CWindowWithArtifacts.cpp 9.5 KB

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  1. /*
  2. * CWindowWithArtifacts.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 "CWindowWithArtifacts.h"
  12. #include "CHeroWindow.h"
  13. #include "CSpellWindow.h"
  14. #include "CHeroBackpackWindow.h"
  15. #include "../GameEngine.h"
  16. #include "../GameInstance.h"
  17. #include "../gui/CursorHandler.h"
  18. #include "../gui/WindowHandler.h"
  19. #include "../render/IRenderHandler.h"
  20. #include "../render/CAnimation.h"
  21. #include "../render/IImage.h"
  22. #include "../widgets/CComponent.h"
  23. #include "../CPlayerInterface.h"
  24. #include "../../lib/CConfigHandler.h"
  25. #include "../../lib/GameLibrary.h"
  26. #include "../../lib/callback/CCallback.h"
  27. #include "../../lib/entities/artifact/ArtifactUtils.h"
  28. #include "../../lib/entities/artifact/CArtifact.h"
  29. #include "../../lib/mapObjects/CGHeroInstance.h"
  30. #include "../../lib/networkPacks/ArtifactLocation.h"
  31. #include "../../lib/texts/CGeneralTextHandler.h"
  32. CWindowWithArtifacts::CWindowWithArtifacts(const std::vector<CArtifactsOfHeroPtr> * artSets)
  33. {
  34. if(artSets)
  35. this->artSets.insert(this->artSets.end(), artSets->begin(), artSets->end());
  36. }
  37. void CWindowWithArtifacts::addSet(const std::shared_ptr<CArtifactsOfHeroBase> & newArtSet)
  38. {
  39. artSets.emplace_back(newArtSet);
  40. }
  41. const CGHeroInstance * CWindowWithArtifacts::getHeroPickedArtifact() const
  42. {
  43. const CGHeroInstance * hero = nullptr;
  44. for(const auto & artSet : artSets)
  45. if(artSet->getHero()->getArt(ArtifactPosition::TRANSITION_POS) != nullptr)
  46. {
  47. hero = artSet->getHero();
  48. break;
  49. }
  50. return hero;
  51. }
  52. const CArtifactInstance * CWindowWithArtifacts::getPickedArtifact() const
  53. {
  54. for(const auto & artSet : artSets)
  55. if(const auto pickedArt = artSet->getHero()->getArt(ArtifactPosition::TRANSITION_POS))
  56. {
  57. return pickedArt;
  58. }
  59. return nullptr;
  60. }
  61. void CWindowWithArtifacts::clickPressedOnArtPlace(const CGHeroInstance * hero, const ArtifactPosition & slot,
  62. bool allowExchange, bool altarTrading, bool closeWindow, const Point & cursorPosition)
  63. {
  64. if(!GAME->interface()->makingTurn)
  65. return;
  66. if(hero == nullptr)
  67. return;
  68. if(const auto heroArtOwner = getHeroPickedArtifact())
  69. {
  70. if(allowExchange || hero->id == heroArtOwner->id)
  71. putPickedArtifact(*hero, slot);
  72. }
  73. else if(ENGINE->isKeyboardShiftDown())
  74. {
  75. showQuickBackpackWindow(hero, slot, cursorPosition);
  76. }
  77. else if(auto art = hero->getArt(slot))
  78. {
  79. if(hero->getOwner() == GAME->interface()->playerID)
  80. {
  81. if(checkSpecialArts(*art, *hero, altarTrading))
  82. onClickPressedCommonArtifact(*hero, slot, closeWindow);
  83. }
  84. else
  85. {
  86. for(const auto & artSlot : ArtifactUtils::unmovableSlots())
  87. if(slot == artSlot)
  88. {
  89. GAME->interface()->showInfoDialog(LIBRARY->generaltexth->allTexts[21]);
  90. break;
  91. }
  92. }
  93. }
  94. }
  95. void CWindowWithArtifacts::swapArtifactAndClose(const CArtifactsOfHeroBase & artsInst, const ArtifactPosition & slot,
  96. const ArtifactLocation & dstLoc)
  97. {
  98. GAME->interface()->cb->swapArtifacts(ArtifactLocation(artsInst.getHero()->id, slot), dstLoc);
  99. close();
  100. }
  101. void CWindowWithArtifacts::showArtifactPopup(const CArtifactsOfHeroBase & artsInst, CArtPlace & artPlace,
  102. const Point & cursorPosition) const
  103. {
  104. if(artsInst.getArt(artPlace.slot))
  105. {
  106. if(GAME->interface()->artifactController->askToDisassemble(artsInst.getHero(), artPlace.slot))
  107. return;
  108. if(!artPlace.text.empty())
  109. {
  110. artPlace.LRClickableAreaWTextComp::showPopupWindow(cursorPosition);
  111. artPlace.setClosePopupWindowCallback([hero = artsInst.getHero(), artPlacePtr = &artPlace]()
  112. {
  113. GAME->interface()->artifactController->askToAssemble(hero, artPlacePtr->slot);
  114. artPlacePtr->setClosePopupWindowCallback([](){});
  115. });
  116. }
  117. }
  118. }
  119. void CWindowWithArtifacts::showQuickBackpackWindow(const CGHeroInstance * hero, const ArtifactPosition & slot,
  120. const Point & cursorPosition) const
  121. {
  122. if(!settings["general"]["enableUiEnhancements"].Bool())
  123. return;
  124. if(!ArtifactUtils::isSlotEquipment(slot))
  125. return;
  126. ENGINE->windows().createAndPushWindow<CHeroQuickBackpackWindow>(hero, slot);
  127. auto backpackWindow = ENGINE->windows().topWindow<CHeroQuickBackpackWindow>();
  128. backpackWindow->moveTo(cursorPosition - Point(1, 1));
  129. backpackWindow->fitToScreen(15);
  130. }
  131. void CWindowWithArtifacts::activate()
  132. {
  133. if(const auto art = getPickedArtifact())
  134. {
  135. markPossibleSlots();
  136. setCursorAnimation(*art);
  137. }
  138. CWindowObject::activate();
  139. }
  140. void CWindowWithArtifacts::deactivate()
  141. {
  142. ENGINE->cursor().dragAndDropCursor(nullptr);
  143. CWindowObject::deactivate();
  144. }
  145. void CWindowWithArtifacts::enableKeyboardShortcuts() const
  146. {
  147. for(auto & artSet : artSets)
  148. artSet->enableKeyboardShortcuts();
  149. }
  150. void CWindowWithArtifacts::updateArtifacts()
  151. {
  152. for(const auto & artSet : artSets)
  153. {
  154. artSet->updateWornSlots();
  155. artSet->updateBackpackSlots();
  156. if(const auto pickedArtInst = getPickedArtifact())
  157. {
  158. markPossibleSlots();
  159. setCursorAnimation(*pickedArtInst);
  160. }
  161. else
  162. {
  163. artSet->unmarkSlots();
  164. ENGINE->cursor().dragAndDropCursor(nullptr);
  165. }
  166. // Make sure the status bar is updated so it does not display old text
  167. if(auto artPlace = artSet->getArtPlace(ENGINE->getCursorPosition()))
  168. artPlace->hover(true);
  169. }
  170. redraw();
  171. }
  172. void CWindowWithArtifacts::markPossibleSlots() const
  173. {
  174. if(const auto pickedArtInst = getPickedArtifact())
  175. {
  176. for(const auto & artSet : artSets)
  177. {
  178. const auto hero = artSet->getHero();
  179. if(hero == nullptr || !artSet->isActive())
  180. continue;
  181. if(getHeroPickedArtifact() == hero || !std::dynamic_pointer_cast<CArtifactsOfHeroKingdom>(artSet))
  182. artSet->markPossibleSlots(pickedArtInst->getType(), hero->tempOwner == GAME->interface()->playerID);
  183. }
  184. }
  185. }
  186. bool CWindowWithArtifacts::checkSpecialArts(const CArtifactInstance & artInst, const CGHeroInstance & hero, bool isTrade) const
  187. {
  188. const auto artId = artInst.getTypeId();
  189. if(artId == ArtifactID::SPELLBOOK)
  190. {
  191. ENGINE->windows().createAndPushWindow<CSpellWindow>(&hero, GAME->interface(), GAME->interface()->battleInt.get());
  192. return false;
  193. }
  194. if(artId == ArtifactID::CATAPULT)
  195. {
  196. // The Catapult must be equipped
  197. GAME->interface()->showInfoDialog(LIBRARY->generaltexth->allTexts[312],
  198. std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(ComponentType::ARTIFACT, ArtifactID(ArtifactID::CATAPULT))));
  199. return false;
  200. }
  201. if(isTrade && !artInst.getType()->isTradable())
  202. {
  203. GAME->interface()->showInfoDialog(LIBRARY->generaltexth->allTexts[21],
  204. std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(ComponentType::ARTIFACT, artId)));
  205. return false;
  206. }
  207. return true;
  208. }
  209. void CWindowWithArtifacts::setCursorAnimation(const CArtifactInstance & artInst) const
  210. {
  211. if(artInst.isScroll() && settings["general"]["enableUiEnhancements"].Bool())
  212. {
  213. assert(artInst.getScrollSpellID().num >= 0);
  214. auto image = ENGINE->renderHandler().loadImage(AnimationPath::builtin("spellscr"), artInst.getScrollSpellID().num, 0, EImageBlitMode::COLORKEY);
  215. image->scaleTo(Point(44,34), EScalingAlgorithm::BILINEAR);
  216. ENGINE->cursor().dragAndDropCursor(image);
  217. }
  218. else
  219. {
  220. ENGINE->cursor().dragAndDropCursor(AnimationPath::builtin("artifact"), artInst.getType()->getIconIndex());
  221. }
  222. }
  223. void CWindowWithArtifacts::putPickedArtifact(const CGHeroInstance & curHero, const ArtifactPosition & targetSlot) const
  224. {
  225. const auto heroArtOwner = getHeroPickedArtifact();
  226. const auto pickedArt = getPickedArtifact();
  227. auto srcLoc = ArtifactLocation(heroArtOwner->id, ArtifactPosition::TRANSITION_POS);
  228. auto dstLoc = ArtifactLocation(curHero.id, targetSlot);
  229. if(ArtifactUtils::isSlotBackpack(dstLoc.slot))
  230. {
  231. if(pickedArt->getType()->isBig())
  232. {
  233. // War machines cannot go to backpack
  234. GAME->interface()->showInfoDialog(boost::str(boost::format(LIBRARY->generaltexth->allTexts[153]) % pickedArt->getType()->getNameTranslated()));
  235. }
  236. else
  237. {
  238. if(ArtifactUtils::isBackpackFreeSlots(heroArtOwner))
  239. GAME->interface()->cb->swapArtifacts(srcLoc, dstLoc);
  240. else
  241. GAME->interface()->showInfoDialog(LIBRARY->generaltexth->translate("core.genrltxt.152"));
  242. }
  243. }
  244. // Check if artifact transfer is possible
  245. else if(pickedArt->canBePutAt(&curHero, dstLoc.slot, true) && (!curHero.getArt(targetSlot) || curHero.tempOwner == GAME->interface()->playerID))
  246. {
  247. GAME->interface()->cb->swapArtifacts(srcLoc, dstLoc);
  248. }
  249. }
  250. void CWindowWithArtifacts::onClickPressedCommonArtifact(const CGHeroInstance & curHero, const ArtifactPosition & slot, bool closeWindow)
  251. {
  252. assert(curHero.getArt(slot));
  253. auto srcLoc = ArtifactLocation(curHero.id, slot);
  254. auto dstLoc = ArtifactLocation(curHero.id, ArtifactPosition::TRANSITION_POS);
  255. if(ENGINE->isKeyboardCmdDown())
  256. {
  257. for(const auto & anotherSet : artSets)
  258. {
  259. if(std::dynamic_pointer_cast<CArtifactsOfHeroMain>(anotherSet) && curHero.id != anotherSet->getHero()->id)
  260. {
  261. dstLoc.slot = ArtifactPosition::FIRST_AVAILABLE;
  262. dstLoc.artHolder = anotherSet->getHero()->id;
  263. break;
  264. }
  265. if(const auto heroSetAltar = std::dynamic_pointer_cast<CArtifactsOfHeroAltar>(anotherSet))
  266. {
  267. dstLoc.slot = ArtifactPosition::FIRST_AVAILABLE;
  268. dstLoc.artHolder = heroSetAltar->altarId;
  269. break;
  270. }
  271. }
  272. }
  273. else if(ENGINE->isKeyboardAltDown())
  274. {
  275. const auto artId = curHero.getArt(slot)->getTypeId();
  276. if(ArtifactUtils::isSlotEquipment(slot))
  277. dstLoc.slot = ArtifactUtils::getArtBackpackPosition(&curHero, artId);
  278. else if(ArtifactUtils::isSlotBackpack(slot))
  279. dstLoc.slot = ArtifactUtils::getArtEquippedPosition(&curHero, artId);
  280. }
  281. else if(closeWindow)
  282. {
  283. close();
  284. }
  285. if(dstLoc.slot != ArtifactPosition::PRE_FIRST)
  286. GAME->interface()->cb->swapArtifacts(srcLoc, dstLoc);
  287. }