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+#include "CCreatureWindow.h"
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+#include "../lib/CCreatureSet.h"
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+#include "CGameInfo.h"
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+#include "../lib/CGeneralTextHandler.h"
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+#include "../lib/BattleState.h"
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+#include "../CCallback.h"
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+
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+#include <SDL.h>
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+#include "SDL_Extensions.h"
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+#include "CBitmapHandler.h"
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+#include "CDefHandler.h"
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+#include "Graphics.h"
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+#include "AdventureMapButton.h"
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+#include "CPlayerInterface.h"
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+#include "CMessage.h"
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+
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+#include <boost/algorithm/string/replace.hpp>
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+#include <boost/assign/std/vector.hpp>
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+#include <boost/assign/list_of.hpp>
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+#include <boost/lexical_cast.hpp>
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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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+
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+using namespace CSDL_Ext;
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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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+ * Authors: listed in file AUTHORS in main folder
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+ *
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+ * License: GNU General Public License v2.0 or later
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+ * Full text of license available in license.txt file, in main folder
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+ *
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+ */
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+
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+CCreatureWindow::CCreatureWindow (const CStack &stack, int Type)
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+ : type(Type)
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+{
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+ OBJ_CONSTRUCTION_CAPTURING_ALL;
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+
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+ init(stack.base, &stack, dynamic_cast<const CGHeroInstance*>(stack.base->armyObj));
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+}
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+
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+CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type)
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+ : type(Type)
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+{
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+ OBJ_CONSTRUCTION_CAPTURING_ALL;
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+
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+ init(&stack, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj));
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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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+ c = stack->type;
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+ if(!stackNode) stackNode = c;
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+
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+ //Basic graphics
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+ std::pair<int,int> winSize;
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+ winSize.first = 560 + 30;
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+ winSize.second = 448 + 60;
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+
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+ bitmap = new CPicture(CMessage::drawBox1 (winSize.first, winSize.second, LOCPLINT->playerID), winSize.first, winSize.second, true);
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+ //bitmap = new CPicture("CreWin3.pcx");
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+ //graphics->blueToPlayersAdv(bitmap->bg, LOCPLINT->playerID);
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+ //bitmap->colorizeAndConvert(LOCPLINT->playerID);
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+ pos = bitmap->center();
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+
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+ //Buttons
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+ ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "IOKAY32.DEF", SDLK_RETURN);
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+
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+ if (type <= BATTLE) //in battle or info window
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+ {
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+ upgrade = NULL;
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+ dismiss = NULL;
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+ }
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+ anim = new CCreaturePic(20, 46, c);
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+ printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
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+
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+ //Stats
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+ morale = new MoraleLuckBox(true, genRect(42, 42, 333, 98));
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+ morale->set(stack);
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+ luck = new MoraleLuckBox(false, genRect(42, 42, 385, 98));
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+ luck->set(stack);
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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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+ if (stack)
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+ {
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+ if (STACK_EXP)
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+ {
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+ printAtMiddle("Rank " + boost::lexical_cast<std::string>(stack->getExpRank()), 425, 60, FONT_MEDIUM, tytulowy,*bitmap);
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+ printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 425, 80, FONT_SMALL, zwykly,*bitmap);
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+ }
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+
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+ if (STACK_ARTIFACT && type > BATTLE)
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+ {
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+ //SDL_Rect rect = genRect(44,44,465,98);
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+ //creatureArtifact = new CArtPlace(NULL);
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+ //creatureArtifact->pos = rect;
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+ //creatureArtifact->ourOwner = NULL; //hmm?
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+ leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
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+ rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
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+ }
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+ else
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+ creatureArtifact = NULL;
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+ }
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+
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+ if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
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+ {
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+ //spell effects
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+ int printed=0; //how many effect pics have been printed
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+ std::vector<si32> spells = battleStack->activeSpells();
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+ BOOST_FOREACH(si32 effect, spells)
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+ {
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+ blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 21 + 52 * printed, 186, *bitmap);
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+ if (++printed >= 10) //we can fit only 10 effects
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+ break;
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+ }
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+ //print current health
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+ printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
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+ }
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+
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+ //All bonuses - abilities
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+
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+ BonusList bl = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT));
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+ //BonusList bl = stackNode->getBonuses(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
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+ int bonusRows = bl.size() / 3;
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+ int bonusHeight = bonusRows * 60;
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+ //TODO: Scroll them
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+ std::string text;
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+ int i = 0, j = 0;
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+
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+ BOOST_FOREACH(Bonus* b, bl)
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+ {
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+ int offsetx = 60*i;
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+ int offsety = 170*j;
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+
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+ text = stack->bonusToString(b, false);
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+ if (text.size())
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+ {
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+ printAt(text, 80 + offsety, 242 + offsetx, FONT_SMALL, tytulowy, *bitmap);
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+ //graphics (21 + offsetx, 233 + offsetty)
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+ if (++j > 2) //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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+
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+ //text = stack->bonusToString(*it, true);
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+ //if (text.size())
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+ // printAt(text, 80 + offsety, 262 + offsetx, FONT_SMALL, zwykly, *bitmap);
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+ }
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+
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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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+ ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,boost::bind(&CCreatureWindow::close,this),489, 148,"IOKAY.DEF",SDLK_RETURN); //TODO: Remove duplicate
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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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+ printAt(text, 155, 48 + nr*19, FONT_SMALL, zwykly, *bitmap);
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+
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+ std::string hlp;
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+ if(range && baseVal != val)
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+ hlp = boost::str(boost::format("%d - %d") % baseVal % val);
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+ else if(baseVal != val && val>=0)
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+ hlp = boost::str(boost::format("%d (%d)") % baseVal % val);
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+ else
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+ hlp = boost::lexical_cast<std::string>(baseVal);
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+
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+ printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
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+}
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+
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+void CCreatureWindow::scrollArt(int dir)
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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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+}
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