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Garrison: Refactor Left Click
Restructure large nested if statements into more shallow blocks Factor out contents of if statements to functions for better readability * viewInfo * hightlightOrDropArtifact * split
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@ -144,141 +144,142 @@ void CGarrisonSlot::clickRight(tribool down, bool previousState)
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GH.pushInt(new CStackWindow(myStack, true));
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}
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}
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bool CGarrisonSlot::viewInfo()
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{
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UpgradeInfo pom;
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LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
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bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
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bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
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std::function<void(CreatureID)> upgr = nullptr;
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std::function<void()> dism = nullptr;
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if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
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if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
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owner->selectSlot(nullptr);
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owner->setSplittingMode(false);
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for(auto & elem : owner->splitButtons)
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elem->block(true);
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redraw();
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GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
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return true;
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}
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bool CGarrisonSlot::highlightOrDropArtifact()
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{
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bool artSelected = false;
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if (CWindowWithArtifacts* chw = dynamic_cast<CWindowWithArtifacts*>(GH.topInt())) //dirty solution
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{
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const CArtifactsOfHero::SCommonPart *commonInfo = chw->artSets.front()->commonInfo;
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if (const CArtifactInstance *art = commonInfo->src.art)
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{
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const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
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artSelected = true;
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if (myStack) // try dropping the artifact only if the slot isn't empty
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{
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ArtifactLocation src(srcHero, commonInfo->src.slotID);
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ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
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if (art->canBePutAt(dst, true))
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{ //equip clicked stack
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if(dst.getArt())
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{
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//creature can wear only one active artifact
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//if we are placing a new one, the old one will be returned to the hero's backpack
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LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero, dst.getArt()->firstBackpackSlot(srcHero)));
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}
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LOCPLINT->cb->swapArtifacts(src, dst);
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}
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}
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}
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}
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if (!artSelected && creature)
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{
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owner->selectSlot(this);
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if(creature)
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{
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for(auto & elem : owner->splitButtons)
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elem->block(!our());
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}
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}
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redraw();
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return true;
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}
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bool CGarrisonSlot::split()
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{
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const CGarrisonSlot * selection = owner->getSelection();
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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->setSplittingMode(false);
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int minLeft=0, minRight=0;
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if(upg != selection->upg) // not splitting within same army
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{
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if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack
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&& selection->getObj()->needsLastStack() )
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{
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minLeft = 1;
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}
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// destination army can't be emptied, unless we're rebalancing two stacks of same creature
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if(getObj()->stacksCount() == 1
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&& selection->creature == creature
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&& getObj()->needsLastStack() )
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{
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minRight = 1;
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}
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}
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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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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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return true;
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}
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void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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{
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if(down)
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{
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bool refr = false;
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const CGarrisonSlot * selection = owner->getSelection();
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if(selection)
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if(!selection)
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refr = highlightOrDropArtifact();
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else if(selection == this)
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refr = viewInfo();
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// Only allow certain moves if troops aren't removable or not ours.
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else if (!( ( selection->our()//our creature is selected
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|| selection->creature == creature )//or we are rebalancing army
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&& ( owner->removableUnits
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|| (upg == 0 && ( selection->upg == 1 && !creature ) )
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|| (upg == 1 && selection->upg == 1 ) ) ))
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{
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if(selection == this) //view info
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{
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UpgradeInfo pom;
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LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
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bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
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bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
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std::function<void(CreatureID)> upgr = nullptr;
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std::function<void()> dism = nullptr;
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if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
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if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
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owner->selectSlot(nullptr);
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owner->setSplittingMode(false);
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for(auto & elem : owner->splitButtons)
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elem->block(true);
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redraw();
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refr = true;
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GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
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}
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else
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{
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// Only allow certain moves if troops aren't removable or not ours.
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if ( ( selection->our()//our creature is selected
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|| selection->creature == creature )//or we are rebalancing army
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&& ( owner->removableUnits
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|| (upg == 0 && ( selection->upg == 1 && !creature ) )
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|| (upg == 1 && selection->upg == 1 ) ) )
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{
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//we want to split
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if((owner->getSplittingMode() || LOCPLINT->shiftPressed())
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&& (!creature
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|| (creature == selection->creature)))
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{
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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->setSplittingMode(false);
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int minLeft=0, minRight=0;
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if(upg != selection->upg) //not splitting within same army
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{
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if(selection->getObj()->stacksCount() == 1 //we're splitting away the last stack
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&& selection->getObj()->needsLastStack() )
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{
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minLeft = 1;
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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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&& selection->creature == creature
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&& getObj()->needsLastStack() )
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{
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minRight = 1;
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}
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}
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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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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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refr = true;
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}
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else if(creature != selection->creature) //swap
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{
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LOCPLINT->cb->swapCreatures(
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(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!selection->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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ID,selection->ID);
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}
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else //merge
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{
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LOCPLINT->cb->mergeStacks(
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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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selection->ID,ID);
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}
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}
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else // Highlight
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{
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if(creature)
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owner->selectSlot(this);
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redraw();
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refr = true;
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}
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}
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}
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else //highlight or drop artifact
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{
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bool artSelected = false;
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if (CWindowWithArtifacts* chw = dynamic_cast<CWindowWithArtifacts*>(GH.topInt())) //dirty solution
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{
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const CArtifactsOfHero::SCommonPart *commonInfo = chw->artSets.front()->commonInfo;
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if (const CArtifactInstance *art = commonInfo->src.art)
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{
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const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
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artSelected = true;
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if (myStack) // try dropping the artifact only if the slot isn't empty
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{
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ArtifactLocation src(srcHero, commonInfo->src.slotID);
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ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
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if (art->canBePutAt(dst, true))
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{ //equip clicked stack
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if(dst.getArt())
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{
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//creature can wear only one active artifact
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//if we are placing a new one, the old one will be returned to the hero's backpack
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LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero, dst.getArt()->firstBackpackSlot(srcHero)));
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}
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LOCPLINT->cb->swapArtifacts(src, dst);
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}
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}
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}
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}
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if (!artSelected && creature)
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{
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// Highlight
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if(creature)
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owner->selectSlot(this);
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if(creature)
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{
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for(auto & elem : owner->splitButtons)
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elem->block(!our());
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}
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}
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redraw();
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refr = true;
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}
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// we want to split
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else if( (owner->getSplittingMode() || LOCPLINT->shiftPressed())
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&& (!creature || creature == selection->creature) )
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refr = split();
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// swap
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else if(creature != selection->creature)
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LOCPLINT->cb->swapCreatures(
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(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!selection->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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ID,selection->ID);
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// merge
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else
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LOCPLINT->cb->mergeStacks(
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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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selection->ID,ID);
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if(refr) {hover(false); hover(true); } //to refresh statusbar
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}
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}
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@ -34,6 +34,10 @@ class CGarrisonSlot : public CIntObject
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CAnimImage * selectionImage; // image for selection, not always visible
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CLabel * stackCount;
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bool viewInfo();
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bool highlightOrDropArtifact();
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bool split();
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void setHighlight(bool on);
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public:
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virtual void hover (bool on); //call-in
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