CGarrisonInt.cpp 21 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, ArtifactPosition::TRANSITION_POS);
  180. ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
  181. if(pickedArtInst->canBePutAt(dst, true))
  182. { //equip clicked stack
  183. if(dst.getArt())
  184. {
  185. //creature can wear only one active artifact
  186. //if we are placing a new one, the old one will be returned to the hero's backpack
  187. LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero,
  188. ArtifactUtils::getArtBackpackPosition(srcHero, dst.getArt()->getTypeId())));
  189. }
  190. LOCPLINT->cb->swapArtifacts(src, dst);
  191. }*/
  192. }
  193. }
  194. }
  195. if (!artSelected && creature)
  196. {
  197. owner->selectSlot(this);
  198. if(creature)
  199. {
  200. for(auto & elem : owner->splitButtons)
  201. elem->block(!our());
  202. }
  203. }
  204. redraw();
  205. return true;
  206. }
  207. /// The creature is only being partially moved
  208. /// @return Whether the view should be refreshed
  209. bool CGarrisonSlot::split()
  210. {
  211. const CGarrisonSlot * selection = owner->getSelection();
  212. owner->setSplittingMode(false);
  213. int minLeft=0, minRight=0;
  214. if(upg != selection->upg) // not splitting within same army
  215. {
  216. if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack
  217. && selection->getObj()->needsLastStack() )
  218. {
  219. minLeft = 1;
  220. }
  221. // destination army can't be emptied, unless we're rebalancing two stacks of same creature
  222. if(getObj()->stacksCount() == 1
  223. && selection->creature == creature
  224. && getObj()->needsLastStack() )
  225. {
  226. minRight = 1;
  227. }
  228. }
  229. int countLeft = selection->myStack ? selection->myStack->count : 0;
  230. int countRight = myStack ? myStack->count : 0;
  231. auto splitFunctor = [this, selection](int amountLeft, int amountRight)
  232. {
  233. owner->splitStacks(selection, owner->army(upg), ID, amountRight);
  234. };
  235. GH.windows().createAndPushWindow<CSplitWindow>(selection->creature, splitFunctor, minLeft, minRight, countLeft, countRight);
  236. return true;
  237. }
  238. bool CGarrisonSlot::mustForceReselection() const
  239. {
  240. const CGarrisonSlot * selection = owner->getSelection();
  241. bool withAlly = selection->our() ^ our();
  242. if (!creature || !selection->creature)
  243. return false;
  244. // Attempt to take creatures from ally (select theirs first)
  245. if (!selection->our())
  246. return true;
  247. // Attempt to swap creatures with ally (select ours first)
  248. if (selection->creature != creature && withAlly)
  249. return true;
  250. if (!owner->removableUnits)
  251. {
  252. if (selection->upg == EGarrisonType::UPPER)
  253. return true;
  254. else
  255. return creature || upg == EGarrisonType::UPPER;
  256. }
  257. return false;
  258. }
  259. void CGarrisonSlot::showPopupWindow(const Point & cursorPosition)
  260. {
  261. if(creature)
  262. {
  263. GH.windows().createAndPushWindow<CStackWindow>(myStack, true);
  264. }
  265. }
  266. void CGarrisonSlot::clickPressed(const Point & cursorPosition)
  267. {
  268. bool refr = false;
  269. const CGarrisonSlot * selection = owner->getSelection();
  270. if(!selection)
  271. {
  272. refr = highlightOrDropArtifact(); // Affects selection
  273. handleSplittingShortcuts();
  274. }
  275. else if(selection == this)
  276. {
  277. if(!handleSplittingShortcuts())
  278. refr = viewInfo(); // Affects selection
  279. }
  280. // Re-highlight if troops aren't removable or not ours.
  281. else if (mustForceReselection())
  282. {
  283. if(creature)
  284. owner->selectSlot(this);
  285. redraw();
  286. refr = true;
  287. }
  288. else
  289. {
  290. const CArmedInstance * selectedObj = owner->army(selection->upg);
  291. bool lastHeroStackSelected = false;
  292. if(selectedObj->stacksCount() == 1
  293. && owner->getSelection()->upg != upg
  294. && selectedObj->needsLastStack())
  295. {
  296. lastHeroStackSelected = true;
  297. }
  298. if((owner->getSplittingMode() || GH.isKeyboardShiftDown()) // split window
  299. && (!creature || creature == selection->creature))
  300. {
  301. refr = split();
  302. }
  303. else if(!creature && lastHeroStackSelected) // split all except last creature
  304. LOCPLINT->cb->splitStack(selectedObj, owner->army(upg), selection->ID, ID, selection->myStack->count - 1);
  305. else if(creature != selection->creature) // swap
  306. LOCPLINT->cb->swapCreatures(owner->army(upg), selectedObj, ID, selection->ID);
  307. else if(lastHeroStackSelected) // merge last stack to other hero stack
  308. refr = split();
  309. else // merge
  310. LOCPLINT->cb->mergeStacks(selectedObj, owner->army(upg), selection->ID, ID);
  311. }
  312. if(refr)
  313. {
  314. // Refresh Statusbar
  315. hover(false);
  316. hover(true);
  317. }
  318. }
  319. void CGarrisonSlot::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
  320. {
  321. if(!on)
  322. return;
  323. if(!myStack)
  324. return;
  325. if (!settings["input"]["radialWheelGarrisonSwipe"].Bool())
  326. return;
  327. const auto * otherArmy = upg == EGarrisonType::UPPER ? owner->lowerArmy() : owner->upperArmy();
  328. bool stackExists = myStack != nullptr;
  329. bool hasSameUnit = stackExists && !owner->army(upg)->getCreatureSlots(myStack->type, ID).empty();
  330. bool hasOwnEmptySlots = stackExists && owner->army(upg)->getFreeSlot() != SlotID();
  331. bool exchangeMode = stackExists && owner->upperArmy() && owner->lowerArmy();
  332. bool hasOtherEmptySlots = exchangeMode && otherArmy->getFreeSlot() != SlotID();
  333. bool hasAnyEmptySlots = hasOtherEmptySlots || hasOwnEmptySlots;
  334. std::vector<RadialMenuConfig> menuElements = {
  335. { RadialMenuConfig::ITEM_NW, hasSameUnit, "stackMerge", "vcmi.radialWheel.mergeSameUnit", [this](){owner->bulkMergeStacks(this);} },
  336. { RadialMenuConfig::ITEM_NE, hasOwnEmptySlots, "stackFillOne", "vcmi.radialWheel.fillSingleUnit", [this](){owner->bulkSplitStack(this);} },
  337. { RadialMenuConfig::ITEM_WW, hasOwnEmptySlots, "stackSplitOne", "vcmi.radialWheel.splitSingleUnit", [this](){splitIntoParts(this->getGarrison(), 1); } },
  338. { RadialMenuConfig::ITEM_EE, hasOwnEmptySlots, "stackSplitEqual", "vcmi.radialWheel.splitUnitEqually", [this](){owner->bulkSmartSplitStack(this);} },
  339. { RadialMenuConfig::ITEM_SW, hasOtherEmptySlots, "heroMove", "vcmi.radialWheel.moveUnit", [this](){owner->moveStackToAnotherArmy(this);} },
  340. { RadialMenuConfig::ITEM_SE, hasAnyEmptySlots, "heroSwap", "vcmi.radialWheel.splitUnit", [this](){ owner->selectSlot(this); owner->splitClick();} },
  341. };
  342. if (hasAnyEmptySlots || hasSameUnit)
  343. GH.windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements);
  344. }
  345. void CGarrisonSlot::update()
  346. {
  347. if(getObj() != nullptr)
  348. {
  349. addUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);
  350. myStack = getObj()->getStackPtr(ID);
  351. creature = myStack ? myStack->type : nullptr;
  352. }
  353. else
  354. {
  355. removeUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);
  356. myStack = nullptr;
  357. creature = nullptr;
  358. }
  359. if(creature)
  360. {
  361. creatureImage->enable();
  362. creatureImage->setFrame(creature->getIconIndex());
  363. stackCount->enable();
  364. stackCount->setText(TextOperations::formatMetric(myStack->count, 4));
  365. }
  366. else
  367. {
  368. creatureImage->disable();
  369. stackCount->disable();
  370. }
  371. }
  372. CGarrisonSlot::CGarrisonSlot(CGarrisonInt * Owner, int x, int y, SlotID IID, EGarrisonType Upg, const CStackInstance * creature_)
  373. : ID(IID),
  374. owner(Owner),
  375. myStack(creature_),
  376. creature(creature_ ? creature_->type : nullptr),
  377. upg(Upg)
  378. {
  379. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  380. pos.x += x;
  381. pos.y += y;
  382. AnimationPath imgName = AnimationPath::builtin(owner->smallIcons ? "cprsmall" : "TWCRPORT");
  383. creatureImage = std::make_shared<CAnimImage>(graphics->getAnimation(imgName), 0);
  384. creatureImage->disable();
  385. selectionImage = std::make_shared<CAnimImage>(graphics->getAnimation(imgName), 1);
  386. selectionImage->disable();
  387. if(Owner->smallIcons)
  388. {
  389. pos.w = 32;
  390. pos.h = 32;
  391. }
  392. else
  393. {
  394. pos.w = 58;
  395. pos.h = 64;
  396. }
  397. int labelPosW = pos.w;
  398. int labelPosH = pos.h;
  399. if(Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS) //labels under icon
  400. {
  401. labelPosW = pos.w / 2 + 1;
  402. labelPosH += 7;
  403. }
  404. ETextAlignment labelAlignment = Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS
  405. ? ETextAlignment::CENTER
  406. : ETextAlignment::BOTTOMRIGHT;
  407. stackCount = std::make_shared<CLabel>(labelPosW, labelPosH, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, labelAlignment, Colors::WHITE);
  408. update();
  409. }
  410. void CGarrisonSlot::splitIntoParts(EGarrisonType type, int amount)
  411. {
  412. auto empty = owner->getEmptySlot(type);
  413. if(empty == SlotID())
  414. return;
  415. owner->splitStacks(this, owner->army(type), empty, amount);
  416. }
  417. bool CGarrisonSlot::handleSplittingShortcuts()
  418. {
  419. const bool isAlt = GH.isKeyboardAltDown();
  420. const bool isLShift = GH.isKeyboardShiftDown();
  421. const bool isLCtrl = GH.isKeyboardCtrlDown();
  422. if(!isAlt && !isLShift && !isLCtrl)
  423. return false; // This is only case when return false
  424. auto selected = owner->getSelection();
  425. if(!selected)
  426. return true; // Some Shortcusts are pressed but there are no appropriate actions
  427. auto units = selected->myStack->count;
  428. if(units < 1)
  429. return true;
  430. if (isLShift && isLCtrl && isAlt)
  431. {
  432. owner->bulkMoveArmy(selected);
  433. }
  434. else if(isLCtrl && isAlt)
  435. {
  436. owner->moveStackToAnotherArmy(selected);
  437. }
  438. else if(isLShift && isAlt)
  439. {
  440. auto dismiss = getDismiss();
  441. if(dismiss)
  442. LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], dismiss, nullptr);
  443. }
  444. else if(isAlt)
  445. {
  446. owner->bulkMergeStacks(selected);
  447. }
  448. else
  449. {
  450. if(units <= 1)
  451. return true;
  452. if(isLCtrl && isLShift)
  453. owner->bulkSplitStack(selected);
  454. else if(isLShift)
  455. owner->bulkSmartSplitStack(selected);
  456. else
  457. splitIntoParts(selected->upg, 1); // LCtrl
  458. }
  459. return true;
  460. }
  461. void CGarrisonInt::addSplitBtn(std::shared_ptr<CButton> button)
  462. {
  463. addChild(button.get());
  464. button->recActions &= ~DISPOSE;
  465. splitButtons.push_back(button);
  466. button->block(getSelection() == nullptr);
  467. }
  468. void CGarrisonInt::createSlots()
  469. {
  470. int distance = interx + (smallIcons ? 32 : 58);
  471. for(auto i : { EGarrisonType::UPPER, EGarrisonType::LOWER })
  472. {
  473. Point offset = garOffset * static_cast<int>(i);
  474. std::vector<std::shared_ptr<CGarrisonSlot>> garrisonSlots;
  475. garrisonSlots.resize(7);
  476. if(army(i))
  477. {
  478. for(auto & elem : army(i)->Slots())
  479. {
  480. garrisonSlots[elem.first.getNum()] = std::make_shared<CGarrisonSlot>(this, offset.x + (elem.first.getNum()*distance), offset.y, elem.first, i, elem.second);
  481. }
  482. }
  483. for(int j = 0; j < 7; j++)
  484. {
  485. if(!garrisonSlots[j])
  486. garrisonSlots[j] = std::make_shared<CGarrisonSlot>(this, offset.x + (j*distance), offset.y, SlotID(j), i, nullptr);
  487. if(layout == ESlotsLayout::TWO_ROWS && j >= 4)
  488. {
  489. garrisonSlots[j]->moveBy(Point(-126, 37));
  490. }
  491. else if(layout == ESlotsLayout::REVERSED_TWO_ROWS)
  492. {
  493. if(j >= 3)
  494. {
  495. garrisonSlots[j]->moveBy(Point(-90, 49));
  496. }
  497. else
  498. {
  499. garrisonSlots[j]->moveBy(Point(36, 0));
  500. }
  501. }
  502. }
  503. vstd::concatenate(availableSlots, garrisonSlots);
  504. }
  505. }
  506. void CGarrisonInt::recreateSlots()
  507. {
  508. selectSlot(nullptr);
  509. setSplittingMode(false);
  510. for(auto & elem : splitButtons)
  511. elem->block(true);
  512. for(auto slot : availableSlots)
  513. slot->update();
  514. }
  515. void CGarrisonInt::splitClick()
  516. {
  517. if(!getSelection())
  518. return;
  519. setSplittingMode(!getSplittingMode());
  520. redraw();
  521. }
  522. void CGarrisonInt::splitStacks(const CGarrisonSlot * from, const CArmedInstance * armyDest, SlotID slotDest, int amount )
  523. {
  524. LOCPLINT->cb->splitStack(armedObjs[from->upg], armyDest, from->ID, slotDest, amount);
  525. }
  526. bool CGarrisonInt::checkSelected(const CGarrisonSlot * selected, TQuantity min) const
  527. {
  528. return selected && selected->myStack && selected->myStack->count > min && selected->creature;
  529. }
  530. void CGarrisonInt::moveStackToAnotherArmy(const CGarrisonSlot * selected)
  531. {
  532. if(!checkSelected(selected))
  533. return;
  534. const auto srcArmyType = selected->upg;
  535. const auto destArmyType = srcArmyType == EGarrisonType::UPPER
  536. ? EGarrisonType::LOWER
  537. : EGarrisonType::UPPER;
  538. auto srcArmy = armedObjs[srcArmyType];
  539. auto destArmy = armedObjs[destArmyType];
  540. if(!destArmy)
  541. return;
  542. auto destSlot = destArmy->getSlotFor(selected->creature);
  543. if(destSlot == SlotID())
  544. return;
  545. const auto srcSlot = selected->ID;
  546. const bool isDestSlotEmpty = !destArmy->getStackCount(destSlot);
  547. if(isDestSlotEmpty && !destArmy->getStackCount(srcSlot))
  548. destSlot = srcSlot; // Same place is more preferable
  549. const bool isLastStack = srcArmy->stacksCount() == 1 && srcArmy->needsLastStack();
  550. auto srcAmount = selected->myStack->count - (isLastStack ? 1 : 0);
  551. if(!srcAmount)
  552. return;
  553. if(!isDestSlotEmpty || isLastStack)
  554. {
  555. srcAmount += destArmy->getStackCount(destSlot); // Due to 'split' implementation in the 'CGameHandler::arrangeStacks'
  556. LOCPLINT->cb->splitStack(srcArmy, destArmy, srcSlot, destSlot, srcAmount);
  557. }
  558. else
  559. {
  560. LOCPLINT->cb->swapCreatures(srcArmy, destArmy, srcSlot, destSlot);
  561. }
  562. }
  563. void CGarrisonInt::bulkMoveArmy(const CGarrisonSlot * selected)
  564. {
  565. if(!checkSelected(selected))
  566. return;
  567. const auto srcArmyType = selected->upg;
  568. const auto destArmyType = (srcArmyType == EGarrisonType::UPPER)
  569. ? EGarrisonType::LOWER
  570. : EGarrisonType::UPPER;
  571. auto srcArmy = armedObjs[srcArmyType];
  572. auto destArmy = armedObjs[destArmyType];
  573. if(!destArmy)
  574. return;
  575. const auto srcSlot = selected->ID;
  576. LOCPLINT->cb->bulkMoveArmy(srcArmy->id, destArmy->id, srcSlot);
  577. }
  578. void CGarrisonInt::bulkMergeStacks(const CGarrisonSlot * selected)
  579. {
  580. if(!checkSelected(selected))
  581. return;
  582. const auto type = selected->upg;
  583. if(!armedObjs[type]->hasCreatureSlots(selected->creature, selected->ID))
  584. return;
  585. LOCPLINT->cb->bulkMergeStacks(armedObjs[type]->id, selected->ID);
  586. }
  587. void CGarrisonInt::bulkSplitStack(const CGarrisonSlot * selected)
  588. {
  589. if(!checkSelected(selected, 1)) // check if > 1
  590. return;
  591. const auto type = selected->upg;
  592. if(!hasEmptySlot(type))
  593. return;
  594. LOCPLINT->cb->bulkSplitStack(armedObjs[type]->id, selected->ID);
  595. }
  596. void CGarrisonInt::bulkSmartSplitStack(const CGarrisonSlot * selected)
  597. {
  598. if(!checkSelected(selected, 1))
  599. return;
  600. const auto type = selected->upg;
  601. // Do not disturb the server if the creature is already balanced
  602. if(!hasEmptySlot(type) && armedObjs[type]->isCreatureBalanced(selected->creature))
  603. return;
  604. LOCPLINT->cb->bulkSmartSplitStack(armedObjs[type]->id, selected->ID);
  605. }
  606. CGarrisonInt::CGarrisonInt(const Point & position, int inx, const Point & garsOffset, const CArmedInstance * s1, const CArmedInstance * s2, bool _removableUnits, bool smallImgs, ESlotsLayout _layout)
  607. : highlighted(nullptr)
  608. , inSplittingMode(false)
  609. , interx(inx)
  610. , garOffset(garsOffset)
  611. , smallIcons(smallImgs)
  612. , removableUnits(_removableUnits)
  613. , layout(_layout)
  614. {
  615. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  616. setArmy(s1, EGarrisonType::UPPER);
  617. setArmy(s2, EGarrisonType::LOWER);
  618. pos += position;
  619. createSlots();
  620. }
  621. const CGarrisonSlot * CGarrisonInt::getSelection() const
  622. {
  623. return highlighted;
  624. }
  625. void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
  626. {
  627. if(slot != highlighted)
  628. {
  629. if(highlighted)
  630. highlighted->setHighlight(false);
  631. highlighted = slot;
  632. for(auto button : splitButtons)
  633. button->block(highlighted == nullptr || !slot->our());
  634. if(highlighted)
  635. highlighted->setHighlight(true);
  636. }
  637. }
  638. void CGarrisonInt::setSplittingMode(bool on)
  639. {
  640. assert(on == false || highlighted != nullptr); //can't be in splitting mode without selection
  641. if(inSplittingMode || on)
  642. {
  643. for(auto slot : availableSlots)
  644. {
  645. if(slot.get() != getSelection())
  646. slot->setHighlight( ( on && (slot->our() || slot->ally()) && (slot->creature == nullptr || slot->creature == getSelection()->creature)));
  647. }
  648. inSplittingMode = on;
  649. }
  650. }
  651. bool CGarrisonInt::getSplittingMode()
  652. {
  653. return inSplittingMode;
  654. }
  655. SlotID CGarrisonInt::getEmptySlot(EGarrisonType type) const
  656. {
  657. assert(army(type));
  658. return army(type) ? army(type)->getFreeSlot() : SlotID();
  659. }
  660. bool CGarrisonInt::hasEmptySlot(EGarrisonType type) const
  661. {
  662. return getEmptySlot(type) != SlotID();
  663. }
  664. const CArmedInstance * CGarrisonInt::upperArmy() const
  665. {
  666. return army(EGarrisonType::UPPER);
  667. }
  668. const CArmedInstance * CGarrisonInt::lowerArmy() const
  669. {
  670. return army(EGarrisonType::LOWER);
  671. }
  672. const CArmedInstance * CGarrisonInt::army(EGarrisonType which) const
  673. {
  674. if(armedObjs.count(which))
  675. return armedObjs.at(which);
  676. return nullptr;
  677. }
  678. bool CGarrisonInt::isArmyOwned(EGarrisonType which) const
  679. {
  680. const auto * object = army(which);
  681. if (!object)
  682. return false;
  683. if (object->tempOwner == LOCPLINT->playerID)
  684. return true;
  685. if (object->tempOwner == PlayerColor::UNFLAGGABLE)
  686. return true;
  687. return false;
  688. }
  689. void CGarrisonInt::setArmy(const CArmedInstance * army, EGarrisonType type)
  690. {
  691. armedObjs[type] = army;
  692. }