#include "CCreatureWindow.h" #include "../lib/CCreatureSet.h" #include "CGameInfo.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/BattleState.h" #include "../CCallback.h" #include #include "SDL_Extensions.h" #include "CBitmapHandler.h" #include "CDefHandler.h" #include "Graphics.h" #include "AdventureMapButton.h" #include "CPlayerInterface.h" #include "CConfigHandler.h" #include #include #include #include #include #include #include #include "../lib/CGameState.h" #include "../lib/CSpellHandler.h" using namespace CSDL_Ext; class CBonusItem; /* * 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; if (stack.base) init(stack.base, &stack, dynamic_cast(stack.base->armyObj)); else { CStackInstance * s = new CStackInstance(stack.type, 1); //TODO: war machines and summons should be regular stacks init(s, stack.type, NULL); delete s; } } CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type) : type(Type) { OBJ_CONSTRUCTION_CAPTURING_ALL; init(&stack, &stack, dynamic_cast(stack.armyObj)); } CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount) :type(Type) { OBJ_CONSTRUCTION_CAPTURING_ALL; CStackInstance * stack = new CStackInstance(Cid, creatureCount); //TODO: simplify? init(stack, CGI->creh->creatures[Cid], NULL); delete stack; } CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function Upg, boost::function Dsm, UpgradeInfo *ui) : type(Type), dismiss(0), upgrade(0), ok(0), dsm(Dsm) { OBJ_CONSTRUCTION_CAPTURING_ALL; init(&st, &st,dynamic_cast(st.armyObj)); //print abilities text - if r-click popup if(type) { if(Upg && ui) { bool enough = true; for(std::set >::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 fs; fs += Upg; fs += boost::bind(&CCreatureWindow::close,this); CFunctionList 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(),385, 148,"IVIEWCR.DEF"); upgrade->callback.funcs.clear(); upgrade->setOffset(2); } } if(Dsm) { CFunctionList fs[2]; //on dismiss confirmed fs[0] += Dsm; //dismiss fs[0] += boost::bind(&CCreatureWindow::close,this);//close this window CFunctionList cfl; cfl = boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],std::vector(),fs[0],fs[1],false); dismiss = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d); } } } void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *StackNode, const CGHeroInstance *HeroOwner) { stack = Stack; c = stack->type; if(!StackNode) stackNode = c; else stackNode = StackNode; heroOwner = HeroOwner; //Basic graphics - need to calculate size CBonusSystemNode node = CBonusSystemNode() ; node.bonuses = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT)); BonusList bl; while (node.bonuses.size()) { Bonus * b = node.bonuses.front(); bl.push_back (new Bonus(*b)); bl.back()->val = node.valOfBonuses(Selector::typeSybtype(b->type, b->subtype)); //merge multiple bonuses into one node.bonuses.remove_if (Selector::typeSybtype(b->type, b->subtype)); //remove used bonuses } std::string text; BOOST_FOREACH(Bonus* b, bl) { text = stack->bonusToString(b, false); if (text.size()) //if it's possible to give any description for this kind of bonus { bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, stack->bonusToString(b, true), stack->bonusToGraphics(b))); } } ui32 resistanceVal = stack->magicResistance(); //ugly solution if (resistanceVal) { text = CGI->creh->stackBonuses.find(Bonus::MAGIC_RESISTANCE)->second.first; std::string text2 = CGI->creh->stackBonuses.find(Bonus::MAGIC_RESISTANCE)->second.second; boost::algorithm::replace_first(text2, "%d", boost::lexical_cast( stack->magicResistance() )); Bonus bonus; bonus.type = Bonus::MAGIC_RESISTANCE; std::string gfxName = stack->bonusToGraphics(&bonus); bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, text2, gfxName)); } bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (conf.cc.resy - 230) / 60); amin(bonusRows, 4); amax(bonusRows, 1); bitmap = new CPicture("CreWin" + boost::lexical_cast(bonusRows) + ".pcx"); //1 to 4 rows for now bitmap->colorizeAndConvert(LOCPLINT->playerID); pos = bitmap->center(); //Buttons ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN); if (type <= BATTLE) //in battle or info window { upgrade = NULL; dismiss = NULL; } anim = new CCreaturePic(22, 48, c); //Stats morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100)); morale->set(stack); luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100)); luck->set(stack); new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always? if (type) //not in fort window { if (STACK_EXP) { int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more printAtMiddle(CGI->generaltexth->zcrexp[rank] + " [" + boost::lexical_cast(rank) + "]", 436, 62, FONT_MEDIUM, tytulowy,*bitmap); printAtMiddle(boost::lexical_cast(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap); if (type > BATTLE) //we need it only on adv. map { int tier = stack->type->level; if (!iswith(tier, 1, 7)) tier = 0; int number; std::string expText = CGI->generaltexth->zcrexp[324]; boost::replace_first (expText, "%s", c->namePl); boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]); boost::replace_first (expText, "%i", boost::lexical_cast(rank)); boost::replace_first (expText, "%i", boost::lexical_cast(stack->experience)); number = CGI->creh->expRanks[tier][rank] - stack->experience; boost::replace_first (expText, "%i", boost::lexical_cast(number)); number = CGI->creh->maxExpPerBattle[tier]; //percent boost::replace_first (expText, "%i%", boost::lexical_cast(number)); number *= CGI->creh->expRanks[tier].back() / 100; //actual amount boost::replace_first (expText, "%i", boost::lexical_cast(number)); boost::replace_first (expText, "%i", boost::lexical_cast(stack->count)); //Number of Creatures in stack int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1); number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank boost::replace_first (expText, "%i", boost::lexical_cast(number)); //TODO boost::replace_first (expText, "%.2f", boost::lexical_cast(1)); //TODO Experience Multiplier number = CGI->creh->expAfterUpgrade; boost::replace_first (expText, "%.2f", boost::lexical_cast(number) + "%"); //Upgrade Multiplier expmin = CGI->creh->expRanks[tier][9]; int expmax = CGI->creh->expRanks[tier][10]; number = expmax - expmin; boost::replace_first (expText, "%i", boost::lexical_cast(number)); //Experience after Rank 10 number = (stack->count * (expmax - expmin)) / expmin; boost::replace_first (expText, "%i", boost::lexical_cast(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience expArea = new LRClickableAreaWTextComp(Rect(334, 49, 160, 44),SComponent::experience); expArea->text = expText; expArea->bonusValue = 0; //TDO: some specific value or no number at all } } 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(stackNode)) //only during battle { //spell effects int printed=0; //how many effect pics have been printed std::vector spells = battleStack->activeSpells(); BOOST_FOREACH(si32 effect, spells) { std::string spellText; if (effect < graphics->spellEffectsPics->ourImages.size()) //not all effects have graphics (for eg. Acid Breath) { spellText = CGI->generaltexth->allTexts[610]; //"%s, duration: %d rounds." boost::replace_first (spellText, "%s", CGI->spellh->spells[effect]->name); int duration = battleStack->getBonus(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain; boost::replace_first (spellText, "%d", boost::lexical_cast(duration)); blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap); spellEffects.push_back(new LRClickableAreaWText(Rect(20 + 52 * printed, 184, 50, 38), spellText, spellText)); if (++printed >= 10) //we can fit only 10 effects break; } } //print current health printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft); } if (bonusItems.size() > (bonusRows << 1)) //only after graphics are created { slider = new CSlider(528, 231, bonusRows*60, boost::bind (&CCreatureWindow::sliderMoved, this, _1), bonusRows, (bonusItems.size() + 1) >> 1, 0, false, 0); } else //slider automatically places bonus Items recreateSkillList (0); showAll(screen2); //AUIDAT.DEF } void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/) { printAt(text, 162, 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(baseVal); printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap); } 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 - (bonusRows == 4 ? 1 : 0); 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(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->Attack()); printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->Defense()); //if(c->shots) // printLine(2, CGI->generaltexth->allTexts[198], c->shots); if(stackNode->valOfBonuses(Bonus::SHOTS)) printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::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) { } void CCreatureWindow::clickRight(tribool down, bool previousState) { if(down) return; if (type < 3) close(); } //void CCreatureWindow::activate() //{ // CIntObject::activate(); // if(type < 3) // activateRClick(); //} //void CCreatureWindow::deactivate() //{ // //} void CCreatureWindow::close() { GH.popIntTotally(this); } CCreatureWindow::~CCreatureWindow() { for (int i=0; ibg) blitAtLoc(bonusGraphics->bg, 12, 2, to); } } CBonusItem::~CBonusItem() { //delete bonusGraphics; //automatic destruction }