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vcmi/client/CCreatureWindow.cpp
2011-08-06 07:15:21 +00:00

442 lines
15 KiB
C++

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