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70b21fc9eb
Man, it's ugly.
353 lines
12 KiB
C++
353 lines
12 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 <boost/tuple/tuple.hpp>
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using namespace CSDL_Ext;
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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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init(stack.base, &stack, dynamic_cast<const CGHeroInstance*>(stack.base->armyObj));
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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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void CCreatureWindow::init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner)
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{
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c = stack->type;
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if(!stackNode) stackNode = c;
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//Basic graphics - need to calculate size
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CBonusSystemNode node = CBonusSystemNode() ;
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node.bonuses = stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT));
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BonusList bl;
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while (node.bonuses.size())
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{
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Bonus * b = node.bonuses.front();
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bl.push_back (new Bonus(*b));
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bl.back()->val = node.valOfBonuses(Selector::typeSybtype(b->type, b->subtype)); //merge multiple bonuses into one
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node.bonuses.remove_if (Selector::typeSybtype(b->type, b->subtype)); //remove used bonuses
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}
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typedef boost::tuple<std::string,std::string, std::string> skillLine; //jeez
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std::vector<skillLine> descriptions; //quick, yet slow solution
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std::string text, text2, bonusGfx;
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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())
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{
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text2 = stack->bonusToString(b, true);
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bonusGfx = stack->bonusToGraphics(b); // may be empty
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descriptions.push_back(boost::tuple<std::string,std::string, std::string>(text, text2, bonusGfx));
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}
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}
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int bonusRows = std::min ((int)((descriptions.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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//TODO: Scroll them
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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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count = boost::lexical_cast<std::string>(stack->count);
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if (count.size()) //TODO
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printTo(count, 117, 174, FONT_SMALL, tytulowy,*bitmap);
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printAtMiddle(c->namePl, 180, 30, FONT_SMALL, tytulowy,*bitmap); //creature name
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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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printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK));
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printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
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if(c->shots)
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printLine(2, CGI->generaltexth->allTexts[198], c->shots);
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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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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("Rank " + boost::lexical_cast<std::string>(stack->getExpRank()), 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));
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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));
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//� S t a c k E x p e r i e n c e D e t a i l s �
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//
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//Creature Type ................... : %s
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//Experience Rank ................. : %s (%i)
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//Experience Points ............... : %i
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//Experience Points to Next Rank .. : %i
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//Maximum Experience per Battle ... : %i%% (%i)
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//Number of Creatures in stack .... : %i
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//Maximum New Recruits
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// without losing current Rank .... : %i
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//Experience Multiplier ........... : %.2f
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//Upgrade Multiplier .............. : %.2f
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//Experience after Rank 10 ........ : %i
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//Maximum New Recruits to remain at
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// Rank 10 if at Maximum Experience : %i
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expArea = new LRClickableAreaWText(Rect(334, 49, 160, 44), "" , expText );
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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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blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 20 + 52 * printed, 184, *bitmap);
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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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//print current health
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printLine (5, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
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}
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//All bonuses - abilities
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int i = 0, j = 0;
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std::string gfxName;
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BOOST_FOREACH(skillLine p, descriptions)
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{
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int offsetx = 257*j;
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int offsety = 60*i + (bonusRows > 1 ? 1 : 0); //lack of precision :<
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printAt(p.get<0>(), 84 + offsetx, 238 + offsety, FONT_SMALL, tytulowy, *bitmap);
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printAt(p.get<1>(), 84 + offsetx, 258 + offsety, FONT_SMALL, zwykly, *bitmap);
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gfxName = p.get<2>();
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if (gfxName.size())
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{
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CPicture * bonusGfx = new CPicture(gfxName, 22 + offsetx, 232 + offsety);
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bonusGraphics.push_back(bonusGfx);
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}
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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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//AUIDAT.DEF
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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), dsm(Dsm), dismiss(0), upgrade(0), ok(0)
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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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bool enough = true;
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for(std::set<std::pair<int,int> >::iterator i=ui->cost[0].begin(); i!=ui->cost[0].end(); i++) //calculate upgrade cost
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{
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BLOCK_CAPTURING;
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if(LOCPLINT->cb->getResourceAmount(i->first) < i->second*st.count)
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enough = false;
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upgResCost.push_back(new SComponent(SComponent::resource,i->first,i->second*st.count));
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}
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if(enough)
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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::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::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::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::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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}
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