#pragma once #include "CComponent.h" /* * CArtifactHolder.h, 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 * */ class CArtifactsOfHero; class CAnimImage; class CAdventureMapButton; struct ArtifactLocation; class CArtifactHolder { public: CArtifactHolder(); virtual void artifactRemoved(const ArtifactLocation &artLoc)=0; virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)=0; virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0; virtual void artifactAssembled(const ArtifactLocation &artLoc)=0; }; class CWindowWithArtifacts : public CArtifactHolder { public: std::vector artSets; void artifactRemoved(const ArtifactLocation &artLoc); void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc); void artifactDisassembled(const ArtifactLocation &artLoc); void artifactAssembled(const ArtifactLocation &artLoc); }; /// Artifacts can be placed there. Gets shown at the hero window class CArtPlace: public LRClickableAreaWTextComp { CAnimImage *image; CAnimImage *selection; void createImage(); public: // consider these members as const - change them only with appropriate methods e.g. lockSlot() bool locked; bool picked; bool marked; ArtifactPosition slotID; //Arts::EPOS enum + backpack starting from Arts::BACKPACK_START void lockSlot(bool on); void pickSlot(bool on); void selectSlot(bool on); CArtifactsOfHero * ourOwner; const CArtifactInstance * ourArt; // should be changed only with setArtifact() CArtPlace(Point position, const CArtifactInstance * Art = nullptr); //c-tor void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void select (); void deselect (); void showAll(SDL_Surface * to); bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here void setMeAsDest(bool backpackAsVoid = true); void setArtifact(const CArtifactInstance *art); }; /// Contains artifacts of hero. Distincts which artifacts are worn or backpacked class CArtifactsOfHero : public CIntObject { const CGHeroInstance * curHero; std::vector artWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5 std::vector backpack; //hero's visible backpack (only 5 elements!) int backpackPos; //number of first art visible in backpack (in hero's vector) public: struct SCommonPart { struct Artpos { ArtifactPosition slotID; const CArtifactsOfHero *AOH; const CArtifactInstance *art; Artpos(); void clear(); void setTo(const CArtPlace *place, bool dontTakeBackpack); bool valid(); bool operator==(const ArtifactLocation &al) const; } src, dst; std::set participants; // Needed to mark slots. void reset(); } * commonInfo; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally bool updateState; // Whether the commonInfo should be updated on setHero or not. CAdventureMapButton * leftArtRoll, * rightArtRoll; bool allowedAssembling; std::multiset artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be omitted in backpack slots std::function highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst); void artifactRemoved(const ArtifactLocation &al); void artifactAssembled(const ArtifactLocation &al); void artifactDisassembled(const ArtifactLocation &al); CArtPlace *getArtPlace(int slot); void setHero(const CGHeroInstance * hero); const CGHeroInstance *getHero() const; void dispose(); //free resources not needed after closing windows and reset state void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right void safeRedraw(); void markPossibleSlots(const CArtifactInstance* art); void unmarkSlots(bool withRedraw = true); //unmarks slots in all visible AOHs void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH void setSlotData (CArtPlace* artPlace, ArtifactPosition slotID); void updateWornSlots (bool redrawParent = true); void updateSlot(ArtifactPosition i); void eraseSlotData (CArtPlace* artPlace, ArtifactPosition slotID); CArtifactsOfHero(const Point& position, bool createCommonPart = false); //Alternative constructor, used if custom artifacts positioning required (Kingdom interface) CArtifactsOfHero(std::vector ArtWorn, std::vector Backpack, CAdventureMapButton *leftScroll, CAdventureMapButton *rightScroll, bool createCommonPart = false); ~CArtifactsOfHero(); //d-tor void updateParentWindow(); friend class CArtPlace; };