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442 lines
15 KiB
C++
442 lines
15 KiB
C++
#include "CCreatureWindow.h"
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#include "../lib/CCreatureSet.h"
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#include "CGameInfo.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/BattleState.h"
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#include "../CCallback.h"
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#include <SDL.h>
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#include "SDL_Extensions.h"
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#include "CBitmapHandler.h"
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#include "CDefHandler.h"
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#include "Graphics.h"
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#include "AdventureMapButton.h"
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#include "CPlayerInterface.h"
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#include "CConfigHandler.h"
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#include <boost/algorithm/string/replace.hpp>
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#include <boost/assign/std/vector.hpp>
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#include <boost/assign/list_of.hpp>
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#include <boost/lexical_cast.hpp>
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#include <boost/format.hpp>
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include "../lib/CGameState.h"
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#include "../lib/BattleState.h"
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#include "../lib/CSpellHandler.h"
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using namespace CSDL_Ext;
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class CBonusItem;
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/*
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* CCreatureWindow.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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CCreatureWindow::CCreatureWindow (const CStack &stack, int Type)
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: type(Type)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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if (stack.base)
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init(stack.base, &stack, dynamic_cast<const CGHeroInstance*>(stack.base->armyObj));
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else
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{
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CStackInstance * s = new CStackInstance(stack.type, 1); //TODO: war machines and summons should be regular stacks
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init(s, stack.type, NULL);
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delete s;
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}
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}
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CCreatureWindow::CCreatureWindow (const CStackInstance &stack, int Type)
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: type(Type)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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init(&stack, &stack, dynamic_cast<const CGHeroInstance*>(stack.armyObj));
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}
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CCreatureWindow::CCreatureWindow(int Cid, int Type, int creatureCount)
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:type(Type)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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CStackInstance * stack = new CStackInstance(Cid, creatureCount); //TODO: simplify?
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init(stack, CGI->creh->creatures[Cid], NULL);
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delete stack;
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}
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CCreatureWindow::CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
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: type(Type), dismiss(0), upgrade(0), ok(0), dsm(Dsm)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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init(&st, &st,dynamic_cast<const CGHeroInstance*>(st.armyObj));
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//print abilities text - if r-click popup
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if(type)
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{
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if(Upg && ui)
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{
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TResources upgradeCost = ui->cost[0] * st.count;
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for(TResources::nziterator i(upgradeCost); i.valid(); i++)
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{
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BLOCK_CAPTURING;
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upgResCost.push_back(new SComponent(SComponent::resource, i->resType, i->resVal));
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}
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if(LOCPLINT->cb->getResourceAmount().canAfford(upgradeCost))
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{
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CFunctionList<void()> fs;
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fs += Upg;
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fs += boost::bind(&CCreatureWindow::close,this);
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CFunctionList<void()> cfl;
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cfl = boost::bind(&CPlayerInterface::showYesNoDialog, LOCPLINT, CGI->generaltexth->allTexts[207], boost::ref(upgResCost), fs, 0, false);
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upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,cfl,385, 148,"IVIEWCR.DEF",SDLK_u);
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}
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else
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{
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upgrade = new AdventureMapButton("",CGI->generaltexth->zelp[446].second,boost::function<void()>(),385, 148,"IVIEWCR.DEF");
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upgrade->callback.funcs.clear();
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upgrade->setOffset(2);
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}
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}
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if(Dsm)
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{
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CFunctionList<void()> fs[2];
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//on dismiss confirmed
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fs[0] += Dsm; //dismiss
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fs[0] += boost::bind(&CCreatureWindow::close,this);//close this window
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CFunctionList<void()> cfl;
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cfl = boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[12],std::vector<SComponent*>(),fs[0],fs[1],false);
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dismiss = new AdventureMapButton("",CGI->generaltexth->zelp[445].second,cfl,333, 148,"IVIEWCR2.DEF",SDLK_d);
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}
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}
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}
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void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *StackNode, const CGHeroInstance *HeroOwner)
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{
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stack = Stack;
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c = stack->type;
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if(!StackNode)
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stackNode = c;
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else
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stackNode = StackNode;
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heroOwner = HeroOwner;
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if (Stack->count)
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count = boost::lexical_cast<std::string>(Stack->count);
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//Basic graphics - need to calculate size
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BonusList bl, blTemp;
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blTemp = (*(stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT))));
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while (blTemp.size())
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{
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Bonus * b = blTemp.front();
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bl.push_back (new Bonus(*b));
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bl.back()->val = blTemp.valOfBonuses(Selector::typeSubtype(b->type, b->subtype)); //merge multiple bonuses into one
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blTemp.remove_if (Selector::typeSubtype(b->type, b->subtype)); //remove used bonuses
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}
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std::string text;
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BOOST_FOREACH(Bonus* b, bl)
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{
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text = stack->bonusToString(b, false);
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if (text.size()) //if it's possible to give any description for this kind of bonus
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{
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bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, stack->bonusToString(b, true), stack->bonusToGraphics(b)));
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}
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}
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bonusRows = std::min ((int)((bonusItems.size() + 1) / 2), (conf.cc.resy - 230) / 60);
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amin(bonusRows, 4);
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amax(bonusRows, 1);
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bitmap = new CPicture("CreWin" + boost::lexical_cast<std::string>(bonusRows) + ".pcx"); //1 to 4 rows for now
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bitmap->colorizeAndConvert(LOCPLINT->playerID);
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pos = bitmap->center();
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//Buttons
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ok = new AdventureMapButton("",CGI->generaltexth->zelp[445].second, boost::bind(&CCreatureWindow::close,this), 489, 148, "hsbtns.def", SDLK_RETURN);
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if (type <= BATTLE) //in battle or info window
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{
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upgrade = NULL;
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dismiss = NULL;
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}
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anim = new CCreaturePic(22, 48, c);
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//Stats
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morale = new MoraleLuckBox(true, genRect(42, 42, 335, 100));
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morale->set(stack);
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luck = new MoraleLuckBox(false, genRect(42, 42, 387, 100));
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luck->set(stack);
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new CPicture(graphics->pskillsm->ourImages[4].bitmap, 335, 50, false); //exp icon - Print it always?
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if (type) //not in fort window
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{
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if (STACK_EXP)
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{
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int rank = std::min(stack->getExpRank(), 10); //hopefully nobody adds more
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printAtMiddle(CGI->generaltexth->zcrexp[rank] + " [" + boost::lexical_cast<std::string>(rank) + "]", 436, 62, FONT_MEDIUM, tytulowy,*bitmap);
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printAtMiddle(boost::lexical_cast<std::string>(stack->experience), 436, 82, FONT_SMALL, zwykly,*bitmap);
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if (type > BATTLE) //we need it only on adv. map
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{
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int tier = stack->type->level;
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if (!iswith(tier, 1, 7))
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tier = 0;
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int number;
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std::string expText = CGI->generaltexth->zcrexp[324];
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boost::replace_first (expText, "%s", c->namePl);
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boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(rank));
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->experience));
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number = CGI->creh->expRanks[tier][rank] - stack->experience;
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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number = CGI->creh->maxExpPerBattle[tier]; //percent
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boost::replace_first (expText, "%i%", boost::lexical_cast<std::string>(number));
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number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number));
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(stack->count)); //Number of Creatures in stack
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int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
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number = (stack->count * (stack->experience - expmin)) / expmin; //Maximum New Recruits without losing current Rank
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //TODO
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boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(1)); //TODO Experience Multiplier
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number = CGI->creh->expAfterUpgrade;
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boost::replace_first (expText, "%.2f", boost::lexical_cast<std::string>(number) + "%"); //Upgrade Multiplier
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expmin = CGI->creh->expRanks[tier][9];
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int expmax = CGI->creh->expRanks[tier][10];
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number = expmax - expmin;
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Experience after Rank 10
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number = (stack->count * (expmax - expmin)) / expmin;
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boost::replace_first (expText, "%i", boost::lexical_cast<std::string>(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience
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expArea = new LRClickableAreaWTextComp(Rect(334, 49, 160, 44),SComponent::experience);
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expArea->text = expText;
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expArea->bonusValue = 0; //TDO: some specific value or no number at all
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}
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}
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if (STACK_ARTIFACT && type > BATTLE)
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{
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//SDL_Rect rect = genRect(44,44,465,98);
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//creatureArtifact = new CArtPlace(NULL);
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//creatureArtifact->pos = rect;
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//creatureArtifact->ourOwner = NULL; //hmm?
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leftArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, -1), 437, 98, "hsbtns3.def", SDLK_LEFT);
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rightArtRoll = new AdventureMapButton(std::string(), std::string(), boost::bind (&CCreatureWindow::scrollArt, this, +1), 516, 98, "hsbtns5.def", SDLK_RIGHT);
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}
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else
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creatureArtifact = NULL;
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}
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if(const CStack *battleStack = dynamic_cast<const CStack*>(stackNode)) //only during battle
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{
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//spell effects
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int printed=0; //how many effect pics have been printed
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std::vector<si32> spells = battleStack->activeSpells();
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BOOST_FOREACH(si32 effect, spells)
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{
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std::string spellText;
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if (effect < graphics->spellEffectsPics->ourImages.size()) //not all effects have graphics (for eg. Acid Breath)
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{
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spellText = CGI->generaltexth->allTexts[610]; //"%s, duration: %d rounds."
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boost::replace_first (spellText, "%s", CGI->spellh->spells[effect]->name);
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int duration = battleStack->getBonus(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain;
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boost::replace_first (spellText, "%d", boost::lexical_cast<std::string>(duration));
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blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
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spellEffects.push_back(new LRClickableAreaWText(Rect(20 + 52 * printed, 184, 50, 38), spellText, spellText));
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if (++printed >= 10) //we can fit only 10 effects
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break;
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}
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}
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//print current health
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printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
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}
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if (bonusItems.size() > (bonusRows << 1)) //only after graphics are created
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{
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slider = new CSlider(528, 231, bonusRows*60, boost::bind (&CCreatureWindow::sliderMoved, this, _1),
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bonusRows, (bonusItems.size() + 1) >> 1, 0, false, 0);
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}
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else //slider automatically places bonus Items
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recreateSkillList (0);
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showAll(screen2);
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//AUIDAT.DEF
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}
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void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
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{
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printAt(text, 162, 48 + nr*19, FONT_SMALL, zwykly, *bitmap);
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std::string hlp;
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if(range && baseVal != val)
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hlp = boost::str(boost::format("%d - %d") % baseVal % val);
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else if(baseVal != val && val>=0)
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hlp = boost::str(boost::format("%d (%d)") % baseVal % val);
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else
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hlp = boost::lexical_cast<std::string>(baseVal);
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printTo(hlp, 325, 64 + nr*19, FONT_SMALL, zwykly, *bitmap);
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}
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void CCreatureWindow::recreateSkillList(int Pos)
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{
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int n = 0, i = 0, j = 0;
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int numSkills = std::min ((bonusRows + Pos) << 1, (int)bonusItems.size());
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std::string gfxName;
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for (n = 0; n < Pos << 1; ++n)
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{
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bonusItems[n]->visible = false;
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}
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for (n = Pos << 1; n < numSkills; ++n)
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{
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int offsetx = 257*j - (bonusRows == 4 ? 1 : 0);
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int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :/
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bonusItems[n]->moveTo (Point(pos.x + offsetx + 10, pos.y + offsety + 230), true);
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bonusItems[n]->visible = true;
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if (++j > 1) //next line
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{
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++i;
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j = 0;
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}
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}
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for (n = numSkills; n < bonusItems.size(); ++n)
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{
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bonusItems[n]->visible = false;
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}
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}
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void CCreatureWindow::showAll(SDL_Surface * to)
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{
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CIntObject::showAll(to);
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printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
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printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->Attack());
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printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->Defense());
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if(stackNode->valOfBonuses(Bonus::SHOTS) && stackNode->hasBonusOfType(Bonus::SHOOTER))
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{//only for shooting units - important with wog exp shooters
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if (type == BATTLE)
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printLine(2, CGI->generaltexth->allTexts[198], dynamic_cast<const CStack*>(stackNode)->shots);
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else
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printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS));
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}
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//TODO
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int dmgMultiply = 1;
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if(heroOwner && stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
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dmgMultiply += heroOwner->Attack();
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printLine(3, CGI->generaltexth->allTexts[199], stackNode->getMinDamage() * dmgMultiply, stackNode->getMaxDamage() * dmgMultiply, true);
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printLine(4, CGI->generaltexth->allTexts[388], c->valOfBonuses(Bonus::STACK_HEALTH), stackNode->valOfBonuses(Bonus::STACK_HEALTH));
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printLine(6, CGI->generaltexth->zelp[441].first, c->valOfBonuses(Bonus::STACKS_SPEED), stackNode->valOfBonuses(Bonus::STACKS_SPEED));
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BOOST_FOREACH(CBonusItem* b, bonusItems)
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b->showAll (to);
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}
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void CCreatureWindow::show(SDL_Surface * to)
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{
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if (count.size()) //army stack
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printTo(count, pos.x + 114, pos.y + 174,FONT_TIMES, zwykly, to);
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}
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void CCreatureWindow::sliderMoved(int newpos)
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{
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recreateSkillList(newpos); //move components
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redraw();
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}
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void CCreatureWindow::scrollArt(int dir)
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{
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}
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void CCreatureWindow::clickRight(tribool down, bool previousState)
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{
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if(down)
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return;
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if (type < 3)
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close();
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}
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//void CCreatureWindow::activate()
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//{
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// CIntObject::activate();
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// if(type < 3)
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// activateRClick();
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//}
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//void CCreatureWindow::deactivate()
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//{
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//
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//}
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void CCreatureWindow::close()
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{
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GH.popIntTotally(this);
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}
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CCreatureWindow::~CCreatureWindow()
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{
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for (int i=0; i<upgResCost.size(); ++i)
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delete upgResCost[i];
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bonusItems.clear();
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}
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CBonusItem::CBonusItem()
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{
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}
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CBonusItem::CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName)
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{
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OBJ_CONSTRUCTION;
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visible = false;
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name = Name;
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description = Description;
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if (graphicsName.size())
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bonusGraphics = new CPicture(graphicsName, 26, 232);
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else
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bonusGraphics = NULL;
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used = 0; //no actions atm
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}
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void CBonusItem::showAll (SDL_Surface * to)
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{
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if (visible)
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{
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printAt(name, pos.x + 72, pos.y + 6, FONT_SMALL, tytulowy, to);
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printAt(description, pos.x + 72, pos.y + 30, FONT_SMALL, zwykly, to);
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if (bonusGraphics && bonusGraphics->bg)
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blitAtLoc(bonusGraphics->bg, 12, 2, to);
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}
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}
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CBonusItem::~CBonusItem()
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{
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//delete bonusGraphics; //automatic destruction
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}
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