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vcmi/client/CCreatureWindow.cpp

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#include "CCreatureWindow.h"
#include "../lib/CCreatureSet.h"
#include "CGameInfo.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/BattleState.h"
#include "../CCallback.h"
#include <SDL.h>
#include "SDL_Extensions.h"
#include "CBitmapHandler.h"
#include "CDefHandler.h"
#include "Graphics.h"
#include "AdventureMapButton.h"
#include "CPlayerInterface.h"
#include "CConfigHandler.h"
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
#include <boost/assign/list_of.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/format.hpp>
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/tuple/tuple.hpp>
using namespace CSDL_Ext;
/*
* 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;
init(stack.base, &stack, dynamic_cast<const CGHeroInstance*>(stack.base->armyObj));
}
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;
}
void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner)
{
c = stack->type;
if(!stackNode) stackNode = c;
//Basic graphics - need to calculate size
CBonusSystemNode node = CBonusSystemNode() ;
node.bonuses = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT));
BonusList bl;
while (node.bonuses.size())
{
Bonus * b = node.bonuses.front();
bl.push_back (new Bonus(*b));
bl.back()->val = node.valOfBonuses(Selector::typeSybtype(b->type, b->subtype)); //merge multiple bonuses into one
node.bonuses.remove_if (Selector::typeSybtype(b->type, b->subtype)); //remove used bonuses
}
typedef boost::tuple<std::string,std::string, std::string> skillLine; //jeez
std::vector<skillLine> descriptions; //quick, yet slow solution
std::string text, text2, bonusGfx;
BOOST_FOREACH(Bonus* b, bl)
{
text = stack->bonusToString(b, false);
if (text.size())
{
text2 = stack->bonusToString(b, true);
bonusGfx = stack->bonusToGraphics(b); // may be empty
descriptions.push_back(boost::tuple<std::string,std::string, std::string>(text, text2, bonusGfx));
}
}
int bonusRows = std::min ((int)((descriptions.size() + 1) / 2), (conf.cc.resy - 230) / 60);
amin(bonusRows, 4);
amax(bonusRows, 1);
//TODO: Scroll them
bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
bitmap->colorizeAndConvert(LOCPLINT->playerID);
pos = bitmap->center();
//Buttons
ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
if (type <= BATTLE) //in battle or info window
{
upgrade = NULL;
dismiss = NULL;
}
anim = new CCreaturePic(22, 48, c);
count = boost::lexical_cast<std::string>(stack->count);
if (count.size()) //TODO
printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
//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);
printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
if(c->shots)
printLine(2, CGI->generaltexth->allTexts[198], c->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], 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));
new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
if (type) //not in fort window
{
if (STACK_EXP)
{
int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
printAtMiddle("Rank " + boost::lexical_cast<std::string>(stack->getExpRank()), 436, 62, FONT_MEDIUM, tytulowy,*bitmap);
printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap);
if (type > BATTLE) //we need it only on adv. map
{
int tier = stack->type->level;
if (!iswith(tier, 1, 7))
tier = 0;
int number;
std::string expText = CGI->generaltexth->zcrexp[324];
boost::replace_first (expText, "%s", c->namePl);
boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(rank));
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->experience));
number = CGI->creh->expRanks[tier][rank] - stack->experience;
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
number = CGI->creh->maxExpPerBattle[tier]; //percent
boost::replace_first (expText, "%i%", boost::lexical_cast<std::string>(number));
number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->count)); //Number of Creatures in stack
int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //TODO
boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(1)); //TODO Experience Multiplier
number = CGI->creh->expAfterUpgrade;
boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(number) + "%"); //Upgrade Multiplier
expmin = CGI->creh->expRanks[tier][9];
int expmax = CGI->creh->expRanks[tier][10];
number = expmax - expmin;
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
number = (stack->count * (expmax - expmin)) / expmin;
boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
//� S t a c k E x p e r i e n c e D e t a i l s �
//
//Creature Type ................... : %s
//Experience Rank ................. : %s (%i)
//Experience Points ............... : %i
//Experience Points to Next Rank .. : %i
//Maximum Experience per Battle ... : %i%% (%i)
//Number of Creatures in stack .... : %i
//Maximum New Recruits
// without losing current Rank .... : %i
//Experience Multiplier ........... : %.2f
//Upgrade Multiplier .............. : %.2f
//Experience after Rank 10 ........ : %i
//Maximum New Recruits to remain at
// Rank 10 if at Maximum Experience : %i
expArea = new LRClickableAreaWText(Rect(334, 49, 160, 44), "" , expText );
}
}
if (STACK_ARTIFACT && type > BATTLE)
{
//SDL_Rect rect = genRect(44,44,465,98);
//creatureArtifact = new CArtPlace(NULL);
//creatureArtifact->pos = rect;
//creatureArtifact->ourOwner = NULL; //hmm?
leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
}
else
creatureArtifact = NULL;
}
if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
{
//spell effects
int printed=0; //how many effect pics have been printed
std::vector<si32> spells = battleStack->activeSpells();
BOOST_FOREACH(si32 effect, spells)
{
blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
if (++printed >= 10) //we can fit only 10 effects
break;
}
//print current health
printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
}
//All bonuses - abilities
int i = 0, j = 0;
std::string gfxName;
BOOST_FOREACH(skillLine p, descriptions)
{
int offsetx = 257*j;
int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :<
printAt(p.get<0>(), 84 + offsetx, 238 + offsety, FONT_SMALL, tytulowy, *bitmap);
printAt(p.get<1>(), 84 + offsetx, 258 + offsety, FONT_SMALL, zwykly, *bitmap);
gfxName = p.get<2>();
if (gfxName.size())
{
CPicture * bonusGfx = new CPicture(gfxName, 22 + offsetx, 232 + offsety);
bonusGraphics.push_back(bonusGfx);
}
if (++j > 1) //next line
{
++i;
j = 0;
}
}
//AUIDAT.DEF
}
CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
: type(Type), dsm(Dsm), dismiss(0), upgrade(0), ok(0)
{
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)
{
bool enough = true;
for(std::set<std::pair<int,int> >::iterator i=ui->cost[0].begin(); i!=ui->cost[0].end(); i++) //calculate upgrade cost
{
BLOCK_CAPTURING;
if(LOCPLINT->cb->getResourceAmount(i->first) < i->second*st.count)
enough = false;
upgResCost.push_back(new SComponent(SComponent::resource,i->first,i->second*st.count));
}
if(enough)
{
CFunctionList<void()> fs;
fs += Upg;
fs += boost::bind(&CCreatureWindow::close,this);
CFunctionList<void()> cfl;
cfl = boost::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], boost::ref(upgResCost), fs, 0, false);
upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,cfl,385, 148,"IVIEWCR.DEF",SDLK_u);
}
else
{
upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,boost::function<void()>(),385, 148,"IVIEWCR.DEF");
upgrade->callback.funcs.clear();
upgrade->setOffset(2);
}
}
if(Dsm)
{
CFunctionList<void()> fs[2];
//on dismiss confirmed
fs[0] += Dsm; //dismiss
fs[0] += boost::bind(&CCreatureWindow::close,this);//close this window
CFunctionList<void()> cfl;
cfl = boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],std::vector<SComponent*>(),fs[0],fs[1],false);
dismiss = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d);
}
}
}
void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
{
printAt(text, 162, 48 + nr*19, FONT_SMALL, zwykly, *bitmap);
std::string hlp;
if(range && baseVal != val)
hlp = boost::str(boost::format("%d - %d") % baseVal % val);
else if(baseVal != val && val>=0)
hlp = boost::str(boost::format("%d (%d)") % baseVal % val);
else
hlp = boost::lexical_cast<std::string>(baseVal);
printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
}
//void CCreatureWindow::activate()
//{
// CIntObject::activate();
// if(type < 3)
// activateRClick();
//}
void CCreatureWindow::scrollArt(int dir)
{
}
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];
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}