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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(ourArt && 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 (ourArt && text.size() && down)
- LOCPLINT->showYesNoDialog(CGI->generaltexth->localizedTexts["commanderWindow"]["artifactMessage"].String(), [this] { returnArtToHeroCallback(); }, [] {});
- }
- void CCommanderArtPlace::clickRight(tribool down, bool previousState)
- {
- if (ourArt && text.size() && down)
- 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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