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Impemented scrollbar for Creature Window. Call it finished.
This commit is contained in:
parent
5795334eec
commit
0f60ceb414
@ -21,10 +21,11 @@
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#include <boost/format.hpp>
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include <boost/tuple/tuple.hpp>
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using namespace CSDL_Ext;
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class CBonusItem;
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/*
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* CCreatureWindow.cpp, part of VCMI engine
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*
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@ -61,201 +62,6 @@ CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount)
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delete stack;
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}
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void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner)
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{
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c = stack->type;
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if(!stackNode) stackNode = c;
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//Basic graphics - need to calculate size
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CBonusSystemNode node = CBonusSystemNode() ;
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node.bonuses = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT));
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BonusList bl;
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while (node.bonuses.size())
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{
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Bonus * b = node.bonuses.front();
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bl.push_back (new Bonus(*b));
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bl.back()->val = node.valOfBonuses(Selector::typeSybtype(b->type, b->subtype)); //merge multiple bonuses into one
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node.bonuses.remove_if (Selector::typeSybtype(b->type, b->subtype)); //remove used bonuses
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}
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typedef boost::tuple<std::string,std::string, std::string> skillLine; //jeez
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std::vector<skillLine> descriptions; //quick, yet slow solution
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std::string text, text2, bonusGfx;
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BOOST_FOREACH(Bonus* b, bl)
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{
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text = stack->bonusToString(b, false);
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if (text.size())
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{
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text2 = stack->bonusToString(b, true);
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bonusGfx = stack->bonusToGraphics(b); // may be empty
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descriptions.push_back(boost::tuple<std::string,std::string, std::string>(text, text2, bonusGfx));
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}
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}
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int bonusRows = std::min ((int)((descriptions.size() + 1) / 2), (conf.cc.resy - 230) / 60);
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amin(bonusRows, 4);
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amax(bonusRows, 1);
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//TODO: Scroll them
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bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
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bitmap->colorizeAndConvert(LOCPLINT->playerID);
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pos = bitmap->center();
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//Buttons
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ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
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if (type <= BATTLE) //in battle or info window
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{
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upgrade = NULL;
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dismiss = NULL;
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}
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anim = new CCreaturePic(22, 48, c);
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count = boost::lexical_cast<std::string>(stack->count);
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if (count.size()) //TODO
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printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
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printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
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//Stats
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morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
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morale->set(stack);
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luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
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luck->set(stack);
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printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
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printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
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if(c->shots)
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printLine(2, CGI->generaltexth->allTexts[198], c->shots);
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//TODO
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int dmgMultiply = 1;
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if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
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dmgMultiply += heroOwner->Attack();
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printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
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printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
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printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
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new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
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if (type) //not in fort window
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{
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if (STACK_EXP)
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{
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int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
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printAtMiddle("Rank " + boost::lexical_cast<std::string>(stack->getExpRank()), 436, 62, FONT_MEDIUM, tytulowy,*bitmap);
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printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap);
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if (type > BATTLE) //we need it only on adv. map
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{
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int tier = stack->type->level;
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if (!iswith(tier, 1, 7))
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tier = 0;
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int number;
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std::string expText = CGI->generaltexth->zcrexp[324];
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boost::replace_first (expText, "%s", c->namePl);
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boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(rank));
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->experience));
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number = CGI->creh->expRanks[tier][rank] - stack->experience;
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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number = CGI->creh->maxExpPerBattle[tier]; //percent
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boost::replace_first (expText, "%i%", boost::lexical_cast<std::string>(number));
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number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->count)); //Number of Creatures in stack
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int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
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number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //TODO
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boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(1)); //TODO Experience Multiplier
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number = CGI->creh->expAfterUpgrade;
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boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(number) + "%"); //Upgrade Multiplier
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expmin = CGI->creh->expRanks[tier][9];
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int expmax = CGI->creh->expRanks[tier][10];
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number = expmax - expmin;
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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number = (stack->count * (expmax - expmin)) / expmin;
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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//» S t a c k E x p e r i e n c e D e t a i l s «
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//
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//Creature Type ................... : %s
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//Experience Rank ................. : %s (%i)
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//Experience Points ............... : %i
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//Experience Points to Next Rank .. : %i
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//Maximum Experience per Battle ... : %i%% (%i)
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//Number of Creatures in stack .... : %i
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//Maximum New Recruits
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// without losing current Rank .... : %i
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//Experience Multiplier ........... : %.2f
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//Upgrade Multiplier .............. : %.2f
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//Experience after Rank 10 ........ : %i
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//Maximum New Recruits to remain at
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// Rank 10 if at Maximum Experience : %i
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expArea = new LRClickableAreaWText(Rect(334, 49, 160, 44), "" , expText );
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}
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}
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if (STACK_ARTIFACT && type > BATTLE)
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{
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//SDL_Rect rect = genRect(44,44,465,98);
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//creatureArtifact = new CArtPlace(NULL);
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//creatureArtifact->pos = rect;
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//creatureArtifact->ourOwner = NULL; //hmm?
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leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
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rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
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}
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else
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creatureArtifact = NULL;
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}
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if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
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{
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//spell effects
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int printed=0; //how many effect pics have been printed
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std::vector<si32> spells = battleStack->activeSpells();
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BOOST_FOREACH(si32 effect, spells)
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{
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blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
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if (++printed >= 10) //we can fit only 10 effects
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break;
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}
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//print current health
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printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
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}
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//All bonuses - abilities
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int i = 0, j = 0;
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std::string gfxName;
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BOOST_FOREACH(skillLine p, descriptions)
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{
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int offsetx = 257*j;
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int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :<
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printAt(p.get<0>(), 84 + offsetx, 238 + offsety, FONT_SMALL, tytulowy, *bitmap);
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printAt(p.get<1>(), 84 + offsetx, 258 + offsety, FONT_SMALL, zwykly, *bitmap);
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gfxName = p.get<2>();
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if (gfxName.size())
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{
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CPicture * bonusGfx = new CPicture(gfxName, 22 + offsetx, 232 + offsety);
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bonusGraphics.push_back(bonusGfx);
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}
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if (++j > 1) //next line
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{
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++i;
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j = 0;
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}
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}
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//AUIDAT.DEF
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}
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CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
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: type(Type), dsm(Dsm), dismiss(0), upgrade(0), ok(0)
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{
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@ -306,6 +112,152 @@ CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::func
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}
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}
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void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *StackNode, const CGHeroInstance *HeroOwner)
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{
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stack = Stack;
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c = stack->type;
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if(!StackNode)
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stackNode = c;
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else
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stackNode = StackNode;
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heroOwner = HeroOwner;
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//Basic graphics - need to calculate size
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CBonusSystemNode node = CBonusSystemNode() ;
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node.bonuses = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT));
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BonusList bl;
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while (node.bonuses.size())
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{
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Bonus * b = node.bonuses.front();
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bl.push_back (new Bonus(*b));
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bl.back()->val = node.valOfBonuses(Selector::typeSybtype(b->type, b->subtype)); //merge multiple bonuses into one
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node.bonuses.remove_if (Selector::typeSybtype(b->type, b->subtype)); //remove used bonuses
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}
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std::string text;
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BOOST_FOREACH(Bonus* b, bl)
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{
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text = stack->bonusToString(b, false);
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if (text.size()) //if it's possible to give any description for this kind of bonus
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{
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bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, stack->bonusToString(b, true), stack->bonusToGraphics(b)));
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}
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}
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bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (conf.cc.resy - 230) / 60);
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amin(bonusRows, 4);
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amax(bonusRows, 1);
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bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
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bitmap->colorizeAndConvert(LOCPLINT->playerID);
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pos = bitmap->center();
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//Buttons
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ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
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if (type <= BATTLE) //in battle or info window
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{
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upgrade = NULL;
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dismiss = NULL;
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}
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anim = new CCreaturePic(22, 48, c);
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//Stats
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morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
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morale->set(stack);
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luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
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luck->set(stack);
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new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
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if (type) //not in fort window
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{
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if (STACK_EXP)
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{
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int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
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printAtMiddle("Rank " + boost::lexical_cast<std::string>(stack->getExpRank()), 436, 62, FONT_MEDIUM, tytulowy,*bitmap);
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printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap);
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if (type > BATTLE) //we need it only on adv. map
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{
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int tier = stack->type->level;
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if (!iswith(tier, 1, 7))
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tier = 0;
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int number;
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std::string expText = CGI->generaltexth->zcrexp[324];
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boost::replace_first (expText, "%s", c->namePl);
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boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(rank));
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->experience));
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number = CGI->creh->expRanks[tier][rank] - stack->experience;
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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number = CGI->creh->maxExpPerBattle[tier]; //percent
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boost::replace_first (expText, "%i%", boost::lexical_cast<std::string>(number));
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number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->count)); //Number of Creatures in stack
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int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
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number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //TODO
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boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(1)); //TODO Experience Multiplier
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number = CGI->creh->expAfterUpgrade;
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boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(number) + "%"); //Upgrade Multiplier
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expmin = CGI->creh->expRanks[tier][9];
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int expmax = CGI->creh->expRanks[tier][10];
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number = expmax - expmin;
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Experience after Rank 10
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number = (stack->count * (expmax - expmin)) / expmin;
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience
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expArea = new LRClickableAreaWText(Rect(334, 49, 160, 44), "" , expText );
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}
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}
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if (STACK_ARTIFACT && type > BATTLE)
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{
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//SDL_Rect rect = genRect(44,44,465,98);
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//creatureArtifact = new CArtPlace(NULL);
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//creatureArtifact->pos = rect;
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//creatureArtifact->ourOwner = NULL; //hmm?
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leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
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rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
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}
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else
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creatureArtifact = NULL;
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}
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if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
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{
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//spell effects
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int printed=0; //how many effect pics have been printed
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std::vector<si32> spells = battleStack->activeSpells();
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BOOST_FOREACH(si32 effect, spells)
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{
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blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
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if (++printed >= 10) //we can fit only 10 effects
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break;
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}
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//print current health
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printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
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}
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if (bonusItems.size() > (bonusRows << 1)) //only after graphics are created
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{
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slider = new CSlider(528, 231, bonusRows*60, boost::bind (&CCreatureWindow::sliderMoved, this, _1),
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bonusRows, (bonusItems.size() + 1) >> 1, 0, false, 0);
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}
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else //slider automatically places bonus Items
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recreateSkillList (0);
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//AUIDAT.DEF
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}
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void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
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{
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printAt(text, 162, 48 + nr*19, FONT_SMALL, zwykly, *bitmap);
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@ -321,12 +273,67 @@ void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, in
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printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
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}
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//void CCreatureWindow::activate()
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//{
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// CIntObject::activate();
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// if(type < 3)
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// activateRClick();
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//}
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void CCreatureWindow::recreateSkillList(int Pos)
|
||||
{
|
||||
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)
|
||||
{
|
||||
int offsetx = 257*j;
|
||||
int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //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);
|
||||
|
||||
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
|
||||
|
||||
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));
|
||||
|
||||
BOOST_FOREACH(CBonusItem* b, bonusItems)
|
||||
b->showAll (to);
|
||||
}
|
||||
|
||||
void CCreatureWindow::sliderMoved(int newpos)
|
||||
{
|
||||
recreateSkillList(newpos); //move components
|
||||
redraw();
|
||||
}
|
||||
|
||||
void CCreatureWindow::scrollArt(int dir)
|
||||
{
|
||||
@ -340,6 +347,18 @@ void CCreatureWindow::clickRight(tribool down, bool previousState)
|
||||
close();
|
||||
}
|
||||
|
||||
//void CCreatureWindow::activate()
|
||||
//{
|
||||
// CIntObject::activate();
|
||||
// if(type < 3)
|
||||
// activateRClick();
|
||||
//}
|
||||
|
||||
//void CCreatureWindow::deactivate()
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
void CCreatureWindow::close()
|
||||
{
|
||||
GH.popIntTotally(this);
|
||||
@ -349,4 +368,42 @@ 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;
|
||||
SHARE_POS;
|
||||
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, tytulowy, to);
|
||||
printAt(description, pos.x + 72, pos.y + 30, FONT_SMALL, zwykly, to);
|
||||
if (bonusGraphics && bonusGraphics->bg)
|
||||
blitAtLoc(bonusGraphics->bg, 12, 2, to);
|
||||
}
|
||||
}
|
||||
|
||||
CBonusItem::~CBonusItem()
|
||||
{
|
||||
//delete bonusGraphics; //automatic destruction
|
||||
}
|
||||
|
@ -18,6 +18,7 @@ class CCreature;
|
||||
class CStackInstance;
|
||||
class CStack;
|
||||
class AdventureMapButton;
|
||||
class CBonusItem;
|
||||
|
||||
class CCreatureWindow : public CIntObject
|
||||
{
|
||||
@ -25,40 +26,58 @@ public:
|
||||
enum CreWinType {OTHER = 0, BATTLE = 1, ARMY = 2, HERO = 3}; //only last one should open permanently
|
||||
//bool active; //TODO: comment me
|
||||
int type;//0 - rclick popup; 1 - normal window
|
||||
CPicture *bitmap; //background
|
||||
int bonusRows; //height of skill window
|
||||
|
||||
std::string count; //creature count in text format
|
||||
|
||||
boost::function<void()> dsm; //dismiss button callback
|
||||
boost::function<void()> Upg; //upgrade button callback
|
||||
CCreaturePic *anim; //related creature's animation
|
||||
const CCreature *c; //related creature
|
||||
const CStackInstance *stack;
|
||||
const CBonusSystemNode *stackNode;
|
||||
const CGHeroInstance *heroOwner;
|
||||
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
|
||||
std::vector<CPicture*> bonusGraphics;
|
||||
std::vector<CBonusItem*> bonusItems;
|
||||
|
||||
CPicture *bitmap; //background
|
||||
CCreaturePic *anim; //related creature's animation
|
||||
MoraleLuckBox *luck, *morale;
|
||||
LRClickableAreaWText * expArea; //displays exp details
|
||||
CArtPlace *creatureArtifact;
|
||||
|
||||
CSlider * slider; //Abilities
|
||||
AdventureMapButton *dismiss, *upgrade, *ok;
|
||||
AdventureMapButton * leftArtRoll, * rightArtRoll; //artifact selection
|
||||
//TODO: Arifact drop
|
||||
|
||||
boost::function<void()> dsm; //dismiss button callback
|
||||
boost::function<void()> Upg; //upgrade button callback
|
||||
|
||||
CCreatureWindow(const CStack & stack, int type); //battle c-tor
|
||||
CCreatureWindow (const CStackInstance &stack, int Type); //pop-up c-tor
|
||||
CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui); //full garrison window
|
||||
CCreatureWindow(int Cid, int Type, int creatureCount); //c-tor
|
||||
void init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner);
|
||||
void showAll(SDL_Surface * to);
|
||||
void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
|
||||
void recreateSkillList(int pos);
|
||||
~CCreatureWindow(); //d-tor
|
||||
//void activate();
|
||||
//void deactivate();
|
||||
void close();
|
||||
void clickRight(tribool down, bool previousState); //call-in
|
||||
void sliderMoved(int newpos);
|
||||
//void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
||||
void scrollArt(int dir);
|
||||
};
|
||||
|
||||
class CBonusItem : LRClickableAreaWTextComp //responsible for displaying creature skill, active or not
|
||||
class CBonusItem : public LRClickableAreaWTextComp //responsible for displaying creature skill, active or not
|
||||
{
|
||||
const Bonus * bonus;
|
||||
public:
|
||||
std::string name, description;
|
||||
CPicture * bonusGraphics;
|
||||
bool visible;
|
||||
|
||||
CBonusItem();
|
||||
CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName);
|
||||
~CBonusItem();
|
||||
|
||||
void setBonus (const Bonus &bonus);
|
||||
void showAll (SDL_Surface * to);
|
||||
};
|
Loading…
x
Reference in New Issue
Block a user