void status_table(display& gui, int selected) { std::stringstream heading; heading << HEADING_PREFIX << _("Leader") << COLUMN_SEPARATOR << ' ' << COLUMN_SEPARATOR << _("Team") << COLUMN_SEPARATOR << _("Gold") << COLUMN_SEPARATOR << _("Villages") << COLUMN_SEPARATOR << _("status^Units") << COLUMN_SEPARATOR << _("Upkeep") << COLUMN_SEPARATOR << _("Income"); gui::menu::basic_sorter sorter; sorter.set_redirect_sort(0,1).set_alpha_sort(1).set_alpha_sort(2).set_numeric_sort(3) .set_numeric_sort(4).set_numeric_sort(5).set_numeric_sort(6).set_numeric_sort(7); std::vector<std::string> items; std::vector<bool> leader_bools; items.push_back(heading.str()); const gamemap& map = gui.get_map(); const unit_map& units = gui.get_units(); assert(&gui.get_teams() == resources::teams); const std::vector<team>& teams = gui.get_teams(); const team& viewing_team = teams[gui.viewing_team()]; unsigned total_villages = 0; // a variable to check if there are any teams to show in the table bool status_table_empty = true; //if the player is under shroud or fog, they don't get //to see details about the other sides, only their own //side, allied sides and a ??? is shown to demonstrate //lack of information about the other sides But he see //all names with in colors for(size_t n = 0; n != teams.size(); ++n) { if(teams[n].hidden()) { continue; } status_table_empty=false; const bool known = viewing_team.knows_about_team(n, network::nconnections() > 0); const bool enemy = viewing_team.is_enemy(n+1); std::stringstream str; const team_data data = gui.get_disp_context().calculate_team_data(teams[n],n+1); unit_map::const_iterator leader = units.find_leader(n + 1); std::string leader_name; //output the number of the side first, and this will //cause it to be displayed in the correct color if(leader != units.end()) { const bool fogged = viewing_team.fogged(leader->get_location()); // Add leader image. If it's fogged // show only a random leader image. if (!fogged || known || game_config::debug) { str << IMAGE_PREFIX << leader->absolute_image(); leader_bools.push_back(true); leader_name = leader->name(); } else { str << IMAGE_PREFIX << std::string("units/unknown-unit.png"); leader_bools.push_back(false); leader_name = "Unknown"; } // if (gamestate_.classification().campaign_type == game_classification::MULTIPLAYER) // leader_name = teams[n].current_player(); #ifndef LOW_MEM str << leader->image_mods(); #endif } else { leader_bools.push_back(false); } str << COLUMN_SEPARATOR << team::get_side_highlight(n) << leader_name << COLUMN_SEPARATOR << (data.teamname.empty() ? teams[n].team_name() : data.teamname) << COLUMN_SEPARATOR; if(!known && !game_config::debug) { // We don't spare more info (only name) // so let's go on next side ... items.push_back(str.str()); continue; } if(game_config::debug) { str << utils::half_signed_value(data.gold) << COLUMN_SEPARATOR; } else if(enemy && viewing_team.uses_fog()) { str << ' ' << COLUMN_SEPARATOR; } else { str << utils::half_signed_value(data.gold) << COLUMN_SEPARATOR; } str << data.villages; if(!(viewing_team.uses_fog() || viewing_team.uses_shroud())) { str << "/" << map.villages().size(); } str << COLUMN_SEPARATOR << data.units << COLUMN_SEPARATOR << data.upkeep << COLUMN_SEPARATOR << (data.net_income < 0 ? font::BAD_TEXT : font::NULL_MARKUP) << utils::signed_value(data.net_income); total_villages += data.villages; items.push_back(str.str()); } if (total_villages > map.villages().size()) { //TODO // ERR_NG << "Logic error: map has " << map.villages().size() // << " villages but status table shows " << total_villages << " owned in total\n"; } if (status_table_empty) { // no sides to show - display empty table std::stringstream str; str << " "; for (int i=0;i<7;++i) str << COLUMN_SEPARATOR << " "; leader_bools.push_back(false); items.push_back(str.str()); } int result = 0; { leader_scroll_dialog slist(gui, _("Current Status"), leader_bools, selected, gui::DIALOG_FORWARD); slist.add_button(new gui::dialog_button(gui.video(), _("More >"), gui::button::TYPE_PRESS, gui::DIALOG_FORWARD), gui::dialog::BUTTON_EXTRA_LEFT); slist.set_menu(items, &sorter); slist.get_menu().move_selection(selected); result = slist.show(); selected = slist.get_menu().selection(); } // this will kill the dialog before scrolling if (result >= 0) { //TODO // gui.scroll_to_leader(units_, selected+1); } else if (result == gui::DIALOG_FORWARD) scenario_settings_table(gui, selected); }
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; }