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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/client/windows/CCreatureWindow.cpp
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

994 lines
33 KiB
C++

/*
* 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
*
*/
#include "StdInc.h"
#include "CCreatureWindow.h"
#include <vcmi/spells/Spell.h>
#include <vcmi/spells/Service.h>
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../render/Canvas.h"
#include "../widgets/Buttons.h"
#include "../widgets/CArtPlace.h"
#include "../widgets/CComponent.h"
#include "../widgets/Images.h"
#include "../widgets/TextControls.h"
#include "../widgets/ObjectLists.h"
#include "../windows/InfoWindows.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../../CCallback.h"
#include "../../lib/ArtifactUtils.h"
#include "../../lib/CStack.h"
#include "../../lib/CBonusTypeHandler.h"
#include "../../lib/GameSettings.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/networkPacks/ArtifactLocation.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/texts/TextOperations.h"
class CCreatureArtifactInstance;
class CSelectableSkill;
class UnitView
{
public:
// 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 permanent 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
std::optional<CommanderLevelInfo> levelupInfo;
std::optional<StackDismissInfo> dismissInfo;
std::optional<StackUpgradeInfo> upgradeInfo;
// misc fields
unsigned int creatureCount;
bool popupWindow;
UnitView()
: creature(nullptr),
commander(nullptr),
stackNode(nullptr),
stack(nullptr),
owner(nullptr),
creatureCount(0),
popupWindow(false)
{
}
std::string getName() const
{
if(commander)
return commander->type->getNameSingularTranslated();
else
return creature->getNamePluralTranslated();
}
private:
};
CCommanderSkillIcon::CCommanderSkillIcon(std::shared_ptr<CIntObject> object_, bool isMasterAbility_, std::function<void()> callback)
: object(),
isMasterAbility(isMasterAbility_),
isSelected(false),
callback(callback)
{
pos = object_->pos;
this->isMasterAbility = isMasterAbility_;
setObject(object_);
}
void CCommanderSkillIcon::setObject(std::shared_ptr<CIntObject> newObject)
{
if(object)
removeChild(object.get());
object = newObject;
addChild(object.get());
object->moveTo(pos.topLeft());
redraw();
}
void CCommanderSkillIcon::clickPressed(const Point & cursorPosition)
{
callback();
isSelected = true;
}
void CCommanderSkillIcon::deselect()
{
isSelected = false;
}
bool CCommanderSkillIcon::getIsMasterAbility()
{
return isMasterAbility;
}
void CCommanderSkillIcon::show(Canvas &to)
{
CIntObject::show(to);
if(isMasterAbility && isSelected)
to.drawBorder(pos, Colors::YELLOW, 2);
}
static ImagePath skillToFile(int skill, int level, bool selected)
{
// FIXME: is this a correct handling?
// 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 already 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 suffix;
if (selected)
level++; // UI will display resulting level
if (level == 0)
suffix = "no"; //not available - no number
else
suffix = std::to_string(level-1);
if (selected)
suffix += "="; //level-up highlight
return ImagePath::builtin(file + suffix + ".bmp");
}
CStackWindow::CWindowSection::CWindowSection(CStackWindow * parent, const ImagePath & backgroundPath, int yOffset)
: parent(parent)
{
pos.y += yOffset;
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
if(!backgroundPath.empty())
{
background = std::make_shared<CPicture>(backgroundPath);
pos.w = background->pos.w;
pos.h = background->pos.h;
}
}
CStackWindow::ActiveSpellsSection::ActiveSpellsSection(CStackWindow * owner, int yOffset)
: CWindowSection(owner, ImagePath::builtin("stackWindow/spell-effects"), yOffset)
{
static const Point firstPos(6, 2); // position of 1st spell box
static const Point offset(54, 0); // offset of each spell box from previous
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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<SpellID> spells = battleStack->activeSpells();
for(SpellID effect : spells)
{
const spells::Spell * spell = CGI->spells()->getById(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", spell->getNameTranslated());
//FIXME: support permanent duration
int duration = battleStack->getFirstBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(effect)))->turnsRemain;
boost::replace_first(spellText, "%d", std::to_string(duration));
spellIcons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("SpellInt"), effect + 1, 0, firstPos.x + offset.x * printed, firstPos.y + offset.y * printed));
labels.push_back(std::make_shared<CLabel>(firstPos.x + offset.x * printed + 46, firstPos.y + offset.y * printed + 36, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(duration)));
clickableAreas.push_back(std::make_shared<LRClickableAreaWText>(Rect(firstPos + offset * printed, Point(50, 38)), spellText, spellText));
if(++printed >= 8) // interface limit reached
break;
}
}
}
CStackWindow::BonusLineSection::BonusLineSection(CStackWindow * owner, size_t lineIndex)
: CWindowSection(owner, ImagePath::builtin("stackWindow/bonus-effects"), 0)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
static const std::array<Point, 2> offset =
{
Point(6, 4),
Point(214, 4)
};
for(size_t leftRight : {0, 1})
{
auto position = offset[leftRight];
size_t bonusIndex = lineIndex * 2 + leftRight;
if(parent->activeBonuses.size() > bonusIndex)
{
BonusInfo & bi = parent->activeBonuses[bonusIndex];
icon[leftRight] = std::make_shared<CPicture>(bi.imagePath, position.x, position.y);
name[leftRight] = std::make_shared<CLabel>(position.x + 60, position.y + 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, bi.name);
description[leftRight] = std::make_shared<CMultiLineLabel>(Rect(position.x + 60, position.y + 17, 137, 30), FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, bi.description);
}
}
}
CStackWindow::BonusesSection::BonusesSection(CStackWindow * owner, int yOffset, std::optional<size_t> preferredSize):
CWindowSection(owner, {}, yOffset)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
// size of single image for an item
static const int itemHeight = 59;
size_t totalSize = (owner->activeBonuses.size() + 1) / 2;
size_t visibleSize = preferredSize.value_or(std::min<size_t>(3, totalSize));
pos.w = owner->pos.w;
pos.h = itemHeight * (int)visibleSize;
auto onCreate = [=](size_t index) -> std::shared_ptr<CIntObject>
{
return std::make_shared<BonusLineSection>(owner, index);
};
lines = std::make_shared<CListBox>(onCreate, Point(0, 0), Point(0, itemHeight), visibleSize, totalSize, 0, 1, Rect(pos.w - 15, 0, pos.h, pos.h));
}
CStackWindow::ButtonsSection::ButtonsSection(CStackWindow * owner, int yOffset)
: CWindowSection(owner, ImagePath::builtin("stackWindow/button-panel"), yOffset)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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, nullptr);
};
dismiss = std::make_shared<CButton>(Point(5, 5),AnimationPath::builtin("IVIEWCR2.DEF"), CGI->generaltexth->zelp[445], onClick, EShortcut::HERO_DISMISS);
}
if(parent->info->upgradeInfo && !parent->info->commander)
{
// used space overlaps with commander switch button
// besides - should commander really be upgradeable?
auto & upgradeInfo = parent->info->upgradeInfo.value();
const size_t buttonsToCreate = std::min<size_t>(upgradeInfo.info.newID.size(), upgrade.size());
for(size_t buttonIndex = 0; buttonIndex < buttonsToCreate; buttonIndex++)
{
TResources totalCost = upgradeInfo.info.cost[buttonIndex] * parent->info->creatureCount;
auto onUpgrade = [=]()
{
upgradeInfo.callback(upgradeInfo.info.newID[buttonIndex]);
parent->close();
};
auto onClick = [=]()
{
std::vector<std::shared_ptr<CComponent>> resComps;
for(TResources::nziterator i(totalCost); i.valid(); i++)
{
resComps.push_back(std::make_shared<CComponent>(ComponentType::RESOURCE, i->resType, i->resVal));
}
if(LOCPLINT->cb->getResourceAmount().canAfford(totalCost))
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[207], onUpgrade, nullptr, resComps);
}
else
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[314], resComps);
}
};
auto upgradeBtn = std::make_shared<CButton>(Point(221 + (int)buttonIndex * 40, 5), AnimationPath::builtin("stackWindow/upgradeButton"), CGI->generaltexth->zelp[446], onClick);
upgradeBtn->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("CPRSMALL"), VLC->creh->objects[upgradeInfo.info.newID[buttonIndex]]->getIconIndex()));
if(buttonsToCreate == 1) // single upgrade available
upgradeBtn->assignedKey = EShortcut::RECRUITMENT_UPGRADE;
upgrade[buttonIndex] = upgradeBtn;
}
}
if(parent->info->commander)
{
for(size_t buttonIndex = 0; buttonIndex < 2; buttonIndex++)
{
std::string btnIDs[2] = { "showSkills", "showBonuses" };
auto onSwitch = [buttonIndex, this]()
{
logAnim->debug("Switch %d->%d", parent->activeTab, buttonIndex);
parent->switchButtons[parent->activeTab]->enable();
parent->commanderTab->setActive(buttonIndex);
parent->switchButtons[buttonIndex]->disable();
parent->redraw(); // FIXME: enable/disable don't redraw screen themselves
};
std::string tooltipText = "vcmi.creatureWindow." + btnIDs[buttonIndex];
parent->switchButtons[buttonIndex] = std::make_shared<CButton>(Point(302 + (int)buttonIndex*40, 5), AnimationPath::builtin("stackWindow/upgradeButton"), CButton::tooltipLocalized(tooltipText), onSwitch);
parent->switchButtons[buttonIndex]->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("stackWindow/switchModeIcons"), buttonIndex));
}
parent->switchButtons[parent->activeTab]->disable();
}
exit = std::make_shared<CButton>(Point(382, 5), AnimationPath::builtin("hsbtns.def"), CGI->generaltexth->zelp[447], [=](){ parent->close(); }, EShortcut::GLOBAL_RETURN);
}
CStackWindow::CommanderMainSection::CommanderMainSection(CStackWindow * owner, int yOffset)
: CWindowSection(owner, ImagePath::builtin("stackWindow/commander-bg"), yOffset)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
auto getSkillPos = [](int index)
{
return Point(10 + 80 * (index%3), 20 + 80 * (index/3));
};
auto getSkillImage = [this](int skillIndex)
{
bool selected = ((parent->selectedSkill == skillIndex) && parent->info->levelupInfo );
return skillToFile(skillIndex, parent->info->commander->secondarySkills[skillIndex], selected);
};
auto getSkillDescription = [this](int skillIndex) -> std::string
{
return CGI->generaltexth->znpc00[152 + (12 * skillIndex) + (parent->info->commander->secondarySkills[skillIndex] * 2)];
};
for(int index = ECommander::ATTACK; index <= ECommander::SPELL_POWER; ++index)
{
Point skillPos = getSkillPos(index);
auto icon = std::make_shared<CCommanderSkillIcon>(std::make_shared<CPicture>(getSkillImage(index), skillPos.x, skillPos.y), false, [=]()
{
LOCPLINT->showInfoDialog(getSkillDescription(index));
});
icon->text = getSkillDescription(index); //used to handle right click description via LRClickableAreaWText::ClickRight()
if(parent->selectedSkill == index)
parent->selectedIcon = icon;
if(parent->info->levelupInfo && vstd::contains(parent->info->levelupInfo->skills, index)) // can be upgraded - enable selection switch
{
if(parent->selectedSkill == index)
parent->setSelection(index, icon);
icon->callback = [=]()
{
parent->setSelection(index, icon);
};
}
skillIcons.push_back(icon);
}
auto getArtifactPos = [](int index)
{
return Point(269 + 47 * (index % 3), 22 + 47 * (index / 3));
};
for(auto equippedArtifact : parent->info->commander->artifactsWorn)
{
Point artPos = getArtifactPos(equippedArtifact.first);
auto artPlace = std::make_shared<CCommanderArtPlace>(artPos, parent->info->owner, equippedArtifact.first, equippedArtifact.second.artifact);
artifacts.push_back(artPlace);
}
if(parent->info->levelupInfo)
{
abilitiesBackground = std::make_shared<CPicture>(ImagePath::builtin("stackWindow/commander-abilities.png"));
abilitiesBackground->moveBy(Point(0, pos.h));
size_t abilitiesCount = boost::range::count_if(parent->info->levelupInfo->skills, [](ui32 skillID)
{
return skillID >= 100;
});
auto onCreate = [=](size_t index)->std::shared_ptr<CIntObject>
{
for(auto skillID : parent->info->levelupInfo->skills)
{
if(index == 0 && skillID >= 100)
{
const auto bonus = CGI->creh->skillRequirements[skillID-100].first;
const CStackInstance * stack = parent->info->commander;
auto icon = std::make_shared<CCommanderSkillIcon>(std::make_shared<CPicture>(stack->bonusToGraphics(bonus)), true, [](){});
icon->callback = [=]()
{
parent->setSelection(skillID, icon);
};
icon->text = stack->bonusToString(bonus, true);
icon->hoverText = stack->bonusToString(bonus, false);
return icon;
}
if(skillID >= 100)
index--;
}
return nullptr;
};
abilities = std::make_shared<CListBox>(onCreate, Point(38, 3+pos.h), Point(63, 0), 6, abilitiesCount);
abilities->setRedrawParent(true);
leftBtn = std::make_shared<CButton>(Point(10, pos.h + 6), AnimationPath::builtin("hsbtns3.def"), CButton::tooltip(), [=](){ abilities->moveToPrev(); }, EShortcut::MOVE_LEFT);
rightBtn = std::make_shared<CButton>(Point(411, pos.h + 6), AnimationPath::builtin("hsbtns5.def"), CButton::tooltip(), [=](){ abilities->moveToNext(); }, EShortcut::MOVE_RIGHT);
if(abilitiesCount <= 6)
{
leftBtn->block(true);
rightBtn->block(true);
}
pos.h += abilitiesBackground->pos.h;
}
}
CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool showExp, bool showArt)
: CWindowSection(owner, getBackgroundName(showExp, showArt), yOffset)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
statNames =
{
CGI->generaltexth->primarySkillNames[0], //ATTACK
CGI->generaltexth->primarySkillNames[1],//DEFENCE
CGI->generaltexth->allTexts[198],//SHOTS
CGI->generaltexth->allTexts[199],//DAMAGE
CGI->generaltexth->allTexts[388],//HEALTH
CGI->generaltexth->allTexts[200],//HEALTH_LEFT
CGI->generaltexth->zelp[441].first,//SPEED
CGI->generaltexth->allTexts[399]//MANA
};
statFormats =
{
"%d (%d)",
"%d (%d)",
"%d (%d)",
"%d - %d",
"%d (%d)",
"%d (%d)",
"%d (%d)",
"%d (%d)"
};
animation = std::make_shared<CCreaturePic>(5, 41, parent->info->creature);
animationArea = std::make_shared<LRClickableArea>(Rect(5, 41, 100, 130), nullptr, [&]{
if(!parent->info->creature->getDescriptionTranslated().empty())
CRClickPopup::createAndPush(parent->info->creature->getDescriptionTranslated());
});
if(parent->info->stackNode != nullptr && parent->info->commander == nullptr)
{
//normal stack, not a commander and not non-existing stack (e.g. recruitment dialog)
animation->setAmount(parent->info->creatureCount);
}
name = std::make_shared<CLabel>(215, 12, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, parent->info->getName());
int dmgMultiply = 1;
if(parent->info->owner && parent->info->stackNode->hasBonusOfType(BonusType::SIEGE_WEAPON))
dmgMultiply += parent->info->owner->getPrimSkillLevel(PrimarySkill::ATTACK);
icons = std::make_shared<CPicture>(ImagePath::builtin("stackWindow/icons"), 117, 32);
const CStack * battleStack = parent->info->stack;
morale = std::make_shared<MoraleLuckBox>(true, Rect(Point(321, 110), Point(42, 42) ));
luck = std::make_shared<MoraleLuckBox>(false, Rect(Point(375, 110), Point(42, 42) ));
if(battleStack != nullptr) // in battle
{
addStatLabel(EStat::ATTACK, parent->info->creature->getAttack(battleStack->isShooter()), battleStack->getAttack(battleStack->isShooter()));
addStatLabel(EStat::DEFENCE, parent->info->creature->getDefense(battleStack->isShooter()), battleStack->getDefense(battleStack->isShooter()));
addStatLabel(EStat::DAMAGE, parent->info->stackNode->getMinDamage(battleStack->isShooter()) * dmgMultiply, battleStack->getMaxDamage(battleStack->isShooter()) * dmgMultiply);
addStatLabel(EStat::HEALTH, parent->info->creature->getMaxHealth(), battleStack->getMaxHealth());
addStatLabel(EStat::SPEED, parent->info->creature->getMovementRange(), battleStack->getMovementRange());
if(battleStack->isShooter())
addStatLabel(EStat::SHOTS, battleStack->shots.total(), battleStack->shots.available());
if(battleStack->isCaster())
addStatLabel(EStat::MANA, battleStack->casts.total(), battleStack->casts.available());
addStatLabel(EStat::HEALTH_LEFT, battleStack->getFirstHPleft());
morale->set(battleStack);
luck->set(battleStack);
}
else
{
const bool shooter = parent->info->stackNode->hasBonusOfType(BonusType::SHOOTER) && parent->info->stackNode->valOfBonuses(BonusType::SHOTS);
const bool caster = parent->info->stackNode->valOfBonuses(BonusType::CASTS);
addStatLabel(EStat::ATTACK, parent->info->creature->getAttack(shooter), parent->info->stackNode->getAttack(shooter));
addStatLabel(EStat::DEFENCE, parent->info->creature->getDefense(shooter), parent->info->stackNode->getDefense(shooter));
addStatLabel(EStat::DAMAGE, parent->info->stackNode->getMinDamage(shooter) * dmgMultiply, parent->info->stackNode->getMaxDamage(shooter) * dmgMultiply);
addStatLabel(EStat::HEALTH, parent->info->creature->getMaxHealth(), parent->info->stackNode->getMaxHealth());
addStatLabel(EStat::SPEED, parent->info->creature->getMovementRange(), parent->info->stackNode->getMovementRange());
if(shooter)
addStatLabel(EStat::SHOTS, parent->info->stackNode->valOfBonuses(BonusType::SHOTS));
if(caster)
addStatLabel(EStat::MANA, parent->info->stackNode->valOfBonuses(BonusType::CASTS));
morale->set(parent->info->stackNode);
luck->set(parent->info->stackNode);
}
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;
expRankIcon = std::make_shared<CAnimImage>(AnimationPath::builtin("PSKIL42"), 4, 0, pos.x, pos.y);
auto area = std::make_shared<LRClickableAreaWTextComp>(Rect(pos.x, pos.y, 44, 44), ComponentType::EXPERIENCE);
expArea = area;
area->text = CGI->generaltexth->allTexts[2];
area->component.value = commander->getExpRank();
boost::replace_first(area->text, "%d", std::to_string(commander->getExpRank()));
boost::replace_first(area->text, "%d", std::to_string(CGI->heroh->reqExp(commander->getExpRank() + 1)));
boost::replace_first(area->text, "%d", std::to_string(commander->experience));
}
else
{
expRankIcon = std::make_shared<CAnimImage>(AnimationPath::builtin("stackWindow/levels"), stack->getExpRank(), 0, pos.x, pos.y);
expArea = std::make_shared<LRClickableAreaWText>(Rect(pos.x, pos.y, 44, 44));
expArea->text = parent->generateStackExpDescription();
}
expLabel = std::make_shared<CLabel>(
pos.x + 21, pos.y + 52, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE,
TextOperations::formatMetric(stack->experience, 6));
}
if(showArt)
{
Point pos = showExp ? Point(375, 32) : Point(347, 32);
// ALARMA: do not refactor this into a separate function
// otherwise, artifact icon is drawn near the hero's portrait
// this is really strange
auto art = parent->info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT);
if(art)
{
parent->stackArtifactIcon = std::make_shared<CAnimImage>(AnimationPath::builtin("ARTIFACT"), art->artType->getIconIndex(), 0, pos.x, pos.y);
parent->stackArtifactHelp = std::make_shared<LRClickableAreaWTextComp>(Rect(pos, Point(44, 44)), ComponentType::ARTIFACT);
parent->stackArtifactHelp->component.subType = art->artType->getId();
if(parent->info->owner)
{
parent->stackArtifactButton = std::make_shared<CButton>(
Point(pos.x - 2 , pos.y + 46), AnimationPath::builtin("stackWindow/cancelButton"),
CButton::tooltipLocalized("vcmi.creatureWindow.returnArtifact"), [=]()
{
parent->removeStackArtifact(ArtifactPosition::CREATURE_SLOT);
});
}
}
}
}
ImagePath CStackWindow::MainSection::getBackgroundName(bool showExp, bool showArt)
{
if(showExp && showArt)
return ImagePath::builtin("stackWindow/info-panel-2");
else if(showExp || showArt)
return ImagePath::builtin("stackWindow/info-panel-1");
else
return ImagePath::builtin("stackWindow/info-panel-0");
}
void CStackWindow::MainSection::addStatLabel(EStat index, int64_t value1, int64_t value2)
{
const auto title = statNames.at(static_cast<size_t>(index));
stats.push_back(std::make_shared<CLabel>(145, 32 + (int)index*19, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, title));
const bool useRange = value1 != value2;
std::string formatStr = useRange ? statFormats.at(static_cast<size_t>(index)) : "%d";
boost::format fmt(formatStr);
fmt % value1;
if(useRange)
fmt % value2;
stats.push_back(std::make_shared<CLabel>(307, 48 + (int)index*19, FONT_SMALL, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, fmt.str()));
}
void CStackWindow::MainSection::addStatLabel(EStat index, int64_t value)
{
addStatLabel(index, value, value);
}
CStackWindow::CStackWindow(const CStack * stack, bool popup)
: CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
info(new UnitView())
{
info->stack = stack;
info->stackNode = stack->base;
info->commander = dynamic_cast<const CCommanderInstance*>(stack->base);
info->creature = stack->unitType();
info->creatureCount = stack->getCount();
info->popupWindow = popup;
init();
}
CStackWindow::CStackWindow(const CCreature * creature, bool popup)
: CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
info(new UnitView())
{
info->creature = creature;
info->popupWindow = popup;
init();
}
CStackWindow::CStackWindow(const CStackInstance * stack, bool popup)
: CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0)),
info(new UnitView())
{
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 UnitView())
{
info->stackNode = stack;
info->creature = stack->type;
info->creatureCount = stack->count;
info->upgradeInfo = std::make_optional(UnitView::StackUpgradeInfo());
info->dismissInfo = std::make_optional(UnitView::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 UnitView())
{
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 UnitView())
{
info->stackNode = commander;
info->creature = commander->type;
info->commander = commander;
info->creatureCount = 1;
info->levelupInfo = std::make_optional(UnitView::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->skills.empty())
info->levelupInfo->callback(vstd::find_pos(info->levelupInfo->skills, selectedSkill));
}
void CStackWindow::init()
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
if(!info->stackNode)
info->stackNode = new CStackInstance(info->creature, 1, true);// FIXME: free data
selectedIcon = nullptr;
selectedSkill = -1;
if(info->levelupInfo && !info->levelupInfo->skills.empty())
selectedSkill = info->levelupInfo->skills.front();
activeTab = 0;
initBonusesList();
initSections();
}
void CStackWindow::initBonusesList()
{
BonusList output;
BonusList input;
input = *(info->stackNode->getBonuses(CSelector(Bonus::Permanent), Selector::all));
while(!input.empty())
{
auto b = input.front();
output.push_back(std::make_shared<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(auto 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())
activeBonuses.push_back(bonusInfo);
}
}
void CStackWindow::initSections()
{
OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
bool showArt = CGI->settings()->getBoolean(EGameSettings::MODULE_STACK_ARTIFACT) && info->commander == nullptr && info->stackNode;
bool showExp = (CGI->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE) || info->commander != nullptr) && info->stackNode;
mainSection = std::make_shared<MainSection>(this, pos.h, showExp, showArt);
pos.w = mainSection->pos.w;
pos.h += mainSection->pos.h;
if(info->stack) // in battle
{
activeSpellsSection = std::make_shared<ActiveSpellsSection>(this, pos.h);
pos.h += activeSpellsSection->pos.h;
}
if(info->commander)
{
auto onCreate = [=](size_t index) -> std::shared_ptr<CIntObject>
{
auto obj = switchTab(index);
if(obj)
{
obj->activate();
obj->recActions |= (UPDATE | SHOWALL);
}
return obj;
};
auto deactivateObj = [=](std::shared_ptr<CIntObject> obj)
{
obj->deactivate();
obj->recActions &= ~(UPDATE | SHOWALL);
};
commanderMainSection = std::make_shared<CommanderMainSection>(this, 0);
auto size = std::make_optional<size_t>((info->levelupInfo) ? 4 : 3);
commanderBonusesSection = std::make_shared<BonusesSection>(this, 0, size);
deactivateObj(commanderBonusesSection);
commanderTab = std::make_shared<CTabbedInt>(onCreate, Point(0, pos.h), 0);
pos.h += commanderMainSection->pos.h;
}
if(!info->commander && !activeBonuses.empty())
{
bonusesSection = std::make_shared<BonusesSection>(this, pos.h);
pos.h += bonusesSection->pos.h;
}
if(!info->popupWindow)
{
buttonsSection = std::make_shared<ButtonsSection>(this, pos.h);
pos.h += buttonsSection->pos.h;
//FIXME: add status bar to image?
}
updateShadow();
pos = center(pos);
}
std::string CStackWindow::generateStackExpDescription()
{
const CStackInstance * stack = info->stackNode;
const CCreature * creature = info->creature;
int tier = stack->type->getLevel();
int rank = stack->getExpRank();
if (!vstd::iswithin(tier, 1, 7))
tier = 0;
int number;
std::string expText = CGI->generaltexth->translate("vcmi.stackExperience.description");
boost::replace_first(expText, "%s", creature->getNamePluralTranslated());
boost::replace_first(expText, "%s", CGI->generaltexth->translate("vcmi.stackExperience.rank", rank));
boost::replace_first(expText, "%i", std::to_string(rank));
boost::replace_first(expText, "%i", std::to_string(stack->experience));
number = static_cast<int>(CGI->creh->expRanks[tier][rank] - stack->experience);
boost::replace_first(expText, "%i", std::to_string(number));
number = CGI->creh->maxExpPerBattle[tier]; //percent
boost::replace_first(expText, "%i%", std::to_string(number));
number *= CGI->creh->expRanks[tier].back() / 100; //actual amount
boost::replace_first(expText, "%i", std::to_string(number));
boost::replace_first(expText, "%i", std::to_string(stack->count)); //Number of Creatures in stack
int expmin = std::max(CGI->creh->expRanks[tier][std::max(rank-1, 0)], (ui32)1);
number = static_cast<int>((stack->count * (stack->experience - expmin)) / expmin); //Maximum New Recruits without losing current Rank
boost::replace_first(expText, "%i", std::to_string(number)); //TODO
boost::replace_first(expText, "%.2f", std::to_string(1)); //TODO Experience Multiplier
number = CGI->creh->expAfterUpgrade;
boost::replace_first(expText, "%.2f", std::to_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", std::to_string(number)); //Experience after Rank 10
number = (stack->count * (expmax - expmin)) / expmin;
boost::replace_first(expText, "%i", std::to_string(number)); //Maximum New Recruits to remain at Rank 10 if at Maximum Experience
return expText;
}
void CStackWindow::setSelection(si32 newSkill, std::shared_ptr<CCommanderSkillIcon> newIcon)
{
auto getSkillDescription = [this](int skillIndex, bool selected) -> std::string
{
if(selected)
return CGI->generaltexth->znpc00[152 + (12 * skillIndex) + ((info->commander->secondarySkills[skillIndex] + 1) * 2)]; //upgrade description
else
return CGI->generaltexth->znpc00[152 + (12 * skillIndex) + (info->commander->secondarySkills[skillIndex] * 2)];
};
auto getSkillImage = [this](int skillIndex)
{
bool selected = ((selectedSkill == skillIndex) && info->levelupInfo );
return skillToFile(skillIndex, info->commander->secondarySkills[skillIndex], selected);
};
OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
int oldSelection = selectedSkill; // update selection
selectedSkill = newSkill;
if(selectedIcon && oldSelection < 100) // recreate image on old selection, only for skills
selectedIcon->setObject(std::make_shared<CPicture>(getSkillImage(oldSelection)));
if(selectedIcon)
{
if(!selectedIcon->getIsMasterAbility()) //unlike WoG, in VCMI master skill descriptions are taken from bonus descriptions
{
selectedIcon->text = getSkillDescription(oldSelection, false); //update previously selected icon's message to existing skill level
}
selectedIcon->deselect();
}
selectedIcon = newIcon; // update new selection
if(newSkill < 100)
{
newIcon->setObject(std::make_shared<CPicture>(getSkillImage(newSkill)));
if(!newIcon->getIsMasterAbility())
{
newIcon->text = getSkillDescription(newSkill, true); //update currently selected icon's message to show upgrade description
}
}
}
std::shared_ptr<CIntObject> CStackWindow::switchTab(size_t index)
{
std::shared_ptr<CIntObject> ret;
switch(index)
{
case 0:
{
activeTab = 0;
ret = commanderMainSection;
}
break;
case 1:
{
activeTab = 1;
ret = commanderBonusesSection;
}
break;
default:
break;
}
return ret;
}
void CStackWindow::removeStackArtifact(ArtifactPosition pos)
{
auto art = info->stackNode->getArt(ArtifactPosition::CREATURE_SLOT);
if(!art)
{
logGlobal->error("Attempt to remove missing artifact");
return;
}
const auto slot = ArtifactUtils::getArtBackpackPosition(info->owner, art->getTypeId());
if(slot != ArtifactPosition::PRE_FIRST)
{
auto artLoc = ArtifactLocation(info->owner->id, pos);
artLoc.creature = info->stackNode->armyObj->findStack(info->stackNode);
LOCPLINT->cb->swapArtifacts(artLoc, ArtifactLocation(info->owner->id, slot));
stackArtifactButton.reset();
stackArtifactHelp.reset();
stackArtifactIcon.reset();
redraw();
}
}