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vcmi/client/CCreatureWindow.cpp

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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;
/*
* 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, 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)
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: 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)
: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);
}
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;
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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)
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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;
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)));
}
}
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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)
bitmap = new CPicture("CommWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx");
else
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 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
printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 488, 82, FONT_SMALL, Colors::Cornsilk,*bitmap);
printAtMiddle(CGI->generaltexth->zcrexp[rank] + " [" + boost::lexical_cast<std::string>(rank) + "]", 488, 62, FONT_MEDIUM, Colors::Jasmine,*bitmap);
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 (commander) //secondary skills
{
creArt = true;
for (int i = ECommander::ATTACK; i <= ECommander::SPELL_POWER; ++i)
{
if (commander->secondarySkills[i])
{
std::string file = "zvs/Lib1.res/_";
switch (i)
{
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[i] - 1)); //casting ui8 causes ascii char conversion
if (type == COMMANDER_LEVEL_UP)
{
if (commander->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
sufix += "="; //level-up highlight
else
sufix = "no"; //not avaliable - no number
}
file += sufix += ".bmp";
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new CPicture(file, 37 + i * 84, 224);
}
}
//print commander level
printAtMiddle(boost::lexical_cast<std::string>((ui16)(commander->level)), 488, 62, FONT_MEDIUM, Colors::Jasmine,*bitmap);
printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 488, 82, FONT_SMALL, Colors::Cornsilk,*bitmap);
}
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);
}
}
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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));
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 + 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);
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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, Colors::Cornsilk, *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, Colors::Cornsilk, *bitmap);
}
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;
}
for (n = Pos << 1; n < numSkills; ++n)
{
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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 (++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);
printAtMiddle ((type >= COMMANDER? c->nameSing : c->namePl), 180, 30, FONT_SMALL, Colors::Jasmine, *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());
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if (stackNode->valOfBonuses(Bonus::SHOTS) && stackNode->hasBonusOfType(Bonus::SHOOTER))
{//only for shooting units - important with wog exp shooters
if (type == BATTLE)
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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))
{
printAtMiddle(CGI->generaltexth->allTexts[399], 356, 62, FONT_SMALL, Colors::Cornsilk,*bitmap);
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));
printAtMiddle(casts, 356, 82, FONT_SMALL, Colors::Cornsilk,*bitmap);
}
//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);
}
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void CCreatureWindow::show(SDL_Surface * to)
{
if (count.size()) //army stack
printTo(count, pos.x + 114, pos.y + 174,FONT_TIMES, Colors::Cornsilk, to);
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}
void CCreatureWindow::sliderMoved(int newpos)
{
recreateSkillList(newpos); //move components
redraw();
}
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::clickRight(tribool down, bool previousState)
{
if(down)
return;
if (type < 3)
close();
}
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, 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
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}
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)
{
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)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
const CCreature *creature = CGI->creh->creatures[creatureID];
init(creature, NULL, NULL, creatureCount, LClicked);
}
CCreInfoWindow::CCreInfoWindow(const CStack &stack, bool LClicked)
{
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)
{
used = 0;
if (!LClicked)
used |= RCLICK;
if(!stackNode)
stackNode = creature;
background = new CPicture("CRSTKPU");
background->colorize(LOCPLINT->playerID);
pos = background->center();
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);
}
}
void CCreInfoWindow::close()
{
GH.popIntTotally(this);
}
void CCreInfoWindow::clickRight(tribool down, bool previousState)
{
close();
}
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);
}