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/*
* MiscWidgets . 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
*
*/
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# include "StdInc.h"
# include "MiscWidgets.h"
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# include "CComponent.h"
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# include "../gui/CGuiHandler.h"
# include "../gui/CCursorHandler.h"
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# include "../CBitmapHandler.h"
# include "../CPlayerInterface.h"
# include "../CMessage.h"
# include "../CGameInfo.h"
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# include "../windows/CAdvmapInterface.h"
# include "../windows/CCastleInterface.h"
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# include "../windows/InfoWindows.h"
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# include "../../CCallback.h"
# include "../../lib/mapObjects/CGHeroInstance.h"
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# include "../../lib/mapObjects/CGTownInstance.h"
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# include "../../lib/CGeneralTextHandler.h"
# include "../../lib/CModHandler.h"
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# include "../../lib/CGameState.h"
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void CHoverableArea : : hover ( bool on )
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{
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if ( on )
GH . statusbar - > setText ( hoverText ) ;
else if ( GH . statusbar - > getText ( ) = = hoverText )
GH . statusbar - > clear ( ) ;
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}
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CHoverableArea : : CHoverableArea ( )
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{
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addUsedEvents ( HOVER ) ;
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}
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CHoverableArea : : ~ CHoverableArea ( )
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{
}
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void LRClickableAreaWText : : clickLeft ( tribool down , bool previousState )
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{
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if ( ! down & & previousState & & ! text . empty ( ) )
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{
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LOCPLINT - > showInfoDialog ( text ) ;
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}
}
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void LRClickableAreaWText : : clickRight ( tribool down , bool previousState )
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{
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if ( ! text . empty ( ) )
adventureInt - > handleRightClick ( text , down ) ;
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}
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LRClickableAreaWText : : LRClickableAreaWText ( )
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{
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init ( ) ;
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}
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LRClickableAreaWText : : LRClickableAreaWText ( const Rect & Pos , const std : : string & HoverText , const std : : string & ClickText )
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{
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init ( ) ;
pos = Pos + pos ;
hoverText = HoverText ;
text = ClickText ;
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}
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LRClickableAreaWText : : ~ LRClickableAreaWText ( )
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{
}
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void LRClickableAreaWText : : init ( )
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{
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addUsedEvents ( LCLICK | RCLICK | HOVER ) ;
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}
void LRClickableAreaWTextComp : : clickLeft ( tribool down , bool previousState )
{
if ( ( ! down ) & & previousState )
{
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std : : vector < std : : shared_ptr < CComponent > > comp ( 1 , createComponent ( ) ) ;
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LOCPLINT - > showInfoDialog ( text , comp ) ;
}
}
LRClickableAreaWTextComp : : LRClickableAreaWTextComp ( const Rect & Pos , int BaseType )
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: LRClickableAreaWText ( Pos ) , baseType ( BaseType ) , bonusValue ( - 1 )
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{
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type = - 1 ;
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}
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std : : shared_ptr < CComponent > LRClickableAreaWTextComp : : createComponent ( ) const
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{
if ( baseType > = 0 )
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return std : : make_shared < CComponent > ( CComponent : : Etype ( baseType ) , type , bonusValue ) ;
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else
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return std : : shared_ptr < CComponent > ( ) ;
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}
void LRClickableAreaWTextComp : : clickRight ( tribool down , bool previousState )
{
if ( down )
{
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if ( auto comp = createComponent ( ) )
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{
CRClickPopup : : createAndPush ( text , CInfoWindow : : TCompsInfo ( 1 , comp ) ) ;
return ;
}
}
LRClickableAreaWText : : clickRight ( down , previousState ) ; //only if with-component variant not occurred
}
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CHeroArea : : CHeroArea ( int x , int y , const CGHeroInstance * _hero )
: CIntObject ( LCLICK | RCLICK | HOVER ) ,
hero ( _hero )
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{
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OBJECT_CONSTRUCTION_CAPTURING ( 255 - DISPOSE ) ;
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pos . x + = x ;
pos . w = 58 ;
pos . y + = y ;
pos . h = 64 ;
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if ( hero )
portrait = std : : make_shared < CAnimImage > ( " PortraitsLarge " , hero - > portrait ) ;
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}
void CHeroArea : : clickLeft ( tribool down , bool previousState )
{
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if ( hero & & ( ! down ) & & previousState )
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LOCPLINT - > openHeroWindow ( hero ) ;
}
void CHeroArea : : clickRight ( tribool down , bool previousState )
{
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if ( hero & & ( ! down ) & & previousState )
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LOCPLINT - > openHeroWindow ( hero ) ;
}
void CHeroArea : : hover ( bool on )
{
if ( on & & hero )
GH . statusbar - > setText ( hero - > getObjectName ( ) ) ;
else
GH . statusbar - > clear ( ) ;
}
void LRClickableAreaOpenTown : : clickLeft ( tribool down , bool previousState )
{
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if ( town & & ( ! down ) & & previousState )
{
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LOCPLINT - > openTownWindow ( town ) ;
if ( type = = 2 )
LOCPLINT - > castleInt - > builds - > buildingClicked ( BuildingID : : VILLAGE_HALL ) ;
else if ( type = = 3 & & town - > fortLevel ( ) )
LOCPLINT - > castleInt - > builds - > buildingClicked ( BuildingID : : FORT ) ;
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}
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}
void LRClickableAreaOpenTown : : clickRight ( tribool down , bool previousState )
{
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if ( town & & ( ! down ) & & previousState )
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LOCPLINT - > openTownWindow ( town ) ; //TODO: popup?
}
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LRClickableAreaOpenTown : : LRClickableAreaOpenTown ( const Rect & Pos , const CGTownInstance * Town )
: LRClickableAreaWTextComp ( Pos , - 1 ) , town ( Town )
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{
}
void CMinorResDataBar : : show ( SDL_Surface * to )
{
}
void CMinorResDataBar : : showAll ( SDL_Surface * to )
{
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CIntObject : : showAll ( to ) ;
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for ( Res : : ERes i = Res : : WOOD ; i < = Res : : GOLD ; vstd : : advance ( i , 1 ) )
{
std : : string text = boost : : lexical_cast < std : : string > ( LOCPLINT - > cb - > getResourceAmount ( i ) ) ;
graphics - > fonts [ FONT_SMALL ] - > renderTextCenter ( to , text , Colors : : WHITE , Point ( pos . x + 50 + 76 * i , pos . y + pos . h / 2 ) ) ;
}
std : : vector < std : : string > temp ;
temp . push_back ( boost : : lexical_cast < std : : string > ( LOCPLINT - > cb - > getDate ( Date : : MONTH ) ) ) ;
temp . push_back ( boost : : lexical_cast < std : : string > ( LOCPLINT - > cb - > getDate ( Date : : WEEK ) ) ) ;
temp . push_back ( boost : : lexical_cast < std : : string > ( LOCPLINT - > cb - > getDate ( Date : : DAY_OF_WEEK ) ) ) ;
std : : string datetext = CGI - > generaltexth - > allTexts [ 62 ] + " : %s, " + CGI - > generaltexth - > allTexts [ 63 ]
+ " : %s, " + CGI - > generaltexth - > allTexts [ 64 ] + " : %s " ;
graphics - > fonts [ FONT_SMALL ] - > renderTextCenter ( to , CSDL_Ext : : processStr ( datetext , temp ) , Colors : : WHITE , Point ( pos . x + 545 + ( pos . w - 545 ) / 2 , pos . y + pos . h / 2 ) ) ;
}
CMinorResDataBar : : CMinorResDataBar ( )
{
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OBJECT_CONSTRUCTION_CAPTURING ( 255 - DISPOSE ) ;
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pos . x = 7 ;
pos . y = 575 ;
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background = std : : make_shared < CPicture > ( " KRESBAR.bmp " ) ;
background - > colorize ( LOCPLINT - > playerID ) ;
pos . w = background - > pos . w ;
pos . h = background - > pos . h ;
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}
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CMinorResDataBar : : ~ CMinorResDataBar ( ) = default ;
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void CArmyTooltip : : init ( const InfoAboutArmy & army )
{
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OBJECT_CONSTRUCTION_CAPTURING ( 255 - DISPOSE ) ;
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title = std : : make_shared < CLabel > ( 66 , 2 , FONT_SMALL , TOPLEFT , Colors : : WHITE , army . name ) ;
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std : : vector < Point > slotsPos ;
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slotsPos . push_back ( Point ( 36 , 73 ) ) ;
slotsPos . push_back ( Point ( 72 , 73 ) ) ;
slotsPos . push_back ( Point ( 108 , 73 ) ) ;
slotsPos . push_back ( Point ( 18 , 122 ) ) ;
slotsPos . push_back ( Point ( 54 , 122 ) ) ;
slotsPos . push_back ( Point ( 90 , 122 ) ) ;
slotsPos . push_back ( Point ( 126 , 122 ) ) ;
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for ( auto & slot : army . army )
{
if ( slot . first . getNum ( ) > = GameConstants : : ARMY_SIZE )
{
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logGlobal - > warn ( " %s has stack in slot %d " , army . name , slot . first . getNum ( ) ) ;
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continue ;
}
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icons . push_back ( std : : make_shared < CAnimImage > ( " CPRSMALL " , slot . second . type - > iconIndex , 0 , slotsPos [ slot . first . getNum ( ) ] . x , slotsPos [ slot . first . getNum ( ) ] . y ) ) ;
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std : : string subtitle ;
if ( army . army . isDetailed )
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{
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subtitle = boost : : lexical_cast < std : : string > ( slot . second . count ) ;
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}
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else
{
//if =0 - we have no information about stack size at all
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if ( slot . second . count )
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subtitle = CGI - > generaltexth - > arraytxt [ 171 + 3 * ( slot . second . count ) ] ;
}
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subtitles . push_back ( std : : make_shared < CLabel > ( slotsPos [ slot . first . getNum ( ) ] . x + 17 , slotsPos [ slot . first . getNum ( ) ] . y + 41 , FONT_TINY , CENTER , Colors : : WHITE , subtitle ) ) ;
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}
}
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CArmyTooltip : : CArmyTooltip ( Point pos , const InfoAboutArmy & army ) :
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CIntObject ( 0 , pos )
{
init ( army ) ;
}
CArmyTooltip : : CArmyTooltip ( Point pos , const CArmedInstance * army ) :
CIntObject ( 0 , pos )
{
init ( InfoAboutArmy ( army , true ) ) ;
}
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void CHeroTooltip : : init ( const InfoAboutHero & hero )
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{
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OBJECT_CONSTRUCTION_CAPTURING ( 255 - DISPOSE ) ;
portrait = std : : make_shared < CAnimImage > ( " PortraitsLarge " , hero . portrait , 0 , 3 , 2 ) ;
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if ( hero . details )
{
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for ( size_t i = 0 ; i < hero . details - > primskills . size ( ) ; i + + )
labels . push_back ( std : : make_shared < CLabel > ( 75 + 28 * i , 58 , FONT_SMALL , CENTER , Colors : : WHITE ,
boost : : lexical_cast < std : : string > ( hero . details - > primskills [ i ] ) ) ) ;
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labels . push_back ( std : : make_shared < CLabel > ( 158 , 98 , FONT_TINY , CENTER , Colors : : WHITE , boost : : lexical_cast < std : : string > ( hero . details - > mana ) ) ) ;
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morale = std : : make_shared < CAnimImage > ( " IMRL22 " , hero . details - > morale + 3 , 0 , 5 , 74 ) ;
luck = std : : make_shared < CAnimImage > ( " ILCK22 " , hero . details - > luck + 3 , 0 , 5 , 91 ) ;
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}
}
CHeroTooltip : : CHeroTooltip ( Point pos , const InfoAboutHero & hero ) :
CArmyTooltip ( pos , hero )
{
init ( hero ) ;
}
CHeroTooltip : : CHeroTooltip ( Point pos , const CGHeroInstance * hero ) :
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CArmyTooltip ( pos , InfoAboutHero ( hero , InfoAboutHero : : EInfoLevel : : DETAILED ) )
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{
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init ( InfoAboutHero ( hero , InfoAboutHero : : EInfoLevel : : DETAILED ) ) ;
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}
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void CTownTooltip : : init ( const InfoAboutTown & town )
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{
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OBJECT_CONSTRUCTION_CAPTURING ( 255 - DISPOSE ) ;
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//order of icons in def: fort, citadel, castle, no fort
size_t fortIndex = town . fortLevel ? town . fortLevel - 1 : 3 ;
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fort = std : : make_shared < CAnimImage > ( " ITMCLS " , fortIndex , 0 , 105 , 31 ) ;
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assert ( town . tType ) ;
size_t iconIndex = town . tType - > clientInfo . icons [ town . fortLevel > 0 ] [ town . built > = CGI - > modh - > settings . MAX_BUILDING_PER_TURN ] ;
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build = std : : make_shared < CAnimImage > ( " itpt " , iconIndex , 0 , 3 , 2 ) ;
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if ( town . details )
{
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fort = std : : make_shared < CAnimImage > ( " ITMTLS " , town . details - > hallLevel , 0 , 67 , 31 ) ;
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if ( town . details - > goldIncome )
{
income = std : : make_shared < CLabel > ( 157 , 58 , FONT_TINY , CENTER , Colors : : WHITE ,
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boost : : lexical_cast < std : : string > ( town . details - > goldIncome ) ) ;
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}
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if ( town . details - > garrisonedHero ) //garrisoned hero icon
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garrisonedHero = std : : make_shared < CPicture > ( " TOWNQKGH " , 149 , 76 ) ;
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if ( town . details - > customRes ) //silo is built
{
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if ( town . tType - > primaryRes = = Res : : WOOD_AND_ORE ) // wood & ore
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{
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res1 = std : : make_shared < CAnimImage > ( " SMALRES " , Res : : WOOD , 0 , 7 , 75 ) ;
res2 = std : : make_shared < CAnimImage > ( " SMALRES " , Res : : ORE , 0 , 7 , 88 ) ;
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}
else
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{
res1 = std : : make_shared < CAnimImage > ( " SMALRES " , town . tType - > primaryRes , 0 , 7 , 81 ) ;
}
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}
}
}
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CTownTooltip : : CTownTooltip ( Point pos , const InfoAboutTown & town )
: CArmyTooltip ( pos , town )
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{
init ( town ) ;
}
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CTownTooltip : : CTownTooltip ( Point pos , const CGTownInstance * town )
: CArmyTooltip ( pos , InfoAboutTown ( town , true ) )
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{
init ( InfoAboutTown ( town , true ) ) ;
}
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void MoraleLuckBox : : set ( const IBonusBearer * node )
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{
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OBJECT_CONSTRUCTION_CUSTOM_CAPTURING ( 255 - DISPOSE ) ;
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const int textId [ ] = { 62 , 88 } ; //eg %s \n\n\n {Current Luck Modifiers:}
const int noneTxtId = 108 ; //Russian version uses same text for neutral morale\luck
const int neutralDescr [ ] = { 60 , 86 } ; //eg {Neutral Morale} \n\n Neutral morale means your armies will neither be blessed with extra attacks or freeze in combat.
const int componentType [ ] = { CComponent : : luck , CComponent : : morale } ;
const int hoverTextBase [ ] = { 7 , 4 } ;
const Bonus : : BonusType bonusType [ ] = { Bonus : : LUCK , Bonus : : MORALE } ;
int ( IBonusBearer : : * getValue [ ] ) ( ) const = { & IBonusBearer : : LuckVal , & IBonusBearer : : MoraleVal } ;
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TBonusListPtr modifierList ( new BonusList ( ) ) ;
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if ( node )
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{
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modifierList = node - > getBonuses ( Selector : : type ( bonusType [ morale ] ) ) ;
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bonusValue = ( node - > * getValue [ morale ] ) ( ) ;
}
else
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{
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bonusValue = 0 ;
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}
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int mrlt = ( bonusValue > 0 ) - ( bonusValue < 0 ) ; //signum: -1 - bad luck / morale, 0 - neutral, 1 - good
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hoverText = CGI - > generaltexth - > heroscrn [ hoverTextBase [ morale ] - mrlt ] ;
baseType = componentType [ morale ] ;
text = CGI - > generaltexth - > arraytxt [ textId [ morale ] ] ;
boost : : algorithm : : replace_first ( text , " %s " , CGI - > generaltexth - > arraytxt [ neutralDescr [ morale ] - mrlt ] ) ;
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if ( morale & & node & & ( node - > hasBonusOfType ( Bonus : : UNDEAD )
| | node - > hasBonusOfType ( Bonus : : BLOCK_MORALE )
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| | node - > hasBonusOfType ( Bonus : : NON_LIVING ) ) )
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{
text + = CGI - > generaltexth - > arraytxt [ 113 ] ; //unaffected by morale
bonusValue = 0 ;
}
else if ( ! morale & & node & & node - > hasBonusOfType ( Bonus : : BLOCK_LUCK ) )
{
// TODO: there is no text like "Unaffected by luck" so probably we need own text
text + = CGI - > generaltexth - > arraytxt [ noneTxtId ] ;
bonusValue = 0 ;
}
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else if ( morale & & node & & node - > hasBonusOfType ( Bonus : : NO_MORALE ) )
{
auto noMorale = node - > getBonus ( Selector : : type ( Bonus : : NO_MORALE ) ) ;
text + = " \n " + noMorale - > Description ( ) ;
bonusValue = 0 ;
}
else if ( ! morale & & node & & node - > hasBonusOfType ( Bonus : : NO_LUCK ) )
{
auto noLuck = node - > getBonus ( Selector : : type ( Bonus : : NO_LUCK ) ) ;
text + = " \n " + noLuck - > Description ( ) ;
bonusValue = 0 ;
}
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else if ( modifierList - > empty ( ) )
text + = CGI - > generaltexth - > arraytxt [ noneTxtId ] ; //no modifiers
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else
{
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for ( auto & elem : * modifierList )
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{
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if ( elem - > val ! = 0 )
//no bonuses with value 0
text + = " \n " + elem - > Description ( ) ;
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}
}
std : : string imageName ;
if ( small )
imageName = morale ? " IMRL30 " : " ILCK30 " ;
else
imageName = morale ? " IMRL42 " : " ILCK42 " ;
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image = std : : make_shared < CAnimImage > ( imageName , bonusValue + 3 ) ;
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image - > moveBy ( Point ( pos . w / 2 - image - > pos . w / 2 , pos . h / 2 - image - > pos . h / 2 ) ) ; //center icon
}
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MoraleLuckBox : : MoraleLuckBox ( bool Morale , const Rect & r , bool Small )
: morale ( Morale ) ,
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small ( Small )
{
bonusValue = 0 ;
pos = r + pos ;
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defActions = 255 - DISPOSE ;
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}
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CCreaturePic : : CCreaturePic ( int x , int y , const CCreature * cre , bool Big , bool Animated )
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{
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OBJECT_CONSTRUCTION_CAPTURING ( 255 - DISPOSE ) ;
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pos . x + = x ;
pos . y + = y ;
TFaction faction = cre - > faction ;
assert ( CGI - > townh - > factions . size ( ) > faction ) ;
if ( Big )
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bg = std : : make_shared < CPicture > ( CGI - > townh - > factions [ faction ] - > creatureBg130 ) ;
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else
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bg = std : : make_shared < CPicture > ( CGI - > townh - > factions [ faction ] - > creatureBg120 ) ;
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anim = std : : make_shared < CCreatureAnim > ( 0 , 0 , cre - > animDefName ) ;
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anim - > clipRect ( cre - > isDoubleWide ( ) ? 170 : 150 , 155 , bg - > pos . w , bg - > pos . h ) ;
anim - > startPreview ( cre - > hasBonusOfType ( Bonus : : SIEGE_WEAPON ) ) ;
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amount = std : : make_shared < CLabel > ( bg - > pos . w , bg - > pos . h , FONT_MEDIUM , BOTTOMRIGHT , Colors : : WHITE ) ;
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pos . w = bg - > pos . w ;
pos . h = bg - > pos . h ;
}
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void CCreaturePic : : show ( SDL_Surface * to )
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{
// redraw everything in a proper order
bg - > showAll ( to ) ;
anim - > show ( to ) ;
amount - > showAll ( to ) ;
}
void CCreaturePic : : setAmount ( int newAmount )
{
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if ( newAmount ! = 0 )
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amount - > setText ( boost : : lexical_cast < std : : string > ( newAmount ) ) ;
else
amount - > setText ( " " ) ;
}