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vcmi/client/windows/CCreatureWindow.cpp
2015-08-25 12:16:47 +03:00

895 lines
29 KiB
C++

#include "StdInc.h"
#include "CCreatureWindow.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../widgets/Buttons.h"
#include "../widgets/CComponent.h"
#include "../widgets/Images.h"
#include "../widgets/TextControls.h"
#include "../widgets/ObjectLists.h"
#include "../gui/CGuiHandler.h"
#include "../../CCallback.h"
#include "../../lib/BattleState.h"
#include "../../lib/CBonusTypeHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CModHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/CGameState.h"
using namespace CSDL_Ext;
class CCreatureArtifactInstance;
class CSelectableSkill;
/*
* CCreatureWindow.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
struct StackWindowInfo
{
// helper structs
struct CommanderLevelInfo
{
std::vector<ui32> skills;
std::function<void(ui32)> callback;
};
struct StackDismissInfo
{
std::function<void()> callback;
};
struct StackUpgradeInfo
{
UpgradeInfo info;
std::function<void(CreatureID)> callback;
};
// pointers to permament objects in game state
const CCreature * creature;
const CCommanderInstance * commander;
const CStackInstance * stackNode;
const CStack * stack;
const CGHeroInstance * owner;
// temporary objects which should be kept as copy if needed
boost::optional<CommanderLevelInfo> levelupInfo;
boost::optional<StackDismissInfo> dismissInfo;
boost::optional<StackUpgradeInfo> upgradeInfo;
// misc fields
unsigned int creatureCount;
bool popupWindow;
StackWindowInfo();
};
namespace
{
namespace EStat
{
enum EStat
{
ATTACK,
DEFENCE,
SHOTS,
DAMAGE,
HEALTH,
HEALTH_LEFT,
SPEED,
MANA
};
}
}
StackWindowInfo::StackWindowInfo():
creature(nullptr),
commander(nullptr),
stackNode(nullptr),
stack(nullptr),
owner(nullptr),
creatureCount(0),
popupWindow(false)
{
}
void CStackWindow::CWindowSection::createBackground(std::string path)
{
background = new CPicture("stackWindow/" + path);
pos = background->pos;
}
void CStackWindow::CWindowSection::printStatString(int index, std::string name, std::string value)
{
new CLabel(145, 32 + index*19, FONT_SMALL, TOPLEFT, Colors::WHITE, name);
new CLabel(307, 48 + index*19, FONT_SMALL, BOTTOMRIGHT, Colors::WHITE, value);
}
void CStackWindow::CWindowSection::printStatRange(int index, std::string name, int min, int max)
{
if(min != max)
printStatString(index, name, boost::str(boost::format("%d - %d") % min % max));
else
printStatString(index, name, boost::str(boost::format("%d") % min));
}
void CStackWindow::CWindowSection::printStatBase(int index, std::string name, int base, int current)
{
if(base != current)
printStatString(index, name, boost::str(boost::format("%d (%d)") % base % current));
else
printStatString(index, name, boost::str(boost::format("%d") % base));
}
void CStackWindow::CWindowSection::printStat(int index, std::string name, int value)
{
printStatBase(index, name, value, value);
}
std::string CStackWindow::generateStackExpDescription()
{
const CStackInstance * stack = info->stackNode;
const CCreature * creature = info->creature;
int tier = stack->type->level;
int rank = stack->getExpRank();
if (!vstd::iswithin(tier, 1, 7))
tier = 0;
int number;
std::string expText = CGI->generaltexth->zcrexp[325];
boost::replace_first (expText, "%s", creature->namePl);
boost::replace_first (expText, "%s", CGI->generaltexth->zcrexp[rank]);
boost::replace_first (expText, "%i", boost::lexical_cast<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
return expText;
}
void CStackWindow::removeStackArtifact(ArtifactPosition pos)
{
auto art = info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT);
LOCPLINT->cb->swapArtifacts(ArtifactLocation(info->stackNode, pos),
ArtifactLocation(info->owner, art->firstBackpackSlot(info->owner)));
delete stackArtifactButton;
delete stackArtifactHelp;
delete stackArtifactIcon;
}
void CStackWindow::setStackArtifact(const CArtifactInstance * art, Point artPos)
{
if (art)
{
stackArtifactIcon = new CAnimImage("ARTIFACT", art->artType->iconIndex, 0, pos.x, pos.y);
stackArtifactHelp = new LRClickableAreaWTextComp(Rect(artPos, Point(44, 44)), CComponent::artifact);
stackArtifactHelp->type = art->artType->id;
const JsonNode & text = VLC->generaltexth->localizedTexts["creatureWindow"]["returnArtifact"];
if (info->owner)
{
stackArtifactButton = new CButton(Point(artPos.x - 2 , artPos.y + 46), "stackWindow/cancelButton",
CButton::tooltip(text),
[=]{ removeStackArtifact(ArtifactPosition::CREATURE_SLOT); });
}
}
}
void CStackWindow::CWindowSection::createStackInfo(bool showExp, bool showArt)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
if (showExp && showArt)
createBackground("info-panel-2");
else if (showExp || showArt)
createBackground("info-panel-1");
else
createBackground("info-panel-0");
auto pic = new CCreaturePic(5, 41, parent->info->creature);
if (parent->info->stackNode != nullptr && parent->info->commander == nullptr)
{
//normal stack, not a commander and not non-existing stack (e.g. recruitment dialog)
pic->setAmount(parent->info->creatureCount);
}
std::string visibleName;
if (parent->info->commander != nullptr)
visibleName = parent->info->commander->type->nameSing;
else
visibleName = parent->info->creature->namePl;
new CLabel(215, 12, FONT_SMALL, CENTER, Colors::YELLOW, visibleName);
int dmgMultiply = 1;
if(parent->info->owner && parent->info->stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
dmgMultiply += parent->info->owner->Attack();
new CPicture("stackWindow/icons", 117, 32);
const CStack * battleStack = parent->info->stack;
bool shooter = parent->info->stackNode->hasBonusOfType(Bonus::SHOOTER) && parent->info->stackNode->valOfBonuses(Bonus::SHOTS);
bool caster = parent->info->stackNode->valOfBonuses(Bonus::CASTS);
if (battleStack != nullptr) // in battle
{
printStatBase(EStat::ATTACK, CGI->generaltexth->primarySkillNames[0], parent->info->creature->Attack(), battleStack->Attack());
printStatBase(EStat::DEFENCE, CGI->generaltexth->primarySkillNames[1], parent->info->creature->Defense(false), battleStack->Defense());
printStatRange(EStat::DAMAGE, CGI->generaltexth->allTexts[199], parent->info->stackNode->getMinDamage() * dmgMultiply, battleStack->getMaxDamage() * dmgMultiply);
printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info->creature->valOfBonuses(Bonus::STACK_HEALTH), battleStack->valOfBonuses(Bonus::STACK_HEALTH));
printStatBase(EStat::SPEED, CGI->generaltexth->zelp[441].first, parent->info->creature->Speed(), battleStack->Speed());
if (shooter)
printStatBase(EStat::SHOTS, CGI->generaltexth->allTexts[198], battleStack->valOfBonuses(Bonus::SHOTS), battleStack->shots);
if (caster)
printStatBase(EStat::MANA, CGI->generaltexth->allTexts[399], battleStack->valOfBonuses(Bonus::CASTS), battleStack->casts);
printStat(EStat::HEALTH_LEFT, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
}
else
{
printStatBase(EStat::ATTACK, CGI->generaltexth->primarySkillNames[0], parent->info->creature->Attack(), parent->info->stackNode->Attack());
printStatBase(EStat::DEFENCE, CGI->generaltexth->primarySkillNames[1], parent->info->creature->Defense(false), parent->info->stackNode->Defense());
printStatRange(EStat::DAMAGE, CGI->generaltexth->allTexts[199], parent->info->stackNode->getMinDamage() * dmgMultiply, parent->info->stackNode->getMaxDamage() * dmgMultiply);
printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info->creature->valOfBonuses(Bonus::STACK_HEALTH), parent->info->stackNode->valOfBonuses(Bonus::STACK_HEALTH));
printStatBase(EStat::SPEED, CGI->generaltexth->zelp[441].first, parent->info->creature->Speed(), parent->info->stackNode->Speed());
if (shooter)
printStat(EStat::SHOTS, CGI->generaltexth->allTexts[198], parent->info->stackNode->valOfBonuses(Bonus::SHOTS));
if (caster)
printStat(EStat::MANA, CGI->generaltexth->allTexts[399], parent->info->stackNode->valOfBonuses(Bonus::CASTS));
}
auto morale = new MoraleLuckBox(true, genRect(42, 42, 321, 110));
morale->set(parent->info->stackNode);
auto luck = new MoraleLuckBox(false, genRect(42, 42, 375, 110));
luck->set(parent->info->stackNode);
if (showArt)
{
Point pos = showExp ? Point(375, 32) : Point(347, 32);
parent->setStackArtifact(parent->info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT), pos);
}
if (showExp)
{
const CStackInstance * stack = parent->info->stackNode;
Point pos = showArt ? Point(321, 32) : Point(347, 32);
if (parent->info->commander)
{
const CCommanderInstance * commander = parent->info->commander;
new CAnimImage("PSKIL42", 4, 0, pos.x, pos.y); // experience icon
auto expArea = new LRClickableAreaWTextComp(Rect(pos.x, pos.y, 44, 44), CComponent::experience);
expArea->text = CGI->generaltexth->allTexts[2];
expArea->bonusValue = commander->getExpRank();
boost::replace_first(expArea->text, "%d", boost::lexical_cast<std::string>(commander->getExpRank()));
boost::replace_first(expArea->text, "%d", boost::lexical_cast<std::string>(CGI->heroh->reqExp(commander->getExpRank()+1)));
boost::replace_first(expArea->text, "%d", boost::lexical_cast<std::string>(commander->experience));
}
else
{
new CAnimImage("stackWindow/levels", stack->getExpRank(), 0, pos.x, pos.y);
auto expArea = new LRClickableAreaWText(Rect(pos.x, pos.y, 44, 44));
expArea->text = parent->generateStackExpDescription();
}
new CLabel(pos.x + 21, pos.y + 52, FONT_SMALL, CENTER, Colors::WHITE, makeNumberShort<TExpType>(stack->experience, 6));
}
}
void CStackWindow::CWindowSection::createActiveSpells()
{
static const Point firstPos(6, 2); // position of 1st spell box
static const Point offset(54, 0); // offset of each spell box from previous
OBJ_CONSTRUCTION_CAPTURING_ALL;
createBackground("spell-effects");
const CStack * battleStack = parent->info->stack;
assert(battleStack); // Section should be created only for battles
//spell effects
int printed=0; //how many effect pics have been printed
std::vector<si32> spells = battleStack->activeSpells();
for(si32 effect : spells)
{
const CSpell * sp = CGI->spellh->objects[effect];
std::string spellText;
//not all effects have graphics (for eg. Acid Breath)
//for modded spells iconEffect is added to SpellInt.def
const bool hasGraphics = (effect < SpellID::THUNDERBOLT) || (effect >= SpellID::AFTER_LAST);
if (hasGraphics)
{
spellText = CGI->generaltexth->allTexts[610]; //"%s, duration: %d rounds."
boost::replace_first (spellText, "%s", sp->name);
int duration = battleStack->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain;
boost::replace_first (spellText, "%d", boost::lexical_cast<std::string>(duration));
new CAnimImage("SpellInt", effect + 1, 0, firstPos.x + offset.x * printed, firstPos.y + offset.y * printed);
new LRClickableAreaWText(Rect(firstPos + offset * printed, Point(50, 38)), spellText, spellText);
if (++printed >= 8) // interface limit reached
break;
}
}
}
void CStackWindow::CWindowSection::createCommanderSection()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
auto onCreate = [=](size_t index) -> CIntObject *
{
return parent->switchTab(index);
};
auto onDestroy = [=](CIntObject * obj)
{
delete obj;
};
parent->commanderTab = new CTabbedInt(onCreate, onDestroy, Point(0,0), 0);
pos.w = parent->pos.w;
pos.h = 177; // height of commander info
if (parent->info->levelupInfo)
pos.h += 59; // height of abilities selection
}
static std::string skillToFile (int skill, int level, bool selected)
{
// FIXME: is this a correct hadling?
// level 0 = skill not present, use image with "no" suffix
// level 1-5 = skill available, mapped to images indexed as 0-4
// selecting skill means that it will appear one level higher (as if alredy upgraded)
std::string file = "zvs/Lib1.res/_";
switch (skill)
{
case ECommander::ATTACK:
file += "AT";
break;
case ECommander::DEFENSE:
file += "DF";
break;
case ECommander::HEALTH:
file += "HP";
break;
case ECommander::DAMAGE:
file += "DM";
break;
case ECommander::SPEED:
file += "SP";
break;
case ECommander::SPELL_POWER:
file += "MP";
break;
}
std::string sufix;
if (selected)
level++; // UI will display resulting level
if (level == 0)
sufix = "no"; //not avaliable - no number
else
sufix = boost::lexical_cast<std::string>(level-1);
if (selected)
sufix += "="; //level-up highlight
return file + sufix + ".bmp";
}
void CStackWindow::CWindowSection::createCommander()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
createBackground("commander-bg");
auto getSkillPos = [&](int index)
{
return Point(10 + 80 * (index%3), 20 + 80 * (index/3));
};
auto getSkillImage = [this](int skillIndex) -> std::string
{
bool selected = ((parent->selectedSkill == skillIndex) && parent->info->levelupInfo );
return skillToFile(skillIndex, parent->info->commander->secondarySkills[skillIndex], selected);
};
for (int index = ECommander::ATTACK; index <= ECommander::SPELL_POWER; ++index)
{
Point skillPos = getSkillPos(index);
auto icon = new CClickableObject(new CPicture(getSkillImage(index), skillPos.x, skillPos.y), [=]{});
if (parent->selectedSkill == index)
parent->selectedIcon = icon;
if (parent->info->levelupInfo && vstd::contains(parent->info->levelupInfo->skills, index)) // can be upgraded - enable selection switch
{
icon->callback = [=]
{
parent->setSelection(index, icon);
};
}
}
//TODO: commander artifacts
}
CIntObject * CStackWindow::createSkillEntry(int index)
{
for (auto skillID : info->levelupInfo->skills)
{
if (index == 0 && skillID >= 100)
{
const Bonus *bonus = CGI->creh->skillRequirements[skillID-100].first;
const CStackInstance *stack = info->commander;
CClickableObject * icon = new CClickableObject(new CPicture(stack->bonusToGraphics(bonus)), []{});
icon->callback = [=]
{
setSelection(skillID, icon);
};
icon->text = stack->bonusToString(bonus, true);
icon->hoverText = stack->bonusToString(bonus, false);
return icon;
}
if (skillID >= 100)
index--;
}
return nullptr;
}
void CStackWindow::CWindowSection::createCommanderAbilities()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
auto bg2 = new CPicture("stackWindow/commander-abilities.png");
bg2->moveBy(Point(0, pos.h));
size_t abilitiesCount = boost::range::count_if(parent->info->levelupInfo->skills, [](ui32 skillID)
{
return skillID >= 100;
});
auto list = new CListBox([=] (int index)
{
return parent->createSkillEntry(index);
},
[=] (CIntObject * elem)
{
delete elem;
},
Point(38, 3+pos.h), Point(63, 0), 6, abilitiesCount);
auto leftBtn = new CButton(Point(10, pos.h + 6), "hsbtns3.def", CButton::tooltip(), [=]{ list->moveToPrev(); }, SDLK_LEFT);
auto rightBtn = new CButton(Point(411, pos.h + 6), "hsbtns5.def", CButton::tooltip(), [=]{ list->moveToNext(); }, SDLK_RIGHT);
if (abilitiesCount <= 6)
{
leftBtn->block(true);
rightBtn->block(true);
}
}
void CStackWindow::setSelection(si32 newSkill, CClickableObject * newIcon)
{
auto getSkillImage = [this](int skillIndex) -> std::string
{
bool selected = ((selectedSkill == skillIndex) && info->levelupInfo );
return skillToFile(skillIndex, info->commander->secondarySkills[skillIndex], selected);
};
OBJ_CONSTRUCTION_CAPTURING_ALL;
int oldSelection = selectedSkill; // update selection
selectedSkill = newSkill;
if (selectedIcon && oldSelection < 100) // recreate image on old selection, only for skills
selectedIcon->setObject(new CPicture(getSkillImage(oldSelection)));
selectedIcon = newIcon; // update new selection
if (newSkill < 100)
newIcon->setObject(new CPicture(getSkillImage(newSkill)));
}
void CStackWindow::CWindowSection::createBonuses(boost::optional<size_t> preferredSize)
{
// size of single image for an item
static const int itemHeight = 59;
OBJ_CONSTRUCTION_CAPTURING_ALL;
size_t totalSize = (parent->activeBonuses.size() + 1) / 2;
size_t visibleSize = preferredSize ? preferredSize.get() : std::min<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()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
createBackground("button-panel");
if (parent->info->dismissInfo && parent->info->dismissInfo->callback)
{
auto onDismiss = [=]()
{
parent->info->dismissInfo->callback();
parent->close();
};
auto onClick = [=] ()
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], onDismiss, 0, false, std::vector<CComponent*>());
};
new CButton(Point(5, 5),"IVIEWCR2.DEF", CGI->generaltexth->zelp[445], onClick, SDLK_d);
}
if (parent->info->upgradeInfo)
{
// used space overlaps with commander switch button
// besides - should commander really be upgradeable?
assert(!parent->info->commander);
StackWindowInfo::StackUpgradeInfo & upgradeInfo = parent->info->upgradeInfo.get();
size_t buttonsToCreate = std::min<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 CButton(Point(221 + i * 40, 5), "stackWindow/upgradeButton", CGI->generaltexth->zelp[446], onClick, SDLK_1);
upgradeBtn->addOverlay(new CAnimImage("CPRSMALL", VLC->creh->creatures[upgradeInfo.info.newID[i]]->iconIndex));
if (!LOCPLINT->cb->getResourceAmount().canAfford(totalCost))
upgradeBtn->block(true);
}
}
if (parent->info->commander)
{
for (size_t i=0; i<2; i++)
{
std::string btnIDs[2] = { "showSkills", "showBonuses" };
auto onSwitch = [&, i]()
{
parent->switchButtons[parent->activeTab]->enable();
parent->commanderTab->setActive(i);
parent->switchButtons[i]->disable();
parent->redraw(); // FIXME: enable/disable don't redraw screen themselves
};
const JsonNode & text = VLC->generaltexth->localizedTexts["creatureWindow"][btnIDs[i]];
parent->switchButtons[i] = new CButton(Point(302 + i*40, 5), "stackWindow/upgradeButton", CButton::tooltip(text), onSwitch);
parent->switchButtons[i]->addOverlay(new CAnimImage("stackWindow/switchModeIcons", i));
}
parent->switchButtons[parent->activeTab]->disable();
}
auto exitBtn = new CButton(Point(382, 5), "hsbtns.def", CGI->generaltexth->zelp[447], [=]{ parent->close(); }, SDLK_RETURN);
exitBtn->assignedKeys.insert(SDLK_ESCAPE);
}
CStackWindow::CWindowSection::CWindowSection(CStackWindow * parent):
parent(parent)
{
}
CClickableObject::CClickableObject(CIntObject *object, std::function<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 CMultiLineLabel(Rect(position.x + 60, position.y + 17, 137,30), FONT_SMALL, TOPLEFT, Colors::WHITE, bi.description);
}
}
CIntObject * CStackWindow::switchTab(size_t index)
{
switch (index)
{
case 0:
{
activeTab = 0;
auto ret = new CWindowSection(this);
ret->createCommander();
if (info->levelupInfo)
ret->createCommanderAbilities();
return ret;
}
case 1:
{
activeTab = 1;
auto ret = new CWindowSection(this);
if (info->levelupInfo)
ret->createBonuses(4);
else
ret->createBonuses(3);
return ret;
}
default:
{
return nullptr;
}
}
}
void CStackWindow::initSections()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
CWindowSection * currentSection;
bool showArt = CGI->modh->modules.STACK_ARTIFACT && info->commander == nullptr && info->stackNode;
bool showExp = (CGI->modh->modules.STACK_EXP || info->commander != nullptr) && info->stackNode;
currentSection = new CWindowSection(this);
currentSection->createStackInfo(showExp, showArt);
pos.w = currentSection->pos.w;
pos.h += currentSection->pos.h;
if (info->stack) // in battle
{
currentSection = new CWindowSection(this);
currentSection->pos.y += pos.h;
currentSection->createActiveSpells();
pos.h += currentSection->pos.h;
}
if (info->commander)
{
currentSection = new CWindowSection(this);
currentSection->pos.y += pos.h;
currentSection->createCommanderSection();
pos.h += currentSection->pos.h;
}
if (!info->commander && !activeBonuses.empty())
{
currentSection = new CWindowSection(this);
currentSection->pos.y += pos.h;
currentSection->createBonuses();
pos.h += currentSection->pos.h;
}
if (!info->popupWindow)
{
currentSection = new CWindowSection(this);
currentSection->pos.y += pos.h;
currentSection->createButtonPanel();
pos.h += currentSection->pos.h;
//FIXME: add status bar to image?
}
updateShadow();
pos = center(pos);
}
void CStackWindow::initBonusesList()
{
BonusList output, input;
input = *(info->stackNode->getBonuses(CSelector(Bonus::Permanent).And(Selector::anyRange())));
while (!input.empty())
{
Bonus * b = input.front();
output.push_back(new Bonus(*b));
output.back()->val = input.valOfBonuses(Selector::typeSubtype(b->type, b->subtype)); //merge multiple bonuses into one
input.remove_if (Selector::typeSubtype(b->type, b->subtype)); //remove used bonuses
}
BonusInfo bonusInfo;
for(Bonus* b : output)
{
bonusInfo.name = info->stackNode->bonusToString(b, false);
bonusInfo.description = info->stackNode->bonusToString(b, true);
bonusInfo.imagePath = info->stackNode->bonusToGraphics(b);
//if it's possible to give any description or image for this kind of bonus
//TODO: figure out why half of bonuses don't have proper description
if ((!bonusInfo.name.empty() || !bonusInfo.imagePath.empty())&& b->type != Bonus::MAGIC_RESISTANCE)
activeBonuses.push_back(bonusInfo);
}
//handle Magic resistance separately :/
int magicResistance = info->stackNode->magicResistance();
if (magicResistance)
{
BonusInfo bonusInfo;
Bonus b;
b.type = Bonus::MAGIC_RESISTANCE;
bonusInfo.name = VLC->getBth()->bonusToString(&b, info->stackNode, false);
bonusInfo.description = VLC->getBth()->bonusToString(&b, info->stackNode, true);
bonusInfo.imagePath = info->stackNode->bonusToGraphics(&b);
activeBonuses.push_back(bonusInfo);
}
}
void CStackWindow::init()
{
if (!info->stackNode)
info->stackNode = new CStackInstance(info->creature, 1);// FIXME: free data
stackArtifactHelp = nullptr;
stackArtifactIcon = nullptr;
stackArtifactButton = nullptr;
selectedIcon = nullptr;
selectedSkill = 0;
if (info->levelupInfo)
selectedSkill = info->levelupInfo->skills.front();
commanderTab = nullptr;
activeTab = 0;
initBonusesList();
initSections();
}
CStackWindow::CStackWindow(const CStack * stack, bool popup):
CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
info(new StackWindowInfo())
{
info->stack = stack;
info->stackNode = stack->base;
info->creature = stack->type;
info->creatureCount = stack->count;
info->popupWindow = popup;
init();
}
CStackWindow::CStackWindow(const CCreature * creature, bool popup):
CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
info(new StackWindowInfo())
{
info->creature = creature;
info->popupWindow = popup;
init();
}
CStackWindow::CStackWindow(const CStackInstance * stack, bool popup):
CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
info(new StackWindowInfo())
{
info->stackNode = stack;
info->creature = stack->type;
info->creatureCount = stack->count;
info->popupWindow = popup;
info->owner = dynamic_cast<const CGHeroInstance *> (stack->armyObj);
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;
info->owner = dynamic_cast<const CGHeroInstance *> (stack->armyObj);
init();
}
CStackWindow::CStackWindow(const CCommanderInstance * commander, bool popup):
CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
info(new StackWindowInfo())
{
info->stackNode = commander;
info->creature = commander->type;
info->commander = commander;
info->creatureCount = 1;
info->popupWindow = popup;
info->owner = dynamic_cast<const CGHeroInstance *> (commander->armyObj);
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;
info->owner = dynamic_cast<const CGHeroInstance *> (commander->armyObj);
init();
}
CStackWindow::~CStackWindow()
{
if (info->levelupInfo)
info->levelupInfo->callback(vstd::find_pos(info->levelupInfo->skills, selectedSkill));
}