/* * 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 * */ #include "StdInc.h" #include "CCreatureWindow.h" #include #include #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../render/Canvas.h" #include "../widgets/Buttons.h" #include "../widgets/CArtifactHolder.h" #include "../widgets/CComponent.h" #include "../widgets/Images.h" #include "../widgets/TextControls.h" #include "../widgets/ObjectLists.h" #include "../gui/CGuiHandler.h" #include "../gui/Shortcut.h" #include "../../CCallback.h" #include "../../lib/ArtifactUtils.h" #include "../../lib/CStack.h" #include "../../lib/CBonusTypeHandler.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/GameSettings.h" #include "../../lib/CHeroHandler.h" #include "../../lib/gameState/CGameState.h" #include "../../lib/TextOperations.h" class CCreatureArtifactInstance; class CSelectableSkill; class UnitView { public: // helper structs struct CommanderLevelInfo { std::vector skills; std::function callback; }; struct StackDismissInfo { std::function callback; }; struct StackUpgradeInfo { UpgradeInfo info; std::function callback; }; // pointers to permament objects in game state const CCreature * creature; const CCommanderInstance * commander; const CStackInstance * stackNode; const CStack * stack; const CGHeroInstance * owner; // temporary objects which should be kept as copy if needed std::optional levelupInfo; std::optional dismissInfo; std::optional upgradeInfo; // misc fields unsigned int creatureCount; bool popupWindow; UnitView() : creature(nullptr), commander(nullptr), stackNode(nullptr), stack(nullptr), owner(nullptr), creatureCount(0), popupWindow(false) { } std::string getName() const { if(commander) return commander->type->getNameSingularTranslated(); else return creature->getNamePluralTranslated(); } private: }; CCommanderSkillIcon::CCommanderSkillIcon(std::shared_ptr object_, bool isMasterAbility_, std::function callback) : object(), isMasterAbility(isMasterAbility_), isSelected(false), callback(callback) { pos = object_->pos; this->isMasterAbility = isMasterAbility_; setObject(object_); } void CCommanderSkillIcon::setObject(std::shared_ptr newObject) { if(object) removeChild(object.get()); object = newObject; addChild(object.get()); object->moveTo(pos.topLeft()); redraw(); } void CCommanderSkillIcon::clickPressed(const Point & cursorPosition) { callback(); isSelected = true; } void CCommanderSkillIcon::deselect() { isSelected = false; } bool CCommanderSkillIcon::getIsMasterAbility() { return isMasterAbility; } void CCommanderSkillIcon::show(Canvas &to) { CIntObject::show(to); if(isMasterAbility && isSelected) to.drawBorder(pos, Colors::YELLOW, 2); } static ImagePath skillToFile(int skill, int level, bool selected) { // FIXME: is this a correct hadling? // level 0 = skill not present, use image with "no" suffix // level 1-5 = skill available, mapped to images indexed as 0-4 // selecting skill means that it will appear one level higher (as if alredy upgraded) std::string file = "zvs/Lib1.res/_"; switch (skill) { case ECommander::ATTACK: file += "AT"; break; case ECommander::DEFENSE: file += "DF"; break; case ECommander::HEALTH: file += "HP"; break; case ECommander::DAMAGE: file += "DM"; break; case ECommander::SPEED: file += "SP"; break; case ECommander::SPELL_POWER: file += "MP"; break; } std::string sufix; if (selected) level++; // UI will display resulting level if (level == 0) sufix = "no"; //not avaliable - no number else sufix = std::to_string(level-1); if (selected) sufix += "="; //level-up highlight return ImagePath::builtin(file + sufix + ".bmp"); } CStackWindow::CWindowSection::CWindowSection(CStackWindow * parent, const ImagePath & backgroundPath, int yOffset) : parent(parent) { pos.y += yOffset; OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); if(!backgroundPath.empty()) { background = std::make_shared(backgroundPath); pos.w = background->pos.w; pos.h = background->pos.h; } } CStackWindow::ActiveSpellsSection::ActiveSpellsSection(CStackWindow * owner, int yOffset) : CWindowSection(owner, ImagePath::builtin("stackWindow/spell-effects"), yOffset) { static const Point firstPos(6, 2); // position of 1st spell box static const Point offset(54, 0); // offset of each spell box from previous OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); const CStack * battleStack = parent->info->stack; assert(battleStack); // Section should be created only for battles //spell effects int printed=0; //how many effect pics have been printed std::vector spells = battleStack->activeSpells(); for(si32 effect : spells) { const spells::Spell * spell = CGI->spells()->getByIndex(effect); std::string spellText; //not all effects have graphics (for eg. Acid Breath) //for modded spells iconEffect is added to SpellInt.def const bool hasGraphics = (effect < SpellID::THUNDERBOLT) || (effect >= SpellID::AFTER_LAST); if (hasGraphics) { spellText = CGI->generaltexth->allTexts[610]; //"%s, duration: %d rounds." boost::replace_first(spellText, "%s", spell->getNameTranslated()); //FIXME: support permanent duration int duration = battleStack->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT,effect))->turnsRemain; boost::replace_first(spellText, "%d", std::to_string(duration)); spellIcons.push_back(std::make_shared(AnimationPath::builtin("SpellInt"), effect + 1, 0, firstPos.x + offset.x * printed, firstPos.y + offset.y * printed)); clickableAreas.push_back(std::make_shared(Rect(firstPos + offset * printed, Point(50, 38)), spellText, spellText)); if(++printed >= 8) // interface limit reached break; } } } CStackWindow::BonusLineSection::BonusLineSection(CStackWindow * owner, size_t lineIndex) : CWindowSection(owner, ImagePath::builtin("stackWindow/bonus-effects"), 0) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); static const std::array offset = { Point(6, 4), Point(214, 4) }; for(size_t leftRight : {0, 1}) { auto position = offset[leftRight]; size_t bonusIndex = lineIndex * 2 + leftRight; if(parent->activeBonuses.size() > bonusIndex) { BonusInfo & bi = parent->activeBonuses[bonusIndex]; icon[leftRight] = std::make_shared(bi.imagePath, position.x, position.y); name[leftRight] = std::make_shared(position.x + 60, position.y + 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, bi.name); description[leftRight] = std::make_shared(Rect(position.x + 60, position.y + 17, 137, 30), FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, bi.description); } } } CStackWindow::BonusesSection::BonusesSection(CStackWindow * owner, int yOffset, std::optional preferredSize): CWindowSection(owner, {}, yOffset) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); // size of single image for an item static const int itemHeight = 59; size_t totalSize = (owner->activeBonuses.size() + 1) / 2; size_t visibleSize = preferredSize.value_or(std::min(3, totalSize)); pos.w = owner->pos.w; pos.h = itemHeight * (int)visibleSize; auto onCreate = [=](size_t index) -> std::shared_ptr { return std::make_shared(owner, index); }; lines = std::make_shared(onCreate, Point(0, 0), Point(0, itemHeight), visibleSize, totalSize, 0, 1, Rect(pos.w - 15, 0, pos.h, pos.h)); } CStackWindow::ButtonsSection::ButtonsSection(CStackWindow * owner, int yOffset) : CWindowSection(owner, ImagePath::builtin("stackWindow/button-panel"), yOffset) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); if(parent->info->dismissInfo && parent->info->dismissInfo->callback) { auto onDismiss = [=]() { parent->info->dismissInfo->callback(); parent->close(); }; auto onClick = [=] () { LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], onDismiss, nullptr); }; dismiss = std::make_shared(Point(5, 5),AnimationPath::builtin("IVIEWCR2.DEF"), CGI->generaltexth->zelp[445], onClick, EShortcut::HERO_DISMISS); } if(parent->info->upgradeInfo && !parent->info->commander) { // used space overlaps with commander switch button // besides - should commander really be upgradeable? auto & upgradeInfo = parent->info->upgradeInfo.value(); const size_t buttonsToCreate = std::min(upgradeInfo.info.newID.size(), upgrade.size()); for(size_t buttonIndex = 0; buttonIndex < buttonsToCreate; buttonIndex++) { TResources totalCost = upgradeInfo.info.cost[buttonIndex] * parent->info->creatureCount; auto onUpgrade = [=]() { upgradeInfo.callback(upgradeInfo.info.newID[buttonIndex]); parent->close(); }; auto onClick = [=]() { std::vector> resComps; for(TResources::nziterator i(totalCost); i.valid(); i++) { resComps.push_back(std::make_shared(CComponent::resource, i->resType, (int)i->resVal)); } if(LOCPLINT->cb->getResourceAmount().canAfford(totalCost)) { LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[207], onUpgrade, nullptr, resComps); } else { LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[314], resComps); } }; auto upgradeBtn = std::make_shared(Point(221 + (int)buttonIndex * 40, 5), AnimationPath::builtin("stackWindow/upgradeButton"), CGI->generaltexth->zelp[446], onClick); upgradeBtn->addOverlay(std::make_shared(AnimationPath::builtin("CPRSMALL"), VLC->creh->objects[upgradeInfo.info.newID[buttonIndex]]->getIconIndex())); if(buttonsToCreate == 1) // single upgrade avaialbe upgradeBtn->assignedKey = EShortcut::RECRUITMENT_UPGRADE; upgrade[buttonIndex] = upgradeBtn; } } if(parent->info->commander) { for(size_t buttonIndex = 0; buttonIndex < 2; buttonIndex++) { std::string btnIDs[2] = { "showSkills", "showBonuses" }; auto onSwitch = [buttonIndex, this]() { logAnim->debug("Switch %d->%d", parent->activeTab, buttonIndex); parent->switchButtons[parent->activeTab]->enable(); parent->commanderTab->setActive(buttonIndex); parent->switchButtons[buttonIndex]->disable(); parent->redraw(); // FIXME: enable/disable don't redraw screen themselves }; std::string tooltipText = "vcmi.creatureWindow." + btnIDs[buttonIndex]; parent->switchButtons[buttonIndex] = std::make_shared(Point(302 + (int)buttonIndex*40, 5), AnimationPath::builtin("stackWindow/upgradeButton"), CButton::tooltipLocalized(tooltipText), onSwitch); parent->switchButtons[buttonIndex]->addOverlay(std::make_shared(AnimationPath::builtin("stackWindow/switchModeIcons"), buttonIndex)); } parent->switchButtons[parent->activeTab]->disable(); } exit = std::make_shared(Point(382, 5), AnimationPath::builtin("hsbtns.def"), CGI->generaltexth->zelp[447], [=](){ parent->close(); }, EShortcut::GLOBAL_RETURN); } CStackWindow::CommanderMainSection::CommanderMainSection(CStackWindow * owner, int yOffset) : CWindowSection(owner, ImagePath::builtin("stackWindow/commander-bg"), yOffset) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); auto getSkillPos = [](int index) { return Point(10 + 80 * (index%3), 20 + 80 * (index/3)); }; auto getSkillImage = [this](int skillIndex) { bool selected = ((parent->selectedSkill == skillIndex) && parent->info->levelupInfo ); return skillToFile(skillIndex, parent->info->commander->secondarySkills[skillIndex], selected); }; auto getSkillDescription = [this](int skillIndex) -> std::string { return CGI->generaltexth->znpc00[152 + (12 * skillIndex) + (parent->info->commander->secondarySkills[skillIndex] * 2)]; }; for(int index = ECommander::ATTACK; index <= ECommander::SPELL_POWER; ++index) { Point skillPos = getSkillPos(index); auto icon = std::make_shared(std::make_shared(getSkillImage(index), skillPos.x, skillPos.y), false, [=]() { LOCPLINT->showInfoDialog(getSkillDescription(index)); }); icon->text = getSkillDescription(index); //used to handle right click description via LRClickableAreaWText::ClickRight() if(parent->selectedSkill == index) parent->selectedIcon = icon; if(parent->info->levelupInfo && vstd::contains(parent->info->levelupInfo->skills, index)) // can be upgraded - enable selection switch { if(parent->selectedSkill == index) parent->setSelection(index, icon); icon->callback = [=]() { parent->setSelection(index, icon); }; } skillIcons.push_back(icon); } auto getArtifactPos = [](int index) { return Point(269 + 47 * (index % 3), 22 + 47 * (index / 3)); }; for(auto equippedArtifact : parent->info->commander->artifactsWorn) { Point artPos = getArtifactPos(equippedArtifact.first); auto artPlace = std::make_shared(artPos, parent->info->owner, equippedArtifact.first, equippedArtifact.second.artifact); artifacts.push_back(artPlace); } if(parent->info->levelupInfo) { abilitiesBackground = std::make_shared(ImagePath::builtin("stackWindow/commander-abilities.png")); abilitiesBackground->moveBy(Point(0, pos.h)); size_t abilitiesCount = boost::range::count_if(parent->info->levelupInfo->skills, [](ui32 skillID) { return skillID >= 100; }); auto onCreate = [=](size_t index)->std::shared_ptr { for(auto skillID : parent->info->levelupInfo->skills) { if(index == 0 && skillID >= 100) { const auto bonus = CGI->creh->skillRequirements[skillID-100].first; const CStackInstance * stack = parent->info->commander; auto icon = std::make_shared(std::make_shared(stack->bonusToGraphics(bonus)), true, [](){}); icon->callback = [=]() { parent->setSelection(skillID, icon); }; icon->text = stack->bonusToString(bonus, true); icon->hoverText = stack->bonusToString(bonus, false); return icon; } if(skillID >= 100) index--; } return nullptr; }; abilities = std::make_shared(onCreate, Point(38, 3+pos.h), Point(63, 0), 6, abilitiesCount); abilities->setRedrawParent(true); leftBtn = std::make_shared(Point(10, pos.h + 6), AnimationPath::builtin("hsbtns3.def"), CButton::tooltip(), [=](){ abilities->moveToPrev(); }, EShortcut::MOVE_LEFT); rightBtn = std::make_shared(Point(411, pos.h + 6), AnimationPath::builtin("hsbtns5.def"), CButton::tooltip(), [=](){ abilities->moveToNext(); }, EShortcut::MOVE_RIGHT); if(abilitiesCount <= 6) { leftBtn->block(true); rightBtn->block(true); } pos.h += abilitiesBackground->pos.h; } } CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool showExp, bool showArt) : CWindowSection(owner, getBackgroundName(showExp, showArt), yOffset) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); statNames = { CGI->generaltexth->primarySkillNames[0], //ATTACK CGI->generaltexth->primarySkillNames[1],//DEFENCE CGI->generaltexth->allTexts[198],//SHOTS CGI->generaltexth->allTexts[199],//DAMAGE CGI->generaltexth->allTexts[388],//HEALTH CGI->generaltexth->allTexts[200],//HEALTH_LEFT CGI->generaltexth->zelp[441].first,//SPEED CGI->generaltexth->allTexts[399]//MANA }; statFormats = { "%d (%d)", "%d (%d)", "%d (%d)", "%d - %d", "%d (%d)", "%d (%d)", "%d (%d)", "%d (%d)" }; animation = std::make_shared(5, 41, parent->info->creature); if(parent->info->stackNode != nullptr && parent->info->commander == nullptr) { //normal stack, not a commander and not non-existing stack (e.g. recruitment dialog) animation->setAmount(parent->info->creatureCount); } name = std::make_shared(215, 12, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, parent->info->getName()); int dmgMultiply = 1; if(parent->info->owner && parent->info->stackNode->hasBonusOfType(BonusType::SIEGE_WEAPON)) dmgMultiply += parent->info->owner->getPrimSkillLevel(PrimarySkill::ATTACK); icons = std::make_shared(ImagePath::builtin("stackWindow/icons"), 117, 32); const CStack * battleStack = parent->info->stack; morale = std::make_shared(true, Rect(Point(321, 110), Point(42, 42) )); luck = std::make_shared(false, Rect(Point(375, 110), Point(42, 42) )); if(battleStack != nullptr) // in battle { addStatLabel(EStat::ATTACK, parent->info->creature->getAttack(battleStack->isShooter()), battleStack->getAttack(battleStack->isShooter())); addStatLabel(EStat::DEFENCE, parent->info->creature->getDefense(battleStack->isShooter()), battleStack->getDefense(battleStack->isShooter())); addStatLabel(EStat::DAMAGE, parent->info->stackNode->getMinDamage(battleStack->isShooter()) * dmgMultiply, battleStack->getMaxDamage(battleStack->isShooter()) * dmgMultiply); addStatLabel(EStat::HEALTH, parent->info->creature->getMaxHealth(), battleStack->getMaxHealth()); addStatLabel(EStat::SPEED, parent->info->creature->speed(), battleStack->speed()); if(battleStack->isShooter()) addStatLabel(EStat::SHOTS, battleStack->shots.total(), battleStack->shots.available()); if(battleStack->isCaster()) addStatLabel(EStat::MANA, battleStack->casts.total(), battleStack->casts.available()); addStatLabel(EStat::HEALTH_LEFT, battleStack->getFirstHPleft()); morale->set(battleStack); luck->set(battleStack); } else { const bool shooter = parent->info->stackNode->hasBonusOfType(BonusType::SHOOTER) && parent->info->stackNode->valOfBonuses(BonusType::SHOTS); const bool caster = parent->info->stackNode->valOfBonuses(BonusType::CASTS); addStatLabel(EStat::ATTACK, parent->info->creature->getAttack(shooter), parent->info->stackNode->getAttack(shooter)); addStatLabel(EStat::DEFENCE, parent->info->creature->getDefense(shooter), parent->info->stackNode->getDefense(shooter)); addStatLabel(EStat::DAMAGE, parent->info->stackNode->getMinDamage(shooter) * dmgMultiply, parent->info->stackNode->getMaxDamage(shooter) * dmgMultiply); addStatLabel(EStat::HEALTH, parent->info->creature->getMaxHealth(), parent->info->stackNode->getMaxHealth()); addStatLabel(EStat::SPEED, parent->info->creature->speed(), parent->info->stackNode->speed()); if(shooter) addStatLabel(EStat::SHOTS, parent->info->stackNode->valOfBonuses(BonusType::SHOTS)); if(caster) addStatLabel(EStat::MANA, parent->info->stackNode->valOfBonuses(BonusType::CASTS)); morale->set(parent->info->stackNode); luck->set(parent->info->stackNode); } if(showExp) { const CStackInstance * stack = parent->info->stackNode; Point pos = showArt ? Point(321, 32) : Point(347, 32); if(parent->info->commander) { const CCommanderInstance * commander = parent->info->commander; expRankIcon = std::make_shared(AnimationPath::builtin("PSKIL42"), 4, 0, pos.x, pos.y); auto area = std::make_shared(Rect(pos.x, pos.y, 44, 44), CComponent::experience); expArea = area; area->text = CGI->generaltexth->allTexts[2]; area->bonusValue = commander->getExpRank(); boost::replace_first(area->text, "%d", std::to_string(commander->getExpRank())); boost::replace_first(area->text, "%d", std::to_string(CGI->heroh->reqExp(commander->getExpRank() + 1))); boost::replace_first(area->text, "%d", std::to_string(commander->experience)); } else { expRankIcon = std::make_shared(AnimationPath::builtin("stackWindow/levels"), stack->getExpRank(), 0, pos.x, pos.y); expArea = std::make_shared(Rect(pos.x, pos.y, 44, 44)); expArea->text = parent->generateStackExpDescription(); } expLabel = std::make_shared( pos.x + 21, pos.y + 52, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, TextOperations::formatMetric(stack->experience, 6)); } if(showArt) { Point pos = showExp ? Point(375, 32) : Point(347, 32); // ALARMA: do not refactor this into a separate function // otherwise, artifact icon is drawn near the hero's portrait // this is really strange auto art = parent->info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT); if(art) { parent->stackArtifactIcon = std::make_shared(AnimationPath::builtin("ARTIFACT"), art->artType->getIconIndex(), 0, pos.x, pos.y); parent->stackArtifactHelp = std::make_shared(Rect(pos, Point(44, 44)), CComponent::artifact); parent->stackArtifactHelp->type = art->artType->getId(); if(parent->info->owner) { parent->stackArtifactButton = std::make_shared( Point(pos.x - 2 , pos.y + 46), AnimationPath::builtin("stackWindow/cancelButton"), CButton::tooltipLocalized("vcmi.creatureWindow.returnArtifact"), [=]() { parent->removeStackArtifact(ArtifactPosition::CREATURE_SLOT); }); } } } } ImagePath CStackWindow::MainSection::getBackgroundName(bool showExp, bool showArt) { if(showExp && showArt) return ImagePath::builtin("stackWindow/info-panel-2"); else if(showExp || showArt) return ImagePath::builtin("stackWindow/info-panel-1"); else return ImagePath::builtin("stackWindow/info-panel-0"); } void CStackWindow::MainSection::addStatLabel(EStat index, int64_t value1, int64_t value2) { const auto title = statNames.at(static_cast(index)); stats.push_back(std::make_shared(145, 32 + (int)index*19, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, title)); const bool useRange = value1 != value2; std::string formatStr = useRange ? statFormats.at(static_cast(index)) : "%d"; boost::format fmt(formatStr); fmt % value1; if(useRange) fmt % value2; stats.push_back(std::make_shared(307, 48 + (int)index*19, FONT_SMALL, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, fmt.str())); } void CStackWindow::MainSection::addStatLabel(EStat index, int64_t value) { addStatLabel(index, value, value); } CStackWindow::CStackWindow(const CStack * stack, bool popup) : CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)), info(new UnitView()) { info->stack = stack; info->stackNode = stack->base; info->creature = stack->unitType(); info->creatureCount = stack->getCount(); info->popupWindow = popup; init(); } CStackWindow::CStackWindow(const CCreature * creature, bool popup) : CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)), info(new UnitView()) { info->creature = creature; info->popupWindow = popup; init(); } CStackWindow::CStackWindow(const CStackInstance * stack, bool popup) : CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)), info(new UnitView()) { info->stackNode = stack; info->creature = stack->type; info->creatureCount = stack->count; info->popupWindow = popup; info->owner = dynamic_cast (stack->armyObj); init(); } CStackWindow::CStackWindow(const CStackInstance * stack, std::function dismiss, const UpgradeInfo & upgradeInfo, std::function callback) : CWindowObject(BORDERED), info(new UnitView()) { info->stackNode = stack; info->creature = stack->type; info->creatureCount = stack->count; info->upgradeInfo = std::make_optional(UnitView::StackUpgradeInfo()); info->dismissInfo = std::make_optional(UnitView::StackDismissInfo()); info->upgradeInfo->info = upgradeInfo; info->upgradeInfo->callback = callback; info->dismissInfo->callback = dismiss; info->owner = dynamic_cast (stack->armyObj); init(); } CStackWindow::CStackWindow(const CCommanderInstance * commander, bool popup) : CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)), info(new UnitView()) { info->stackNode = commander; info->creature = commander->type; info->commander = commander; info->creatureCount = 1; info->popupWindow = popup; info->owner = dynamic_cast (commander->armyObj); init(); } CStackWindow::CStackWindow(const CCommanderInstance * commander, std::vector &skills, std::function callback) : CWindowObject(BORDERED), info(new UnitView()) { info->stackNode = commander; info->creature = commander->type; info->commander = commander; info->creatureCount = 1; info->levelupInfo = std::make_optional(UnitView::CommanderLevelInfo()); info->levelupInfo->skills = skills; info->levelupInfo->callback = callback; info->owner = dynamic_cast (commander->armyObj); init(); } CStackWindow::~CStackWindow() { if(info->levelupInfo && !info->levelupInfo->skills.empty()) info->levelupInfo->callback(vstd::find_pos(info->levelupInfo->skills, selectedSkill)); } void CStackWindow::init() { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); if(!info->stackNode) info->stackNode = new CStackInstance(info->creature, 1, true);// FIXME: free data selectedIcon = nullptr; selectedSkill = -1; if(info->levelupInfo && !info->levelupInfo->skills.empty()) selectedSkill = info->levelupInfo->skills.front(); activeTab = 0; initBonusesList(); initSections(); } void CStackWindow::initBonusesList() { BonusList output, input; input = *(info->stackNode->getBonuses(CSelector(Bonus::Permanent), Selector::all)); while(!input.empty()) { auto b = input.front(); output.push_back(std::make_shared(*b)); output.back()->val = input.valOfBonuses(Selector::typeSubtype(b->type, b->subtype)); //merge multiple bonuses into one input.remove_if (Selector::typeSubtype(b->type, b->subtype)); //remove used bonuses } BonusInfo bonusInfo; for(auto b : output) { bonusInfo.name = info->stackNode->bonusToString(b, false); bonusInfo.description = info->stackNode->bonusToString(b, true); bonusInfo.imagePath = info->stackNode->bonusToGraphics(b); //if it's possible to give any description or image for this kind of bonus //TODO: figure out why half of bonuses don't have proper description if(!bonusInfo.name.empty() || !bonusInfo.imagePath.empty()) activeBonuses.push_back(bonusInfo); } } void CStackWindow::initSections() { OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE); bool showArt = CGI->settings()->getBoolean(EGameSettings::MODULE_STACK_ARTIFACT) && info->commander == nullptr && info->stackNode; bool showExp = (CGI->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE) || info->commander != nullptr) && info->stackNode; mainSection = std::make_shared(this, pos.h, showExp, showArt); pos.w = mainSection->pos.w; pos.h += mainSection->pos.h; if(info->stack) // in battle { activeSpellsSection = std::make_shared(this, pos.h); pos.h += activeSpellsSection->pos.h; } if(info->commander) { auto onCreate = [=](size_t index) -> std::shared_ptr { auto obj = switchTab(index); if(obj) { obj->activate(); obj->recActions |= (UPDATE | SHOWALL); } return obj; }; auto deactivateObj = [=](std::shared_ptr obj) { obj->deactivate(); obj->recActions &= ~(UPDATE | SHOWALL); }; commanderMainSection = std::make_shared(this, 0); auto size = std::make_optional((info->levelupInfo) ? 4 : 3); commanderBonusesSection = std::make_shared(this, 0, size); deactivateObj(commanderBonusesSection); commanderTab = std::make_shared(onCreate, Point(0, pos.h), 0); pos.h += commanderMainSection->pos.h; } if(!info->commander && !activeBonuses.empty()) { bonusesSection = std::make_shared(this, pos.h); pos.h += bonusesSection->pos.h; } if(!info->popupWindow) { buttonsSection = std::make_shared(this, pos.h); pos.h += buttonsSection->pos.h; //FIXME: add status bar to image? } updateShadow(); pos = center(pos); } std::string CStackWindow::generateStackExpDescription() { const CStackInstance * stack = info->stackNode; const CCreature * creature = info->creature; int tier = stack->type->getLevel(); int rank = stack->getExpRank(); if (!vstd::iswithin(tier, 1, 7)) tier = 0; int number; std::string expText = CGI->generaltexth->translate("vcmi.stackExperience.description"); boost::replace_first(expText, "%s", creature->getNamePluralTranslated()); boost::replace_first(expText, "%s", CGI->generaltexth->translate("vcmi.stackExperience.rank", rank)); boost::replace_first(expText, "%i", std::to_string(rank)); boost::replace_first(expText, "%i", std::to_string(stack->experience)); number = static_cast(CGI->creh->expRanks[tier][rank] - stack->experience); boost::replace_first(expText, "%i", std::to_string(number)); number = CGI->creh->maxExpPerBattle[tier]; //percent boost::replace_first(expText, "%i%", std::to_string(number)); number *= CGI->creh->expRanks[tier].back() / 100; //actual amount boost::replace_first(expText, "%i", std::to_string(number)); boost::replace_first(expText, "%i", std::to_string(stack->count)); //Number of Creatures in stack int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1); number = static_cast((stack->count * (stack->experience - expmin)) / expmin); //Maximum New Recruits without losing current Rank boost::replace_first(expText, "%i", std::to_string(number)); //TODO boost::replace_first(expText, "%.2f", std::to_string(1)); //TODO Experience Multiplier number = CGI->creh->expAfterUpgrade; boost::replace_first(expText, "%.2f", std::to_string(number) + "%"); //Upgrade Multiplier expmin = CGI->creh->expRanks[tier][9]; int expmax = CGI->creh->expRanks[tier][10]; number = expmax - expmin; boost::replace_first(expText, "%i", std::to_string(number)); //Experience after Rank 10 number = (stack->count * (expmax - expmin)) / expmin; boost::replace_first(expText, "%i", std::to_string(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience return expText; } void CStackWindow::setSelection(si32 newSkill, std::shared_ptr newIcon) { auto getSkillDescription = [this](int skillIndex, bool selected) -> std::string { if(selected) return CGI->generaltexth->znpc00[152 + (12 * skillIndex) + ((info->commander->secondarySkills[skillIndex] + 1) * 2)]; //upgrade description else return CGI->generaltexth->znpc00[152 + (12 * skillIndex) + (info->commander->secondarySkills[skillIndex] * 2)]; }; auto getSkillImage = [this](int skillIndex) { bool selected = ((selectedSkill == skillIndex) && info->levelupInfo ); return skillToFile(skillIndex, info->commander->secondarySkills[skillIndex], selected); }; OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE); int oldSelection = selectedSkill; // update selection selectedSkill = newSkill; if(selectedIcon && oldSelection < 100) // recreate image on old selection, only for skills selectedIcon->setObject(std::make_shared(getSkillImage(oldSelection))); if(selectedIcon) { if(!selectedIcon->getIsMasterAbility()) //unlike WoG, in VCMI master skill descriptions are taken from bonus descriptions { selectedIcon->text = getSkillDescription(oldSelection, false); //update previously selected icon's message to existing skill level } selectedIcon->deselect(); } selectedIcon = newIcon; // update new selection if(newSkill < 100) { newIcon->setObject(std::make_shared(getSkillImage(newSkill))); if(!newIcon->getIsMasterAbility()) { newIcon->text = getSkillDescription(newSkill, true); //update currently selected icon's message to show upgrade description } } } std::shared_ptr CStackWindow::switchTab(size_t index) { std::shared_ptr ret; switch(index) { case 0: { activeTab = 0; ret = commanderMainSection; } break; case 1: { activeTab = 1; ret = commanderBonusesSection; } break; default: break; } return ret; } void CStackWindow::removeStackArtifact(ArtifactPosition pos) { auto art = info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT); if(!art) { logGlobal->error("Attempt to remove missing artifact"); return; } const auto slot = ArtifactUtils::getArtBackpackPosition(info->owner, art->getTypeId()); if(slot != ArtifactPosition::PRE_FIRST) { LOCPLINT->cb->swapArtifacts(ArtifactLocation(info->stackNode, pos), ArtifactLocation(info->owner, slot)); stackArtifactButton.reset(); stackArtifactHelp.reset(); stackArtifactIcon.reset(); redraw(); } }