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# include "StdInc.h"
# include "CArtifactHolder.h"
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# include "../gui/CGuiHandler.h"
# include "../gui/CCursorHandler.h"
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# include "Buttons.h"
# include "CComponent.h"
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# include "../windows/CHeroWindow.h"
# include "../windows/CSpellWindow.h"
# include "../windows/GUIClasses.h"
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# include "../CPlayerInterface.h"
# include "../CGameInfo.h"
# include "../../CCallback.h"
# include "../../lib/CArtHandler.h"
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# include "../../lib/spells/CSpellHandler.h"
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# 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
*
*/
CArtPlace : : CArtPlace ( Point position , const CArtifactInstance * Art ) :
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locked ( false ) , picked ( false ) , marked ( false ) , ourArt ( Art )
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{
pos + = position ;
pos . w = pos . h = 44 ;
createImage ( ) ;
}
void CArtPlace : : createImage ( )
{
OBJ_CONSTRUCTION_CAPTURING_ALL ;
int graphic = 0 ;
if ( ourArt )
graphic = ourArt - > artType - > iconIndex ;
if ( locked )
graphic = ArtifactID : : ART_LOCK ;
image = new CAnimImage ( " artifact " , graphic ) ;
if ( ! ourArt )
image - > disable ( ) ;
selection = new CAnimImage ( " artifact " , ArtifactID : : ART_SELECTION ) ;
selection - > disable ( ) ;
}
void CArtPlace : : lockSlot ( bool on )
{
if ( locked = = on )
return ;
locked = on ;
if ( on )
image - > setFrame ( ArtifactID : : ART_LOCK ) ;
else
image - > setFrame ( ourArt - > artType - > iconIndex ) ;
}
void CArtPlace : : pickSlot ( bool on )
{
if ( picked = = on )
return ;
picked = on ;
if ( on )
image - > disable ( ) ;
else
image - > enable ( ) ;
}
void CArtPlace : : selectSlot ( bool on )
{
if ( marked = = on )
return ;
marked = on ;
if ( on )
selection - > enable ( ) ;
else
selection - > disable ( ) ;
}
void CArtPlace : : 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 )
{
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if ( ! ourArt - > artType - > isTradable ( ) ) //War Machine or Spellbook
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{
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 )
{
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if ( ourArt - > artType - > id = = ArtifactID : : SPELLBOOK )
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GH . pushInt ( new CSpellWindow ( ourOwner - > curHero , LOCPLINT , LOCPLINT - > battleInt ) ) ;
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}
if ( ! down & & previousState )
{
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if ( ourArt & & ourArt - > artType - > id = = ArtifactID : : SPELLBOOK )
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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
{
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if ( ourArt - > artType - > id = = ArtifactID : : CATAPULT ) //catapult cannot be highlighted
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{
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
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| | ourOwner - > commonInfo - > src . slotID < ourOwner - > commonInfo - > dst . slotID ) //rearranging arts in backpack after taking src artifact, the dest id will be shifted
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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 ( ) ;
}
}
}
}
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bool CArtPlace : : askToAssemble ( const CArtifactInstance * art , ArtifactPosition slot ,
const CGHeroInstance * hero )
{
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assert ( art ! = nullptr ) ;
assert ( hero ! = nullptr ) ;
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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 ;
}
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void CArtPlace : : clickRight ( tribool down , bool previousState )
{
if ( 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.
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if ( askToAssemble ( ourArt , slotID , ourOwner - > curHero ) )
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{
return ;
}
// Otherwise if the artifact can be diasassembled, display dialog.
if ( ourArt - > canBeDisassembled ( ) )
{
LOCPLINT - > showArtifactAssemblyDialog (
ourArt - > artType - > id ,
0 ,
false ,
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std : : bind ( & CCallback : : assembleArtifacts , LOCPLINT - > cb . get ( ) , ourOwner - > curHero , slotID , false , ArtifactID ( ) ) ,
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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 CArtPlace : : 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 + + )
{
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CArtPlace * ap = ourOwner - > getArtPlace ( i ) ;
if ( nullptr ! = ap ) //getArtPlace may return null
ap - > pickSlot ( ourArt - > isPart ( ap - > ourArt ) ) ;
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}
}
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 ( ) ;
}
/**
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* Deselects the artifact slot .
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*/
void CArtPlace : : deselect ( )
{
pickSlot ( false ) ;
if ( ourArt & & ourArt - > canBeDisassembled ( ) ) //combined art returned to its slot -> restore locks
{
for ( int i = 0 ; i < GameConstants : : BACKPACK_START ; i + + )
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{
auto place = ourOwner - > getArtPlace ( i ) ;
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if ( nullptr ! = place ) //getArtPlace may return null
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place - > pickSlot ( false ) ;
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}
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}
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 CArtPlace : : 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 CArtPlace : : fitsHere ( const CArtifactInstance * art ) const
{
// You can place 'no artifact' anywhere.
if ( ! art )
return true ;
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// Anything but War Machines can be placed in backpack.
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if ( slotID > = GameConstants : : BACKPACK_START )
return ! CGI - > arth - > isBigArtifact ( art - > artType - > id ) ;
return art - > canBePutAt ( ArtifactLocation ( ourOwner - > curHero , slotID ) , true ) ;
}
void CArtPlace : : setMeAsDest ( bool backpackAsVoid /*= true*/ )
{
ourOwner - > commonInfo - > dst . setTo ( this , backpackAsVoid ) ;
}
void CArtPlace : : 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 ] ;
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return ;
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}
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image - > enable ( ) ;
image - > setFrame ( locked ? ArtifactID : : ART_LOCK : art - > artType - > iconIndex ) ;
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text = art - > getEffectiveDescription ( ourOwner - > curHero ) ;
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if ( art - > artType - > id = = ArtifactID : : SPELL_SCROLL )
{
int spellID = art - > getGivenSpellID ( ) ;
if ( spellID > = 0 )
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{
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//add spell component info (used to provide a pic in r-click popup)
baseType = CComponent : : spell ;
type = spellID ;
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bonusValue = 0 ;
}
}
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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 ( ) ) ;
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}
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.
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for ( auto p : artWorn )
{
setSlotData ( p . second , p . first ) ;
}
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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 )
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for ( auto p : aoh - > artWorn )
p . second - > selectSlot ( art - > canBePutAt ( ArtifactLocation ( aoh - > curHero , p . second - > slotID ) , true ) ) ;
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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*/ )
{
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for ( auto p : artWorn )
p . second - > selectSlot ( false ) ;
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for ( CArtPlace * 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 ( CArtPlace * 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 ) ;
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artPlace - > setArtifact ( asi - > artifact ) ;
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}
else
artPlace - > setArtifact ( nullptr ) ;
}
/**
* Makes given artifact slot appear as empty with a certain slot ID .
*/
void CArtifactsOfHero : : eraseSlotData ( CArtPlace * artPlace , ArtifactPosition slotID )
{
artPlace - > pickSlot ( false ) ;
artPlace - > slotID = slotID ;
artPlace - > setArtifact ( nullptr ) ;
}
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CArtifactsOfHero : : CArtifactsOfHero ( std : : map < ArtifactPosition , CArtPlace * > ArtWorn , std : : vector < CArtPlace * > Backpack ,
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CButton * leftScroll , CButton * rightScroll , bool createCommonPart ) :
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curHero ( nullptr ) ,
artWorn ( ArtWorn ) , backpack ( Backpack ) ,
backpackPos ( 0 ) , commonInfo ( nullptr ) , updateState ( false ) ,
leftArtRoll ( leftScroll ) , rightArtRoll ( rightScroll ) ,
allowedAssembling ( true ) , highlightModeCallback ( nullptr )
{
if ( createCommonPart )
{
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commonInfo = std : : make_shared < CArtifactsOfHero : : SCommonPart > ( ) ;
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commonInfo - > participants . insert ( this ) ;
}
// Init slots for worn artifacts.
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for ( auto p : artWorn )
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{
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p . second - > ourOwner = this ;
eraseSlotData ( p . second , p . first ) ;
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}
// 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 ) ) ;
}
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leftArtRoll - > addCallback ( std : : bind ( & CArtifactsOfHero : : scrollBackpack , this , - 1 ) ) ;
rightArtRoll - > addCallback ( std : : bind ( & CArtifactsOfHero : : scrollBackpack , this , + 1 ) ) ;
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}
CArtifactsOfHero : : CArtifactsOfHero ( const Point & position , bool createCommonPart /*= false*/ )
: curHero ( nullptr ) , backpackPos ( 0 ) , commonInfo ( nullptr ) , updateState ( false ) , allowedAssembling ( true ) , highlightModeCallback ( nullptr )
{
if ( createCommonPart )
{
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commonInfo = std : : make_shared < CArtifactsOfHero : : SCommonPart > ( ) ;
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commonInfo - > participants . insert ( this ) ;
}
OBJ_CONSTRUCTION_CAPTURING_ALL ;
pos + = position ;
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std : : vector < Point > slotPos =
{
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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
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} ;
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// Create slots for worn artifacts.
for ( size_t g = 0 ; g < GameConstants : : BACKPACK_START ; g + + )
{
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artWorn [ ArtifactPosition ( g ) ] = new CArtPlace ( slotPos [ g ] ) ;
artWorn [ ArtifactPosition ( g ) ] - > ourOwner = this ;
eraseSlotData ( artWorn [ ArtifactPosition ( g ) ] , ArtifactPosition ( g ) ) ;
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}
// Create slots for the backpack.
for ( size_t s = 0 ; s < 5 ; + + s )
{
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auto add = new CArtPlace ( Point ( 403 + 46 * s , 365 ) ) ;
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add - > ourOwner = this ;
eraseSlotData ( add , ArtifactPosition ( GameConstants : : BACKPACK_START + s ) ) ;
backpack . push_back ( add ) ;
}
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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 ) ;
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}
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 ( ) ;
CArtPlace * ap = nullptr ;
for ( CArtifactsOfHero * aoh : commonInfo - > participants )
{
if ( dst . isHolder ( aoh - > curHero ) )
{
commonInfo - > src . AOH = aoh ;
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if ( ( ap = aoh - > getArtPlace ( dst . slot ) ) ) //getArtPlace may return null
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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 & &
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src . isHolder ( commonInfo - > src . AOH - > curHero ) ) //artifact taken from before currently picked one
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{
//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 ( ) ;
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int shift = 0 ;
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// if(dst.slot >= Arts::BACKPACK_START && dst.slot - Arts::BACKPACK_START < backpackPos)
// shift++;
//
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if ( src . slot < GameConstants : : BACKPACK_START & & dst . slot - GameConstants : : BACKPACK_START < backpackPos )
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shift + + ;
if ( dst . slot < GameConstants : : BACKPACK_START & & src . slot - GameConstants : : BACKPACK_START < backpackPos )
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shift - - ;
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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
}
}
CArtPlace * CArtifactsOfHero : : getArtPlace ( int slot )
{
if ( slot < GameConstants : : BACKPACK_START )
{
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if ( artWorn . find ( ArtifactPosition ( slot ) ) = = artWorn . end ( ) )
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{
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logGlobal - > errorStream ( ) < < " CArtifactsOfHero::getArtPlace: invalid slot " < < slot ;
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return nullptr ;
}
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return artWorn [ ArtifactPosition ( slot ) ] ;
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}
else
{
for ( CArtPlace * ap : backpack )
if ( ap - > slotID = = slot )
return ap ;
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return nullptr ;
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}
}
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*/ )
{
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for ( auto p : artWorn )
updateSlot ( p . first ) ;
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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 CArtPlace * 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 ) ;
}