void AI::HeroesTurn(Heroes & hero) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", start: " << (hero.Modes(Heroes::SHIPMASTER) ? "SHIPMASTER," : "") << (hero.Modes(AI::HEROES_SCOUTER) ? "SCOUTER," : "") << (hero.Modes(AI::HEROES_HUNTER) ? "HUNTER," : "") << (hero.Modes(Heroes::PATROL) ? "PATROL," : "") << (hero.Modes(AI::HEROES_WAITING) ? "WAITING," : "") << (hero.Modes(AI::HEROES_STUPID) ? "STUPID" : "")); Interface::StatusWindow & status = Interface::Basic::Get().GetStatusWindow(); while(hero.MayStillMove() && !hero.Modes(AI::HEROES_WAITING|AI::HEROES_STUPID)) { // turn indicator status.RedrawTurnProgress(3); // get task for heroes AI::HeroesGetTask(hero); // turn indicator status.RedrawTurnProgress(5); // heroes AI turn AI::HeroesMove(hero); // turn indicator status.RedrawTurnProgress(7); } DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", end"); }
s32 GetRandomHeroesPosition(Heroes & hero, u32 scoute) { Maps::Indexes v = Maps::GetAroundIndexes(hero.GetIndex(), scoute, true); Maps::Indexes res; v.resize(std::distance(v.begin(), std::remove_if(v.begin(), v.end(), std::ptr_fun(&Maps::TileIsUnderProtection)))); #if defined(ANDROID) const MapsIndexes::const_reverse_iterator crend = v.rend(); for(MapsIndexes::const_reverse_iterator it = v.rbegin(); it != crend && res.size() < 4; ++it) #else for(MapsIndexes::const_reverse_iterator it = v.rbegin(); it != v.rend() && res.size() < 4; ++it) #endif { if(world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) && hero.GetPath().Calculate(*it)) res.push_back(*it); } const s32 result = res.size() ? *Rand::Get(res) : -1; if(0 <= result) { DEBUG(DBG_AI, DBG_INFO, Color::String(hero.GetColor()) << ", hero: " << hero.GetName() << ", added task: " << result); } return result; }
void AI::HeroesTurn(Heroes & hero) { Interface::StatusWindow *status = Interface::NoGUI() ? NULL : &Interface::StatusWindow::Get(); hero.ResetModes(HEROES_MOVED); while(AI::HeroesCanMove(hero)) { // turn indicator if(status) status->RedrawTurnProgress(3); if(status) status->RedrawTurnProgress(4); // get task for heroes AI::HeroesGetTask(hero); // turn indicator if(status) status->RedrawTurnProgress(5); if(status) status->RedrawTurnProgress(6); // heroes AI turn AI::HeroesMove(hero); hero.SetModes(HEROES_MOVED); // turn indicator if(status) status->RedrawTurnProgress(7); if(status) status->RedrawTurnProgress(8); } DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", end"); }
void AIHeroesAddedRescueTask(Heroes & hero) { AIHero & ai_hero = AIHeroes::Get(hero); Queue & task = ai_hero.sheduled_visit; DEBUG(DBG_AI, DBG_TRACE, hero.GetName()); u32 scoute = hero.GetScoute(); switch(Settings::Get().GameDifficulty()) { case Difficulty::NORMAL: scoute += 2; break; case Difficulty::HARD: scoute += 3; break; case Difficulty::EXPERT: scoute += 4; break; case Difficulty::IMPOSSIBLE:scoute += 6; break; default: break; } // find unchartered territory s32 index = FindUncharteredTerritory(hero, scoute); const Maps::Tiles & tile = world.GetTiles(hero.GetIndex()); if(index < 0) { // check teleports if(MP2::OBJ_STONELIGHTS == tile.GetObject(false) || MP2::OBJ_WHIRLPOOL == tile.GetObject(false)) { AI::HeroesAction(hero, hero.GetIndex()); } else { // random index = GetRandomHeroesPosition(hero, scoute); } } if(0 <= index) task.push_back(index); }
s32 FindUncharteredTerritory(Heroes & hero, const u8 & scoute) { Maps::Indexes v = Maps::GetAroundIndexes(hero.GetIndex(), scoute, true); Maps::Indexes res; v.resize(std::distance(v.begin(), std::remove_if(v.begin(), v.end(), std::ptr_fun(&Maps::TileIsUnderProtection)))); #if (__GNUC__ == 3 && __GNUC_MINOR__ == 4) const MapsIndexes::const_reverse_iterator crend = v.rend(); for(MapsIndexes::const_reverse_iterator it = v.rbegin(); it != crend && res.size() < 4; ++it) #else MapsIndexes::reverse_iterator it = v.rbegin(); for(; it != v.rend() && (res.size() < 4); ++it) #endif { // find fogs if(world.GetTiles(*it).isFog(hero.GetColor()) && world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) && hero.GetPath().Calculate(*it)) res.push_back(*it); } const s32 result = res.size() ? *Rand::Get(res) : -1; if(0 <= result) { DEBUG(DBG_AI, DBG_INFO, Color::String(hero.GetColor()) << ", hero: " << hero.GetName() << ", added task: " << result); } return result; }
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; }
bool AI::HeroesGetTask(Heroes & hero) { std::vector<s32> results; results.reserve(5); const Settings & conf = Settings::Get(); AIHero & ai_hero = AIHeroes::Get(hero); AIKingdom & ai_kingdom = AIKingdoms::Get(hero.GetColor()); Queue & task = ai_hero.sheduled_visit; IndexObjectMap & ai_objects = ai_kingdom.scans; const u8 objs1[] = { MP2::OBJ_ARTIFACT, MP2::OBJ_RESOURCE, MP2::OBJ_CAMPFIRE, MP2::OBJ_TREASURECHEST, 0 }; const u8 objs2[] = { MP2::OBJ_SAWMILL, MP2::OBJ_MINES, MP2::OBJ_ALCHEMYLAB, 0 }; const u8 objs3[] = { MP2::OBJ_CASTLE, MP2::OBJ_HEROES, MP2::OBJ_MONSTER, 0 }; // rescan path hero.RescanPath(); Castle* castle = hero.inCastle(); // if hero in castle if(castle) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", in castle"); castle->RecruitAllMonster(); hero.GetArmy().UpgradeTroops(*castle); // recruit army if(hero.Modes(AI::HEROES_HUNTER)) hero.GetArmy().JoinStrongestFromArmy(castle->GetArmy()); else if(hero.Modes(AI::HEROES_SCOUTER)) hero.GetArmy().KeepOnlyWeakestTroops(castle->GetArmy()); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", " << hero.GetArmy().String()); } // patrol task if(hero.Modes(Heroes::PATROL)) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", is patrol mode"); // goto patrol center if(hero.GetCenterPatrol() != hero.GetCenter() && hero.GetPath().Calculate(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol()))) return true; // scan enemy hero if(hero.GetSquarePatrol()) { const Maps::Indexes & results = Maps::ScanAroundObject(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol()), hero.GetSquarePatrol(), MP2::OBJ_HEROES); for(MapsIndexes::const_iterator it = results.begin(); it != results.end(); ++it) { const Heroes* enemy = world.GetTiles(*it).GetHeroes(); if(enemy && ! enemy->isFriends(hero.GetColor())) { if(hero.GetPath().Calculate(enemy->GetIndex())) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", find enemy"); return true; } } } } // can pickup objects if(conf.ExtHeroPatrolAllowPickup()) { const Maps::Indexes & results = Maps::ScanAroundObjects(hero.GetIndex(), hero.GetSquarePatrol(), objs1); for(MapsIndexes::const_iterator it = results.begin(); it != results.end(); ++it) if(AI::HeroesValidObject(hero, *it) && hero.GetPath().Calculate(*it)) { ai_objects.erase(*it); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ": find object: " << MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")"); return true; } } // random move /* // disable move: https://sourceforge.net/tracker/?func=detail&aid=3157397&group_id=96859&atid=616180 { Maps::ScanAroundObject(hero.GetIndex(), hero.GetSquarePatrol(), MP2::OBJ_ZERO); if(results.size()) { std::random_shuffle(results.begin(), results.end()); std::vector<s32>::const_iterator it = results.begin(); for(; it != results.end(); ++it) if(world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) && hero.GetPath().Calculate(*it)) { DEBUG(DBG_AI, Color::String(hero.GetColor()) << ", Patrol " << hero.GetName() << ": move: " << *it); return; } } } */ hero.SetModes(AI::HEROES_STUPID); return false; } if(ai_hero.fix_loop > 3) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ": loop"); hero.SetModes(hero.Modes(AI::HEROES_WAITING) ? AI::HEROES_STUPID : AI::HEROES_WAITING); return false; } // primary target if(Maps::isValidAbsIndex(ai_hero.primary_target)) { if(hero.GetIndex() == ai_hero.primary_target) { ai_hero.primary_target = -1; hero.GetPath().Reset(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", reset path"); } else { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", primary target: " << ai_hero.primary_target << ", " << MP2::StringObject(world.GetTiles(ai_hero.primary_target).GetObject())); const Castle* castle = NULL; if(NULL != (castle = world.GetCastle(Maps::GetPoint(ai_hero.primary_target))) && NULL != castle->GetHeroes().Guest() && castle->isFriends(hero.GetColor())) { hero.SetModes(AI::HEROES_WAITING); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", castle busy.."); } // make path if(ai_hero.primary_target != hero.GetPath().GetDestinationIndex() && !hero.GetPath().Calculate(ai_hero.primary_target)) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", path unknown, primary target reset"); ai_hero.primary_target = -1; } } if(hero.GetPath().isValid()) return true; } // scan heroes and castle const Maps::Indexes & enemies = Maps::ScanAroundObjects(hero.GetIndex(), hero.GetScoute(), objs3); for(MapsIndexes::const_iterator it = enemies.begin(); it != enemies.end(); ++it) if(AIHeroesPriorityObject(hero, *it) && hero.GetPath().Calculate(*it)) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", set primary target: " << MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")"); ai_hero.primary_target = *it; return true; } // check destination if(hero.GetPath().isValid()) { if(! AI::HeroesValidObject(hero, hero.GetPath().GetDestinationIndex())) hero.GetPath().Reset(); else if(hero.GetPath().size() < 5) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", continue short"); ai_hero.fix_loop++; return true; } } // scan 2x2 pickup objects Maps::Indexes pickups = Maps::ScanAroundObjects(hero.GetIndex(), 2, objs1); // scan 3x3 capture objects const Maps::Indexes & captures = Maps::ScanAroundObjects(hero.GetIndex(), 3, objs2); if(captures.size()) pickups.insert(pickups.end(), captures.begin(), captures.end()); if(pickups.size()) { hero.GetPath().Reset(); for(MapsIndexes::const_iterator it = pickups.begin(); it != pickups.end(); ++it) if(AI::HeroesValidObject(hero, *it)) { task.push_front(*it); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", find object: " << MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")"); } } if(hero.GetPath().isValid()) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", continue"); ai_hero.fix_loop++; return true; } if(task.empty()) { // get task from kingdom DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", empty task"); AIHeroesAddedTask(hero); } else // remove invalid task task.remove_if(std::not1(std::bind1st(std::ptr_fun(&AIHeroesValidObject2), &hero))); // random shuffle if(1 < task.size() && Rand::Get(1)) { Queue::iterator it1, it2; it2 = it1 = task.begin(); ++it2; std::swap(*it1, *it2); } // find passable index while(task.size()) { const s32 & index = task.front(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", look for: " << MP2::StringObject(world.GetTiles(index).GetObject()) << "(" << index << ")"); if(hero.GetPath().Calculate(index)) break; DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " say: unable get object: " << index << ", remove task..."); task.pop_front(); } // success if(task.size()) { const s32 & index = task.front(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " go to: " << index); ai_objects.erase(index); task.pop_front(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", route: " << hero.GetPath().String()); return true; } else if(hero.Modes(AI::HEROES_WAITING)) { hero.GetPath().Reset(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " say: unknown task., help my please.."); hero.ResetModes(AI::HEROES_WAITING); hero.SetModes(AI::HEROES_STUPID); } else { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " say: waiting..."); hero.SetModes(AI::HEROES_WAITING); } return false; }
void AIHeroesAddedTask(Heroes & hero) { AIHero & ai_hero = AIHeroes::Get(hero); AIKingdom & ai_kingdom = AIKingdoms::Get(hero.GetColor()); Queue & task = ai_hero.sheduled_visit; IndexObjectMap & ai_objects = ai_kingdom.scans; // load minimal distance tasks std::vector<IndexDistance> objs; objs.reserve(ai_objects.size()); for(std::map<s32, int>::const_iterator it = ai_objects.begin(); it != ai_objects.end(); ++it) { const Maps::Tiles & tile = world.GetTiles((*it).first); if(hero.isShipMaster()) { if(MP2::OBJ_COAST != tile.GetObject() && ! tile.isWater()) continue; // check previous positions if(MP2::OBJ_COAST == (*it).second && hero.isVisited(world.GetTiles((*it).first))) continue; } else { if(tile.isWater() && MP2::OBJ_BOAT != tile.GetObject()) continue; } objs.push_back(IndexDistance((*it).first, Maps::GetApproximateDistance(hero.GetIndex(), (*it).first))); } DEBUG(DBG_AI, DBG_INFO, Color::String(hero.GetColor()) << ", hero: " << hero.GetName() << ", task prepare: " << objs.size()); std::sort(objs.begin(), objs.end(), IndexDistance::Shortest); for(std::vector<IndexDistance>::const_iterator it = objs.begin(); it != objs.end(); ++it) { if(task.size() >= HERO_MAX_SHEDULED_TASK) break; const bool validobj = AI::HeroesValidObject(hero, (*it).first); if(validobj && hero.GetPath().Calculate((*it).first)) { DEBUG(DBG_AI, DBG_INFO, Color::String(hero.GetColor()) << ", hero: " << hero.GetName() << ", added tasks: " << MP2::StringObject(ai_objects[(*it).first]) << ", index: " << (*it).first << ", distance: " << (*it).second); task.push_back((*it).first); ai_objects.erase((*it).first); } else { DEBUG(DBG_AI, DBG_TRACE, Color::String(hero.GetColor()) << ", hero: " << hero.GetName() << (!validobj ? ", invalid: " : ", impossible: ") << MP2::StringObject(ai_objects[(*it).first]) << ", index: " << (*it).first << ", distance: " << (*it).second); } } if(task.empty()) AIHeroesAddedRescueTask(hero); }
void Heroes::MeetingDialog(Heroes & heroes2) { if(Settings::Get().QVGA()) return PocketPC::HeroesMeeting(*this, heroes2); Display & display = Display::Get(); // cursor Cursor & cursor = Cursor::Get(); cursor.Hide(); cursor.SetThemes(cursor.POINTER); const Sprite &backSprite = AGG::GetICN(ICN::SWAPWIN, 0); const Point cur_pt((display.w() - backSprite.w()) / 2, (display.h() - backSprite.h()) / 2); SpriteBack background(Rect(cur_pt, backSprite.w(), backSprite.h())); Point dst_pt(cur_pt); std::string message; Rect src_rt(0, 0, 640, 480); // background dst_pt.x = cur_pt.x; dst_pt.y = cur_pt.y; backSprite.Blit(src_rt, dst_pt); // header message = _("%{name1} meets %{name2}"); StringReplace(message, "%{name1}", GetName()); StringReplace(message, "%{name2}", heroes2.GetName()); Text text(message, Font::BIG); text.Blit(cur_pt.x + 320 - text.w() / 2, cur_pt.y + 26); // portrait dst_pt.x = cur_pt.x + 93; dst_pt.y = cur_pt.y + 72; PortraitRedraw(dst_pt.x, dst_pt.y, PORT_BIG, display); dst_pt.x = cur_pt.x + 445; dst_pt.y = cur_pt.y + 72; heroes2.PortraitRedraw(dst_pt.x, dst_pt.y, PORT_BIG, display); dst_pt.x = cur_pt.x + 34; dst_pt.y = cur_pt.y + 75; MoraleIndicator moraleIndicator1(*this); moraleIndicator1.SetPos(dst_pt); moraleIndicator1.Redraw(); dst_pt.x = cur_pt.x + 34; dst_pt.y = cur_pt.y + 115; LuckIndicator luckIndicator1(*this); luckIndicator1.SetPos(dst_pt); luckIndicator1.Redraw(); dst_pt.x = cur_pt.x + 566; dst_pt.y = cur_pt.y + 75; MoraleIndicator moraleIndicator2(heroes2); moraleIndicator2.SetPos(dst_pt); moraleIndicator2.Redraw(); dst_pt.x = cur_pt.x + 566; dst_pt.y = cur_pt.y + 115; LuckIndicator luckIndicator2(heroes2); luckIndicator2.SetPos(dst_pt); luckIndicator2.Redraw(); // primary skill SpriteBack backPrimary(Rect(cur_pt.x + 255, cur_pt.y + 50, 130, 135)); PrimarySkillsBar primskill_bar1(this, true); primskill_bar1.SetColRows(1, 4); primskill_bar1.SetVSpace(-1); primskill_bar1.SetTextOff(70, -25); primskill_bar1.SetPos(cur_pt.x + 216, cur_pt.y + 51); PrimarySkillsBar primskill_bar2(&heroes2, true); primskill_bar2.SetColRows(1, 4); primskill_bar2.SetVSpace(-1); primskill_bar2.SetTextOff(-70, -25); primskill_bar2.SetPos(cur_pt.x + 389, cur_pt.y + 51); RedrawPrimarySkillInfo(cur_pt, &primskill_bar1, &primskill_bar2); // secondary skill SecondarySkillsBar secskill_bar1; secskill_bar1.SetColRows(8, 1); secskill_bar1.SetHSpace(-1); secskill_bar1.SetContent(secondary_skills); secskill_bar1.SetPos(cur_pt.x + 22, cur_pt.y + 199); secskill_bar1.Redraw(); SecondarySkillsBar secskill_bar2; secskill_bar2.SetColRows(8, 1); secskill_bar2.SetHSpace(-1); secskill_bar2.SetContent(heroes2.GetSecondarySkills()); secskill_bar2.SetPos(cur_pt.x + 353, cur_pt.y + 199); secskill_bar2.Redraw(); // army dst_pt.x = cur_pt.x + 36; dst_pt.y = cur_pt.y + 267; ArmyBar selectArmy1(&GetArmy(), true, false); selectArmy1.SetColRows(5, 1); selectArmy1.SetPos(dst_pt.x, dst_pt.y); selectArmy1.SetHSpace(2); selectArmy1.Redraw(); dst_pt.x = cur_pt.x + 381; dst_pt.y = cur_pt.y + 267; ArmyBar selectArmy2(&heroes2.GetArmy(), true, false); selectArmy2.SetColRows(5, 1); selectArmy2.SetPos(dst_pt.x, dst_pt.y); selectArmy2.SetHSpace(2); selectArmy2.Redraw(); // artifact dst_pt.x = cur_pt.x + 23; dst_pt.y = cur_pt.y + 347; ArtifactsBar selectArtifacts1(this, true, false); selectArtifacts1.SetColRows(7, 2); selectArtifacts1.SetHSpace(2); selectArtifacts1.SetVSpace(2); selectArtifacts1.SetContent(GetBagArtifacts()); selectArtifacts1.SetPos(dst_pt.x, dst_pt.y); selectArtifacts1.Redraw(); dst_pt.x = cur_pt.x + 367; dst_pt.y = cur_pt.y + 347; ArtifactsBar selectArtifacts2(&heroes2, true, false); selectArtifacts2.SetColRows(7, 2); selectArtifacts2.SetHSpace(2); selectArtifacts2.SetVSpace(2); selectArtifacts2.SetContent(heroes2.GetBagArtifacts()); selectArtifacts2.SetPos(dst_pt.x, dst_pt.y); selectArtifacts2.Redraw(); // button exit dst_pt.x = cur_pt.x + 280; dst_pt.y = cur_pt.y + 428; Button buttonExit(dst_pt.x, dst_pt.y, ICN::SWAPBTN, 0, 1); buttonExit.Draw(); cursor.Show(); display.Flip(); MovePointsScaleFixed(); heroes2.MovePointsScaleFixed(); // scholar action if(Settings::Get().ExtWorldEyeEagleAsScholar()) Heroes::ScholarAction(*this, heroes2); LocalEvent & le = LocalEvent::Get(); // message loop while(le.HandleEvents()) { le.MousePressLeft(buttonExit) ? buttonExit.PressDraw() : buttonExit.ReleaseDraw(); if(le.MouseClickLeft(buttonExit) || HotKeyCloseWindow) break; // selector troops event if((le.MouseCursor(selectArmy1.GetArea()) && selectArmy1.QueueEventProcessing(selectArmy2)) || (le.MouseCursor(selectArmy2.GetArea()) && selectArmy2.QueueEventProcessing(selectArmy1))) { cursor.Hide(); if(selectArtifacts1.isSelected()) selectArtifacts1.ResetSelected(); else if(selectArtifacts2.isSelected()) selectArtifacts2.ResetSelected(); selectArmy1.Redraw(); selectArmy2.Redraw(); moraleIndicator1.Redraw(); moraleIndicator2.Redraw(); luckIndicator1.Redraw(); luckIndicator2.Redraw(); cursor.Show(); display.Flip(); } // selector artifacts event if((le.MouseCursor(selectArtifacts1.GetArea()) && selectArtifacts1.QueueEventProcessing(selectArtifacts2)) || (le.MouseCursor(selectArtifacts2.GetArea()) && selectArtifacts2.QueueEventProcessing(selectArtifacts1))) { cursor.Hide(); if(selectArmy1.isSelected()) selectArmy1.ResetSelected(); else if(selectArmy2.isSelected()) selectArmy2.ResetSelected(); selectArtifacts1.Redraw(); selectArtifacts2.Redraw(); backPrimary.Restore(); RedrawPrimarySkillInfo(cur_pt, &primskill_bar1, &primskill_bar2); moraleIndicator1.Redraw(); moraleIndicator2.Redraw(); luckIndicator1.Redraw(); luckIndicator2.Redraw(); cursor.Show(); display.Flip(); } if((le.MouseCursor(primskill_bar1.GetArea()) && primskill_bar1.QueueEventProcessing()) || (le.MouseCursor(primskill_bar2.GetArea()) && primskill_bar2.QueueEventProcessing()) || (le.MouseCursor(secskill_bar1.GetArea()) && secskill_bar1.QueueEventProcessing()) || (le.MouseCursor(secskill_bar2.GetArea()) && secskill_bar2.QueueEventProcessing())) { cursor.Show(); display.Flip(); } if(le.MouseCursor(moraleIndicator1.GetArea())) MoraleIndicator::QueueEventProcessing(moraleIndicator1); else if(le.MouseCursor(moraleIndicator2.GetArea())) MoraleIndicator::QueueEventProcessing(moraleIndicator2); else if(le.MouseCursor(luckIndicator1.GetArea())) LuckIndicator::QueueEventProcessing(luckIndicator1); else if(le.MouseCursor(luckIndicator2.GetArea())) LuckIndicator::QueueEventProcessing(luckIndicator2); } if(Settings::Get().ExtHeroRecalculateMovement()) { RecalculateMovePoints(); heroes2.RecalculateMovePoints(); } cursor.Hide(); background.Restore(); cursor.Show(); display.Flip(); }
void Heroes::ScholarAction(Heroes & hero1, Heroes & hero2) { if(! hero1.HaveSpellBook() || ! hero2.HaveSpellBook()) { DEBUG(DBG_GAME, DBG_INFO, "spell_book disabled"); return; } else if(! Settings::Get().ExtWorldEyeEagleAsScholar()) { DEBUG(DBG_GAME, DBG_WARN, "EyeEagleAsScholar settings disabled"); return; } const u8 scholar1 = hero1.GetLevelSkill(Skill::Secondary::EAGLEEYE); const u8 scholar2 = hero2.GetLevelSkill(Skill::Secondary::EAGLEEYE); u8 scholar = 0; Heroes* teacher = NULL; Heroes* learner = NULL; if(scholar1 && scholar1 >= scholar2) { teacher = &hero1; learner = &hero2; scholar = scholar1; } else if(scholar2 && scholar2 >= scholar1) { teacher = &hero2; learner = &hero1; scholar = scholar2; } else { DEBUG(DBG_GAME, DBG_WARN, "Eagle Eye skill not found"); return; } // skip bag artifacts SpellStorage teach = teacher->spell_book.SetFilter(SpellBook::ALL); SpellStorage learn = learner->spell_book.SetFilter(SpellBook::ALL); // remove_if for learn spells if(learn.size()) { SpellStorage::iterator res = std::remove_if(learn.begin(), learn.end(), std::bind1st(HeroesHaveSpell(), teacher)); learn.resize(std::distance(learn.begin(), res)); } if(learn.size()) { SpellStorage::iterator res = std::remove_if(learn.begin(), learn.end(), std::not1(std::bind1st(HeroesCanTeachSpell(), teacher))); learn.resize(std::distance(learn.begin(), res)); } // remove_if for teach spells if(teach.size()) { SpellStorage::iterator res = std::remove_if(teach.begin(), teach.end(), std::bind1st(HeroesHaveSpell(), learner)); teach.resize(std::distance(teach.begin(), res)); } if(teach.size()) { SpellStorage::iterator res = std::remove_if(teach.begin(), teach.end(), std::not1(std::bind1st(HeroesCanTeachSpell(), teacher))); teach.resize(std::distance(teach.begin(), res)); } std::string message, spells1, spells2; // learning for(SpellStorage::const_iterator it = learn.begin(); it != learn.end(); ++it) { teacher->AppendSpellToBook(*it); if(spells1.size()) spells1.append(it + 1 == learn.end() ? _(" and ") : ", "); spells1.append((*it).GetName()); } // teacher for(SpellStorage::const_iterator it = teach.begin(); it != teach.end(); ++it) { learner->AppendSpellToBook(*it); if(spells2.size()) spells2.append(it + 1 == teach.end() ? _(" and ") : ", "); spells2.append((*it).GetName()); } if((CONTROL_HUMAN & teacher->GetControl()) || (CONTROL_HUMAN & learner->GetControl())) { if(spells1.size() && spells2.size()) message = _("%{teacher}, whose %{level} %{scholar} knows many magical secrets, learns %{spells1} from %{learner}, and teaches %{spells2} to %{learner}."); else if(spells1.size()) message = _("%{teacher}, whose %{level} %{scholar} knows many magical secrets, learns %{spells1} from %{learner}."); else if(spells2.size()) message = _("%{teacher}, whose %{level} %{scholar} knows many magical secrets, teaches %{spells2} to %{learner}."); if(message.size()) { StringReplace(message, "%{teacher}", teacher->GetName()); StringReplace(message, "%{learner}", learner->GetName()); StringReplace(message, "%{level}", Skill::Level::String(scholar)); StringReplace(message, "%{scholar}", Skill::Secondary::String(Skill::Secondary::EAGLEEYE)); StringReplace(message, "%{spells1}", spells1); StringReplace(message, "%{spells2}", spells2); Dialog::Message(_("Scholar Ability"), message, Font::BIG, Dialog::OK); } } }
void Dialog::QuickInfo(const Heroes & hero) { Display & display = Display::Get(); Cursor & cursor = Cursor::Get(); cursor.Hide(); const ICN::icn_t qwikhero = ICN::QWIKHERO; AGG::PreloadObject(qwikhero); // image box const Sprite &box = AGG::GetICN(qwikhero, 0); const Interface::GameArea & gamearea = Interface::GameArea::Get(); const Rect ar(BORDERWIDTH, BORDERWIDTH, gamearea.GetArea().w, gamearea.GetArea().h); LocalEvent & le = LocalEvent::Get(); const Point & mp = le.GetMouseCursor(); Rect cur_rt; u16 mx = (mp.x - BORDERWIDTH) / TILEWIDTH; mx *= TILEWIDTH; u16 my = (mp.y - BORDERWIDTH) / TILEWIDTH; my *= TILEWIDTH; // top left if(mx <= ar.x + ar.w / 2 && my <= ar.y + ar.h / 2) cur_rt = Rect(mx + TILEWIDTH, my + TILEWIDTH, box.w(), box.h()); else // top right if(mx > ar.x + ar.w / 2 && my <= ar.y + ar.h / 2) cur_rt = Rect(mx - box.w(), my + TILEWIDTH, box.w(), box.h()); else // bottom left if(mx <= ar.x + ar.w / 2 && my > ar.y + ar.h / 2) cur_rt = Rect(mx + TILEWIDTH, my - box.h(), box.w(), box.h()); else // bottom right cur_rt = Rect(mx - box.w(), my - box.h(), box.w(), box.h()); if(Settings::Get().QVGA()) { cur_rt = Rect((display.w() - box.w()) / 2, (display.h() - box.h()) / 2, box.w(), box.h()); } Background back(cur_rt); back.Save(); display.Blit(box, cur_rt.x, cur_rt.y); cur_rt = Rect(back.GetRect().x + 28 , back.GetRect().y + 10, 146, 144); Point dst_pt; Text text; // heroes name text.Set(hero.GetName(), Font::SMALL); dst_pt.x = cur_rt.x + (cur_rt.w - text.w()) / 2; dst_pt.y = cur_rt.y + 2; text.Blit(dst_pt); // mini port heroes const Surface & port = hero.GetPortrait30x22(); dst_pt.x = cur_rt.x + (cur_rt.w - port.w()) / 2; dst_pt.y += 15; display.Blit(port, dst_pt); // color flags u8 index = 0; switch(hero.GetColor()) { case Color::BLUE: index = 0; break; case Color::GREEN: index = 2; break; case Color::RED: index = 4; break; case Color::YELLOW: index = 6; break; case Color::ORANGE: index = 8; break; case Color::PURPLE: index = 10; break; case Color::GRAY: index = 12; break; } const Sprite & l_flag = AGG::GetICN(ICN::FLAG32, index); dst_pt.x = cur_rt.x + (cur_rt.w - 40) / 2 - l_flag.w(); display.Blit(l_flag, dst_pt); const Sprite & r_flag = AGG::GetICN(ICN::FLAG32, index + 1); dst_pt.x = cur_rt.x + (cur_rt.w + 40) / 2; display.Blit(r_flag, dst_pt); std::string message; // attack message = _("Attack"); message += ":"; text.Set(message); dst_pt.x = cur_rt.x + 35; dst_pt.y += port.h() + 4; text.Blit(dst_pt); message.clear(); String::AddInt(message, hero.GetAttack()); text.Set(message); dst_pt.x += 75; text.Blit(dst_pt); // defense message = _("Defense"); message += ":"; text.Set(message); dst_pt.x = cur_rt.x + 35; dst_pt.y += 12; text.Blit(dst_pt); message.clear(); String::AddInt(message, hero.GetDefense()); text.Set(message); dst_pt.x += 75; text.Blit(dst_pt); // power message = _("Spell Power"); message += ":"; text.Set(message); dst_pt.x = cur_rt.x + 35; dst_pt.y += 12; text.Blit(dst_pt); message.clear(); String::AddInt(message, hero.GetPower()); text.Set(message); dst_pt.x += 75; text.Blit(dst_pt); // knowledge message = _("Knowledge"); message += ":"; text.Set(message); dst_pt.x = cur_rt.x + 35; dst_pt.y += 12; text.Blit(dst_pt); message.clear(); String::AddInt(message, hero.GetKnowledge()); text.Set(message); dst_pt.x += 75; text.Blit(dst_pt); // spell point message = _("Spell Points"); message += ":"; text.Set(message); dst_pt.x = cur_rt.x + 35; dst_pt.y += 12; text.Blit(dst_pt); message.clear(); String::AddInt(message, hero.GetSpellPoints()); message += "/"; String::AddInt(message, hero.GetMaxSpellPoints()); text.Set(message); dst_pt.x += 75; text.Blit(dst_pt); // draw monster sprite in one string const u8 mycolor = Settings::Get().MyColor(); const bool hide = mycolor != hero.GetColor() && !world.GetKingdom(mycolor).Modes(Kingdom::IDENTIFYHERO); hero.GetArmy().DrawMons32Line(cur_rt.x - 5, cur_rt.y + 114, 160, 0, 0, hide); cursor.Show(); display.Flip(); // quick info loop while(le.HandleEvents() && le.MousePressRight()); // restore background cursor.Hide(); back.Restore(); cursor.Show(); display.Flip(); }