CCreatureWindow.cpp 15 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. #include "../lib/CGameState.h"
  23. #include "../lib/CSpellHandler.h"
  24. using namespace CSDL_Ext;
  25. class CBonusItem;
  26. /*
  27. * CCreatureWindow.cpp, part of VCMI engine
  28. *
  29. * Authors: listed in file AUTHORS in main folder
  30. *
  31. * License: GNU General Public License v2.0 or later
  32. * Full text of license available in license.txt file, in main folder
  33. *
  34. */
  35. CCreatureWindow::CCreatureWindow (const CStack &stack, int Type)
  36. : type(Type)
  37. {
  38. OBJ_CONSTRUCTION_CAPTURING_ALL;
  39. if (stack.base)
  40. init(stack.base, &stack, dynamic_cast<const CGHeroInstance*>(stack.base->armyObj));
  41. else
  42. {
  43. CStackInstance * s = new CStackInstance(stack.type, 1); //TODO: war machines and summons should be regular stacks
  44. init(s, stack.type, NULL);
  45. delete s;
  46. }
  47. }
  48. CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type)
  49. : type(Type)
  50. {
  51. OBJ_CONSTRUCTION_CAPTURING_ALL;
  52. init(&stack, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj));
  53. }
  54. CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount)
  55. :type(Type)
  56. {
  57. OBJ_CONSTRUCTION_CAPTURING_ALL;
  58. CStackInstance * stack = new CStackInstance(Cid, creatureCount); //TODO: simplify?
  59. init(stack, CGI->creh->creatures[Cid], NULL);
  60. delete stack;
  61. }
  62. CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
  63. : type(Type), dismiss(0), upgrade(0), ok(0), dsm(Dsm)
  64. {
  65. OBJ_CONSTRUCTION_CAPTURING_ALL;
  66. init(&st, &st,dynamic_cast<const CGHeroInstance*>(st.armyObj));
  67. //print abilities text - if r-click popup
  68. if(type)
  69. {
  70. if(Upg && ui)
  71. {
  72. TResources upgradeCost = ui->cost[0] * st.count;
  73. for(TResources::nziterator i(upgradeCost); i.valid(); i++)
  74. {
  75. BLOCK_CAPTURING;
  76. upgResCost.push_back(new SComponent(SComponent::resource, i->resType, i->resVal));
  77. }
  78. if(LOCPLINT->cb->getResourceAmount().canAfford(upgradeCost))
  79. {
  80. CFunctionList<void()> fs;
  81. fs += Upg;
  82. fs += boost::bind(&CCreatureWindow::close,this);
  83. CFunctionList<void()> cfl;
  84. cfl = boost::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], boost::ref(upgResCost), fs, 0, false);
  85. upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,cfl,385, 148,"IVIEWCR.DEF",SDLK_u);
  86. }
  87. else
  88. {
  89. upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,boost::function<void()>(),385, 148,"IVIEWCR.DEF");
  90. upgrade->callback.funcs.clear();
  91. upgrade->setOffset(2);
  92. }
  93. }
  94. if(Dsm)
  95. {
  96. CFunctionList<void()> fs[2];
  97. //on dismiss confirmed
  98. fs[0] += Dsm; //dismiss
  99. fs[0] += boost::bind(&CCreatureWindow::close,this);//close this window
  100. CFunctionList<void()> cfl;
  101. cfl = boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],std::vector<SComponent*>(),fs[0],fs[1],false);
  102. dismiss = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d);
  103. }
  104. }
  105. }
  106. void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *StackNode, const CGHeroInstance *HeroOwner)
  107. {
  108. stack = Stack;
  109. c = stack->type;
  110. if(!StackNode)
  111. stackNode = c;
  112. else
  113. stackNode = StackNode;
  114. heroOwner = HeroOwner;
  115. if (Stack->count)
  116. count = boost::lexical_cast<std::string>(Stack->count);
  117. //Basic graphics - need to calculate size
  118. BonusList bl, blTemp;
  119. blTemp = (*(stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT))));
  120. while (blTemp.size())
  121. {
  122. Bonus * b = blTemp.front();
  123. bl.push_back (new Bonus(*b));
  124. bl.back()->val = blTemp.valOfBonuses(Selector::typeSubtype(b->type, b->subtype)); //merge multiple bonuses into one
  125. blTemp.remove_if (Selector::typeSubtype(b->type, b->subtype)); //remove used bonuses
  126. }
  127. std::string text;
  128. BOOST_FOREACH(Bonus* b, bl)
  129. {
  130. text = stack->bonusToString(b, false);
  131. if (text.size()) //if it's possible to give any description for this kind of bonus
  132. {
  133. bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, stack->bonusToString(b, true), stack->bonusToGraphics(b)));
  134. }
  135. }
  136. bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (conf.cc.resy - 230) / 60);
  137. amin(bonusRows, 4);
  138. amax(bonusRows, 1);
  139. bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
  140. bitmap->colorizeAndConvert(LOCPLINT->playerID);
  141. pos = bitmap->center();
  142. //Buttons
  143. ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
  144. if (type <= BATTLE) //in battle or info window
  145. {
  146. upgrade = NULL;
  147. dismiss = NULL;
  148. }
  149. anim = new CCreaturePic(22, 48, c);
  150. //Stats
  151. morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
  152. morale->set(stack);
  153. luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
  154. luck->set(stack);
  155. new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
  156. if (type) //not in fort window
  157. {
  158. if (STACK_EXP)
  159. {
  160. int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
  161. printAtMiddle(CGI->generaltexth->zcrexp[rank] + " [" + boost::lexical_cast<std::string>(rank) + "]", 436, 62, FONT_MEDIUM, tytulowy,*bitmap);
  162. printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap);
  163. if (type > BATTLE) //we need it only on adv. map
  164. {
  165. int tier = stack->type->level;
  166. if (!iswith(tier, 1, 7))
  167. tier = 0;
  168. int number;
  169. std::string expText = CGI->generaltexth->zcrexp[324];
  170. boost::replace_first (expText, "%s", c->namePl);
  171. boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
  172. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(rank));
  173. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->experience));
  174. number = CGI->creh->expRanks[tier][rank] - stack->experience;
  175. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
  176. number = CGI->creh->maxExpPerBattle[tier]; //percent
  177. boost::replace_first (expText, "%i%", boost::lexical_cast<std::string>(number));
  178. number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
  179. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
  180. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->count)); //Number of Creatures in stack
  181. int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
  182. number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank
  183. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //TODO
  184. boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(1)); //TODO Experience Multiplier
  185. number = CGI->creh->expAfterUpgrade;
  186. boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(number) + "%"); //Upgrade Multiplier
  187. expmin = CGI->creh->expRanks[tier][9];
  188. int expmax = CGI->creh->expRanks[tier][10];
  189. number = expmax - expmin;
  190. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Experience after Rank 10
  191. number = (stack->count * (expmax - expmin)) / expmin;
  192. boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience
  193. expArea = new LRClickableAreaWTextComp(Rect(334, 49, 160, 44),SComponent::experience);
  194. expArea->text = expText;
  195. expArea->bonusValue = 0; //TDO: some specific value or no number at all
  196. }
  197. }
  198. if (STACK_ARTIFACT && type > BATTLE)
  199. {
  200. //SDL_Rect rect = genRect(44,44,465,98);
  201. //creatureArtifact = new CArtPlace(NULL);
  202. //creatureArtifact->pos = rect;
  203. //creatureArtifact->ourOwner = NULL; //hmm?
  204. leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
  205. rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
  206. }
  207. else
  208. creatureArtifact = NULL;
  209. }
  210. if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
  211. {
  212. //spell effects
  213. int printed=0; //how many effect pics have been printed
  214. std::vector<si32> spells = battleStack->activeSpells();
  215. BOOST_FOREACH(si32 effect, spells)
  216. {
  217. std::string spellText;
  218. if (effect < graphics->spellEffectsPics->ourImages.size()) //not all effects have graphics (for eg. Acid Breath)
  219. {
  220. spellText = CGI->generaltexth->allTexts[610]; //"%s, duration: %d rounds."
  221. boost::replace_first (spellText, "%s", CGI->spellh->spells[effect]->name);
  222. int duration = battleStack->getBonus(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain;
  223. boost::replace_first (spellText, "%d", boost::lexical_cast<std::string>(duration));
  224. blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
  225. spellEffects.push_back(new LRClickableAreaWText(Rect(20 + 52 * printed, 184, 50, 38), spellText, spellText));
  226. if (++printed >= 10) //we can fit only 10 effects
  227. break;
  228. }
  229. }
  230. //print current health
  231. printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
  232. }
  233. if (bonusItems.size() > (bonusRows << 1)) //only after graphics are created
  234. {
  235. slider = new CSlider(528, 231, bonusRows*60, boost::bind (&CCreatureWindow::sliderMoved, this, _1),
  236. bonusRows, (bonusItems.size() + 1) >> 1, 0, false, 0);
  237. }
  238. else //slider automatically places bonus Items
  239. recreateSkillList (0);
  240. showAll(screen2);
  241. //AUIDAT.DEF
  242. }
  243. void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
  244. {
  245. printAt(text, 162, 48 + nr*19, FONT_SMALL, zwykly, *bitmap);
  246. std::string hlp;
  247. if(range && baseVal != val)
  248. hlp = boost::str(boost::format("%d - %d") % baseVal % val);
  249. else if(baseVal != val && val>=0)
  250. hlp = boost::str(boost::format("%d (%d)") % baseVal % val);
  251. else
  252. hlp = boost::lexical_cast<std::string>(baseVal);
  253. printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
  254. }
  255. void CCreatureWindow::recreateSkillList(int Pos)
  256. {
  257. int n = 0, i = 0, j = 0;
  258. int numSkills = std::min ((bonusRows + Pos) << 1, (int)bonusItems.size());
  259. std::string gfxName;
  260. for (n = 0; n < Pos << 1; ++n)
  261. {
  262. bonusItems[n]->visible = false;
  263. }
  264. for (n = Pos << 1; n < numSkills; ++n)
  265. {
  266. int offsetx = 257*j - (bonusRows == 4 ? 1 : 0);
  267. int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :/
  268. bonusItems[n]->moveTo (Point(pos.x + offsetx + 10, pos.y + offsety + 230), true);
  269. bonusItems[n]->visible = true;
  270. if (++j > 1) //next line
  271. {
  272. ++i;
  273. j = 0;
  274. }
  275. }
  276. for (n = numSkills; n < bonusItems.size(); ++n)
  277. {
  278. bonusItems[n]->visible = false;
  279. }
  280. }
  281. void CCreatureWindow::showAll(SDL_Surface * to)
  282. {
  283. CIntObject::showAll(to);
  284. //count = boost::lexical_cast<std::string>(stack->count);
  285. //if (count.size()) //TODO
  286. // printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
  287. if(count.size())
  288. printTo(count.c_str(), pos.x+114, pos.y+174, FONT_TIMES, zwykly, to);
  289. printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
  290. printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->Attack());
  291. printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->Defense());
  292. if(stackNode->valOfBonuses(Bonus::SHOTS) && stackNode->hasBonusOfType(Bonus::SHOOTER)) //only for shooting units - important with wog exp shooters
  293. printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS)); //TODO: change shot count for battle stack
  294. //TODO
  295. int dmgMultiply = 1;
  296. if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
  297. dmgMultiply += heroOwner->Attack();
  298. printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
  299. printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
  300. printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
  301. BOOST_FOREACH(CBonusItem* b, bonusItems)
  302. b->showAll (to);
  303. }
  304. void CCreatureWindow::show(SDL_Surface * to)
  305. {
  306. if (count.size()) //army stack
  307. printTo(count, pos.x + 114, pos.y + 174,FONT_TIMES, zwykly, to);
  308. }
  309. void CCreatureWindow::sliderMoved(int newpos)
  310. {
  311. recreateSkillList(newpos); //move components
  312. redraw();
  313. }
  314. void CCreatureWindow::scrollArt(int dir)
  315. {
  316. }
  317. void CCreatureWindow::clickRight(tribool down, bool previousState)
  318. {
  319. if(down)
  320. return;
  321. if (type < 3)
  322. close();
  323. }
  324. //void CCreatureWindow::activate()
  325. //{
  326. // CIntObject::activate();
  327. // if(type < 3)
  328. // activateRClick();
  329. //}
  330. //void CCreatureWindow::deactivate()
  331. //{
  332. //
  333. //}
  334. void CCreatureWindow::close()
  335. {
  336. GH.popIntTotally(this);
  337. }
  338. CCreatureWindow::~CCreatureWindow()
  339. {
  340. for (int i=0; i<upgResCost.size(); ++i)
  341. delete upgResCost[i];
  342. bonusItems.clear();
  343. }
  344. CBonusItem::CBonusItem()
  345. {
  346. }
  347. CBonusItem::CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName)
  348. {
  349. OBJ_CONSTRUCTION;
  350. visible = false;
  351. name = Name;
  352. description = Description;
  353. if (graphicsName.size())
  354. bonusGraphics = new CPicture(graphicsName, 26, 232);
  355. else
  356. bonusGraphics = NULL;
  357. used = 0; //no actions atm
  358. }
  359. void CBonusItem::showAll (SDL_Surface * to)
  360. {
  361. if (visible)
  362. {
  363. printAt(name, pos.x + 72, pos.y + 6, FONT_SMALL, tytulowy, to);
  364. printAt(description, pos.x + 72, pos.y + 30, FONT_SMALL, zwykly, to);
  365. if (bonusGraphics && bonusGraphics->bg)
  366. blitAtLoc(bonusGraphics->bg, 12, 2, to);
  367. }
  368. }
  369. CBonusItem::~CBonusItem()
  370. {
  371. //delete bonusGraphics; //automatic destruction
  372. }