예제 #1
0
void AI::HeroesLevelUp(Heroes & hero)
{
    if(4 < hero.GetLevel() && !hero.Modes(AI::HEROES_HUNTER))
	hero.SetModes(AI::HEROES_HUNTER);

    if(9 < hero.GetLevel() && hero.Modes(AI::HEROES_SCOUTER))
	hero.ResetModes(AI::HEROES_SCOUTER);
}
예제 #2
0
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;
}
예제 #3
0
bool Dialog::SelectGoldOrExp(const std::string & header, const std::string & message, u32 gold, u32 expr, const  Heroes & hero)
{
    Display & display = Display::Get();
    const int system = Settings::Get().ExtGameEvilInterface() ? ICN::SYSTEME : ICN::SYSTEM;

    // cursor
    Cursor & cursor = Cursor::Get();

    cursor.Hide();
    cursor.SetThemes(cursor.POINTER);

    const Sprite & sprite_gold = AGG::GetICN(ICN::RESOURCE, 6);
    const Sprite & sprite_expr = AGG::GetICN(ICN::EXPMRL, 4);

    Point pt;
    TextBox box1(header, Font::YELLOW_BIG, BOXAREA_WIDTH);
    TextBox box2(message, Font::BIG, BOXAREA_WIDTH);

    Text text;
    text.Set(GetString(gold) + " " + "(" + "total: " + GetString(world.GetKingdom(hero.GetColor()).GetFunds().Get(Resource::GOLD)) + ")", Font::SMALL);

    const int spacer = Settings::Get().QVGA() ? 5 : 10;
    FrameBox box(box1.h() + spacer + box2.h() + spacer + sprite_expr.h() + 2 + text.h(), true);

    pt.x = box.GetArea().x + box.GetArea().w / 2 - AGG::GetICN(system, 9).w() - 20;
    pt.y = box.GetArea().y + box.GetArea().h - AGG::GetICN(system, 5).h();
    Button button_yes(pt.x, pt.y, system, 5, 6);

    pt.x = box.GetArea().x + box.GetArea().w / 2 + 20;
    pt.y = box.GetArea().y + box.GetArea().h - AGG::GetICN(system, 7).h();
    Button button_no(pt.x, pt.y, system, 7, 8);

    Rect pos = box.GetArea();

    if(header.size()) box1.Blit(pos);
    pos.y += box1.h() + spacer;

    if(message.size()) box2.Blit(pos);
    pos.y += box2.h() + spacer;

    pos.y += sprite_expr.h();
    // sprite1
    pos.x = box.GetArea().x + box.GetArea().w / 2 - sprite_gold.w() - 30;
    sprite_gold.Blit(pos.x, pos.y - sprite_gold.h());
    // text
    text.Blit(pos.x + (sprite_gold.w() - text.w()) / 2, pos.y + 2);

    // sprite2
    pos.x = box.GetArea().x + box.GetArea().w / 2 + 30;
    sprite_expr.Blit(pos.x, pos.y - sprite_expr.h());
    // text
    text.Set(GetString(expr) + " " + "(" + "need: " + GetString(Heroes::GetExperienceFromLevel(hero.GetLevel()) - hero.GetExperience()) + ")", Font::SMALL);
    text.Blit(pos.x + (sprite_expr.w() - text.w()) / 2, pos.y + 2);

    button_yes.Draw();
    button_no.Draw();

    cursor.Show();
    display.Flip();
    LocalEvent & le = LocalEvent::Get();
    bool result = false;

    // message loop
    while(le.HandleEvents())
    {
	le.MousePressLeft(button_yes) ? button_yes.PressDraw() : button_yes.ReleaseDraw();
	le.MousePressLeft(button_no) ? button_no.PressDraw() : button_no.ReleaseDraw();

        if(Game::HotKeyPressEvent(Game::EVENT_DEFAULT_READY) || le.MouseClickLeft(button_yes)){ result = true; break; }
        if(Game::HotKeyPressEvent(Game::EVENT_DEFAULT_EXIT) || le.MouseClickLeft(button_no)){ result = false; break; }
    }

    cursor.Hide();

    return result;
}