/* * 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 * */ #pragma once #include "MiscWidgets.h" VCMI_LIB_NAMESPACE_BEGIN struct ArtifactLocation; VCMI_LIB_NAMESPACE_END class CArtifactsOfHero; class CAnimImage; class CButton; class CArtifactHolder { public: CArtifactHolder(); virtual void artifactRemoved(const ArtifactLocation &artLoc)=0; virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc, bool withRedraw)=0; virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0; virtual void artifactAssembled(const ArtifactLocation &artLoc)=0; }; class CArtPlace : public LRClickableAreaWTextComp { protected: std::shared_ptr image; virtual void createImage()=0; public: const CArtifactInstance * ourArt; // should be changed only with setArtifact() CArtPlace(Point position, const CArtifactInstance * Art = nullptr); void clickLeft(tribool down, bool previousState) override; void clickRight(tribool down, bool previousState) override; virtual void setArtifact(const CArtifactInstance *art)=0; }; class CCommanderArtPlace : public CArtPlace { protected: const CGHeroInstance * commanderOwner; ArtifactPosition commanderSlotID; void createImage() override; void returnArtToHeroCallback(); public: CCommanderArtPlace(Point position, const CGHeroInstance * commanderOwner, ArtifactPosition artSlot, const CArtifactInstance * Art = nullptr); void clickLeft(tribool down, bool previousState) override; void clickRight(tribool down, bool previousState) override; virtual void setArtifact(const CArtifactInstance * art) override; }; /// Artifacts can be placed there. Gets shown at the hero window class CHeroArtPlace: public CArtPlace { std::shared_ptr selection; void createImage() override; 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 CArtifactsOfHero * ourOwner; CHeroArtPlace(Point position, const CArtifactInstance * Art = nullptr); void lockSlot(bool on); void pickSlot(bool on); void selectSlot(bool on); void clickLeft(tribool down, bool previousState) override; void clickRight(tribool down, bool previousState) override; void select(); void showAll(SDL_Surface * to) override; 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) override; static bool askToAssemble(const CArtifactInstance *art, ArtifactPosition slot, const CGHeroInstance *hero); }; /// Contains artifacts of hero. Distincts which artifacts are worn or backpacked class CArtifactsOfHero : public CIntObject { public: using ArtPlacePtr = std::shared_ptr; using ArtPlaceMap = std::map; struct SCommonPart { struct Artpos { ArtifactPosition slotID; const CArtifactsOfHero *AOH; const CArtifactInstance *art; void clear(); void setTo(const CHeroArtPlace *place, bool dontTakeBackpack); bool valid(); bool operator==(const ArtifactLocation &al) const; } src, dst; std::set participants; // Needed to mark slots. void reset(); }; std::shared_ptr 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 std::shared_ptr leftArtRoll; std::shared_ptr 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, bool withUIUpdate); void artifactRemoved(const ArtifactLocation &al); void artifactUpdateSlots(const ArtifactLocation &al); ArtPlacePtr getArtPlace(ArtifactPosition slot);//may return null 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 activate() override; void deactivate() override; void safeRedraw(); void markPossibleSlots(const CArtifactInstance * art, bool withRedraw = false); void unmarkSlots(bool withRedraw = false); //unmarks slots in all visible AOHs void unmarkLocalSlots(bool withRedraw = false); //unmarks slots in that particular AOH void updateWornSlots(bool redrawParent = false); void updateBackpackSlots(bool redrawParent = false); void updateSlot(ArtifactPosition i); CArtifactsOfHero(const Point& position, bool createCommonPart = false); //Alternative constructor, used if custom artifacts positioning required (Kingdom interface) CArtifactsOfHero(ArtPlaceMap ArtWorn, std::vector Backpack, std::shared_ptr leftScroll, std::shared_ptr rightScroll, bool createCommonPart = false); ~CArtifactsOfHero(); void updateParentWindow(); friend class CHeroArtPlace; private: const CGHeroInstance * curHero; ArtPlaceMap artWorn; std::vector backpack; //hero's visible backpack (only 5 elements!) int backpackPos; //number of first art visible in backpack (in hero's vector) void eraseSlotData(ArtPlacePtr artPlace, ArtifactPosition slotID); void setSlotData(ArtPlacePtr artPlace, ArtifactPosition slotID); }; class CWindowWithArtifacts : public CArtifactHolder { std::vector> artSets; public: void addSet(std::shared_ptr artSet); std::shared_ptr getCommonPart(); void artifactRemoved(const ArtifactLocation &artLoc) override; void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc, bool withRedraw) override; void artifactDisassembled(const ArtifactLocation &artLoc) override; void artifactAssembled(const ArtifactLocation &artLoc) override; };