2014-07-13 16:11:25 +03:00
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/*
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* CGarrisonInt.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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2017-07-13 10:26:03 +02:00
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#pragma once
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#include "../windows/CWindowObject.h"
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2014-07-13 16:11:25 +03:00
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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class CArmedInstance;
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class CCreatureSet;
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class CStackInstance;
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VCMI_LIB_NAMESPACE_END
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2014-07-13 16:11:25 +03:00
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class CGarrisonInt;
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2014-08-03 14:16:19 +03:00
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class CButton;
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2014-07-13 16:11:25 +03:00
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class CAnimImage;
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class CGarrisonSlot;
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class CLabel;
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/// A single garrison slot which holds one creature of a specific amount
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class CGarrisonSlot : public CIntObject
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{
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SlotID ID; //for identification
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CGarrisonInt *owner;
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2018-04-07 13:34:11 +02:00
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const CStackInstance * myStack; //nullptr if slot is empty
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const CCreature * creature;
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2015-08-24 23:40:12 +02:00
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/// Type of Garrison for slot (up or down)
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enum EGarrisonType
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{
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UP=0, ///< 0 - up garrison (Garrisoned)
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DOWN, ///< 1 - down garrison (Visiting)
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} upg; ///< Flag indicating if it is the up or down garrison
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2014-07-13 16:11:25 +03:00
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2018-04-07 13:34:11 +02:00
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std::shared_ptr<CAnimImage> creatureImage;
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std::shared_ptr<CAnimImage> selectionImage; // image for selection, not always visible
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std::shared_ptr<CLabel> stackCount;
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2014-07-13 16:11:25 +03:00
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2015-08-24 22:39:56 +02:00
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bool viewInfo();
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bool highlightOrDropArtifact();
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bool split();
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2015-08-25 00:41:41 +02:00
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bool mustForceReselection() const;
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2015-08-24 22:39:56 +02:00
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2014-07-13 16:11:25 +03:00
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void setHighlight(bool on);
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2021-11-28 14:57:38 +02:00
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std::function<void()> getDismiss() const;
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2014-07-13 16:11:25 +03:00
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public:
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2015-10-12 15:47:10 +02:00
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virtual void hover (bool on) override; //call-in
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2014-07-13 16:11:25 +03:00
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const CArmedInstance * getObj() const;
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bool our() const;
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2021-11-28 21:48:22 +02:00
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SlotID getSlot() const { return ID; }
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2015-03-16 01:04:18 +02:00
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bool ally() const;
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2023-07-08 13:33:04 +02:00
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void showPopupWindow(const Point & cursorPosition) override;
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void clickPressed(const Point & cursorPosition) override;
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2014-07-13 16:11:25 +03:00
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void update();
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * creature_ = nullptr);
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2014-07-13 16:11:25 +03:00
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2021-11-28 14:57:38 +02:00
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void splitIntoParts(EGarrisonType type, int amount);
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bool handleSplittingShortcuts(); /// Returns true when some shortcut is pressed, false otherwise
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2017-10-26 18:40:09 +02:00
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2014-07-13 16:11:25 +03:00
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friend class CGarrisonInt;
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};
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/// Class which manages slots of upper and lower garrison, splitting of units
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class CGarrisonInt :public CIntObject
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{
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2015-08-25 00:45:46 +02:00
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/// Chosen slot. Should be changed only via selectSlot.
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2018-04-07 13:34:11 +02:00
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CGarrisonSlot * highlighted;
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2014-07-13 16:11:25 +03:00
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bool inSplittingMode;
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2018-04-07 13:34:11 +02:00
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std::vector<std::shared_ptr<CGarrisonSlot>> availableSlots; ///< Slots of upper and lower garrison
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2014-07-13 16:11:25 +03:00
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2018-04-07 13:34:11 +02:00
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void createSlots();
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bool checkSelected(const CGarrisonSlot * selected, TQuantity min = 0) const;
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2014-07-13 16:11:25 +03:00
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public:
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2023-07-16 15:56:42 +02:00
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enum class ESlotsLayout
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{
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ONE_ROW,
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TWO_ROWS,
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REVERSED_TWO_ROWS
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};
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2015-08-25 00:45:46 +02:00
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int interx; ///< Space between slots
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Point garOffset; ///< Offset between garrisons (not used if only one hero)
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2018-04-07 13:34:11 +02:00
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std::vector<std::shared_ptr<CButton>> splitButtons; ///< May be empty if no buttons
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2014-07-13 16:11:25 +03:00
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SlotID p2; ///< TODO: comment me
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bool pb,
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smallIcons, ///< true - 32x32 imgs, false - 58x64
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removableUnits, ///< player Can remove units from up
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owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
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2014-07-13 16:11:25 +03:00
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2023-07-16 15:56:42 +02:00
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ESlotsLayout layout;
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2023-07-15 23:11:21 +02:00
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2018-04-07 13:34:11 +02:00
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void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
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2021-11-28 14:57:38 +02:00
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const CGarrisonSlot * getSelection() const;
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2018-04-07 13:34:11 +02:00
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void setSplittingMode(bool on);
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bool getSplittingMode();
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2021-11-28 14:57:38 +02:00
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bool hasEmptySlot(CGarrisonSlot::EGarrisonType type) const;
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SlotID getEmptySlot(CGarrisonSlot::EGarrisonType type) const;
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2017-03-18 15:21:41 +02:00
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2018-04-07 13:34:11 +02:00
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const CArmedInstance * armedObjs[2]; ///< [0] is upper, [1] is down
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void setArmy(const CArmedInstance * army, bool bottomGarrison);
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void addSplitBtn(std::shared_ptr<CButton> button);
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void recreateSlots();
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2015-08-25 00:45:46 +02:00
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void splitClick(); ///< handles click on split button
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void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me
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2021-11-28 14:57:38 +02:00
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void moveStackToAnotherArmy(const CGarrisonSlot * selected);
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void bulkMoveArmy(const CGarrisonSlot * selected);
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void bulkMergeStacks(const CGarrisonSlot * selected); // Gather all creatures of selected type to the selected slot from other hero/garrison slots
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void bulkSplitStack(const CGarrisonSlot * selected); // Used to separate one-creature troops from main stack
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void bulkSmartSplitStack(const CGarrisonSlot * selected);
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2015-08-25 00:45:46 +02:00
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/// Constructor
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/// @param x, y Position
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/// @param inx Distance between slots;
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/// @param garsOffset
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/// @param s1, s2 Top and bottom armies
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/// @param _removableUnits You can take units from top
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/// @param smallImgs Units images size 64x58 or 32x32
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2023-07-15 23:11:21 +02:00
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/// @param _layout - when TWO_ROWS - Display slots in 2 rows (1st row = 4 slots, 2nd = 3 slots), REVERSED_TWO_ROWS = 3 slots in 1st row
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CGarrisonInt(int x, int y, int inx,
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const Point & garsOffset,
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const CArmedInstance * s1, const CArmedInstance * s2 = nullptr,
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bool _removableUnits = true,
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bool smallImgs = false,
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ESlotsLayout _layout = ESlotsLayout::ONE_ROW);
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2014-07-13 16:11:25 +03:00
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};
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class CGarrisonHolder
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{
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public:
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virtual void updateGarrisons() = 0;
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2014-07-13 16:11:25 +03:00
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};
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