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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 "UIFramework/SDL_Extensions.h"
 
- #include "CBitmapHandler.h"
 
- #include "CDefHandler.h"
 
- #include "Graphics.h"
 
- #include "CPlayerInterface.h"
 
- #include "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 "UIFramework/CGuiHandler.h"
 
- #include "UIFramework/CIntObjectClasses.h"
 
- using namespace CSDL_Ext;
 
- class CBonusItem;
 
- 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, int Type):
 
-     CWindowObject(PLAYER_COLORED | (Type < 3 ? 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, NULL);
 
- 		delete s;
 
- 	}
 
- }
 
- CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type):
 
-     CWindowObject(PLAYER_COLORED | (Type < 3 ? RCLICK_POPUP : 0 ) ),
 
-     type(Type)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	init(&stack, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj));
 
- }
 
- CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount):
 
-    CWindowObject(PLAYER_COLORED | (Type < 3 ? RCLICK_POPUP : 0 ) ),
 
-     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):
 
-     CWindowObject(PLAYER_COLORED | (Type < 3 ? 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 += boost::bind(&CCreatureWindow::close,this);
 
- 				CFunctionList<void()> cfl;
 
- 				cfl = boost::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], fs, 0, false, boost::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,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],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):
 
-     CWindowObject(PLAYER_COLORED),
 
-     type(COMMANDER),
 
- 	commander (Commander)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	init(commander, commander, dynamic_cast<const CGHeroInstance*>(commander->armyObj));
 
- 	boost::function<void()> 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],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 (std::vector<ui32> &skills, const CCommanderInstance * Commander, boost::function<void(ui32)> &callback):
 
-     CWindowObject(PLAYER_COLORED),
 
-     type(COMMANDER_LEVEL_UP),
 
- 	upgradeOptions(skills), //copy skills to choose from
 
- 	commander (Commander),
 
- 	levelUp (callback),
 
- 	selectedOption (0) //choose something before drawing
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	init(commander, commander, dynamic_cast<const CGHeroInstance*>(commander->armyObj));
 
- 	boost::function<void()> 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],fs[0],fs[1],false,std::vector<CComponent*>());
 
- 	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 = NULL; //may be set later
 
- 	artifactImage = NULL;
 
- 	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 = NULL;
 
- 	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 = boost::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
 
- 					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))));
 
- 	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), (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::Jasmine,
 
- 		           boost::lexical_cast<std::string>((ui16)(commander->level)));
 
- 		new CLabel(488, 82, FONT_SMALL, CENTER, Colors::Cornsilk,
 
- 		           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, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
 
- 	ok->assignedKeys.insert(SDLK_ESCAPE);
 
- 	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 CAnimImage("PSKIL42", 4, 0, 387, 51); //exp icon - Print it always?
 
- 	if (type) //not in fort window
 
- 	{
 
- 		if (GameConstants::STACK_EXP && type < COMMANDER)
 
- 		{
 
- 			int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
 
- 			new CLabel(488, 82, FONT_SMALL, CENTER, Colors::Cornsilk, boost::lexical_cast<std::string>(stack->experience));
 
- 			new CLabel(488, 62, FONT_MEDIUM, CENTER, Colors::Jasmine,
 
- 			           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 (GameConstants::STACK_ARTIFACT)
 
- 		{
 
- 			creArt = true;
 
- 		}
 
- 	}
 
- 	if (creArt) //stack or commander artifacts
 
- 	{
 
- 		setArt (stack->getArt(ArtifactPosition::CREATURE_SLOT));
 
- 		if (type > BATTLE) //artifact buttons inactive in battle
 
- 		{
 
- 			//TODO: disable buttons if no artifact is equipped
 
- 			leftArtRoll = new CAdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
 
- 			rightArtRoll = new CAdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
 
- 			if (heroOwner)
 
- 				passArtToHero = new CAdventureMapButton(std::string(), std::string(), boost::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->getBonus(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, 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*/)
 
- {
 
- 	new CLabel(162, 48 + nr*19, FONT_SMALL, TOPLEFT, Colors::Cornsilk, 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::Cornsilk, 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());
 
- 	std::string gfxName;
 
- 	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;
 
- 		selectableBonuses[n]->deactivate();
 
- 	}
 
- }
 
- void CCreatureWindow::showAll(SDL_Surface * to)
 
- {
 
- 	CIntObject::showAll(to);
 
- 	printAtMiddleLoc((type >= COMMANDER ? c->nameSing : c->namePl), 180, 30, FONT_SMALL, Colors::Jasmine, 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], 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::Cornsilk, 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::Cornsilk, 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[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::MetallicGold.r, Colors::MetallicGold.g, Colors::MetallicGold.b)); 
 
- 	}
 
- }
 
- void CCreatureWindow::show(SDL_Surface * to)
 
- {
 
- 	if (count.size()) //army stack
 
- 		printTo(count, pos.x + 114, pos.y + 174,FONT_TIMES, Colors::Cornsilk, to);
 
- }
 
- 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 == NULL)
 
- 			artifactImage = new CAnimImage("ARTIFACT", creatureArtifact->artType->id, 0, 466, 100);
 
- 		else
 
- 			artifactImage->setFrame(creatureArtifact->artType->id);
 
- 	}
 
- 	else
 
- 		artifactImage = NULL;
 
- 	
 
- 	redraw();
 
- }
 
- void CCreatureWindow::scrollArt(int dir)
 
- {
 
- 	//TODO: get next artifact
 
- 	int size = stack->artifactsWorn.size();
 
- 	displayedArtifact  =  size ? (displayedArtifact + dir) % size : 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
 
- 		tlog2 << "Pass artifact to hero should be disabled, no hero or no artifact!\n";
 
- 	//redraw is handled via CArtifactHolder interface
 
- }
 
- void CCreatureWindow::artifactRemoved (const ArtifactLocation &artLoc)
 
- {
 
- 	//align artifacts to remove holes
 
- 	BOOST_FOREACH (auto al, stack->artifactsWorn)
 
- 	{
 
- 		int 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 ? (displayedArtifact % size) : 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 = NULL;
 
- 	removeUsedEvents(ALL); //no actions atm
 
- }
 
- void CBonusItem::showAll (SDL_Surface * to)
 
- {
 
- 	if (visible)
 
- 	{
 
- 		printAt(name, pos.x + 72, pos.y + 6, FONT_SMALL, Colors::Jasmine, to);
 
- 		printAt(description, pos.x + 72, pos.y + 30, FONT_SMALL, Colors::Cornsilk, to);
 
- 		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, boost::function<void()> upgradeFunc, boost::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)
 
- 	{
 
- 		boost::function<void()> closeFunc = boost::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;
 
- 			boost::function<void()> dialog = boost::bind(&CPlayerInterface::showYesNoDialog,
 
- 				LOCPLINT,
 
- 				CGI->generaltexth->allTexts[207],
 
- 				onUpgrade, 0, false,
 
- 				boost::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;
 
- 			boost::function<void()> dialog = boost::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, NULL, NULL, 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::Cornsilk, 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::Cornsilk, 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::Cornsilk, countStr);
 
- 	creatureName = new CLabel(149, 30, FONT_SMALL, CENTER, Colors::Jasmine, 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::Cornsilk, creature->abilityText);
 
- 	}
 
- 	else
 
- 	{
 
- 		abilityText = NULL;
 
- 		ok = new CAdventureMapButton("", CGI->generaltexth->zelp[445].second,
 
- 			boost::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*/)
 
- {
 
- 	if(settings["general"]["classicCreatureWindow"].Bool())
 
- 		return new CCreInfoWindow(*s, lclick);
 
- 	else
 
- 		return new CCreatureWindow(*s, CCreatureWindow::BATTLE);
 
- }
 
- CIntObject * createCreWindow(int Cid, int 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, int type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
 
- {
 
- 	if(settings["general"]["classicCreatureWindow"].Bool())
 
- 		return new CCreInfoWindow(*s, type==3, Upg, Dsm, ui);
 
- 	else
 
- 		return  new CCreatureWindow(*s, type, Upg, Dsm, ui);
 
- }
 
 
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