示例#1
0
REPORT_GENERATOR(income, rc)
{
	std::ostringstream str;
	int viewing_side = rc.screen().viewing_side();
	const team &viewing_team = rc.teams()[viewing_side - 1];
	team_data td = rc.dc().calculate_team_data(viewing_team, viewing_side);
	char const *end = naps;
	if (viewing_side != rc.screen().playing_side()) {
		if (td.net_income < 0) {
			td.net_income = - td.net_income;
			str << span_color(font::GRAY_COLOR);
			str << utils::unicode_minus;
		}
		else {
			str << span_color(font::GRAY_COLOR);
		}
	}
	else if (td.net_income < 0) {
		td.net_income = - td.net_income;
		str << span_color(font::BAD_COLOR);
		str << utils::unicode_minus;
	}
	else {
		end = "";
	}
	str << td.net_income << end;
	return text_report(str.str());
}
示例#2
0
static config unit_abilities(const unit* u)
{
	if (!u) return report();
	config res;

	std::vector<bool> active;
	const std::vector<boost::tuple<t_string,t_string,t_string> > &abilities = u->ability_tooltips(&active);
	const size_t abilities_size = abilities.size();
	for ( size_t i = 0; i != abilities_size; ++i )
	{
		// Aliases for readability:
		const std::string &base_name = abilities[i].get<0>().base_str();
		const t_string &display_name = abilities[i].get<1>();
		const t_string &description = abilities[i].get<2>();

		std::ostringstream str, tooltip;

		if ( active[i] )
			str << display_name;
		else
			str << span_color(font::inactive_ability_color) << display_name << naps;
		if ( i + 1 != abilities_size )
			str << ", ";

		tooltip << _("Ability: ") << "<b>" << display_name << "</b>";
		if ( !active[i] )
			tooltip << "<i>" << _(" (inactive)") << "</i>";
		tooltip << '\n' << description;

		add_text(res, str.str(), tooltip.str(), "ability_" + base_name);
	}
	return res;
}
示例#3
0
static config gray_inactive(reports::context & rc, const std::string &str)
{
	if ( rc.screen().viewing_side() == rc.screen().playing_side() )
			return text_report(str);

	return text_report(span_color(font::GRAY_COLOR) + str + naps);
}
示例#4
0
static config unit_race(const unit* u)
{
	if (!u) return report();
	std::ostringstream str, tooltip;
	str << span_color(font::race_color) << u->race()->name(u->gender()) << naps;
	tooltip << _("Race: ") << "<b>" << u->race()->name(u->gender()) << "</b>";
	return text_report(str.str(), tooltip.str(), "..race_" + u->race()->id());
}
示例#5
0
static config unit_type(const unit* u)
{
	if (!u) return report();
	std::ostringstream str, tooltip;
	str << span_color(font::unit_type_color) << u->type_name() << naps;
	tooltip << _("Type: ") << "<b>" << u->type_name() << "</b>\n"
		<< u->unit_description();
	return text_report(str.str(), tooltip.str(), "unit_" + u->type_id());
}
示例#6
0
static config gray_inactive(const std::string &str)
{
	if ( (resources::screen &&
			(resources::screen->viewing_side() == resources::screen->playing_side()) )
			|| !resources::screen )
			return text_report(str);

	return text_report(span_color(font::GRAY_COLOR) + str + naps);
}
示例#7
0
static config unit_moves(reports::context & rc, const unit* u)
{
	if (!u) return config();
	std::ostringstream str, tooltip;
	double movement_frac = 1.0;
	if (u->side() == rc.screen().playing_side()) {
		movement_frac = double(u->movement_left()) / std::max<int>(1, u->total_movement());
		if (movement_frac > 1.0)
			movement_frac = 1.0;
	}

	std::set<t_translation::t_terrain>::const_iterator terrain_it =
				preferences::encountered_terrains().begin();

	tooltip << _("Movement Costs:") << "\n";
	for (; terrain_it != preferences::encountered_terrains().end();
			++terrain_it) {
		const t_translation::t_terrain terrain = *terrain_it;
		if (terrain == t_translation::FOGGED || terrain == t_translation::VOID_TERRAIN || terrain == t_translation::OFF_MAP_USER)
			continue;

		const terrain_type& info = rc.map().get_terrain_info(terrain);

		if (info.union_type().size() == 1 && info.union_type()[0] == info.number() && info.is_nonnull()) {

			const std::string& name = info.name();
			const int moves = u->movement_cost(terrain);

			tooltip << name << ": ";

			std::string color;
			//movement  -  range: 1 .. 5, movetype::UNREACHABLE=impassable
			const bool cannot_move = moves > u->total_movement();
			if (cannot_move)		// cannot move in this terrain
				color = "red";
			else if (moves > 1)
				color = "yellow";
			else
				color = "white";
			tooltip << "<span foreground=\"" << color << "\">";
			// A 5 MP margin; if the movement costs go above
			// the unit's max moves + 5, we replace it with dashes.
			if(cannot_move && (moves > u->total_movement() + 5)) {
				tooltip << utils::unicode_figure_dash;
			} else {
				tooltip << moves;
			}
			tooltip << naps << '\n';
		}
	}

	int grey = 128 + int((255 - 128) * movement_frac);
	SDL_Color c = create_color(grey, grey, grey);
	str << span_color(c) << u->movement_left() << '/' << u->total_movement() << naps;
	return text_report(str.str(), tooltip.str());
}
示例#8
0
static config unit_xp(const unit* u)
{
	if (!u) return report();
	std::ostringstream str, tooltip;
	str << span_color(u->xp_color()) << u->experience()
		<< '/' << u->max_experience() << naps;

	int exp_mod = unit_type::experience_accelerator::get_acceleration();
	tooltip << _("Experience Modifier: ") << exp_mod << '%';
	return text_report(str.str(), tooltip.str());
}
示例#9
0
static config unit_defense(reports::context & rc, const unit* u, const map_location& displayed_unit_hex)
{
	if(!u) {
		return config();
	}

	std::ostringstream str, tooltip;
	const gamemap &map = rc.map();
	if(!rc.map().on_board(displayed_unit_hex)) {
		return config();
	}

	const t_translation::t_terrain &terrain = map[displayed_unit_hex];
	int def = 100 - u->defense_modifier(terrain);
	SDL_Color color = int_to_color(game_config::red_to_green(def));
	str << span_color(color) << def << '%' << naps;
	tooltip << _("Terrain: ") << "<b>" << map.get_terrain_info(terrain).description() << "</b>\n";

	const t_translation::t_list &underlyings = map.underlying_def_terrain(terrain);
	if (underlyings.size() != 1 || underlyings.front() != terrain)
	{
		bool revert = false;
		for (const t_translation::t_terrain &t : underlyings)
		{
			if (t == t_translation::MINUS) {
				revert = true;
			} else if (t == t_translation::PLUS) {
				revert = false;
			} else {
				int t_def = 100 - u->defense_modifier(t);
				SDL_Color color = int_to_color(game_config::red_to_green(t_def));
				tooltip << '\t' << map.get_terrain_info(t).description() << ": "
					<< span_color(color) << t_def << '%' << naps
					<< (revert ? _("maximum^max.") : _("minimum^min.")) << '\n';
			}
		}
	}

	tooltip << "<b>" << _("Defense: ") << span_color(color)  << def << '%' << naps << "</b>";
	return text_report(str.str(), tooltip.str());
}
示例#10
0
REPORT_GENERATOR(gold, rc)
{
	std::ostringstream str;
	int viewing_side = rc.screen().viewing_side();
	// Suppose the full unit map is applied.
	int fake_gold = rc.teams()[viewing_side - 1].gold();

	if (rc.wb())
		fake_gold -= rc.wb()->get_spent_gold_for(viewing_side);
	char const *end = naps;
	if (viewing_side != rc.screen().playing_side()) {
		str << span_color(font::GRAY_COLOR);
	}
	else if (fake_gold < 0) {
		str << span_color(font::BAD_COLOR);
	}
	else {
		end = "";
	}
	str << utils::half_signed_value(fake_gold) << end;
	return text_report(str.str());
}
示例#11
0
static config unit_defense(const unit* u, const map_location& displayed_unit_hex)
{
	if(!u) {
		return report();
	}

	std::ostringstream str, tooltip;
	const gamemap &map = *resources::game_map;
	if(!resources::game_map->on_board(displayed_unit_hex)) {
		return report();
	}

	const t_translation::t_terrain &terrain = map[displayed_unit_hex];
	int def = 100 - u->defense_modifier(terrain);
	SDL_Color color = int_to_color(game_config::red_to_green(def));
	str << span_color(color) << def << "%</span>";
	tooltip << _("Terrain: ") << "<b>" << map.get_terrain_info(terrain).description() << "</b>\n";

	const t_translation::t_list &underlyings = map.underlying_def_terrain(terrain);
	if (underlyings.size() != 1 || underlyings.front() != terrain)
	{
		bool revert = false;
		BOOST_FOREACH(const t_translation::t_terrain &t, underlyings)
		{
			if (t == t_translation::MINUS) {
				revert = true;
			} else if (t == t_translation::PLUS) {
				revert = false;
			} else {
				int t_def = 100 - u->defense_modifier(t);
				SDL_Color color = int_to_color(game_config::red_to_green(t_def));
				tooltip << '\t' << map.get_terrain_info(t).description() << ": "
					<< span_color(color) << t_def << "%</span> "
					<< (revert ? _("maximum^max.") : _("minimum^min.")) << '\n';
			}
		}
	}
示例#12
0
static config unit_hp(const unit* u)
{
	if (!u) return report();
	std::ostringstream str, tooltip;
	str << span_color(u->hp_color()) << u->hitpoints()
		<< '/' << u->max_hitpoints() << naps;

	std::set<std::string> resistances_table;
	utils::string_map resistances = u->get_base_resistances();

	bool att_def_diff = false;
	map_location displayed_unit_hex = resources::screen->displayed_unit_hex();
	BOOST_FOREACH(const utils::string_map::value_type &resist, u->get_base_resistances())
	{
		std::ostringstream line;
		line << gettext(resist.first.c_str()) << ": ";
		// Some units have different resistances when attacking or defending.
		int res_att = 100 - u->resistance_against(resist.first, true, displayed_unit_hex);
		int res_def = 100 - u->resistance_against(resist.first, false, displayed_unit_hex);
		const std::string def_color = unit_helper::resistance_color(res_def);
		if (res_att == res_def) {
			line << "<span foreground=\"" << def_color << "\">" << utils::signed_percent(res_def)
			<< "</span>\n";
		} else {
			const std::string att_color = unit_helper::resistance_color(res_att);
			line << "<span foreground=\"" << att_color << "\">" << utils::signed_percent(res_att)
			<< "</span>/"
			<< "<span foreground=\"" << def_color << "\">" << utils::signed_percent(res_def)
			<< "</span>\n";
			att_def_diff = true;
		}
		resistances_table.insert(line.str());
	}

	tooltip << _("Resistances: ");
	if (att_def_diff)
		tooltip << _("(Att / Def)");
	tooltip << '\n';
	BOOST_FOREACH(const std::string &line, resistances_table) {
		tooltip << line;
	}
	return text_report(str.str(), tooltip.str());
}
示例#13
0
static config unit_alignment(reports::context & rc, const unit* u)
{
	if (!u) return config();
	std::ostringstream str, tooltip;
	const std::string align = unit_type::alignment_description(u->alignment(), u->gender());
	const std::string align_id = lexical_cast<std::string>(u->alignment());
	int cm = combat_modifier(rc.units(), rc.map(), rc.screen().displayed_unit_hex(), u->alignment(),
			u->is_fearless());

	SDL_Color color = font::weapon_color;
	if (cm != 0)
		color = (cm > 0) ? font::good_dmg_color : font::bad_dmg_color;

	str << align << " (" << span_color(color) << utils::signed_percent(cm)
		<< naps << ")";

	tooltip << _("Alignment: ") << "<b>" << align << "</b>\n"
		<< string_table[align_id + "_description"];

	return text_report(str.str(), tooltip.str(), "time_of_day");
}
示例#14
0
report generate_report(TYPE type,
                       const team &viewing_team, int current_side, int playing_side,
                       const map_location& loc, const map_location& mouseover,
                       const std::set<std::string> &observers,
                       const config& level, bool show_everything)
{
	unit_map& units = *resources::units;
	gamemap& map = *resources::game_map;
	std::vector<team>& teams = *resources::teams;

	const unit *u = NULL;

	if ((int(type) >= int(UNIT_REPORTS_BEGIN) && int(type) < int(UNIT_REPORTS_END)) || type == POSITION){
		u = get_visible_unit(loc, viewing_team, show_everything);
		if (!u && type != POSITION) {
			return report();
		}
	}

	std::ostringstream str;
	std::ostringstream tooltip;
	using utils::signed_percent;
	using font::span_color;

	switch(type) {
	case UNIT_NAME:
		// str << font::SMALL_TEXT << u->name();
		str << u->name();

		tooltip << _("Name: ") << u->name();

		return report(str.str(), "", tooltip.str());
	case UNIT_TYPE: {
		if (!u->packed()) {
			str << "<245,230,193>" << u->type_name();
		} else {
			str << "<245,230,193>" << u->packee_type()->type_name();
			str << "[" << u->type_name() << "]";
		}
		if (game_config::tiny_gui) {
			str << "(" << hero::adaptability_str2(ftofxp12(u->adaptability_[u->arms()])) << ")";
		}

		tooltip << _("Type: ")
			<< u->type_name();

		const std::string help_page = "unit_" + u->type_id();

		return report(str.str(), "", tooltip.str(), help_page);
	}
	case UNIT_RACE: {
		str << "<166,146,117>" << u->race()->name(u->gender());

		const std::string help_page = "..race_" + u->race()->id();

		return report(str.str(), "", tooltip.str(), help_page);
	}
	case UNIT_SIDE: {
		std::string flag_icon = teams[u->side() - 1].flag_icon();
		std::string old_rgb = game_config::flag_rgb;
		std::string new_rgb = team::get_side_color_index(u->side());
		std::string mods = "~RC(" + old_rgb + ">" + new_rgb + ")";

		if(flag_icon.empty()) {
			flag_icon = game_config::images::flag_icon;
		}

		image::locator flag_icon_img(flag_icon, mods);
		return report("", flag_icon_img, teams[u->side() - 1].current_player());
	}
	case UNIT_LEVEL: {
		str << u->level();

		tooltip << _("Level: ")
			<< "<b>" << u->level() << "</b>\n";

		const std::vector<std::string>& adv_to = u->advances_to();
		if(adv_to.empty()) {
			tooltip << _("No advancement");
		} else {
			tooltip << _("Advances to:") << "\n"
					<< "<b>\t" << utils::join(adv_to, "\n\t") << "</b>";
		}

		return report(str.str(), "", tooltip.str());
	}
	case UNIT_AMLA: {
		report res;
		typedef std::pair<std::string, std::string> pair_string;
		foreach(const pair_string& ps, u->amla_icons()) {
			res.add_image(ps.first,ps.second);
		}
		return(res);
	}
	case UNIT_TRAITS: {
		report res;
		const std::vector<t_string>& traits = u->trait_names();
		unsigned int nb = traits.size();
		for(unsigned int i = 0; i < nb; ++i) {
			str << traits[i];
			if(i != nb - 1 )
				str << ", ";
			tooltip << _("Trait: ")
				<< "<b>" << traits[i] << "</b>\n";

			res.add_text(flush(str), flush(tooltip));
		}

		return res;
	}
	case UNIT_STATUS: {
		report res;
		if (map.on_board(loc) && u->invisible(loc)) {
			add_status(res, "misc/invisible.png", N_("invisible: "),
				N_("This unit is invisible. It cannot be seen or attacked by enemy units."));
		}
		if (u->get_state(unit::STATE_SLOWED)) {
			add_status(res, "misc/slowed.png", N_("slowed: "),
				N_("This unit has been slowed. It will only deal half its normal damage when attacking and its movement cost is doubled."));
		}
		if (u->get_state(unit::STATE_BROKEN)) {
			add_status(res, "misc/broken.png", N_("broken: "),
				N_("This unit has been broken. It will suffer 1.5 times its normal damage when defending."));
		}
		if (u->get_state(unit::STATE_POISONED)) {
			add_status(res, "misc/poisoned.png", N_("poisoned: "),
				N_("This unit is poisoned. It will lose 8 HP every turn until it can seek a cure to the poison in a village or from a friendly unit with the 'cures' ability.\n\nUnits cannot be killed by poison alone. The poison will not reduce it below 1 HP."));
		}
		if (u->get_state(unit::STATE_PETRIFIED)) {
			add_status(res, "misc/petrified.png", N_("petrified: "),
				N_("This unit has been petrified. It may not move or attack."));
		}
		return res;
	}

	case UNIT_ALIGNMENT: {
		const std::string &align = unit_type::alignment_description(u->alignment(), u->gender());
		const std::string &align_id = unit_type::alignment_id(u->alignment());
		int cm = combat_modifier(loc, u->alignment(), u->is_fearless());

		str << align << " (" << signed_percent(cm) << ")";
		tooltip << _("Alignment: ")
			<< "<b>" << align << "</b>\n"
			<< string_table[align_id + "_description"];
		return report(str.str(), "", tooltip.str(), "time_of_day");
	}
	case UNIT_ABILITIES: {
		report res;
		const std::vector<std::string> &abilities = u->ability_tooltips();
		for(std::vector<std::string>::const_iterator i = abilities.begin(); i != abilities.end(); ++i) {
			const std::string& name = gettext(i->c_str());
			str << name;
			if(i+2 != abilities.end())
				str << ", ";
			++i;
			//FIXME pull out ability's name from description
			tooltip << _("Ability: ")
				<< *i;
			const std::string help_page = "ability_" + name;

			res.add_text(flush(str), flush(tooltip), help_page);
		}

		return res;
	}
	case UNIT_HP: {
		str << font::color2markup(u->hp_color()) << u->hitpoints()
			<< '/' << u->max_hitpoints();

		return report(str.str(), "", tooltip.str());
	}
	case UNIT_XP: {
		str << font::color2markup(u->xp_color()) << u->experience()
			<< '/' << u->max_experience();

		return report(str.str(), "", tooltip.str());
	}
	case UNIT_ADVANCEMENT_OPTIONS: {
		report res;
		typedef std::pair<std::string, std::string> pair_string;
		foreach(const pair_string& ps, u->advancement_icons()){
			res.add_image(ps.first,ps.second);
		}
		return res;
	}
	case UNIT_WEAPONS: {
		if (u->second().valid()) {
			str << u->second().name();
		}
		if (u->third().valid()) {
			str << " " << u->third().name();
		}
		return report(str.str(), "", tooltip.str());
	}
	case UNIT_IMAGE:
	{
//		const std::vector<Uint32>& old_rgb = u->second.team_rgb_range();
//		color_range new_rgb = team::get_side_color_range(u->second.side());

		report res("", image::locator(u->absolute_image(), u->image_mods()), "");
		if (!u->is_artifical() && u->character() != NO_CHARACTER) {
			res.add_image(unit_types.character(u->character()).image_, "");
			res.back().rect.w = 16;
			res.back().rect.h = 16;
		}
		return res;
	}
	case TIME_OF_DAY: {
		time_of_day tod;

		if (viewing_team.shrouded(mouseover)) {
			// Don't show time on shrouded tiles.
			tod = resources::tod_manager->get_time_of_day();
		} else if (viewing_team.fogged(mouseover)) {
			// Don't show illuminated time on fogged tiles.
			tod = resources::tod_manager->get_time_of_day(mouseover);
		} else {
			tod = resources::tod_manager->time_of_day_at(mouseover);
		}

		int b = tod.lawful_bonus;
		int c = tod.liminal_bonus;
		tooltip << tod.name << '\n'
			<< _("Lawful units: ") << signed_percent(b) << "\n"
			<< _("Neutral units: ") << signed_percent(0) << "\n"
			<< _("Chaotic units: ") << signed_percent(-b);

		if (tod.liminal_present)
		tooltip <<  "\n" << _("Liminal units: ") << signed_percent(c);

		std::string tod_image = tod.image;
		if (tod.lawful_bonus_modified > 0) tod_image += "~BRIGHTEN()";
		else if (tod.lawful_bonus_modified < 0) tod_image += "~DARKEN()";
		if (preferences::flip_time()) tod_image += "~FL(horiz)";

		if (game_config::tiny_gui) {
			return report("", tod_image, "");
		} else {
			return report("", tod_image, tooltip.str(), "time_of_day");
		}
	}
	case TURN: {
		str << 	teams[playing_side-1].name() << "[" << resources::tod_manager->turn() << "]";
		int nb = resources::tod_manager->number_of_turns();
		if (nb != -1) str << '/' << nb;
		break;
	}
	// For the following status reports, show them in gray text
	// when it is not the active player's turn.
	case GOLD: {
		//Supposes the full/"pathfind" unit map is applied
		int fake_gold = viewing_team.gold();
		if (current_side != playing_side) {
			str << font::GRAY_TEXT;
		} else if (fake_gold < 0) {
			str << font::RED_TEXT;
		}

		int cost_exponent = viewing_team.cost_exponent();
		int hundred = cost_exponent / 100;

		str << viewing_team.gold() << "(" << hundred << "." << (cost_exponent - hundred * 100) / 10 << ")";
		break;
	}
	case VILLAGES: {
		const team_data data = calculate_team_data(viewing_team,current_side);
		if (current_side != playing_side)
			str << font::GRAY_TEXT;
		str << data.villages << '/';
		if (viewing_team.uses_shroud()) {
			int unshrouded_villages = 0;
			std::vector<map_location>::const_iterator i = map.villages().begin();
			for (; i != map.villages().end(); ++i) {
				if (!viewing_team.shrouded(*i))
					++unshrouded_villages;
			}
			str << unshrouded_villages;
		} else {
			str << map.villages().size();
		}
		break;
	}
	case UPKEEP: {
		const team_data data = calculate_team_data(viewing_team,current_side);
		if (current_side != playing_side)
			str << font::GRAY_TEXT;
		str << data.expenses << "(" << data.upkeep << ")";
		break;
	}
	case EXPENSES: {
		const team_data data = calculate_team_data(viewing_team,current_side);
		if (current_side != playing_side)
			str << font::GRAY_TEXT;
		str << data.expenses;
		break;
	}
	case INCOME: {
		team_data data = calculate_team_data(viewing_team, current_side);
		if (current_side != playing_side)
			str << font::GRAY_TEXT;
		else if (data.net_income < 0)
			str << font::BAD_TEXT;

		str << data.net_income;
		break;
	}
	case TACTIC: {
		int tactic_point = viewing_team.tactic_point();
		if (current_side != playing_side) {
			str << font::GRAY_TEXT;
		} else if (tactic_point >= game_config::max_tactic_point) {
			str << font::RED_TEXT;
		} else if (tactic_point > game_config::max_tactic_point * 2 / 3) {
			str << "<255,255,0>";
		} else {
			str << font::GOOD_TEXT;
		}

		str << viewing_team.tactic_point();
		break;
	}
	case TERRAIN: {
		if(!map.on_board(mouseover) || viewing_team.shrouded(mouseover))
			break;

		const t_translation::t_terrain terrain = map.get_terrain(mouseover);
		if (terrain == t_translation::OFF_MAP_USER)
			break;

		const t_translation::t_list& underlying = map.underlying_union_terrain(terrain);

		if(map.is_village(mouseover)) {
			int owner = village_owner(mouseover, teams) + 1;
			if(owner == 0 || viewing_team.fogged(mouseover)) {
				str << map.get_terrain_info(terrain).income_description();
			} else if(owner == current_side) {
				str << map.get_terrain_info(terrain).income_description_own();
			} else if(viewing_team.is_enemy(owner)) {
				str << map.get_terrain_info(terrain).income_description_enemy();
			} else {
				str << map.get_terrain_info(terrain).income_description_ally();
			}
			str << " ";
		} else {
		        str << map.get_terrain_info(terrain).description();
		}

		if(underlying.size() != 1 || underlying.front() != terrain) {
			str << " (";

			for(t_translation::t_list::const_iterator i =
					underlying.begin(); i != underlying.end(); ++i) {

			str << map.get_terrain_info(*i).name();
				if(i+1 != underlying.end()) {
					str << ",";
				}
			}
			str << ")";
		}
		break;
	}
	case POSITION: {
		// coordinate  [terrain] resitance
		if (!map.on_board(mouseover)) {
			break;
		}

		const t_translation::t_terrain terrain = map[mouseover];

		if (terrain == t_translation::OFF_MAP_USER)
			break;

		str << mouseover;
		if (game_config::tiny_gui) {
			str << "\n";
		}

		if (!viewing_team.shrouded(mouseover)) {
			const t_translation::t_list& underlying = map.underlying_union_terrain(terrain);

			if (!game_config::tiny_gui) {
				str << _("Terrains") << ":";
			}

			if (map.is_village(mouseover)) {
				int owner = village_owner(mouseover, teams) + 1;
				if(owner == 0 || viewing_team.fogged(mouseover)) {
					str << map.get_terrain_info(terrain).income_description();
				} else if(owner == current_side) {
					str << map.get_terrain_info(terrain).income_description_own();
				} else if(viewing_team.is_enemy(owner)) {
					str << map.get_terrain_info(terrain).income_description_enemy();
				} else {
					str << map.get_terrain_info(terrain).income_description_ally();
				}
				str << " ";
			} else {
				str << map.get_terrain_info(terrain).description();
			}

			if (underlying.size() != 1 || underlying.front() != terrain) {
				str << " (";

				for(t_translation::t_list::const_iterator i =
						underlying.begin(); i != underlying.end(); ++i) {

				str << map.get_terrain_info(*i).name();
					if(i+1 != underlying.end()) {
						str << ",";
					}
				}
				str << ")";
			}

			// display ownership
			std::map<const map_location, int>::const_iterator it = unit_map::economy_areas_.find(mouseover);
			if (it != unit_map::economy_areas_.end()) {
				str << "(" << units.city_from_cityno(it->second)->name() << ")";
			} else if (terrain == t_translation::TERRAIN_ECONOMY_AREA) {
				str << "(--)";
			}

			str << "    ";
			if (game_config::tiny_gui) {
				str << "\n";
			}
		}

		if (!u)
			break;
		if (viewing_team.shrouded(mouseover))
			break;

		int move_cost = u->movement_cost(terrain);
		int defense = 100 - u->defense_modifier(terrain);

		if (!game_config::tiny_gui) {
			str << " ";
		}
		if (move_cost < unit_movement_type::UNREACHABLE) {
			str << "(" << defense << "%," << move_cost << ")";
		} else if (mouseover == loc) {
			str << "(" << defense << "%,-)";
		} else {
			str << "(-,-)";
		}

		break;
	}
	case STRATUM: {
		const hero* rpg_hero = rpg::h;
		std::string stratum_icon;
		if (rpg::stratum == hero_stratum_wander) {
			stratum_icon = "/misc/stratum-wander.png";
		} else if (rpg::stratum == hero_stratum_citizen) {
			stratum_icon = "/misc/stratum-citizen.png";
		} else if (rpg::stratum == hero_stratum_mayor) {
			stratum_icon = "/misc/stratum-mayor.png";
		} else if (rpg::stratum == hero_stratum_leader) {
			stratum_icon = "/misc/stratum-leader.png";
		}
		image::locator stratum_icon_img(stratum_icon);
		return report("", stratum_icon_img, "");
	}
	case MERITORIOUS: {
		str << rpg::h->meritorious_;
		break;
	}
	case SIDE_PLAYING: {
		std::string flag_icon = teams[playing_side-1].flag_icon();
		std::string old_rgb = game_config::flag_rgb;
		std::string new_rgb = team::get_side_color_index(playing_side);
		std::string mods = "~RC(" + old_rgb + ">" + new_rgb + ")";

		if(flag_icon.empty()) {
			flag_icon = game_config::images::flag_icon;
		}

		image::locator flag_icon_img(flag_icon, mods);
		return report("", flag_icon_img, teams[playing_side-1].name());
	}

	case OBSERVERS: {
		if(observers.empty()) {
			return report();
		}

		str << _("Observers:") << "\n";

		for(std::set<std::string>::const_iterator i = observers.begin(); i != observers.end(); ++i) {
			str << *i << "\n";
		}

		return report("",game_config::images::observer,str.str());
	}
#ifdef DISABLE_EDITOR
	case EDITOR_SELECTED_TERRAIN:
	case EDITOR_LEFT_BUTTON_FUNCTION:
		return report();
#else
	case EDITOR_SELECTED_TERRAIN: {
		if (editor::selected_terrain.empty())
			return report();
		else
			return report(editor::selected_terrain);
	}
	case EDITOR_LEFT_BUTTON_FUNCTION: {
		if (editor::left_button_function.empty())
			return report();
		else
			return report(editor::left_button_function);
	}
#endif
	case REPORT_COUNTDOWN: {
		int min;
		int sec;
		if (viewing_team.countdown_time() > 0){
			sec = viewing_team.countdown_time() / 1000;
			char const *end = naps;
			if (current_side != playing_side)
				str << span_color(font::GRAY_COLOR);
			else if (sec < 60)
				str << "<span foreground=\"#c80000\">";
			else if (sec < 120)
				str << "<span foreground=\"#c8c800\">";
			else
				end = "";

			min = sec / 60;
			str << min << ":";
			sec = sec % 60;
			if (sec < 10) {
				str << "0";
			}
			str << sec << end;
			break;
		} // Intentional fall-through to REPORT_CLOCK
		  // if the time countdown isn't valid.
		  // If there is no turn time limit,
		  // then we display the clock instead.
		}
	case REPORT_CLOCK: {
		time_t t = std::time(NULL);
		struct tm *lt = std::localtime(&t);
		if (lt) {
			char temp[10];
			size_t s = std::strftime(temp, 10, preferences::clock_format().c_str(), lt);
			if(s>0) {
				return report(temp);
			} else {
				return report();
			}
		} else {
			return report();
		}
	}
	default:
		assert(false);
		break;
	}
	return report(str.str());
}
示例#15
0
static config unit_weapons(reports::context & rc, const unit *attacker, const map_location &attacker_pos, const unit *defender, bool show_attacker)
{
	if (!attacker || !defender) return config();

	const unit* u = show_attacker ? attacker : defender;
	const map_location unit_loc = show_attacker ? attacker_pos : defender->get_location();

	std::ostringstream str, tooltip;
	config res;

	std::vector<battle_context> weapons;
	for (unsigned int i = 0; i < attacker->attacks().size(); i++) {
		// skip weapons with attack_weight=0
		if (attacker->attacks()[i].attack_weight() > 0) {
			battle_context weapon(rc.units(), attacker_pos, defender->get_location(), i, -1, 0.0, nullptr, attacker);
			weapons.push_back(weapon);
		}
	}

	for (const battle_context& weapon : weapons) {

		// Predict the battle outcome.
		combatant attacker_combatant(weapon.get_attacker_stats());
		combatant defender_combatant(weapon.get_defender_stats());
		attacker_combatant.fight(defender_combatant);

		const battle_context_unit_stats& context_unit_stats =
				show_attacker ? weapon.get_attacker_stats() : weapon.get_defender_stats();

		int total_damage = 0;
		int base_damage = 0;
		int num_blows = 0;
		int chance_to_hit = 0;
		t_string weapon_name = _("None");

		SDL_Color dmg_color = font::weapon_color;
		if (context_unit_stats.weapon) {
			base_damage = attack_info(rc, *context_unit_stats.weapon, res, *u, unit_loc);
			total_damage = context_unit_stats.damage;
			num_blows = context_unit_stats.num_blows;
			chance_to_hit = context_unit_stats.chance_to_hit;
			weapon_name = context_unit_stats.weapon->name();

			if ( total_damage > base_damage )
				dmg_color = font::good_dmg_color;
			else if ( total_damage < base_damage )
				dmg_color = font::bad_dmg_color;
		} else {
			str << span_color(font::weapon_color) << weapon_name << naps << "\n";
			tooltip << _("Weapon: ") << "<b>" << weapon_name << "</b>\n"
				<< _("Damage: ") << "<b>" << "0" << "</b>\n";
		}

		SDL_Color chance_color = int_to_color(game_config::red_to_green(chance_to_hit));

		// Total damage.
		str << "  " << span_color(dmg_color) << total_damage << naps << span_color(font::weapon_color)
			<< utils::unicode_en_dash << num_blows
			<< " (" << span_color(chance_color) << chance_to_hit << "%" << naps << ")"
			<< naps << "\n";

		tooltip << _("Weapon: ") << "<b>" << weapon_name << "</b>\n"
				<< _("Total damage") << "<b>" << total_damage << "</b>\n";

		// Create the hitpoints distribution.
		std::vector<std::pair<int, double> > hp_prob_vector;

		// First, we sort the probabilities in ascending order.
		std::vector<std::pair<double, int> > prob_hp_vector;
		int i;

		combatant* c = show_attacker ? &attacker_combatant : &defender_combatant;

		for(i = 0; i < static_cast<int>(c->hp_dist.size()); i++) {
			double prob = c->hp_dist[i];

			// We keep only values above 0.1%.
			if(prob > 0.001)
				prob_hp_vector.push_back(std::pair<double, int>(prob, i));
		}

		std::sort(prob_hp_vector.begin(), prob_hp_vector.end());

		//TODO fendrin -- make that dynamically
		int max_hp_distrib_rows_ = 10;

		// We store a few of the highest probability hitpoint values.
		int nb_elem = std::min<int>(max_hp_distrib_rows_, prob_hp_vector.size());

		for(i = prob_hp_vector.size() - nb_elem;
				i < static_cast<int>(prob_hp_vector.size()); i++) {

			hp_prob_vector.push_back(std::pair<int, double>
			(prob_hp_vector[i].second, prob_hp_vector[i].first));
		}

		// Then, we sort the hitpoint values in ascending order.
		std::sort(hp_prob_vector.begin(), hp_prob_vector.end());
		// And reverse the order. Might be doable in a better manor.
		std::reverse(hp_prob_vector.begin(), hp_prob_vector.end());

		for(i = 0;
				i < static_cast<int>(hp_prob_vector.size()); i++) {

			int hp = hp_prob_vector[i].first;
			double prob = hp_prob_vector[i].second;

			char prob_buf[10];
			format_prob(prob_buf, prob);
			char hp_buf[10];
			format_hp(hp_buf, hp);

			SDL_Color prob_color = int_to_color(game_config::blue_to_white(prob * 100.0, true));

			str		<< span_color(font::weapon_details_color) << "  " << "  "
					<< span_color(u->hp_color(hp)) << hp_buf << naps
					<< " " << font::weapon_numbers_sep << " "
					<< span_color(prob_color) << prob_buf << naps
					<< naps << "\n";
		}

		add_text(res, flush(str), flush(tooltip));
	}
	return res;
}
示例#16
0
static int attack_info(reports::context & rc, const attack_type &at, config &res, const unit &u, const map_location &displayed_unit_hex)
{
	std::ostringstream str, tooltip;

	at.set_specials_context(displayed_unit_hex, u.side() == rc.screen().playing_side());
	int base_damage = at.damage();
	int specials_damage = at.modified_damage(false);
	int damage_multiplier = 100;
	int tod_bonus = combat_modifier(rc.units(), rc.map(), displayed_unit_hex, u.alignment(), u.is_fearless());
	damage_multiplier += tod_bonus;
	int leader_bonus = 0;
	if (under_leadership(rc.units(), displayed_unit_hex, &leader_bonus).valid())
		damage_multiplier += leader_bonus;

	bool slowed = u.get_state(unit::STATE_SLOWED);
	int damage_divisor = slowed ? 20000 : 10000;
	// Assume no specific resistance (i.e. multiply by 100).
	int damage = round_damage(specials_damage, damage_multiplier * 100, damage_divisor);

	// Hit points are used to calculate swarm, so they need to be bounded.
	unsigned max_hp = u.max_hitpoints();
	unsigned cur_hp = std::min<unsigned>(std::max(0, u.hitpoints()), max_hp);

	unsigned base_attacks = at.num_attacks();
	unsigned min_attacks, max_attacks;
	at.modified_attacks(false, min_attacks, max_attacks);
	unsigned num_attacks = swarm_blows(min_attacks, max_attacks, cur_hp, max_hp);

	SDL_Color dmg_color = font::weapon_color;
	if ( damage > specials_damage )
		dmg_color = font::good_dmg_color;
	else if ( damage < specials_damage )
		dmg_color = font::bad_dmg_color;

	str << span_color(dmg_color) << "  " << damage << naps << span_color(font::weapon_color)
		<< font::weapon_numbers_sep << num_attacks << ' ' << at.name()
		<< "</span>\n";
	tooltip << _("Weapon: ") << "<b>" << at.name() << "</b>\n"
		<< _("Damage: ") << "<b>" << damage << "</b>\n";

	if ( tod_bonus || leader_bonus || slowed || specials_damage != base_damage )
	{
		tooltip << '\t' << _("Base damage: ") << base_damage << '\n';
		if ( specials_damage != base_damage ) {
			tooltip << '\t' << _("With specials: ") << specials_damage << '\n';
		}
		if (tod_bonus) {
			tooltip << '\t' << _("Time of day: ")
				<< utils::signed_percent(tod_bonus) << '\n';
		}
		if (leader_bonus) {
			tooltip << '\t' << _("Leadership: ")
				<< utils::signed_percent(leader_bonus) << '\n';
		}
		if (slowed) {
			tooltip << '\t' << _("Slowed: ") << "/ 2" << '\n';
		}
	}

	tooltip << _("Attacks: ") << "<b>" << num_attacks << "</b>\n";
	if ( max_attacks != min_attacks  &&  cur_hp != max_hp ) {
		if ( max_attacks < min_attacks ) {
			// "Reverse swarm"
			tooltip << '\t' << _("Max swarm bonus: ") << (min_attacks-max_attacks) << '\n';
			tooltip << '\t' << _("Swarm: ") << "* "<< (100 - cur_hp*100/max_hp) << "%\n";
			tooltip << '\t' << _("Base attacks: ") << '+' << base_attacks << '\n';
			// The specials line will not necessarily match up with how the
			// specials are calculated, but for an unusual case, simple brevity
			// trumps complexities.
			if ( max_attacks != base_attacks ) {
				int attack_diff = int(max_attacks) - int(base_attacks);
				tooltip << '\t' << _("Specials: ") << utils::signed_value(attack_diff) << '\n';
			}
		}
		else {
			// Regular swarm
			tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n';
			if ( max_attacks != base_attacks ) {
				tooltip << '\t' << _("With specials: ") << max_attacks << '\n';
			}
			if ( min_attacks != 0 ) {
				tooltip << '\t' << _("Subject to swarm: ") << (max_attacks-min_attacks) << '\n';
			}
			tooltip << '\t' << _("Swarm: ") << "* "<< (cur_hp*100/max_hp) << "%\n";
		}
	}
	else if ( num_attacks != base_attacks ) {
		tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n';
		tooltip << '\t' << _("With specials: ") << num_attacks << '\n';
	}

	add_text(res, flush(str), flush(tooltip));

	std::string range = string_table["range_" + at.range()];
	std::string lang_type = string_table["type_" + at.type()];

	str << span_color(font::weapon_details_color) << "  " << "  "
		<< range << font::weapon_details_sep
		<< lang_type << "</span>\n";

	tooltip << _("Weapon range: ") << "<b>" << range << "</b>\n"
		<< _("Damage type: ")  << "<b>" << lang_type << "</b>\n"
		<< _("Damage versus: ") << '\n';

	// Show this weapon damage and resistance against all the different units.
	// We want weak resistances (= good damage) first.
	std::map<int, std::set<std::string>, std::greater<int> > resistances;
	std::set<std::string> seen_types;
	const team &unit_team = rc.teams()[u.side() - 1];
	const team &viewing_team = rc.teams()[rc.screen().viewing_team()];
	for (const unit &enemy : rc.units())
	{
		if (enemy.incapacitated()) //we can't attack statues so don't display them in this tooltip
			continue;
		if (!unit_team.is_enemy(enemy.side()))
			continue;
		const map_location &loc = enemy.get_location();
		if (viewing_team.fogged(loc) ||
		    (viewing_team.is_enemy(enemy.side()) && enemy.invisible(loc)))
			continue;
		bool new_type = seen_types.insert(enemy.type_id()).second;
		if (new_type) {
			int resistance = enemy.resistance_against(at, false, loc);
			resistances[resistance].insert(enemy.type_name());
		}
	}

	typedef std::pair<int, std::set<std::string> > resist_units;
	for (const resist_units &resist : resistances) {
		int damage = round_damage(specials_damage, damage_multiplier * resist.first, damage_divisor);
		tooltip << "<b>" << damage << "</b>  "
			<< "<i>(" << utils::signed_percent(resist.first-100) << ")</i> : "
			<< utils::join(resist.second, ", ") << '\n';
	}
	add_text(res, flush(str), flush(tooltip));

	const std::string &accuracy_parry = at.accuracy_parry_description();
	if (!accuracy_parry.empty())
	{
		str << span_color(font::weapon_details_color)
			<< "  " << accuracy_parry << "</span>\n";
		int accuracy = at.accuracy();
		if (accuracy) {
			tooltip << _("Accuracy:") << "<b>"
				<< utils::signed_percent(accuracy) << "</b>\n";
		}
		int parry = at.parry();
		if (parry) {
			tooltip << _("Parry:") << "<b>"
				<< utils::signed_percent(parry) << "</b>\n";
			}
		add_text(res, flush(str), flush(tooltip));
	}

	at.set_specials_context_for_listing();
	std::vector<bool> active;
	const std::vector<std::pair<t_string, t_string> > &specials = at.special_tooltips(&active);
	const size_t specials_size = specials.size();
	for ( size_t i = 0; i != specials_size; ++i )
	{
		// Aliases for readability:
		const t_string &name = specials[i].first;
		const t_string &description = specials[i].second;
		const SDL_Color &details_color = active[i] ? font::weapon_details_color :
		                                             font::inactive_details_color;

		str << span_color(details_color) << "  " << "  " << name << naps << '\n';
		std::string help_page = "weaponspecial_" + name.base_str();
		tooltip << _("Weapon special: ") << "<b>" << name << "</b>";
		if ( !active[i] )
			tooltip << "<i>" << _(" (inactive)") << "</i>";
		tooltip << '\n' << description;

		add_text(res, flush(str), flush(tooltip), help_page);
	}
	return damage;
}