void Kingdom::ActionNewDay(void) { if(isLoss() || 0 == lost_town_days) { LossPostActions(); return; } // modes ResetModes(IDENTIFYHERO); // check lost town if(castles.empty()) --lost_town_days; // skip incomes for first day if(1 < world.CountDay()) { // castle New Day std::for_each(castles.begin(), castles.end(), std::mem_fun(&Castle::ActionNewDay)); // heroes New Day std::for_each(heroes.begin(), heroes.end(), std::mem_fun(&Heroes::ActionNewDay)); // income AddFundsResource(GetIncome()); } // check event day AI EventsDate events = world.GetEventsDate(GetColor()); for(EventsDate::const_iterator it = events.begin(); it != events.end(); ++it) AddFundsResource((*it).resource); // remove day visit object visit_object.remove_if(Visit::isDayLife); }
void Kingdom::OverviewDialog(void) { Display & display = Display::Get(); Cursor & cursor = Cursor::Get(); cursor.Hide(); cursor.SetThemes(cursor.POINTER); Dialog::FrameBorder background(Size(640, 480)); const Point & cur_pt = background.GetArea(); Point dst_pt(cur_pt); AGG::GetICN(ICN::OVERBACK, 0).Blit(dst_pt); RedrawIncomeInfo(cur_pt, *this); RedrawFundsInfo(cur_pt, *this); StatsHeroesList listHeroes(dst_pt, heroes); StatsCastlesList listCastles(dst_pt, castles); // buttons dst_pt.x = cur_pt.x + 540; dst_pt.y = cur_pt.y + 360; Button buttonHeroes(dst_pt.x, dst_pt.y, ICN::OVERVIEW, 0, 1); dst_pt.x = cur_pt.x + 540; dst_pt.y = cur_pt.y + 405; Button buttonCastle(dst_pt.x, dst_pt.y, ICN::OVERVIEW, 2, 3); dst_pt.x = cur_pt.x + 540; dst_pt.y = cur_pt.y + 453; Button buttonExit(dst_pt.x, dst_pt.y, ICN::OVERVIEW, 4, 5); const Rect rectIncome(cur_pt.x + 1, cur_pt.y + 360, 535, 60); Interface::ListBasic* listStats = NULL; // set state view: castles if(Modes(OVERVIEWCSTL)) { buttonCastle.Press(); buttonHeroes.Release(); listStats = &listCastles; } else // set state view: heroes { buttonHeroes.Press(); buttonCastle.Release(); listStats = &listHeroes; } listStats->Redraw(); buttonHeroes.Draw(); buttonCastle.Draw(); buttonExit.Draw(); cursor.Show(); display.Flip(); LocalEvent & le = LocalEvent::Get(); // dialog menu loop while(le.HandleEvents()) { le.MousePressLeft(buttonExit) ? buttonExit.PressDraw() : buttonExit.ReleaseDraw(); // switch view: heroes/castle if(buttonHeroes.isReleased() && le.MouseClickLeft(buttonHeroes)) { cursor.Hide(); buttonHeroes.Press(); buttonCastle.Release(); buttonHeroes.Draw(); buttonCastle.Draw(); listStats = &listHeroes; ResetModes(OVERVIEWCSTL); } else if(buttonCastle.isReleased() && le.MouseClickLeft(buttonCastle)) { cursor.Hide(); buttonCastle.Press(); buttonHeroes.Release(); buttonHeroes.Draw(); buttonCastle.Draw(); listStats = &listCastles; SetModes(OVERVIEWCSTL); } // exit event if(le.MouseClickLeft(buttonExit) || Game::HotKeyPressEvent(Game::EVENT_DEFAULT_EXIT)) break; listStats->QueueEventProcessing(); if(le.MouseClickLeft(rectIncome)) Dialog::ResourceInfo("", "income:", GetIncome(INCOME_ALL), Dialog::OK); else if(le.MousePressRight(rectIncome)) Dialog::ResourceInfo("", "income:", GetIncome(INCOME_ALL), 0); // redraw if(! cursor.isVisible()) { listStats->Redraw(); RedrawFundsInfo(cur_pt, *this); cursor.Show(); display.Flip(); } } }