/* readonly: false, fade: false */ Dialog::answer_t Heroes::OpenDialog(bool readonly, bool fade) { if(Settings::Get().QVGA()) return PocketPC::HeroesOpenDialog(*this, readonly); Display & display = Display::Get(); Cursor & cursor = Cursor::Get(); cursor.Hide(); cursor.SetThemes(cursor.POINTER); Dialog::FrameBorder background; background.SetPosition((display.w() - 640 - BORDERWIDTH * 2) / 2, (display.h() - 480 - BORDERWIDTH * 2) / 2, 640, 480); background.Redraw(); const Point cur_pt(background.GetArea().x, background.GetArea().y); Point dst_pt(cur_pt); // fade if(fade && Settings::Get().ExtGameUseFade()) display.Fade(); display.FillRect(0, 0, 0, Rect(dst_pt, 640, 480)); AGG::GetICN(ICN::HEROBKG, 0).Blit(dst_pt); AGG::GetICN(Settings::Get().ExtGameEvilInterface() ? ICN::HEROEXTE : ICN::HEROEXTG, 0).Blit(dst_pt); std::string message; // portrait dst_pt.x = cur_pt.x + 49; dst_pt.y = cur_pt.y + 31; GetPortrait101x93().Blit(dst_pt, display); // name message = _("%{name} the %{race} ( Level %{level} )"); String::Replace(message, "%{name}", name); String::Replace(message, "%{race}", Race::String(race)); String::Replace(message, "%{level}", GetLevel()); Text text(message, Font::BIG); text.Blit(cur_pt.x + 320 - text.w() / 2, cur_pt.y + 1); // attack text.Set(_("Attack Skill"), Font::SMALL); dst_pt.x = cur_pt.x + 196; dst_pt.y = cur_pt.y + 34; text.Blit(dst_pt.x - text.w() / 2, dst_pt.y); text.Set(GetString(GetAttack()), Font::BIG); dst_pt.y += 70; text.Blit(dst_pt.x - text.w() / 2, dst_pt.y); const Rect rectAttackSkill(cur_pt.x + 156, cur_pt.y + 30, 80, 92); std::string attackDescription(_("Your attack skill is a bonus added to each creature's attack skill.")); message.clear(); GetAttack(&message); if(message.size()) { attackDescription.append("\n \n"); attackDescription.append(_("Current Modifiers:")); attackDescription.append("\n \n"); attackDescription.append(message); } // defense dst_pt.x = cur_pt.x + 284; dst_pt.y = cur_pt.y + 34; text.Set(_("Defense Skill"), Font::SMALL); text.Blit(dst_pt.x - text.w() / 2, dst_pt.y); dst_pt.y += 70; text.Set(GetString(GetDefense()), Font::BIG); text.Blit(dst_pt.x - text.w() / 2, dst_pt.y); const Rect rectDefenseSkill(cur_pt.x + 156 + 88, cur_pt.y + 30, 80, 92); std::string defenseDescription(_("Your defense skill is a bonus added to each creature's defense skill.")); message.clear(); GetDefense(&message); if(message.size()) { defenseDescription.append("\n \n"); defenseDescription.append(_("Current Modifiers:")); defenseDescription.append("\n \n"); defenseDescription.append(message); } // spell dst_pt.x = cur_pt.x + 372; dst_pt.y = cur_pt.y + 34; text.Set(_("Spell Power"), Font::SMALL); text.Blit(dst_pt.x - text.w() / 2, dst_pt.y); dst_pt.y += 70; text.Set(GetString(GetPower()), Font::BIG); text.Blit(dst_pt.x - text.w() / 2, dst_pt.y); const Rect rectSpellSkill(cur_pt.x + 156 + 2 * 88, cur_pt.y + 30, 80, 92); std::string powerDescription(_("Your spell power determines the length or power of a spell.")); message.clear(); GetPower(&message); if(message.size()) { powerDescription.append("\n \n"); powerDescription.append(_("Current Modifiers:")); powerDescription.append("\n \n"); powerDescription.append(message); } // knowledge dst_pt.x = cur_pt.x + 460; dst_pt.y = cur_pt.y + 34; text.Set(_("Knowledge"), Font::SMALL); text.Blit(dst_pt.x - text.w() / 2, dst_pt.y); dst_pt.y += 70; text.Set(GetString(GetKnowledge()), Font::BIG); text.Blit(dst_pt.x - text.w() / 2, dst_pt.y); const Rect rectKnowledgeSkill(cur_pt.x + 156 + 3 * 88, cur_pt.y + 30, 80, 92); std::string knowledgeDescription(_("Your knowledge determines how many spell points your hero may have. Under normal cirumstances, a hero is limited to 10 spell points per level of knowledge.")); message.clear(); GetKnowledge(&message); if(message.size()) { knowledgeDescription.append("\n \n"); knowledgeDescription.append(_("Current Modifiers:")); knowledgeDescription.append("\n \n"); knowledgeDescription.append(message); } // morale dst_pt.x = cur_pt.x + 514; dst_pt.y = cur_pt.y + 35; MoraleIndicator moraleIndicator(*this); moraleIndicator.SetPos(dst_pt); moraleIndicator.Redraw(); // luck dst_pt.x = cur_pt.x + 552; dst_pt.y = cur_pt.y + 35; LuckIndicator luckIndicator(*this); luckIndicator.SetPos(dst_pt); luckIndicator.Redraw(); // army format spread dst_pt.x = cur_pt.x + 515; dst_pt.y = cur_pt.y + 63; const Sprite & sprite1 = AGG::GetICN(ICN::HSICONS, 9); sprite1.Blit(dst_pt); const Rect rectSpreadArmyFormat(dst_pt, sprite1.w(), sprite1.h()); const std::string descriptionSpreadArmyFormat = _("'Spread' combat formation spreads your armies from the top to the bottom of the battlefield, with at least one empty space between each army."); const Point army1_pt(dst_pt.x - 1, dst_pt.y - 1); // army format grouped dst_pt.x = cur_pt.x + 552; dst_pt.y = cur_pt.y + 63; const Sprite & sprite2 = AGG::GetICN(ICN::HSICONS, 10); sprite2.Blit(dst_pt); const Rect rectGroupedArmyFormat(dst_pt, sprite2.w(), sprite2.h()); const std::string descriptionGroupedArmyFormat = _("'Grouped' combat formation bunches your army together in the center of your side of the battlefield."); const Point army2_pt(dst_pt.x - 1, dst_pt.y - 1); // cursor format SpriteCursor cursorFormat(AGG::GetICN(ICN::HSICONS, 11), Army::FORMAT_SPREAD == army.GetCombatFormat() ? army1_pt : army2_pt); cursorFormat.Show(Army::FORMAT_SPREAD == army.GetCombatFormat() ? army1_pt : army2_pt); // experience ExperienceIndicator experienceInfo(*this); experienceInfo.SetPos(Point(cur_pt.x + 514, cur_pt.y + 85)); experienceInfo.Redraw(); // spell points SpellPointsIndicator spellPointsInfo(*this); spellPointsInfo.SetPos(Point(cur_pt.x + 549, cur_pt.y + 87)); spellPointsInfo.Redraw(); // crest dst_pt.x = cur_pt.x + 49; dst_pt.y = cur_pt.y + 130; AGG::GetICN(ICN::CREST, Color::NONE == color ? Color::GetIndex(Settings::Get().CurrentColor()) : Color::GetIndex(color)).Blit(dst_pt); // monster dst_pt.x = cur_pt.x + 156; dst_pt.y = cur_pt.y + 130; SelectArmyBar selectArmy; selectArmy.SetArmy(army); selectArmy.SetPos(dst_pt); selectArmy.SetInterval(6); selectArmy.SetBackgroundSprite(AGG::GetICN(ICN::STRIP, 2)); selectArmy.SetCursorSprite(AGG::GetICN(ICN::STRIP, 1)); selectArmy.SetSaveLastTroop(); if(readonly) selectArmy.SetReadOnly(); const Castle* castle = inCastle(); if(castle) selectArmy.SetCastle(*castle); selectArmy.Redraw(); // secskill SecondarySkillBar secskill_bar; secskill_bar.SetPos(cur_pt.x + 3, cur_pt.y + 233); secskill_bar.SetInterval(5); secskill_bar.SetSkills(secondary_skills); secskill_bar.Redraw(); dst_pt.x = cur_pt.x + 51; dst_pt.y = cur_pt.y + 308; SelectArtifactsBar selectArtifacts(*this); selectArtifacts.SetPos(dst_pt); selectArtifacts.SetInterval(15); selectArtifacts.SetBackgroundSprite(AGG::GetICN(ICN::ARTIFACT, 0)); selectArtifacts.SetCursorSprite(AGG::GetICN(ICN::NGEXTRA, 62)); if(readonly) selectArtifacts.SetReadOnly(); selectArtifacts.Redraw(); // bottom small bar dst_pt.x = cur_pt.x + 22; dst_pt.y = cur_pt.y + 460; const Sprite & bar = AGG::GetICN(ICN::HSBTNS, 8); bar.Blit(dst_pt); StatusBar statusBar; statusBar.SetCenter(dst_pt.x + bar.w() / 2, dst_pt.y + 11); // button prev dst_pt.x = cur_pt.x + 1; dst_pt.y = cur_pt.y + 480 - 20; Button buttonPrevHero(dst_pt, ICN::HSBTNS, 4, 5); // button next dst_pt.x = cur_pt.x + 640 - 23; dst_pt.y = cur_pt.y + 480 - 20; Button buttonNextHero(dst_pt, ICN::HSBTNS, 6, 7); // button dismiss dst_pt.x = cur_pt.x + 5; dst_pt.y = cur_pt.y + 318; Button buttonDismiss(dst_pt, ICN::HSBTNS, 0, 1); // button exit dst_pt.x = cur_pt.x + 603; dst_pt.y = cur_pt.y + 318; Button buttonExit(dst_pt, ICN::HSBTNS, 2, 3); LocalEvent & le = LocalEvent::Get(); if(castle || readonly || Modes(NOTDISMISS)) { buttonDismiss.Press(); buttonDismiss.SetDisable(true); } if(readonly || 2 > world.GetKingdom(GetColor()).GetHeroes().size()) { buttonNextHero.Press(); buttonPrevHero.Press(); buttonNextHero.SetDisable(true); buttonPrevHero.SetDisable(true); } buttonPrevHero.Draw(); buttonNextHero.Draw(); buttonDismiss.Draw(); buttonExit.Draw(); cursor.Show(); display.Flip(); bool redrawMorale = false; bool redrawLuck = false; // dialog menu loop while(le.HandleEvents()) { if(redrawMorale) { cursor.Hide(); moraleIndicator.Redraw(); cursor.Show(); display.Flip(); redrawMorale = false; } if(redrawLuck) { cursor.Hide(); luckIndicator.Redraw(); cursor.Show(); display.Flip(); redrawLuck = false; } // exit if(le.MouseClickLeft(buttonExit) || Game::HotKeyPress(Game::EVENT_DEFAULT_EXIT)) return Dialog::CANCEL; // heroes troops if(le.MouseCursor(selectArmy.GetArea())) { if(SelectArmyBar::QueueEventProcessing(selectArmy)) { redrawMorale = true; redrawLuck = true; } } if(le.MouseCursor(selectArtifacts.GetArea())) { SelectArtifactsBar::QueueEventProcessing(selectArtifacts); { redrawMorale = true; redrawLuck = true; } } // button click le.MousePressLeft(buttonExit) ? buttonExit.PressDraw() : buttonExit.ReleaseDraw(); if(buttonDismiss.isEnable()) le.MousePressLeft(buttonDismiss) ? buttonDismiss.PressDraw() : buttonDismiss.ReleaseDraw(); if(buttonPrevHero.isEnable()) le.MousePressLeft(buttonPrevHero) ? buttonPrevHero.PressDraw() : buttonPrevHero.ReleaseDraw(); if(buttonNextHero.isEnable()) le.MousePressLeft(buttonNextHero) ? buttonNextHero.PressDraw() : buttonNextHero.ReleaseDraw(); // prev hero if(buttonPrevHero.isEnable() && le.MouseClickLeft(buttonPrevHero)){ return Dialog::PREV; } // next hero if(buttonNextHero.isEnable() && le.MouseClickLeft(buttonNextHero)){ return Dialog::NEXT; } // dismiss if(buttonDismiss.isEnable() && le.MouseClickLeft(buttonDismiss) && Dialog::YES == Dialog::Message(GetName(), _("Are you sure you want to dismiss this Hero?"), Font::BIG, Dialog::YES | Dialog::NO)) { return Dialog::DISMISS; } if(le.MouseCursor(moraleIndicator.GetArea())) MoraleIndicator::QueueEventProcessing(moraleIndicator); else if(le.MouseCursor(luckIndicator.GetArea())) LuckIndicator::QueueEventProcessing(luckIndicator); else if(le.MouseCursor(experienceInfo.GetArea())) experienceInfo.QueueEventProcessing(); else if(le.MouseCursor(spellPointsInfo.GetArea())) spellPointsInfo.QueueEventProcessing(); // left click info if(le.MouseClickLeft(rectAttackSkill)) Dialog::Message(_("Attack Skill"), attackDescription, Font::BIG, Dialog::OK); else if(le.MouseClickLeft(rectDefenseSkill)) Dialog::Message(_("Defense Skill"), defenseDescription, Font::BIG, Dialog::OK); else if(le.MouseClickLeft(rectSpellSkill)) Dialog::Message(_("Spell Power"), powerDescription, Font::BIG, Dialog::OK); else if(le.MouseClickLeft(rectKnowledgeSkill)) Dialog::Message(_("Knowledge"), knowledgeDescription, Font::BIG, Dialog::OK); else if(!readonly && le.MouseClickLeft(rectSpreadArmyFormat) && Army::FORMAT_SPREAD != army.GetCombatFormat()) { cursor.Hide(); cursorFormat.Move(army1_pt); cursor.Show(); display.Flip(); army.SetCombatFormat(Army::FORMAT_SPREAD); #ifdef WITH_NET FH2LocalClient::SendArmyCombatFormation(army); #endif } else if(!readonly && le.MouseClickLeft(rectGroupedArmyFormat) && Army::FORMAT_SPREAD == army.GetCombatFormat()) { cursor.Hide(); cursorFormat.Move(army2_pt); cursor.Show(); display.Flip(); army.SetCombatFormat(Army::FORMAT_GROUPED); #ifdef WITH_NET FH2LocalClient::SendArmyCombatFormation(army); #endif } if(le.MouseCursor(secskill_bar.GetArea())) secskill_bar.QueueEventProcessing(); // right info if(le.MousePressRight(rectAttackSkill)) Dialog::Message(_("Attack Skill"), attackDescription, Font::BIG); else if(le.MousePressRight(rectDefenseSkill)) Dialog::Message(_("Defense Skill"), defenseDescription, Font::BIG); else if(le.MousePressRight(rectSpellSkill)) Dialog::Message(_("Spell Power"), powerDescription, Font::BIG); else if(le.MousePressRight(rectKnowledgeSkill)) Dialog::Message(_("Knowledge"), knowledgeDescription, Font::BIG); else if(le.MousePressRight(rectSpreadArmyFormat)) Dialog::Message(_("Spread Formation"), descriptionSpreadArmyFormat, Font::BIG); else if(le.MousePressRight(rectGroupedArmyFormat)) Dialog::Message(_("Grouped Formation"), descriptionGroupedArmyFormat, Font::BIG); // status message if(le.MouseCursor(rectAttackSkill)) statusBar.ShowMessage(_("View Attack Skill Info")); else if(le.MouseCursor(rectDefenseSkill)) statusBar.ShowMessage(_("View Defense Skill Info")); else if(le.MouseCursor(rectSpellSkill)) statusBar.ShowMessage(_("View Spell Power Info")); else if(le.MouseCursor(rectKnowledgeSkill)) statusBar.ShowMessage(_("View Knowledge Info")); else if(le.MouseCursor(moraleIndicator.GetArea())) statusBar.ShowMessage(_("View Morale Info")); else if(le.MouseCursor(luckIndicator.GetArea())) statusBar.ShowMessage(_("View Luck Info")); else if(le.MouseCursor(experienceInfo.GetArea())) statusBar.ShowMessage(_("View Experience Info")); else if(le.MouseCursor(spellPointsInfo.GetArea())) statusBar.ShowMessage(_("View Spell Points Info")); else if(le.MouseCursor(rectSpreadArmyFormat)) statusBar.ShowMessage(_("Set army combat formation to 'Spread'")); else if(le.MouseCursor(rectGroupedArmyFormat)) statusBar.ShowMessage(_("Set army combat formation to 'Grouped'")); else if(le.MouseCursor(buttonExit)) statusBar.ShowMessage(_("Exit hero")); else if(le.MouseCursor(buttonDismiss)) { if(Modes(NOTDISMISS)) statusBar.ShowMessage("Dismiss disabled, see game info"); else statusBar.ShowMessage(_("Dismiss hero")); } else if(le.MouseCursor(buttonPrevHero)) statusBar.ShowMessage(_("Show prev heroes")); else if(le.MouseCursor(buttonNextHero)) statusBar.ShowMessage(_("Show next heroes")); else // status message over artifact if(le.MouseCursor(selectArtifacts.GetArea())) { const s8 index = selectArtifacts.GetIndexFromCoord(le.GetMouseCursor()); if(0 <= index && index < HEROESMAXARTIFACT && bag_artifacts[index] != Artifact::UNKNOWN) { message = _("View %{art} Info"); String::Replace(message, "%{art}", bag_artifacts[index].GetName()); statusBar.ShowMessage(message); } else statusBar.ShowMessage(_("Hero Screen")); } else // status message over skill if(le.MouseCursor(secskill_bar.GetArea())) { const u8 ii = secskill_bar.GetIndexFromCoord(le.GetMouseCursor()); if(ii < secondary_skills.size()) { const Skill::Secondary & skill = secondary_skills[ii]; if(skill.isValid()) { message = _("View %{skill} Info"); String::Replace(message, "%{skill}", skill.GetName()); statusBar.ShowMessage(message); } else statusBar.ShowMessage(_("Hero Screen")); } else statusBar.ShowMessage(_("Hero Screen")); } else // status message over troops if(le.MouseCursor(selectArmy.GetArea())) { const s8 index1 = selectArmy.GetIndexFromCoord(le.GetMouseCursor()); if(0 <= index1) { const Army::Troop & troop1 = army.At(index1); const std::string & monster1 = troop1.GetName(); if(selectArmy.isSelected()) { const u8 index2 = selectArmy.Selected(); const Army::Troop & troop2 = army.At(index2); const std::string & monster2 = troop2.GetName(); if(index1 == index2) { message = _("View %{monster}"); String::Replace(message, "%{monster}", monster1); } else if(troop1.isValid() && troop2.isValid()) { message = troop1() == troop2() ? _("Combine %{monster1} armies") : _("Exchange %{monster2} with %{monster1}"); String::Replace(message, "%{monster1}", monster1); String::Replace(message, "%{monster2}", monster2); } else { message = _("Move and right click Redistribute %{monster}"); String::Replace(message, "%{monster}", monster2); } } else if(troop1.isValid()) { message = _("Select %{monster}"); String::Replace(message, "%{monster}", monster1); } else message = _("Empty"); statusBar.ShowMessage(message); } else statusBar.ShowMessage(_("Hero Screen")); } else // clear all statusBar.ShowMessage(_("Hero Screen")); } return Dialog::ZERO; }
Dialog::answer_t PocketPC::HeroesOpenDialog(Heroes & hero, bool readonly) { Cursor & cursor = Cursor::Get(); Display & display = Display::Get(); LocalEvent & le = LocalEvent::Get(); cursor.Hide(); cursor.SetThemes(cursor.POINTER); const u16 window_w = 320; const u16 window_h = 224; Dialog::FrameBorder frameborder; frameborder.SetPosition((display.w() - window_w) / 2 - BORDERWIDTH, (display.h() - window_h) / 2 - BORDERWIDTH, window_w, window_h); frameborder.Redraw(); const Rect & dst_rt = frameborder.GetArea(); const Sprite & background = AGG::GetICN(ICN::STONEBAK, 0); const Sprite & backSprite = AGG::GetICN(ICN::SWAPWIN, 0); background.Blit(Rect(0, 0, window_w, window_h), dst_rt); // portrait AGG::GetICN(ICN::BRCREST, 6).Blit(dst_rt.x + 8, dst_rt.y, display); hero.GetPortrait50x46().Blit(dst_rt.x + 12, dst_rt.y + 4, display); // name std::string message = _("%{name} the %{race} ( Level %{level} )"); String::Replace(message, "%{name}", hero.GetName()); String::Replace(message, "%{race}", Race::String(hero.GetRace())); String::Replace(message, "%{level}", hero.GetLevel()); Text text(message, Font::SMALL); text.Blit(dst_rt.x + 73, dst_rt.y + 1); // experience ExperienceIndicator experienceInfo(hero); experienceInfo.SetPos(Point(dst_rt.x + 205, dst_rt.y + 14)); experienceInfo.Redraw(); // spell points SpellPointsIndicator spellPointsInfo(hero); spellPointsInfo.SetPos(Point(dst_rt.x + 238, dst_rt.y + 16)); spellPointsInfo.Redraw(); // morale MoraleIndicator moraleIndicator(hero); moraleIndicator.SetPos(Point(dst_rt.x + 280, dst_rt.y + 20)); moraleIndicator.Redraw(); // luck LuckIndicator luckIndicator(hero); luckIndicator.SetPos(Point(dst_rt.x + 280, dst_rt.y + 60)); luckIndicator.Redraw(); // prim skill const Rect ras(dst_rt.x + 74, dst_rt.y + 14, 34, 34); backSprite.Blit(Rect(216, 51, ras.w, ras.h), ras); text.Set(GetString(hero.GetAttack())); text.Blit(dst_rt.x + 74 + (34 - text.w()) / 2, dst_rt.y + 47); const Rect rds(dst_rt.x + 107, dst_rt.y + 14, 34, 34); backSprite.Blit(Rect(216, 84, rds.w, rds.h), rds); text.Set(GetString(hero.GetDefense())); text.Blit(dst_rt.x + 107 + (34 - text.w()) / 2, dst_rt.y + 47); const Rect rps(dst_rt.x + 140, dst_rt.y + 14, 34, 34); backSprite.Blit(Rect(216, 117, rps.w, rps.h), rps); text.Set(GetString(hero.GetPower())); text.Blit(dst_rt.x + 140 + (34 - text.w()) / 2, dst_rt.y + 47); const Rect rks(dst_rt.x + 173, dst_rt.y + 14, 34, 34); backSprite.Blit(Rect(216, 150, rks.w, rks.h), rks); text.Set(GetString(hero.GetKnowledge())); text.Blit(dst_rt.x + 173 + (34 - text.w()) / 2, dst_rt.y + 47); // sec skill backSprite.Blit(Rect(21, 198, 267, 36), dst_rt.x + 7, dst_rt.y + 57); // secondary skill SecondarySkillBar secskill_bar; secskill_bar.SetPos(dst_rt.x + 9, dst_rt.y + 59); secskill_bar.SetUseMiniSprite(); secskill_bar.SetInterval(1); secskill_bar.SetSkills(hero.GetSecondarySkills()); secskill_bar.Redraw(); // army bar const Rect rt1(36, 267, 43, 53); Surface sfb1(rt1.w, rt1.h); backSprite.Blit(rt1, 0, 0, sfb1); Surface sfc1(rt1.w, rt1.h - 10); Cursor::DrawCursor(sfc1, 0xd6, true); SelectArmyBar selectArmy; selectArmy.SetArmy(hero.GetArmy()); selectArmy.SetPos(dst_rt.x + 50, dst_rt.y + 170); selectArmy.SetInterval(2); selectArmy.SetBackgroundSprite(sfb1); selectArmy.SetCursorSprite(sfc1); selectArmy.SetUseMons32Sprite(); selectArmy.SetSaveLastTroop(); if(readonly) selectArmy.SetReadOnly(); const Castle* castle = hero.inCastle(); if(castle) selectArmy.SetCastle(*castle); selectArmy.Redraw(); // art bar const Rect rt2(23, 347, 34, 34); Surface sfb2(rt2.w, rt2.h); backSprite.Blit(rt2, 0, 0, sfb2); Surface sfc2(rt2.w, rt2.h); Cursor::DrawCursor(sfc2, 0xd6, true); SelectArtifactsBar selectArtifacts(hero); selectArtifacts.SetPos(dst_rt.x + 37, dst_rt.y + 95); selectArtifacts.SetInterval(2); selectArtifacts.SetBackgroundSprite(sfb2); selectArtifacts.SetCursorSprite(sfc2); selectArtifacts.SetUseArts32Sprite(); if(readonly) selectArtifacts.SetReadOnly(); selectArtifacts.Redraw(); Button buttonDismiss(dst_rt.x + dst_rt.w / 2 - 160, dst_rt.y + dst_rt.h - 125, ICN::HSBTNS, 0, 1); Button buttonExit(dst_rt.x + dst_rt.w / 2 + 130, dst_rt.y + dst_rt.h - 125, ICN::HSBTNS, 2, 3); Button buttonPrev(dst_rt.x + 34, dst_rt.y + 200, ICN::TRADPOST, 3, 4); Button buttonNext(dst_rt.x + 275, dst_rt.y + 200, ICN::TRADPOST, 5, 6); if(castle || readonly) { buttonDismiss.Press(); buttonDismiss.SetDisable(true); } if(readonly || 2 > world.GetKingdom(hero.GetColor()).GetHeroes().size()) { buttonNext.Press(); buttonPrev.Press(); buttonNext.SetDisable(true); buttonPrev.SetDisable(true); } buttonDismiss.Draw(); buttonExit.Draw(); buttonNext.Draw(); buttonPrev.Draw(); cursor.Show(); display.Flip(); while(le.HandleEvents()) { le.MousePressLeft(buttonNext) ? buttonNext.PressDraw() : buttonNext.ReleaseDraw(); le.MousePressLeft(buttonPrev) ? buttonPrev.PressDraw() : buttonPrev.ReleaseDraw(); le.MousePressLeft(buttonExit) ? buttonExit.PressDraw() : buttonExit.ReleaseDraw(); if(buttonDismiss.isEnable()) le.MousePressLeft(buttonDismiss) ? buttonDismiss.PressDraw() : buttonDismiss.ReleaseDraw(); if(buttonNext.isEnable() && le.MouseClickLeft(buttonNext)) return Dialog::NEXT; else if(buttonPrev.isEnable() && le.MouseClickLeft(buttonPrev)) return Dialog::PREV; else // exit if(le.MouseClickLeft(buttonExit) || Game::HotKeyPress(Game::EVENT_DEFAULT_EXIT)) return Dialog::CANCEL; else // dismiss if(buttonDismiss.isEnable() && le.MouseClickLeft(buttonDismiss) && Dialog::YES == Dialog::Message(hero.GetName(), _("Are you sure you want to dismiss this Hero?"), Font::BIG, Dialog::YES | Dialog::NO)) { return Dialog::DISMISS; } // primary click info if(le.MouseClickLeft(ras)) Dialog::Message(_("Attack Skill"), _("Your attack skill is a bonus added to each creature's attack skill."), Font::BIG, Dialog::OK); else if(le.MouseClickLeft(rds)) Dialog::Message(_("Defense Skill"), _("Your defense skill is a bonus added to each creature's defense skill."), Font::BIG, Dialog::OK); else if(le.MouseClickLeft(rps)) Dialog::Message(_("Spell Power"), _("Your spell power determines the length or power of a spell."), Font::BIG, Dialog::OK); else if(le.MouseClickLeft(rks)) Dialog::Message(_("Knowledge"), _("Your knowledge determines how many spell points your hero may have. Under normal cirumstances, a hero is limited to 10 spell points per level of knowledge."), Font::BIG, Dialog::OK); if(le.MouseCursor(secskill_bar.GetArea())) secskill_bar.QueueEventProcessing(); // selector troops event if(le.MouseCursor(selectArmy.GetArea())) { if(selectArtifacts.isSelected()) selectArtifacts.Reset(); if(SelectArmyBar::QueueEventProcessing(selectArmy)) { cursor.Hide(); moraleIndicator.Redraw(); luckIndicator.Redraw(); cursor.Show(); display.Flip(); } } // selector artifacts event if(le.MouseCursor(selectArtifacts.GetArea())) { if(selectArmy.isSelected()) selectArmy.Reset(); SelectArtifactsBar::QueueEventProcessing(selectArtifacts); } if(le.MouseCursor(moraleIndicator.GetArea())) MoraleIndicator::QueueEventProcessing(moraleIndicator); else if(le.MouseCursor(luckIndicator.GetArea())) LuckIndicator::QueueEventProcessing(luckIndicator); else if(le.MouseCursor(experienceInfo.GetArea())) experienceInfo.QueueEventProcessing(); else if(le.MouseCursor(spellPointsInfo.GetArea())) spellPointsInfo.QueueEventProcessing(); } return Dialog::ZERO; }
/* readonly: false, fade: false */ Dialog::answer_t Heroes::OpenDialog(bool readonly, bool fade) { if(Settings::Get().QVGA()) return PocketPC::HeroesOpenDialog(*this, readonly); Display & display = Display::Get(); Cursor & cursor = Cursor::Get(); cursor.Hide(); cursor.SetThemes(cursor.POINTER); // fade if(fade && Settings::Get().ExtGameUseFade()) display.Fade(); Dialog::FrameBorder background(Size(640, 480)); const Point & cur_pt = background.GetArea(); Point dst_pt(cur_pt); AGG::GetICN(ICN::HEROBKG, 0).Blit(dst_pt); AGG::GetICN(Settings::Get().ExtGameEvilInterface() ? ICN::HEROEXTE : ICN::HEROEXTG, 0).Blit(dst_pt); std::string message; // portrait dst_pt.x = cur_pt.x + 49; dst_pt.y = cur_pt.y + 31; const Rect portPos(dst_pt.x, dst_pt.y, 101, 93); PortraitRedraw(dst_pt.x, dst_pt.y, PORT_BIG, display); // name message = _("%{name} the %{race} ( Level %{level} )"); StringReplace(message, "%{name}", name); StringReplace(message, "%{race}", Race::String(race)); StringReplace(message, "%{level}", GetLevel()); Text text(message, Font::BIG); text.Blit(cur_pt.x + 320 - text.w() / 2, cur_pt.y + 1); PrimarySkillsBar primskill_bar(this, false); primskill_bar.SetColRows(4, 1); primskill_bar.SetHSpace(6); primskill_bar.SetPos(cur_pt.x + 156, cur_pt.y + 31); primskill_bar.Redraw(); // morale dst_pt.x = cur_pt.x + 514; dst_pt.y = cur_pt.y + 35; MoraleIndicator moraleIndicator(*this); moraleIndicator.SetPos(dst_pt); moraleIndicator.Redraw(); // luck dst_pt.x = cur_pt.x + 552; dst_pt.y = cur_pt.y + 35; LuckIndicator luckIndicator(*this); luckIndicator.SetPos(dst_pt); luckIndicator.Redraw(); // army format spread dst_pt.x = cur_pt.x + 515; dst_pt.y = cur_pt.y + 63; const Sprite & sprite1 = AGG::GetICN(ICN::HSICONS, 9); sprite1.Blit(dst_pt); const Rect rectSpreadArmyFormat(dst_pt, sprite1.w(), sprite1.h()); const std::string descriptionSpreadArmyFormat = _("'Spread' combat formation spreads your armies from the top to the bottom of the battlefield, with at least one empty space between each army."); const Point army1_pt(dst_pt.x - 1, dst_pt.y - 1); // army format grouped dst_pt.x = cur_pt.x + 552; dst_pt.y = cur_pt.y + 63; const Sprite & sprite2 = AGG::GetICN(ICN::HSICONS, 10); sprite2.Blit(dst_pt); const Rect rectGroupedArmyFormat(dst_pt, sprite2.w(), sprite2.h()); const std::string descriptionGroupedArmyFormat = _("'Grouped' combat formation bunches your army together in the center of your side of the battlefield."); const Point army2_pt(dst_pt.x - 1, dst_pt.y - 1); // cursor format SpriteMove cursorFormat(AGG::GetICN(ICN::HSICONS, 11)); cursorFormat.Move(army.isSpreadFormat() ? army1_pt : army2_pt); // experience ExperienceIndicator experienceInfo(*this); experienceInfo.SetPos(Point(cur_pt.x + 514, cur_pt.y + 85)); experienceInfo.Redraw(); // spell points SpellPointsIndicator spellPointsInfo(*this); spellPointsInfo.SetPos(Point(cur_pt.x + 549, cur_pt.y + 87)); spellPointsInfo.Redraw(); // crest dst_pt.x = cur_pt.x + 49; dst_pt.y = cur_pt.y + 130; AGG::GetICN(ICN::CREST, Color::NONE == GetColor() ? Color::GetIndex(Settings::Get().CurrentColor()) : Color::GetIndex(GetColor())).Blit(dst_pt); // monster dst_pt.x = cur_pt.x + 156; dst_pt.y = cur_pt.y + 130; ArmyBar selectArmy(&army, false, readonly); selectArmy.SetColRows(5, 1); selectArmy.SetPos(dst_pt.x, dst_pt.y); selectArmy.SetHSpace(6); selectArmy.Redraw(); // secskill SecondarySkillsBar secskill_bar(false); secskill_bar.SetColRows(8, 1); secskill_bar.SetHSpace(5); secskill_bar.SetContent(secondary_skills); secskill_bar.SetPos(cur_pt.x + 3, cur_pt.y + 233); secskill_bar.Redraw(); dst_pt.x = cur_pt.x + 51; dst_pt.y = cur_pt.y + 308; ArtifactsBar selectArtifacts(this, false, readonly); selectArtifacts.SetColRows(7, 2); selectArtifacts.SetHSpace(15); selectArtifacts.SetVSpace(15); selectArtifacts.SetContent(GetBagArtifacts()); selectArtifacts.SetPos(dst_pt.x, dst_pt.y); selectArtifacts.Redraw(); // bottom small bar dst_pt.x = cur_pt.x + 22; dst_pt.y = cur_pt.y + 460; const Sprite & bar = AGG::GetICN(ICN::HSBTNS, 8); bar.Blit(dst_pt); StatusBar statusBar; statusBar.SetCenter(dst_pt.x + bar.w() / 2, dst_pt.y + 11); // button prev dst_pt.x = cur_pt.x + 1; dst_pt.y = cur_pt.y + 480 - 20; Button buttonPrevHero(dst_pt.x, dst_pt.y, ICN::HSBTNS, 4, 5); // button next dst_pt.x = cur_pt.x + 640 - 23; dst_pt.y = cur_pt.y + 480 - 20; Button buttonNextHero(dst_pt.x, dst_pt.y, ICN::HSBTNS, 6, 7); // button dismiss dst_pt.x = cur_pt.x + 5; dst_pt.y = cur_pt.y + 318; Button buttonDismiss(dst_pt.x, dst_pt.y, ICN::HSBTNS, 0, 1); // button exit dst_pt.x = cur_pt.x + 603; dst_pt.y = cur_pt.y + 318; Button buttonExit(dst_pt.x, dst_pt.y, ICN::HSBTNS, 2, 3); LocalEvent & le = LocalEvent::Get(); if(inCastle() || readonly || Modes(NOTDISMISS)) { buttonDismiss.Press(); buttonDismiss.SetDisable(true); } if(readonly || 2 > GetKingdom().GetHeroes().size()) { buttonNextHero.Press(); buttonPrevHero.Press(); buttonNextHero.SetDisable(true); buttonPrevHero.SetDisable(true); } buttonPrevHero.Draw(); buttonNextHero.Draw(); buttonDismiss.Draw(); buttonExit.Draw(); cursor.Show(); display.Flip(); bool redrawMorale = false; bool redrawLuck = false; message.clear(); // dialog menu loop while(le.HandleEvents()) { if(redrawMorale) { cursor.Hide(); moraleIndicator.Redraw(); cursor.Show(); display.Flip(); redrawMorale = false; } if(redrawLuck) { cursor.Hide(); luckIndicator.Redraw(); cursor.Show(); display.Flip(); redrawLuck = false; } // exit if(le.MouseClickLeft(buttonExit) || Game::HotKeyPress(Game::EVENT_DEFAULT_EXIT)) return Dialog::CANCEL; // heroes troops if(le.MouseCursor(selectArmy.GetArea()) && selectArmy.QueueEventProcessing(&message)) { cursor.Hide(); if(selectArtifacts.isSelected()) selectArtifacts.ResetSelected(); selectArmy.Redraw(); redrawMorale = true; redrawLuck = true; } if(le.MouseCursor(selectArtifacts.GetArea()) && selectArtifacts.QueueEventProcessing(&message)) { cursor.Hide(); if(selectArmy.isSelected()) selectArmy.ResetSelected(); selectArtifacts.Redraw(); redrawMorale = true; redrawLuck = true; } // button click le.MousePressLeft(buttonExit) ? buttonExit.PressDraw() : buttonExit.ReleaseDraw(); if(buttonDismiss.isEnable()) le.MousePressLeft(buttonDismiss) ? buttonDismiss.PressDraw() : buttonDismiss.ReleaseDraw(); if(buttonPrevHero.isEnable()) le.MousePressLeft(buttonPrevHero) ? buttonPrevHero.PressDraw() : buttonPrevHero.ReleaseDraw(); if(buttonNextHero.isEnable()) le.MousePressLeft(buttonNextHero) ? buttonNextHero.PressDraw() : buttonNextHero.ReleaseDraw(); // prev hero if(buttonPrevHero.isEnable() && le.MouseClickLeft(buttonPrevHero)){ return Dialog::PREV; } // next hero if(buttonNextHero.isEnable() && le.MouseClickLeft(buttonNextHero)){ return Dialog::NEXT; } // dismiss if(buttonDismiss.isEnable() && le.MouseClickLeft(buttonDismiss) && Dialog::YES == Dialog::Message(GetName(), _("Are you sure you want to dismiss this Hero?"), Font::BIG, Dialog::YES | Dialog::NO)) { return Dialog::DISMISS; } if(le.MouseCursor(moraleIndicator.GetArea())) MoraleIndicator::QueueEventProcessing(moraleIndicator); else if(le.MouseCursor(luckIndicator.GetArea())) LuckIndicator::QueueEventProcessing(luckIndicator); else if(le.MouseCursor(experienceInfo.GetArea())) experienceInfo.QueueEventProcessing(); else if(le.MouseCursor(spellPointsInfo.GetArea())) spellPointsInfo.QueueEventProcessing(); // left click info if(!readonly && le.MouseClickLeft(rectSpreadArmyFormat) && !army.isSpreadFormat()) { cursor.Hide(); cursorFormat.Move(army1_pt); cursor.Show(); display.Flip(); army.SetSpreadFormat(true); } else if(!readonly && le.MouseClickLeft(rectGroupedArmyFormat) && army.isSpreadFormat()) { cursor.Hide(); cursorFormat.Move(army2_pt); cursor.Show(); display.Flip(); army.SetSpreadFormat(false); } else if(le.MouseCursor(secskill_bar.GetArea()) && secskill_bar.QueueEventProcessing(&message)) { cursor.Show(); display.Flip(); } else if(le.MouseCursor(primskill_bar.GetArea()) && primskill_bar.QueueEventProcessing(&message)) { cursor.Show(); display.Flip(); } // right info if(le.MousePressRight(portPos)) Dialog::QuickInfo(*this); else if(le.MousePressRight(rectSpreadArmyFormat)) Dialog::Message(_("Spread Formation"), descriptionSpreadArmyFormat, Font::BIG); else if(le.MousePressRight(rectGroupedArmyFormat)) Dialog::Message(_("Grouped Formation"), descriptionGroupedArmyFormat, Font::BIG); // status message if(le.MouseCursor(portPos)) message = _("View Stats"); else if(le.MouseCursor(moraleIndicator.GetArea())) message = _("View Morale Info"); else if(le.MouseCursor(luckIndicator.GetArea())) message = _("View Luck Info"); else if(le.MouseCursor(experienceInfo.GetArea())) message = _("View Experience Info"); else if(le.MouseCursor(spellPointsInfo.GetArea())) message = _("View Spell Points Info"); else if(le.MouseCursor(rectSpreadArmyFormat)) message = _("Set army combat formation to 'Spread'"); else if(le.MouseCursor(rectGroupedArmyFormat)) message = _("Set army combat formation to 'Grouped'"); else if(le.MouseCursor(buttonExit)) message = _("Exit hero"); else if(le.MouseCursor(buttonDismiss)) { if(Modes(NOTDISMISS)) message = "Dismiss disabled, see game info"; else message = _("Dismiss hero"); } else if(le.MouseCursor(buttonPrevHero)) message = _("Show prev heroes"); else if(le.MouseCursor(buttonNextHero)) message = _("Show next heroes"); if(message.empty()) statusBar.ShowMessage(_("Hero Screen")); else { statusBar.ShowMessage(message); message.clear(); } } return Dialog::ZERO; }