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- #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 <boost/algorithm/string/replace.hpp>
- #include <boost/assign/std/vector.hpp>
- #include <boost/assign/list_of.hpp>
- #include <boost/lexical_cast.hpp>
- #include <boost/format.hpp>
- #include <boost/bind.hpp>
- #include <boost/foreach.hpp>
- #include "../lib/CGameState.h"
- #include "../lib/CSpellHandler.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.type, 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;
- 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)));
- }
- }
- bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (conf.cc.resy - 230) / 60);
- amin(bonusRows, 4);
- 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 (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 (!iswith(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),SComponent::experience);
- expArea->text = expText;
- expArea->bonusValue = 0; //TDO: some specific value or no number at all
- }
- }
- if (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(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //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(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, 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 (Point(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);
- //count = boost::lexical_cast<std::string>(stack->count);
- //if (count.size()) //TODO
- // printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
- if(count.size())
- printTo(count.c_str(), pos.x+114, pos.y+174, FONT_TIMES, zwykly, 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
- printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS)); //TODO: change shot count for battle stack
- //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 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 = 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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