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@@ -144,141 +144,142 @@ void CGarrisonSlot::clickRight(tribool down, bool previousState)
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GH.pushInt(new CStackWindow(myStack, true));
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}
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}
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-void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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+
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+bool CGarrisonSlot::viewInfo()
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{
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- if(down)
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- {
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- bool refr = false;
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- const CGarrisonSlot * selection = owner->getSelection();
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- if(selection)
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- {
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- if(selection == this) //view info
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- {
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- UpgradeInfo pom;
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- LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
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+ UpgradeInfo pom;
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+ LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
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- bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
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- bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
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- std::function<void(CreatureID)> upgr = nullptr;
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- std::function<void()> dism = nullptr;
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- if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
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- if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
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+ bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
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+ bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
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+ std::function<void(CreatureID)> upgr = nullptr;
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+ std::function<void()> dism = nullptr;
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+ if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
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+ if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
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- owner->selectSlot(nullptr);
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- owner->setSplittingMode(false);
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+ owner->selectSlot(nullptr);
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+ owner->setSplittingMode(false);
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- for(auto & elem : owner->splitButtons)
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- elem->block(true);
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+ for(auto & elem : owner->splitButtons)
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+ elem->block(true);
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- redraw();
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- refr = true;
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- GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
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- }
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- else
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+ redraw();
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+ GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
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+ return true;
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+}
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+
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+bool CGarrisonSlot::highlightOrDropArtifact()
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+{
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+ bool artSelected = false;
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+ if (CWindowWithArtifacts* chw = dynamic_cast<CWindowWithArtifacts*>(GH.topInt())) //dirty solution
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+ {
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+ const CArtifactsOfHero::SCommonPart *commonInfo = chw->artSets.front()->commonInfo;
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+ if (const CArtifactInstance *art = commonInfo->src.art)
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+ {
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+ const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
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+ artSelected = true;
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+ if (myStack) // try dropping the artifact only if the slot isn't empty
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{
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- // Only allow certain moves if troops aren't removable or not ours.
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- if ( ( selection->our()//our creature is selected
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- || selection->creature == creature )//or we are rebalancing army
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- && ( owner->removableUnits
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- || (upg == 0 && ( selection->upg == 1 && !creature ) )
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- || (upg == 1 && selection->upg == 1 ) ) )
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- {
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- //we want to split
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- if((owner->getSplittingMode() || LOCPLINT->shiftPressed())
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- && (!creature
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- || (creature == selection->creature)))
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- {
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- owner->p2 = ID; //store the second stack pos
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- owner->pb = upg;//store the second stack owner (up or down army)
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- owner->setSplittingMode(false);
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-
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- int minLeft=0, minRight=0;
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-
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- if(upg != selection->upg) //not splitting within same army
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- {
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- if(selection->getObj()->stacksCount() == 1 //we're splitting away the last stack
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- && selection->getObj()->needsLastStack() )
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- {
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- minLeft = 1;
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- }
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- if(getObj()->stacksCount() == 1 //destination army can't be emptied, unless we're rebalancing two stacks of same creature
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- && selection->creature == creature
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- && getObj()->needsLastStack() )
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- {
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- minRight = 1;
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- }
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- }
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-
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- int countLeft = selection->myStack ? selection->myStack->count : 0;
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- int countRight = myStack ? myStack->count : 0;
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-
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- GH.pushInt(new CSplitWindow(selection->creature, std::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
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- minLeft, minRight, countLeft, countRight));
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- refr = true;
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- }
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- else if(creature != selection->creature) //swap
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+ ArtifactLocation src(srcHero, commonInfo->src.slotID);
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+ ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
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+ if (art->canBePutAt(dst, true))
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+ { //equip clicked stack
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+ if(dst.getArt())
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{
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- LOCPLINT->cb->swapCreatures(
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- (!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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- (!selection->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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- ID,selection->ID);
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+ //creature can wear only one active artifact
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+ //if we are placing a new one, the old one will be returned to the hero's backpack
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+ LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero, dst.getArt()->firstBackpackSlot(srcHero)));
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}
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- else //merge
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- {
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- LOCPLINT->cb->mergeStacks(
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- (!selection->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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- (!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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- selection->ID,ID);
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- }
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- }
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- else // Highlight
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- {
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- if(creature)
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- owner->selectSlot(this);
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- redraw();
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- refr = true;
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+ LOCPLINT->cb->swapArtifacts(src, dst);
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}
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}
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}
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- else //highlight or drop artifact
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+ }
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+ if (!artSelected && creature)
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+ {
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+ owner->selectSlot(this);
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+ if(creature)
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{
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- bool artSelected = false;
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- if (CWindowWithArtifacts* chw = dynamic_cast<CWindowWithArtifacts*>(GH.topInt())) //dirty solution
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- {
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- const CArtifactsOfHero::SCommonPart *commonInfo = chw->artSets.front()->commonInfo;
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- if (const CArtifactInstance *art = commonInfo->src.art)
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- {
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- const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
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- artSelected = true;
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- if (myStack) // try dropping the artifact only if the slot isn't empty
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- {
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- ArtifactLocation src(srcHero, commonInfo->src.slotID);
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- ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
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- if (art->canBePutAt(dst, true))
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- { //equip clicked stack
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- if(dst.getArt())
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- {
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- //creature can wear only one active artifact
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- //if we are placing a new one, the old one will be returned to the hero's backpack
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- LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero, dst.getArt()->firstBackpackSlot(srcHero)));
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- }
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- LOCPLINT->cb->swapArtifacts(src, dst);
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- }
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- }
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- }
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- }
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- if (!artSelected && creature)
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- {
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+ for(auto & elem : owner->splitButtons)
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+ elem->block(!our());
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+ }
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+ }
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+ redraw();
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+ return true;
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+}
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+
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+bool CGarrisonSlot::split()
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+{
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+ const CGarrisonSlot * selection = owner->getSelection();
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+ owner->p2 = ID; // store the second stack pos
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+ owner->pb = upg; // store the second stack owner (up or down army)
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+ owner->setSplittingMode(false);
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+
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+ int minLeft=0, minRight=0;
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+
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+ if(upg != selection->upg) // not splitting within same army
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+ {
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+ if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack
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+ && selection->getObj()->needsLastStack() )
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+ {
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+ minLeft = 1;
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+ }
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+ // destination army can't be emptied, unless we're rebalancing two stacks of same creature
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+ if(getObj()->stacksCount() == 1
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+ && selection->creature == creature
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+ && getObj()->needsLastStack() )
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+ {
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+ minRight = 1;
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+ }
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+ }
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+
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+ int countLeft = selection->myStack ? selection->myStack->count : 0;
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+ int countRight = myStack ? myStack->count : 0;
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+
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+ GH.pushInt(new CSplitWindow(selection->creature, std::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
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+ minLeft, minRight, countLeft, countRight));
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+ return true;
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+}
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+
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+void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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+{
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+ if(down)
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+ {
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+ bool refr = false;
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+ const CGarrisonSlot * selection = owner->getSelection();
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+ if(!selection)
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+ refr = highlightOrDropArtifact();
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+ else if(selection == this)
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+ refr = viewInfo();
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+ // Only allow certain moves if troops aren't removable or not ours.
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+ else if (!( ( selection->our()//our creature is selected
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+ || selection->creature == creature )//or we are rebalancing army
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+ && ( owner->removableUnits
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+ || (upg == 0 && ( selection->upg == 1 && !creature ) )
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+ || (upg == 1 && selection->upg == 1 ) ) ))
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+ {
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+ // Highlight
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+ if(creature)
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owner->selectSlot(this);
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- if(creature)
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- {
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- for(auto & elem : owner->splitButtons)
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- elem->block(!our());
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- }
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- }
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redraw();
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refr = true;
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}
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+ // we want to split
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+ else if( (owner->getSplittingMode() || LOCPLINT->shiftPressed())
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+ && (!creature || creature == selection->creature) )
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+ refr = split();
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+ // swap
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+ else if(creature != selection->creature)
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+ LOCPLINT->cb->swapCreatures(
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+ (!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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+ (!selection->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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+ ID,selection->ID);
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+ // merge
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+ else
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+ LOCPLINT->cb->mergeStacks(
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+ (!selection->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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+ (!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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+ selection->ID,ID);
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if(refr) {hover(false); hover(true); } //to refresh statusbar
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}
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}
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