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@@ -21,10 +21,11 @@
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#include <boost/format.hpp>
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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-#include <boost/tuple/tuple.hpp>
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using namespace CSDL_Ext;
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+class CBonusItem;
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+
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/*
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* CCreatureWindow.cpp, part of VCMI engine
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*
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@@ -61,10 +62,65 @@ CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount)
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delete stack;
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}
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-void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner)
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+CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
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+ : type(Type), dsm(Dsm), dismiss(0), upgrade(0), ok(0)
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{
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+ OBJ_CONSTRUCTION_CAPTURING_ALL;
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+ init(&st, &st,dynamic_cast<const CGHeroInstance*>(st.armyObj));
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+
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+ //print abilities text - if r-click popup
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+ if(type)
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+ {
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+ if(Upg && ui)
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+ {
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+ bool enough = true;
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+ for(std::set<std::pair<int,int> >::iterator i=ui->cost[0].begin(); i!=ui->cost[0].end(); i++) //calculate upgrade cost
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+ {
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+ BLOCK_CAPTURING;
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+ if(LOCPLINT->cb->getResourceAmount(i->first) < i->second*st.count)
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+ enough = false;
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+ upgResCost.push_back(new SComponent(SComponent::resource,i->first,i->second*st.count));
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+ }
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+
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+ if(enough)
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+ {
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+ CFunctionList<void()> fs;
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+ fs += Upg;
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+ fs += boost::bind(&CCreatureWindow::close,this);
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+ CFunctionList<void()> cfl;
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+ cfl = boost::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], boost::ref(upgResCost), fs, 0, false);
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+ upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,cfl,385, 148,"IVIEWCR.DEF",SDLK_u);
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+ }
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+ else
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+ {
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+ upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,boost::function<void()>(),385, 148,"IVIEWCR.DEF");
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+ upgrade->callback.funcs.clear();
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+ upgrade->setOffset(2);
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+ }
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+
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+ }
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+ if(Dsm)
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+ {
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+ CFunctionList<void()> fs[2];
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+ //on dismiss confirmed
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+ fs[0] += Dsm; //dismiss
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+ fs[0] += boost::bind(&CCreatureWindow::close,this);//close this window
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+ CFunctionList<void()> cfl;
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+ cfl = boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],std::vector<SComponent*>(),fs[0],fs[1],false);
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+ dismiss = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d);
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+ }
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+ }
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+}
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+
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+void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *StackNode, const CGHeroInstance *HeroOwner)
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+{
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+ stack = Stack;
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c = stack->type;
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- if(!stackNode) stackNode = c;
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+ if(!StackNode)
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+ stackNode = c;
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+ else
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+ stackNode = StackNode;
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+ heroOwner = HeroOwner;
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//Basic graphics - need to calculate size
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@@ -81,24 +137,19 @@ void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *
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node.bonuses.remove_if (Selector::typeSybtype(b->type, b->subtype)); //remove used bonuses
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}
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- typedef boost::tuple<std::string,std::string, std::string> skillLine; //jeez
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- std::vector<skillLine> descriptions; //quick, yet slow solution
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- std::string text, text2, bonusGfx;
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+ std::string text;
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BOOST_FOREACH(Bonus* b, bl)
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{
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text = stack->bonusToString(b, false);
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- if (text.size())
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+ if (text.size()) //if it's possible to give any description for this kind of bonus
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{
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- text2 = stack->bonusToString(b, true);
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- bonusGfx = stack->bonusToGraphics(b); // may be empty
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- descriptions.push_back(boost::tuple<std::string,std::string, std::string>(text, text2, bonusGfx));
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+ bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, stack->bonusToString(b, true), stack->bonusToGraphics(b)));
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}
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}
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- int bonusRows = std::min ((int)((descriptions.size() + 1) / 2), (conf.cc.resy - 230) / 60);
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+ bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (conf.cc.resy - 230) / 60);
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amin(bonusRows, 4);
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amax(bonusRows, 1);
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- //TODO: Scroll them
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bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
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bitmap->colorizeAndConvert(LOCPLINT->playerID);
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@@ -113,10 +164,6 @@ void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *
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dismiss = NULL;
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}
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anim = new CCreaturePic(22, 48, c);
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- count = boost::lexical_cast<std::string>(stack->count);
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- if (count.size()) //TODO
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- printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
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- printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
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//Stats
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morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
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@@ -124,20 +171,6 @@ void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *
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luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
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luck->set(stack);
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- printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
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- printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
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- if(c->shots)
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- printLine(2, CGI->generaltexth->allTexts[198], c->shots);
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-
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- //TODO
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- int dmgMultiply = 1;
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- if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
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- dmgMultiply += heroOwner->Attack();
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-
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- printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
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- printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
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- printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
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-
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new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
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if (type) //not in fort window
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{
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@@ -178,25 +211,10 @@ void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *
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expmin = CGI->creh->expRanks[tier][9];
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int expmax = CGI->creh->expRanks[tier][10];
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number = expmax - expmin;
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- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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+ boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Experience after Rank 10
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number = (stack->count * (expmax - expmin)) / expmin;
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- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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+ boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience
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- //» S t a c k E x p e r i e n c e D e t a i l s «
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- //
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- //Creature Type ................... : %s
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- //Experience Rank ................. : %s (%i)
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- //Experience Points ............... : %i
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- //Experience Points to Next Rank .. : %i
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- //Maximum Experience per Battle ... : %i%% (%i)
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- //Number of Creatures in stack .... : %i
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- //Maximum New Recruits
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- // without losing current Rank .... : %i
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- //Experience Multiplier ........... : %.2f
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- //Upgrade Multiplier .............. : %.2f
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- //Experience after Rank 10 ........ : %i
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- //Maximum New Recruits to remain at
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- // Rank 10 if at Maximum Experience : %i
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expArea = new LRClickableAreaWText(Rect(334, 49, 160, 44), "" , expText );
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}
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}
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@@ -229,82 +247,16 @@ void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *
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printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
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}
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- //All bonuses - abilities
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-
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- int i = 0, j = 0;
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- std::string gfxName;
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- BOOST_FOREACH(skillLine p, descriptions)
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+ if (bonusItems.size() > (bonusRows << 1)) //only after graphics are created
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{
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- int offsetx = 257*j;
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- int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :<
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-
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- printAt(p.get<0>(), 84 + offsetx, 238 + offsety, FONT_SMALL, tytulowy, *bitmap);
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- printAt(p.get<1>(), 84 + offsetx, 258 + offsety, FONT_SMALL, zwykly, *bitmap);
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- gfxName = p.get<2>();
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- if (gfxName.size())
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- {
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- CPicture * bonusGfx = new CPicture(gfxName, 22 + offsetx, 232 + offsety);
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- bonusGraphics.push_back(bonusGfx);
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- }
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-
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- if (++j > 1) //next line
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- {
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- ++i;
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- j = 0;
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- }
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+ slider = new CSlider(528, 231, bonusRows*60, boost::bind (&CCreatureWindow::sliderMoved, this, _1),
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+ bonusRows, (bonusItems.size() + 1) >> 1, 0, false, 0);
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}
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+ else //slider automatically places bonus Items
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+ recreateSkillList (0);
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//AUIDAT.DEF
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}
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-CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
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- : type(Type), dsm(Dsm), dismiss(0), upgrade(0), ok(0)
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-{
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- OBJ_CONSTRUCTION_CAPTURING_ALL;
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- init(&st, &st,dynamic_cast<const CGHeroInstance*>(st.armyObj));
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-
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- //print abilities text - if r-click popup
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- if(type)
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- {
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- if(Upg && ui)
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- {
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- bool enough = true;
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- for(std::set<std::pair<int,int> >::iterator i=ui->cost[0].begin(); i!=ui->cost[0].end(); i++) //calculate upgrade cost
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- {
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- BLOCK_CAPTURING;
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- if(LOCPLINT->cb->getResourceAmount(i->first) < i->second*st.count)
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- enough = false;
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- upgResCost.push_back(new SComponent(SComponent::resource,i->first,i->second*st.count));
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- }
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-
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- if(enough)
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- {
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- CFunctionList<void()> fs;
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- fs += Upg;
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- fs += boost::bind(&CCreatureWindow::close,this);
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- CFunctionList<void()> cfl;
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- cfl = boost::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], boost::ref(upgResCost), fs, 0, false);
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- upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,cfl,385, 148,"IVIEWCR.DEF",SDLK_u);
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- }
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- else
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- {
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- upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,boost::function<void()>(),385, 148,"IVIEWCR.DEF");
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- upgrade->callback.funcs.clear();
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- upgrade->setOffset(2);
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- }
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-
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- }
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- if(Dsm)
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- {
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- CFunctionList<void()> fs[2];
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- //on dismiss confirmed
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- fs[0] += Dsm; //dismiss
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- fs[0] += boost::bind(&CCreatureWindow::close,this);//close this window
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- CFunctionList<void()> cfl;
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- cfl = boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],std::vector<SComponent*>(),fs[0],fs[1],false);
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- dismiss = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d);
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- }
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- }
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-}
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void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
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{
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@@ -321,12 +273,67 @@ void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, in
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printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
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}
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-//void CCreatureWindow::activate()
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-//{
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-// CIntObject::activate();
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-// if(type < 3)
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-// activateRClick();
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-//}
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+void CCreatureWindow::recreateSkillList(int Pos)
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+{
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+ int n = 0, i = 0, j = 0;
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+ int numSkills = std::min ((bonusRows + Pos) << 1, (int)bonusItems.size());
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+ std::string gfxName;
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+ for (n = 0; n < Pos << 1; ++n)
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+ {
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+ bonusItems[n]->visible = false;
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+ }
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+ for (n = Pos << 1; n < numSkills; ++n)
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+ {
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+ int offsetx = 257*j;
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+ int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :/
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+
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+ bonusItems[n]->moveTo (Point(pos.x + offsetx + 10, pos.y + offsety + 230), true);
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+ bonusItems[n]->visible = true;
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+
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+ if (++j > 1) //next line
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+ {
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+ ++i;
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+ j = 0;
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+ }
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+ }
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+ for (n = numSkills; n < bonusItems.size(); ++n)
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+ {
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+ bonusItems[n]->visible = false;
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+ }
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+}
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+
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+void CCreatureWindow::showAll(SDL_Surface * to)
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+{
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+ CIntObject::showAll(to);
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+
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+ count = boost::lexical_cast<std::string>(stack->count);
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+ if (count.size()) //TODO
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+ printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
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+ printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
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+
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+ printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
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+ printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
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+ if(c->shots)
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+ printLine(2, CGI->generaltexth->allTexts[198], c->shots);
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+
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+ //TODO
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+ int dmgMultiply = 1;
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+ if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
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+ dmgMultiply += heroOwner->Attack();
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+
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+ printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
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+ printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
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+ printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
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+
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+ BOOST_FOREACH(CBonusItem* b, bonusItems)
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+ b->showAll (to);
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+}
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+
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+void CCreatureWindow::sliderMoved(int newpos)
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+{
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+ recreateSkillList(newpos); //move components
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+ redraw();
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+}
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void CCreatureWindow::scrollArt(int dir)
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{
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@@ -340,6 +347,18 @@ void CCreatureWindow::clickRight(tribool down, bool previousState)
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close();
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}
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+//void CCreatureWindow::activate()
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+//{
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+// CIntObject::activate();
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+// if(type < 3)
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+// activateRClick();
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+//}
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+
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+//void CCreatureWindow::deactivate()
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+//{
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+//
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+//}
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+
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void CCreatureWindow::close()
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{
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GH.popIntTotally(this);
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@@ -349,4 +368,42 @@ CCreatureWindow::~CCreatureWindow()
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{
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for (int i=0; i<upgResCost.size(); ++i)
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delete upgResCost[i];
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+ bonusItems.clear();
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+}
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+
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+CBonusItem::CBonusItem()
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+{
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+
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+}
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+
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+CBonusItem::CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName)
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+{
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+ OBJ_CONSTRUCTION;
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+ SHARE_POS;
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+ visible = false;
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+
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+ name = Name;
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|
+ description = Description;
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|
+ if (graphicsName.size())
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+ bonusGraphics = new CPicture(graphicsName, 26, 232);
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+ else
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+ bonusGraphics = NULL;
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+
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+ used = 0; //no actions atm
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|
+}
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+
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+void CBonusItem::showAll (SDL_Surface * to)
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|
|
+{
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|
+ if (visible)
|
|
|
+ {
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|
|
+ printAt(name, pos.x + 72, pos.y + 6, FONT_SMALL, tytulowy, to);
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|
+ printAt(description, pos.x + 72, pos.y + 30, FONT_SMALL, zwykly, to);
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|
+ if (bonusGraphics && bonusGraphics->bg)
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|
+ blitAtLoc(bonusGraphics->bg, 12, 2, to);
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|
|
+ }
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|
+}
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+
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+CBonusItem::~CBonusItem()
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|
|
+{
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|
|
+ //delete bonusGraphics; //automatic destruction
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|
}
|