcommands[8],"",boost::bind(&CHallInterface::close,this),pos.x+748,pos.y+556,"TPMAGE1.DEF",SDLK_RETURN);
- exit->assignedKeys.insert(SDLK_ESCAPE);
- //preparing boxes with buildings//
- boxes.resize(5);
- for(size_t i=0;i<5;i++) //for each row
- {
- const std::vector< std::vector< std::vector<int> > > &boxList = CGI->buildh->hall[owner->town->subID].second;
- for(size_t j=0; j<boxList[i].size();j++) //for each box
- {
- size_t k=0;
- for(;k<boxList[i][j].size();k++)//we are looking for the first not build structure
- {
- int bid = boxList[i][j][k];
- //if building not build or this is unupgraded horde
- if(!vstd::contains(owner->town->builtBuildings,bid) || bid==18 || bid == 24)
- {
- int x = 34 + 194*j,
- y = 37 + 104*i,
- ID = bid;
- if (( bid == 18 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[0]+37))
- || ( bid == 24 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[1]+37)))
- continue;//we have upgraded dwelling, horde description should be for upgraded creatures
- if(boxList[i].size() == 2) //only two boxes in this row
- x+=194;
- else if(boxList[i].size() == 3) //only three boxes in this row
- x+=97;
- boxes[i].push_back(new CBuildingBox(bid,pos.x+x,pos.y+y));
- boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
- break;
- }
- }
- if(k == boxList[i][j].size()) //all buildings built - let's take the last one
- {
- int x = 34 + 194*j,
- y = 37 + 104*i;
- if(boxList[i].size() == 2)
- x+=194;
- else if(boxList[i].size() == 3)
- x+=97;
- boxes[i].push_back(new CBuildingBox(boxList[i][j][k-1],pos.x+x,pos.y+y));
- boxes[i][boxes[i].size()-1]->state = 4; //already exists
- }
- }
- }
- }
- CHallInterface::~CHallInterface()
- {
- SDL_FreeSurface(bg);
- for(size_t i=0;i<boxes.size();i++)
- for(size_t j=0;j<boxes[i].size();j++)
- delete boxes[i][j]; //TODO whats wrong with smartpointers?
- delete exit;
- delete resdatabar;
- }
- void CHallInterface::close()
- {
- GH.popInts(LOCPLINT->castleInt->winMode == 2? 2 : 1 );
- }
- void CHallInterface::show(SDL_Surface * to)
- {
- blitAt(bg,pos,to);
- LOCPLINT->castleInt->statusbar->show(to);
- printAtMiddle(CGI->buildh->buildings[LOCPLINT->castleInt->town->subID][bid]->Name(),399+pos.x,12+pos.y,FONT_MEDIUM,zwykly,to);
- resdatabar->show(to);
- exit->show(to);
- for(int i=0; i<5; i++)
- {
- for(size_t j=0;j<boxes[i].size(); ++j)
- boxes[i][j]->show(to);
- }
- }
- void CHallInterface::activate()
- {
- for(int i=0;i<5;i++)
- {
- for(size_t j=0; j < boxes[i].size(); ++j)
- {
- boxes[i][j]->activate();
- }
- }
- exit->activate();
- }
- void CHallInterface::deactivate()
- {
- for(int i=0;i<5;i++)
- {
- for(size_t j=0;j<boxes[i].size();++j)
- {
- boxes[i][j]->deactivate();
- }
- }
- exit->deactivate();
- }
- void CHallInterface::CBuildWindow::activate()
- {
- activateRClick();
- if(mode)
- return;
- if(state==7)
- buy->activate();
- cancel->activate();
- }
- void CHallInterface::CBuildWindow::deactivate()
- {
- deactivateRClick();
- if(mode)
- return;
- if(state==7)
- buy->deactivate();
- cancel->deactivate();
- }
- void CHallInterface::CBuildWindow::Buy()
- {
- int building = bid;
- LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,building);
- GH.popInts(LOCPLINT->castleInt->winMode == 2? 3 : 2 ); //we - build window and hall screen
- }
- void CHallInterface::CBuildWindow::close()
- {
- GH.popIntTotally(this);
- }
- void CHallInterface::CBuildWindow::clickRight(tribool down, bool previousState)
- {
- if((!down || indeterminate(down)) && mode)
- close();
- }
- void CHallInterface::CBuildWindow::show(SDL_Surface * to)
- {
- SDL_Rect pom = genRect(bitmap->h-1,bitmap->w-1,pos.x,pos.y);
- SDL_Rect poms = pom; poms.x=0;poms.y=0;
- SDL_BlitSurface(bitmap,&poms,to,&pom);
- if(!mode)
- {
- buy->show(to);
- cancel->show(to);
- }
- }
- std::string CHallInterface::CBuildWindow::getTextForState(int state)
- {
- std::string ret;
- if(state<7)
- ret = CGI->generaltexth->hcommands[state];
- switch (state)
- {
- case 4: case 5: case 6:
- ret.replace(ret.find_first_of("%s"),2,CGI->buildh->buildings[tid][bid]->Name());
- break;
- case 7:
- return CGI->generaltexth->allTexts[219]; //all prereq. are met
- case 8:
- {
- ret = CGI->generaltexth->allTexts[52];
- std::set<int> reqs= LOCPLINT->cb->getBuildingRequiments(LOCPLINT->castleInt->town, bid);
- bool first=true;
- for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
- {
- if (vstd::contains(LOCPLINT->castleInt->town->builtBuildings, *i))
- continue;//skipping constructed buildings
- ret+=(((first)?(" "):(", ")) + CGI->buildh->buildings[tid][*i]->Name());
- first = false;//TODO - currently can return "Mage guild lvl 1, MG lvl 2..." - extra check needed
- }
- }
- }
- return ret;
- }
- CHallInterface::CBuildWindow::CBuildWindow(int Tid, int Bid, int State, bool Mode)
- :tid(Tid), bid(Bid), state(State), mode(Mode)
- {
- SDL_Surface *hhlp = BitmapHandler::loadBitmap("TPUBUILD.bmp");
- graphics->blueToPlayersAdv(hhlp,LOCPLINT->playerID);
- bitmap = SDL_ConvertSurface(hhlp,screen->format,0); //na 8bitowej mapie by sie psulo
- SDL_SetColorKey(hhlp,SDL_SRCCOLORKEY,SDL_MapRGB(hhlp->format,0,255,255));
- SDL_FreeSurface(hhlp);
- pos.x = screen->w/2 - bitmap->w/2;
- pos.y = screen->h/2 - bitmap->h/2;
- blitAt(LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,125,50,bitmap);
- std::vector<std::string> pom; pom.push_back(CGI->buildh->buildings[tid][bid]->Name());
- CSDL_Ext::printAtMiddleWB(CGI->buildh->buildings[tid][bid]->Description(),197,168,FONT_MEDIUM,43,zwykly,bitmap);
- CSDL_Ext::printAtMiddleWB(getTextForState(state),199,248,FONT_SMALL,50,zwykly,bitmap);
- CSDL_Ext::printAtMiddle(CSDL_Ext::processStr(CGI->generaltexth->hcommands[7],pom),197,30,FONT_BIG,tytulowy,bitmap);
- int resamount=0;
- for(int i=0;i<7;i++)
- {
- if(CGI->buildh->buildings[tid][bid]->resources[i])
- {
- resamount++;
- }
- }
- int ah = (resamount>4) ? 304 : 340;
- int cn=-1, it=0;
- int row1w = std::min(resamount,4) * 32 + (std::min(resamount,4)-1) * 45,
- row2w = (resamount-4) * 32 + (resamount-5) * 45;
- char buf[15];
- while(++cn<7)
- {
- if(!CGI->buildh->buildings[tid][bid]->resources[cn])
- continue;
- SDL_itoa(CGI->buildh->buildings[tid][bid]->resources[cn],buf,10);
- if(it<4)
- {
- CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row1w/2)+77*it+16,ah+47,FONT_SMALL,zwykly,bitmap);
- blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row1w/2)+77*it++,ah,bitmap);
- }
- else
- {
- CSDL_Ext::printAtMiddle(buf,(bitmap->w/2-row2w/2)+77*it+16-308,ah+47,FONT_SMALL,zwykly,bitmap);
- blitAt(graphics->resources32->ourImages[cn].bitmap,(bitmap->w/2-row2w/2)+77*it++ - 308,ah,bitmap);
- }
- if(it==4)
- ah+=75;
- }
- if(!mode)
- {
- buy = new AdventureMapButton
- ("","",boost::bind(&CBuildWindow::Buy,this),pos.x+45,pos.y+446,"IBUY30.DEF",SDLK_RETURN);
- cancel = new AdventureMapButton
- ("","",boost::bind(&CBuildWindow::close,this),pos.x+290,pos.y+445,"ICANCEL.DEF",SDLK_ESCAPE);
- if(state!=7)
- buy->state=2;
- }
- }
- CHallInterface::CBuildWindow::~CBuildWindow()
- {
- SDL_FreeSurface(bitmap);
- if(!mode)
- {
- delete buy;
- delete cancel;
- }
- }
- CFortScreen::~CFortScreen()
- {
- for(size_t i=0;i<crePics.size();i++)
- delete crePics[i];
- for (size_t i=0;i<recAreas.size();i++)
- delete recAreas[i];
- SDL_FreeSurface(bg);
- delete exit;
- delete resdatabar;
- }
- void CFortScreen::show( SDL_Surface * to)
- {
- blitAt(bg,pos,to);
- for (int i=0; i<crePics.size(); i++)
- {
- crePics[i]->show(to);
- }
- exit->show(to);
- resdatabar->show(to);
- GH.statusbar->show(to);
- }
- void CFortScreen::activate()
- {
- GH.statusbar = LOCPLINT->castleInt->statusbar;
- exit->activate();
- for (size_t i=0;i<recAreas.size(); ++i)
- {
- recAreas[i]->activate();
- }
- }
- void CFortScreen::deactivate()
- {
- exit->deactivate();
- for (size_t i=0;i<recAreas.size();i++)
- {
- recAreas[i]->deactivate();
- }
- }
- void CFortScreen::close()
- {
- GH.popInts(LOCPLINT->castleInt->winMode == 3? 2 : 1 );
- }
- CFortScreen::CFortScreen( CCastleInterface * owner )
- {
- if (owner->town->creatures.size() > CREATURES_PER_TOWN
- && owner->town->creatures[CREATURES_PER_TOWN].second.size() )//dungeon with active portal
- fortSize = CREATURES_PER_TOWN+1;
- else
- fortSize = CREATURES_PER_TOWN;
- resdatabar = new CMinorResDataBar;
- pos = owner->pos;
- bg = NULL;
- LOCPLINT->castleInt->statusbar->clear();
- std::string temp = CGI->generaltexth->fcommands[6];
- boost::algorithm::replace_first(temp,"%s",CGI->buildh->buildings[owner->town->subID][owner->town->fortLevel()+6]->Name());
- exit = new AdventureMapButton(temp,"",boost::bind(&CFortScreen::close,this),pos.x+748,pos.y+556,"TPMAGE1.DEF",SDLK_RETURN);
- positions += genRect(126,386,10,22),genRect(126,386,404,22),
- genRect(126,386,10,155),genRect(126,386,404,155),
- genRect(126,386,10,288),genRect(126,386,404,288);
- if (fortSize == CREATURES_PER_TOWN)
- positions += genRect(126,386,206,421);
- else
- positions += genRect(126,386,10,421),genRect(126,386,404,421);
- draw(owner,true);
- resdatabar->pos += pos;
- }
- void CFortScreen::draw( CCastleInterface * owner, bool first)
- {
- if(bg)
- SDL_FreeSurface(bg);
- char buf[20];
- memset(buf,0,20);
- SDL_Surface *bg2;
- if (fortSize == CREATURES_PER_TOWN)
- bg2 = BitmapHandler::loadBitmap("TPCASTL7.bmp");
- else
- bg2 = BitmapHandler::loadBitmap("TPCASTL8.bmp");
- SDL_Surface *icons = BitmapHandler::loadBitmap("ZPCAINFO.bmp");
- SDL_SetColorKey(icons,SDL_SRCCOLORKEY,SDL_MapRGB(icons->format,0,255,255));
- graphics->blueToPlayersAdv(bg2,LOCPLINT->playerID);
- bg = SDL_ConvertSurface(bg2,screen->format,0);
- SDL_FreeSurface(bg2);
- printAtMiddle(CGI->buildh->buildings[owner->town->subID][owner->town->fortLevel()+6]->Name(),400,13,FONT_MEDIUM,zwykly,bg);
- for(int i=0;i<fortSize; i++)
- {
- int dwelling;// ID of buiding with this creature
- const CCreature *c;
- bool present = true;
- if ( i < CREATURES_PER_TOWN )
- {
- bool upgraded = owner->town->creatureDwelling(i,true);
- present = owner->town->creatureDwelling(i,false);
- c = CGI->creh->creatures[upgraded ? owner->town->town->upgradedCreatures[i] : owner->town->town->basicCreatures[i]];
- dwelling = 30+i+upgraded*7;
- }
- else
- {
- c = CGI->creh->creatures[owner->town->creatures[i].second[0]];
- dwelling = 22;//Portal of summon
- }
- printAtMiddle(c->namePl,positions[i].x+79,positions[i].y+10,FONT_SMALL,zwykly,bg); //cr. name
- blitAt(owner->bicons->ourImages[dwelling].bitmap,positions[i].x+4,positions[i].y+21,bg); //dwelling pic
- printAtMiddle(CGI->buildh->buildings[owner->town->subID][dwelling]->Name(),positions[i].x+79,positions[i].y+100,FONT_SMALL,zwykly,bg); //dwelling name
- if(present) //if creature is present print available quantity
- {
- SDL_itoa(owner->town->creatures[i].first,buf,10);
- printAtMiddle(CGI->generaltexth->allTexts[217] + buf,positions[i].x+79,positions[i].y+118,FONT_SMALL,zwykly,bg);
- }
- blitAt(icons,positions[i].x+261,positions[i].y+3,bg);
- //attack
- printAt(CGI->generaltexth->allTexts[190],positions[i].x+288,positions[i].y+5,FONT_SMALL,zwykly,bg);
- SDL_itoa(c->Attack(),buf,10);
- printTo(buf,positions[i].x+381,positions[i].y+21,FONT_SMALL,zwykly,bg);
- //defense
- printAt(CGI->generaltexth->allTexts[191],positions[i].x+288,positions[i].y+25,FONT_SMALL,zwykly,bg);
- SDL_itoa(c->Defense(),buf,10);
- printTo(buf,positions[i].x+381,positions[i].y+41,FONT_SMALL,zwykly,bg);
- //damage
- printAt(CGI->generaltexth->allTexts[199],positions[i].x+288,positions[i].y+46,FONT_SMALL,zwykly,bg);
- SDL_itoa(c->damageMin,buf,10);
- int hlp;
- if(c->damageMin > 0)
- hlp = log10f(c->damageMin)+2;
- else
- hlp = 2;
- buf[hlp-1]=' '; buf[hlp]='-'; buf[hlp+1]=' ';
- SDL_itoa(c->damageMax,buf+hlp+2,10);
- printTo(buf,positions[i].x+381,positions[i].y+62,FONT_SMALL,zwykly,bg);
- //health
- printAt(CGI->generaltexth->zelp[439].first,positions[i].x+288,positions[i].y+66,FONT_SMALL,zwykly,bg);
- SDL_itoa(c->MaxHealth(),buf,10);
- printTo(buf,positions[i].x+381,positions[i].y+82,FONT_SMALL,zwykly,bg);
- //speed
- printAt(CGI->generaltexth->zelp[441].first,positions[i].x+288,positions[i].y+87,FONT_SMALL,zwykly,bg);
- SDL_itoa(c->valOfBonuses(Bonus::STACKS_SPEED), buf,10);
- printTo(buf,positions[i].x+381,positions[i].y+103,FONT_SMALL,zwykly,bg);
- if(present)//growth
- {
- printAt(CGI->generaltexth->allTexts[194],positions[i].x+288,positions[i].y+107,FONT_SMALL,zwykly,bg);
- SDL_itoa(owner->town->creatureGrowth(i),buf,10);
- printTo(buf,positions[i].x+381,positions[i].y+123,FONT_SMALL,zwykly,bg);
- }
- if(first)
- {
- crePics.push_back(new CCreaturePic( positions[i].x+pos.x+160, positions[i].y+pos.y+5, c,false));
- if(present)
- {
- recAreas.push_back(new RecArea(i));
- recAreas.back()->pos = positions[i] + pos;
- }
- }
- }
- SDL_FreeSurface(icons);
- }
- void CFortScreen::RecArea::clickLeft(tribool down, bool previousState)
- {
- if(!down && previousState)
- LOCPLINT->castleInt->showRecruitmentWindow(level);
- }
- void CFortScreen::RecArea::clickRight(tribool down, bool previousState)
- {
- clickLeft(down, false); //r-click does same as l-click - opens recr. window
- }
- CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
-
- bg = new CPicture("TPMAGE.bmp");
- pos = bg->center();
- resdatabar = new CMinorResDataBar;
- resdatabar->pos.x += pos.x;
- resdatabar->pos.y += pos.y;
- LOCPLINT->castleInt->statusbar->clear();
-
- exit = new AdventureMapButton(CGI->generaltexth->allTexts[593],"",boost::bind(&CMageGuildScreen::close,this), 748, 556,"TPMAGE1.DEF",SDLK_RETURN);
- exit->assignedKeys.insert(SDLK_ESCAPE);
- CAnimation scrolls("TPMAGES.DEF");
- scrolls.load();
-
- SDL_Surface *view = BitmapHandler::loadBitmap(graphics->guildBgs[owner->town->subID]);
- SDL_SetColorKey(view,SDL_SRCCOLORKEY,SDL_MapRGB(view->format,0,255,255));
- blitAt(view,332,76,*bg);
- SDL_FreeSurface(view);
-
- positions.resize(5);
- positions[0] += genRect(61,83,222,445), genRect(61,83,312,445), genRect(61,83,402,445), genRect(61,83,520,445), genRect(61,83,610,445), genRect(61,83,700,445);
- positions[1] += genRect(61,83,48,53), genRect(61,83,48,147), genRect(61,83,48,241), genRect(61,83,48,335), genRect(61,83,48,429);
- positions[2] += genRect(61,83,570,82), genRect(61,83,672,82), genRect(61,83,570,157), genRect(61,83,672,157);
- positions[3] += genRect(61,83,183,42), genRect(61,83,183,148), genRect(61,83,183,253);
- positions[4] += genRect(61,83,491,325), genRect(61,83,591,325);
-
- for(size_t i=0; i<owner->town->town->mageLevel; i++)
- {
- size_t sp = owner->town->spellsAtLevel(i+1,false); //spell at level with -1 hmmm?
- for(size_t j=0; j<sp; j++)
- {
- if(i<owner->town->mageGuildLevel() && owner->town->spells[i].size()>j)
- {
- spells.push_back( new Scroll(CGI->spellh->spells[owner->town->spells[i][j]]));
- spells[spells.size()-1]->pos = positions[i][j];
- blitAt(graphics->spellscr->ourImages[owner->town->spells[i][j]].bitmap,positions[i][j],*bg);
- }
- else
- {
- blitAt(scrolls.image(1),positions[i][j],*bg);
- }
- }
- }
-
- for(size_t i=0;i<spells.size();i++)
- {
- spells[i]->pos.x += pos.x;
- spells[i]->pos.y += pos.y;
- }
- }
- CMageGuildScreen::~CMageGuildScreen()
- {
-
- }
- void CMageGuildScreen::close()
- {
- GH.popIntTotally(this);
- }
- CMageGuildScreen::Scroll::Scroll(const CSpell *Spell)
- :spell(Spell)
- {
- used = LCLICK | RCLICK | HOVER;
- }
- 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;
- // SDL_SetColorKey(bg2,SDL_SRCCOLORKEY,SDL_MapRGB(bg2->format,0,255,255));
- bmp = new CPicture("TPSMITH");
- bmp->colorizeAndConvert(LOCPLINT->playerID);
-
- pos = bmp->center();
-
- SDL_Surface *bg = BitmapHandler::loadBitmap("TPSMITBK.bmp");
- blitAt(bg,64,50,*bmp);
- SDL_FreeSurface(bg);
- CCreatureAnim cra(170, 120, CGI->creh->creatures[creMachineID]->animDefName);
- char pom[75];
- sprintf(pom,CGI->generaltexth->allTexts[274].c_str(),CGI->creh->creatures[creMachineID]->nameSing.c_str()); //build a new ...
- printAtMiddle(pom,165,28,FONT_MEDIUM,tytulowy,*bmp);
- printAtMiddle(CGI->generaltexth->jktexts[43],165,218,FONT_MEDIUM,zwykly,*bmp); //resource cost
- SDL_itoa(CGI->arth->artifacts[aid]->price,pom,10);
- printAtMiddle(pom,165,290,FONT_MEDIUM,zwykly,*bmp);
- buy = new AdventureMapButton("","",boost::bind(&CBlacksmithDialog::close,this), 42, 312,"IBUY30.DEF",SDLK_RETURN);
- cancel = new AdventureMapButton("","",boost::bind(&CBlacksmithDialog::close,this), 224, 312,"ICANCEL.DEF",SDLK_ESCAPE);
- if(possible)
- buy->callback += boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,LOCPLINT->cb->getHeroInfo(hid,2),aid);
- else
- buy->block(2);
- blitAt(graphics->resources32->ourImages[6].bitmap,148,244,*bmp);
- }
- CBlacksmithDialog::~CBlacksmithDialog()
- {
-
- }
- void CBlacksmithDialog::close()
- {
- GH.popIntTotally(this);
- }
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