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. if(Owner->smallIcons)
  389. {
  390. pos.w = 32;
  391. pos.h = 32;
  392. }
  393. else
  394. {
  395. pos.w = 58;
  396. pos.h = 64;
  397. }
  398. int labelPosW = pos.w;
  399. int labelPosH = pos.h;
  400. if(Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS) //labels under icon
  401. {
  402. labelPosW = pos.w / 2 + 1;
  403. labelPosH += 7;
  404. }
  405. ETextAlignment labelAlignment = Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS
  406. ? ETextAlignment::CENTER
  407. : ETextAlignment::BOTTOMRIGHT;
  408. stackCount = std::make_shared<CLabel>(labelPosW, labelPosH, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, labelAlignment, Colors::WHITE);
  409. update();
  410. }
  411. void CGarrisonSlot::splitIntoParts(EGarrisonType type, int amount)
  412. {
  413. auto empty = owner->getEmptySlot(type);
  414. if(empty == SlotID())
  415. return;
  416. owner->splitStacks(this, owner->army(type), empty, amount);
  417. }
  418. bool CGarrisonSlot::handleSplittingShortcuts()
  419. {
  420. const bool isAlt = GH.isKeyboardAltDown();
  421. const bool isLShift = GH.isKeyboardShiftDown();
  422. const bool isLCtrl = GH.isKeyboardCtrlDown();
  423. if(!isAlt && !isLShift && !isLCtrl)
  424. return false; // This is only case when return false
  425. auto selected = owner->getSelection();
  426. if(!selected)
  427. return true; // Some Shortcusts are pressed but there are no appropriate actions
  428. auto units = selected->myStack->count;
  429. if(units < 1)
  430. return true;
  431. if (isLShift && isLCtrl && isAlt)
  432. {
  433. owner->bulkMoveArmy(selected);
  434. }
  435. else if(isLCtrl && isAlt)
  436. {
  437. owner->moveStackToAnotherArmy(selected);
  438. }
  439. else if(isLShift && isAlt)
  440. {
  441. auto dismiss = getDismiss();
  442. if(dismiss)
  443. LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], dismiss, nullptr);
  444. }
  445. else if(isAlt)
  446. {
  447. owner->bulkMergeStacks(selected);
  448. }
  449. else
  450. {
  451. if(units <= 1)
  452. return true;
  453. if(isLCtrl && isLShift)
  454. owner->bulkSplitStack(selected);
  455. else if(isLShift)
  456. owner->bulkSmartSplitStack(selected);
  457. else
  458. splitIntoParts(selected->upg, 1); // LCtrl
  459. }
  460. return true;
  461. }
  462. void CGarrisonInt::addSplitBtn(std::shared_ptr<CButton> button)
  463. {
  464. addChild(button.get());
  465. button->recActions &= ~DISPOSE;
  466. splitButtons.push_back(button);
  467. button->block(getSelection() == nullptr);
  468. }
  469. void CGarrisonInt::createSlots()
  470. {
  471. int distance = interx + (smallIcons ? 32 : 58);
  472. for(auto i : { EGarrisonType::UPPER, EGarrisonType::LOWER })
  473. {
  474. Point offset = garOffset * static_cast<int>(i);
  475. std::vector<std::shared_ptr<CGarrisonSlot>> garrisonSlots;
  476. garrisonSlots.resize(7);
  477. if(army(i))
  478. {
  479. for(auto & elem : army(i)->Slots())
  480. {
  481. garrisonSlots[elem.first.getNum()] = std::make_shared<CGarrisonSlot>(this, offset.x + (elem.first.getNum()*distance), offset.y, elem.first, i, elem.second);
  482. }
  483. }
  484. for(int j = 0; j < 7; j++)
  485. {
  486. if(!garrisonSlots[j])
  487. garrisonSlots[j] = std::make_shared<CGarrisonSlot>(this, offset.x + (j*distance), offset.y, SlotID(j), i, nullptr);
  488. if(layout == ESlotsLayout::TWO_ROWS && j >= 4)
  489. {
  490. garrisonSlots[j]->moveBy(Point(-126, 37));
  491. }
  492. else if(layout == ESlotsLayout::REVERSED_TWO_ROWS)
  493. {
  494. if(j >= 3)
  495. {
  496. garrisonSlots[j]->moveBy(Point(-90, 49));
  497. }
  498. else
  499. {
  500. garrisonSlots[j]->moveBy(Point(36, 0));
  501. }
  502. }
  503. }
  504. vstd::concatenate(availableSlots, garrisonSlots);
  505. }
  506. }
  507. void CGarrisonInt::recreateSlots()
  508. {
  509. selectSlot(nullptr);
  510. setSplittingMode(false);
  511. for(auto & elem : splitButtons)
  512. elem->block(true);
  513. for(auto slot : availableSlots)
  514. slot->update();
  515. }
  516. void CGarrisonInt::splitClick()
  517. {
  518. if(!getSelection())
  519. return;
  520. setSplittingMode(!getSplittingMode());
  521. redraw();
  522. }
  523. void CGarrisonInt::splitStacks(const CGarrisonSlot * from, const CArmedInstance * armyDest, SlotID slotDest, int amount )
  524. {
  525. LOCPLINT->cb->splitStack(armedObjs[from->upg], armyDest, from->ID, slotDest, amount);
  526. }
  527. bool CGarrisonInt::checkSelected(const CGarrisonSlot * selected, TQuantity min) const
  528. {
  529. return selected && selected->myStack && selected->myStack->count > min && selected->creature;
  530. }
  531. void CGarrisonInt::moveStackToAnotherArmy(const CGarrisonSlot * selected)
  532. {
  533. if(!checkSelected(selected))
  534. return;
  535. const auto srcArmyType = selected->upg;
  536. const auto destArmyType = srcArmyType == EGarrisonType::UPPER
  537. ? EGarrisonType::LOWER
  538. : EGarrisonType::UPPER;
  539. auto srcArmy = armedObjs[srcArmyType];
  540. auto destArmy = armedObjs[destArmyType];
  541. if(!destArmy)
  542. return;
  543. auto destSlot = destArmy->getSlotFor(selected->creature);
  544. if(destSlot == SlotID())
  545. return;
  546. const auto srcSlot = selected->ID;
  547. const bool isDestSlotEmpty = !destArmy->getStackCount(destSlot);
  548. if(isDestSlotEmpty && !destArmy->getStackCount(srcSlot))
  549. destSlot = srcSlot; // Same place is more preferable
  550. const bool isLastStack = srcArmy->stacksCount() == 1 && srcArmy->needsLastStack();
  551. auto srcAmount = selected->myStack->count - (isLastStack ? 1 : 0);
  552. if(!srcAmount)
  553. return;
  554. if(!isDestSlotEmpty || isLastStack)
  555. {
  556. srcAmount += destArmy->getStackCount(destSlot); // Due to 'split' implementation in the 'CGameHandler::arrangeStacks'
  557. LOCPLINT->cb->splitStack(srcArmy, destArmy, srcSlot, destSlot, srcAmount);
  558. }
  559. else
  560. {
  561. LOCPLINT->cb->swapCreatures(srcArmy, destArmy, srcSlot, destSlot);
  562. }
  563. }
  564. void CGarrisonInt::bulkMoveArmy(const CGarrisonSlot * selected)
  565. {
  566. if(!checkSelected(selected))
  567. return;
  568. const auto srcArmyType = selected->upg;
  569. const auto destArmyType = (srcArmyType == EGarrisonType::UPPER)
  570. ? EGarrisonType::LOWER
  571. : EGarrisonType::UPPER;
  572. auto srcArmy = armedObjs[srcArmyType];
  573. auto destArmy = armedObjs[destArmyType];
  574. if(!destArmy)
  575. return;
  576. const auto srcSlot = selected->ID;
  577. LOCPLINT->cb->bulkMoveArmy(srcArmy->id, destArmy->id, srcSlot);
  578. }
  579. void CGarrisonInt::bulkMergeStacks(const CGarrisonSlot * selected)
  580. {
  581. if(!checkSelected(selected))
  582. return;
  583. const auto type = selected->upg;
  584. if(!armedObjs[type]->hasCreatureSlots(selected->creature, selected->ID))
  585. return;
  586. LOCPLINT->cb->bulkMergeStacks(armedObjs[type]->id, selected->ID);
  587. }
  588. void CGarrisonInt::bulkSplitStack(const CGarrisonSlot * selected)
  589. {
  590. if(!checkSelected(selected, 1)) // check if > 1
  591. return;
  592. const auto type = selected->upg;
  593. if(!hasEmptySlot(type))
  594. return;
  595. LOCPLINT->cb->bulkSplitStack(armedObjs[type]->id, selected->ID);
  596. }
  597. void CGarrisonInt::bulkSmartSplitStack(const CGarrisonSlot * selected)
  598. {
  599. if(!checkSelected(selected, 1))
  600. return;
  601. const auto type = selected->upg;
  602. // Do not disturb the server if the creature is already balanced
  603. if(!hasEmptySlot(type) && armedObjs[type]->isCreatureBalanced(selected->creature))
  604. return;
  605. LOCPLINT->cb->bulkSmartSplitStack(armedObjs[type]->id, selected->ID);
  606. }
  607. CGarrisonInt::CGarrisonInt(const Point & position, int inx, const Point & garsOffset, const CArmedInstance * s1, const CArmedInstance * s2, bool _removableUnits, bool smallImgs, ESlotsLayout _layout)
  608. : highlighted(nullptr)
  609. , inSplittingMode(false)
  610. , interx(inx)
  611. , garOffset(garsOffset)
  612. , smallIcons(smallImgs)
  613. , removableUnits(_removableUnits)
  614. , layout(_layout)
  615. {
  616. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  617. setArmy(s1, EGarrisonType::UPPER);
  618. setArmy(s2, EGarrisonType::LOWER);
  619. pos += position;
  620. createSlots();
  621. }
  622. const CGarrisonSlot * CGarrisonInt::getSelection() const
  623. {
  624. return highlighted;
  625. }
  626. void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
  627. {
  628. if(slot != highlighted)
  629. {
  630. if(highlighted)
  631. highlighted->setHighlight(false);
  632. highlighted = slot;
  633. for(auto button : splitButtons)
  634. button->block(highlighted == nullptr || !slot->our());
  635. if(highlighted)
  636. highlighted->setHighlight(true);
  637. }
  638. }
  639. void CGarrisonInt::setSplittingMode(bool on)
  640. {
  641. assert(on == false || highlighted != nullptr); //can't be in splitting mode without selection
  642. if(inSplittingMode || on)
  643. {
  644. for(auto slot : availableSlots)
  645. {
  646. if(slot.get() != getSelection())
  647. slot->setHighlight( ( on && (slot->our() || slot->ally()) && (slot->creature == nullptr || slot->creature == getSelection()->creature)));
  648. }
  649. inSplittingMode = on;
  650. }
  651. }
  652. bool CGarrisonInt::getSplittingMode()
  653. {
  654. return inSplittingMode;
  655. }
  656. SlotID CGarrisonInt::getEmptySlot(EGarrisonType type) const
  657. {
  658. assert(army(type));
  659. return army(type) ? army(type)->getFreeSlot() : SlotID();
  660. }
  661. bool CGarrisonInt::hasEmptySlot(EGarrisonType type) const
  662. {
  663. return getEmptySlot(type) != SlotID();
  664. }
  665. const CArmedInstance * CGarrisonInt::upperArmy() const
  666. {
  667. return army(EGarrisonType::UPPER);
  668. }
  669. const CArmedInstance * CGarrisonInt::lowerArmy() const
  670. {
  671. return army(EGarrisonType::LOWER);
  672. }
  673. const CArmedInstance * CGarrisonInt::army(EGarrisonType which) const
  674. {
  675. if(armedObjs.count(which))
  676. return armedObjs.at(which);
  677. return nullptr;
  678. }
  679. bool CGarrisonInt::isArmyOwned(EGarrisonType which) const
  680. {
  681. const auto * object = army(which);
  682. if (!object)
  683. return false;
  684. if (object->tempOwner == LOCPLINT->playerID)
  685. return true;
  686. if (object->tempOwner == PlayerColor::UNFLAGGABLE)
  687. return true;
  688. return false;
  689. }
  690. void CGarrisonInt::setArmy(const CArmedInstance * army, EGarrisonType type)
  691. {
  692. armedObjs[type] = army;
  693. }