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							- #include "StdInc.h"
 
- #include "CCastleInterface.h"
 
- #include "CAdvmapInterface.h"
 
- #include "CHeroWindow.h"
 
- #include "CTradeWindow.h"
 
- #include "GUIClasses.h"
 
- #include "../CBitmapHandler.h"
 
- #include "../CDefHandler.h"
 
- #include "../CGameInfo.h"
 
- #include "../CMessage.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../Graphics.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/SDL_Extensions.h"
 
- #include "../windows/InfoWindows.h"
 
- #include "../widgets/MiscWidgets.h"
 
- #include "../widgets/CComponent.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CArtHandler.h"
 
- #include "../../lib/CBuildingHandler.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "../../lib/CModHandler.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/CTownHandler.h"
 
- #include "../../lib/GameConstants.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- /*
 
-  * 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
 
-  *
 
-  */
 
- const CBuilding * CBuildingRect::getBuilding()
 
- {
 
- 	if (!str->building)
 
- 		return nullptr;
 
- 	if (str->hiddenUpgrade) // hidden upgrades, e.g. hordes - return base (dwelling for hordes)
 
- 		return town->town->buildings.at(str->building->getBase());
 
- 	return str->building;
 
- }
 
- CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str)
 
- 	:CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE | CShowableAnim::USE_RLE),
 
- 	parent(Par),
 
- 	town(Town),
 
- 	str(Str),
 
- 	stateCounter(80)
 
- {
 
- 	recActions = ACTIVATE | DEACTIVATE | DISPOSE | SHARE_POS;
 
- 	addUsedEvents(LCLICK | RCLICK | HOVER);
 
- 	pos.x += str->pos.x;
 
- 	pos.y += str->pos.y;
 
- 	if (!str->borderName.empty())
 
- 		border = BitmapHandler::loadBitmap(str->borderName, true);
 
- 	else
 
- 		border = nullptr;
 
- 	if (!str->areaName.empty())
 
- 		area = BitmapHandler::loadBitmap(str->areaName);
 
- 	else
 
- 		area = nullptr;
 
- }
 
- CBuildingRect::~CBuildingRect()
 
- {
 
- 	SDL_FreeSurface(border);
 
- 	SDL_FreeSurface(area);
 
- }
 
- bool CBuildingRect::operator<(const CBuildingRect & p2) const
 
- {
 
- 	return (str->pos.z) < (p2.str->pos.z);
 
- }
 
- void CBuildingRect::hover(bool on)
 
- {
 
- 	if(on)
 
- 	{
 
- 		if(!(active & MOVE))
 
- 			addUsedEvents(MOVE);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(active & MOVE)
 
- 			removeUsedEvents(MOVE);
 
- 		if(parent->selectedBuilding == this)
 
- 		{
 
- 			parent->selectedBuilding = nullptr;
 
- 			GH.statusbar->clear();
 
- 		}
 
- 	}
 
- }
 
- void CBuildingRect::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if( previousState && !down && area && (parent->selectedBuilding==this) && getBuilding() )
 
- 		if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
 
- 			parent->buildingClicked(getBuilding()->bid);
 
- }
 
- void CBuildingRect::clickRight(tribool down, bool previousState)
 
- {
 
- 	if((!area) || (!((bool)down)) || (this!=parent->selectedBuilding) || getBuilding() == nullptr)
 
- 		return;
 
- 	if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
 
- 	{
 
- 		BuildingID bid = getBuilding()->bid;
 
- 		const CBuilding *bld = town->town->buildings.at(bid);
 
- 		if (bid < BuildingID::DWELL_FIRST)
 
- 		{
 
- 			CRClickPopup::createAndPush(CInfoWindow::genText(bld->Name(), bld->Description()),
 
- 			                            new CComponent(CComponent::building, bld->town->faction->index, bld->bid));
 
- 		}
 
- 		else
 
- 		{
 
- 			int level = ( bid - BuildingID::DWELL_FIRST ) % GameConstants::CREATURES_PER_TOWN;
 
- 			GH.pushInt(new CDwellingInfoBox(parent->pos.x+parent->pos.w/2, parent->pos.y+parent->pos.h/2, town, level));
 
- 		}
 
- 	}
 
- }
 
- SDL_Color multiplyColors (const SDL_Color &b, const SDL_Color &a, double f)
 
- {
 
- 	SDL_Color ret;
 
- 	ret.r = a.r*f + b.r*(1-f);
 
- 	ret.g = a.g*f + b.g*(1-f);
 
- 	ret.b = a.b*f + b.b*(1-f);
 
- 	return ret;
 
- }
 
- void CBuildingRect::show(SDL_Surface * to)
 
- {
 
- 	const ui32 stageDelay = 16;
 
- 	const ui32 S1_TRANSP  = 16; //0.5 sec building appear 0->100 transparency
 
- 	const ui32 S2_WHITE_B = 32; //0.5 sec border glows from white to yellow
 
- 	const ui32 S3_YELLOW_B= 48; //0.5 sec border glows from yellow to normal
 
- 	const ui32 BUILDED    = 80; //  1 sec delay, nothing happens
 
- 	if (stateCounter < S1_TRANSP)
 
- 	{
 
- 		setAlpha(255*stateCounter/stageDelay);
 
- 		CShowableAnim::show(to);
 
- 	}
 
- 	else
 
- 	{
 
- 		setAlpha(255);
 
- 		CShowableAnim::show(to);
 
- 	}
 
- 	if (border && stateCounter > S1_TRANSP)
 
- 	{
 
- 		if (stateCounter == BUILDED)
 
- 		{
 
- 			if (parent->selectedBuilding == this)
 
- 				blitAtLoc(border,0,0,to);
 
- 			return;
 
- 		}
 
- 		if (border->format->palette != nullptr)
 
- 		{
 
- 			// key colors in glowing border
 
- 			SDL_Color c1 = {200, 200, 200, 255};
 
- 			SDL_Color c2 = {120, 100,  60, 255};
 
- 			SDL_Color c3 = {200, 180, 110, 255};
 
- 			ui32 colorID = SDL_MapRGB(border->format, c3.r, c3.g, c3.b);
 
- 			SDL_Color oldColor = border->format->palette->colors[colorID];
 
- 			SDL_Color newColor;
 
- 			if (stateCounter < S2_WHITE_B)
 
- 				newColor = multiplyColors(c1, c2, static_cast<double>(stateCounter % stageDelay) / stageDelay);
 
- 			else
 
- 			if (stateCounter < S3_YELLOW_B)
 
- 				newColor = multiplyColors(c2, c3, static_cast<double>(stateCounter % stageDelay) / stageDelay);
 
- 			else
 
- 				newColor = oldColor;
 
- 			SDL_SetColors(border, &newColor, colorID, 1);
 
- 			blitAtLoc(border,0,0,to);
 
- 			SDL_SetColors(border, &oldColor, colorID, 1);
 
- 		}
 
- 	}
 
- 	if (stateCounter < BUILDED)
 
- 		stateCounter++;
 
- }
 
- void CBuildingRect::showAll(SDL_Surface * to)
 
- {
 
- 	if (stateCounter == 0)
 
- 		return;
 
- 	CShowableAnim::showAll(to);
 
- 	if(!active && parent->selectedBuilding == this && border)
 
- 		blitAtLoc(border,0,0,to);
 
- }
 
- std::string CBuildingRect::getSubtitle()//hover text for building
 
- {
 
- 	if (!getBuilding())
 
- 		return "";
 
- 	int bid = getBuilding()->bid;
 
- 	if (bid<30)//non-dwellings - only buiding name
 
- 		return town->town->buildings.at(getBuilding()->bid)->Name();
 
- 	else//dwellings - recruit %creature%
 
- 	{
 
- 		auto & availableCreatures = town->creatures[(bid-30)%GameConstants::CREATURES_PER_TOWN].second;
 
- 		if(availableCreatures.size())
 
- 		{
 
- 			int creaID = availableCreatures.back();//taking last of available creatures
 
- 			return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures.at(creaID)->namePl;
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->warnStream() << "Problem: dwelling with id " << bid << " offers no creatures!";
 
- 			return "#ERROR#";
 
- 		}
 
- 	}
 
- }
 
- void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
 
- {
 
- 	if(area && isItIn(&pos,sEvent.x, sEvent.y))
 
- 	{
 
- 		if(CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y)) //hovered pixel is inside this building
 
- 		{
 
- 			if(parent->selectedBuilding == this)
 
- 			{
 
- 				parent->selectedBuilding = nullptr;
 
- 				GH.statusbar->clear();
 
- 			}
 
- 		}
 
- 		else //inside the area of this building
 
- 		{
 
- 			if(! parent->selectedBuilding //no building hovered
 
- 			  || (*parent->selectedBuilding)<(*this)) //or we are on top
 
- 			{
 
- 				parent->selectedBuilding = this;
 
- 				GH.statusbar->setText(getSubtitle());
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- CDwellingInfoBox::CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level):
 
- CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "CRTOINFO", Point(centerX, centerY))
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	const CCreature * creature = CGI->creh->creatures.at(Town->creatures.at(level).second.back());
 
- 	title = new CLabel(80, 30, FONT_SMALL, CENTER, Colors::WHITE, creature->namePl);
 
- 	animation =  new CCreaturePic(30, 44, creature, true, true);
 
- 	std::string text = boost::lexical_cast<std::string>(Town->creatures.at(level).first);
 
- 	available = new CLabel(80,190, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[217] + text);
 
- 	costPerTroop = new CLabel(80, 227, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[346]);
 
- 	for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)
 
- 	{
 
- 		if(creature->cost[i])
 
- 		{
 
- 			resPicture.push_back(new CAnimImage("RESOURCE", i, 0, 0, 0));
 
- 			resAmount.push_back(new CLabel(0,0, FONT_SMALL, CENTER, Colors::WHITE, boost::lexical_cast<std::string>(creature->cost[i])));
 
- 		}
 
- 	}
 
- 	int posY = 238;
 
- 	int posX = pos.w/2 - resAmount.size() * 25 + 5;
 
- 	for (size_t i=0; i<resAmount.size(); i++)
 
- 	{
 
- 		resPicture[i]->moveBy(Point(posX, posY));
 
- 		resAmount[i]->moveBy(Point(posX+16, posY+43));
 
- 		posX += 50;
 
- 	}
 
- }
 
- void CHeroGSlot::hover (bool on)
 
- {
 
- 	if(!on)
 
- 	{
 
- 		GH.statusbar->clear();
 
- 		return;
 
- 	}
 
- 	CHeroGSlot *other = upg  ?  owner->garrisonedHero :  owner->visitingHero;
 
- 	std::string temp;
 
- 	if(hero)
 
- 	{
 
- 		if(selection)//view NNN
 
- 		{
 
- 			temp = CGI->generaltexth->tcommands[4];
 
- 			boost::algorithm::replace_first(temp,"%s",hero->name);
 
- 		}
 
- 		else if(other->hero && other->selection)//exchange
 
- 		{
 
- 			temp = CGI->generaltexth->tcommands[7];
 
- 			boost::algorithm::replace_first(temp,"%s",hero->name);
 
- 			boost::algorithm::replace_first(temp,"%s",other->hero->name);
 
- 		}
 
- 		else// select NNN (in ZZZ)
 
- 		{
 
- 			if(upg)//down - visiting
 
- 			{
 
- 				temp = CGI->generaltexth->tcommands[32];
 
- 				boost::algorithm::replace_first(temp,"%s",hero->name);
 
- 			}
 
- 			else //up - garrison
 
- 			{
 
- 				temp = CGI->generaltexth->tcommands[12];
 
- 				boost::algorithm::replace_first(temp,"%s",hero->name);
 
- 			}
 
- 		}
 
- 	}
 
- 	else //we are empty slot
 
- 	{
 
- 		if(other->selection && other->hero) //move NNNN
 
- 		{
 
- 			temp = CGI->generaltexth->tcommands[6];
 
- 			boost::algorithm::replace_first(temp,"%s",other->hero->name);
 
- 		}
 
- 		else //empty
 
- 		{
 
- 			temp = CGI->generaltexth->allTexts[507];
 
- 		}
 
- 	}
 
- 	if(temp.size())
 
- 		GH.statusbar->setText(temp);
 
- }
 
- void CHeroGSlot::clickLeft(tribool down, bool previousState)
 
- {
 
- 	CHeroGSlot *other = upg  ?  owner->garrisonedHero :  owner->visitingHero;
 
- 	if(!down)
 
- 	{
 
- 		owner->garr->setSplittingMode(false);
 
- 		owner->garr->selectSlot(nullptr);
 
- 		if(hero && selection)
 
- 		{
 
- 			setHighlight(false);
 
- 			LOCPLINT->openHeroWindow(hero);
 
- 		}
 
- 		else if(other->hero && other->selection)
 
- 		{
 
- 			bool allow = true;
 
- 			if(upg) //moving hero out of town - check if it is allowed
 
- 			{
 
- 				if(!hero && LOCPLINT->cb->howManyHeroes(false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)
 
- 				{
 
- 					std::string tmp = CGI->generaltexth->allTexts[18]; //You already have %d adventuring heroes under your command.
 
- 					boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes(false)));
 
- 					LOCPLINT->showInfoDialog(tmp,std::vector<CComponent*>(), soundBase::sound_todo);
 
- 					allow = false;
 
- 				}
 
- 				else if(!other->hero->stacksCount()) //hero has no creatures - strange, but if we have appropriate error message...
 
- 				{
 
- 					LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[19],std::vector<CComponent*>(), soundBase::sound_todo); //This hero has no creatures.  A hero must have creatures before he can brave the dangers of the countryside.
 
- 					allow = false;
 
- 				}
 
- 			}
 
- 			setHighlight(false);
 
- 			other->setHighlight(false);
 
- 			if(allow)
 
- 			{
 
- 				owner->swapArmies();
 
- 				hero = other->hero;
 
- 			}
 
- 		}
 
- 		else if(hero)
 
- 		{
 
- 			setHighlight(true);
 
- 			owner->garr->selectSlot(nullptr);
 
- 			showAll(screen2);
 
- 		}
 
- 		hover(false);hover(true); //refresh statusbar
 
- 	}
 
- }
 
- void CHeroGSlot::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down && hero)
 
- 	{
 
- 		GH.pushInt(new CInfoBoxPopup(Point(pos.x + 175, pos.y + 100), hero));
 
- 	}
 
- }
 
- void CHeroGSlot::deactivate()
 
- {
 
- 	vstd::clear_pointer(selection);
 
- 	CIntObject::deactivate();
 
- }
 
- CHeroGSlot::CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner)
 
- {
 
- 	owner = Owner;
 
- 	pos.x += x;
 
- 	pos.y += y;
 
- 	pos.w = 58;
 
- 	pos.h = 64;
 
- 	upg = updown;
 
- 	selection = nullptr;
 
- 	image = nullptr;
 
- 	set(h);
 
- 	addUsedEvents(LCLICK | RCLICK | HOVER);
 
- }
 
- CHeroGSlot::~CHeroGSlot()
 
- {
 
- }
 
- void CHeroGSlot::setHighlight( bool on )
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	vstd::clear_pointer(selection);
 
- 	if (on)
 
- 		selection = new CAnimImage("TWCRPORT", 1, 0);
 
- 	if(owner->garrisonedHero->hero && owner->visitingHero->hero) //two heroes in town
 
- 	{
 
- 		for(auto & elem : owner->garr->splitButtons) //splitting enabled when slot higlighted
 
- 			elem->block(!on);
 
- 	}
 
- }
 
- void CHeroGSlot::set(const CGHeroInstance *newHero)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	if (image)
 
- 		delete image;
 
- 	hero = newHero;
 
- 	if (newHero)
 
- 		image = new CAnimImage("PortraitsLarge", newHero->portrait, 0, 0, 0);
 
- 	else if(!upg && owner->showEmpty) //up garrison
 
- 		image = new CAnimImage("CREST58", LOCPLINT->castleInt->town->getOwner().getNum(), 0, 0, 0);
 
- 	else
 
- 		image = nullptr;
 
- }
 
- template <class ptr>
 
- class SORTHELP
 
- {
 
- public:
 
- 	bool operator ()
 
- 		(const ptr *a ,
 
- 		 const ptr *b)
 
- 	{
 
- 		return (*a)<(*b);
 
- 	}
 
- };
 
- SORTHELP<CBuildingRect> buildSorter;
 
- SORTHELP<CStructure> structSorter;
 
- CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):
 
- 	town(Town),
 
- 	selectedBuilding(nullptr)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	background = new CPicture(town->town->clientInfo.townBackground);
 
- 	pos.w = background->pos.w;
 
- 	pos.h = background->pos.h;
 
- 	recreate();
 
- }
 
- void CCastleBuildings::recreate()
 
- {
 
- 	selectedBuilding = nullptr;
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	//clear existing buildings
 
- 	for(auto build : buildings)
 
- 		delete build;
 
- 	buildings.clear();
 
- 	groups.clear();
 
- 	//Generate buildings list
 
- 	auto buildingsCopy = town->builtBuildings;// a bit modified copy of built buildings
 
- 	if(vstd::contains(town->builtBuildings, BuildingID::SHIPYARD))
 
- 	{
 
- 		auto bayPos = town->bestLocation();
 
- 		if(!bayPos.valid())
 
- 			logGlobal->warnStream() << "Shipyard in non-coastal town!";
 
- 		std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(bayPos, false);
 
- 		//there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
 
- 		if(!vobjs.empty() && (vobjs.front()->ID == Obj::BOAT || vobjs.front()->ID == Obj::HERO))
 
- 		{
 
- 			buildingsCopy.insert(BuildingID::SHIP);
 
- 		}
 
- 	}
 
- 	for(const CStructure * structure : town->town->clientInfo.structures)
 
- 	{
 
- 		if (!structure->building)
 
- 		{
 
- 			buildings.push_back(new CBuildingRect(this, town, structure));
 
- 			continue;
 
- 		}
 
- 		if (vstd::contains(buildingsCopy, structure->building->bid))
 
- 		{
 
- 			groups[structure->building->getBase()].push_back(structure);
 
- 		}
 
- 	}
 
- 	for(auto & entry : groups)
 
- 	{
 
- 		const CBuilding * build = town->town->buildings.at(entry.first);
 
- 		const CStructure * toAdd = *boost::max_element(entry.second, [=](const CStructure * a, const CStructure * b)
 
- 		{
 
- 			return build->getDistance(a->building->bid)
 
- 			     < build->getDistance(b->building->bid);
 
- 		});
 
- 		buildings.push_back(new CBuildingRect(this, town, toAdd));
 
- 	}
 
- 	boost::sort(buildings, [] (const CBuildingRect * a, const CBuildingRect * b)
 
- 	{
 
- 		return *a < *b;
 
- 	});
 
- }
 
- CCastleBuildings::~CCastleBuildings()
 
- {
 
- }
 
- void CCastleBuildings::addBuilding(BuildingID building)
 
- {
 
- 	//FIXME: implement faster method without complete recreation of town
 
- 	BuildingID base = town->town->buildings.at(building)->getBase();
 
- 	recreate();
 
- 	auto & structures = groups.at(base);
 
- 	for(CBuildingRect * rect : buildings)
 
- 	{
 
- 		if (vstd::contains(structures, rect->str))
 
- 		{
 
- 			//reset animation
 
- 			if (structures.size() == 1)
 
- 				rect->stateCounter = 0; // transparency -> fully visible stage
 
- 			else
 
- 				rect->stateCounter = 16; // already in fully visible stage
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CCastleBuildings::removeBuilding(BuildingID building)
 
- {
 
- 	//FIXME: implement faster method without complete recreation of town
 
- 	recreate();
 
- }
 
- void CCastleBuildings::show(SDL_Surface * to)
 
- {
 
- 	CIntObject::show(to);
 
- 	for(CBuildingRect * str : buildings)
 
- 		str->show(to);
 
- }
 
- void CCastleBuildings::showAll(SDL_Surface * to)
 
- {
 
- 	CIntObject::showAll(to);
 
- 	for(CBuildingRect * str : buildings)
 
- 		str->showAll(to);
 
- }
 
- const CGHeroInstance* CCastleBuildings::getHero()
 
- {
 
- 	if (town->visitingHero)
 
- 		return town->visitingHero;
 
- 	if (town->garrisonHero)
 
- 		return town->garrisonHero;
 
- 	return nullptr;
 
- }
 
- void CCastleBuildings::buildingClicked(BuildingID building)
 
- {
 
- 	logGlobal->traceStream()<<"You've clicked on "<<building;
 
- 	const CBuilding *b = town->town->buildings.find(building)->second;
 
- 	if(building >= BuildingID::DWELL_FIRST)
 
- 	{
 
- 		enterDwelling((building-BuildingID::DWELL_FIRST)%GameConstants::CREATURES_PER_TOWN);
 
- 	}
 
- 	else
 
- 	{
 
- 		switch(building)
 
- 		{
 
- 		case BuildingID::MAGES_GUILD_1:
 
- 		case BuildingID::MAGES_GUILD_2:
 
- 		case BuildingID::MAGES_GUILD_3:
 
- 		case BuildingID::MAGES_GUILD_4:
 
- 		case BuildingID::MAGES_GUILD_5:
 
- 				enterMagesGuild();
 
- 				break;
 
- 		case BuildingID::TAVERN:
 
- 				LOCPLINT->showTavernWindow(town);
 
- 				break;
 
- 		case BuildingID::SHIPYARD:
 
- 				if(town->shipyardStatus() == IBoatGenerator::GOOD)
 
- 					LOCPLINT->showShipyardDialog(town);
 
- 				else if(town->shipyardStatus() == IBoatGenerator::BOAT_ALREADY_BUILT)
 
- 					LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]);
 
- 				break;
 
- 		case BuildingID::FORT:
 
- 		case BuildingID::CITADEL:
 
- 		case BuildingID::CASTLE:
 
- 				GH.pushInt(new CFortScreen(town));
 
- 				break;
 
- 		case BuildingID::VILLAGE_HALL:
 
- 		case BuildingID::CITY_HALL:
 
- 		case BuildingID::TOWN_HALL:
 
- 		case BuildingID::CAPITOL:
 
- 				enterTownHall();
 
- 				break;
 
- 		case BuildingID::MARKETPLACE:
 
- 				GH.pushInt(new CMarketplaceWindow(town, town->visitingHero));
 
- 				break;
 
- 		case BuildingID::BLACKSMITH:
 
- 				enterBlacksmith(town->town->warMachine);
 
- 				break;
 
- 		case BuildingID::SPECIAL_1:
 
- 				switch(town->subID)
 
- 				{
 
- 				case ETownType::RAMPART://Mystic Pond
 
- 						enterFountain(building);
 
- 						break;
 
- 				case ETownType::TOWER:
 
- 				case ETownType::DUNGEON://Artifact Merchant
 
- 				case ETownType::CONFLUX:
 
- 						if(town->visitingHero)
 
- 							GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, EMarketMode::RESOURCE_ARTIFACT));
 
- 						else
 
- 							LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
 
- 						break;
 
- 				default:
 
- 					enterBuilding(building);
 
- 					break;
 
- 				}
 
- 				break;
 
- 		case BuildingID::SHIP:
 
- 				LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[51]); //Cannot build another boat
 
- 				break;
 
- 		case BuildingID::SPECIAL_2:
 
- 				switch(town->subID)
 
- 				{
 
- 				case ETownType::RAMPART: //Fountain of Fortune
 
- 						enterFountain(building);
 
- 						break;
 
- 				case ETownType::STRONGHOLD: //Freelancer's Guild
 
- 						if(getHero())
 
- 							GH.pushInt(new CMarketplaceWindow(town, getHero(), EMarketMode::CREATURE_RESOURCE));
 
- 						else
 
- 							LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
 
- 						break;
 
- 				case ETownType::CONFLUX: //Magic University
 
- 						if (getHero())
 
- 							GH.pushInt(new CUniversityWindow(getHero(), town));
 
- 						else
 
- 							enterBuilding(building);
 
- 						break;
 
- 				default:
 
- 						enterBuilding(building);
 
- 						break;
 
- 				}
 
- 				break;
 
- 		case BuildingID::SPECIAL_3:
 
- 				switch(town->subID)
 
- 				{
 
- 				case ETownType::CASTLE: //Brotherhood of sword
 
- 						LOCPLINT->showTavernWindow(town);
 
- 						break;
 
- 				case ETownType::INFERNO: //Castle Gate
 
- 						enterCastleGate();
 
- 						break;
 
- 				case ETownType::NECROPOLIS: //Skeleton Transformer
 
- 						GH.pushInt( new CTransformerWindow(getHero(), town) );
 
- 						break;
 
- 				case ETownType::DUNGEON: //Portal of Summoning
 
- 						if (town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//No creatures
 
- 							LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]);
 
- 						else
 
- 							enterDwelling(GameConstants::CREATURES_PER_TOWN);
 
- 						break;
 
- 				case ETownType::STRONGHOLD: //Ballista Yard
 
- 						enterBlacksmith(ArtifactID::BALLISTA);
 
- 						break;
 
- 				default:
 
- 						enterBuilding(building);
 
- 						break;
 
- 				}
 
- 				break;
 
- 		default:
 
- 				enterBuilding(building);
 
- 				break;
 
- 		}
 
- 	}
 
- }
 
- void CCastleBuildings::enterBlacksmith(ArtifactID artifactID)
 
- {
 
- 	const CGHeroInstance *hero = town->visitingHero;
 
- 	if(!hero)
 
- 	{
 
- 		LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % town->town->buildings.find(BuildingID::BLACKSMITH)->second->Name()));
 
- 		return;
 
- 	}
 
- 	int price = CGI->arth->artifacts[artifactID]->price;
 
- 	bool possible = LOCPLINT->cb->getResourceAmount(Res::GOLD) >= price && !hero->hasArt(artifactID);
 
- 	GH.pushInt(new CBlacksmithDialog(possible, CArtHandler::machineIDToCreature(artifactID), artifactID, hero->id));
 
- }
 
- void CCastleBuildings::enterBuilding(BuildingID building)
 
- {
 
- 	std::vector<CComponent*> comps(1, new CComponent(CComponent::building, town->subID, building));
 
- 	LOCPLINT->showInfoDialog(
 
- 		town->town->buildings.find(building)->second->Description(),comps);
 
- }
 
- void CCastleBuildings::enterCastleGate()
 
- {
 
- 	if (!town->visitingHero)
 
- 	{
 
- 		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126]);
 
- 		return;//only visiting hero can use castle gates
 
- 	}
 
- 	std::vector <int> availableTowns;
 
- 	std::vector <const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(true);
 
- 	for(auto & Town : Towns)
 
- 	{
 
- 		const CGTownInstance *t = Town;
 
- 		if (t->id != this->town->id && t->visitingHero == nullptr && //another town, empty and this is
 
- 			t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
 
- 		{
 
- 			availableTowns.push_back(t->id.getNum());//add to the list
 
- 		}
 
- 	}
 
- 	auto  titlePic = new CPicture (LOCPLINT->castleInt->bicons->ourImages[BuildingID::CASTLE_GATE].bitmap, 0,0, false);//will be deleted by selection window
 
- 	GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
 
- 	    CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1)));
 
- }
 
- void CCastleBuildings::enterDwelling(int level)
 
- {
 
- 	assert(level >= 0 && level < town->creatures.size());
 
- 	auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); };
 
- 	GH.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, -87));
 
- }
 
- void CCastleBuildings::enterFountain(BuildingID building)
 
- {
 
- 	std::vector<CComponent*> comps(1, new CComponent(CComponent::building,town->subID,building));
 
- 	std::string descr = town->town->buildings.find(building)->second->Description();
 
- 	if ( building == BuildingID::FOUNTAIN_OF_FORTUNE)
 
- 		descr += "\n\n"+town->town->buildings.find(BuildingID::MYSTIC_POND)->second->Description();
 
- 	if (town->bonusValue.first == 0)//fountain was builded this week
 
- 		descr += "\n\n"+ CGI->generaltexth->allTexts[677];
 
- 	else//fountain produced something;
 
- 	{
 
- 		descr+= "\n\n"+ CGI->generaltexth->allTexts[678];
 
- 		boost::algorithm::replace_first(descr,"%s",CGI->generaltexth->restypes[town->bonusValue.first]);
 
- 		boost::algorithm::replace_first(descr,"%d",boost::lexical_cast<std::string>(town->bonusValue.second));
 
- 	}
 
- 	LOCPLINT->showInfoDialog(descr, comps);
 
- }
 
- void CCastleBuildings::enterMagesGuild()
 
- {
 
- 	const CGHeroInstance *hero = getHero();
 
- 	if(hero && !hero->hasSpellbook()) //hero doesn't have spellbok
 
- 	{
 
- 		if(LOCPLINT->cb->getResourceAmount(Res::GOLD) < 500) //not enough gold to buy spellbook
 
- 		{
 
- 			openMagesGuild();
 
- 			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213]);
 
- 		}
 
- 		else
 
- 		{
 
- 			CFunctionList<void()> onYes = [this]{ openMagesGuild(); };
 
- 			CFunctionList<void()> onNo = onYes;
 
- 			onYes += [hero]{ LOCPLINT->cb->buyArtifact(hero, ArtifactID::SPELLBOOK); };
 
- 			std::vector<CComponent*> components(1, new CComponent(CComponent::artifact,ArtifactID::SPELLBOOK,0));
 
- 			LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214], onYes, onNo, true, components);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		openMagesGuild();
 
- 	}
 
- }
 
- void CCastleBuildings::enterTownHall()
 
- {
 
- 	if(town->visitingHero && town->visitingHero->hasArt(2) &&
 
- 		!vstd::contains(town->builtBuildings, BuildingID::GRAIL)) //hero has grail, but town does not have it
 
- 	{
 
- 		if(!vstd::contains(town->forbiddenBuildings, BuildingID::GRAIL))
 
- 		{
 
- 			LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[597], //Do you wish this to be the permanent home of the Grail?
 
- 										[&]{ LOCPLINT->cb->buildBuilding(town, BuildingID::GRAIL); },
 
- 										[&]{ openTownHall(); },
 
- 										true);
 
- 		}
 
- 		else
 
- 		{
 
- 			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);
 
- 			dynamic_cast<CInfoWindow*>(GH.topInt())->buttons[0]->addCallback(std::bind(&CCastleBuildings::openTownHall, this));
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		openTownHall();
 
- 	}
 
- }
 
- void CCastleBuildings::openMagesGuild()
 
- {
 
- 	std::string mageGuildBackground;
 
- 	mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground;
 
- 	GH.pushInt(new CMageGuildScreen(LOCPLINT->castleInt,mageGuildBackground));
 
- }
 
- void CCastleBuildings::openTownHall()
 
- {
 
- 	GH.pushInt(new CHallInterface(town));
 
- }
 
- CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from):
 
- 	CWindowObject(PLAYER_COLORED | BORDERED),
 
- 	hall(nullptr),
 
- 	fort(nullptr),
 
- 	town(Town)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	LOCPLINT->castleInt = this;
 
- 	addUsedEvents(KEYBOARD);
 
- 	builds = new CCastleBuildings(town);
 
- 	panel = new CPicture("TOWNSCRN", 0, builds->pos.h);
 
- 	panel->colorize(LOCPLINT->playerID);
 
- 	pos.w = panel->pos.w;
 
- 	pos.h = builds->pos.h + panel->pos.h;
 
- 	center();
 
- 	updateShadow();
 
- 	garr = new CGarrisonInt(305, 387, 4, Point(0,96), panel->bg, Point(62,374), town->getUpperArmy(), town->visitingHero);
 
- 	heroes = new HeroSlots(town, Point(241, 387), Point(241, 483), garr, true);
 
- 	title = new CLabel(85, 387, FONT_MEDIUM, TOPLEFT, Colors::WHITE, town->name);
 
- 	income = new CLabel(195, 443, FONT_SMALL, CENTER);
 
- 	icon = new CAnimImage("ITPT", 0, 0, 15, 387);
 
- 	exit = new CButton(Point(744, 544), "TSBTNS", CButton::tooltip(CGI->generaltexth->tcommands[8]), [&]{close();}, SDLK_RETURN);
 
- 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
- 	exit->setImageOrder(4, 5, 6, 7);
 
- 	split = new CButton(Point(744, 382), "TSBTNS.DEF", CButton::tooltip(CGI->generaltexth->tcommands[3]), [&]{garr->splitClick();});
 
- 	split->addCallback(std::bind(&HeroSlots::splitClicked, heroes));
 
- 	garr->addSplitBtn(split);
 
- 	Rect barRect(9, 182, 732, 18);
 
- 	statusbar = new CGStatusBar(new CPicture(*panel, barRect, 9, 555, false));
 
- 	resdatabar = new CResDataBar("ARESBAR", 3, 575, 32, 2, 85, 85);
 
- 	townlist = new CTownList(3, Point(744, 414), "IAM014", "IAM015");
 
- 	if (from)
 
- 		townlist->select(from);
 
- 	townlist->select(town); //this will scroll list to select current town
 
- 	townlist->onSelect = std::bind(&CCastleInterface::townChange, this);
 
- 	recreateIcons();
 
- 	CCS->musich->playMusic(town->town->clientInfo.musicTheme, true);
 
- 	bicons = CDefHandler::giveDefEss(town->town->clientInfo.buildingsIcons);
 
- }
 
- CCastleInterface::~CCastleInterface()
 
- {
 
- 	LOCPLINT->castleInt = nullptr;
 
- 	delete bicons;
 
- }
 
- void CCastleInterface::close()
 
- {
 
- 	if(town->tempOwner == LOCPLINT->playerID) //we may have opened window for an allied town
 
- 	{
 
- 		if(town->visitingHero && town->visitingHero->tempOwner == LOCPLINT->playerID)
 
- 			adventureInt->select(town->visitingHero);
 
- 		else
 
- 			adventureInt->select(town);
 
- 	}
 
- 	CWindowObject::close();
 
- }
 
- void CCastleInterface::castleTeleport(int where)
 
- {
 
- 	const CGTownInstance * dest = LOCPLINT->cb->getTown(ObjectInstanceID(where));
 
- 	LOCPLINT->cb->teleportHero(town->visitingHero, dest);
 
- 	LOCPLINT->eraseCurrentPathOf(town->visitingHero, false);
 
- }
 
- void CCastleInterface::townChange()
 
- {
 
- 	const CGTownInstance * dest = LOCPLINT->towns[townlist->getSelectedIndex()];
 
- 	const CGTownInstance * town = this->town;// "this" is going to be deleted
 
- 	if ( dest == town )
 
- 		return;
 
- 	close();
 
- 	GH.pushInt(new CCastleInterface(dest, town));
 
- }
 
- void CCastleInterface::addBuilding(BuildingID bid)
 
- {
 
- 	deactivate();
 
- 	builds->addBuilding(bid);
 
- 	recreateIcons();
 
- 	activate();
 
- }
 
- void CCastleInterface::removeBuilding(BuildingID bid)
 
- {
 
- 	deactivate();
 
- 	builds->removeBuilding(bid);
 
- 	recreateIcons();
 
- 	activate();
 
- }
 
- void CCastleInterface::recreateIcons()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	delete fort;
 
- 	delete hall;
 
- 	size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
 
- 	icon->setFrame(iconIndex);
 
- 	TResources townIncome = town->dailyIncome();
 
- 	income->setText(boost::lexical_cast<std::string>(townIncome[Res::GOLD]));
 
- 	hall = new CTownInfo( 80, 413, town, true);
 
- 	fort = new CTownInfo(122, 413, town, false);
 
- 	for (auto & elem : creainfo)
 
- 		delete elem;
 
- 	creainfo.clear();
 
- 	for (size_t i=0; i<4; i++)
 
- 		creainfo.push_back(new CCreaInfo(Point(14+55*i, 459), town, i));
 
- 	for (size_t i=0; i<4; i++)
 
- 		creainfo.push_back(new CCreaInfo(Point(14+55*i, 507), town, i+4));
 
- }
 
- CCreaInfo::CCreaInfo(Point position, const CGTownInstance *Town, int Level, bool compact, bool ShowAvailable):
 
- 	town(Town),
 
- 	level(Level),
 
- 	showAvailable(ShowAvailable)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	pos += position;
 
- 	if ( town->creatures.size() <= level || town->creatures[level].second.empty())
 
- 	{
 
- 		level = -1;
 
- 		label = nullptr;
 
- 		picture = nullptr;
 
- 		return;//No creature
 
- 	}
 
- 	addUsedEvents(LCLICK | RCLICK | HOVER);
 
- 	ui32 creatureID = town->creatures[level].second.back();
 
- 	creature = CGI->creh->creatures[creatureID];
 
- 	picture = new CAnimImage("CPRSMALL", creature->iconIndex, 0, 8, 0);
 
- 	std::string value;
 
- 	if (showAvailable)
 
- 		value = boost::lexical_cast<std::string>(town->creatures[level].first);
 
- 	else
 
- 		value = boost::lexical_cast<std::string>(town->creatureGrowth(level));
 
- 	if (compact)
 
- 	{
 
- 		label = new CLabel(40, 32, FONT_TINY, BOTTOMRIGHT, Colors::WHITE, value);
 
- 		pos.x += 8;
 
- 		pos.w = 32;
 
- 		pos.h = 32;
 
- 	}
 
- 	else
 
- 	{
 
- 		label = new CLabel(24, 40, FONT_SMALL, CENTER, Colors::WHITE, value);
 
- 		pos.w = 48;
 
- 		pos.h = 48;
 
- 	}
 
- }
 
- void CCreaInfo::update()
 
- {
 
- 	if (label)
 
- 	{
 
- 		std::string value;
 
- 		if (showAvailable)
 
- 			value = boost::lexical_cast<std::string>(town->creatures[level].first);
 
- 		else
 
- 			value = boost::lexical_cast<std::string>(town->creatureGrowth(level));
 
- 		if (value != label->text)
 
- 			label->setText(value);
 
- 	}
 
- }
 
- void CCreaInfo::hover(bool on)
 
- {
 
- 	std::string message = CGI->generaltexth->allTexts[588];
 
- 	boost::algorithm::replace_first(message,"%s",creature->namePl);
 
- 	if(on)
 
- 	{
 
- 		GH.statusbar->setText(message);
 
- 	}
 
- 	else if (message == GH.statusbar->getText())
 
- 		GH.statusbar->clear();
 
- }
 
- void CCreaInfo::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(previousState && (!down))
 
- 	{
 
- 		int offset = LOCPLINT->castleInt? (-87) : 0;
 
- 		auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); };
 
- 		GH.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, offset));
 
- 	}
 
- }
 
- int CCreaInfo::AddToString(std::string from, std::string & to, int numb)
 
- {
 
- 	if (numb == 0)
 
- 		return 0;
 
- 	boost::algorithm::replace_first(from,"%+d", (numb > 0 ? "+" : "")+boost::lexical_cast<std::string>(numb)); //negative values don't need "+"
 
- 	to+="\n"+from;
 
- 	return numb;
 
- }
 
- std::string CCreaInfo::genGrowthText()
 
- {
 
- 	GrowthInfo gi = town->getGrowthInfo(level);
 
- 	std::string descr = boost::str(boost::format(CGI->generaltexth->allTexts[589]) % creature->nameSing % gi.totalGrowth());
 
- 	for(const GrowthInfo::Entry &entry : gi.entries)
 
- 	{
 
- 		descr +="\n" + entry.description;
 
- 	}
 
- 	return descr;
 
- }
 
- void CCreaInfo::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 	{
 
- 		if (showAvailable)
 
- 			GH.pushInt(new CDwellingInfoBox(screen->w/2, screen->h/2, town, level));
 
- 		else
 
- 			CRClickPopup::createAndPush(genGrowthText(), new CComponent(CComponent::creature, creature->idNumber));
 
- 	}
 
- }
 
- CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance* Town, bool townHall):
 
- 	town(Town),
 
- 	building(nullptr)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	addUsedEvents(RCLICK | HOVER);
 
- 	pos.x += posX;
 
- 	pos.y += posY;
 
- 	int buildID;
 
- 	if (townHall)
 
- 	{
 
- 		buildID = 10 + town->hallLevel();
 
- 		picture = new CAnimImage("ITMTL.DEF", town->hallLevel());
 
- 	}
 
- 	else
 
- 	{
 
- 		buildID = 6 + town->fortLevel();
 
- 		if (buildID == 6)
 
- 			return;
 
- 		picture = new CAnimImage("ITMCL.DEF", town->fortLevel()-1);
 
- 	}
 
- 	building = town->town->buildings.at(BuildingID(buildID));
 
- 	pos = picture->pos;
 
- }
 
- void CTownInfo::hover(bool on)
 
- {
 
- 	if(on)
 
- 	{
 
- 		if ( building )
 
- 			GH.statusbar->setText(building->Name());
 
- 	}
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- void CTownInfo::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down && building)
 
- 		CRClickPopup::createAndPush(CInfoWindow::genText(building->Name(), building->Description()),
 
- 		                            new CComponent(CComponent::building, building->town->faction->index, building->bid));
 
- }
 
- void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
 
- {
 
- 	if(key.state != SDL_PRESSED) return;
 
- 	switch(key.keysym.sym)
 
- 	{
 
- #if 0 // code that can be used to fix blit order in towns using +/- keys. Quite ugly but works
 
- 	case SDLK_KP_PLUS :
 
- 		if (builds->selectedBuilding)
 
- 		{
 
- 			OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 			CStructure * str = const_cast<CStructure *>(builds->selectedBuilding->str);
 
- 			str->pos.z++;
 
- 			delete builds;
 
- 			builds = new CCastleBuildings(town);
 
- 			for(const CStructure * str : town->town->clientInfo.structures)
 
- 			{
 
- 				if (str->building)
 
- 					logGlobal->errorStream() << int(str->building->bid) << " -> " << int(str->pos.z);
 
- 			}
 
- 		}
 
- 		break;
 
- 	case SDLK_KP_MINUS:
 
- 		if (builds->selectedBuilding)
 
- 		{
 
- 			OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 			CStructure * str = const_cast<CStructure *>(builds->selectedBuilding->str);
 
- 			str->pos.z--;
 
- 			delete builds;
 
- 			builds = new CCastleBuildings(town);
 
- 			for(const CStructure * str : town->town->clientInfo.structures)
 
- 			{
 
- 				if (str->building)
 
- 					logGlobal->errorStream() << int(str->building->bid) << " -> " << int(str->pos.z);
 
- 			}
 
- 		}
 
- 		break;
 
- #endif
 
- 	case SDLK_UP:
 
- 		townlist->selectPrev();
 
- 		break;
 
- 	case SDLK_DOWN:
 
- 		townlist->selectNext();
 
- 		break;
 
- 	case SDLK_SPACE:
 
- 		heroes->swapArmies();
 
- 		break;
 
- 	case SDLK_t:
 
- 		if(town->hasBuilt(BuildingID::TAVERN))
 
- 			LOCPLINT->showTavernWindow(town);
 
- 		break;
 
- 	default:
 
- 		break;
 
- 	}
 
- }
 
- HeroSlots::HeroSlots(const CGTownInstance * Town, Point garrPos, Point visitPos, CGarrisonInt *Garrison, bool ShowEmpty):
 
- 	showEmpty(ShowEmpty),
 
- 	town(Town),
 
- 	garr(Garrison)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	garrisonedHero = new CHeroGSlot(garrPos.x, garrPos.y, 0, town->garrisonHero, this);
 
- 	visitingHero = new CHeroGSlot(visitPos.x, visitPos.y, 1, town->visitingHero, this);
 
- }
 
- void HeroSlots::update()
 
- {
 
- 	garrisonedHero->set(town->garrisonHero);
 
- 	visitingHero->set(town->visitingHero);
 
- }
 
- void HeroSlots::splitClicked()
 
- {
 
- 	if(!!town->visitingHero && town->garrisonHero && (visitingHero->selection || garrisonedHero->selection))
 
- 	{
 
- 		LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id, QueryID(-1));
 
- 	}
 
- }
 
- void HeroSlots::swapArmies()
 
- {
 
- 	if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
 
- 	{
 
- 		if(!town->visitingHero->canBeMergedWith(*town))
 
- 		{
 
- 			LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[275], std::vector<CComponent*>(), soundBase::sound_todo);
 
- 			return;
 
- 		}
 
- 	}
 
- 	LOCPLINT->cb->swapGarrisonHero(town);
 
- }
 
- void CHallInterface::CBuildingBox::hover(bool on)
 
- {
 
- 	if(on)
 
- 	{
 
- 		std::string toPrint;
 
- 		if(state==EBuildingState::PREREQUIRES || state == EBuildingState::MISSING_BASE)
 
- 			toPrint = CGI->generaltexth->hcommands[5];
 
- 		else if(state==EBuildingState::CANT_BUILD_TODAY)
 
- 			toPrint = CGI->generaltexth->allTexts[223];
 
- 		else
 
- 			toPrint = CGI->generaltexth->hcommands[state];
 
- 		boost::algorithm::replace_first(toPrint,"%s",building->Name());
 
- 		GH.statusbar->setText(toPrint);
 
- 	}
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- void CHallInterface::CBuildingBox::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(previousState && (!down))
 
- 		GH.pushInt(new CBuildWindow(town,building,state,0));
 
- }
 
- void CHallInterface::CBuildingBox::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 		GH.pushInt(new CBuildWindow(town,building,state,1));
 
- }
 
- CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building):
 
- 	town(Town),
 
- 	building(Building)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	addUsedEvents(LCLICK | RCLICK | HOVER);
 
- 	pos.x += x;
 
- 	pos.y += y;
 
- 	pos.w = 154;
 
- 	pos.h = 92;
 
- 	state = LOCPLINT->cb->canBuildStructure(town,building->bid);
 
- 	assert(state < EBuildingState::BUILDING_ERROR);
 
- 	static int panelIndex[10] = { 3,  3,  3, 0, 0, 2, 2,  1, 2, 2};
 
- 	static int  iconIndex[10] = {-1, -1, -1, 0, 0, 1, 2, -1, 1, 1};
 
- 	picture = new CAnimImage(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2);
 
- 	panel = new CAnimImage("TPTHBAR", panelIndex[state], 0,   1, 73);
 
- 	if ( iconIndex[state] >=0 )
 
- 		icon  = new CAnimImage("TPTHCHK",  iconIndex[state], 0, 136, 56);
 
- 	label = new CLabel(75, 81, FONT_SMALL, CENTER, Colors::WHITE, building->Name());
 
- }
 
- CHallInterface::CHallInterface(const CGTownInstance *Town):
 
- 	CWindowObject(PLAYER_COLORED | BORDERED, Town->town->clientInfo.hallBackground),
 
- 	town(Town)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	resdatabar = new CMinorResDataBar;
 
- 	resdatabar->pos.x += pos.x;
 
- 	resdatabar->pos.y += pos.y;
 
- 	Rect barRect(5, 556, 740, 18);
 
- 	statusBar = new CGStatusBar(new CPicture(*background, barRect, 5, 556, false));
 
- 	title = new CLabel(399, 12, FONT_MEDIUM, CENTER, Colors::WHITE, town->town->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->Name());
 
- 	exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->hcommands[8]), [&]{close();}, SDLK_RETURN);
 
- 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
- 	auto & boxList = town->town->clientInfo.hallSlots;
 
- 	boxes.resize(boxList.size());
 
- 	for(size_t row=0; row<boxList.size(); row++) //for each row
 
- 	{
 
- 		for(size_t col=0; col<boxList[row].size(); col++) //for each box
 
- 		{
 
- 			const CBuilding *building = nullptr;
 
- 			for(auto & elem : boxList[row][col])//we are looking for the first not build structure
 
- 			{
 
- 				auto buildingID = elem;
 
- 				building = town->town->buildings.at(buildingID);
 
- 				if(!vstd::contains(town->builtBuildings,buildingID))
 
- 					break;
 
- 			}
 
- 			int posX = pos.w/2 - boxList[row].size()*154/2 - (boxList[row].size()-1)*20 + 194*col,
 
- 			    posY = 35 + 104*row;
 
- 			if (building)
 
- 				boxes[row].push_back(new CBuildingBox(posX, posY, town, building));
 
- 		}
 
- 	}
 
- }
 
- void CBuildWindow::buyFunc()
 
- {
 
- 	LOCPLINT->cb->buildBuilding(town,building->bid);
 
- 	GH.popInts(2); //we - build window and hall screen
 
- }
 
- std::string CBuildWindow::getTextForState(int state)
 
- {
 
- 	std::string ret;
 
- 	if(state < EBuildingState::ALLOWED)
 
- 		ret =  CGI->generaltexth->hcommands[state];
 
- 	switch (state)
 
- 	{
 
- 	case EBuildingState::ALREADY_PRESENT:
 
- 	case EBuildingState::CANT_BUILD_TODAY:
 
- 	case EBuildingState::NO_RESOURCES:
 
- 		ret.replace(ret.find_first_of("%s"), 2, building->Name());
 
- 		break;
 
- 	case EBuildingState::ALLOWED:
 
- 		return CGI->generaltexth->allTexts[219]; //all prereq. are met
 
- 	case EBuildingState::PREREQUIRES:
 
- 		{
 
- 			auto toStr = [&](const BuildingID build) -> std::string
 
- 			{
 
- 				return town->town->buildings.at(build)->Name();
 
- 			};
 
- 			ret = CGI->generaltexth->allTexts[52];
 
- 			ret += "\n" + town->genBuildingRequirements(building->bid).toString(toStr);
 
- 			break;
 
- 		}
 
- 	case EBuildingState::MISSING_BASE:
 
- 		{
 
- 			std::string msg = CGI->generaltexth->localizedTexts["townHall"]["missingBase"].String();
 
- 			ret = boost::str(boost::format(msg) % town->town->buildings.at(building->upgrade)->Name());
 
- 			break;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Building, int state, bool rightClick):
 
- 	CWindowObject(PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0), "TPUBUILD"),
 
- 	town(Town),
 
- 	building(Building)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	new CAnimImage(town->town->clientInfo.buildingsIcons, building->bid, 0, 125, 50);
 
- 	new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
 
- 	new CLabel(197, 30, FONT_MEDIUM, CENTER, Colors::WHITE,
 
- 	            boost::str(boost::format(CGI->generaltexth->hcommands[7]) % building->Name()));
 
- 	new CTextBox(building->Description(), Rect(33, 135, 329, 67), 0, FONT_MEDIUM, CENTER);
 
- 	new CTextBox(getTextForState(state),  Rect(33, 216, 329, 67), 0, FONT_SMALL,  CENTER);
 
- 	//Create components for all required resources
 
- 	std::vector<CComponent *> components;
 
- 	for(int i = 0; i<GameConstants::RESOURCE_QUANTITY; i++)
 
- 	{
 
- 		if(building->resources[i])
 
- 		{
 
- 			components.push_back(new CComponent(CComponent::resource, i, building->resources[i], CComponent::small));
 
- 		}
 
- 	}
 
- 	new CComponentBox(components, Rect(25, 300, pos.w - 50, 130));
 
- 	if(!rightClick)
 
- 	{	//normal window
 
- 		std::string tooltipYes = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % building->Name());
 
- 		std::string tooltipNo  = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->Name());
 
- 		buy = new CButton(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes), [&]{ buyFunc(); }, SDLK_RETURN);
 
- 		buy->borderColor = Colors::METALLIC_GOLD;
 
- 		cancel = new CButton(Point(290, 445), "ICANCEL", CButton::tooltip(tooltipNo), [&] { close();}, SDLK_ESCAPE);
 
- 		cancel->borderColor = Colors::METALLIC_GOLD;
 
- 		buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner);
 
- 	}
 
- }
 
- std::string CFortScreen::getBgName(const CGTownInstance *town)
 
- {
 
- 	ui32 fortSize = town->creatures.size();
 
- 	if (fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty())
 
- 		fortSize--;
 
- 	if (fortSize == GameConstants::CREATURES_PER_TOWN)
 
- 		return "TPCASTL7";
 
- 	else
 
- 		return "TPCASTL8";
 
- }
 
- CFortScreen::CFortScreen(const CGTownInstance * town):
 
- 	CWindowObject(PLAYER_COLORED | BORDERED, getBgName(town))
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	ui32 fortSize = town->creatures.size();
 
- 	if (fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty())
 
- 		fortSize--;
 
- 	const CBuilding *fortBuilding = town->town->buildings.at(BuildingID(town->fortLevel()+6));
 
- 	title = new CLabel(400, 12, FONT_BIG, CENTER, Colors::WHITE, fortBuilding->Name());
 
- 	std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->Name());
 
- 	exit = new CButton(Point(748, 556), "TPMAGE1", CButton::tooltip(text), [&]{ close(); }, SDLK_RETURN);
 
- 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
- 	std::vector<Point> positions =
 
- 	{
 
- 		Point(10,  22), Point(404, 22),
 
- 		Point(10, 155), Point(404,155),
 
- 		Point(10, 288), Point(404,288)
 
- 	};
 
- 	if (fortSize == GameConstants::CREATURES_PER_TOWN)
 
- 		positions.push_back(Point(206,421));
 
- 	else
 
- 	{
 
- 		positions.push_back(Point(10, 421));
 
- 		positions.push_back(Point(404,421));
 
- 	}		
 
- 	for (ui32 i=0; i<fortSize; i++)
 
- 	{
 
- 		BuildingID buildingID;
 
- 		if (fortSize == GameConstants::CREATURES_PER_TOWN)
 
- 		{
 
- 			if (vstd::contains(town->builtBuildings, BuildingID::DWELL_UP_FIRST+i))
 
- 				buildingID = BuildingID(BuildingID::DWELL_UP_FIRST+i);
 
- 			else
 
- 				buildingID = BuildingID(BuildingID::DWELL_FIRST+i);
 
- 		}
 
- 		else
 
- 			buildingID = BuildingID::SPECIAL_3;
 
- 		recAreas.push_back(new RecruitArea(positions[i].x, positions[i].y, town, i));
 
- 	}
 
- 	resdatabar = new CMinorResDataBar;
 
- 	resdatabar->pos.x += pos.x;
 
- 	resdatabar->pos.y += pos.y;
 
- 	Rect barRect(4, 554, 740, 18);
 
- 	statusBar = new CGStatusBar(new CPicture(*background, barRect, 4, 554, false));
 
- }
 
- void CFortScreen::creaturesChanged()
 
- {
 
- 	for (auto & elem : recAreas)
 
- 		elem->creaturesChanged();
 
- }
 
- LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int min, int max)
 
- {
 
- 	pos.x+=size.x;
 
- 	pos.y+=size.y;
 
- 	pos.w = size.w;
 
- 	pos.h = size.h;
 
- 	init(name, descr, min, max);
 
- }
 
- LabeledValue::LabeledValue(Rect size, std::string name, std::string descr, int val)
 
- {
 
- 	pos.x+=size.x;
 
- 	pos.y+=size.y;
 
- 	pos.w = size.w;
 
- 	pos.h = size.h;
 
- 	init(name, descr, val, val);
 
- }
 
- void LabeledValue::init(std::string nameText, std::string descr, int min, int max)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	addUsedEvents(HOVER);
 
- 	hoverText = descr;
 
- 	std::string valueText;
 
- 	if (min && max)
 
- 	{
 
- 		valueText = boost::lexical_cast<std::string>(min);
 
- 		if (min != max)
 
- 			valueText += '-' + boost::lexical_cast<std::string>(max);
 
- 	}
 
- 	name =  new CLabel(3, 0, FONT_SMALL, TOPLEFT, Colors::WHITE, nameText);
 
- 	value = new CLabel(pos.w-3, pos.h-2, FONT_SMALL, BOTTOMRIGHT, Colors::WHITE, valueText);
 
- }
 
- void LabeledValue::hover(bool on)
 
- {
 
- 	if(on)
 
- 		GH.statusbar->setText(hoverText);
 
- 	else
 
- 	{
 
- 		GH.statusbar->clear();
 
- 		parent->hovered = false;
 
- 	}
 
- }
 
- const CCreature * CFortScreen::RecruitArea::getMyCreature()
 
- {
 
- 	if (!town->creatures.at(level).second.empty()) // built
 
- 		return VLC->creh->creatures[town->creatures.at(level).second.back()];
 
- 	if (!town->town->creatures.at(level).empty()) // there are creatures on this level
 
- 		return VLC->creh->creatures[town->town->creatures.at(level).front()];
 
- 	return nullptr;
 
- }
 
- const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
 
- {
 
- 	BuildingID myID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
 
- 	if (level == GameConstants::CREATURES_PER_TOWN)
 
- 		return town->town->buildings.at(BuildingID::PORTAL_OF_SUMMON);
 
- 	if (!town->town->buildings.count(myID))
 
- 		return nullptr;
 
- 	const CBuilding * build = town->town->buildings.at(myID);
 
- 	while (town->town->buildings.count(myID))
 
- 	{
 
- 		if (town->hasBuilt(myID))
 
- 			build = town->town->buildings.at(myID);
 
- 		myID.advance(GameConstants::CREATURES_PER_TOWN);
 
- 	}
 
- 	return build;
 
- }
 
- CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *Town, int Level):
 
- 	town(Town),
 
- 	level(Level),
 
- 	availableCount(nullptr)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	pos.x +=posX;
 
- 	pos.y +=posY;
 
- 	pos.w = 386;
 
- 	pos.h = 126;
 
- 	if (!town->creatures[level].second.empty())
 
- 		addUsedEvents(LCLICK | RCLICK | HOVER);//Activate only if dwelling is present
 
- 	icons = new CPicture("TPCAINFO", 261, 3);
 
- 	if (getMyBuilding() != nullptr)
 
- 	{
 
- 		buildingPic = new CAnimImage(town->town->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21);
 
- 		dwellingName = new CLabel(78, 101, FONT_SMALL, CENTER, Colors::WHITE, getMyBuilding()->Name());
 
- 		if (vstd::contains(town->builtBuildings, getMyBuilding()->bid))
 
- 		{
 
- 			ui32 available = town->creatures[level].first;
 
- 			std::string availableText = CGI->generaltexth->allTexts[217]+ boost::lexical_cast<std::string>(available);
 
- 			availableCount = new CLabel(78, 119, FONT_SMALL, CENTER, Colors::WHITE, availableText);
 
- 		}
 
- 	}
 
- 	if (getMyCreature() != nullptr)
 
- 	{
 
- 		hoverText = boost::str(boost::format(CGI->generaltexth->tcommands[21]) % getMyCreature()->namePl);
 
- 		creatureAnim = new CCreaturePic(159, 4, getMyCreature(), false);
 
- 		creatureName = new CLabel(78,  11, FONT_SMALL, CENTER, Colors::WHITE, getMyCreature()->namePl);
 
- 		Rect sizes(287, 4, 96, 18);
 
- 		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], getMyCreature()->Attack()));
 
- 		sizes.y+=20;
 
- 		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], getMyCreature()->Defense()));
 
- 		sizes.y+=21;
 
- 		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], getMyCreature()->getMinDamage(), getMyCreature()->getMaxDamage()));
 
- 		sizes.y+=20;
 
- 		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], getMyCreature()->MaxHealth()));
 
- 		sizes.y+=21;
 
- 		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], getMyCreature()->valOfBonuses(Bonus::STACKS_SPEED)));
 
- 		sizes.y+=20;
 
- 		values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level)));
 
- 	}
 
- }
 
- void CFortScreen::RecruitArea::hover(bool on)
 
- {
 
- 	if(on)
 
- 		GH.statusbar->setText(hoverText);
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- void CFortScreen::RecruitArea::creaturesChanged()
 
- {
 
- 	if (availableCount)
 
- 	{
 
- 		std::string availableText = CGI->generaltexth->allTexts[217] +
 
- 		            boost::lexical_cast<std::string>(town->creatures[level].first);
 
- 		availableCount->setText(availableText);
 
- 	}
 
- }
 
- void CFortScreen::RecruitArea::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(!down && previousState)
 
- 		LOCPLINT->castleInt->builds->enterDwelling(level);
 
- }
 
- void CFortScreen::RecruitArea::clickRight(tribool down, bool previousState)
 
- {
 
- 	clickLeft(down, false); //r-click does same as l-click - opens recr. window
 
- }
 
- CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem) :CWindowObject(BORDERED,imagem)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	window = new CPicture(owner->town->town->clientInfo.guildWindow , 332, 76);
 
- 	resdatabar = new CMinorResDataBar;
 
- 	resdatabar->pos.x += pos.x;
 
- 	resdatabar->pos.y += pos.y;
 
- 	Rect barRect(7, 556, 737, 18);
 
- 	statusBar = new CGStatusBar(new CPicture(*background, barRect, 7, 556, false));
 
- 	exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->allTexts[593]), [&]{ close(); }, SDLK_RETURN);
 
- 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
- 	static const std::vector<std::vector<Point> > positions = 
 
- 	{
 
- 		{Point(222,445), Point(312,445), Point(402,445), Point(520,445), Point(610,445), Point(700,445)},
 
- 		{Point(48,53),   Point(48,147),  Point(48,241),  Point(48,335),  Point(48,429)},
 
- 		{Point(570,82),  Point(672,82),  Point(570,157), Point(672,157)},
 
- 		{Point(183,42),  Point(183,148), Point(183,253)},
 
- 		{Point(491,325), Point(591,325)}
 
- 	};
 
- 	for(size_t i=0; i<owner->town->town->mageLevel; i++)
 
- 	{
 
- 		size_t spellCount = owner->town->spellsAtLevel(i+1,false); //spell at level with -1 hmmm?
 
- 		for(size_t j=0; j<spellCount; j++)
 
- 		{
 
- 			if(i<owner->town->mageGuildLevel() && owner->town->spells[i].size()>j)
 
- 				spells.push_back( new Scroll(positions[i][j], CGI->spellh->objects[owner->town->spells[i][j]]));
 
- 			else
 
- 				new CAnimImage("TPMAGES.DEF", 1, 0, positions[i][j].x, positions[i][j].y);//closed scroll
 
- 		}
 
- 	}
 
- }
 
- CMageGuildScreen::Scroll::Scroll(Point position, const CSpell *Spell)
 
- 	:spell(Spell)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	addUsedEvents(LCLICK | RCLICK | HOVER);
 
- 	pos += position;
 
- 	image = new CAnimImage("SPELLSCR", spell->id);
 
- 	pos = image->pos;
 
- }
 
- void CMageGuildScreen::Scroll::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 		LOCPLINT->showInfoDialog(spell->getLevelInfo(0).description, new CComponent(CComponent::spell,spell->id));
 
- }
 
- void CMageGuildScreen::Scroll::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 		CRClickPopup::createAndPush(spell->getLevelInfo(0).description, new CComponent(CComponent::spell, spell->id));
 
- }
 
- void CMageGuildScreen::Scroll::hover(bool on)
 
- {
 
- 	if(on)
 
- 		GH.statusbar->setText(spell->name);
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid):
 
- 	CWindowObject(PLAYER_COLORED, "TPSMITH")
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	statusBar = new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
 
- 	animBG = new CPicture("TPSMITBK", 64, 50);
 
- 	animBG->needRefresh = true;
 
- 	const CCreature *creature = CGI->creh->creatures[creMachineID];
 
- 	anim = new CCreatureAnim(64, 50, creature->animDefName, Rect());
 
- 	anim->clipRect(113,125,200,150);
 
- 	title = new CLabel(165, 28, FONT_BIG, CENTER, Colors::YELLOW,
 
- 	            boost::str(boost::format(CGI->generaltexth->allTexts[274]) % creature->nameSing));
 
- 	costText = new CLabel(165, 218, FONT_MEDIUM, CENTER, Colors::WHITE, CGI->generaltexth->jktexts[43]);
 
- 	costValue = new CLabel(165, 290, FONT_MEDIUM, CENTER, Colors::WHITE,
 
- 	                boost::lexical_cast<std::string>(CGI->arth->artifacts[aid]->price));
 
- 	std::string text = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % creature->nameSing);
 
- 	buy = new CButton(Point(42, 312), "IBUY30.DEF", CButton::tooltip(text), [&]{ close(); }, SDLK_RETURN);
 
- 	text = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % creature->nameSing);
 
- 	cancel = new CButton(Point(224, 312), "ICANCEL.DEF", CButton::tooltip(text), [&]{ close(); }, SDLK_ESCAPE);
 
- 	if(possible)
 
- 		buy->addCallback([=]{ LOCPLINT->cb->buyArtifact(LOCPLINT->cb->getHero(hid),aid); });
 
- 	else
 
- 		buy->block(true);
 
- 	new CAnimImage("RESOURCE", 6, 0, 148, 244);
 
- }
 
 
  |