CGarrisonInt.cpp 22 KB

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  1. /*
  2. * CGarrisonInt.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGarrisonInt.h"
  12. #include "Buttons.h"
  13. #include "TextControls.h"
  14. #include "RadialMenu.h"
  15. #include "../gui/CGuiHandler.h"
  16. #include "../gui/WindowHandler.h"
  17. #include "../render/IImage.h"
  18. #include "../render/Graphics.h"
  19. #include "../windows/CCreatureWindow.h"
  20. #include "../windows/GUIClasses.h"
  21. #include "../CGameInfo.h"
  22. #include "../CPlayerInterface.h"
  23. #include "../../CCallback.h"
  24. #include "../../lib/ArtifactUtils.h"
  25. #include "../../lib/CGeneralTextHandler.h"
  26. #include "../../lib/CCreatureHandler.h"
  27. #include "../../lib/CConfigHandler.h"
  28. #include "../../lib/mapObjects/CGHeroInstance.h"
  29. #include "../../lib/networkPacks/ArtifactLocation.h"
  30. #include "../../lib/TextOperations.h"
  31. #include "../../lib/gameState/CGameState.h"
  32. void CGarrisonSlot::setHighlight(bool on)
  33. {
  34. if (on)
  35. selectionImage->enable(); //show
  36. else
  37. selectionImage->disable(); //hide
  38. }
  39. void CGarrisonSlot::hover (bool on)
  40. {
  41. ////Hoverable::hover(on);
  42. if(on)
  43. {
  44. std::string temp;
  45. if(creature)
  46. {
  47. if(owner->getSelection())
  48. {
  49. if(owner->getSelection() == this)
  50. {
  51. temp = CGI->generaltexth->tcommands[4]; //View %s
  52. boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
  53. }
  54. else if (owner->getSelection()->creature == creature)
  55. {
  56. temp = CGI->generaltexth->tcommands[2]; //Combine %s armies
  57. boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
  58. }
  59. else if (owner->getSelection()->creature)
  60. {
  61. temp = CGI->generaltexth->tcommands[7]; //Exchange %s with %s
  62. boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());
  63. boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
  64. }
  65. else
  66. {
  67. logGlobal->warn("Warning - shouldn't be - highlighted void slot %d", owner->getSelection()->ID.getNum());
  68. logGlobal->warn("Highlighted set to nullptr");
  69. owner->selectSlot(nullptr);
  70. }
  71. }
  72. else
  73. {
  74. const bool isHeroOnMap = owner->upperArmy() // Hero is not a visitor and not a garrison defender
  75. && owner->upperArmy()->ID == Obj::HERO
  76. && (!owner->lowerArmy() || owner->lowerArmy()->ID == Obj::HERO) // one hero or we are in the Heroes exchange window
  77. && !(static_cast<const CGHeroInstance*>(owner->upperArmy()))->inTownGarrison;
  78. if(isHeroOnMap)
  79. {
  80. temp = CGI->generaltexth->allTexts[481]; //Select %s
  81. }
  82. else if(upg == EGarrisonType::UPPER)
  83. {
  84. temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)
  85. }
  86. else // Hero is visiting some object (town, mine, etc)
  87. {
  88. temp = CGI->generaltexth->tcommands[32]; //Select %s (visiting)
  89. }
  90. boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
  91. }
  92. }
  93. else
  94. {
  95. if(owner->getSelection())
  96. {
  97. const CArmedInstance *highl = owner->getSelection()->getObj();
  98. if( highl->needsLastStack() //we are moving stack from hero's
  99. && highl->stacksCount() == 1 //it's only stack
  100. && owner->getSelection()->upg != upg //we're moving it to the other garrison
  101. )
  102. {
  103. temp = CGI->generaltexth->tcommands[5]; //Cannot move last army to garrison
  104. }
  105. else
  106. {
  107. temp = CGI->generaltexth->tcommands[6]; //Move %s
  108. boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());
  109. }
  110. }
  111. else
  112. {
  113. temp = CGI->generaltexth->tcommands[11]; //Empty
  114. }
  115. }
  116. GH.statusbar()->write(temp);
  117. }
  118. else
  119. {
  120. GH.statusbar()->clear();
  121. }
  122. }
  123. const CArmedInstance * CGarrisonSlot::getObj() const
  124. {
  125. return owner->army(upg);
  126. }
  127. bool CGarrisonSlot::our() const
  128. {
  129. return owner->isArmyOwned(upg);
  130. }
  131. bool CGarrisonSlot::ally() const
  132. {
  133. if(!getObj())
  134. return false;
  135. return PlayerRelations::ALLIES == LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, getObj()->tempOwner);
  136. }
  137. std::function<void()> CGarrisonSlot::getDismiss() const
  138. {
  139. const bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID
  140. && (getObj()->stacksCount() > 1 ||
  141. !getObj()->needsLastStack());
  142. return canDismiss ? [=]()
  143. {
  144. LOCPLINT->cb->dismissCreature(getObj(), ID);
  145. } : (std::function<void()>)nullptr;
  146. }
  147. /// The creature slot has been clicked twice, therefore the creature info should be shown
  148. /// @return Whether the view should be refreshed
  149. bool CGarrisonSlot::viewInfo()
  150. {
  151. UpgradeInfo pom;
  152. LOCPLINT->cb->fillUpgradeInfo(getObj(), ID, pom);
  153. bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID != CreatureID::NONE; //upgrade is possible
  154. std::function<void(CreatureID)> upgr = nullptr;
  155. auto dism = getDismiss();
  156. if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
  157. owner->selectSlot(nullptr);
  158. owner->setSplittingMode(false);
  159. for(auto & elem : owner->splitButtons)
  160. elem->block(true);
  161. redraw();
  162. GH.windows().createAndPushWindow<CStackWindow>(myStack, dism, pom, upgr);
  163. return true;
  164. }
  165. /// The selection is empty, therefore the creature should be moved
  166. /// @return Whether the view should be refreshed
  167. bool CGarrisonSlot::highlightOrDropArtifact()
  168. {
  169. bool artSelected = false;
  170. if (auto chw = GH.windows().topWindow<CWindowWithArtifacts>()) //dirty solution
  171. {
  172. const auto pickedArtInst = chw->getPickedArtifact();
  173. if(pickedArtInst)
  174. {
  175. const auto * srcHero = chw->getHeroPickedArtifact();
  176. artSelected = true;
  177. if (myStack) // try dropping the artifact only if the slot isn't empty
  178. {
  179. ArtifactLocation src(srcHero->id, ArtifactPosition::TRANSITION_POS);
  180. ArtifactLocation dst(getObj()->id, ArtifactPosition::CREATURE_SLOT);
  181. dst.creature = getSlot();
  182. if(pickedArtInst->canBePutAt(myStack, ArtifactPosition::CREATURE_SLOT, true))
  183. { //equip clicked stack
  184. if(auto dstArt = myStack->getArt(ArtifactPosition::CREATURE_SLOT))
  185. {
  186. //creature can wear only one active artifact
  187. //if we are placing a new one, the old one will be returned to the hero's backpack
  188. LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero->id,
  189. ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId())));
  190. }
  191. LOCPLINT->cb->swapArtifacts(src, dst);
  192. }
  193. }
  194. }
  195. }
  196. if (!artSelected && creature)
  197. {
  198. owner->selectSlot(this);
  199. if(creature)
  200. {
  201. for(auto & elem : owner->splitButtons)
  202. elem->block(!our());
  203. }
  204. }
  205. redraw();
  206. return true;
  207. }
  208. /// The creature is only being partially moved
  209. /// @return Whether the view should be refreshed
  210. bool CGarrisonSlot::split()
  211. {
  212. const CGarrisonSlot * selection = owner->getSelection();
  213. owner->setSplittingMode(false);
  214. int minLeft=0, minRight=0;
  215. if(upg != selection->upg) // not splitting within same army
  216. {
  217. if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack
  218. && selection->getObj()->needsLastStack() )
  219. {
  220. minLeft = 1;
  221. }
  222. // destination army can't be emptied, unless we're rebalancing two stacks of same creature
  223. if(getObj()->stacksCount() == 1
  224. && selection->creature == creature
  225. && getObj()->needsLastStack() )
  226. {
  227. minRight = 1;
  228. }
  229. }
  230. int countLeft = selection->myStack ? selection->myStack->count : 0;
  231. int countRight = myStack ? myStack->count : 0;
  232. auto splitFunctor = [this, selection](int amountLeft, int amountRight)
  233. {
  234. owner->splitStacks(selection, owner->army(upg), ID, amountRight);
  235. };
  236. GH.windows().createAndPushWindow<CSplitWindow>(selection->creature, splitFunctor, minLeft, minRight, countLeft, countRight);
  237. return true;
  238. }
  239. bool CGarrisonSlot::mustForceReselection() const
  240. {
  241. const CGarrisonSlot * selection = owner->getSelection();
  242. bool withAlly = selection->our() ^ our();
  243. if (!creature || !selection->creature)
  244. return false;
  245. // Attempt to take creatures from ally (select theirs first)
  246. if (!selection->our())
  247. return true;
  248. // Attempt to swap creatures with ally (select ours first)
  249. if (selection->creature != creature && withAlly)
  250. return true;
  251. if (!owner->removableUnits)
  252. {
  253. if (selection->upg == EGarrisonType::UPPER)
  254. return true;
  255. else
  256. return creature || upg == EGarrisonType::UPPER;
  257. }
  258. return false;
  259. }
  260. void CGarrisonSlot::showPopupWindow(const Point & cursorPosition)
  261. {
  262. if(creature)
  263. {
  264. GH.windows().createAndPushWindow<CStackWindow>(myStack, true);
  265. }
  266. }
  267. void CGarrisonSlot::clickPressed(const Point & cursorPosition)
  268. {
  269. bool refr = false;
  270. const CGarrisonSlot * selection = owner->getSelection();
  271. if(!selection)
  272. {
  273. refr = highlightOrDropArtifact(); // Affects selection
  274. handleSplittingShortcuts();
  275. }
  276. else if(selection == this)
  277. {
  278. if(!handleSplittingShortcuts())
  279. refr = viewInfo(); // Affects selection
  280. }
  281. // Re-highlight if troops aren't removable or not ours.
  282. else if (mustForceReselection())
  283. {
  284. if(creature)
  285. owner->selectSlot(this);
  286. redraw();
  287. refr = true;
  288. }
  289. else
  290. {
  291. const CArmedInstance * selectedObj = owner->army(selection->upg);
  292. bool lastHeroStackSelected = false;
  293. if(selectedObj->stacksCount() == 1
  294. && owner->getSelection()->upg != upg
  295. && selectedObj->needsLastStack())
  296. {
  297. lastHeroStackSelected = true;
  298. }
  299. if((owner->getSplittingMode() || GH.isKeyboardShiftDown()) // split window
  300. && (!creature || creature == selection->creature))
  301. {
  302. refr = split();
  303. }
  304. else if(!creature && lastHeroStackSelected) // split all except last creature
  305. LOCPLINT->cb->splitStack(selectedObj, owner->army(upg), selection->ID, ID, selection->myStack->count - 1);
  306. else if(creature != selection->creature) // swap
  307. LOCPLINT->cb->swapCreatures(owner->army(upg), selectedObj, ID, selection->ID);
  308. else if(lastHeroStackSelected) // merge last stack to other hero stack
  309. refr = split();
  310. else // merge
  311. LOCPLINT->cb->mergeStacks(selectedObj, owner->army(upg), selection->ID, ID);
  312. }
  313. if(refr)
  314. {
  315. // Refresh Statusbar
  316. hover(false);
  317. hover(true);
  318. }
  319. }
  320. void CGarrisonSlot::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
  321. {
  322. if(!on)
  323. return;
  324. if(!myStack)
  325. return;
  326. if (!settings["input"]["radialWheelGarrisonSwipe"].Bool())
  327. return;
  328. const auto * otherArmy = upg == EGarrisonType::UPPER ? owner->lowerArmy() : owner->upperArmy();
  329. bool stackExists = myStack != nullptr;
  330. bool hasSameUnit = stackExists && !owner->army(upg)->getCreatureSlots(myStack->type, ID).empty();
  331. bool hasOwnEmptySlots = stackExists && owner->army(upg)->getFreeSlot() != SlotID();
  332. bool exchangeMode = stackExists && owner->upperArmy() && owner->lowerArmy();
  333. bool hasOtherEmptySlots = exchangeMode && otherArmy->getFreeSlot() != SlotID();
  334. bool hasAnyEmptySlots = hasOtherEmptySlots || hasOwnEmptySlots;
  335. std::vector<RadialMenuConfig> menuElements = {
  336. { RadialMenuConfig::ITEM_NW, hasSameUnit, "stackMerge", "vcmi.radialWheel.mergeSameUnit", [this](){owner->bulkMergeStacks(this);} },
  337. { RadialMenuConfig::ITEM_NE, hasOwnEmptySlots, "stackFillOne", "vcmi.radialWheel.fillSingleUnit", [this](){owner->bulkSplitStack(this);} },
  338. { RadialMenuConfig::ITEM_WW, hasOwnEmptySlots, "stackSplitOne", "vcmi.radialWheel.splitSingleUnit", [this](){splitIntoParts(this->getGarrison(), 1); } },
  339. { RadialMenuConfig::ITEM_EE, hasOwnEmptySlots, "stackSplitEqual", "vcmi.radialWheel.splitUnitEqually", [this](){owner->bulkSmartSplitStack(this);} },
  340. { RadialMenuConfig::ITEM_SW, hasOtherEmptySlots, "heroMove", "vcmi.radialWheel.moveUnit", [this](){owner->moveStackToAnotherArmy(this);} },
  341. { RadialMenuConfig::ITEM_SE, hasAnyEmptySlots, "heroSwap", "vcmi.radialWheel.splitUnit", [this](){ owner->selectSlot(this); owner->splitClick();} },
  342. };
  343. if (hasAnyEmptySlots || hasSameUnit)
  344. GH.windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements);
  345. }
  346. void CGarrisonSlot::update()
  347. {
  348. if(getObj() != nullptr)
  349. {
  350. addUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);
  351. myStack = getObj()->getStackPtr(ID);
  352. creature = myStack ? myStack->type : nullptr;
  353. }
  354. else
  355. {
  356. removeUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);
  357. myStack = nullptr;
  358. creature = nullptr;
  359. }
  360. if(creature)
  361. {
  362. creatureImage->enable();
  363. creatureImage->setFrame(creature->getIconIndex());
  364. stackCount->enable();
  365. stackCount->setText(TextOperations::formatMetric(myStack->count, 4));
  366. }
  367. else
  368. {
  369. creatureImage->disable();
  370. stackCount->disable();
  371. }
  372. }
  373. CGarrisonSlot::CGarrisonSlot(CGarrisonInt * Owner, int x, int y, SlotID IID, EGarrisonType Upg, const CStackInstance * creature_)
  374. : ID(IID),
  375. owner(Owner),
  376. myStack(creature_),
  377. creature(creature_ ? creature_->type : nullptr),
  378. upg(Upg)
  379. {
  380. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  381. pos.x += x;
  382. pos.y += y;
  383. AnimationPath imgName = AnimationPath::builtin(owner->smallIcons ? "cprsmall" : "TWCRPORT");
  384. creatureImage = std::make_shared<CAnimImage>(graphics->getAnimation(imgName), 0);
  385. creatureImage->disable();
  386. selectionImage = std::make_shared<CAnimImage>(graphics->getAnimation(imgName), 1);
  387. selectionImage->disable();
  388. selectionImage->center(creatureImage->pos.center());
  389. if(Owner->smallIcons)
  390. {
  391. pos.w = 32;
  392. pos.h = 32;
  393. }
  394. else
  395. {
  396. pos.w = 58;
  397. pos.h = 64;
  398. }
  399. int labelPosW = pos.w;
  400. int labelPosH = pos.h;
  401. if(Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS) //labels under icon
  402. {
  403. labelPosW = pos.w / 2 + 1;
  404. labelPosH += 7;
  405. }
  406. ETextAlignment labelAlignment = Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS
  407. ? ETextAlignment::CENTER
  408. : ETextAlignment::BOTTOMRIGHT;
  409. stackCount = std::make_shared<CLabel>(labelPosW, labelPosH, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, labelAlignment, Colors::WHITE);
  410. update();
  411. }
  412. void CGarrisonSlot::splitIntoParts(EGarrisonType type, int amount)
  413. {
  414. auto empty = owner->getEmptySlot(type);
  415. if(empty == SlotID())
  416. return;
  417. owner->splitStacks(this, owner->army(type), empty, amount);
  418. }
  419. bool CGarrisonSlot::handleSplittingShortcuts()
  420. {
  421. const bool isAlt = GH.isKeyboardAltDown();
  422. const bool isLShift = GH.isKeyboardShiftDown();
  423. const bool isLCtrl = GH.isKeyboardCtrlDown();
  424. if(!isAlt && !isLShift && !isLCtrl)
  425. return false; // This is only case when return false
  426. auto selected = owner->getSelection();
  427. if(!selected)
  428. return true; // Some Shortcusts are pressed but there are no appropriate actions
  429. auto units = selected->myStack->count;
  430. if(units < 1)
  431. return true;
  432. if (isLShift && isLCtrl && isAlt)
  433. {
  434. owner->bulkMoveArmy(selected);
  435. }
  436. else if(isLCtrl && isAlt)
  437. {
  438. owner->moveStackToAnotherArmy(selected);
  439. }
  440. else if(isLShift && isAlt)
  441. {
  442. auto dismiss = getDismiss();
  443. if(dismiss)
  444. LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], dismiss, nullptr);
  445. }
  446. else if(isAlt)
  447. {
  448. owner->bulkMergeStacks(selected);
  449. }
  450. else
  451. {
  452. if(units <= 1)
  453. return true;
  454. if(isLCtrl && isLShift)
  455. owner->bulkSplitStack(selected);
  456. else if(isLShift)
  457. owner->bulkSmartSplitStack(selected);
  458. else
  459. splitIntoParts(selected->upg, 1); // LCtrl
  460. }
  461. return true;
  462. }
  463. void CGarrisonInt::addSplitBtn(std::shared_ptr<CButton> button)
  464. {
  465. addChild(button.get());
  466. button->recActions &= ~DISPOSE;
  467. splitButtons.push_back(button);
  468. button->block(getSelection() == nullptr);
  469. }
  470. void CGarrisonInt::createSlots()
  471. {
  472. int distance = interx + (smallIcons ? 32 : 58);
  473. for(auto i : { EGarrisonType::UPPER, EGarrisonType::LOWER })
  474. {
  475. Point offset = garOffset * static_cast<int>(i);
  476. std::vector<std::shared_ptr<CGarrisonSlot>> garrisonSlots;
  477. garrisonSlots.resize(7);
  478. if(army(i))
  479. {
  480. for(auto & elem : army(i)->Slots())
  481. {
  482. garrisonSlots[elem.first.getNum()] = std::make_shared<CGarrisonSlot>(this, offset.x + (elem.first.getNum()*distance), offset.y, elem.first, i, elem.second);
  483. }
  484. }
  485. for(int j = 0; j < 7; j++)
  486. {
  487. if(!garrisonSlots[j])
  488. garrisonSlots[j] = std::make_shared<CGarrisonSlot>(this, offset.x + (j*distance), offset.y, SlotID(j), i, nullptr);
  489. if(layout == ESlotsLayout::TWO_ROWS && j >= 4)
  490. {
  491. garrisonSlots[j]->moveBy(Point(-126, 37));
  492. }
  493. else if(layout == ESlotsLayout::REVERSED_TWO_ROWS)
  494. {
  495. if(j >= 3)
  496. {
  497. garrisonSlots[j]->moveBy(Point(-90, 49));
  498. }
  499. else
  500. {
  501. garrisonSlots[j]->moveBy(Point(36, 0));
  502. }
  503. }
  504. }
  505. vstd::concatenate(availableSlots, garrisonSlots);
  506. }
  507. }
  508. void CGarrisonInt::recreateSlots()
  509. {
  510. selectSlot(nullptr);
  511. setSplittingMode(false);
  512. for(auto & elem : splitButtons)
  513. elem->block(true);
  514. for(auto slot : availableSlots)
  515. slot->update();
  516. }
  517. void CGarrisonInt::splitClick()
  518. {
  519. if(!getSelection())
  520. return;
  521. setSplittingMode(!getSplittingMode());
  522. redraw();
  523. }
  524. void CGarrisonInt::splitStacks(const CGarrisonSlot * from, const CArmedInstance * armyDest, SlotID slotDest, int amount )
  525. {
  526. LOCPLINT->cb->splitStack(armedObjs[from->upg], armyDest, from->ID, slotDest, amount);
  527. }
  528. bool CGarrisonInt::checkSelected(const CGarrisonSlot * selected, TQuantity min) const
  529. {
  530. return selected && selected->myStack && selected->myStack->count > min && selected->creature;
  531. }
  532. void CGarrisonInt::moveStackToAnotherArmy(const CGarrisonSlot * selected)
  533. {
  534. if(!checkSelected(selected))
  535. return;
  536. const auto srcArmyType = selected->upg;
  537. const auto destArmyType = srcArmyType == EGarrisonType::UPPER
  538. ? EGarrisonType::LOWER
  539. : EGarrisonType::UPPER;
  540. auto srcArmy = armedObjs[srcArmyType];
  541. auto destArmy = armedObjs[destArmyType];
  542. if(!destArmy)
  543. return;
  544. auto destSlot = destArmy->getSlotFor(selected->creature);
  545. if(destSlot == SlotID())
  546. return;
  547. const auto srcSlot = selected->ID;
  548. const bool isDestSlotEmpty = !destArmy->getStackCount(destSlot);
  549. if(isDestSlotEmpty && !destArmy->getStackCount(srcSlot))
  550. destSlot = srcSlot; // Same place is more preferable
  551. const bool isLastStack = srcArmy->stacksCount() == 1 && srcArmy->needsLastStack();
  552. auto srcAmount = selected->myStack->count - (isLastStack ? 1 : 0);
  553. if(!srcAmount)
  554. return;
  555. if(!isDestSlotEmpty || isLastStack)
  556. {
  557. srcAmount += destArmy->getStackCount(destSlot); // Due to 'split' implementation in the 'CGameHandler::arrangeStacks'
  558. LOCPLINT->cb->splitStack(srcArmy, destArmy, srcSlot, destSlot, srcAmount);
  559. }
  560. else
  561. {
  562. LOCPLINT->cb->swapCreatures(srcArmy, destArmy, srcSlot, destSlot);
  563. }
  564. }
  565. void CGarrisonInt::bulkMoveArmy(const CGarrisonSlot * selected)
  566. {
  567. if(!checkSelected(selected))
  568. return;
  569. const auto srcArmyType = selected->upg;
  570. const auto destArmyType = (srcArmyType == EGarrisonType::UPPER)
  571. ? EGarrisonType::LOWER
  572. : EGarrisonType::UPPER;
  573. auto srcArmy = armedObjs[srcArmyType];
  574. auto destArmy = armedObjs[destArmyType];
  575. if(!destArmy)
  576. return;
  577. const auto srcSlot = selected->ID;
  578. LOCPLINT->cb->bulkMoveArmy(srcArmy->id, destArmy->id, srcSlot);
  579. }
  580. void CGarrisonInt::bulkMergeStacks(const CGarrisonSlot * selected)
  581. {
  582. if(!checkSelected(selected))
  583. return;
  584. const auto type = selected->upg;
  585. if(!armedObjs[type]->hasCreatureSlots(selected->creature, selected->ID))
  586. return;
  587. LOCPLINT->cb->bulkMergeStacks(armedObjs[type]->id, selected->ID);
  588. }
  589. void CGarrisonInt::bulkSplitStack(const CGarrisonSlot * selected)
  590. {
  591. if(!checkSelected(selected, 1)) // check if > 1
  592. return;
  593. const auto type = selected->upg;
  594. if(!hasEmptySlot(type))
  595. return;
  596. LOCPLINT->cb->bulkSplitStack(armedObjs[type]->id, selected->ID);
  597. }
  598. void CGarrisonInt::bulkSmartSplitStack(const CGarrisonSlot * selected)
  599. {
  600. if(!checkSelected(selected, 1))
  601. return;
  602. const auto type = selected->upg;
  603. // Do not disturb the server if the creature is already balanced
  604. if(!hasEmptySlot(type) && armedObjs[type]->isCreatureBalanced(selected->creature))
  605. return;
  606. LOCPLINT->cb->bulkSmartSplitStack(armedObjs[type]->id, selected->ID);
  607. }
  608. CGarrisonInt::CGarrisonInt(const Point & position, int inx, const Point & garsOffset, const CArmedInstance * s1, const CArmedInstance * s2, bool _removableUnits, bool smallImgs, ESlotsLayout _layout)
  609. : highlighted(nullptr)
  610. , inSplittingMode(false)
  611. , interx(inx)
  612. , garOffset(garsOffset)
  613. , smallIcons(smallImgs)
  614. , removableUnits(_removableUnits)
  615. , layout(_layout)
  616. {
  617. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  618. setArmy(s1, EGarrisonType::UPPER);
  619. setArmy(s2, EGarrisonType::LOWER);
  620. pos += position;
  621. createSlots();
  622. }
  623. const CGarrisonSlot * CGarrisonInt::getSelection() const
  624. {
  625. return highlighted;
  626. }
  627. void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
  628. {
  629. if(slot != highlighted)
  630. {
  631. if(highlighted)
  632. highlighted->setHighlight(false);
  633. highlighted = slot;
  634. for(auto button : splitButtons)
  635. button->block(highlighted == nullptr || !slot->our());
  636. if(highlighted)
  637. highlighted->setHighlight(true);
  638. }
  639. }
  640. void CGarrisonInt::setSplittingMode(bool on)
  641. {
  642. assert(on == false || highlighted != nullptr); //can't be in splitting mode without selection
  643. if(inSplittingMode || on)
  644. {
  645. for(auto slot : availableSlots)
  646. {
  647. if(slot.get() != getSelection())
  648. slot->setHighlight( ( on && (slot->our() || slot->ally()) && (slot->creature == nullptr || slot->creature == getSelection()->creature)));
  649. }
  650. inSplittingMode = on;
  651. }
  652. }
  653. bool CGarrisonInt::getSplittingMode()
  654. {
  655. return inSplittingMode;
  656. }
  657. SlotID CGarrisonInt::getEmptySlot(EGarrisonType type) const
  658. {
  659. assert(army(type));
  660. return army(type) ? army(type)->getFreeSlot() : SlotID();
  661. }
  662. bool CGarrisonInt::hasEmptySlot(EGarrisonType type) const
  663. {
  664. return getEmptySlot(type) != SlotID();
  665. }
  666. const CArmedInstance * CGarrisonInt::upperArmy() const
  667. {
  668. return army(EGarrisonType::UPPER);
  669. }
  670. const CArmedInstance * CGarrisonInt::lowerArmy() const
  671. {
  672. return army(EGarrisonType::LOWER);
  673. }
  674. const CArmedInstance * CGarrisonInt::army(EGarrisonType which) const
  675. {
  676. if(armedObjs.count(which))
  677. return armedObjs.at(which);
  678. return nullptr;
  679. }
  680. bool CGarrisonInt::isArmyOwned(EGarrisonType which) const
  681. {
  682. const auto * object = army(which);
  683. if (!object)
  684. return false;
  685. if (object->tempOwner == LOCPLINT->playerID)
  686. return true;
  687. if (object->tempOwner == PlayerColor::UNFLAGGABLE)
  688. return true;
  689. return false;
  690. }
  691. void CGarrisonInt::setArmy(const CArmedInstance * army, EGarrisonType type)
  692. {
  693. armedObjs[type] = army;
  694. }