#include "StdInc.h" #include "CCreatureWindow.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../widgets/Buttons.h" #include "../widgets/CComponent.h" #include "../widgets/Images.h" #include "../widgets/TextControls.h" #include "../widgets/ObjectLists.h" #include "../gui/CGuiHandler.h" #include "../../CCallback.h" #include "../../lib/BattleState.h" #include "../../lib/CBonusTypeHandler.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/CModHandler.h" #include "../../lib/CHeroHandler.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/CGameState.h" using namespace CSDL_Ext; class CCreatureArtifactInstance; class CSelectableSkill; /* * 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 * */ struct StackWindowInfo { // 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 boost::optional levelupInfo; boost::optional dismissInfo; boost::optional upgradeInfo; // misc fields unsigned int creatureCount; bool popupWindow; StackWindowInfo(); }; namespace { namespace EStat { enum EStat { ATTACK, DEFENCE, SHOTS, DAMAGE, HEALTH, HEALTH_LEFT, SPEED, MANA }; } } StackWindowInfo::StackWindowInfo(): creature(nullptr), commander(nullptr), stackNode(nullptr), stack(nullptr), owner(nullptr), creatureCount(0), popupWindow(false) { } void CStackWindow::CWindowSection::createBackground(std::string path) { background = new CPicture("stackWindow/" + path); pos = background->pos; } void CStackWindow::CWindowSection::printStatString(int index, std::string name, std::string value) { new CLabel(145, 32 + index*19, FONT_SMALL, TOPLEFT, Colors::WHITE, name); new CLabel(307, 48 + index*19, FONT_SMALL, BOTTOMRIGHT, Colors::WHITE, value); } void CStackWindow::CWindowSection::printStatRange(int index, std::string name, int min, int max) { if(min != max) printStatString(index, name, boost::str(boost::format("%d - %d") % min % max)); else printStatString(index, name, boost::str(boost::format("%d") % min)); } void CStackWindow::CWindowSection::printStatBase(int index, std::string name, int base, int current) { if(base != current) printStatString(index, name, boost::str(boost::format("%d (%d)") % base % current)); else printStatString(index, name, boost::str(boost::format("%d") % base)); } void CStackWindow::CWindowSection::printStat(int index, std::string name, int value) { printStatBase(index, name, value, value); } std::string CStackWindow::generateStackExpDescription() { const CStackInstance * stack = info->stackNode; const CCreature * creature = info->creature; int tier = stack->type->level; int rank = stack->getExpRank(); if (!vstd::iswithin(tier, 1, 7)) tier = 0; int number; std::string expText = CGI->generaltexth->zcrexp[325]; boost::replace_first (expText, "%s", creature->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 return expText; } void CStackWindow::removeStackArtifact(ArtifactPosition pos) { auto art = info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT); LOCPLINT->cb->swapArtifacts(ArtifactLocation(info->stackNode, pos), ArtifactLocation(info->owner, art->firstBackpackSlot(info->owner))); delete stackArtifactButton; delete stackArtifactHelp; delete stackArtifactIcon; } void CStackWindow::setStackArtifact(const CArtifactInstance * art, Point artPos) { if (art) { stackArtifactIcon = new CAnimImage("ARTIFACT", art->artType->iconIndex, 0, pos.x, pos.y); stackArtifactHelp = new LRClickableAreaWTextComp(Rect(artPos, Point(44, 44)), CComponent::artifact); stackArtifactHelp->type = art->artType->id; const JsonNode & text = VLC->generaltexth->localizedTexts["creatureWindow"]["returnArtifact"]; if (info->owner) { stackArtifactButton = new CButton(Point(artPos.x - 2 , artPos.y + 46), "stackWindow/cancelButton", CButton::tooltip(text), [=]{ removeStackArtifact(ArtifactPosition::CREATURE_SLOT); }); } } } void CStackWindow::CWindowSection::createStackInfo(bool showExp, bool showArt) { OBJ_CONSTRUCTION_CAPTURING_ALL; if (showExp && showArt) createBackground("info-panel-2"); else if (showExp || showArt) createBackground("info-panel-1"); else createBackground("info-panel-0"); auto pic = new CCreaturePic(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) pic->setAmount(parent->info->creatureCount); } std::string visibleName; if (parent->info->commander != nullptr) visibleName = parent->info->commander->type->nameSing; else visibleName = parent->info->creature->namePl; new CLabel(215, 12, FONT_SMALL, CENTER, Colors::YELLOW, visibleName); int dmgMultiply = 1; if(parent->info->owner && parent->info->stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON)) dmgMultiply += parent->info->owner->Attack(); new CPicture("stackWindow/icons", 117, 32); const CStack * battleStack = parent->info->stack; bool shooter = parent->info->stackNode->hasBonusOfType(Bonus::SHOOTER) && parent->info->stackNode->valOfBonuses(Bonus::SHOTS); bool caster = parent->info->stackNode->valOfBonuses(Bonus::CASTS); if (battleStack != nullptr) // in battle { printStatBase(EStat::ATTACK, CGI->generaltexth->primarySkillNames[0], parent->info->creature->Attack(), battleStack->Attack()); printStatBase(EStat::DEFENCE, CGI->generaltexth->primarySkillNames[1], parent->info->creature->Defense(false), battleStack->Defense()); printStatRange(EStat::DAMAGE, CGI->generaltexth->allTexts[199], parent->info->stackNode->getMinDamage() * dmgMultiply, battleStack->getMaxDamage() * dmgMultiply); printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info->creature->valOfBonuses(Bonus::STACK_HEALTH), battleStack->valOfBonuses(Bonus::STACK_HEALTH)); printStatBase(EStat::SPEED, CGI->generaltexth->zelp[441].first, parent->info->creature->Speed(), battleStack->Speed()); if (shooter) printStatBase(EStat::SHOTS, CGI->generaltexth->allTexts[198], battleStack->valOfBonuses(Bonus::SHOTS), battleStack->shots); if (caster) printStatBase(EStat::MANA, CGI->generaltexth->allTexts[399], battleStack->valOfBonuses(Bonus::CASTS), battleStack->casts); printStat(EStat::HEALTH_LEFT, CGI->generaltexth->allTexts[200], battleStack->firstHPleft); } else { printStatBase(EStat::ATTACK, CGI->generaltexth->primarySkillNames[0], parent->info->creature->Attack(), parent->info->stackNode->Attack()); printStatBase(EStat::DEFENCE, CGI->generaltexth->primarySkillNames[1], parent->info->creature->Defense(false), parent->info->stackNode->Defense()); printStatRange(EStat::DAMAGE, CGI->generaltexth->allTexts[199], parent->info->stackNode->getMinDamage() * dmgMultiply, parent->info->stackNode->getMaxDamage() * dmgMultiply); printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info->creature->valOfBonuses(Bonus::STACK_HEALTH), parent->info->stackNode->valOfBonuses(Bonus::STACK_HEALTH)); printStatBase(EStat::SPEED, CGI->generaltexth->zelp[441].first, parent->info->creature->Speed(), parent->info->stackNode->Speed()); if (shooter) printStat(EStat::SHOTS, CGI->generaltexth->allTexts[198], parent->info->stackNode->valOfBonuses(Bonus::SHOTS)); if (caster) printStat(EStat::MANA, CGI->generaltexth->allTexts[399], parent->info->stackNode->valOfBonuses(Bonus::CASTS)); } auto morale = new MoraleLuckBox(true, genRect(42, 42, 321, 110)); morale->set(parent->info->stackNode); auto luck = new MoraleLuckBox(false, genRect(42, 42, 375, 110)); luck->set(parent->info->stackNode); if (showArt) { Point pos = showExp ? Point(375, 32) : Point(347, 32); parent->setStackArtifact(parent->info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT), pos); } 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; new CAnimImage("PSKIL42", 4, 0, pos.x, pos.y); // experience icon auto expArea = new LRClickableAreaWTextComp(Rect(pos.x, pos.y, 44, 44), CComponent::experience); expArea->text = CGI->generaltexth->allTexts[2]; expArea->bonusValue = commander->getExpRank(); boost::replace_first(expArea->text, "%d", boost::lexical_cast(commander->getExpRank())); boost::replace_first(expArea->text, "%d", boost::lexical_cast(CGI->heroh->reqExp(commander->getExpRank()+1))); boost::replace_first(expArea->text, "%d", boost::lexical_cast(commander->experience)); } else { new CAnimImage("stackWindow/levels", stack->getExpRank(), 0, pos.x, pos.y); auto expArea = new LRClickableAreaWText(Rect(pos.x, pos.y, 44, 44)); expArea->text = parent->generateStackExpDescription(); } new CLabel(pos.x + 21, pos.y + 52, FONT_SMALL, CENTER, Colors::WHITE, makeNumberShort(stack->experience, 6)); } } void CStackWindow::CWindowSection::createActiveSpells() { static const Point firstPos(6, 2); // position of 1st spell box static const Point offset(54, 0); // offset of each spell box from previous OBJ_CONSTRUCTION_CAPTURING_ALL; createBackground("spell-effects"); 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 CSpell * sp = CGI->spellh->objects[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", sp->name); int duration = battleStack->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain; boost::replace_first (spellText, "%d", boost::lexical_cast(duration)); new CAnimImage("SpellInt", effect + 1, 0, firstPos.x + offset.x * printed, firstPos.y + offset.y * printed); new LRClickableAreaWText(Rect(firstPos + offset * printed, Point(50, 38)), spellText, spellText); if (++printed >= 8) // interface limit reached break; } } } void CStackWindow::CWindowSection::createCommanderSection() { OBJ_CONSTRUCTION_CAPTURING_ALL; auto onCreate = [=](size_t index) -> CIntObject * { return parent->switchTab(index); }; auto onDestroy = [=](CIntObject * obj) { delete obj; }; parent->commanderTab = new CTabbedInt(onCreate, onDestroy, Point(0,0), 0); pos.w = parent->pos.w; pos.h = 177; // height of commander info if (parent->info->levelupInfo) pos.h += 59; // height of abilities selection } static std::string 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 = boost::lexical_cast(level-1); if (selected) sufix += "="; //level-up highlight return file + sufix + ".bmp"; } void CStackWindow::CWindowSection::createCommander() { OBJ_CONSTRUCTION_CAPTURING_ALL; createBackground("commander-bg"); auto getSkillPos = [&](int index) { return Point(10 + 80 * (index%3), 20 + 80 * (index/3)); }; auto getSkillImage = [this](int skillIndex) -> std::string { bool selected = ((parent->selectedSkill == skillIndex) && parent->info->levelupInfo ); return skillToFile(skillIndex, parent->info->commander->secondarySkills[skillIndex], selected); }; for (int index = ECommander::ATTACK; index <= ECommander::SPELL_POWER; ++index) { Point skillPos = getSkillPos(index); auto icon = new CClickableObject(new CPicture(getSkillImage(index), skillPos.x, skillPos.y), [=]{}); if (parent->selectedSkill == index) parent->selectedIcon = icon; if (parent->info->levelupInfo && vstd::contains(parent->info->levelupInfo->skills, index)) // can be upgraded - enable selection switch { icon->callback = [=] { parent->setSelection(index, icon); }; } } //TODO: commander artifacts } CIntObject * CStackWindow::createSkillEntry(int index) { for (auto skillID : info->levelupInfo->skills) { if (index == 0 && skillID >= 100) { const Bonus *bonus = CGI->creh->skillRequirements[skillID-100].first; const CStackInstance *stack = info->commander; CClickableObject * icon = new CClickableObject(new CPicture(stack->bonusToGraphics(bonus)), []{}); icon->callback = [=] { setSelection(skillID, icon); }; icon->text = stack->bonusToString(bonus, true); icon->hoverText = stack->bonusToString(bonus, false); return icon; } if (skillID >= 100) index--; } return nullptr; } void CStackWindow::CWindowSection::createCommanderAbilities() { OBJ_CONSTRUCTION_CAPTURING_ALL; auto bg2 = new CPicture("stackWindow/commander-abilities.png"); bg2->moveBy(Point(0, pos.h)); size_t abilitiesCount = boost::range::count_if(parent->info->levelupInfo->skills, [](ui32 skillID) { return skillID >= 100; }); auto list = new CListBox([=] (int index) { return parent->createSkillEntry(index); }, [=] (CIntObject * elem) { delete elem; }, Point(38, 3+pos.h), Point(63, 0), 6, abilitiesCount); auto leftBtn = new CButton(Point(10, pos.h + 6), "hsbtns3.def", CButton::tooltip(), [=]{ list->moveToPrev(); }, SDLK_LEFT); auto rightBtn = new CButton(Point(411, pos.h + 6), "hsbtns5.def", CButton::tooltip(), [=]{ list->moveToNext(); }, SDLK_RIGHT); if (abilitiesCount <= 6) { leftBtn->block(true); rightBtn->block(true); } } void CStackWindow::setSelection(si32 newSkill, CClickableObject * newIcon) { auto getSkillImage = [this](int skillIndex) -> std::string { bool selected = ((selectedSkill == skillIndex) && info->levelupInfo ); return skillToFile(skillIndex, info->commander->secondarySkills[skillIndex], selected); }; OBJ_CONSTRUCTION_CAPTURING_ALL; int oldSelection = selectedSkill; // update selection selectedSkill = newSkill; if (selectedIcon && oldSelection < 100) // recreate image on old selection, only for skills selectedIcon->setObject(new CPicture(getSkillImage(oldSelection))); selectedIcon = newIcon; // update new selection if (newSkill < 100) newIcon->setObject(new CPicture(getSkillImage(newSkill))); } void CStackWindow::CWindowSection::createBonuses(boost::optional preferredSize) { // size of single image for an item static const int itemHeight = 59; OBJ_CONSTRUCTION_CAPTURING_ALL; size_t totalSize = (parent->activeBonuses.size() + 1) / 2; size_t visibleSize = preferredSize ? preferredSize.get() : std::min(3, totalSize); pos.w = parent->pos.w; pos.h = itemHeight * visibleSize; auto onCreate = [=](size_t index) -> CIntObject * { return parent->createBonusEntry(index); }; auto onDestroy = [=](CIntObject * obj) { delete obj; }; new CListBox(onCreate, onDestroy, Point(0, 0), Point(0, itemHeight), visibleSize, totalSize, 0, 1, Rect(pos.w - 15, 0, pos.h, pos.h)); } void CStackWindow::CWindowSection::createButtonPanel() { OBJ_CONSTRUCTION_CAPTURING_ALL; createBackground("button-panel"); 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, 0, false, std::vector()); }; new CButton(Point(5, 5),"IVIEWCR2.DEF", CGI->generaltexth->zelp[445], onClick, SDLK_d); } if (parent->info->upgradeInfo) { // used space overlaps with commander switch button // besides - should commander really be upgradeable? assert(!parent->info->commander); StackWindowInfo::StackUpgradeInfo & upgradeInfo = parent->info->upgradeInfo.get(); size_t buttonsToCreate = std::min(upgradeInfo.info.newID.size(), 3); // no more than 3 windows on UI - space limit for (size_t i=0; iinfo->creatureCount; auto onUpgrade = [=]() { upgradeInfo.callback(upgradeInfo.info.newID[i]); parent->close(); }; auto onClick = [=]() { std::vector resComps; for(TResources::nziterator i(totalCost); i.valid(); i++) { resComps.push_back(new CComponent(CComponent::resource, i->resType, i->resVal)); } LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[207], onUpgrade, nullptr, true, resComps); }; auto upgradeBtn = new CButton(Point(221 + i * 40, 5), "stackWindow/upgradeButton", CGI->generaltexth->zelp[446], onClick, SDLK_1); upgradeBtn->addOverlay(new CAnimImage("CPRSMALL", VLC->creh->creatures[upgradeInfo.info.newID[i]]->iconIndex)); if (!LOCPLINT->cb->getResourceAmount().canAfford(totalCost)) upgradeBtn->block(true); } } if (parent->info->commander) { for (size_t i=0; i<2; i++) { std::string btnIDs[2] = { "showSkills", "showBonuses" }; auto onSwitch = [&, i]() { parent->switchButtons[parent->activeTab]->enable(); parent->commanderTab->setActive(i); parent->switchButtons[i]->disable(); parent->redraw(); // FIXME: enable/disable don't redraw screen themselves }; const JsonNode & text = VLC->generaltexth->localizedTexts["creatureWindow"][btnIDs[i]]; parent->switchButtons[i] = new CButton(Point(302 + i*40, 5), "stackWindow/upgradeButton", CButton::tooltip(text), onSwitch); parent->switchButtons[i]->addOverlay(new CAnimImage("stackWindow/switchModeIcons", i)); } parent->switchButtons[parent->activeTab]->disable(); } auto exitBtn = new CButton(Point(382, 5), "hsbtns.def", CGI->generaltexth->zelp[447], [=]{ parent->close(); }, SDLK_RETURN); exitBtn->assignedKeys.insert(SDLK_ESCAPE); } CStackWindow::CWindowSection::CWindowSection(CStackWindow * parent): parent(parent) { } CClickableObject::CClickableObject(CIntObject *object, std::function callback): object(nullptr), callback(callback) { pos = object->pos; setObject(object); } void CClickableObject::setObject(CIntObject *newObject) { delete object; object = newObject; addChild(object); object->moveTo(pos.topLeft()); redraw(); } void CClickableObject::clickLeft(tribool down, bool previousState) { if (down) callback(); } CIntObject * CStackWindow::createBonusEntry(size_t index) { auto section = new CWindowSection(this); section->createBonusEntry(index); return section; } void CStackWindow::CWindowSection::createBonusEntry(size_t index) { OBJ_CONSTRUCTION_CAPTURING_ALL; createBackground("bonus-effects"); createBonusItem(index * 2, Point(6, 4)); createBonusItem(index * 2 + 1, Point(214, 4)); } void CStackWindow::CWindowSection::createBonusItem(size_t index, Point position) { if (parent->activeBonuses.size() > index) { BonusInfo & bi = parent->activeBonuses[index]; new CPicture(bi.imagePath, position.x, position.y); new CLabel(position.x + 60, position.y + 2, FONT_SMALL, TOPLEFT, Colors::WHITE, bi.name); new CMultiLineLabel(Rect(position.x + 60, position.y + 17, 137,30), FONT_SMALL, TOPLEFT, Colors::WHITE, bi.description); } } CIntObject * CStackWindow::switchTab(size_t index) { switch (index) { case 0: { activeTab = 0; auto ret = new CWindowSection(this); ret->createCommander(); if (info->levelupInfo) ret->createCommanderAbilities(); return ret; } case 1: { activeTab = 1; auto ret = new CWindowSection(this); if (info->levelupInfo) ret->createBonuses(4); else ret->createBonuses(3); return ret; } default: { return nullptr; } } } void CStackWindow::initSections() { OBJ_CONSTRUCTION_CAPTURING_ALL; CWindowSection * currentSection; bool showArt = CGI->modh->modules.STACK_ARTIFACT && info->commander == nullptr && info->stackNode; bool showExp = (CGI->modh->modules.STACK_EXP || info->commander != nullptr) && info->stackNode; currentSection = new CWindowSection(this); currentSection->createStackInfo(showExp, showArt); pos.w = currentSection->pos.w; pos.h += currentSection->pos.h; if (info->stack) // in battle { currentSection = new CWindowSection(this); currentSection->pos.y += pos.h; currentSection->createActiveSpells(); pos.h += currentSection->pos.h; } if (info->commander) { currentSection = new CWindowSection(this); currentSection->pos.y += pos.h; currentSection->createCommanderSection(); pos.h += currentSection->pos.h; } if (!info->commander && !activeBonuses.empty()) { currentSection = new CWindowSection(this); currentSection->pos.y += pos.h; currentSection->createBonuses(); pos.h += currentSection->pos.h; } if (!info->popupWindow) { currentSection = new CWindowSection(this); currentSection->pos.y += pos.h; currentSection->createButtonPanel(); pos.h += currentSection->pos.h; //FIXME: add status bar to image? } updateShadow(); pos = center(pos); } void CStackWindow::initBonusesList() { BonusList output, input; input = *(info->stackNode->getBonuses(CSelector(Bonus::Permanent).And(Selector::anyRange()))); while (!input.empty()) { Bonus * b = input.front(); output.push_back(new Bonus(*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(Bonus* 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())&& b->type != Bonus::MAGIC_RESISTANCE) activeBonuses.push_back(bonusInfo); } //handle Magic resistance separately :/ int magicResistance = info->stackNode->magicResistance(); if (magicResistance) { BonusInfo bonusInfo; Bonus b; b.type = Bonus::MAGIC_RESISTANCE; bonusInfo.name = VLC->getBth()->bonusToString(&b, info->stackNode, false); bonusInfo.description = VLC->getBth()->bonusToString(&b, info->stackNode, true); bonusInfo.imagePath = info->stackNode->bonusToGraphics(&b); activeBonuses.push_back(bonusInfo); } } void CStackWindow::init() { if (!info->stackNode) info->stackNode = new CStackInstance(info->creature, 1);// FIXME: free data stackArtifactHelp = nullptr; stackArtifactIcon = nullptr; stackArtifactButton = nullptr; selectedIcon = nullptr; selectedSkill = 0; if (info->levelupInfo) selectedSkill = info->levelupInfo->skills.front(); commanderTab = nullptr; activeTab = 0; initBonusesList(); initSections(); } CStackWindow::CStackWindow(const CStack * stack, bool popup): CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)), info(new StackWindowInfo()) { info->stack = stack; info->stackNode = stack->base; info->creature = stack->type; info->creatureCount = stack->count; info->popupWindow = popup; init(); } CStackWindow::CStackWindow(const CCreature * creature, bool popup): CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)), info(new StackWindowInfo()) { info->creature = creature; info->popupWindow = popup; init(); } CStackWindow::CStackWindow(const CStackInstance * stack, bool popup): CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)), info(new StackWindowInfo()) { 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 StackWindowInfo()) { info->stackNode = stack; info->creature = stack->type; info->creatureCount = stack->count; info->upgradeInfo = StackWindowInfo::StackUpgradeInfo(); info->dismissInfo = StackWindowInfo::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 StackWindowInfo()) { 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 StackWindowInfo()) { info->stackNode = commander; info->creature = commander->type; info->commander = commander; info->creatureCount = 1; info->levelupInfo = StackWindowInfo::CommanderLevelInfo(); info->levelupInfo->skills = skills; info->levelupInfo->callback = callback; info->owner = dynamic_cast (commander->armyObj); init(); } CStackWindow::~CStackWindow() { if (info->levelupInfo) info->levelupInfo->callback(vstd::find_pos(info->levelupInfo->skills, selectedSkill)); }