/* * CExchangeController.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CExchangeController.h" #include "../CPlayerInterface.h" #include "../GameInstance.h" #include "../widgets/CGarrisonInt.h" #include "../lib/callback/CCallback.h" #include "../lib/mapObjects/CGHeroInstance.h" CExchangeController::CExchangeController(ObjectInstanceID hero1, ObjectInstanceID hero2) : left(GAME->interface()->cb->getHero(hero1)) , right(GAME->interface()->cb->getHero(hero2)) { } void CExchangeController::swapArmy() { const auto & leftSlots = left->Slots(); const auto & rightSlots = right->Slots(); auto leftIt = leftSlots.begin(); auto rightIt = rightSlots.begin(); // Swap slots that are full in both armies // [A] [B] => [B] [A] for (SlotID slotID(0); slotID < GameConstants::ARMY_SIZE; ++slotID) { if (left->hasStackAtSlot(slotID) && right->hasStackAtSlot(slotID)) GAME->interface()->cb->swapCreatures(left, right, slotID, slotID); } // Swap pairs of stacks in different slots and correct their positions // [A] [ ] [B] [ ] [ ] [A] // => => // [ ] [B] [ ] [A] [B] [ ] for (;;) { while (leftIt != leftSlots.end() && right->hasStackAtSlot(leftIt->first)) leftIt++; while (rightIt != rightSlots.end() && left->hasStackAtSlot(rightIt->first)) rightIt++; if (leftIt == leftSlots.end() || rightIt == rightSlots.end()) break; GAME->interface()->cb->swapCreatures(left, right, leftIt->first, rightIt->first); GAME->interface()->cb->swapCreatures(left, left, leftIt->first, rightIt->first); GAME->interface()->cb->swapCreatures(right, right, rightIt->first, leftIt->first); leftIt++; rightIt++; } // Move remaining unpaired stacks (if armies size is different) // [A] [ ] => [ ] [A] for(; leftIt != leftSlots.end(); leftIt++) GAME->interface()->cb->swapCreatures(left, right, leftIt->first, leftIt->first); for(; rightIt != rightSlots.end(); rightIt++) GAME->interface()->cb->swapCreatures(left, right, rightIt->first, rightIt->first); } void CExchangeController::moveArmy(bool leftToRight, std::optional heldSlot) { const auto source = leftToRight ? left : right; const auto target = leftToRight ? right : left; if(!heldSlot.has_value()) { const auto & weakestSlot = vstd::minElementByFun(source->Slots(), [](const auto & s) -> int { return s.second->getCreatureID().toCreature()->getAIValue(); }); heldSlot = weakestSlot->first; } if (source->getCreature(heldSlot.value()) == nullptr) return; GAME->interface()->cb->bulkMoveArmy(source->id, target->id, heldSlot.value()); } void CExchangeController::moveStack(bool leftToRight, SlotID sourceSlot) { const auto source = leftToRight ? left : right; const auto target = leftToRight ? right : left; auto creature = source->getCreature(sourceSlot); if(creature == nullptr) return; SlotID targetSlot = target->getSlotFor(creature); if(targetSlot.validSlot()) { if(source->stacksCount() == 1 && source->needsLastStack()) { GAME->interface()->cb->splitStack(source, target, sourceSlot, targetSlot, target->getStackCount(targetSlot) + source->getStackCount(sourceSlot) - 1); } else { GAME->interface()->cb->mergeOrSwapStacks(source, target, sourceSlot, targetSlot); } } } void CExchangeController::moveSingleStackCreature(bool leftToRight, SlotID sourceSlot, bool forceEmptySlotTarget) { const auto source = leftToRight ? left : right; const auto target = leftToRight ? right : left; auto creature = source->getCreature(sourceSlot); if(creature == nullptr || source->stacksCount() == 1) return; SlotID targetSlot = forceEmptySlotTarget ? target->getFreeSlot() : target->getSlotFor(creature); if(targetSlot.validSlot()) { GAME->interface()->cb->splitStack(source, target, sourceSlot, targetSlot, target->getStackCount(targetSlot) + 1); } } void CExchangeController::swapArtifacts(bool equipped, bool baclpack) { GAME->interface()->cb->bulkMoveArtifacts(left->id, right->id, true, equipped, baclpack); } void CExchangeController::moveArtifacts(bool leftToRight, bool equipped, bool baclpack) { const auto source = leftToRight ? left : right; const auto target = leftToRight ? right : left; GAME->interface()->cb->bulkMoveArtifacts(source->id, target->id, false, equipped, baclpack); }