#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 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(stack.base->armyObj)); } 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(Type,creatureCount); //TODO: simplify? init(stack, CGI->creh->creatures[Cid], NULL); delete stack; } void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner) { c = stack->type; if(!stackNode) stackNode = c; //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::vector> descriptions; //quick, yet slow solution std::string text, text2; BOOST_FOREACH(Bonus* b, bl) { text = stack->bonusToString(b, false); if (text.size()) { text2 = stack->bonusToString(b, true); descriptions.push_back(std::pair(text, text2)); } } int bonusRows = std::min ((int)((descriptions.size() + 1) / 2), (conf.cc.resy - 230) / 60); amin(bonusRows, 4); amax(bonusRows, 1); //TODO: Scroll them 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); 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 //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); 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(stack->getExpRank()), 436, 62, FONT_MEDIUM, tytulowy,*bitmap); printAtMiddle(boost::lexical_cast(stack->experience), 436, 82, 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(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) { blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *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 int i = 0, j = 0; typedef std::pair stringpair; //jeez BOOST_FOREACH(stringpair p, descriptions) { int offsetx = 257*j; int offsety = 60*i; printAt(p.first, 84 + offsetx, 238 + offsety, FONT_SMALL, tytulowy, *bitmap); printAt(p.second, 84 + offsetx, 258 + offsety, FONT_SMALL, zwykly, *bitmap); if (++j > 1) //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 Upg, boost::function Dsm, UpgradeInfo *ui) : type(Type), dsm(Dsm), dismiss(0), upgrade(0), ok(0) { 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::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::activate() //{ // CIntObject::activate(); // if(type < 3) // activateRClick(); //} void CCreatureWindow::scrollArt(int dir) { } void CCreatureWindow::clickRight(tribool down, bool previousState) { if(down) return; if (type < 3) close(); } void CCreatureWindow::close() { GH.popIntTotally(this); } CCreatureWindow::~CCreatureWindow() { for(int i=0; i