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- Full support for scholar skill

- Some code for #366
- Fixed R-click issue from rev 1516
This commit is contained in:
Ivan Savenko 2010-02-28 10:01:36 +00:00
parent 76dab23dda
commit 32b6b9cb17
7 changed files with 130 additions and 110 deletions

View File

@ -429,6 +429,7 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, int listPos)
count=0;
town = Town;
animval = 0;
winMode = 1;
//garrison
garr = new CGarrisonInt(pos.x+305,pos.y+387,4,Point(0,96),townInt,Point(62,374),town,town->visitingHero);
@ -789,7 +790,7 @@ void CCastleInterface::showAll( SDL_Surface * to/*=NULL*/)
creainfo[i]->show(to);
//print name
CSDL_Ext::printAt(town->name,pos.x+85,pos.y+389,FONT_SMALL,zwykly,to);
CSDL_Ext::printAt(town->name,pos.x+85,pos.y+387,FONT_MEDIUM,zwykly,to);
//blit town icon
int pom = town->subID*2;
if (!town->hasFort())
@ -895,6 +896,8 @@ void CCastleInterface::deactivate()
void CCastleInterface::addBuilding(int bid)
{
//TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach
if ( winMode == 2 )//we will only build buildings, no need to update interface - it will be closed in a moment
return;
deactivate();
recreateBuildings();
recreateIcons();
@ -1537,7 +1540,7 @@ CHallInterface::~CHallInterface()
}
void CHallInterface::close()
{
GH.popIntTotally(this);
GH.popInts(LOCPLINT->castleInt->winMode == 2? 2 : 1 );
}
void CHallInterface::show(SDL_Surface * to)
{
@ -1598,8 +1601,8 @@ void CHallInterface::CBuildWindow::deactivate()
void CHallInterface::CBuildWindow::Buy()
{
int building = bid;
GH.popInts(2); //we - build window and hall screen
LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,building);
GH.popInts(LOCPLINT->castleInt->winMode == 2? 3 : 2 ); //we - build window and hall screen
}
void CHallInterface::CBuildWindow::close()
@ -1770,7 +1773,7 @@ void CFortScreen::deactivate()
void CFortScreen::close()
{
GH.popIntTotally(this);
GH.popInts(LOCPLINT->castleInt->winMode == 3? 2 : 1 );
}
CFortScreen::CFortScreen( CCastleInterface * owner )

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@ -106,6 +106,7 @@ public:
CStatusBar * statusbar;
CResDataBar *resdatabar;
unsigned char animval, count;
int winMode;//0=right-click popup, 1 = normal, 2 = town hall only, 3 = fort only;
CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray
*status; //0 - already, 1 - can't, 2 - lack of resources
@ -231,7 +232,7 @@ public:
class CMageGuildScreen : public CIntObject
{
public:
public:
class Scroll : public CIntObject
{
public:

View File

@ -488,14 +488,17 @@ CKingdomInterface::CTownItem::CTownItem(int num, CKingdomInterface * Owner)
creaCount[i]->pos = genRect(32, 32, pos.x+409+i*37, pos.y + 78);
creaCount[i]->type = i;
}
hallArea = new HoverableArea();
hallArea = new LRClickableAreaOpenTown();
hallArea->pos = genRect(38, 38, pos.x+69, pos.y + 31);
hallArea->type = 2;
fortArea = new HoverableArea();
fortArea = new LRClickableAreaOpenTown();
fortArea->pos = genRect(38, 38, pos.x+111, pos.y + 31);
fortArea->type = 3;
townImage = new LRClickableAreaOpenTown();
townImage->pos = genRect(64, 58, pos.x+5, pos.y + 6);
townImage->type = 1;
incomeArea = new HoverableArea();
incomeArea->pos = genRect(42, 64, pos.x+154, pos.y + 31);
@ -560,10 +563,14 @@ void CKingdomInterface::CTownItem::setTown(const CGTownInstance * newTown)
townImage->hoverText = town->name;
townImage->town = town;
hallArea->town = town;
hallArea->hoverText = CGI->buildh->buildings[town->subID][10+town->hallLevel()]->Name();
if (town->hasFort())
{
fortArea->hoverText = CGI->buildh->buildings[town->subID][6+town->fortLevel()]->Name();
fortArea->town = town;
}
else
fortArea->hoverText = "";
}
@ -609,11 +616,12 @@ void CKingdomInterface::CTownItem::deactivate()
visitHero->deactivate();
for (int i=0; i<CREATURES_PER_TOWN;i++)
if (vstd::contains(town->builtBuildings,30+i))
if (creaCount[i]->active)
{
creaGrowth[i]->deactivate();
creaCount [i]->deactivate();
} garr->deactivate();
}
garr->deactivate();
}
void CKingdomInterface::CTownItem::showAll(SDL_Surface * to)
@ -741,10 +749,10 @@ CKingdomInterface::CHeroItem::CHeroItem(int num, CKingdomInterface * Owner)
experience->pos = genRect(33, 49, pos.x+322, pos.y+5);
experience->hoverText = CGI->generaltexth->heroscrn[9];
morale = new LRClickableAreaWTextComp();
morale = new MoraleLuckBox();
morale->pos = genRect(20,32,pos.x+221,pos.y+52);
luck = new LRClickableAreaWTextComp();
luck = new MoraleLuckBox();
luck->pos = genRect(20,32,pos.x+221,pos.y+28);
spellPoints = new LRClickableAreaWText();
@ -807,7 +815,7 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
for (int i=0; i<artifacts.size(); i++)
{
artifacts[i]->type = hero->getArtAtPos(i);
if (artifacts[i]->type<0)
if (artifacts[i]->type<0 || artifacts[i]->type == 145 )
artifacts[i]->hoverText = CGI->generaltexth->heroscrn[11];
else
{
@ -841,7 +849,7 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
//secondary skills
for(size_t g=0; g<std::min(secondarySkills.size(),hero->secSkills.size()); ++g)
{
int skill = hero->secSkills[g].first,
int skill = hero->secSkills[g].first,
level = hero->secSkills[g].second;
secondarySkills[g]->type = skill;
secondarySkills[g]->bonus = level;
@ -859,35 +867,9 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
sprintf(bufor, CGI->generaltexth->allTexts[205].c_str(), hero->name.c_str(), hero->mana, hero->manaLimit());
spellPoints->text = std::string(bufor);
//setting morale
std::vector<std::pair<int,std::string> > mrl = hero->getCurrentMoraleModifiers();
int mrlv = hero->getCurrentMorale();
int mrlt = (mrlv>0)-(mrlv<0); //signum: -1 - bad morale, 0 - neutral, 1 - good
morale->hoverText = CGI->generaltexth->heroscrn[4 - mrlt];
morale->baseType = SComponent::morale;
morale->bonus = mrlv;
morale->text = CGI->generaltexth->arraytxt[88];
boost::algorithm::replace_first(morale->text,"%s",CGI->generaltexth->arraytxt[86-mrlt]);
if (!mrl.size())
morale->text += CGI->generaltexth->arraytxt[108];
else
for(int it=0; it < mrl.size(); it++)
morale->text += "\n" + mrl[it].second;
//setting luck
mrl = hero->getCurrentLuckModifiers();
mrlv = hero->getCurrentLuck();
mrlt = (mrlv>0)-(mrlv<0); //signum: -1 - bad luck, 0 - neutral, 1 - good
luck->hoverText = CGI->generaltexth->heroscrn[7 - mrlt];
luck->baseType = SComponent::luck;
luck->bonus = mrlv;
luck->text = CGI->generaltexth->arraytxt[62];
boost::algorithm::replace_first(luck->text,"%s",CGI->generaltexth->arraytxt[60-mrlt]);
if (!mrl.size())
luck->text += CGI->generaltexth->arraytxt[77];
else
for(int it=0; it < mrl.size(); it++)
luck->text += "\n" + mrl[it].second;
//setting morale and luck
morale->set(true,hero);
luck->set(false,hero);
}
void CKingdomInterface::CHeroItem::scrollArts(int move)
@ -1065,8 +1047,8 @@ void CKingdomInterface::CHeroItem::CArtPlace::activate()
void CKingdomInterface::CHeroItem::CArtPlace::clickLeft(tribool down, bool previousState)
{
if (!down && previousState && type>=0)
{
if (!down && previousState && type>=0 && type < 145)
{tlog1<<type;
if(type == 0)
{
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), hero->hero, LOCPLINT);
@ -1079,7 +1061,7 @@ void CKingdomInterface::CHeroItem::CArtPlace::clickLeft(tribool down, bool previ
void CKingdomInterface::CHeroItem::CArtPlace::clickRight(tribool down, bool previousState)
{
if (type>=0)
if (type>=0 && type < 145)
LRClickableAreaWTextComp::clickRight(down, previousState);
}

View File

@ -13,8 +13,7 @@ class CStatusBar;
class CSlider;
class CMinorResDataBar;
class HoverableArea;
/*class LRClickableAreaWText
class LRClickableAreaWTextComp*/
class MoraleLuckBox;
/*
* CKingdomInterface.h, part of VCMI engine
@ -44,9 +43,9 @@ class CKingdomInterface : public CIntObject
const CGTownInstance * town;
CKingdomInterface * owner;
int numb;//position on screen (1..size)
HoverableArea *hallArea, *fortArea, *incomeArea;//hoverable text for town hall, fort, income
HoverableArea *incomeArea;//hoverable text for town hall, fort, income
LRClickableAreaOpenHero * garrHero, *visitHero;//portraits of heroes
LRClickableAreaOpenTown * townImage;//town image
LRClickableAreaOpenTown *hallArea, *fortArea, * townImage;//town image
std::vector < HoverableArea * > creaGrowth;
std::vector < CCreaPlace * > creaCount;
void setTown(const CGTownInstance * newTown);//change town and update info
@ -77,7 +76,7 @@ class CKingdomInterface : public CIntObject
AdventureMapButton * artLeft, * artRight;//buttons for backpack
LRClickableAreaOpenHero * portrait;
LRClickableAreaWText * experience;
LRClickableAreaWTextComp * morale, * luck;
MoraleLuckBox * morale, * luck;
LRClickableAreaWText * spellPoints;
LRClickableAreaWText * speciality;
std::vector<LRClickableAreaWTextComp *> primarySkills;

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@ -1204,7 +1204,6 @@ CList::CList(int Size)
void CList::fixPos()
{
int oldFrom = from;
if(selected < 0) //no selection, do nothing
return;
if(selected < from) //scroll up
@ -3691,7 +3690,7 @@ void CArtPlace::clickLeft(tribool down, bool previousState)
void CArtPlace::clickRight(tribool down, bool previousState)
{
if(ourArt && !locked() && text.size()) { //if there is no description or it's a lock, do nothing ;]
if(down && ourArt && !locked() && text.size()) { //if there is no description or it's a lock, do nothing ;]
if (slotID < 19) {
selectedNo = false;
@ -3975,13 +3974,20 @@ void LRClickableAreaOpenHero::clickRight(tribool down, bool previousState)
void LRClickableAreaOpenTown::clickLeft(tribool down, bool previousState)
{
if((!down) && previousState && town)
{
LOCPLINT->openTownWindow(town);
LOCPLINT->castleInt->winMode = type;
if ( type == 2 )
LOCPLINT->castleInt->buildingClicked(10);
else if ( type == 3 && town->fortLevel() )
LOCPLINT->castleInt->buildingClicked(7);
}
}
void LRClickableAreaOpenTown::clickRight(tribool down, bool previousState)
{
if((!down) && previousState && town)
LOCPLINT->openTownWindow(town);
LOCPLINT->openTownWindow(town);//TODO: popup?
}
void CArtifactsOfHero::activate()
@ -4577,40 +4583,13 @@ CExchangeWindow::CExchangeWindow(si32 hero1, si32 hero2) : bg(NULL)
spellPoints[b]->text = std::string(bufor);
//setting morale
morale[b] = new LRClickableAreaWTextComp();
morale[b] = new MoraleLuckBox();
morale[b]->pos = genRect(32, 32, pos.x + 177 + 490*b, pos.y + 45);
std::vector<std::pair<int,std::string> > mrl = heroInst[b]->getCurrentMoraleModifiers();
int mrlv = heroInst[b]->getCurrentMorale();
int mrlt = (mrlv>0)-(mrlv<0); //signum: -1 - bad morale[b], 0 - neutral, 1 - good
morale[b]->hoverText = CGI->generaltexth->heroscrn[4 - mrlt];
morale[b]->baseType = SComponent::morale;
morale[b]->bonus = mrlv;
morale[b]->text = CGI->generaltexth->arraytxt[88];
boost::algorithm::replace_first(morale[b]->text,"%s",CGI->generaltexth->arraytxt[86-mrlt]);
if (!mrl.size())
morale[b]->text += CGI->generaltexth->arraytxt[108];
else
for(int it=0; it < mrl.size(); it++)
morale[b]->text += "\n" + mrl[it].second;
morale[b]->set(true,heroInst[b]);
//setting luck
luck[b] = new LRClickableAreaWTextComp();
luck[b] = new MoraleLuckBox();
luck[b]->pos = genRect(32, 32, pos.x + 213 + 490*b, pos.y + 45);
mrl = heroInst[b]->getCurrentLuckModifiers();
mrlv = heroInst[b]->getCurrentLuck();
mrlt = (mrlv>0)-(mrlv<0); //signum: -1 - bad luck[b], 0 - neutral, 1 - good
luck[b]->hoverText = CGI->generaltexth->heroscrn[7 - mrlt];
luck[b]->baseType = SComponent::luck;
luck[b]->bonus = mrlv;
luck[b]->text = CGI->generaltexth->arraytxt[62];
boost::algorithm::replace_first(luck[b]->text,"%s",CGI->generaltexth->arraytxt[60-mrlt]);
if (!mrl.size())
luck[b]->text += CGI->generaltexth->arraytxt[77];
else
for(int it=0; it < mrl.size(); it++)
luck[b]->text += "\n" + mrl[it].second;
luck[b]->set(false,heroInst[b]);
}
//buttons
@ -5098,8 +5077,8 @@ void MoraleLuckBox::set( bool morale, const CGHeroInstance *hero, int slot /*= -
if(morale)
{
//setting morale
mrl = hero->getCurrentMoraleModifiers();
mrlv = hero->getCurrentMorale();
mrl = hero->getCurrentMoraleModifiers(slot);
mrlv = hero->getCurrentMorale(slot);
mrlt = (mrlv>0)-(mrlv<0); //signum: -1 - bad morale, 0 - neutral, 1 - good
hoverText = CGI->generaltexth->heroscrn[4 - mrlt];
baseType = SComponent::morale;
@ -5115,8 +5094,8 @@ void MoraleLuckBox::set( bool morale, const CGHeroInstance *hero, int slot /*= -
else
{
//setting luck
mrl = hero->getCurrentLuckModifiers();
mrlv = hero->getCurrentLuck();
mrl = hero->getCurrentLuckModifiers(slot);
mrlv = hero->getCurrentLuck(slot);
mrlt = (mrlv>0)-(mrlv<0); //signum: -1 - bad luck, 0 - neutral, 1 - good
hoverText = CGI->generaltexth->heroscrn[7 - mrlt];
baseType = SComponent::luck;

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@ -838,7 +838,7 @@ class CExchangeWindow : public CWindowWithGarrison
std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
LRClickableAreaWTextComp *morale[2], *luck[2];
MoraleLuckBox *morale[2], *luck[2];
LRClickableAreaWText *speciality[2];
LRClickableAreaWText *experience[2];

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@ -1976,36 +1976,92 @@ void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
}
void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
{//TODO: dialog window;
{
const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero);
int ScholarLevel = std::max( h1->getSecSkillLevel(18), h2->getSecSkillLevel(18));//heroes can trade with this levels
if ( ScholarLevel == 0 )
return;
if ( h1->getSecSkillLevel(18) < h2->getSecSkillLevel(18) )
{
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
std::swap(fromHero, toHero);
}
ScholarLevel++;
int h1Lvl = std::min(ScholarLevel, h1->getSecSkillLevel(7)+2),
h2Lvl = std::min(ScholarLevel, h2->getSecSkillLevel(7)+2);//heroes can receive this levels
ChangeSpells cs;
cs.learn = true;
cs.hid = toHero;//giving spells to first hero
int ScholarLevel = h1->getSecSkillLevel(18);//heroes can trade up to this level
if (!ScholarLevel || !vstd::contains(h1->artifWorn,17) || !vstd::contains(h2->artifWorn,17) )
return;//no scholar skill or no spellbook
for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
if ( h2Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
cs.spells.insert(*it);//spell to learn
int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(7)+2),
h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(7)+2);//heroes can receive this levels
if (cs.spells.size())//if found new spell - apply
sendAndApply(&cs);
ChangeSpells cs1;
cs1.learn = true;
cs1.hid = toHero;//giving spells to first hero
for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
if ( h2Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
cs1.spells.insert(*it);//spell to learn
cs.hid = fromHero;
cs.spells.clear();
ChangeSpells cs2;
cs2.learn = true;
cs2.hid = fromHero;
for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
if ( h1Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h1->spells, *it))
cs.spells.insert(*it);
if (cs.spells.size())
sendAndApply(&cs);
cs2.spells.insert(*it);
if (cs1.spells.size() || cs2.spells.size())//create a message
{
InfoWindow iw;
iw.player = h1->tempOwner;
iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
iw.text.addReplacement(h1->name);
if (cs2.spells.size())//if found new spell - apply
{
iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
int size = cs2.spells.size();
for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
{
iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
iw.text.addTxt(MetaString::SPELL_NAME, (*it));
switch (size--)
{
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
case 1: break;
default: iw.text << ", ";
}
}
iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
iw.text.addReplacement(h2->name);
sendAndApply(&cs2);
}
if (cs1.spells.size() && cs2.spells.size() )
{
iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
}
if (cs1.spells.size())
{
iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
int size = cs1.spells.size();
for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
{
iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
iw.text.addTxt(MetaString::SPELL_NAME, (*it));
switch (size--)
{
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
case 1: break;
default: iw.text << ", ";
} }
iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
iw.text.addReplacement(h2->name);
sendAndApply(&cs1);
}
sendAndApply(&iw);
}
}
void CGameHandler::heroExchange(si32 hero1, si32 hero2)
@ -2015,12 +2071,12 @@ void CGameHandler::heroExchange(si32 hero1, si32 hero2)
if(player1 == player2)//TODO: allies
{
useScholarSkill(hero1,hero2);
OpenWindow hex;
hex.window = OpenWindow::EXCHANGE_WINDOW;
hex.id1 = hero1;
hex.id2 = hero2;
sendAndApply(&hex);
useScholarSkill(hero1,hero2);
}
}