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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 "SDL_Extensions.h"
 
- #include "CBitmapHandler.h"
 
- #include "CDefHandler.h"
 
- #include "Graphics.h"
 
- #include "AdventureMapButton.h"
 
- #include "CPlayerInterface.h"
 
- #include "CConfigHandler.h"
 
- #include "../lib/CGameState.h"
 
- #include "../lib/BattleState.h"
 
- #include "../lib/CSpellHandler.h"
 
- #include "UIFramework/CGuiHandler.h"
 
- using namespace CSDL_Ext;
 
- class CBonusItem;
 
- /*
 
-  * 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, int Type)
 
- 	: 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, NULL);
 
- 		delete s;
 
- 	}
 
- }
 
- CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type)
 
- 	: type(Type)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	init(&stack, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj));
 
- }
 
- CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount)
 
- 	:type(Type)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	CStackInstance * stack = new CStackInstance(Cid, creatureCount); //TODO: simplify?
 
- 	init(stack, CGI->creh->creatures[Cid], NULL);
 
- 	delete stack;
 
- }
 
- CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
 
- 	: 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 SComponent(SComponent::resource, i->resType, i->resVal)); 
 
- 			}
 
- 			if(LOCPLINT->cb->getResourceAmount().canAfford(upgradeCost))
 
- 			{
 
- 				CFunctionList<void()> fs;
 
- 				fs += Upg;
 
- 				fs += boost::bind(&CCreatureWindow::close,this);
 
- 				CFunctionList<void()> cfl;
 
- 				cfl = boost::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], boost::ref(upgResCost), fs, 0, false);
 
- 				upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,cfl,385, 148,"IVIEWCR.DEF",SDLK_u);
 
- 			}
 
- 			else
 
- 			{
 
- 				upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,boost::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] += boost::bind(&CCreatureWindow::close,this);//close this window
 
- 			CFunctionList<void()> cfl;
 
- 			cfl = boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],std::vector<SComponent*>(),fs[0],fs[1],false);
 
- 			dismiss = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d);
 
- 		}
 
- 	}
 
- }
 
- void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *StackNode, const CGHeroInstance *HeroOwner)
 
- {
 
- 	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 (Stack->count)
 
- 		count = boost::lexical_cast<std::string>(Stack->count);
 
- 	//Basic graphics - need to calculate size
 
- 	BonusList bl, blTemp;
 
- 	blTemp = (*(stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT))));
 
- 	
 
- 	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)));
 
- 		}
 
- 	}
 
- 	int magicResistance = 0; //handle it separately :/
 
- 	if (battleStack)
 
- 	{
 
- 		magicResistance = battleStack->magicResistance(); //include Aura of Resistance
 
- 	}
 
- 	else
 
- 	{
 
- 		magicResistance = stack->magicResistance(); //include Resiatance hero skill
 
- 	}
 
- 	if (magicResistance)
 
- 	{
 
- 		std::map<TBonusType, std::pair<std::string, std::string> >::const_iterator it = CGI->creh->stackBonuses.find(Bonus::MAGIC_RESISTANCE);
 
- 		std::string description;
 
- 		text = it->second.first;
 
- 		description = it->second.second;
 
- 		boost::algorithm::replace_first(description, "%d", boost::lexical_cast<std::string>(magicResistance));
 
- 		Bonus b;
 
- 		b.type = Bonus::MAGIC_RESISTANCE;
 
- 		bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, description, stack->bonusToGraphics(&b)));
 
- 	}
 
- 	bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (conf.cc.resy - 230) / 60);
 
- 	vstd::amin(bonusRows, 4);
 
- 	vstd::amax(bonusRows, 1);
 
- 	bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
 
- 	bitmap->colorizeAndConvert(LOCPLINT->playerID);
 
- 	pos = bitmap->center();
 
- 	//Buttons
 
- 	ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
 
- 	if (type <= BATTLE) //in battle or info window
 
- 	{
 
- 		upgrade = NULL;
 
- 		dismiss = NULL;
 
- 	}
 
- 	anim = new CCreaturePic(22, 48, c);
 
- 	//Stats
 
- 	morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
 
- 	morale->set(stack);
 
- 	luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
 
- 	luck->set(stack);
 
- 	new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
 
- 	if (type) //not in fort window
 
- 	{
 
- 		if (GameConstants::STACK_EXP)
 
- 		{
 
- 			int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
 
- 			printAtMiddle(CGI->generaltexth->zcrexp[rank] + " [" + boost::lexical_cast<std::string>(rank) + "]", 436, 62, FONT_MEDIUM, tytulowy,*bitmap);
 
- 			printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap);
 
- 			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(SRect(334, 49, 160, 44),SComponent::experience);
 
- 				expArea->text = expText;
 
- 				expArea->bonusValue = 0; //TDO: some specific value or no number at all
 
- 			}
 
- 		}
 
- 		if (GameConstants::STACK_ARTIFACT && type > BATTLE)
 
- 		{
 
- 			//SDL_Rect rect = genRect(44,44,465,98);
 
- 			//creatureArtifact = new CArtPlace(NULL);
 
- 			//creatureArtifact->pos = rect;
 
- 			//creatureArtifact->ourOwner = NULL; //hmm?
 
- 			leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
 
- 			rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
 
- 		}
 
- 		else
 
- 			creatureArtifact = NULL;
 
- 	}
 
- 	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->getBonus(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain;
 
- 				boost::replace_first (spellText, "%d", boost::lexical_cast<std::string>(duration)); 
 
- 				blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
 
- 				spellEffects.push_back(new LRClickableAreaWText(SRect(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, bonusRows*60, boost::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*/)
 
- {
 
- 	printAt(text, 162, 48 + nr*19, FONT_SMALL, zwykly, *bitmap);
 
- 	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);
 
- 	printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
 
- }
 
- void CCreatureWindow::recreateSkillList(int Pos)
 
- {
 
- 	int n = 0, i = 0, j = 0;
 
- 	int numSkills = std::min ((bonusRows + Pos) << 1, (int)bonusItems.size());
 
- 	std::string gfxName;
 
- 	for (n = 0; n < Pos << 1; ++n)
 
- 	{
 
- 		bonusItems[n]->visible = false;
 
- 	}
 
- 	for (n = Pos << 1; n < numSkills; ++n)
 
- 	{
 
- 		int offsetx = 257*j - (bonusRows == 4 ? 1 : 0);
 
- 		int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :/
 
- 		bonusItems[n]->moveTo (SPoint(pos.x + offsetx + 10, pos.y + offsety + 230), true);
 
- 		bonusItems[n]->visible = true;
 
- 		if (++j > 1) //next line
 
- 		{
 
- 			++i;
 
- 			j = 0;
 
- 		}
 
- 	}
 
- 	for (n = numSkills; n < bonusItems.size(); ++n)
 
- 	{
 
- 		bonusItems[n]->visible = false;
 
- 	}
 
- }
 
- void CCreatureWindow::showAll(SDL_Surface * to)
 
- {
 
- 	CIntObject::showAll(to);
 
- 	printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //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], dynamic_cast<const CStack*>(stackNode)->shots);
 
- 		else
 
- 			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], 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);
 
- }
 
- void CCreatureWindow::show(SDL_Surface * to)
 
- {
 
- 	if (count.size()) //army stack
 
- 		printTo(count, pos.x + 114, pos.y + 174,FONT_TIMES, zwykly, to);
 
- }
 
- void CCreatureWindow::sliderMoved(int newpos)
 
- {
 
- 	recreateSkillList(newpos); //move components
 
- 	redraw();
 
- }
 
- void CCreatureWindow::scrollArt(int dir)
 
- {
 
- }
 
- void CCreatureWindow::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 		return;
 
- 	if (type < 3)
 
- 		close();
 
- }
 
- //void CCreatureWindow::activate()
 
- //{
 
- //	CIntObject::activate();
 
- //	if(type < 3)
 
- //		activateRClick();
 
- //}
 
- //void CCreatureWindow::deactivate()
 
- //{
 
- //
 
- //}
 
- void CCreatureWindow::close()
 
- {
 
- 	GH.popIntTotally(this);
 
- }
 
- CCreatureWindow::~CCreatureWindow()
 
- {
 
-  	for (int i=0; i<upgResCost.size(); ++i)
 
-  		delete upgResCost[i];
 
- 	bonusItems.clear();
 
- }
 
- CBonusItem::CBonusItem()
 
- {
 
- }
 
- CBonusItem::CBonusItem(const SRect &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 = NULL;
 
- 	used = 0; //no actions atm
 
- }
 
- void CBonusItem::showAll (SDL_Surface * to)
 
- {
 
- 	if (visible)
 
- 	{
 
- 		printAt(name, pos.x + 72, pos.y + 6, FONT_SMALL, tytulowy, to);
 
- 		printAt(description, pos.x + 72, pos.y + 30, FONT_SMALL, zwykly, to);
 
- 		if (bonusGraphics && bonusGraphics->bg)
 
- 			blitAtLoc(bonusGraphics->bg, 12, 2, to);
 
- 	}
 
- }
 
- CBonusItem::~CBonusItem()
 
- {
 
- 	//delete bonusGraphics; //automatic destruction
 
- }
 
 
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