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							- #include "StdInc.h"
 
- #include "CArtifactHolder.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/CCursorHandler.h"
 
- #include "Buttons.h"
 
- #include "CComponent.h"
 
- #include "../windows/CHeroWindow.h"
 
- #include "../windows/CSpellWindow.h"
 
- #include "../windows/GUIClasses.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../CGameInfo.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CArtHandler.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- /*
 
-  * CArtifactHolder.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
 
-  *
 
-  */
 
- CHeroArtPlace::CHeroArtPlace(Point position, const CArtifactInstance * Art): CArtPlace(position, Art),
 
- 	locked(false), picked(false), marked(false), ourOwner(nullptr)
 
- {
 
- 	createImage();
 
- }
 
- void CHeroArtPlace::createImage()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	int imageIndex = 0;
 
- 	if (ourArt)
 
- 		imageIndex = ourArt->artType->iconIndex;
 
- 	if (locked)
 
- 		imageIndex = ArtifactID::ART_LOCK;
 
- 	image = new CAnimImage("artifact", imageIndex);
 
- 	if (!ourArt)
 
- 		image->disable();
 
- 	selection = new CAnimImage("artifact", ArtifactID::ART_SELECTION);
 
- 	selection->disable();
 
- }
 
- void CHeroArtPlace::lockSlot(bool on)
 
- {
 
- 	if (locked == on)
 
- 		return;
 
- 	locked = on;
 
- 	if (on)
 
- 		image->setFrame(ArtifactID::ART_LOCK);
 
- 	else
 
- 		image->setFrame(ourArt->artType->iconIndex);
 
- }
 
- void CHeroArtPlace::pickSlot(bool on)
 
- {
 
- 	if (picked == on)
 
- 		return;
 
- 	picked = on;
 
- 	if (on)
 
- 		image->disable();
 
- 	else
 
- 		image->enable();
 
- }
 
- void CHeroArtPlace::selectSlot(bool on)
 
- {
 
- 	if (marked == on)
 
- 		return;
 
- 	marked = on;
 
- 	if (on)
 
- 		selection->enable();
 
- 	else
 
- 		selection->disable();
 
- }
 
- void CHeroArtPlace::clickLeft(tribool down, bool previousState)
 
- {
 
- 	//LRClickableAreaWTextComp::clickLeft(down);
 
- 	bool inBackpack = slotID >= GameConstants::BACKPACK_START,
 
- 		srcInBackpack = ourOwner->commonInfo->src.slotID >= GameConstants::BACKPACK_START,
 
- 		srcInSameHero = ourOwner->commonInfo->src.AOH == ourOwner;
 
- 	if(ourOwner->highlightModeCallback && ourArt)
 
- 	{
 
- 		if(down)
 
- 		{
 
- 			if(!ourArt->artType->isTradable()) //War Machine or Spellbook
 
- 			{
 
- 				LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[21]); //This item can't be traded.
 
- 			}
 
- 			else
 
- 			{
 
- 				ourOwner->unmarkSlots(false);
 
- 				selectSlot(true);
 
- 				ourOwner->highlightModeCallback(this);
 
- 			}
 
- 		}
 
- 		return;
 
- 	}
 
- 	// If clicked on spellbook, open it only if no artifact is held at the moment.
 
- 	if(ourArt && !down && previousState && !ourOwner->commonInfo->src.AOH)
 
- 	{
 
- 		if(ourArt->artType->id == ArtifactID::SPELLBOOK)
 
- 			GH.pushInt(new CSpellWindow(ourOwner->curHero, LOCPLINT, LOCPLINT->battleInt));
 
- 	}
 
- 	if (!down && previousState)
 
- 	{
 
- 		if(ourArt && ourArt->artType->id == ArtifactID::SPELLBOOK)
 
- 			return; //this is handled separately
 
- 		if(!ourOwner->commonInfo->src.AOH) //nothing has been clicked
 
- 		{
 
- 			if(ourArt  //to prevent selecting empty slots (bugfix to what GrayFace reported)
 
- 				&&  ourOwner->curHero->tempOwner == LOCPLINT->playerID)//can't take art from another player
 
- 			{
 
- 				if(ourArt->artType->id == ArtifactID::CATAPULT) //catapult cannot be highlighted
 
- 				{
 
- 					std::vector<CComponent *> catapult(1, new CComponent(CComponent::artifact, 3, 0));
 
- 					LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[312], catapult); //The Catapult must be equipped.
 
- 					return;
 
- 				}
 
- 				select();
 
- 			}
 
- 		}
 
- 		else if(ourArt == ourOwner->commonInfo->src.art) //restore previously picked artifact
 
- 		{
 
- 			deselect();
 
- 		}
 
- 		else //perform artifact transition
 
- 		{
 
- 			if(inBackpack) // Backpack destination.
 
- 			{
 
- 				if(srcInBackpack && slotID == ourOwner->commonInfo->src.slotID + 1) //next slot (our is not visible, so visually same as "old" place) to the art -> make nothing, return artifact to slot
 
- 				{
 
- 					deselect();
 
- 				}
 
- 				else
 
- 				{
 
- 					const CArtifact * const cur = ourOwner->commonInfo->src.art->artType;
 
- 					switch(cur->id)
 
- 					{
 
- 					case ArtifactID::CATAPULT:
 
- 						//should not happen, catapult cannot be selected
 
- 						assert(cur->id != ArtifactID::CATAPULT);
 
- 						break;
 
- 					case ArtifactID::BALLISTA: case ArtifactID::AMMO_CART: case ArtifactID::FIRST_AID_TENT: //war machines cannot go to backpack
 
- 						LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[153]) % cur->Name()));
 
- 						break;
 
- 					default:
 
- 						setMeAsDest();
 
- 						vstd::amin(ourOwner->commonInfo->dst.slotID, ArtifactPosition(
 
- 							ourOwner->curHero->artifactsInBackpack.size() + GameConstants::BACKPACK_START));
 
- 						if(srcInBackpack && srcInSameHero)
 
- 						{
 
- 							if(!ourArt								//cannot move from backpack to AFTER backpack -> combined with vstd::amin above it will guarantee that dest is at most the last artifact
 
- 								|| ourOwner->commonInfo->src.slotID < ourOwner->commonInfo->dst.slotID) //rearranging arts in backpack after taking src artifact, the dest id will be shifted
 
- 								vstd::advance(ourOwner->commonInfo->dst.slotID, -1);
 
- 						}
 
- 						if(srcInSameHero && ourOwner->commonInfo->dst.slotID == ourOwner->commonInfo->src.slotID) //we came to src == dst
 
- 							deselect();
 
- 						else
 
- 							ourOwner->realizeCurrentTransaction();
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			//check if swap is possible
 
- 			else if (fitsHere(ourOwner->commonInfo->src.art) &&
 
- 				(!ourArt || ourOwner->curHero->tempOwner == LOCPLINT->playerID))
 
- 			{
 
- 				setMeAsDest();
 
- //
 
- // 				// Special case when the dest artifact can't be fit into the src slot.
 
- // 				//CGI->arth->unequipArtifact(ourOwner->curHero->artifWorn, slotID);
 
- // 				const CArtifactsOfHero* srcAOH = ourOwner->commonInfo->src.AOH;
 
- // 				ui16 srcSlotID = ourOwner->commonInfo->src.slotID;
 
- // 				if (ourArt && srcSlotID < 19 && !ourArt->canBePutAt(ArtifactLocation(srcAOH->curHero, srcSlotID)))
 
- // 				{
 
- // 					// Put dest artifact into owner's backpack.
 
- // 					ourOwner->commonInfo->src.AOH = ourOwner;
 
- // 					ourOwner->commonInfo->src.slotID = ourOwner->curHero->artifacts.size() + 19;
 
- // 				}
 
- 				ourOwner->realizeCurrentTransaction();
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool CHeroArtPlace::askToAssemble(const CArtifactInstance *art, ArtifactPosition slot,
 
-                               const CGHeroInstance *hero)
 
- {
 
- 	assert(art != nullptr);
 
- 	assert(hero != nullptr);
 
- 	std::vector<const CArtifact *> assemblyPossibilities = art->assemblyPossibilities(hero);
 
- 	// If the artifact can be assembled, display dialog.
 
- 	for(const CArtifact *combination : assemblyPossibilities)
 
- 	{
 
- 		LOCPLINT->showArtifactAssemblyDialog(
 
- 			art->artType->id,
 
- 			combination->id,
 
- 			true,
 
- 			std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), hero, slot, true, combination->id),
 
- 			0);
 
- 		if(assemblyPossibilities.size() > 2)
 
- 		{
 
- 			logGlobal->warnStream() << boost::format(
 
- 				"More than one possibility of assembling on %s... taking only first")
 
- 				% art->artType->Name();
 
- 		}
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CHeroArtPlace::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down && ourArt && !locked && text.size() && !picked)  //if there is no description or it's a lock, do nothing ;]
 
- 	{
 
- 		if (slotID < GameConstants::BACKPACK_START)
 
- 		{
 
- 			if(ourOwner->allowedAssembling)
 
- 			{
 
- 				std::vector<const CArtifact *> assemblyPossibilities = ourArt->assemblyPossibilities(ourOwner->curHero);
 
- 				// If the artifact can be assembled, display dialog.
 
- 				if (askToAssemble(ourArt, slotID, ourOwner->curHero))
 
- 				{
 
- 					return;
 
- 				}
 
- 				// Otherwise if the artifact can be diasassembled, display dialog.
 
- 				if(ourArt->canBeDisassembled())
 
- 				{
 
- 					LOCPLINT->showArtifactAssemblyDialog(
 
- 						ourArt->artType->id,
 
- 						0,
 
- 						false,
 
- 						std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), ourOwner->curHero, slotID, false, ArtifactID()),
 
- 						0);
 
- 					return;
 
- 				}
 
- 			}
 
- 		}
 
- 		// Lastly just show the artifact description.
 
- 		LRClickableAreaWTextComp::clickRight(down, previousState);
 
- 	}
 
- }
 
- /**
 
-  * Selects artifact slot so that the containing artifact looks like it's picked up.
 
-  */
 
- void CHeroArtPlace::select ()
 
- {
 
- 	if (locked)
 
- 		return;
 
- 	selectSlot(true);
 
- 	pickSlot(true);
 
- 	if(ourArt->canBeDisassembled() && slotID < GameConstants::BACKPACK_START) //worn combined artifact -> locks have to disappear
 
- 	{
 
- 		for(int i = 0; i < GameConstants::BACKPACK_START; i++)
 
- 		{
 
- 			CHeroArtPlace * ap = ourOwner->getArtPlace(i);
 
- 			if(nullptr != ap)//getArtPlace may return null
 
- 				ap->pickSlot(ourArt->isPart(ap->ourArt));
 
- 		}
 
- 	}
 
- 	CCS->curh->dragAndDropCursor(new CAnimImage("artifact", ourArt->artType->iconIndex));
 
- 	ourOwner->commonInfo->src.setTo(this, false);
 
- 	ourOwner->markPossibleSlots(ourArt);
 
- 	if(slotID >= GameConstants::BACKPACK_START)
 
- 		ourOwner->scrollBackpack(0); //will update slots
 
- 	ourOwner->updateParentWindow();
 
- 	ourOwner->safeRedraw();
 
- }
 
- /**
 
-  * Deselects the artifact slot.
 
-  */
 
- void CHeroArtPlace::deselect ()
 
- {
 
- 	pickSlot(false);
 
- 	if(ourArt && ourArt->canBeDisassembled()) //combined art returned to its slot -> restore locks
 
- 	{
 
- 		for(int i = 0; i < GameConstants::BACKPACK_START; i++)
 
- 		{
 
- 			auto place = ourOwner->getArtPlace(i);
 
- 			if(nullptr != place)//getArtPlace may return null
 
- 				place->pickSlot(false);
 
- 		}
 
- 	}
 
- 	CCS->curh->dragAndDropCursor(nullptr);
 
- 	ourOwner->unmarkSlots();
 
- 	ourOwner->commonInfo->src.clear();
 
- 	if(slotID >= GameConstants::BACKPACK_START)
 
- 		ourOwner->scrollBackpack(0); //will update slots
 
- 	ourOwner->updateParentWindow();
 
- 	ourOwner->safeRedraw();
 
- }
 
- void CHeroArtPlace::showAll(SDL_Surface * to)
 
- {
 
- 	if (ourArt && !picked && ourArt == ourOwner->curHero->getArt(slotID, false)) //last condition is needed for disassembling -> artifact may be gone, but we don't know yet TODO: real, nice solution
 
- 	{
 
- 		CIntObject::showAll(to);
 
- 	}
 
- 	if(marked && active)
 
- 	{
 
- 		// Draw vertical bars.
 
- 		for (int i = 0; i < pos.h; ++i)
 
- 		{
 
- 			CSDL_Ext::SDL_PutPixelWithoutRefresh(to, pos.x,             pos.y + i, 240, 220, 120);
 
- 			CSDL_Ext::SDL_PutPixelWithoutRefresh(to, pos.x + pos.w - 1, pos.y + i, 240, 220, 120);
 
- 		}
 
- 		// Draw horizontal bars.
 
- 		for (int i = 0; i < pos.w; ++i)
 
- 		{
 
- 			CSDL_Ext::SDL_PutPixelWithoutRefresh(to, pos.x + i, pos.y,             240, 220, 120);
 
- 			CSDL_Ext::SDL_PutPixelWithoutRefresh(to, pos.x + i, pos.y + pos.h - 1, 240, 220, 120);
 
- 		}
 
- 	}
 
- }
 
- bool CHeroArtPlace::fitsHere(const CArtifactInstance * art) const
 
- {
 
- 	// You can place 'no artifact' anywhere.
 
- 	if(!art)
 
- 		return true;
 
- 	// Anything but War Machines can be placed in backpack.
 
- 	if (slotID >= GameConstants::BACKPACK_START)
 
- 		return !CGI->arth->isBigArtifact(art->artType->id);
 
- 	return art->canBePutAt(ArtifactLocation(ourOwner->curHero, slotID), true);
 
- }
 
- void CHeroArtPlace::setMeAsDest(bool backpackAsVoid /*= true*/)
 
- {
 
- 	ourOwner->commonInfo->dst.setTo(this, backpackAsVoid);
 
- }
 
- void CHeroArtPlace::setArtifact(const CArtifactInstance *art)
 
- {
 
- 	baseType = -1; //by default we don't store any component
 
- 	ourArt = art;
 
- 	if(!art)
 
- 	{
 
- 		image->disable();
 
- 		text = std::string();
 
- 		hoverText = CGI->generaltexth->allTexts[507];
 
- 		return;
 
- 	}
 
- 	image->enable();
 
- 	image->setFrame(locked ? ArtifactID::ART_LOCK : art->artType->iconIndex);
 
- 	text = art->getEffectiveDescription(ourOwner->curHero);
 
- 	if(art->artType->id == ArtifactID::SPELL_SCROLL)
 
- 	{
 
- 		int spellID = art->getGivenSpellID();
 
- 		if(spellID >= 0)
 
- 		{
 
- 			//add spell component info (used to provide a pic in r-click popup)
 
- 			baseType = CComponent::spell;
 
- 			type = spellID;
 
- 			bonusValue = 0;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		baseType = CComponent::artifact;
 
- 		type = art->artType->id;
 
- 		bonusValue = 0;
 
- 	}
 
- 	if (locked) // Locks should appear as empty.
 
- 		hoverText = CGI->generaltexth->allTexts[507];
 
- 	else
 
- 		hoverText = boost::str(boost::format(CGI->generaltexth->heroscrn[1]) % ourArt->artType->Name());
 
- }
 
- void CArtifactsOfHero::SCommonPart::reset()
 
- {
 
- 	src.clear();
 
- 	dst.clear();
 
- 	CCS->curh->dragAndDropCursor(nullptr);
 
- }
 
- void CArtifactsOfHero::setHero(const CGHeroInstance * hero)
 
- {
 
- 	curHero = hero;
 
- 	if (curHero->artifactsInBackpack.size() > 0)
 
- 		backpackPos %= curHero->artifactsInBackpack.size();
 
- 	else
 
- 		backpackPos = 0;
 
- 	// Fill the slots for worn artifacts and backpack.
 
- 	for(auto p : artWorn)
 
- 	{
 
- 		setSlotData(p.second, p.first);
 
- 	}
 
- 	scrollBackpack(0);
 
- }
 
- void CArtifactsOfHero::dispose()
 
- {
 
- 	CCS->curh->dragAndDropCursor(nullptr);
 
- }
 
- void CArtifactsOfHero::scrollBackpack(int dir)
 
- {
 
- 	int artsInBackpack = curHero->artifactsInBackpack.size();
 
- 	backpackPos += dir;
 
- 	if(backpackPos < 0)// No guarantee of modulus behavior with negative operands -> we keep it positive
 
- 		backpackPos += artsInBackpack;
 
- 	if(artsInBackpack)
 
- 		backpackPos %= artsInBackpack;
 
- 	std::multiset<const CArtifactInstance *> toOmit = artifactsOnAltar;
 
- 	if(commonInfo->src.art) //if we picked an art from backapck, its slot has to be omitted
 
- 		toOmit.insert(commonInfo->src.art);
 
- 	int omitedSoFar = 0;
 
- 	//set new data
 
- 	size_t s = 0;
 
- 	for( ; s < artsInBackpack; ++s)
 
- 	{
 
- 		if (s < artsInBackpack)
 
- 		{
 
- 			auto slotID = ArtifactPosition(GameConstants::BACKPACK_START + (s + backpackPos)%artsInBackpack);
 
- 			const CArtifactInstance *art = curHero->getArt(slotID);
 
- 			assert(art);
 
- 			if(!vstd::contains(toOmit, art))
 
- 			{
 
- 				if(s - omitedSoFar < backpack.size())
 
- 					setSlotData(backpack[s-omitedSoFar], slotID);
 
- 			}
 
- 			else
 
- 			{
 
- 				toOmit -= art;
 
- 				omitedSoFar++;
 
- 				continue;
 
- 			}
 
- 		}
 
- 	}
 
- 	for( ; s - omitedSoFar < backpack.size(); s++)
 
- 		eraseSlotData(backpack[s-omitedSoFar], ArtifactPosition(GameConstants::BACKPACK_START + s));
 
- 	//in artifact merchant selling artifacts we may have highlight on one of backpack artifacts -> market needs update, cause artifact under highlight changed
 
- 	if(highlightModeCallback)
 
- 	{
 
- 		for(auto & elem : backpack)
 
- 		{
 
- 			if(elem->marked)
 
- 			{
 
- 				highlightModeCallback(elem);
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	//blocking scrolling if there is not enough artifacts to scroll
 
- 	bool scrollingPossible = artsInBackpack - omitedSoFar > backpack.size();
 
- 	leftArtRoll->block(!scrollingPossible);
 
- 	rightArtRoll->block(!scrollingPossible);
 
- 	safeRedraw();
 
- }
 
- /**
 
-  * Marks possible slots where a given artifact can be placed, except backpack.
 
-  *
 
-  * @param art Artifact checked against.
 
-  */
 
- void CArtifactsOfHero::markPossibleSlots(const CArtifactInstance* art)
 
- {
 
- 	for(CArtifactsOfHero *aoh : commonInfo->participants)
 
- 		for(auto p : aoh->artWorn)
 
- 			p.second->selectSlot(art->canBePutAt(ArtifactLocation(aoh->curHero, p.second->slotID), true));
 
- 	safeRedraw();
 
- }
 
- /**
 
-  * Unamarks all slots.
 
-  */
 
- void CArtifactsOfHero::unmarkSlots(bool withRedraw /*= true*/)
 
- {
 
- 	if(commonInfo)
 
- 		for(CArtifactsOfHero *aoh : commonInfo->participants)
 
- 			aoh->unmarkLocalSlots(false);
 
- 	else
 
- 		unmarkLocalSlots(false);\
 
- 	if(withRedraw)
 
- 		safeRedraw();
 
- }
 
- void CArtifactsOfHero::unmarkLocalSlots(bool withRedraw /*= true*/)
 
- {
 
- 	for(auto p : artWorn)
 
- 		p.second->selectSlot(false);
 
- 	for(CHeroArtPlace *place : backpack)
 
- 		place->selectSlot(false);
 
- 	if(withRedraw)
 
- 		safeRedraw();
 
- }
 
- /**
 
-  * Assigns an artifacts to an artifact place depending on it's new slot ID.
 
-  */
 
- void CArtifactsOfHero::setSlotData(CHeroArtPlace* artPlace, ArtifactPosition slotID)
 
- {
 
- 	if(!artPlace && slotID >= GameConstants::BACKPACK_START) //spurious call from artifactMoved in attempt to update hidden backpack slot
 
- 	{
 
- 		return;
 
- 	}
 
- 	artPlace->pickSlot(false);
 
- 	artPlace->slotID = slotID;
 
- 	if(const ArtSlotInfo *asi = curHero->getSlot(slotID))
 
- 	{
 
- 		artPlace->lockSlot(asi->locked);
 
- 		artPlace->setArtifact(asi->artifact);
 
- 	}
 
- 	else
 
- 		artPlace->setArtifact(nullptr);
 
- }
 
- /**
 
-  * Makes given artifact slot appear as empty with a certain slot ID.
 
-  */
 
- void CArtifactsOfHero::eraseSlotData (CHeroArtPlace* artPlace, ArtifactPosition slotID)
 
- {
 
- 	artPlace->pickSlot(false);
 
- 	artPlace->slotID = slotID;
 
- 	artPlace->setArtifact(nullptr);
 
- }
 
- CArtifactsOfHero::CArtifactsOfHero(std::map<ArtifactPosition, CHeroArtPlace *> ArtWorn, std::vector<CHeroArtPlace *> Backpack,
 
- 	CButton *leftScroll, CButton *rightScroll, bool createCommonPart):
 
- 	curHero(nullptr),
 
- 	artWorn(ArtWorn), backpack(Backpack),
 
- 	backpackPos(0), commonInfo(nullptr), updateState(false),
 
- 	leftArtRoll(leftScroll), rightArtRoll(rightScroll),
 
- 	allowedAssembling(true), highlightModeCallback(nullptr)
 
- {
 
- 	if(createCommonPart)
 
- 	{
 
- 		commonInfo = std::make_shared<CArtifactsOfHero::SCommonPart>();
 
- 		commonInfo->participants.insert(this);
 
- 	}
 
- 	// Init slots for worn artifacts.
 
- 	for (auto p : artWorn)
 
- 	{
 
- 		p.second->ourOwner = this;
 
- 		eraseSlotData(p.second, p.first);
 
- 	}
 
- 	// Init slots for the backpack.
 
- 	for(size_t s=0; s<backpack.size(); ++s)
 
- 	{
 
- 		backpack[s]->ourOwner = this;
 
- 		eraseSlotData(backpack[s], ArtifactPosition(GameConstants::BACKPACK_START + s));
 
- 	}
 
- 	leftArtRoll->addCallback(std::bind(&CArtifactsOfHero::scrollBackpack,this,-1));
 
- 	rightArtRoll->addCallback(std::bind(&CArtifactsOfHero::scrollBackpack,this,+1));
 
- }
 
- CArtifactsOfHero::CArtifactsOfHero(const Point& position, bool createCommonPart /*= false*/)
 
-  : curHero(nullptr), backpackPos(0), commonInfo(nullptr), updateState(false), allowedAssembling(true), highlightModeCallback(nullptr)
 
- {
 
- 	if(createCommonPart)
 
- 	{
 
- 		commonInfo = std::make_shared<CArtifactsOfHero::SCommonPart>();
 
- 		commonInfo->participants.insert(this);
 
- 	}
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	pos += position;
 
- 	std::vector<Point> slotPos =
 
- 	{
 
- 		Point(509,30),  Point(567,240), Point(509,80),  //0-2
 
- 		Point(383,68),  Point(564,183), Point(509,130), //3-5
 
- 		Point(431,68),  Point(610,183), Point(515,295), //6-8
 
- 		Point(383,143), Point(399,194), Point(415,245), //9-11
 
- 		Point(431,296), Point(564,30),  Point(610,30), //12-14
 
- 		Point(610,76),  Point(610,122), Point(610,310), //15-17
 
- 		Point(381,296) //18
 
- 	};
 
- 	// Create slots for worn artifacts.
 
- 	for (size_t g = 0; g < GameConstants::BACKPACK_START ; g++)
 
- 	{
 
- 		artWorn[ArtifactPosition(g)] = new CHeroArtPlace(slotPos[g]);
 
- 		artWorn[ArtifactPosition(g)]->ourOwner = this;
 
- 		eraseSlotData(artWorn[ArtifactPosition(g)], ArtifactPosition(g));
 
- 	}
 
- 	// Create slots for the backpack.
 
- 	for(size_t s=0; s<5; ++s)
 
- 	{
 
- 		auto add = new CHeroArtPlace(Point(403 + 46 * s, 365));
 
- 		add->ourOwner = this;
 
- 		eraseSlotData(add, ArtifactPosition(GameConstants::BACKPACK_START + s));
 
- 		backpack.push_back(add);
 
- 	}
 
- 	leftArtRoll =  new CButton(Point(379, 364), "hsbtns3.def", CButton::tooltip(), [&]{ scrollBackpack(-1);}, SDLK_LEFT);
 
- 	rightArtRoll = new CButton(Point(632, 364), "hsbtns5.def", CButton::tooltip(), [&]{ scrollBackpack(+1);}, SDLK_RIGHT);
 
- }
 
- CArtifactsOfHero::~CArtifactsOfHero()
 
- {
 
- 	dispose();
 
- }
 
- void CArtifactsOfHero::updateParentWindow()
 
- {
 
- 	if (CHeroWindow* chw = dynamic_cast<CHeroWindow*>(GH.topInt()))
 
- 	{
 
- 		if(updateState)
 
- 			chw->curHero = curHero;
 
- 		else
 
- 			chw->update(curHero, true);
 
- 	}
 
- 	else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt()))
 
- 	{
 
- 		//use our copy of hero to draw window
 
- 		if(cew->heroInst[0]->id == curHero->id)
 
- 			cew->heroInst[0] = curHero;
 
- 		else
 
- 			cew->heroInst[1] = curHero;
 
- 		if(!updateState)
 
- 		{
 
- 			cew->deactivate();
 
- // 			for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
 
- // 			{
 
- // 				if(cew->heroInst[g] == curHero)
 
- // 				{
 
- // 					cew->artifs[g]->setHero(curHero);
 
- // 				}
 
- // 			}
 
- 			cew->prepareBackground();
 
- 			cew->redraw();
 
- 			cew->activate();
 
- 		}
 
- 	}
 
- }
 
- void CArtifactsOfHero::safeRedraw()
 
- {
 
- 	if (active)
 
- 	{
 
- 		if(parent)
 
- 			parent->redraw();
 
- 		else
 
- 			redraw();
 
- 	}
 
- }
 
- void CArtifactsOfHero::realizeCurrentTransaction()
 
- {
 
- 	assert(commonInfo->src.AOH);
 
- 	assert(commonInfo->dst.AOH);
 
- 	LOCPLINT->cb->swapArtifacts(ArtifactLocation(commonInfo->src.AOH->curHero, commonInfo->src.slotID),
 
- 								ArtifactLocation(commonInfo->dst.AOH->curHero, commonInfo->dst.slotID));
 
- }
 
- void CArtifactsOfHero::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
 
- {
 
- 	bool isCurHeroSrc = src.isHolder(curHero),
 
- 		isCurHeroDst = dst.isHolder(curHero);
 
- 	if(isCurHeroSrc && src.slot >= GameConstants::BACKPACK_START)
 
- 		updateSlot(src.slot);
 
- 	if(isCurHeroDst && dst.slot >= GameConstants::BACKPACK_START)
 
- 		updateSlot(dst.slot);
 
- 	if(isCurHeroSrc  ||  isCurHeroDst) //we need to update all slots, artifact might be combined and affect more slots
 
- 		updateWornSlots(false);
 
- 	if (!src.isHolder(curHero) && !isCurHeroDst)
 
- 		return;
 
- 	if(commonInfo->src == src) //artifact was taken from us
 
- 	{
 
- 		assert(commonInfo->dst == dst  //expected movement from slot ot slot
 
- 			||  dst.slot == dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START //artifact moved back to backpack (eg. to make place for art we are moving)
 
- 			|| dst.getHolderArtSet()->bearerType() != ArtBearer::HERO);
 
- 		commonInfo->reset();
 
- 		unmarkSlots();
 
- 	}
 
- 	else if(commonInfo->dst == src) //the dest artifact was moved -> we are picking it
 
- 	{
 
- 		assert(dst.slot >= GameConstants::BACKPACK_START);
 
- 		commonInfo->reset();
 
- 		CHeroArtPlace *ap = nullptr;
 
- 		for(CArtifactsOfHero *aoh : commonInfo->participants)
 
- 		{
 
- 			if(dst.isHolder(aoh->curHero))
 
- 			{
 
- 				commonInfo->src.AOH = aoh;
 
- 				if((ap = aoh->getArtPlace(dst.slot)))//getArtPlace may return null
 
- 					break;
 
- 			}
 
- 		}
 
- 		if(ap)
 
- 		{
 
- 			ap->select();
 
- 		}
 
- 		else
 
- 		{
 
- 			commonInfo->src.art = dst.getArt();
 
- 			commonInfo->src.slotID = dst.slot;
 
- 			assert(commonInfo->src.AOH);
 
- 			CCS->curh->dragAndDropCursor(new CAnimImage("artifact", dst.getArt()->artType->iconIndex));
 
- 			markPossibleSlots(dst.getArt());
 
- 		}
 
- 	}
 
- 	else if(src.slot >= GameConstants::BACKPACK_START &&
 
- 	        src.slot <  commonInfo->src.slotID &&
 
- 			    src.isHolder(commonInfo->src.AOH->curHero)) //artifact taken from before currently picked one
 
- 	{
 
- 		//int fixedSlot = src.hero->getArtPos(commonInfo->src.art);
 
- 		vstd::advance(commonInfo->src.slotID, -1);
 
- 		assert(commonInfo->src.valid());
 
- 	}
 
- 	else
 
- 	{
 
- 		//when moving one artifact onto another it leads to two art movements: dst->backapck; src->dst
 
- 		// however after first movement we pick the art from backpack and the second movement coming when
 
- 		// we have a different artifact may look surprising... but it's valid.
 
- 	}
 
- 	updateParentWindow();
 
- 	int shift = 0;
 
- // 	if(dst.slot >= Arts::BACKPACK_START && dst.slot - Arts::BACKPACK_START < backpackPos)
 
- // 		shift++;
 
- //
 
- 	if(src.slot < GameConstants::BACKPACK_START  &&  dst.slot - GameConstants::BACKPACK_START < backpackPos)
 
- 		shift++;
 
- 	if(dst.slot < GameConstants::BACKPACK_START  &&  src.slot - GameConstants::BACKPACK_START < backpackPos)
 
- 		shift--;
 
- 	if( (isCurHeroSrc && src.slot >= GameConstants::BACKPACK_START)
 
- 	 || (isCurHeroDst && dst.slot >= GameConstants::BACKPACK_START) )
 
- 		scrollBackpack(shift); //update backpack slots
 
- }
 
- void CArtifactsOfHero::artifactRemoved(const ArtifactLocation &al)
 
- {
 
- 	if(al.isHolder(curHero))
 
- 	{
 
- 		if(al.slot < GameConstants::BACKPACK_START)
 
- 			updateWornSlots(0);
 
- 		else
 
- 			scrollBackpack(0); //update backpack slots
 
- 	}
 
- }
 
- CHeroArtPlace * CArtifactsOfHero::getArtPlace(int slot)
 
- {
 
- 	if(slot < GameConstants::BACKPACK_START)
 
- 	{
 
- 		if(artWorn.find(ArtifactPosition(slot)) == artWorn.end())
 
- 		{
 
- 			logGlobal->errorStream() << "CArtifactsOfHero::getArtPlace: invalid slot " << slot;
 
- 			return nullptr;
 
- 		}
 
- 		return artWorn[ArtifactPosition(slot)];
 
- 	}
 
- 	else
 
- 	{
 
- 		for(CHeroArtPlace *ap : backpack)
 
- 			if(ap->slotID == slot)
 
- 				return ap;
 
- 		return nullptr;
 
- 	}
 
- }
 
- void CArtifactsOfHero::artifactAssembled(const ArtifactLocation &al)
 
- {
 
- 	if(al.isHolder(curHero))
 
- 		updateWornSlots();
 
- }
 
- void CArtifactsOfHero::artifactDisassembled(const ArtifactLocation &al)
 
- {
 
- 	if(al.isHolder(curHero))
 
- 		updateWornSlots();
 
- }
 
- void CArtifactsOfHero::updateWornSlots(bool redrawParent /*= true*/)
 
- {
 
- 	for(auto p : artWorn)
 
- 		updateSlot(p.first);
 
- 	if(redrawParent)
 
- 		updateParentWindow();
 
- }
 
- const CGHeroInstance * CArtifactsOfHero::getHero() const
 
- {
 
- 	return curHero;
 
- }
 
- void CArtifactsOfHero::updateSlot(ArtifactPosition slotID)
 
- {
 
- 	setSlotData(getArtPlace(slotID), slotID);
 
- }
 
- CArtifactHolder::CArtifactHolder()
 
- {
 
- }
 
- void CWindowWithArtifacts::artifactRemoved(const ArtifactLocation &artLoc)
 
- {
 
- 	for(CArtifactsOfHero *aoh : artSets)
 
- 		aoh->artifactRemoved(artLoc);
 
- }
 
- void CWindowWithArtifacts::artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)
 
- {
 
- 	CArtifactsOfHero *destaoh = nullptr;
 
- 	for(CArtifactsOfHero *aoh : artSets)
 
- 	{
 
- 		aoh->artifactMoved(artLoc, destLoc);
 
- 		aoh->redraw();
 
- 		if(destLoc.isHolder(aoh->getHero()))
 
- 			destaoh = aoh;
 
- 	}
 
- 	//Make sure the status bar is updated so it does not display old text
 
- 	if(destaoh != nullptr && destaoh->getArtPlace(destLoc.slot) != nullptr)
 
- 	{
 
- 		destaoh->getArtPlace(destLoc.slot)->hover(true);
 
- 	}
 
- }
 
- void CWindowWithArtifacts::artifactDisassembled(const ArtifactLocation &artLoc)
 
- {
 
- 	for(CArtifactsOfHero *aoh : artSets)
 
- 		aoh->artifactDisassembled(artLoc);
 
- }
 
- void CWindowWithArtifacts::artifactAssembled(const ArtifactLocation &artLoc)
 
- {
 
- 	for(CArtifactsOfHero *aoh : artSets)
 
- 		aoh->artifactAssembled(artLoc);
 
- }
 
- void CArtifactsOfHero::SCommonPart::Artpos::clear()
 
- {
 
- 	slotID = ArtifactPosition::PRE_FIRST;
 
- 	AOH = nullptr;
 
- 	art = nullptr;
 
- }
 
- CArtifactsOfHero::SCommonPart::Artpos::Artpos()
 
- {
 
- 	clear();
 
- }
 
- void CArtifactsOfHero::SCommonPart::Artpos::setTo(const CHeroArtPlace *place, bool dontTakeBackpack)
 
- {
 
- 	slotID = place->slotID;
 
- 	AOH = place->ourOwner;
 
- 	if(slotID >= 19 && dontTakeBackpack)
 
- 		art = nullptr;
 
- 	else
 
- 		art = place->ourArt;
 
- }
 
- bool CArtifactsOfHero::SCommonPart::Artpos::operator==(const ArtifactLocation &al) const
 
- {
 
- 	if(!AOH)
 
- 		return false;
 
- 	bool ret = al.isHolder(AOH->curHero)  &&  al.slot == slotID;
 
- 	//assert(al.getArt() == art);
 
- 	return ret;
 
- }
 
- bool CArtifactsOfHero::SCommonPart::Artpos::valid()
 
- {
 
- 	assert(AOH && art);
 
- 	return art == AOH->curHero->getArt(slotID);
 
- }
 
- CArtPlace::CArtPlace(Point position, const CArtifactInstance * Art) : ourArt(Art)
 
- {
 
- 	image = nullptr;
 
- 	pos += position;
 
- 	pos.w = pos.h = 44;
 
- }
 
- void CArtPlace::clickLeft(tribool down, bool previousState)
 
- {
 
- 	LRClickableAreaWTextComp::clickLeft(down, previousState);
 
- }
 
- void CArtPlace::clickRight(tribool down, bool previousState)
 
- {
 
- 	LRClickableAreaWTextComp::clickRight(down, previousState);
 
- }
 
- CCommanderArtPlace::CCommanderArtPlace(Point position, const CGHeroInstance * commanderOwner, ArtifactPosition artSlot, const CArtifactInstance * Art) : CArtPlace(position, Art), commanderOwner(commanderOwner), commanderSlotID(artSlot.num)
 
- {
 
- 	createImage();
 
- 	setArtifact(Art);
 
- }
 
- void CCommanderArtPlace::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if (down && ourArt && text.size())
 
- 		LOCPLINT->showYesNoDialog(CGI->generaltexth->localizedTexts["commanderWindow"]["artifactMessage"].String(), [this] { returnArtToHeroCallback(); }, [] {});
 
- }
 
- void CCommanderArtPlace::clickRight(tribool down, bool previousState)
 
- {
 
- 	if (down && ourArt && text.size())
 
- 		CArtPlace::clickRight(down, previousState);
 
- }
 
- void CCommanderArtPlace::createImage()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	int imageIndex = 0;
 
- 	if (ourArt)
 
- 		imageIndex = ourArt->artType->iconIndex;
 
- 	image = new CAnimImage("artifact", imageIndex);
 
- 	if (!ourArt)
 
- 		image->disable();
 
- }
 
- void CCommanderArtPlace::returnArtToHeroCallback()
 
- {
 
- 	ArtifactPosition artifactPos = commanderSlotID;;
 
- 	ArtifactPosition freeSlot = ourArt->firstBackpackSlot(commanderOwner);
 
- 	ArtifactLocation src(commanderOwner->commander.get(), artifactPos);
 
- 	ArtifactLocation dst(commanderOwner, freeSlot);
 
- 	if (ourArt->canBePutAt(dst, true))
 
- 	{
 
- 		LOCPLINT->cb->swapArtifacts(src, dst);
 
- 		setArtifact(nullptr);
 
- 		parent->redraw();
 
- 	}
 
- }
 
- void CCommanderArtPlace::setArtifact(const CArtifactInstance * art)
 
- {
 
- 	baseType = -1; //by default we don't store any component
 
- 	ourArt = art;
 
- 	if (!art)
 
- 	{
 
- 		image->disable();
 
- 		text = std::string();
 
- 		return;
 
- 	}
 
- 	image->enable();
 
- 	image->setFrame(art->artType->iconIndex);
 
- 	text = art->getEffectiveDescription();
 
- 	if (art->artType->id == ArtifactID::SPELL_SCROLL)
 
- 	{
 
- 		int spellID = art->getGivenSpellID();
 
- 		if (spellID >= 0)
 
- 		{
 
- 			//add spell component info (used to provide a pic in r-click popup)
 
- 			baseType = CComponent::spell;
 
- 			type = spellID;
 
- 			bonusValue = 0;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		baseType = CComponent::artifact;
 
- 		type = art->artType->id;
 
- 		bonusValue = 0;
 
- 	}
 
- }
 
 
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