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https://github.com/vcmi/vcmi.git
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Merge pull request #88 from ArseniyShestakov/improvedQuestLog
Awesome, thanks!
This commit is contained in:
commit
200bcd7da6
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Before Width: | Height: | Size: 268 KiB After Width: | Height: | Size: 319 KiB |
@ -34,7 +34,7 @@ CComponent::CComponent(Etype Type, int Subtype, int Val, ESize imageSize):
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init(Type, Subtype, Val, imageSize);
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}
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CComponent::CComponent(const Component &c):
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CComponent::CComponent(const Component &c, ESize imageSize):
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image(nullptr),
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perDay(false)
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{
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@ -43,7 +43,7 @@ CComponent::CComponent(const Component &c):
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if(c.id == Component::RESOURCE && c.when==-1)
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perDay = true;
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init((Etype)c.id,c.subtype,c.val, large);
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init((Etype)c.id,c.subtype,c.val, imageSize);
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}
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void CComponent::init(Etype Type, int Subtype, int Val, ESize imageSize)
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@ -55,7 +55,7 @@ public:
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std::string getSubtitle();
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CComponent(Etype Type, int Subtype, int Val = 0, ESize imageSize=large);//c-tor
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CComponent(const Component &c); //c-tor
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CComponent(const Component &c, ESize imageSize=large); //c-tor
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void clickRight(tribool down, bool previousState); //call-in
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};
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@ -560,6 +560,7 @@ void CAdvMapInt::restoreState()
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changeMode(EAdvMapMode::NORMAL);
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underground->block(!CGI->mh->map->twoLevel);
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questlog->block(!CGI->mh->map->quests.size());
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worldViewUnderground->block(!CGI->mh->map->twoLevel);
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terrain.currentPath = nullptr; // invalidate previously visible path after game reload
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@ -302,6 +302,7 @@ void CHeroWindow::dismissCurrent()
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void CHeroWindow::questlog()
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{
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LOCPLINT->showQuestLog();
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}
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void CHeroWindow::commanderWindow()
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@ -11,6 +11,7 @@
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#include "../gui/CGuiHandler.h"
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#include "../gui/SDL_Extensions.h"
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#include "../widgets/CComponent.h"
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#include "../../CCallback.h"
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#include "../../lib/CArtHandler.h"
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@ -71,23 +72,21 @@ CMinimap (position),
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void CQuestMinimap::addQuestMarks (const QuestInfo * q)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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for (auto icon : icons)
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delete icon;
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icons.clear();
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int3 tile;
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if (q->obj)
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{
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tile = q->obj->pos;
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}
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else
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{
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tile = q->tile;
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}
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int x,y;
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minimap->tileToPixels (tile, x, y);
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CQuestIcon * pic = new CQuestIcon ("VwSymbol.def", 3, x, y);
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if (level != tile.z)
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setLevel(tile.z);
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auto pic = make_shared<CQuestIcon>("VwSymbol.def", 3, x, y);
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pic->moveBy (Point ( -pic->pos.w/2, -pic->pos.h/2));
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pic->callback = std::bind (&CQuestMinimap::iconClicked, this);
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@ -117,10 +116,12 @@ void CQuestMinimap::showAll(SDL_Surface * to)
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}
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CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests) :
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CWindowObject(PLAYER_COLORED | BORDERED, "questDialog.pcx"),
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CWindowObject(PLAYER_COLORED | BORDERED, "questDialog"),
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questIndex(0),
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currentQuest(nullptr),
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componentsBox(nullptr),
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quests (Quests),
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hideComplete(false),
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slider(nullptr)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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@ -129,69 +130,173 @@ CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests) :
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void CQuestLog::init()
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{
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minimap = new CQuestMinimap (Rect (33, 18, 144, 144));
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description = new CTextBox ("", Rect(221, 18, 350, 355), 1, FONT_MEDIUM, TOPLEFT, Colors::WHITE);
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ok = new CButton(Point(533, 386), "IOKAY.DEF", CGI->generaltexth->zelp[445], boost::bind(&CQuestLog::close,this), SDLK_RETURN);
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const JsonNode & texts = CGI->generaltexth->localizedTexts["questLog"];
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if (quests.size() > QUEST_COUNT)
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slider = new CSlider(Point(189, 184), 230, std::bind (&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, quests.size(), false, CSlider::BROWN);
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minimap = new CQuestMinimap (Rect (12, 12, 169, 169));
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// TextBox have it's own 4 pixel padding from top at least for English. To achieve 10px from both left and top only add 6px margin
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description = new CTextBox ("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, TOPLEFT, Colors::WHITE);
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ok = new CButton(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], boost::bind(&CQuestLog::close,this), SDLK_RETURN);
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// Both button and lable are shifted to -2px by x and y to not make them actually look like they're on same line with quests list and ok button
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hideCompleteButton = new CToggleButton(Point(10, 396), "sysopchk.def", CButton::tooltip(texts["hideComplete"]), std::bind(&CQuestLog::toggleComplete, this, _1));
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hideCompleteLabel = new CLabel(46, 398, FONT_MEDIUM, TOPLEFT, Colors::WHITE, texts["hideComplete"]["label"].String());
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slider = new CSlider(Point(166, 195), 191, std::bind(&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, 0, false, CSlider::BROWN);
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recreateLabelList();
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recreateQuestList (0);
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}
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void CQuestLog::recreateLabelList()
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{
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if (labels.size())
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labels.clear();
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bool completeMissing = true;
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int currentLabel = 0;
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for (int i = 0; i < quests.size(); ++i)
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{
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// Quests with MISSION_NONE type don't have text for them and can't be displayed
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if (quests[i].quest->missionType == CQuest::MISSION_NONE)
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continue;
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if (quests[i].quest->progress == CQuest::COMPLETE)
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{
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completeMissing = false;
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if (hideComplete)
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continue;
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}
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MetaString text;
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quests[i].quest->getRolloverText (text, false);
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if (quests[i].obj)
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text.addReplacement (quests[i].obj->getObjectName()); //get name of the object
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CQuestLabel * label = new CQuestLabel (Rect(14, 184 + i * 24, 172,30), FONT_SMALL, TOPLEFT, Colors::WHITE, text.toString());
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label->callback = boost::bind(&CQuestLog::selectQuest, this, i);
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{
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if (auto seersHut = dynamic_cast<const CGSeerHut *>(quests[i].obj))
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{
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MetaString toSeer;
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toSeer << VLC->generaltexth->allTexts[347];
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toSeer.addReplacement(seersHut->seerName);
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text.addReplacement(toSeer.toString());
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}
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else
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text.addReplacement(quests[i].obj->getObjectName()); //get name of the object
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}
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auto label = make_shared<CQuestLabel>(Rect(13, 195, 149,31), FONT_SMALL, TOPLEFT, Colors::WHITE, text.toString());
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label->disable();
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label->callback = boost::bind(&CQuestLog::selectQuest, this, i, currentLabel);
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labels.push_back(label);
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// Select latest active quest
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if (quests[i].quest->progress != CQuest::COMPLETE)
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selectQuest(i, currentLabel);
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currentLabel = labels.size();
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}
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recreateQuestList (0);
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if (completeMissing) // We can't use block(completeMissing) because if false button state reset to NORMAL
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hideCompleteButton->block(true);
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slider->setAmount(currentLabel);
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if (currentLabel > QUEST_COUNT)
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{
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slider->block(false);
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slider->moveToMax();
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}
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else
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slider->block(true);
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}
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void CQuestLog::showAll(SDL_Surface * to)
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{
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CWindowObject::showAll (to);
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for (auto label : labels)
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{
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label->show(to); //shows only if active
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}
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if (labels.size() && labels[questIndex]->active)
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{
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CSDL_Ext::drawBorder(to, Rect::around(labels[questIndex]->pos), int3(Colors::METALLIC_GOLD.r, Colors::METALLIC_GOLD.g, Colors::METALLIC_GOLD.b));
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Rect rect = Rect::around(labels[questIndex]->pos);
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rect.x -= 2; // Adjustment needed as we want selection box on top of border in graphics
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rect.w += 2;
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CSDL_Ext::drawBorder(to, rect, int3(Colors::METALLIC_GOLD.r, Colors::METALLIC_GOLD.g, Colors::METALLIC_GOLD.b));
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}
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description->show(to);
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minimap->show(to);
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}
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void CQuestLog::recreateQuestList (int newpos)
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{
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for (int i = 0; i < labels.size(); ++i)
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{
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labels[i]->pos = Rect (pos.x + 14, pos.y + 192 + (i-newpos) * 25, 173, 23);
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labels[i]->pos = Rect (pos.x + 14, pos.y + 195 + (i-newpos) * 32, 151, 31);
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if (i >= newpos && i < newpos + QUEST_COUNT)
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{
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labels[i]->activate();
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}
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labels[i]->enable();
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else
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{
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labels[i]->deactivate();
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}
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labels[i]->disable();
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}
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minimap->update();
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}
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void CQuestLog::selectQuest (int which)
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void CQuestLog::selectQuest (int which, int labelId)
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{
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questIndex = which;
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questIndex = labelId;
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currentQuest = &quests[which];
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minimap->currentQuest = currentQuest;
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MetaString text;
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std::vector<Component> components; //TODO: display them
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currentQuest->quest->getVisitText (text, components , currentQuest->quest->isCustomFirst, true);
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std::vector<Component> components;
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currentQuest->quest->getVisitText (text, components, currentQuest->quest->isCustomFirst, true);
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if (description->slider)
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description->slider->moveToMin(); // scroll text to start position
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description->setText (text.toString()); //TODO: use special log entry text
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vstd::clear_pointer(componentsBox);
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int componentsSize = components.size();
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int descriptionHeight = DESCRIPTION_HEIGHT_MAX;
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if (componentsSize)
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{
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descriptionHeight -= 15;
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CComponent::ESize imageSize = CComponent::large;
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switch (currentQuest->quest->missionType)
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{
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case CQuest::MISSION_ARMY:
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{
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if (componentsSize > 4)
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descriptionHeight -= 195;
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else
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descriptionHeight -= 100;
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break;
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}
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case CQuest::MISSION_ART:
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{
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if (componentsSize > 4)
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descriptionHeight -= 190;
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else
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descriptionHeight -= 90;
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break;
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}
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case CQuest::MISSION_PRIMARY_STAT:
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case CQuest::MISSION_RESOURCES:
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{
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if (componentsSize > 4)
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{
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imageSize = CComponent::small; // Only small icons can be used for resources as 4+ icons take too much space
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descriptionHeight -= 140;
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}
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else
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descriptionHeight -= 125;
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break;
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}
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default:
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descriptionHeight -= 115;
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break;
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}
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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std::vector<CComponent *> comps;
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for (auto & component : components)
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comps.push_back(new CComponent(component, imageSize));
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componentsBox = new CComponentBox(comps, Rect(202, 20+descriptionHeight+15, 391, DESCRIPTION_HEIGHT_MAX-(20+descriptionHeight)));
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}
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description->resize(Point(385, descriptionHeight));
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minimap->update();
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redraw();
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}
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@ -201,3 +306,12 @@ void CQuestLog::sliderMoved (int newpos)
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recreateQuestList (newpos); //move components
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redraw();
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}
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void CQuestLog::toggleComplete(bool on)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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hideComplete = on;
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recreateLabelList();
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recreateQuestList(0);
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redraw();
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}
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@ -19,8 +19,9 @@
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class CCreature;
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class CStackInstance;
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class CButton;
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class CToggleButton;
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class CGHeroInstance;
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class CComponent;
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class CComponentBox;
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class LRClickableAreaWText;
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class CButton;
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class CPicture;
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@ -30,7 +31,8 @@ class CSlider;
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class CLabel;
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struct QuestInfo;
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const int QUEST_COUNT = 9;
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const int QUEST_COUNT = 6;
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const int DESCRIPTION_HEIGHT_MAX = 355;
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class CQuestLabel : public LRClickableAreaWText, public CMultiLineLabel
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{
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@ -56,7 +58,7 @@ public:
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class CQuestMinimap : public CMinimap
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{
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std::vector <CQuestIcon *> icons;
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std::vector <shared_ptr<CQuestIcon>> icons;
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void clickLeft(tribool down, bool previousState){}; //minimap ignores clicking on its surface
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void iconClicked();
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@ -69,7 +71,6 @@ public:
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CQuestMinimap (const Rect & position);
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//should be called to invalidate whole map - different player or level
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void update();
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void setLevel(int level);
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void addQuestMarks (const QuestInfo * q);
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void showAll(SDL_Surface * to);
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@ -79,9 +80,13 @@ class CQuestLog : public CWindowObject
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{
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int questIndex;
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const QuestInfo * currentQuest;
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CComponentBox * componentsBox;
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bool hideComplete;
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CToggleButton * hideCompleteButton;
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CLabel * hideCompleteLabel;
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const std::vector<QuestInfo> quests;
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std::vector<CQuestLabel *> labels;
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std::vector <shared_ptr<CQuestLabel>> labels;
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CTextBox * description;
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CQuestMinimap * minimap;
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CSlider * slider; //scrolls quests
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@ -94,10 +99,12 @@ public:
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~CQuestLog(){};
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void selectQuest (int which);
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void selectQuest (int which, int labelId);
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void updateMinimap (int which){};
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void printDescription (int which){};
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void sliderMoved (int newpos);
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void recreateLabelList();
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void recreateQuestList (int pos);
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void toggleComplete(bool on);
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void showAll (SDL_Surface * to);
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};
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@ -851,6 +851,7 @@ void CTavernWindow::HeroPortrait::hover( bool on )
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void CExchangeWindow::questlog(int whichHero)
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{
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CCS->curh->dragAndDropCursor(nullptr);
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LOCPLINT->showQuestLog();
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}
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void CExchangeWindow::prepareBackground()
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@ -74,5 +74,13 @@
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"label" : "Give back artifact",
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"help" : "Use this button to return stack artifact back into hero backpack"
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}
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},
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"questLog" :
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{
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"hideComplete" :
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{
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"label" : "Hide complete quests",
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"help" : "Hide all quests that already completed"
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}
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}
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}
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@ -223,6 +223,9 @@ void CQuest::getVisitText (MetaString &iwText, std::vector<Component> &component
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void CQuest::getRolloverText (MetaString &ms, bool onHover) const
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{
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// Quests with MISSION_NONE type don't have a text for them
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assert(missionType != MISSION_NONE);
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if (onHover)
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ms << "\n\n";
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@ -231,7 +234,7 @@ void CQuest::getRolloverText (MetaString &ms, bool onHover) const
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switch (missionType)
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{
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case MISSION_LEVEL:
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ms.addReplacement(m13489val);
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ms.addReplacement(boost::lexical_cast<std::string>(m13489val));
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break;
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case MISSION_PRIMARY_STAT:
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{
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