void show_unit_list(display& gui) { const std::string heading = std::string(1,HEADING_PREFIX) + _("Type") + COLUMN_SEPARATOR + // 0 _("Name") + COLUMN_SEPARATOR + // 1 _("Moves") + COLUMN_SEPARATOR + // 2 _("Status") + COLUMN_SEPARATOR + // 3 _("HP") + COLUMN_SEPARATOR + // 4 _("Level^Lvl.") + COLUMN_SEPARATOR + // 5 _("XP") + COLUMN_SEPARATOR + // 6 _("unit list^Traits"); // 7 gui::menu::basic_sorter sorter; sorter.set_alpha_sort(0).set_alpha_sort(1).set_numeric_sort(2); sorter.set_alpha_sort(3).set_numeric_sort(4).set_level_sort(5, 6); sorter.set_xp_sort(6).set_alpha_sort(7); std::vector<std::string> items; items.push_back(heading); std::vector<map_location> locations_list; std::vector<unit> units_list; int selected = 0; const unit_map& units = gui.get_units(); for(unit_map::const_iterator i = units.begin(); i != units.end(); ++i) { if (i->side() != gui.viewing_side()) continue; std::stringstream row; // If a unit is already selected on the map, we do the same in the unit list dialog if (gui.selected_hex() == i->get_location()) { row << DEFAULT_ITEM; selected = units_list.size(); } // If unit is leader, show name in special color, e.g. gold/silver /** @todo TODO: hero just has overlay "misc/hero-icon.png" - needs an ability to query */ if (i->can_recruit() ) { row << "<205,173,0>"; // gold3 } row << i->type_name() << COLUMN_SEPARATOR; if (i->can_recruit() ) { row << "<205,173,0>"; // gold3 } row << i->name() << COLUMN_SEPARATOR; // display move left (0=red, moved=yellow, not moved=green) if (i->movement_left() == 0) { row << font::RED_TEXT; } else if (i->movement_left() < i->total_movement() ) { row << "<255,255,0>"; } else { row << font::GREEN_TEXT; } row << i->movement_left() << '/' << i->total_movement() << COLUMN_SEPARATOR; // show icons if unit is slowed, poisoned, petrified, invisible: if(i->get_state(unit::STATE_PETRIFIED)) row << IMAGE_PREFIX << "misc/petrified.png" << IMG_TEXT_SEPARATOR; if(i->get_state(unit::STATE_POISONED)) row << IMAGE_PREFIX << "misc/poisoned.png" << IMG_TEXT_SEPARATOR; if(i->get_state(unit::STATE_SLOWED)) row << IMAGE_PREFIX << "misc/slowed.png" << IMG_TEXT_SEPARATOR; if(i->invisible(i->get_location(),false)) row << IMAGE_PREFIX << "misc/invisible.png"; row << COLUMN_SEPARATOR; // Display HP // see also unit_preview_pane in dialogs.cpp row << font::color2markup(i->hp_color()); row << i->hitpoints() << '/' << i->max_hitpoints() << COLUMN_SEPARATOR; // Show units of level (0=gray, 1 normal, 2 bold, 2+ bold&wbright) int level = i->level(); if(level < 1) { row << "<150,150,150>"; } else if(level == 1) { row << font::NORMAL_TEXT; } else if(level == 2) { row << font::BOLD_TEXT; } else if(level > 2 ) { row << font::BOLD_TEXT << "<255,255,255>"; } row << level << COLUMN_SEPARATOR; // Display XP row << font::color2markup(i->xp_color()); row << i->experience() << "/"; if (i->can_advance()) { row << i->max_experience(); } else { row << "-"; } row << COLUMN_SEPARATOR; // TODO: show 'loyal' in green / xxx in red // how to handle translations ?? row << utils::join(i->trait_names(), ", "); items.push_back(row.str()); locations_list.push_back(i->get_location()); units_list.push_back(*i); } { dialogs::units_list_preview_pane unit_preview(units_list); unit_preview.set_selection(selected); gui::dialog umenu(gui, _("Unit List"), "", gui::NULL_DIALOG); umenu.set_menu(items, &sorter); umenu.add_pane(&unit_preview); //sort by type name umenu.get_menu().sort_by(0); umenu.add_button(new gui::standard_dialog_button(gui.video(), _("Scroll To"), 0, false), gui::dialog::BUTTON_STANDARD); umenu.add_button(new gui::standard_dialog_button(gui.video(), _("Close"), 1, true), gui::dialog::BUTTON_STANDARD); umenu.set_basic_behavior(gui::OK_CANCEL); selected = umenu.show(); } // this will kill the dialog before scrolling if(selected >= 0 && selected < int(locations_list.size())) { const map_location& loc = locations_list[selected]; gui.scroll_to_tile(loc,game_display::WARP); gui.select_hex(loc); } }
void drawable_unit::redraw_unit (display & disp) const { const display_context & dc = disp.get_disp_context(); const gamemap &map = dc.map(); const std::vector<team> &teams = dc.teams(); const team & viewing_team = teams[disp.viewing_team()]; unit_animation_component & ac = *anim_comp_; if ( hidden_ || disp.is_blindfolded() || !is_visible_to_team(viewing_team,map, disp.show_everything()) ) { ac.clear_haloes(); if(ac.anim_) { ac.anim_->update_last_draw_time(); } return; } if (!ac.anim_) { ac.set_standing(); if (!ac.anim_) return; } if (ac.refreshing_) return; ac.refreshing_ = true; ac.anim_->update_last_draw_time(); frame_parameters params; const t_translation::t_terrain terrain = map.get_terrain(loc_); const terrain_type& terrain_info = map.get_terrain_info(terrain); // do not set to 0 so we can distinguish the flying from the "not on submerge terrain" // instead use -1.0 (as in "negative depth", it will be ignored by rendering) params.submerge= is_flying() ? -1.0 : terrain_info.unit_submerge(); if (invisible(loc_) && params.highlight_ratio > 0.5) { params.highlight_ratio = 0.5; } if (loc_ == disp.selected_hex() && params.highlight_ratio == 1.0) { params.highlight_ratio = 1.5; } int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * disp.get_zoom_factor()); if (is_flying() && height_adjust < 0) { height_adjust = 0; } params.y -= height_adjust; params.halo_y -= height_adjust; int red = 0,green = 0,blue = 0,tints = 0; double blend_ratio = 0; // Add future colored states here if(get_state(STATE_POISONED)) { green += 255; blend_ratio += 0.25; tints += 1; } if(get_state(STATE_SLOWED)) { red += 191; green += 191; blue += 255; blend_ratio += 0.25; tints += 1; } if(tints > 0) { params.blend_with = disp.rgb((red/tints),(green/tints),(blue/tints)); params.blend_ratio = ((blend_ratio/tints)); } //hackish : see unit_frame::merge_parameters // we use image_mod on the primary image // and halo_mod on secondary images and all haloes params.image_mod = image_mods(); params.halo_mod = TC_image_mods(); params.image= absolute_image(); if(get_state(STATE_PETRIFIED)) params.image_mod +="~GS()"; params.primary_frame = t_true; const frame_parameters adjusted_params = ac.anim_->get_current_params(params); const map_location dst = loc_.get_direction(facing_); const int xsrc = disp.get_location_x(loc_); const int ysrc = disp.get_location_y(loc_); const int xdst = disp.get_location_x(dst); const int ydst = disp.get_location_y(dst); int d2 = disp.hex_size() / 2; const int x = static_cast<int>(adjusted_params.offset * xdst + (1.0-adjusted_params.offset) * xsrc) + d2; const int y = static_cast<int>(adjusted_params.offset * ydst + (1.0-adjusted_params.offset) * ysrc) + d2; if(ac.unit_halo_ == halo::NO_HALO && !image_halo().empty()) { ac.unit_halo_ = halo::add(0, 0, image_halo()+TC_image_mods(), map_location(-1, -1)); } if(ac.unit_halo_ != halo::NO_HALO && image_halo().empty()) { halo::remove(ac.unit_halo_); ac.unit_halo_ = halo::NO_HALO; } else if(ac.unit_halo_ != halo::NO_HALO) { halo::set_location(ac.unit_halo_, x, y - height_adjust); } // We draw bars only if wanted, visible on the map view bool draw_bars = ac.draw_bars_ ; if (draw_bars) { const int d = disp.hex_size(); SDL_Rect unit_rect = sdl::create_rect(xsrc, ysrc +adjusted_params.y, d, d); draw_bars = sdl::rects_overlap(unit_rect, disp.map_outside_area()); } surface ellipse_front(NULL); surface ellipse_back(NULL); int ellipse_floating = 0; // Always show the ellipse for selected units if(draw_bars && (preferences::show_side_colors() || disp.selected_hex() == loc_)) { if(adjusted_params.submerge > 0.0) { // The division by 2 seems to have no real meaning, // It just works fine with the current center of ellipse // and prevent a too large adjust if submerge = 1.0 ellipse_floating = static_cast<int>(adjusted_params.submerge * disp.hex_size() / 2); } std::string ellipse=image_ellipse(); if(ellipse.empty()){ ellipse="misc/ellipse"; } if(ellipse != "none") { // check if the unit has a ZoC or can recruit const char* const nozoc = emit_zoc_ ? "" : "nozoc-"; const char* const leader = can_recruit() ? "leader-" : ""; const char* const selected = disp.selected_hex() == loc_ ? "selected-" : ""; // Load the ellipse parts recolored to match team color char buf[100]; std::string tc=team::get_side_color_index(side_); snprintf(buf,sizeof(buf),"%s-%s%s%stop.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str()); ellipse_back.assign(image::get_image(image::locator(buf), image::SCALED_TO_ZOOM)); snprintf(buf,sizeof(buf),"%s-%s%s%sbottom.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str()); ellipse_front.assign(image::get_image(image::locator(buf), image::SCALED_TO_ZOOM)); } } if (ellipse_back != NULL) { //disp.drawing_buffer_add(display::LAYER_UNIT_BG, loc, disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc_, xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_back); } if (ellipse_front != NULL) { //disp.drawing_buffer_add(display::LAYER_UNIT_FG, loc, disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc_, xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_front); } if(draw_bars) { const image::locator* orb_img = NULL; /*static*/ const image::locator partmoved_orb(game_config::images::orb + "~RC(magenta>" + preferences::partial_color() + ")" ); /*static*/ const image::locator moved_orb(game_config::images::orb + "~RC(magenta>" + preferences::moved_color() + ")" ); /*static*/ const image::locator ally_orb(game_config::images::orb + "~RC(magenta>" + preferences::allied_color() + ")" ); /*static*/ const image::locator enemy_orb(game_config::images::orb + "~RC(magenta>" + preferences::enemy_color() + ")" ); /*static*/ const image::locator unmoved_orb(game_config::images::orb + "~RC(magenta>" + preferences::unmoved_color() + ")" ); const std::string* energy_file = &game_config::images::energy; if(size_t(side()) != disp.viewing_team()+1) { if(disp.team_valid() && viewing_team.is_enemy(side())) { if (preferences::show_enemy_orb() && !get_state(STATE_PETRIFIED)) orb_img = &enemy_orb; else orb_img = NULL; } else { if (preferences::show_allied_orb()) orb_img = &ally_orb; else orb_img = NULL; } } else { if (preferences::show_moved_orb()) orb_img = &moved_orb; else orb_img = NULL; if(disp.playing_team() == disp.viewing_team() && !user_end_turn()) { if (movement_left() == total_movement()) { if (preferences::show_unmoved_orb()) orb_img = &unmoved_orb; else orb_img = NULL; } else if ( dc.unit_can_move(*this) ) { if (preferences::show_partial_orb()) orb_img = &partmoved_orb; else orb_img = NULL; } } } if (orb_img != NULL) { surface orb(image::get_image(*orb_img,image::SCALED_TO_ZOOM)); disp.drawing_buffer_add(display::LAYER_UNIT_BAR, loc_, xsrc, ysrc +adjusted_params.y, orb); } double unit_energy = 0.0; if(max_hitpoints() > 0) { unit_energy = double(hitpoints())/double(max_hitpoints()); } const int bar_shift = static_cast<int>(-5*disp.get_zoom_factor()); const int hp_bar_height = static_cast<int>(max_hitpoints() * hp_bar_scaling_); const fixed_t bar_alpha = (loc_ == disp.mouseover_hex() || loc_ == disp.selected_hex()) ? ftofxp(1.0): ftofxp(0.8); disp.draw_bar(*energy_file, xsrc+bar_shift, ysrc +adjusted_params.y, loc_, hp_bar_height, unit_energy,hp_color(), bar_alpha); if(experience() > 0 && can_advance()) { const double filled = double(experience())/double(max_experience()); const int xp_bar_height = static_cast<int>(max_experience() * xp_bar_scaling_ / std::max<int>(level_,1)); SDL_Color color=xp_color(); disp.draw_bar(*energy_file, xsrc, ysrc +adjusted_params.y, loc_, xp_bar_height, filled, color, bar_alpha); } if (can_recruit()) { surface crown(image::get_image(leader_crown(),image::SCALED_TO_ZOOM)); if(!crown.null()) { //if(bar_alpha != ftofxp(1.0)) { // crown = adjust_surface_alpha(crown, bar_alpha); //} disp.drawing_buffer_add(display::LAYER_UNIT_BAR, loc_, xsrc, ysrc +adjusted_params.y, crown); } } for(std::vector<std::string>::const_iterator ov = overlays().begin(); ov != overlays().end(); ++ov) { const surface ov_img(image::get_image(*ov, image::SCALED_TO_ZOOM)); if(ov_img != NULL) { disp.drawing_buffer_add(display::LAYER_UNIT_BAR, loc_, xsrc, ysrc +adjusted_params.y, ov_img); } } } // Smooth unit movements from terrain of different elevation. // Do this separately from above so that the health bar doesn't go up and down. const t_translation::t_terrain terrain_dst = map.get_terrain(dst); const terrain_type& terrain_dst_info = map.get_terrain_info(terrain_dst); int height_adjust_unit = static_cast<int>((terrain_info.unit_height_adjust() * (1.0 - adjusted_params.offset) + terrain_dst_info.unit_height_adjust() * adjusted_params.offset) * disp.get_zoom_factor()); if (is_flying() && height_adjust_unit < 0) { height_adjust_unit = 0; } params.y -= height_adjust_unit - height_adjust; params.halo_y -= height_adjust_unit - height_adjust; ac.anim_->redraw(params); ac.refreshing_ = false; }