mirror of
https://github.com/vcmi/vcmi.git
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829 lines
26 KiB
C++
829 lines
26 KiB
C++
#include "StdInc.h"
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#include "CCreatureWindow.h"
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#include "CGameInfo.h"
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#include "CPlayerInterface.h"
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#include "GUIClasses.h"
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#include "../CCallback.h"
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#include "../lib/BattleState.h"
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#include "../lib/CBonusTypeHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CSpellHandler.h"
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#include "gui/CGuiHandler.h"
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#include "gui/CIntObjectClasses.h"
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using namespace CSDL_Ext;
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class CCreatureArtifactInstance;
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class CSelectableSkill;
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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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struct StackWindowInfo
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{
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// helper structs
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struct CommanderLevelInfo
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{
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std::vector<ui32> skills;
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std::function<void(ui32)> callback;
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};
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struct StackDismissInfo
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{
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std::function<void()> callback;
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};
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struct StackUpgradeInfo
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{
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UpgradeInfo info;
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std::function<void(CreatureID)> callback;
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};
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// pointers to permament objects in game state
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const CCreature * creature;
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const CCommanderInstance * commander;
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const CStackInstance * stackNode;
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const CGHeroInstance * owner;
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// temporary objects which should be kept as copy if needed
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boost::optional<CommanderLevelInfo> levelupInfo;
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boost::optional<StackDismissInfo> dismissInfo;
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boost::optional<StackUpgradeInfo> upgradeInfo;
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// misc fields
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unsigned int creatureCount;
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bool popupWindow;
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StackWindowInfo();
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};
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namespace
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{
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namespace EStat
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{
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enum EStat
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{
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ATTACK,
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DEFENCE,
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SHOTS,
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DAMAGE,
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HEALTH,
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HEALTH_LEFT,
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SPEED,
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MANA
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};
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}
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}
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StackWindowInfo::StackWindowInfo():
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creature(nullptr),
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commander(nullptr),
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stackNode(nullptr),
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owner(nullptr),
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creatureCount(0),
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popupWindow(false)
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{
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}
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void CStackWindow::CWindowSection::createBackground(std::string path)
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{
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background = new CPicture("stackWindow/" + path);
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pos = background->pos;
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}
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void CStackWindow::CWindowSection::printStatString(int index, std::string name, std::string value)
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{
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new CLabel(145, 32 + index*19, FONT_SMALL, TOPLEFT, Colors::WHITE, name);
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new CLabel(307, 48 + index*19, FONT_SMALL, BOTTOMRIGHT, Colors::WHITE, value);
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}
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void CStackWindow::CWindowSection::printStatRange(int index, std::string name, int min, int max)
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{
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if(min != max)
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printStatString(index, name, boost::str(boost::format("%d - %d") % min % max));
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else
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printStatString(index, name, boost::str(boost::format("%d") % min));
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}
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void CStackWindow::CWindowSection::printStatBase(int index, std::string name, int base, int current)
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{
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if(base != current)
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printStatString(index, name, boost::str(boost::format("%d (%d)") % base % current));
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else
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printStatString(index, name, boost::str(boost::format("%d") % base));
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}
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void CStackWindow::CWindowSection::printStat(int index, std::string name, int value)
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{
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printStatBase(index, name, value, value);
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}
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std::string CStackWindow::generateStackExpDescription()
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{
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const CStackInstance * stack = info->stackNode;
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const CCreature * creature = info->creature;
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int tier = stack->type->level;
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int rank = stack->getExpRank();
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if (!vstd::iswithin(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[325];
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boost::replace_first (expText, "%s", creature->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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return expText;
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}
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void CStackWindow::CWindowSection::createStackInfo(bool showExp, bool showArt)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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if (showExp && showArt)
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createBackground("info-panel-2");
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else if (showExp || showArt)
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createBackground("info-panel-1");
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else
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createBackground("info-panel-0");
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new CCreaturePic(5, 41, parent->info->creature);
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std::string visibleName;
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if (parent->info->commander != nullptr)
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visibleName = parent->info->commander->type->nameSing;
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else
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visibleName = parent->info->creature->namePl;
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new CLabel(215, 12, FONT_SMALL, CENTER, Colors::YELLOW, visibleName);
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int dmgMultiply = 1;
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if(parent->info->owner && parent->info->stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
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dmgMultiply += parent->info->owner->Attack();
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new CPicture("stackWindow/icons", 117, 32);
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printStatBase(EStat::ATTACK, CGI->generaltexth->primarySkillNames[0], parent->info->creature->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), parent->info->stackNode->Attack());
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printStatBase(EStat::DEFENCE, CGI->generaltexth->primarySkillNames[1], parent->info->creature->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), parent->info->stackNode->Defense());
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printStatRange(EStat::DAMAGE, CGI->generaltexth->allTexts[199], parent->info->stackNode->getMinDamage() * dmgMultiply, parent->info->stackNode->getMaxDamage() * dmgMultiply);
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printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info->creature->valOfBonuses(Bonus::STACK_HEALTH), parent->info->stackNode->valOfBonuses(Bonus::STACK_HEALTH));
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printStatBase(EStat::SPEED, CGI->generaltexth->zelp[441].first, parent->info->creature->Speed(), parent->info->stackNode->Speed());
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const CStack * battleStack = dynamic_cast<const CStack*>(parent->info->stackNode);
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bool shooter = parent->info->stackNode->hasBonusOfType(Bonus::SHOOTER) && parent->info->stackNode->valOfBonuses(Bonus::SHOTS);
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bool caster = parent->info->stackNode->valOfBonuses(Bonus::CASTS);
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if (battleStack != nullptr) // in battle
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{
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if (shooter)
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printStatBase(EStat::SHOTS, CGI->generaltexth->allTexts[198], battleStack->valOfBonuses(Bonus::SHOTS), battleStack->shots);
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if (caster)
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printStatBase(EStat::MANA, CGI->generaltexth->allTexts[399], battleStack->valOfBonuses(Bonus::CASTS), battleStack->casts);
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printStat(EStat::HEALTH_LEFT, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
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}
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else
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{
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if (shooter)
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printStat(EStat::SHOTS, CGI->generaltexth->allTexts[198], parent->info->stackNode->valOfBonuses(Bonus::SHOTS));
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if (caster)
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printStat(EStat::MANA, CGI->generaltexth->allTexts[399], parent->info->stackNode->valOfBonuses(Bonus::CASTS));
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}
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auto morale = new MoraleLuckBox(true, genRect(42, 42, 321, 110));
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morale->set(parent->info->stackNode);
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auto luck = new MoraleLuckBox(false, genRect(42, 42, 375, 110));
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luck->set(parent->info->stackNode);
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//TODO: stack artifact
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//TODO: stack experience
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if (showExp)
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{
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const CStackInstance * stack = parent->info->stackNode;
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Point pos = showArt ? Point(321, 32) : Point(347, 32);
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if (parent->info->commander)
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{
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const CCommanderInstance * commander = parent->info->commander;
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new CAnimImage("PSKIL42", 4, 0, pos.x, pos.y); // experience icon
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auto expArea = new LRClickableAreaWTextComp(Rect(pos.x, pos.y, 44, 44), CComponent::experience);
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expArea->text = CGI->generaltexth->allTexts[2];
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expArea->bonusValue = commander->getExpRank();
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boost::replace_first(expArea->text, "%d", boost::lexical_cast<std::string>(commander->getExpRank()));
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boost::replace_first(expArea->text, "%d", boost::lexical_cast<std::string>(CGI->heroh->reqExp(commander->getExpRank()+1)));
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boost::replace_first(expArea->text, "%d", boost::lexical_cast<std::string>(commander->experience));
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}
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else
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{
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new CAnimImage("stackWindow/levels", stack->getExpRank(), 0, pos.x, pos.y);
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auto expArea = new LRClickableAreaWText(Rect(pos.x, pos.y, 44, 44));
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expArea->text = parent->generateStackExpDescription();
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}
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new CLabel(pos.x + 21, pos.y + 52, FONT_SMALL, CENTER, Colors::WHITE, makeNumberShort<TExpType>(stack->experience, 6));
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}
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}
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void CStackWindow::CWindowSection::createActiveSpells()
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{
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static const Point firstPos(7 ,4); // position of 1st spell box
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static const Point offset(54, 0); // offset of each spell box from previous
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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createBackground("spell-effects");
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const CStack * battleStack = dynamic_cast<const CStack*>(parent->info->stackNode);
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assert(battleStack); // Section should be created only for battles
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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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for(si32 effect : spells)
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{
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std::string spellText;
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if (effect < 77) //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->objects[effect]->name);
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int duration = battleStack->getBonusLocalFirst(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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new CAnimImage("SpellInt", effect + 1, 0, firstPos.x + offset.x * printed, firstPos.x + offset.y * printed);
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new LRClickableAreaWText(Rect(firstPos + offset * printed, Point(50, 38)), spellText, spellText);
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if (++printed >= 8) // interface limit reached
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break;
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}
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}
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}
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void CStackWindow::CWindowSection::createCommanderSection()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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auto onCreate = [=](size_t index) -> CIntObject *
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{
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return parent->switchTab(index);
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};
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auto onDestroy = [=](CIntObject * obj)
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{
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delete obj;
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};
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parent->commanderTab = new CTabbedInt(onCreate, onDestroy, Point(0,0), 0);
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pos.w = parent->pos.w;
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pos.h = 177; // height of commander info
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if (parent->info->levelupInfo)
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pos.h += 59; // height of abilities selection
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}
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static std::string skillToFile (int skill, int level, bool selected)
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{
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// FIXME: is this a correct hadling?
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// level 0 = skill not present, use image with "no" suffix
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// level 1-5 = skill available, mapped to images indexed as 0-4
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// selecting skill means that it will appear one level higher (as if alredy upgraded)
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std::string file = "zvs/Lib1.res/_";
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switch (skill)
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{
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case ECommander::ATTACK:
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file += "AT";
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break;
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case ECommander::DEFENSE:
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file += "DF";
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break;
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case ECommander::HEALTH:
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file += "HP";
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break;
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case ECommander::DAMAGE:
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file += "DM";
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break;
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case ECommander::SPEED:
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file += "SP";
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break;
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case ECommander::SPELL_POWER:
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file += "MP";
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break;
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}
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std::string sufix;
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if (selected)
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level++; // UI will display resulting level
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if (level == 0)
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sufix = "no"; //not avaliable - no number
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else
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sufix = boost::lexical_cast<std::string>(level-1);
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if (selected)
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sufix += "="; //level-up highlight
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return file + sufix + ".bmp";
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}
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void CStackWindow::CWindowSection::createCommander()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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createBackground("commander-bg");
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auto getSkillPos = [&](int index)
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{
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return Point(10 + 80 * (index%3), 20 + 80 * (index/3));
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};
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auto getSkillImage = [this](int skillIndex) -> std::string
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{
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bool selected = ((parent->selectedSkill == skillIndex) && parent->info->levelupInfo );
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return skillToFile(skillIndex, parent->info->commander->secondarySkills[skillIndex], selected);
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};
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for (int index = ECommander::ATTACK; index <= ECommander::SPELL_POWER; ++index)
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{
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Point skillPos = getSkillPos(index);
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auto icon = new CClickableObject(new CPicture(getSkillImage(index), skillPos.x, skillPos.y), [=]{});
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if (parent->selectedSkill == index)
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parent->selectedIcon = icon;
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if (parent->info->levelupInfo && vstd::contains(parent->info->levelupInfo->skills, index)) // can be upgraded - enable selection switch
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{
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icon->callback = [=]
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{
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parent->setSelection(index, icon);
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};
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}
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}
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//TODO: commander artifacts
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}
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void CStackWindow::CWindowSection::createCommanderAbilities()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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auto bg2 = new CPicture("stackWindow/commander-abilities.png");
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bg2->moveBy(Point(0, pos.h));
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size_t abilitiesCount = boost::range::count_if(parent->info->levelupInfo->skills, [](ui32 skillID)
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{
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return skillID >= 100;
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});
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auto list = new CListBox([=] (si32 index) -> CIntObject*
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{
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for (auto skillID : parent->info->levelupInfo->skills)
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{
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if (index == 0 && skillID >= 100)
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{
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const Bonus *bonus = CGI->creh->skillRequirements[skillID-100].first;
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const CStackInstance *stack = parent->info->commander;
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CClickableObject * icon = new CClickableObject(new CPicture(stack->bonusToGraphics(bonus)), []{});
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icon->callback = [=]
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{
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parent->setSelection(skillID, icon);
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};
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icon->text = stack->bonusToString(bonus, true);
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icon->hoverText = stack->bonusToString(bonus, false);
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return icon;
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}
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if (skillID >= 100)
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index--;
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}
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return nullptr;
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},
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[=] (CIntObject * elem)
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{
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delete elem;
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},
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Point(38, 3+pos.h), Point(63, 0), 6, abilitiesCount);
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auto leftBtn = new CAdventureMapButton("", "", [=]{ list->moveToPrev(); }, 10, pos.h + 6, "hsbtns3.def", SDLK_LEFT);
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auto rightBtn = new CAdventureMapButton("", "", [=]{ list->moveToNext(); }, 411, pos.h + 6, "hsbtns5.def", SDLK_RIGHT);
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if (abilitiesCount <= 6)
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{
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leftBtn->block(true);
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rightBtn->block(true);
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}
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}
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void CStackWindow::setSelection(si32 newSkill, CClickableObject * newIcon)
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{
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auto getSkillImage = [this](int skillIndex) -> std::string
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{
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bool selected = ((selectedSkill == skillIndex) && info->levelupInfo );
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return skillToFile(skillIndex, info->commander->secondarySkills[skillIndex], selected);
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};
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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int oldSelection = selectedSkill; // update selection
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selectedSkill = newSkill;
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if (selectedIcon && oldSelection < 100) // recreate image on old selection, only for skills
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selectedIcon->setObject(new CPicture(getSkillImage(oldSelection)));
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selectedIcon = newIcon; // update new selection
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if (newSkill < 100)
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newIcon->setObject(new CPicture(getSkillImage(newSkill)));
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}
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void CStackWindow::CWindowSection::createBonuses(boost::optional<size_t> preferredSize)
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{
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// size of single image for an item
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static const int itemHeight = 59;
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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|
size_t totalSize = (parent->activeBonuses.size() + 1) / 2;
|
|
size_t visibleSize = preferredSize ? preferredSize.get() : std::min<size_t>(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()
|
|
{
|
|
//TODO: localization, place creature icon on button, proper path to animation-button
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
createBackground("button-panel");
|
|
|
|
if (parent->info->dismissInfo)
|
|
{
|
|
auto onDismiss = [=]()
|
|
{
|
|
parent->info->dismissInfo->callback();
|
|
parent->close();
|
|
};
|
|
auto onClick = [=] ()
|
|
{
|
|
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], onDismiss, 0, false, std::vector<CComponent*>());
|
|
};
|
|
new CAdventureMapButton(CGI->generaltexth->zelp[445], onClick, 5, 5,"IVIEWCR2.DEF",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<size_t>(upgradeInfo.info.newID.size(), 3); // no more than 3 windows on UI - space limit
|
|
|
|
for (size_t i=0; i<buttonsToCreate; i++)
|
|
{
|
|
TResources totalCost = upgradeInfo.info.cost[i] * parent->info->creatureCount;
|
|
|
|
auto onUpgrade = [=]()
|
|
{
|
|
upgradeInfo.callback(upgradeInfo.info.newID[i]);
|
|
parent->close();
|
|
};
|
|
auto onClick = [=]()
|
|
{
|
|
std::vector<CComponent*> 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 CAdventureMapButton(CGI->generaltexth->zelp[446], onClick, 221 + i * 40, 5, "stackWindow/upgradeButton", 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 CAdventureMapButton(text["label"].String(), text["help"].String(), onSwitch, 302 + i*40, 5, "stackWindow/upgradeButton");
|
|
parent->switchButtons[i]->addOverlay(new CAnimImage("stackWindow/switchModeIcons", i));
|
|
}
|
|
parent->switchButtons[parent->activeTab]->disable();
|
|
}
|
|
|
|
auto exitBtn = new CAdventureMapButton(CGI->generaltexth->zelp[445], [=]{ parent->close(); }, 382, 5, "hsbtns.def", SDLK_RETURN);
|
|
exitBtn->assignedKeys.insert(SDLK_ESCAPE);
|
|
}
|
|
|
|
CStackWindow::CWindowSection::CWindowSection(CStackWindow * parent):
|
|
parent(parent)
|
|
{
|
|
}
|
|
|
|
CClickableObject::CClickableObject(CIntObject *object, std::function<void()> 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 CLabel(position.x + 60, position.y + 25, 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;
|
|
bool showExp = CGI->modh->modules.STACK_EXP || info->commander != nullptr;
|
|
currentSection = new CWindowSection(this);
|
|
currentSection->createStackInfo(showExp, showArt);
|
|
pos.w = currentSection->pos.w;
|
|
pos.h += currentSection->pos.h;
|
|
|
|
if (dynamic_cast<const CStack*>(info->stackNode)) // 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(Selector::durationType(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.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);
|
|
}
|
|
|
|
//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()
|
|
{
|
|
selectedIcon = nullptr;
|
|
selectedSkill = 0;
|
|
if (info->levelupInfo)
|
|
{
|
|
selectedSkill = info->levelupInfo->skills.front();
|
|
logGlobal->debugStream() << "Received commander level-up. Possible options are: ";
|
|
for (auto skill : info->levelupInfo->skills)
|
|
logGlobal->debugStream() << "Skill #" << skill;
|
|
}
|
|
|
|
commanderTab = nullptr;
|
|
activeTab = 0;
|
|
|
|
initBonusesList();
|
|
initSections();
|
|
}
|
|
|
|
CStackWindow::CStackWindow(const CStack * stack, bool popup):
|
|
CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0))
|
|
{
|
|
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->stackNode = new CStackInstance(creature, 1); // FIXME: free data
|
|
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;
|
|
init();
|
|
}
|
|
|
|
CStackWindow::CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & upgradeInfo, std::function<void(CreatureID)> 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;
|
|
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;
|
|
init();
|
|
}
|
|
|
|
CStackWindow::CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> 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;
|
|
init();
|
|
}
|
|
|
|
CStackWindow::~CStackWindow()
|
|
{
|
|
if (info->levelupInfo)
|
|
{
|
|
logGlobal->debugStream() << "Selected skill was " << selectedSkill;
|
|
info->levelupInfo->callback(vstd::find_pos(info->levelupInfo->skills, selectedSkill));
|
|
}
|
|
}
|