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Garrison: Boyscouting: simplify clickLeft
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@ -149,9 +149,10 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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if(down)
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if(down)
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{
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{
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bool refr = false;
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bool refr = false;
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if(owner->getSelection())
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const CGarrisonSlot * selection = owner->getSelection();
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if(selection)
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{
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{
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if(owner->getSelection() == this) //view info
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if(selection == this) //view info
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{
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{
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UpgradeInfo pom;
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UpgradeInfo pom;
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LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
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LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
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@ -176,16 +177,16 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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else
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else
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{
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{
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// Only allow certain moves if troops aren't removable or not ours.
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// Only allow certain moves if troops aren't removable or not ours.
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if ( ( owner->getSelection()->our()//our creature is selected
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if ( ( selection->our()//our creature is selected
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|| owner->getSelection()->creature == creature )//or we are rebalancing army
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|| selection->creature == creature )//or we are rebalancing army
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&& ( owner->removableUnits
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&& ( owner->removableUnits
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|| (upg == 0 && ( owner->getSelection()->upg == 1 && !creature ) )
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|| (upg == 0 && ( selection->upg == 1 && !creature ) )
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|| (upg == 1 && owner->getSelection()->upg == 1 ) ) )
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|| (upg == 1 && selection->upg == 1 ) ) )
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{
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{
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//we want to split
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//we want to split
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if((owner->getSplittingMode() || LOCPLINT->shiftPressed())
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if((owner->getSplittingMode() || LOCPLINT->shiftPressed())
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&& (!creature
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&& (!creature
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|| (creature == owner->getSelection()->creature)))
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|| (creature == selection->creature)))
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{
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{
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owner->p2 = ID; //store the second stack pos
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owner->p2 = ID; //store the second stack pos
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owner->pb = upg;//store the second stack owner (up or down army)
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owner->pb = upg;//store the second stack owner (up or down army)
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@ -193,41 +194,41 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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int minLeft=0, minRight=0;
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int minLeft=0, minRight=0;
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if(upg != owner->getSelection()->upg) //not splitting within same army
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if(upg != selection->upg) //not splitting within same army
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{
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{
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if(owner->getSelection()->getObj()->stacksCount() == 1 //we're splitting away the last stack
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if(selection->getObj()->stacksCount() == 1 //we're splitting away the last stack
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&& owner->getSelection()->getObj()->needsLastStack() )
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&& selection->getObj()->needsLastStack() )
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{
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{
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minLeft = 1;
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minLeft = 1;
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}
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}
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if(getObj()->stacksCount() == 1 //destination army can't be emptied, unless we're rebalancing two stacks of same creature
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if(getObj()->stacksCount() == 1 //destination army can't be emptied, unless we're rebalancing two stacks of same creature
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&& owner->getSelection()->creature == creature
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&& selection->creature == creature
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&& getObj()->needsLastStack() )
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&& getObj()->needsLastStack() )
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{
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{
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minRight = 1;
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minRight = 1;
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}
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}
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}
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}
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int countLeft = owner->getSelection()->myStack ? owner->getSelection()->myStack->count : 0;
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int countLeft = selection->myStack ? selection->myStack->count : 0;
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int countRight = myStack ? myStack->count : 0;
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int countRight = myStack ? myStack->count : 0;
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GH.pushInt(new CSplitWindow(owner->getSelection()->creature, std::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
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GH.pushInt(new CSplitWindow(selection->creature, std::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
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minLeft, minRight, countLeft, countRight));
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minLeft, minRight, countLeft, countRight));
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refr = true;
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refr = true;
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}
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}
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else if(creature != owner->getSelection()->creature) //swap
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else if(creature != selection->creature) //swap
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{
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{
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LOCPLINT->cb->swapCreatures(
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LOCPLINT->cb->swapCreatures(
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(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!owner->getSelection()->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!selection->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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ID,owner->getSelection()->ID);
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ID,selection->ID);
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}
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}
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else //merge
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else //merge
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{
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{
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LOCPLINT->cb->mergeStacks(
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LOCPLINT->cb->mergeStacks(
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(!owner->getSelection()->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!selection->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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owner->getSelection()->ID,ID);
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selection->ID,ID);
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}
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}
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}
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}
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else // Highlight
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else // Highlight
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