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Fixed #740
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@ -129,6 +129,9 @@ void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *
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stackNode = StackNode;
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heroOwner = HeroOwner;
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if (Stack->count)
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count = boost::lexical_cast<std::string>(Stack->count);
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//Basic graphics - need to calculate size
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BonusList bl, blTemp;
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@ -326,16 +329,19 @@ void CCreatureWindow::showAll(SDL_Surface * to)
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{
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CIntObject::showAll(to);
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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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//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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if(count.size())
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printTo(count.c_str(), pos.x+114, pos.y+174, FONT_TIMES, zwykly, to);
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printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
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printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->Attack());
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printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->Defense());
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if(stackNode->valOfBonuses(Bonus::SHOTS) && stackNode->hasBonusOfType(Bonus::SHOOTER)) //only for shooting units - important with wog exp shooters
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printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS));
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printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS)); //TODO: change shot count for battle stack
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//TODO
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int dmgMultiply = 1;
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@ -350,6 +356,13 @@ void CCreatureWindow::showAll(SDL_Surface * to)
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b->showAll (to);
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}
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void CCreatureWindow::show(SDL_Surface * to)
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{
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if (count.size()) //army stack
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printTo(count, pos.x + 114, pos.y + 174,FONT_TIMES, zwykly, to);
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}
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void CCreatureWindow::sliderMoved(int newpos)
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{
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recreateSkillList(newpos); //move components
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@ -56,6 +56,7 @@ public:
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CCreatureWindow(int Cid, int Type, int creatureCount); //c-tor
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void init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner);
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void showAll(SDL_Surface * to);
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void show(SDL_Surface * to);
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void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
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void recreateSkillList(int pos);
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~CCreatureWindow(); //d-tor
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