CCreatureWindow.cpp 14 KB

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  1. #include "CCreatureWindow.h"
  2. #include "../lib/CCreatureSet.h"
  3. #include "CGameInfo.h"
  4. #include "../lib/CGeneralTextHandler.h"
  5. #include "../lib/BattleState.h"
  6. #include "../CCallback.h"
  7. #include <SDL.h>
  8. #include "SDL_Extensions.h"
  9. #include "CBitmapHandler.h"
  10. #include "CDefHandler.h"
  11. #include "Graphics.h"
  12. #include "AdventureMapButton.h"
  13. #include "CPlayerInterface.h"
  14. #include "CConfigHandler.h"
  15. #include <boost/algorithm/string/replace.hpp>
  16. #include <boost/assign/std/vector.hpp>
  17. #include <boost/assign/list_of.hpp>
  18. #include <boost/lexical_cast.hpp>
  19. #include <boost/format.hpp>
  20. #include <boost/bind.hpp>
  21. #include <boost/foreach.hpp>
  22. using namespace CSDL_Ext;
  23. class CBonusItem;
  24. /*
  25. * CCreatureWindow.cpp, part of VCMI engine
  26. *
  27. * Authors: listed in file AUTHORS in main folder
  28. *
  29. * License: GNU General Public License v2.0 or later
  30. * Full text of license available in license.txt file, in main folder
  31. *
  32. */
  33. CCreatureWindow::CCreatureWindow (const CStack &stack, int Type)
  34. : type(Type)
  35. {
  36. OBJ_CONSTRUCTION_CAPTURING_ALL;
  37. init(stack.base, &stack, dynamic_cast<const CGHeroInstance*>(stack.base->armyObj));
  38. }
  39. CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type)
  40. : type(Type)
  41. {
  42. OBJ_CONSTRUCTION_CAPTURING_ALL;
  43. init(&stack, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj));
  44. }
  45. CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount)
  46. :type(Type)
  47. {
  48. OBJ_CONSTRUCTION_CAPTURING_ALL;
  49. CStackInstance * stack = new CStackInstance(Cid, creatureCount); //TODO: simplify?
  50. init(stack, CGI->creh->creatures[Cid], NULL);
  51. delete stack;
  52. }
  53. CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
  54. : type(Type), dsm(Dsm), dismiss(0), upgrade(0), ok(0)
  55. {
  56. OBJ_CONSTRUCTION_CAPTURING_ALL;
  57. init(&st, &st,dynamic_cast<const CGHeroInstance*>(st.armyObj));
  58. //print abilities text - if r-click popup
  59. if(type)
  60. {
  61. if(Upg && ui)
  62. {
  63. bool enough = true;
  64. for(std::set<std::pair<int,int> >::iterator i=ui->cost[0].begin(); i!=ui->cost[0].end(); i++) //calculate upgrade cost
  65. {
  66. BLOCK_CAPTURING;
  67. if(LOCPLINT->cb->getResourceAmount(i->first) < i->second*st.count)
  68. enough = false;
  69. upgResCost.push_back(new SComponent(SComponent::resource,i->first,i->second*st.count));
  70. }
  71. if(enough)
  72. {
  73. CFunctionList<void()> fs;
  74. fs += Upg;
  75. fs += boost::bind(&CCreatureWindow::close,this);
  76. CFunctionList<void()> cfl;
  77. cfl = boost::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], boost::ref(upgResCost), fs, 0, false);
  78. upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,cfl,385, 148,"IVIEWCR.DEF",SDLK_u);
  79. }
  80. else
  81. {
  82. upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,boost::function<void()>(),385, 148,"IVIEWCR.DEF");
  83. upgrade->callback.funcs.clear();
  84. upgrade->setOffset(2);
  85. }
  86. }
  87. if(Dsm)
  88. {
  89. CFunctionList<void()> fs[2];
  90. //on dismiss confirmed
  91. fs[0] += Dsm; //dismiss
  92. fs[0] += boost::bind(&CCreatureWindow::close,this);//close this window
  93. CFunctionList<void()> cfl;
  94. cfl = boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],std::vector<SComponent*>(),fs[0],fs[1],false);
  95. dismiss = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d);
  96. }
  97. }
  98. }
  99. void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *StackNode, const CGHeroInstance *HeroOwner)
  100. {
  101. stack = Stack;
  102. c = stack->type;
  103. if(!StackNode)
  104. stackNode = c;
  105. else
  106. stackNode = StackNode;
  107. heroOwner = HeroOwner;
  108. //Basic graphics - need to calculate size
  109. CBonusSystemNode node = CBonusSystemNode() ;
  110. node.bonuses = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT));
  111. BonusList bl;
  112. while (node.bonuses.size())
  113. {
  114. Bonus * b = node.bonuses.front();
  115. bl.push_back (new Bonus(*b));
  116. bl.back()->val = node.valOfBonuses(Selector::typeSybtype(b->type, b->subtype)); //merge multiple bonuses into one
  117. node.bonuses.remove_if (Selector::typeSybtype(b->type, b->subtype)); //remove used bonuses
  118. }
  119. std::string text;
  120. BOOST_FOREACH(Bonus* b, bl)
  121. {
  122. text = stack->bonusToString(b, false);
  123. if (text.size()) //if it's possible to give any description for this kind of bonus
  124. {
  125. bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, stack->bonusToString(b, true), stack->bonusToGraphics(b)));
  126. }
  127. }
  128. bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (conf.cc.resy - 230) / 60);
  129. amin(bonusRows, 4);
  130. amax(bonusRows, 1);
  131. bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
  132. bitmap->colorizeAndConvert(LOCPLINT->playerID);
  133. pos = bitmap->center();
  134. //Buttons
  135. ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
  136. if (type <= BATTLE) //in battle or info window
  137. {
  138. upgrade = NULL;
  139. dismiss = NULL;
  140. }
  141. anim = new CCreaturePic(22, 48, c);
  142. //Stats
  143. morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
  144. morale->set(stack);
  145. luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
  146. luck->set(stack);
  147. new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
  148. if (type) //not in fort window
  149. {
  150. if (STACK_EXP)
  151. {
  152. int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
  153. printAtMiddle(CGI->generaltexth->zcrexp[rank] + " [" + boost::lexical_cast<std::string>(rank) + "]", 436, 62, FONT_MEDIUM, tytulowy,*bitmap);
  154. printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap);
  155. if (type > BATTLE) //we need it only on adv. map
  156. {
  157. int tier = stack->type->level;
  158. if (!iswith(tier, 1, 7))
  159. tier = 0;
  160. int number;
  161. std::string expText = CGI->generaltexth->zcrexp[324];
  162. boost::replace_first (expText, "%s", c->namePl);
  163. boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
  164. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(rank));
  165. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->experience));
  166. number = CGI->creh->expRanks[tier][rank] - stack->experience;
  167. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
  168. number = CGI->creh->maxExpPerBattle[tier]; //percent
  169. boost::replace_first (expText, "%i%", boost::lexical_cast<std::string>(number));
  170. number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
  171. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
  172. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->count)); //Number of Creatures in stack
  173. int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
  174. number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank
  175. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //TODO
  176. boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(1)); //TODO Experience Multiplier
  177. number = CGI->creh->expAfterUpgrade;
  178. boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(number) + "%"); //Upgrade Multiplier
  179. expmin = CGI->creh->expRanks[tier][9];
  180. int expmax = CGI->creh->expRanks[tier][10];
  181. number = expmax - expmin;
  182. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Experience after Rank 10
  183. number = (stack->count * (expmax - expmin)) / expmin;
  184. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience
  185. expArea = new LRClickableAreaWText(Rect(334, 49, 160, 44), "" , expText );
  186. }
  187. }
  188. if (STACK_ARTIFACT && type > BATTLE)
  189. {
  190. //SDL_Rect rect = genRect(44,44,465,98);
  191. //creatureArtifact = new CArtPlace(NULL);
  192. //creatureArtifact->pos = rect;
  193. //creatureArtifact->ourOwner = NULL; //hmm?
  194. leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
  195. rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
  196. }
  197. else
  198. creatureArtifact = NULL;
  199. }
  200. if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
  201. {
  202. //spell effects
  203. int printed=0; //how many effect pics have been printed
  204. std::vector<si32> spells = battleStack->activeSpells();
  205. BOOST_FOREACH(si32 effect, spells)
  206. {
  207. blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
  208. if (++printed >= 10) //we can fit only 10 effects
  209. break;
  210. }
  211. //print current health
  212. printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
  213. }
  214. if (bonusItems.size() > (bonusRows << 1)) //only after graphics are created
  215. {
  216. slider = new CSlider(528, 231, bonusRows*60, boost::bind (&CCreatureWindow::sliderMoved, this, _1),
  217. bonusRows, (bonusItems.size() + 1) >> 1, 0, false, 0);
  218. }
  219. else //slider automatically places bonus Items
  220. recreateSkillList (0);
  221. showAll(screen2);
  222. //AUIDAT.DEF
  223. }
  224. void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
  225. {
  226. printAt(text, 162, 48 + nr*19, FONT_SMALL, zwykly, *bitmap);
  227. std::string hlp;
  228. if(range && baseVal != val)
  229. hlp = boost::str(boost::format("%d - %d") % baseVal % val);
  230. else if(baseVal != val && val>=0)
  231. hlp = boost::str(boost::format("%d (%d)") % baseVal % val);
  232. else
  233. hlp = boost::lexical_cast<std::string>(baseVal);
  234. printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
  235. }
  236. void CCreatureWindow::recreateSkillList(int Pos)
  237. {
  238. int n = 0, i = 0, j = 0;
  239. int numSkills = std::min ((bonusRows + Pos) << 1, (int)bonusItems.size());
  240. std::string gfxName;
  241. for (n = 0; n < Pos << 1; ++n)
  242. {
  243. bonusItems[n]->visible = false;
  244. }
  245. for (n = Pos << 1; n < numSkills; ++n)
  246. {
  247. int offsetx = 257*j - (bonusRows == 4 ? 1 : 0);
  248. int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :/
  249. bonusItems[n]->moveTo (Point(pos.x + offsetx + 10, pos.y + offsety + 230), true);
  250. bonusItems[n]->visible = true;
  251. if (++j > 1) //next line
  252. {
  253. ++i;
  254. j = 0;
  255. }
  256. }
  257. for (n = numSkills; n < bonusItems.size(); ++n)
  258. {
  259. bonusItems[n]->visible = false;
  260. }
  261. }
  262. void CCreatureWindow::showAll(SDL_Surface * to)
  263. {
  264. CIntObject::showAll(to);
  265. count = boost::lexical_cast<std::string>(stack->count);
  266. if (count.size()) //TODO
  267. printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
  268. printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
  269. printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
  270. printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  271. //if(c->shots)
  272. // printLine(2, CGI->generaltexth->allTexts[198], c->shots);
  273. if(stackNode->valOfBonuses(Bonus::SHOTS))
  274. printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS));
  275. //TODO
  276. int dmgMultiply = 1;
  277. if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
  278. dmgMultiply += heroOwner->Attack();
  279. printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
  280. printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
  281. printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
  282. BOOST_FOREACH(CBonusItem* b, bonusItems)
  283. b->showAll (to);
  284. }
  285. void CCreatureWindow::sliderMoved(int newpos)
  286. {
  287. recreateSkillList(newpos); //move components
  288. redraw();
  289. }
  290. void CCreatureWindow::scrollArt(int dir)
  291. {
  292. }
  293. void CCreatureWindow::clickRight(tribool down, bool previousState)
  294. {
  295. if(down)
  296. return;
  297. if (type < 3)
  298. close();
  299. }
  300. //void CCreatureWindow::activate()
  301. //{
  302. // CIntObject::activate();
  303. // if(type < 3)
  304. // activateRClick();
  305. //}
  306. //void CCreatureWindow::deactivate()
  307. //{
  308. //
  309. //}
  310. void CCreatureWindow::close()
  311. {
  312. GH.popIntTotally(this);
  313. }
  314. CCreatureWindow::~CCreatureWindow()
  315. {
  316. for (int i=0; i<upgResCost.size(); ++i)
  317. delete upgResCost[i];
  318. bonusItems.clear();
  319. }
  320. CBonusItem::CBonusItem()
  321. {
  322. }
  323. CBonusItem::CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName)
  324. {
  325. OBJ_CONSTRUCTION;
  326. SHARE_POS;
  327. visible = false;
  328. name = Name;
  329. description = Description;
  330. if (graphicsName.size())
  331. bonusGraphics = new CPicture(graphicsName, 26, 232);
  332. else
  333. bonusGraphics = NULL;
  334. used = 0; //no actions atm
  335. }
  336. void CBonusItem::showAll (SDL_Surface * to)
  337. {
  338. if (visible)
  339. {
  340. printAt(name, pos.x + 72, pos.y + 6, FONT_SMALL, tytulowy, to);
  341. printAt(description, pos.x + 72, pos.y + 30, FONT_SMALL, zwykly, to);
  342. if (bonusGraphics && bonusGraphics->bg)
  343. blitAtLoc(bonusGraphics->bg, 12, 2, to);
  344. }
  345. }
  346. CBonusItem::~CBonusItem()
  347. {
  348. //delete bonusGraphics; //automatic destruction
  349. }