Esempio n. 1
0
std::string Battle::Tower::GetInfo(const Castle & cstl)
{
    const char* tmpl = _("The %{name} fires with the strength of %{count} Archers");
    const char* addn = _("each with a +%{attack} bonus to their attack skill.");

    std::vector<int> towers;
    std::string msg;

    if(cstl.isBuild(BUILD_CASTLE))
    {
	towers.push_back(TWR_CENTER);

	if(cstl.isBuild(BUILD_LEFTTURRET)) towers.push_back(TWR_LEFT);
	if(cstl.isBuild(BUILD_RIGHTTURRET)) towers.push_back(TWR_RIGHT);

	for(std::vector<int>::const_iterator
	    it = towers.begin(); it != towers.end(); ++it)
	{
    	    Tower twr = Tower(cstl, *it);

    	    msg.append(tmpl);
    	    StringReplace(msg, "%{name}", twr.GetName());
    	    StringReplace(msg, "%{count}", twr.GetCount());

	    if(twr.GetBonus())
	    {
		msg.append(", ");
		msg.append(addn);
    		StringReplace(msg, "%{attack}", twr.GetBonus());
	    }
	    else
		msg.append(".");

	    if((it + 1) != towers.end())
    		msg.append("\n \n");
	}
    }

    return msg;
}
Esempio n. 2
0
void CastleRedrawBuildingExtended(const Castle & castle, const Point & dst_pt, u32 build, u32 frame)
{
    const Rect max = CastleGetMaxArea(castle, dst_pt);
    int icn = Castle::GetICNBuilding(build, castle.GetRace());

    // shipyard
    if(BUILD_SHIPYARD == build)
    {
	// boat
	if(castle.PresentBoat())
	{
	    const int icn2 = castle.GetICNBoat(castle.GetRace());

    	    const Sprite & sprite40 = AGG::GetICN(icn2, 0);
	    CastleDialog::RedrawBuildingSpriteToArea(sprite40, dst_pt.x + sprite40.x(), dst_pt.y + sprite40.y(), max);

    	    if(const u32 index2 = ICN::AnimationFrame(icn2, 0, frame))
	    {
		const Sprite & sprite41 = AGG::GetICN(icn2, index2);
		CastleDialog::RedrawBuildingSpriteToArea(sprite41, dst_pt.x + sprite41.x(), dst_pt.y + sprite41.y(), max);
	    }
	}
	else
	{
    	    if(const u32 index2 = ICN::AnimationFrame(icn, 0, frame))
	    {
		const Sprite & sprite3 = AGG::GetICN(icn, index2);
		CastleDialog::RedrawBuildingSpriteToArea(sprite3, dst_pt.x + sprite3.x(), dst_pt.y + sprite3.y(), max);
	    }
	}
    }
    else
    // sorc and anime wel2 or statue
    if(Race::SORC == castle.GetRace() && BUILD_WEL2 == build)
    {
	const int icn2 = castle.isBuild(BUILD_STATUE) ? ICN::TWNSEXT1 : icn;

    	const Sprite & sprite20 = AGG::GetICN(icn2, 0);
	CastleDialog::RedrawBuildingSpriteToArea(sprite20, dst_pt.x + sprite20.x(), dst_pt.y + sprite20.y(), max);

    	if(const u32 index2 = ICN::AnimationFrame(icn2, 0, frame))
	{
	    const Sprite & sprite21 = AGG::GetICN(icn2, index2);
	    CastleDialog::RedrawBuildingSpriteToArea(sprite21, dst_pt.x + sprite21.x(), dst_pt.y + sprite21.y(), max);
	}
    }
}
Esempio n. 3
0
void AICastleDefense(Castle & c)
{
    if(c.isCastle())
    {
        if(!c.isBuild(BUILD_LEFTTURRET))
		c.BuyBuilding(BUILD_LEFTTURRET);

        if(!c.isBuild(BUILD_RIGHTTURRET))
		c.BuyBuilding(BUILD_RIGHTTURRET);

        if(!c.isBuild(BUILD_MOAT))
    		c.BuyBuilding(BUILD_MOAT);

        if(!c.isBuild(BUILD_CAPTAIN) && NULL == c.GetHeroes().Guest())
		c.BuyBuilding(BUILD_CAPTAIN);

        if(!c.isBuild(BUILD_TAVERN) && Race::KNGT == c.GetRace())
		c.BuyBuilding(BUILD_TAVERN);

        if(!c.isBuild(BUILD_SPEC))
		c.BuyBuilding(BUILD_SPEC);
    }
    c.RecruitAllMonster();
}
Esempio n. 4
0
void CastleRedrawCurrentBuilding(const Castle & castle, const Point & dst_pt,
				const CastleDialog::CacheBuildings & orders, u32 build, u32 flash)
{
    u32 & frame = Game::CastleAnimationFrame();

    Display & display = Display::Get();
    Cursor & cursor = Cursor::Get();

    Sprite townbkg;

    // before redraw
    switch(castle.GetRace())
    {
	case Race::KNGT: townbkg = AGG::GetICN(ICN::TOWNBKG0, 0); break;
	case Race::BARB: townbkg = AGG::GetICN(ICN::TOWNBKG1, 0); break;
	case Race::SORC: townbkg = AGG::GetICN(ICN::TOWNBKG2, 0); break;
	case Race::WRLK: townbkg = AGG::GetICN(ICN::TOWNBKG3, 0); break;
	case Race::WZRD: townbkg = AGG::GetICN(ICN::TOWNBKG4, 0); break;
	case Race::NECR: townbkg = AGG::GetICN(ICN::TOWNBKG5, 0); break;
	default: break;
    }

    const Rect max = CastleGetMaxArea(castle, dst_pt);

    if(townbkg.isValid())
	townbkg.Blit(dst_pt.x, dst_pt.y);

    if(Race::BARB == castle.GetRace())
    {
	const Sprite & sprite0 = AGG::GetICN(ICN::TWNBEXT1, 1 + frame % 5);
	sprite0.Blit(dst_pt.x + sprite0.x(), dst_pt.y + sprite0.y());
    }

    // sea anime
    if(Race::WZRD == castle.GetRace() || (!castle.isBuild(BUILD_SHIPYARD) && castle.HaveNearlySea()))
    {
    	Sprite sprite50, sprite51;

    	switch(castle.GetRace())
    	{
    	    case Race::KNGT:
    		sprite50 = AGG::GetICN(ICN::TWNKEXT0, 0);
    		sprite51 = AGG::GetICN(ICN::TWNKEXT0, 1 + frame % 5);
    		break;
    	    case Race::BARB:
    		sprite50 = AGG::GetICN(ICN::TWNBEXT0, 0);
    		sprite51 = AGG::GetICN(ICN::TWNBEXT0, 1 + frame % 5);
    		break;
    	    case Race::SORC:
    		sprite50 = AGG::GetICN(ICN::TWNSEXT0, 0);
    		sprite51 = AGG::GetICN(ICN::TWNSEXT0, 1 + frame % 5);
    		break;
    	    case Race::NECR:
    		sprite50 = AGG::GetICN(ICN::TWNNEXT0, 0);
    		sprite51 = AGG::GetICN(ICN::TWNNEXT0, 1 + frame % 5);
    		break;
    	    case Race::WRLK:
    		sprite50 = AGG::GetICN(ICN::TWNWEXT0, 0);
    		sprite51 = AGG::GetICN(ICN::TWNWEXT0, 1 + frame % 5);
    		break;
    	    case Race::WZRD:
    		sprite50 = AGG::GetICN(ICN::TWNZEXT0, 0);
    		sprite51 = AGG::GetICN(ICN::TWNZEXT0, 1 + frame % 5);
    		break;
    	    default:
    		break;
    	}

	if(sprite50.isValid())
	    CastleDialog::RedrawBuildingSpriteToArea(sprite50, dst_pt.x + sprite50.x(), dst_pt.y + sprite50.y(), max);

	if(sprite51.isValid())
	    CastleDialog::RedrawBuildingSpriteToArea(sprite51, dst_pt.x + sprite51.x(), dst_pt.y + sprite51.y(), max);
    }

    // redraw all builds
    if(BUILD_NOTHING == build)
    {
	for(CastleDialog::CacheBuildings::const_iterator
	    it = orders.begin(); it != orders.end(); ++it)
	{
	    if(castle.isBuild((*it).id))
	    {
		CastleRedrawBuilding(castle, dst_pt, (*it).id, frame, 0);

		if(flash == (*it).id)
		{
		    CastleDialog::RedrawBuildingSpriteToArea((*it).contour,
			dst_pt.x + (*it).contour.x(), dst_pt.y + (*it).contour.y(), max);
		}
		CastleRedrawBuildingExtended(castle, dst_pt, (*it).id, frame);
	    }
	}
    }
    // redraw build with alpha
    else
    if(orders.end() != std::find(orders.begin(), orders.end(), build))
    {
	LocalEvent & le = LocalEvent::Get();
	int alpha = 1;

	while(le.HandleEvents() && alpha < 250)
	{
    	    if(Game::AnimateInfrequentDelay(Game::CASTLE_BUILD_DELAY))
    	    {
    		cursor.Hide();

		for(CastleDialog::CacheBuildings::const_iterator
		    it = orders.begin(); it != orders.end(); ++it)
		{
		    const u32 & build2 = (*it).id;

		    if(castle.isBuild(build2))
		    {
			CastleRedrawBuilding(castle, dst_pt, build2, frame, 0);
			CastleRedrawBuildingExtended(castle, dst_pt, build2, frame);
		    }
		    else
		    if(build2 == build)
		    {
			CastleRedrawBuilding(castle, dst_pt, build2, frame, alpha);
			CastleRedrawTownName(castle, dst_pt);
			alpha += 10;
		    }
		}

		CastleRedrawTownName(castle, dst_pt);

		cursor.Show();
    		display.Flip();
	    }
	    ++frame;
	}

	cursor.Hide();
    }

    ++frame;
}
Esempio n. 5
0
void AICastleDevelopment(Castle & c)
{
    const Kingdom & kingdom = c.GetKingdom();

    if(c.isCastle())
    {
	// build for capital or large golds
	if(c.isCapital() || kingdom.GetFunds().Get(Resource::GOLD) > 8000)
	{
	    if(!c.isBuild(BUILD_STATUE))
		c.BuyBuilding(BUILD_STATUE);

	    if(!c.isBuild(BUILD_SPEC) && Race::WRLK == c.GetRace())
		c.BuyBuilding(BUILD_SPEC);

	    if(!c.isBuild(BUILD_TAVERN) && Race::KNGT == c.GetRace())
		c.BuyBuilding(BUILD_TAVERN);

	    if(!c.isBuild(BUILD_MAGEGUILD1) && ((Race::SORC | Race::WZRD | Race::WRLK | Race::NECR) & c.GetRace()))
		c.BuyBuilding(BUILD_MAGEGUILD1);

	    if(!c.isBuild(BUILD_WELL))
		c.BuyBuilding(BUILD_WELL);


	    if(!c.isBuild(DWELLING_MONSTER1))
		c.BuyBuilding(DWELLING_MONSTER1);

	    if(!c.isBuild(DWELLING_MONSTER2))
		c.BuyBuilding(DWELLING_MONSTER2);

	    if(!c.isBuild(DWELLING_MONSTER3))
		c.BuyBuilding(DWELLING_MONSTER3);

	    if(!c.isBuild(DWELLING_MONSTER4))
		c.BuyBuilding(DWELLING_MONSTER4);


	    if(!c.isBuild(BUILD_THIEVESGUILD) && ((Race::NECR) & c.GetRace()))
		c.BuyBuilding(BUILD_THIEVESGUILD);

	    if(!c.isBuild(BUILD_MARKETPLACE))
		c.BuyBuilding(BUILD_MARKETPLACE);

	    if(!c.isBuild(BUILD_MAGEGUILD1))
		c.BuyBuilding(BUILD_MAGEGUILD1);

	    if(!c.isBuild(BUILD_MAGEGUILD2) && ((Race::SORC | Race::WZRD | Race::WRLK | Race::NECR) & c.GetRace()))
		c.BuyBuilding(BUILD_MAGEGUILD2);

	    if(!c.isBuild(DWELLING_UPGRADE2))
		c.BuyBuilding(DWELLING_UPGRADE2);

	    if(!c.isBuild(DWELLING_UPGRADE3))
		c.BuyBuilding(DWELLING_UPGRADE3);

	    if(!c.isBuild(DWELLING_UPGRADE4))
		c.BuyBuilding(DWELLING_UPGRADE4);

	    if(!c.isBuild(BUILD_LEFTTURRET))
		c.BuyBuilding(BUILD_LEFTTURRET);

	    if(!c.isBuild(BUILD_RIGHTTURRET))
		c.BuyBuilding(BUILD_RIGHTTURRET);

	    if(!c.isBuild(BUILD_MOAT))
		c.BuyBuilding(BUILD_MOAT);

	    if(!c.isBuild(BUILD_CAPTAIN))
		c.BuyBuilding(BUILD_CAPTAIN);


	    if(!c.isBuild(BUILD_MAGEGUILD2))
		c.BuyBuilding(BUILD_MAGEGUILD2);

	    if(!c.isBuild(DWELLING_MONSTER5))
		c.BuyBuilding(DWELLING_MONSTER5);

	    if(!c.isBuild(DWELLING_MONSTER6))
		c.BuyBuilding(DWELLING_MONSTER6);

	    if(!c.isBuild(BUILD_MAGEGUILD3))
		c.BuyBuilding(BUILD_MAGEGUILD3);

	    if(!c.isBuild(DWELLING_UPGRADE5))
		c.BuyBuilding(DWELLING_UPGRADE5);

	    if(!c.isBuild(DWELLING_UPGRADE6))
		c.BuyBuilding(DWELLING_UPGRADE6);
	}
    }
    else
    {
	// build castle only monday or tuesday or for capital
	if(c.isCapital() || 3 > world.GetDay()) c.BuyBuilding(BUILD_CASTLE);
    }

    // last day and buy monster
    if(world.LastDay()) c.RecruitAllMonster();
}