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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

New creature window works in general, covering old functionalities and displaying new info. It's far from finished though.

This commit is contained in:
DjWarmonger 2011-03-03 18:25:48 +00:00
parent 9acfbc4dce
commit dc0eb37da6
9 changed files with 332 additions and 7 deletions

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@ -24,6 +24,7 @@
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "CPlayerInterface.h"
#include "CCreatureWindow.h"
#include "CVideoHandler.h"
#include "../lib/CTownHandler.h"
#include <boost/assign/list_of.hpp>
@ -3770,7 +3771,8 @@ void CBattleHex::clickRight(tribool down, bool previousState)
if(!myst->alive()) return;
if(down)
{
GH.pushInt(new CCreInfoWindow(*myst));
//GH.pushInt(new CCreInfoWindow(*myst));
GH.pushInt(new CCreatureWindow(*myst, CCreatureWindow::BATTLE));
}
}
}

243
client/CCreatureWindow.cpp Normal file
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@ -0,0 +1,243 @@
#include "CCreatureWindow.h"
#include "../lib/CCreatureSet.h"
#include "CGameInfo.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/BattleState.h"
#include "../CCallback.h"
#include <SDL.h>
#include "SDL_Extensions.h"
#include "CBitmapHandler.h"
#include "CDefHandler.h"
#include "Graphics.h"
#include "AdventureMapButton.h"
#include "CPlayerInterface.h"
#include "CMessage.h"
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
#include <boost/assign/list_of.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/format.hpp>
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
using namespace CSDL_Ext;
/*
* CCreatureWindow.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
CCreatureWindow::CCreatureWindow (const CStack &stack, int Type)
: type(Type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
init(stack.base, &stack, dynamic_cast<const CGHeroInstance*>(stack.base->armyObj));
}
CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type)
: type(Type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
init(&stack, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj));
}
void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner)
{
c = stack->type;
if(!stackNode) stackNode = c;
//Basic graphics
std::pair<int,int> winSize;
winSize.first = 560 + 30;
winSize.second = 448 + 60;
bitmap = new CPicture(CMessage::drawBox1 (winSize.first, winSize.second, LOCPLINT->playerID), winSize.first, winSize.second, true);
//bitmap = new CPicture("CreWin3.pcx");
//graphics->blueToPlayersAdv(bitmap->bg, LOCPLINT->playerID);
//bitmap->colorizeAndConvert(LOCPLINT->playerID);
pos = bitmap->center();
//Buttons
ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "IOKAY32.DEF", SDLK_RETURN);
if (type <= BATTLE) //in battle or info window
{
upgrade = NULL;
dismiss = NULL;
}
anim = new CCreaturePic(20, 46, c);
printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
//Stats
morale = new MoraleLuckBox(true, genRect(42, 42, 333, 98));
morale->set(stack);
luck = new MoraleLuckBox(false, genRect(42, 42, 385, 98));
luck->set(stack);
printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
if(c->shots)
printLine(2, CGI->generaltexth->allTexts[198], c->shots);
//TODO
int dmgMultiply = 1;
if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
dmgMultiply += heroOwner->Attack();
printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
if (stack)
{
if (STACK_EXP)
{
printAtMiddle("Rank " + boost::lexical_cast<std::string>(stack->getExpRank()), 425, 60, FONT_MEDIUM, tytulowy,*bitmap);
printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 425, 80, FONT_SMALL, zwykly,*bitmap);
}
if (STACK_ARTIFACT && type > BATTLE)
{
//SDL_Rect rect = genRect(44,44,465,98);
//creatureArtifact = new CArtPlace(NULL);
//creatureArtifact->pos = rect;
//creatureArtifact->ourOwner = NULL; //hmm?
leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
}
else
creatureArtifact = NULL;
}
if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
{
//spell effects
int printed=0; //how many effect pics have been printed
std::vector<si32> spells = battleStack->activeSpells();
BOOST_FOREACH(si32 effect, spells)
{
blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 21 + 52 * printed, 186, *bitmap);
if (++printed >= 10) //we can fit only 10 effects
break;
}
//print current health
printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
}
//All bonuses - abilities
BonusList bl = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT));
//BonusList bl = stackNode->getBonuses(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY));
int bonusRows = bl.size() / 3;
int bonusHeight = bonusRows * 60;
//TODO: Scroll them
std::string text;
int i = 0, j = 0;
BOOST_FOREACH(Bonus* b, bl)
{
int offsetx = 60*i;
int offsety = 170*j;
text = stack->bonusToString(b, false);
if (text.size())
{
printAt(text, 80 + offsety, 242 + offsetx, FONT_SMALL, tytulowy, *bitmap);
//graphics (21 + offsetx, 233 + offsetty)
if (++j > 2) //next line
{
++i;
j = 0;
}
}
//text = stack->bonusToString(*it, true);
//if (text.size())
// printAt(text, 80 + offsety, 262 + offsetx, FONT_SMALL, zwykly, *bitmap);
}
//AUIDAT.DEF
}
CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
: type(Type), dsm(Dsm), dismiss(0), upgrade(0), ok(0)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
init(&st, &st,dynamic_cast<const CGHeroInstance*>(st.armyObj));
//print abilities text - if r-click popup
if(type)
{
if(Upg && ui)
{
bool enough = true;
for(std::set<std::pair<int,int> >::iterator i=ui->cost[0].begin(); i!=ui->cost[0].end(); i++) //calculate upgrade cost
{
BLOCK_CAPTURING;
if(LOCPLINT->cb->getResourceAmount(i->first) < i->second*st.count)
enough = false;
upgResCost.push_back(new SComponent(SComponent::resource,i->first,i->second*st.count));
}
if(enough)
{
CFunctionList<void()> fs;
fs += Upg;
fs += boost::bind(&CCreatureWindow::close,this);
CFunctionList<void()> cfl;
cfl = boost::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], boost::ref(upgResCost), fs, 0, false);
upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,cfl,385, 148,"IVIEWCR.DEF",SDLK_u);
}
else
{
upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,boost::function<void()>(),385, 148,"IVIEWCR.DEF");
upgrade->callback.funcs.clear();
upgrade->setOffset(2);
}
}
if(Dsm)
{
CFunctionList<void()> fs[2];
//on dismiss confirmed
fs[0] += Dsm; //dismiss
fs[0] += boost::bind(&CCreatureWindow::close,this);//close this window
CFunctionList<void()> cfl;
cfl = boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],std::vector<SComponent*>(),fs[0],fs[1],false);
dismiss = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d);
}
ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,boost::bind(&CCreatureWindow::close,this),489, 148,"IOKAY.DEF",SDLK_RETURN); //TODO: Remove duplicate
}
}
void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
{
printAt(text, 155, 48 + nr*19, FONT_SMALL, zwykly, *bitmap);
std::string hlp;
if(range && baseVal != val)
hlp = boost::str(boost::format("%d - %d") % baseVal % val);
else if(baseVal != val && val>=0)
hlp = boost::str(boost::format("%d (%d)") % baseVal % val);
else
hlp = boost::lexical_cast<std::string>(baseVal);
printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
}
void CCreatureWindow::scrollArt(int dir)
{
}
void CCreatureWindow::close()
{
GH.popIntTotally(this);
}

67
client/CCreatureWindow.h Normal file
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@ -0,0 +1,67 @@
#include "../global.h"
#include "GUIBase.h"
#include "GUIClasses.h"
#include "../lib/HeroBonus.h"
/*
* CCreatureWindow.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class Bonus;
class CCreature;
class CStackInstance;
class CStack;
class AdventureMapButton;
class CCreatureWindow : public CIntObject
{
public:
enum CreWinType {OTHER = 0, BATTLE = 1, ARMY = 2, HERO = 3};
//bool active; //TODO: comment me
int type;//0 - rclick popup; 1 - normal window
CPicture *bitmap; //background
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
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
MoraleLuckBox *luck, *morale;
LRClickableAreaWText * expArea; //displays exp details
CArtPlace *creatureArtifact;
CSlider * slider; //Abilities
AdventureMapButton *dismiss, *upgrade, *ok;
AdventureMapButton * leftArtRoll, * rightArtRoll; //artifact selection - do we need it?
//TODO: Arifact drop
//CCreatureWindow(const CStackInstance &st, boost::function<void()> Upg = 0, boost::function<void()> Dsm = 0, UpgradeInfo *ui = NULL); //c-tor
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 printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
//~CCreatureWindow(); //d-tor
//void activate();
void close();
//void clickRight(tribool down, bool previousState); //call-in
//void dismissF();
//void keyPressed (const SDL_KeyboardEvent & key); //call-in
//void deactivate();
//void show(SDL_Surface * to);
void scrollArt(int dir);
};
class CBonusItem : LRClickableAreaWTextComp //responsible for displaying creature skill, active or not
{
const Bonus * bonus;
};

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@ -28,7 +28,7 @@
SDL_Color tytulowy = {229, 215, 123, 0},
tlo = {66, 44, 24, 0},
zwykly = {255, 255, 255, 0},
zwykly = {255, 243, 222, 0},
darkTitle = {215, 175, 78, 0};
extern SDL_Surface * screen;

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@ -6,6 +6,7 @@
#include "CBattleInterface.h"
#include "../CCallback.h"
#include "CCastleInterface.h"
#include "CCreatureWindow.h"
#include "CCursorHandler.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
@ -169,7 +170,10 @@ bool CGarrisonSlot::our()
void CGarrisonSlot::clickRight(tribool down, bool previousState)
{
if(down && creature)
GH.pushInt(new CCreInfoWindow(*myStack));
{
//GH.pushInt(new CCreInfoWindow(*myStack));
GH.pushInt(new CCreatureWindow(*myStack, 4));
}
}
void CGarrisonSlot::clickLeft(tribool down, bool previousState)
{
@ -189,7 +193,8 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
if (canUpgrade) upgr = boost::bind(&CCallback::upgradeCreature, LOCPLINT->cb, getObj(), ID, pom.newID[0]);
if (canDismiss) dism = boost::bind(&CCallback::dismissCreature, LOCPLINT->cb, getObj(), ID);
CCreInfoWindow *creWindow = new CCreInfoWindow( *myStack, 1, upgr, dism, &pom);
//CCreInfoWindow *creWindow = new CCreInfoWindow( *myStack, 1, upgr, dism, &pom);
CCreatureWindow *creWindow = new CCreatureWindow( *myStack, 2, upgr, dism, &pom);
GH.pushInt(creWindow);

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@ -126,7 +126,8 @@ const int CREEP_SIZE = 2000000000;
const int WEEKLY_GROWTH = 10; //percent
const int AVAILABLE_HEROES_PER_PLAYER = 2;
const bool DWELLINGS_ACCUMULATE_CREATURES = true;
const bool STACK_EXP = false;
const bool STACK_EXP = true;
const bool STACK_ARTIFACT = true;
const int BFIELD_WIDTH = 17;
const int BFIELD_HEIGHT = 11;

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@ -979,7 +979,6 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src
loadToIt (curVal, src, it, 4);
if (curVal == 1)
{
b.val = curVal;
b.limiter.reset (new RankRangeLimiter(i));
bl.push_back(new Bonus(b));
break; //never turned off it seems

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@ -749,6 +749,7 @@ namespace Selector
DLL_EXPORT CSelectFieldEqual<TBonusType> type(&Bonus::type, 0);
DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype(&Bonus::subtype, 0);
DLL_EXPORT CSelectFieldEqual<si32> info(&Bonus::additionalInfo, 0);
DLL_EXPORT CSelectFieldEqual<ui16> duration(&Bonus::duration, 0);
DLL_EXPORT CSelectFieldEqual<ui8> sourceType(&Bonus::source, 0);
DLL_EXPORT CSelectFieldEqual<ui8> effectRange(&Bonus::effectRange, Bonus::NO_LIMIT);
DLL_EXPORT CWillLastTurns turns;
@ -768,6 +769,11 @@ namespace Selector
return CSelectFieldEqual<ui8>(&Bonus::source, source) && CSelectFieldEqual<ui32>(&Bonus::sid, sourceID);
}
CSelector DLL_EXPORT durationType(ui16 duration)
{
return CSelectFieldEqual<ui16>(&Bonus::duration, duration);
}
CSelector DLL_EXPORT sourceTypeSel(ui8 source)
{
return CSelectFieldEqual<ui8>(&Bonus::source, source);

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@ -183,7 +183,7 @@ struct DLL_EXPORT Bonus
ARTIFACT,
ARTIFACT_INSTANCE,
OBJECT,
CREATURE_ABILITY,
CREATURE_ABILITY,
TERRAIN_NATIVE,
TERRAIN_OVERLAY,
SPELL_EFFECT,
@ -696,6 +696,7 @@ namespace Selector
extern DLL_EXPORT CSelectFieldEqual<TBonusType> type;
extern DLL_EXPORT CSelectFieldEqual<TBonusSubtype> subtype;
extern DLL_EXPORT CSelectFieldEqual<si32> info;
extern DLL_EXPORT CSelectFieldEqual<ui16> duration;
extern DLL_EXPORT CSelectFieldEqual<ui8> sourceType;
extern DLL_EXPORT CSelectFieldEqual<ui8> effectRange;
extern DLL_EXPORT CWillLastTurns turns;
@ -703,6 +704,7 @@ namespace Selector
CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype);
CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
CSelector DLL_EXPORT source(ui8 source, ui32 sourceID);
CSelector DLL_EXPORT durationType(ui16 duration);
CSelector DLL_EXPORT sourceTypeSel(ui8 source);
bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type);