CGarrisonInt.cpp 14 KB

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  1. #include "StdInc.h"
  2. #include "CGarrisonInt.h"
  3. #include "../gui/CGuiHandler.h"
  4. #include "../CGameInfo.h"
  5. #include "../CPlayerInterface.h"
  6. #include "../widgets/Buttons.h"
  7. #include "../widgets/TextControls.h"
  8. #include "../windows/CCreatureWindow.h"
  9. #include "../windows/GUIClasses.h"
  10. #include "../../CCallback.h"
  11. #include "../../lib/CGeneralTextHandler.h"
  12. #include "../../lib/CCreatureHandler.h"
  13. #include "../../lib/mapObjects/CGHeroInstance.h"
  14. #include "../../lib/CGameState.h"
  15. /*
  16. * CGarrisonInt.cpp, part of VCMI engine
  17. *
  18. * Authors: listed in file AUTHORS in main folder
  19. *
  20. * License: GNU General Public License v2.0 or later
  21. * Full text of license available in license.txt file, in main folder
  22. *
  23. */
  24. void CGarrisonSlot::setHighlight(bool on)
  25. {
  26. if (on)
  27. selectionImage->enable(); //show
  28. else
  29. selectionImage->disable(); //hide
  30. }
  31. void CGarrisonSlot::hover (bool on)
  32. {
  33. ////Hoverable::hover(on);
  34. if(on)
  35. {
  36. std::string temp;
  37. if(creature)
  38. {
  39. if(owner->getSelection())
  40. {
  41. if(owner->getSelection() == this)
  42. {
  43. temp = CGI->generaltexth->tcommands[4]; //View %s
  44. boost::algorithm::replace_first(temp,"%s",creature->nameSing);
  45. }
  46. else if (owner->getSelection()->creature == creature)
  47. {
  48. temp = CGI->generaltexth->tcommands[2]; //Combine %s armies
  49. boost::algorithm::replace_first(temp,"%s",creature->nameSing);
  50. }
  51. else if (owner->getSelection()->creature)
  52. {
  53. temp = CGI->generaltexth->tcommands[7]; //Exchange %s with %s
  54. boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->nameSing);
  55. boost::algorithm::replace_first(temp,"%s",creature->nameSing);
  56. }
  57. else
  58. {
  59. logGlobal->warnStream() << "Warning - shouldn't be - highlighted void slot "<<owner->getSelection();
  60. logGlobal->warnStream() << "Highlighted set to nullptr";
  61. owner->selectSlot(nullptr);
  62. }
  63. }
  64. else
  65. {
  66. if(upg == EGarrisonType::UP)
  67. {
  68. temp = CGI->generaltexth->tcommands[32]; //Select %s (visiting)
  69. }
  70. else if(owner->armedObjs[0] && (owner->armedObjs[0]->ID == Obj::TOWN || owner->armedObjs[0]->ID == Obj::HERO))
  71. {
  72. temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)
  73. }
  74. else
  75. {
  76. temp = CGI->generaltexth->allTexts[481]; //Select %s
  77. }
  78. boost::algorithm::replace_first(temp,"%s",creature->nameSing);
  79. };
  80. }
  81. else
  82. {
  83. if(owner->getSelection())
  84. {
  85. const CArmedInstance *highl = owner->getSelection()->getObj();
  86. if( highl->needsLastStack() //we are moving stack from hero's
  87. && highl->stacksCount() == 1 //it's only stack
  88. && owner->getSelection()->upg != upg //we're moving it to the other garrison
  89. )
  90. {
  91. temp = CGI->generaltexth->tcommands[5]; //Cannot move last army to garrison
  92. }
  93. else
  94. {
  95. temp = CGI->generaltexth->tcommands[6]; //Move %s
  96. boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->nameSing);
  97. }
  98. }
  99. else
  100. {
  101. temp = CGI->generaltexth->tcommands[11]; //Empty
  102. }
  103. }
  104. GH.statusbar->setText(temp);
  105. }
  106. else
  107. {
  108. GH.statusbar->clear();
  109. }
  110. }
  111. const CArmedInstance * CGarrisonSlot::getObj() const
  112. {
  113. return owner->armedObjs[upg];
  114. }
  115. /// @return Whether the unit in the slot belongs to the current player.
  116. bool CGarrisonSlot::our() const
  117. {
  118. return owner->owned[upg];
  119. }
  120. /// @return Whether the unit in the slot belongs to an ally but not to the current player.
  121. bool CGarrisonSlot::ally() const
  122. {
  123. if(!getObj())
  124. return false;
  125. return PlayerRelations::ALLIES == LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, getObj()->tempOwner);
  126. }
  127. void CGarrisonSlot::clickRight(tribool down, bool previousState)
  128. {
  129. if(down && creature)
  130. {
  131. GH.pushInt(new CStackWindow(myStack, true));
  132. }
  133. }
  134. bool CGarrisonSlot::viewInfo()
  135. {
  136. UpgradeInfo pom;
  137. LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
  138. bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
  139. bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
  140. std::function<void(CreatureID)> upgr = nullptr;
  141. std::function<void()> dism = nullptr;
  142. if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
  143. if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
  144. owner->selectSlot(nullptr);
  145. owner->setSplittingMode(false);
  146. for(auto & elem : owner->splitButtons)
  147. elem->block(true);
  148. redraw();
  149. GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
  150. return true;
  151. }
  152. bool CGarrisonSlot::highlightOrDropArtifact()
  153. {
  154. bool artSelected = false;
  155. if (CWindowWithArtifacts* chw = dynamic_cast<CWindowWithArtifacts*>(GH.topInt())) //dirty solution
  156. {
  157. const CArtifactsOfHero::SCommonPart *commonInfo = chw->artSets.front()->commonInfo;
  158. if (const CArtifactInstance *art = commonInfo->src.art)
  159. {
  160. const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
  161. artSelected = true;
  162. if (myStack) // try dropping the artifact only if the slot isn't empty
  163. {
  164. ArtifactLocation src(srcHero, commonInfo->src.slotID);
  165. ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
  166. if (art->canBePutAt(dst, true))
  167. { //equip clicked stack
  168. if(dst.getArt())
  169. {
  170. //creature can wear only one active artifact
  171. //if we are placing a new one, the old one will be returned to the hero's backpack
  172. LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero, dst.getArt()->firstBackpackSlot(srcHero)));
  173. }
  174. LOCPLINT->cb->swapArtifacts(src, dst);
  175. }
  176. }
  177. }
  178. }
  179. if (!artSelected && creature)
  180. {
  181. owner->selectSlot(this);
  182. if(creature)
  183. {
  184. for(auto & elem : owner->splitButtons)
  185. elem->block(!our());
  186. }
  187. }
  188. redraw();
  189. return true;
  190. }
  191. bool CGarrisonSlot::split()
  192. {
  193. const CGarrisonSlot * selection = owner->getSelection();
  194. owner->p2 = ID; // store the second stack pos
  195. owner->pb = upg; // store the second stack owner (up or down army)
  196. owner->setSplittingMode(false);
  197. int minLeft=0, minRight=0;
  198. if(upg != selection->upg) // not splitting within same army
  199. {
  200. if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack
  201. && selection->getObj()->needsLastStack() )
  202. {
  203. minLeft = 1;
  204. }
  205. // destination army can't be emptied, unless we're rebalancing two stacks of same creature
  206. if(getObj()->stacksCount() == 1
  207. && selection->creature == creature
  208. && getObj()->needsLastStack() )
  209. {
  210. minRight = 1;
  211. }
  212. }
  213. int countLeft = selection->myStack ? selection->myStack->count : 0;
  214. int countRight = myStack ? myStack->count : 0;
  215. GH.pushInt(new CSplitWindow(selection->creature, std::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
  216. minLeft, minRight, countLeft, countRight));
  217. return true;
  218. }
  219. void CGarrisonSlot::clickLeft(tribool down, bool previousState)
  220. {
  221. if(down)
  222. {
  223. bool refr = false;
  224. const CGarrisonSlot * selection = owner->getSelection();
  225. if(!selection)
  226. refr = highlightOrDropArtifact();
  227. else if(selection == this)
  228. refr = viewInfo();
  229. // Only allow certain moves if troops aren't removable or not ours.
  230. else if (!( ( selection->our()//our creature is selected
  231. || selection->creature == creature )//or we are rebalancing army
  232. && ( owner->removableUnits
  233. || (upg == EGarrisonType::UP && ( selection->upg == EGarrisonType::down && !creature ) )
  234. || (upg == EGarrisonType::down && selection->upg == EGarrisonType::down ) ) ))
  235. {
  236. // Highlight
  237. if(creature)
  238. owner->selectSlot(this);
  239. redraw();
  240. refr = true;
  241. }
  242. // we want to split
  243. else if( (owner->getSplittingMode() || LOCPLINT->shiftPressed())
  244. && (!creature || creature == selection->creature) )
  245. refr = split();
  246. // swap
  247. else if(creature != selection->creature)
  248. LOCPLINT->cb->swapCreatures(owner->armedObjs[upg], owner->armedObjs[selection->upg], ID, selection->ID);
  249. // merge
  250. else
  251. LOCPLINT->cb->mergeStacks(owner->armedObjs[selection->upg], owner->armedObjs[upg], selection->ID, ID);
  252. if(refr)
  253. {
  254. // Refresh Statusbar
  255. hover(false);
  256. hover(true);
  257. }
  258. }
  259. }
  260. void CGarrisonSlot::update()
  261. {
  262. if (getObj() != nullptr)
  263. {
  264. addUsedEvents(LCLICK | RCLICK | HOVER);
  265. myStack = getObj()->getStackPtr(ID);
  266. creature = myStack ? myStack->type : nullptr;
  267. }
  268. else
  269. {
  270. removeUsedEvents(LCLICK | RCLICK | HOVER);
  271. myStack = nullptr;
  272. creature = nullptr;
  273. }
  274. if (creature)
  275. {
  276. creatureImage->enable();
  277. creatureImage->setFrame(creature->iconIndex);
  278. stackCount->enable();
  279. stackCount->setText(boost::lexical_cast<std::string>(myStack->count));
  280. }
  281. else
  282. {
  283. creatureImage->disable();
  284. stackCount->disable();
  285. }
  286. }
  287. CGarrisonSlot::CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, CGarrisonSlot::EGarrisonType Upg, const CStackInstance * Creature):
  288. ID(IID),
  289. owner(Owner),
  290. myStack(Creature),
  291. creature(Creature ? Creature->type : nullptr),
  292. upg(Upg)
  293. {
  294. OBJ_CONSTRUCTION_CAPTURING_ALL;
  295. if (getObj())
  296. addUsedEvents(LCLICK | RCLICK | HOVER);
  297. pos.x += x;
  298. pos.y += y;
  299. std::string imgName = owner->smallIcons ? "cprsmall" : "TWCRPORT";
  300. creatureImage = new CAnimImage(imgName, creature ? creature->iconIndex : 0);
  301. if (!creature)
  302. creatureImage->disable();
  303. selectionImage = new CAnimImage(imgName, 1);
  304. selectionImage->disable();
  305. if(Owner->smallIcons)
  306. {
  307. pos.w = 32;
  308. pos.h = 32;
  309. }
  310. else
  311. {
  312. pos.w = 58;
  313. pos.h = 64;
  314. }
  315. stackCount = new CLabel(pos.w, pos.h, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, BOTTOMRIGHT, Colors::WHITE);
  316. if (!creature)
  317. stackCount->disable();
  318. else
  319. stackCount->setText(boost::lexical_cast<std::string>(myStack->count));
  320. }
  321. void CGarrisonInt::addSplitBtn(CButton * button)
  322. {
  323. addChild(button);
  324. button->recActions = defActions;
  325. splitButtons.push_back(button);
  326. button->block(getSelection() == nullptr);
  327. }
  328. void CGarrisonInt::createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int posY, int distance, CGarrisonSlot::EGarrisonType Upg )
  329. {
  330. ret.resize(7);
  331. if (set)
  332. {
  333. for(auto & elem : set->Slots())
  334. {
  335. ret[elem.first.getNum()] = new CGarrisonSlot(this, posX + (elem.first.getNum()*distance), posY, elem.first, Upg, elem.second);
  336. }
  337. }
  338. for(int i=0; i<ret.size(); i++)
  339. if(!ret[i])
  340. ret[i] = new CGarrisonSlot(this, posX + (i*distance), posY, SlotID(i), Upg, nullptr);
  341. if (twoRows)
  342. for (int i=4; i<ret.size(); i++)
  343. {
  344. ret[i]->pos.x -= 126;
  345. ret[i]->pos.y += 37;
  346. };
  347. }
  348. void CGarrisonInt::createSlots()
  349. {
  350. OBJ_CONSTRUCTION_CAPTURING_ALL;
  351. int width = smallIcons? 32 : 58;
  352. createSet(slotsUp, armedObjs[0], 0, 0, width+interx, CGarrisonSlot::EGarrisonType::UP);
  353. createSet(slotsDown, armedObjs[1], garOffset.x, garOffset.y, width+interx, CGarrisonSlot::EGarrisonType::DOWN);
  354. }
  355. void CGarrisonInt::recreateSlots()
  356. {
  357. selectSlot(nullptr);
  358. setSplittingMode(false);
  359. for(auto & elem : splitButtons)
  360. elem->block(true);
  361. for(CGarrisonSlot * slot : slotsUp)
  362. slot->update();
  363. for(CGarrisonSlot * slot : slotsDown)
  364. slot->update();
  365. }
  366. void CGarrisonInt::splitClick()
  367. {
  368. if(!getSelection())
  369. return;
  370. setSplittingMode(!getSplittingMode());
  371. redraw();
  372. }
  373. void CGarrisonInt::splitStacks(int, int amountRight)
  374. {
  375. LOCPLINT->cb->splitStack(armedObjs[getSelection()->upg], armedObjs[pb], getSelection()->ID, p2, amountRight);
  376. }
  377. CGarrisonInt::CGarrisonInt(int x, int y, int inx, const Point &garsOffset,
  378. SDL_Surface *pomsur, const Point& SurOffset,
  379. const CArmedInstance *s1, const CArmedInstance *s2,
  380. bool _removableUnits, bool smallImgs, bool _twoRows ) :
  381. highlighted(nullptr),
  382. inSplittingMode(false),
  383. interx(inx),
  384. garOffset(garsOffset),
  385. smallIcons(smallImgs),
  386. removableUnits(_removableUnits),
  387. twoRows(_twoRows)
  388. {
  389. setArmy(s1, false);
  390. setArmy(s2, true);
  391. pos.x += x;
  392. pos.y += y;
  393. createSlots();
  394. }
  395. const CGarrisonSlot * CGarrisonInt::getSelection()
  396. {
  397. return highlighted;
  398. }
  399. void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
  400. {
  401. if (slot != highlighted)
  402. {
  403. if (highlighted)
  404. highlighted->setHighlight(false);
  405. highlighted = slot;
  406. for (auto button : splitButtons)
  407. button->block(highlighted == nullptr || !slot->our());
  408. if (highlighted)
  409. highlighted->setHighlight(true);
  410. }
  411. }
  412. void CGarrisonInt::setSplittingMode(bool on)
  413. {
  414. assert(on == false || highlighted != nullptr); //can't be in splitting mode without selection
  415. if (inSplittingMode || on)
  416. {
  417. for(CGarrisonSlot * slot : slotsUp)
  418. slot->setHighlight( ( on && (slot->our() || slot->ally()) && (slot->creature == nullptr || slot->creature == getSelection()->creature)));
  419. for(CGarrisonSlot * slot : slotsDown)
  420. slot->setHighlight( ( on && (slot->our() || slot->ally()) && (slot->creature == nullptr || slot->creature == getSelection()->creature)));
  421. inSplittingMode = on;
  422. }
  423. }
  424. bool CGarrisonInt::getSplittingMode()
  425. {
  426. return inSplittingMode;
  427. }
  428. void CGarrisonInt::setArmy(const CArmedInstance *army, bool bottomGarrison)
  429. {
  430. owned[bottomGarrison] = army ? (army->tempOwner == LOCPLINT->playerID || army->tempOwner == PlayerColor::UNFLAGGABLE) : false;
  431. armedObjs[bottomGarrison] = army;
  432. }
  433. CGarrisonWindow::CGarrisonWindow( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits ):
  434. CWindowObject(PLAYER_COLORED, "GARRISON")
  435. {
  436. OBJ_CONSTRUCTION_CAPTURING_ALL;
  437. garr = new CGarrisonInt(92, 127, 4, Point(0,96), background->bg, Point(93,127), up, down, removableUnits);
  438. {
  439. CButton *split = new CButton(Point(88, 314), "IDV6432.DEF", CButton::tooltip(CGI->generaltexth->tcommands[3], ""), [&]{ garr->splitClick(); } );
  440. removeChild(split);
  441. garr->addSplitBtn(split);
  442. }
  443. quit = new CButton(Point(399, 314), "IOK6432.DEF", CButton::tooltip(CGI->generaltexth->tcommands[8], ""), [&]{ close(); }, SDLK_RETURN);
  444. std::string titleText;
  445. if (garr->armedObjs[1]->tempOwner == garr->armedObjs[0]->tempOwner)
  446. titleText = CGI->generaltexth->allTexts[709];
  447. else
  448. {
  449. titleText = CGI->generaltexth->allTexts[35];
  450. boost::algorithm::replace_first(titleText, "%s", garr->armedObjs[0]->Slots().begin()->second->type->namePl);
  451. }
  452. new CLabel(275, 30, FONT_BIG, CENTER, Colors::YELLOW, titleText);
  453. new CAnimImage("CREST58", garr->armedObjs[0]->getOwner().getNum(), 0, 28, 124);
  454. new CAnimImage("PortraitsLarge", dynamic_cast<const CGHeroInstance*>(garr->armedObjs[1])->portrait, 0, 29, 222);
  455. }
  456. CGarrisonHolder::CGarrisonHolder()
  457. {
  458. }
  459. void CWindowWithGarrison::updateGarrisons()
  460. {
  461. garr->recreateSlots();
  462. }