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- #include "StdInc.h"
- #include "CCreatureWindow.h"
- #include "../lib/CCreatureSet.h"
- #include "CGameInfo.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/BattleState.h"
- #include "../CCallback.h"
- #include <SDL.h>
- #include "gui/SDL_Extensions.h"
- #include "CBitmapHandler.h"
- #include "CDefHandler.h"
- #include "Graphics.h"
- #include "CPlayerInterface.h"
- #include "../lib/CConfigHandler.h"
- #include "CAnimation.h"
- #include "../lib/CGameState.h"
- #include "../lib/BattleState.h"
- #include "../lib/CSpellHandler.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/NetPacks.h" //ArtifactLocation
- #include "../lib/CModHandler.h"
- #include "../lib/IBonusTypeHandler.h"
- #include "gui/CGuiHandler.h"
- #include "gui/CIntObjectClasses.h"
- using namespace CSDL_Ext;
- class CCreatureArtifactInstance;
- class CSelectableSkill;
- /*
- * CCreatureWindow.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
- *
- */
- CCreatureWindow::CCreatureWindow (const CStack &stack, CreWinType Type):
- CWindowObject(PLAYER_COLORED | (Type == OTHER ? RCLICK_POPUP : 0 ) ),
- type(Type)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- if (stack.base)
- init(stack.base, &stack, dynamic_cast<const CGHeroInstance*>(stack.base->armyObj));
- else
- {
- CStackInstance * s = new CStackInstance(stack.type, 1); //TODO: war machines and summons should be regular stacks
- init(s, &stack, nullptr);
- delete s;
- }
- }
- CCreatureWindow::CCreatureWindow (const CStackInstance &stack, CreWinType Type):
- CWindowObject(PLAYER_COLORED | (Type == OTHER ? RCLICK_POPUP : 0 ) ),
- type(Type)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- init(&stack, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj));
- }
- CCreatureWindow::CCreatureWindow(CreatureID Cid, CreWinType Type, int creatureCount):
- CWindowObject(PLAYER_COLORED | (Type == OTHER ? RCLICK_POPUP : 0 ) ),
- type(Type)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- CStackInstance * stack = new CStackInstance(Cid, creatureCount); //TODO: simplify?
- init(stack, CGI->creh->creatures[Cid], nullptr);
- delete stack;
- }
- CCreatureWindow::CCreatureWindow(const CStackInstance &st, CreWinType Type, std::function<void()> Upg, std::function<void()> Dsm, UpgradeInfo *ui):
- CWindowObject(PLAYER_COLORED | (Type == OTHER ? RCLICK_POPUP : 0 ) ),
- type(Type),
- dismiss(0),
- upgrade(0),
- ok(0),
- dsm(Dsm)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- init(&st, &st,dynamic_cast<const CGHeroInstance*>(st.armyObj));
- //print abilities text - if r-click popup
- if(type)
- {
- if(Upg && ui)
- {
- TResources upgradeCost = ui->cost[0] * st.count;
- for(TResources::nziterator i(upgradeCost); i.valid(); i++)
- {
- BLOCK_CAPTURING;
- upgResCost.push_back(new CComponent(CComponent::resource, i->resType, i->resVal));
- }
- if(LOCPLINT->cb->getResourceAmount().canAfford(upgradeCost))
- {
- CFunctionList<void()> fs;
- fs += Upg;
- fs += std::bind(&CCreatureWindow::close,this);
- CFunctionList<void()> cfl;
- cfl = std::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], fs, 0, false, std::ref(upgResCost));
- upgrade = new CAdventureMapButton("",CGI->generaltexth->zelp[446].second,cfl,385, 148,"IVIEWCR.DEF",SDLK_u);
- }
- else
- {
- upgrade = new CAdventureMapButton("",CGI->generaltexth->zelp[446].second,std::function<void()>(),385, 148,"IVIEWCR.DEF");
- upgrade->callback.funcs.clear();
- upgrade->setOffset(2);
- }
- }
- if(Dsm)
- {
- CFunctionList<void()> fs[2];
- //on dismiss confirmed
- fs[0] += Dsm; //dismiss
- fs[0] += std::bind(&CCreatureWindow::close,this);//close this window
- CFunctionList<void()> cfl;
- cfl = std::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],fs[0],fs[1],false,std::vector<CComponent*>());
- dismiss = new CAdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d);
- }
- }
- }
- CCreatureWindow::CCreatureWindow (const CCommanderInstance * Commander, const CStack * stack):
- CWindowObject(PLAYER_COLORED),
- commander (Commander)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- if (stack)
- {
- type = COMMANDER_BATTLE;
- init(commander, stack, dynamic_cast<const CGHeroInstance*>(commander->armyObj));
- }
- else
- {
- type = COMMANDER;
- init(commander, commander, dynamic_cast<const CGHeroInstance*>(commander->armyObj));
- }
- std::function<void()> Dsm;
- CFunctionList<void()> fs[2];
- //on dismiss confirmed
- fs[0] += Dsm; //dismiss
- fs[0] += std::bind(&CCreatureWindow::close,this);//close this window
- CFunctionList<void()> cfl;
- cfl = std::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],fs[0],fs[1],false,std::vector<CComponent*>());
- if (type < COMMANDER_LEVEL_UP) //can dismiss only in regular window
- dismiss = new CAdventureMapButton("",CGI->generaltexth->zelp[445].second, cfl, 333, 148,"IVIEWCR2.DEF", SDLK_d);
- }
- CCreatureWindow::CCreatureWindow (std::vector<ui32> &skills, const CCommanderInstance * Commander, std::function<void(ui32)> callback):
- CWindowObject(PLAYER_COLORED),
- type(COMMANDER_LEVEL_UP),
- commander (Commander),
- selectedOption (0), //choose something before drawing
- upgradeOptions(skills), //copy skills to choose from
- levelUp (callback)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- init(commander, commander, dynamic_cast<const CGHeroInstance*>(commander->armyObj));
- std::function<void()> Dsm;
- CFunctionList<void()> fs[2];
- //on dismiss confirmed
- fs[0] += Dsm; //dismiss
- fs[0] += std::bind(&CCreatureWindow::close,this);//close this window
- CFunctionList<void()> cfl;
- cfl = std::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],fs[0],fs[1],false,std::vector<CComponent*>());
- if (type < COMMANDER_LEVEL_UP) //can dismiss only in regular window
- dismiss = new CAdventureMapButton("",CGI->generaltexth->zelp[445].second, cfl, 333, 148,"IVIEWCR2.DEF", SDLK_d);
- }
- void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *StackNode, const CGHeroInstance *HeroOwner)
- {
- creatureArtifact = nullptr; //may be set later
- artifactImage = nullptr;
- stack = Stack;
- c = stack->type;
- if(!StackNode)
- stackNode = c;
- else
- stackNode = StackNode;
- const CStack *battleStack = dynamic_cast<const CStack*>(stackNode); //only during battle
- heroOwner = HeroOwner;
- if (battleStack)
- count = boost::lexical_cast<std::string>(battleStack->count);
- else if (Stack->count)
- count = boost::lexical_cast<std::string>(Stack->count);
- if (type < COMMANDER)
- commander = nullptr;
- bool creArt = false;
- displayedArtifact = ArtifactPosition::CREATURE_SLOT; // 0
- //Basic graphics - need to calculate size
- int commanderOffset = 0;
- if (type >= COMMANDER)
- commanderOffset = 74;
- if (commander) //secondary skills
- {
- creArt = true;
- for (int i = ECommander::ATTACK; i <= ECommander::SPELL_POWER; ++i)
- {
- if (commander->secondarySkills[i] || vstd::contains(upgradeOptions, i))
- {
- std::string file = skillToFile(i);
- skillPictures.push_back(new CPicture(file, 0,0));
- }
- }
- if (type == COMMANDER_LEVEL_UP)
- {
- BOOST_FOREACH (auto option, upgradeOptions)
- {
- ui32 index = selectableSkills.size();
- CSelectableSkill * selectableSkill = new CSelectableSkill();
- selectableSkill->callback = std::bind(&CCreatureWindow::selectSkill, this, index);
- if (option < 100)
- {
- selectableSkill->pos = skillPictures[index]->pos; //resize
- selectableSkills.push_back (selectableSkill);
- }
- else
- {
- selectableSkill->pos = Rect (95, 256, 55, 55); //TODO: scroll
- const Bonus *b = CGI->creh->skillRequirements[option-100].first;
- bonusItems.push_back (new CBonusItem (genRect(0, 0, 251, 57), stack->bonusToString(b, false), stack->bonusToString(b, true), stack->bonusToGraphics(b)));
- selectableBonuses.push_back (selectableSkill); //insert these before other bonuses
- }
- }
- }
- }
- BonusList bl, blTemp;
- blTemp = (*(stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT) && Selector::anyRange())));
- while (blTemp.size())
- {
- Bonus * b = blTemp.front();
- bl.push_back (new Bonus(*b));
- bl.back()->val = blTemp.valOfBonuses(Selector::typeSubtype(b->type, b->subtype)); //merge multiple bonuses into one
- blTemp.remove_if (Selector::typeSubtype(b->type, b->subtype)); //remove used bonuses
- }
- std::string text;
- BOOST_FOREACH(Bonus* b, bl)
- {
- text = stack->bonusToString(b, false);
- if (text.size()) //if it's possible to give any description for this kind of bonus
- {
- bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, stack->bonusToString(b, true), stack->bonusToGraphics(b)));
- }
- }
- //handle Magic resistance separately :/
- const IBonusBearer *temp = stack;
-
- if (battleStack)
- {
- temp = battleStack;
- }
- int magicResistance = temp->magicResistance();
-
- if (magicResistance)
- {
- Bonus b;
- b.type = Bonus::MAGIC_RESISTANCE;
-
- text = VLC->getBth()->bonusToString(&b,temp,false);
- const std::string description = VLC->getBth()->bonusToString(&b,temp,true);
- bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, description, stack->bonusToGraphics(&b)));
- }
- bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (screen->h - 230) / 60);
- if (type >= COMMANDER)
- vstd::amin(bonusRows, 3);
- else
- vstd::amin(bonusRows, 4);
- vstd::amax(bonusRows, 1);
- if (type >= COMMANDER)
- {
- setBackground("CommWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx");
- for (int i = 0; i < skillPictures.size(); ++i)
- {
- skillPictures[i]->moveTo (Point (pos.x + 37 + i * 84, pos.y + 224));
- }
- for (int i = 0; i < selectableSkills.size(); ++i)
- {
- if (upgradeOptions[i] < skillPictures.size()) // it's secondary skill
- {
- selectableSkills[i]->pos = skillPictures[upgradeOptions[i]]->pos; //dirty workaround
- }
- else
- break;
- }
- //print commander level
- new CLabel(488, 62, FONT_MEDIUM, CENTER, Colors::YELLOW,
- boost::lexical_cast<std::string>((ui16)(commander->level)));
- new CLabel(488, 82, FONT_SMALL, CENTER, Colors::WHITE,
- boost::lexical_cast<std::string>(stack->experience));
- }
- else
- setBackground("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
- //Buttons
- ok = new CAdventureMapButton("",CGI->generaltexth->zelp[445].second, std::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
- ok->assignedKeys.insert(SDLK_ESCAPE);
- if (type <= BATTLE) //in battle or info window
- {
- upgrade = nullptr;
- dismiss = nullptr;
- }
- anim = new CCreaturePic(22, 48, c);
- //Stats
- morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
- morale->set(stackNode);
- luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
- luck->set(stackNode);
- new CAnimImage("PSKIL42", 4, 0, 387, 51); //exp icon - Print it always?
- if (type) //not in fort window
- {
- if (CGI->modh->modules.STACK_EXP && type < COMMANDER)
- {
- int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
- new CLabel(488, 82, FONT_SMALL, CENTER, Colors::WHITE, boost::lexical_cast<std::string>(stack->experience));
- new CLabel(488, 62, FONT_MEDIUM, CENTER, Colors::YELLOW,
- CGI->generaltexth->zcrexp[rank] + " [" + boost::lexical_cast<std::string>(rank) + "]");
- if (type > BATTLE) //we need it only on adv. map
- {
- int tier = stack->type->level;
- if (!vstd::iswithin(tier, 1, 7))
- tier = 0;
- int number;
- std::string expText = CGI->generaltexth->zcrexp[324];
- boost::replace_first (expText, "%s", c->namePl);
- boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(rank));
- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->experience));
- number = CGI->creh->expRanks[tier][rank] - stack->experience;
- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
- number = CGI->creh->maxExpPerBattle[tier]; //percent
- boost::replace_first (expText, "%i%", boost::lexical_cast<std::string>(number));
- number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->count)); //Number of Creatures in stack
- int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
- number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank
- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //TODO
- boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(1)); //TODO Experience Multiplier
- number = CGI->creh->expAfterUpgrade;
- boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(number) + "%"); //Upgrade Multiplier
- expmin = CGI->creh->expRanks[tier][9];
- int expmax = CGI->creh->expRanks[tier][10];
- number = expmax - expmin;
- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Experience after Rank 10
- number = (stack->count * (expmax - expmin)) / expmin;
- boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience
- expArea = new LRClickableAreaWTextComp(Rect(334, 49, 160, 44),CComponent::experience);
- expArea->text = expText;
- expArea->bonusValue = 0; //TDO: some specific value or no number at all
- }
- }
- if (CGI->modh->modules.STACK_ARTIFACT)
- {
- creArt = true;
- }
- }
- if (creArt) //stack or commander artifacts
- {
- setArt (stack->getArt(ArtifactPosition::CREATURE_SLOT));
- if (type > BATTLE && type < COMMANDER_BATTLE) //artifact buttons inactive in battle
- {
- //TODO: disable buttons if no artifact is equipped
- leftArtRoll = new CAdventureMapButton(std::string(), std::string(), std::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
- rightArtRoll = new CAdventureMapButton(std::string(), std::string(), std::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
- if (heroOwner)
- passArtToHero = new CAdventureMapButton(std::string(), std::string(), std::bind (&CCreatureWindow::passArtifactToHero, this), 437, 148, "OVBUTN1.DEF", SDLK_HOME);
- }
- }
- if (battleStack) //only during battle
- {
- //spell effects
- int printed=0; //how many effect pics have been printed
- std::vector<si32> spells = battleStack->activeSpells();
- BOOST_FOREACH(si32 effect, spells)
- {
- std::string spellText;
- if (effect < graphics->spellEffectsPics->ourImages.size()) //not all effects have graphics (for eg. Acid Breath)
- {
- spellText = CGI->generaltexth->allTexts[610]; //"%s, duration: %d rounds."
- boost::replace_first (spellText, "%s", CGI->spellh->spells[effect]->name);
- int duration = battleStack->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain;
- boost::replace_first (spellText, "%d", boost::lexical_cast<std::string>(duration));
- new CAnimImage("SpellInt", effect + 1, 0, 20 + 52 * printed, 184);
- spellEffects.push_back(new LRClickableAreaWText(Rect(20 + 52 * printed, 184, 50, 38), spellText, spellText));
- if (++printed >= 10) //we can fit only 10 effects
- break;
- }
- }
- //print current health
- printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
- }
- if (bonusItems.size() > (bonusRows << 1)) //only after graphics are created
- {
- slider = new CSlider(528, 231 + commanderOffset, bonusRows*60, std::bind (&CCreatureWindow::sliderMoved, this, _1),
- bonusRows, (bonusItems.size() + 1) >> 1, 0, false, 0);
- }
- else //slider automatically places bonus Items
- recreateSkillList (0);
- showAll(screen2);
- //AUIDAT.DEF
- }
- void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
- {
- new CLabel(162, 48 + nr*19, FONT_SMALL, TOPLEFT, Colors::WHITE, text);
- std::string hlp;
- if(range && baseVal != val)
- hlp = boost::str(boost::format("%d - %d") % baseVal % val);
- else if(baseVal != val && val>=0)
- hlp = boost::str(boost::format("%d (%d)") % baseVal % val);
- else
- hlp = boost::lexical_cast<std::string>(baseVal);
- new CLabel(325, 64 + nr*19, FONT_SMALL, BOTTOMRIGHT, Colors::WHITE, hlp);
- }
- void CCreatureWindow::recreateSkillList(int Pos)
- {
- int commanderOffset = 0;
- if (type >= COMMANDER)
- commanderOffset = 74;
- int n = 0, i = 0, j = 0;
- int numSkills = std::min ((bonusRows + Pos) << 1, (int)bonusItems.size());
- for (n = 0; n < Pos << 1; ++n)
- {
- bonusItems[n]->visible = false;
- if (n < selectableBonuses.size())
- selectableBonuses[n]->deactivate(); //we assume that bonuses are at front of the list
- }
- for (n = Pos << 1; n < numSkills; ++n)
- {
- int offsetx = 257*j - (bonusRows == 4 ? 1 : 0);
- int offsety = 60*i + (bonusRows > 1 ? 1 : 0) + commanderOffset; //lack of precision :/
- bonusItems[n]->moveTo (Point(pos.x + offsetx + 10, pos.y + offsety + 230), true);
- bonusItems[n]->visible = true;
- if (n < selectableBonuses.size())
- {
- selectableBonuses[n]->moveTo (Point(bonusItems[n]->pos.x + 12, bonusItems[n]->pos.y + 2)); //for some reason bonusItems have dimensions 0?
- //selectableBonuses[n]->pos = bonusItems[n]->bonusGraphics->pos;
- selectableBonuses[n]->activate();
- }
- if (++j > 1) //next line
- {
- ++i;
- j = 0;
- }
- }
- for (n = numSkills; n < bonusItems.size(); ++n)
- {
- bonusItems[n]->visible = false;
- if (n < selectableBonuses.size())
- selectableBonuses[n]->deactivate();
- }
- }
- void CCreatureWindow::showAll(SDL_Surface * to)
- {
- CIntObject::showAll(to);
- printAtMiddleLoc((type >= COMMANDER ? c->nameSing : c->namePl), 180, 30, FONT_SMALL, Colors::YELLOW, to); //creature name
- printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->Attack());
- printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->Defense());
- if (stackNode->valOfBonuses(Bonus::SHOTS) && stackNode->hasBonusOfType(Bonus::SHOOTER))
- {//only for shooting units - important with wog exp shooters
- if (type == BATTLE)
- printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS), dynamic_cast<const CStack*>(stackNode)->shots);
- else
- printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS));
- }
- if (stackNode->valOfBonuses(Bonus::CASTS))
- {
- printAtMiddleLoc(CGI->generaltexth->allTexts[399], 356, 62, FONT_SMALL, Colors::WHITE, to);
- std::string casts;
- if (type == BATTLE)
- casts = boost::lexical_cast<std::string>((ui16)dynamic_cast<const CStack*>(stackNode)->casts); //ui8 is converted to char :(
- else
- casts = boost::lexical_cast<std::string>(stackNode->valOfBonuses(Bonus::CASTS));
- printAtMiddleLoc(casts, 356, 82, FONT_SMALL, Colors::WHITE, to);
- }
- //TODO
- int dmgMultiply = 1;
- if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
- dmgMultiply += heroOwner->Attack();
- printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
- printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
- printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
- BOOST_FOREACH(CBonusItem* b, bonusItems)
- b->showAll (to);
- BOOST_FOREACH(auto s, selectableSkills)
- s->showAll (to);
- for (int i = 0; i < skillPictures.size(); i++)
- {
- skillPictures[i]->bg = BitmapHandler::loadBitmap (skillToFile(i));
- skillPictures[i]->showAll (to);
- }
- if (upgradeOptions.size() && (type == COMMANDER_LEVEL_UP && upgradeOptions[selectedOption] >= 100)) //add frame to selected skill
- {
- int index = selectedOption - selectableSkills.size(); //this is screwed
- CSDL_Ext::drawBorder(to, Rect::around(selectableBonuses[index]->pos), int3(Colors::METALLIC_GOLD.r, Colors::METALLIC_GOLD.g, Colors::METALLIC_GOLD.b));
- }
- }
- void CCreatureWindow::show(SDL_Surface * to)
- {
- CIntObject::show(to);
- if (!count.empty()) //army stack
- graphics->fonts[FONT_TIMES]->renderTextRight(to, count, Colors::WHITE, Point(pos.x + 114, pos.y + 174));
- }
- void CCreatureWindow::close()
- {
- if (upgradeOptions.size()) //a skill for commander was chosen
- levelUp (selectedOption); //callback value is vector index
- GH.popIntTotally(this);
- }
- void CCreatureWindow::sliderMoved(int newpos)
- {
- recreateSkillList(newpos); //move components
- redraw();
- }
- std::string CCreatureWindow::skillToFile (int skill)
- {
- std::string file = "zvs/Lib1.res/_";
- switch (skill)
- {
- case ECommander::ATTACK:
- file += "AT";
- break;
- case ECommander::DEFENSE:
- file += "DF";
- break;
- case ECommander::HEALTH:
- file += "HP";
- break;
- case ECommander::DAMAGE:
- file += "DM";
- break;
- case ECommander::SPEED:
- file += "SP";
- break;
- case ECommander::SPELL_POWER:
- file += "MP";
- break;
- }
- std::string sufix = boost::lexical_cast<std::string>((int)(commander->secondarySkills[skill])); //casting ui8 causes ascii char conversion
- if (type == COMMANDER_LEVEL_UP)
- {
- if (upgradeOptions.size() && upgradeOptions[selectedOption] == skill)//that one specific skill is selected
- sufix += "="; //level-up highlight
- else if (!vstd::contains(upgradeOptions, skill))
- sufix = "no"; //not avaliable - no number
- }
- file += sufix += ".bmp";
- return file;
- }
- void CCreatureWindow::setArt(const CArtifactInstance *art)
- {
- creatureArtifact = art;
- if (creatureArtifact)
- {
- if (artifactImage == nullptr)
- artifactImage = new CAnimImage("ARTIFACT", creatureArtifact->artType->iconIndex, 0, 466, 100);
- else
- artifactImage->setFrame(creatureArtifact->artType->iconIndex);
- }
- else
- artifactImage = nullptr;
-
- redraw();
- }
- void CCreatureWindow::scrollArt(int dir)
- {
- //TODO: get next artifact
- int size = stack->artifactsWorn.size();
- displayedArtifact = size ? static_cast<ArtifactPosition>((displayedArtifact + dir) % size)
- : static_cast<ArtifactPosition>(ArtifactPosition::CREATURE_SLOT);
- setArt (stack->getArt(displayedArtifact));
- }
- void CCreatureWindow::passArtifactToHero()
- {
- const CGHeroInstance * h = dynamic_cast<const CGHeroInstance *>(stack->armyObj);
- if (h && creatureArtifact)
- {
- LOCPLINT->cb->swapArtifacts (ArtifactLocation (stack, displayedArtifact), ArtifactLocation(h, creatureArtifact->firstBackpackSlot(h)));
- }
- else
- logGlobal->warnStream() << "Pass artifact to hero should be disabled, no hero or no artifact!";
- //redraw is handled via CArtifactHolder interface
- }
- void CCreatureWindow::artifactRemoved (const ArtifactLocation &artLoc)
- {
- //align artifacts to remove holes
- BOOST_FOREACH (auto al, stack->artifactsWorn)
- {
- ArtifactPosition freeSlot = al.second.artifact->firstAvailableSlot(stack);
- if (freeSlot < al.first)
- LOCPLINT->cb->swapArtifacts (ArtifactLocation(stack, al.first), ArtifactLocation(stack, freeSlot));
- }
- int size = stack->artifactsWorn.size();
- displayedArtifact = size ? static_cast<ArtifactPosition>(displayedArtifact % size)
- : static_cast<ArtifactPosition>(ArtifactPosition::CREATURE_SLOT); //0
- setArt (stack->getArt(displayedArtifact));
- }
- void CCreatureWindow::artifactMoved (const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)
- {
- artifactRemoved (artLoc); //same code
- }
- void CCreatureWindow::selectSkill (ui32 which)
- {
- selectedOption = which;
- redraw();
- }
- CCreatureWindow::~CCreatureWindow()
- {
- for (int i=0; i<upgResCost.size(); ++i)
- delete upgResCost[i];
- bonusItems.clear();
- }
- CBonusItem::CBonusItem()
- {
- }
- CBonusItem::CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName)
- {
- OBJ_CONSTRUCTION;
- visible = false;
- name = Name;
- description = Description;
- if (graphicsName.size())
- bonusGraphics = new CPicture(graphicsName, 26, 232);
- else
- bonusGraphics = nullptr;
- removeUsedEvents(ALL); //no actions atm
- }
- void CBonusItem::showAll (SDL_Surface * to)
- {
- if (visible)
- {
- graphics->fonts[FONT_SMALL]->renderTextLeft(to, name, Colors::YELLOW, Point(pos.x + 72, pos.y + 6));
- graphics->fonts[FONT_SMALL]->renderTextLeft(to, description, Colors::WHITE, Point(pos.x + 72, pos.y + 30));
- if (bonusGraphics && bonusGraphics->bg)
- blitAtLoc(bonusGraphics->bg, 12, 2, to);
- }
- }
- CBonusItem::~CBonusItem()
- {
- //delete bonusGraphics; //automatic destruction
- }
- void CSelectableSkill::clickLeft(tribool down, bool previousState)
- {
- if (down)
- callback();
- }
- void CCreInfoWindow::show(SDL_Surface * to)
- {
- CIntObject::show(to);
- creatureCount->showAll(to);
- }
- CCreInfoWindow::CCreInfoWindow(const CStackInstance &stack, bool LClicked, std::function<void()> upgradeFunc, std::function<void()> dismissFunc, UpgradeInfo *upgradeInfo):
- CWindowObject(PLAYER_COLORED | (LClicked ? 0 : RCLICK_POPUP), "CRSTKPU")
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- init(stack.type, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj), stack.count, LClicked);
- //additional buttons if opened with left click
- if(LClicked)
- {
- std::function<void()> closeFunc = std::bind(&CCreInfoWindow::close,this);
- if(upgradeFunc && upgradeInfo)
- {
- TResources upgradeCost = upgradeInfo->cost[0] * stack.count;
- for(TResources::nziterator i(upgradeCost); i.valid(); i++)
- {
- BLOCK_CAPTURING;
- upgResCost.push_back(new CComponent(CComponent::resource, i->resType, i->resVal));
- }
- CFunctionList<void()> onUpgrade;
- onUpgrade += upgradeFunc;
- onUpgrade += closeFunc;
- std::function<void()> dialog = std::bind(&CPlayerInterface::showYesNoDialog,
- LOCPLINT,
- CGI->generaltexth->allTexts[207],
- onUpgrade, 0, false,
- std::ref(upgResCost));
- upgrade = new CAdventureMapButton("", CGI->generaltexth->zelp[446].second, dialog, 76, 237, "IVIEWCR", SDLK_u);
- upgrade->block(!LOCPLINT->cb->getResourceAmount().canAfford(upgradeCost));
- }
- if(dismissFunc)
- {
- CFunctionList<void()> onDismiss;
- onDismiss += dismissFunc;
- onDismiss += closeFunc;
- std::function<void()> dialog = std::bind(&CPlayerInterface::showYesNoDialog,
- LOCPLINT,
- CGI->generaltexth->allTexts[12],
- onDismiss, 0, true, std::vector<CComponent*>());
- dismiss = new CAdventureMapButton("", CGI->generaltexth->zelp[445].second, dialog, 21, 237, "IVIEWCR2",SDLK_d);
- }
- }
- }
- CCreInfoWindow::CCreInfoWindow(int creatureID, bool LClicked, int creatureCount):
- CWindowObject(PLAYER_COLORED | (LClicked ? 0 : RCLICK_POPUP), "CRSTKPU")
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- const CCreature *creature = CGI->creh->creatures[creatureID];
- init(creature, nullptr, nullptr, creatureCount, LClicked);
- }
- CCreInfoWindow::CCreInfoWindow(const CStack &stack, bool LClicked):
- CWindowObject(PLAYER_COLORED | (LClicked ? 0 : RCLICK_POPUP), "CRSTKPU")
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- init(stack.getCreature(), &stack, stack.getMyHero(), stack.count, LClicked);
- }
- CCreInfoWindow::~CCreInfoWindow()
- {
- BOOST_FOREACH(CComponent* object, upgResCost)
- delete object;
- }
- void CCreInfoWindow::printLine(int position, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
- {
- infoTexts[position].first = new CLabel(155, 48 + position*19, FONT_SMALL, TOPLEFT, Colors::WHITE, text);
- std::string valueStr;
- if(range && baseVal != val)
- valueStr = boost::str(boost::format("%d - %d") % baseVal % val);
- else if(baseVal != val && val>=0)
- valueStr = boost::str(boost::format("%d (%d)") % baseVal % val);
- else
- valueStr = boost::lexical_cast<std::string>(baseVal);
- infoTexts[position].second = new CLabel(276, 63 + position*19, FONT_SMALL, BOTTOMRIGHT, Colors::WHITE, valueStr);
- }
- void CCreInfoWindow::init(const CCreature *creature, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner, int count, bool LClicked)
- {
- removeUsedEvents(ALL);
- if (!LClicked)
- addUsedEvents(RCLICK);
- if(!stackNode)
- stackNode = creature;
- animation = new CCreaturePic(21, 48, creature);
- std::string countStr = boost::lexical_cast<std::string>(count);
- creatureCount = new CLabel(114, 174, FONT_TIMES, BOTTOMRIGHT, Colors::WHITE, countStr);
- creatureName = new CLabel(149, 30, FONT_SMALL, CENTER, Colors::YELLOW, creature->namePl);
- printLine(0, CGI->generaltexth->primarySkillNames[0], creature->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
- printLine(1, CGI->generaltexth->primarySkillNames[1], creature->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
- if(stackNode->valOfBonuses(Bonus::SHOTS))
- printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS));
- //TODO
- int dmgMultiply = 1;
- if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
- dmgMultiply += heroOwner->Attack();
- printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
- printLine(4, CGI->generaltexth->allTexts[388], creature->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
- printLine(6, CGI->generaltexth->zelp[441].first, creature->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
- //setting morale
- morale = new MoraleLuckBox(true, genRect(42, 42, 22, 186));
- morale->set(stackNode);
- //setting luck
- luck = new MoraleLuckBox(false, genRect(42, 42, 75, 186));
- luck->set(stackNode);
- if(!LClicked)
- {
- abilityText = new CLabel(17, 231, FONT_SMALL, TOPLEFT, Colors::WHITE, creature->abilityText);
- }
- else
- {
- abilityText = nullptr;
- ok = new CAdventureMapButton("", CGI->generaltexth->zelp[445].second,
- std::bind(&CCreInfoWindow::close,this), 216, 237, "IOKAY.DEF", SDLK_RETURN);
- ok->assignedKeys.insert(SDLK_ESCAPE);
- }
- //if we are displying window fo r stack in battle, there are several more things that we need to display
- if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode))
- {
- //print at most 3 spell effects
- std::vector<si32> spells = battleStack->activeSpells();
- for (size_t i=0; i< std::min(spells.size(), size_t(3)); i++)
- effects.push_back(new CAnimImage("SpellInt", spells[i]+1, 0, 127 + 52*i, 186));
- //print current health
- printLine(5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
- }
- }
- CIntObject * createCreWindow(
- const CStack *s, bool lclick/* = false*/)
- {
- auto c = dynamic_cast<const CCommanderInstance *>(s->base);
- if (c)
- {
- return new CCreatureWindow (c, s);
- }
- else
- {
- if(settings["general"]["classicCreatureWindow"].Bool())
- return new CCreInfoWindow(*s, lclick);
- else
- return new CCreatureWindow(*s, LOCPLINT->battleInt ? CCreatureWindow::BATTLE : CCreatureWindow::OTHER);
- }
- }
- CIntObject * createCreWindow(CreatureID Cid, CCreatureWindow::CreWinType Type, int creatureCount)
- {
- if(settings["general"]["classicCreatureWindow"].Bool())
- return new CCreInfoWindow(Cid, Type, creatureCount);
- else
- return new CCreatureWindow(Cid, Type, creatureCount);
- }
- CIntObject * createCreWindow(const CStackInstance *s, CCreatureWindow::CreWinType type, std::function<void()> Upg, std::function<void()> Dsm, UpgradeInfo *ui)
- {
- if(settings["general"]["classicCreatureWindow"].Bool())
- return new CCreInfoWindow(*s, type==CCreatureWindow::HERO, Upg, Dsm, ui);
- else
- return new CCreatureWindow(*s, type, Upg, Dsm, ui);
- }
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