/* * ArtifactsUIController.cpp, 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 * */ #include "StdInc.h" #include "ArtifactsUIController.h" #include "CGameInfo.h" #include "CPlayerInterface.h" #include "../CCallback.h" #include "../lib/ArtifactUtils.h" #include "../lib/texts/CGeneralTextHandler.h" #include "../lib/mapObjects/CGHeroInstance.h" #include "gui/CGuiHandler.h" #include "gui/WindowHandler.h" #include "widgets/CComponent.h" #include "windows/CWindowWithArtifacts.h" ArtifactsUIController::ArtifactsUIController() { numOfMovedArts = 0; } bool ArtifactsUIController::askToAssemble(const ArtifactLocation & al, const bool onlyEquipped, const bool checkIgnored) { if(auto hero = LOCPLINT->cb->getHero(al.artHolder)) { if(hero->getArt(al.slot) == nullptr) { logGlobal->error("artifact location %d points to nothing", al.slot.num); return false; } return askToAssemble(hero, al.slot, onlyEquipped, checkIgnored); } return false; } bool ArtifactsUIController::askToAssemble(const CGHeroInstance * hero, const ArtifactPosition & slot, const bool onlyEquipped, const bool checkIgnored) { assert(hero); const auto art = hero->getArt(slot); assert(art); if(hero->tempOwner != LOCPLINT->playerID) return false; if(numOfArtsAskAssembleSession != 0) numOfArtsAskAssembleSession--; auto assemblyPossibilities = ArtifactUtils::assemblyPossibilities(hero, art->getTypeId(), onlyEquipped); if(!assemblyPossibilities.empty()) { auto askThread = new boost::thread([this, hero, art, slot, assemblyPossibilities, checkIgnored]() -> void { boost::mutex::scoped_lock askLock(askAssembleArtifactMutex); for(const auto combinedArt : assemblyPossibilities) { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); if(checkIgnored) { if(vstd::contains(ignoredArtifacts, combinedArt->getId())) continue; ignoredArtifacts.emplace(combinedArt->getId()); } bool assembleConfirmed = false; MetaString message = MetaString::createFromTextID(art->artType->getDescriptionTextID()); message.appendEOL(); message.appendEOL(); message.appendRawString(CGI->generaltexth->allTexts[732]); // You possess all of the components needed to assemble the message.replaceName(ArtifactID(combinedArt->getId())); LOCPLINT->showYesNoDialog(message.toString(), [&assembleConfirmed, hero, slot, combinedArt]() { assembleConfirmed = true; LOCPLINT->cb.get()->assembleArtifacts(hero->id, slot, true, combinedArt->getId()); }, nullptr, {std::make_shared(ComponentType::ARTIFACT, combinedArt->getId())}); LOCPLINT->waitWhileDialog(); if(assembleConfirmed) break; } }); askThread->detach(); return true; } return false; } bool ArtifactsUIController::askToDisassemble(const CGHeroInstance * hero, const ArtifactPosition & slot) { assert(hero); const auto art = hero->getArt(slot); assert(art); if(hero->tempOwner != LOCPLINT->playerID) return false; if(art->isCombined()) { if(ArtifactUtils::isSlotBackpack(slot) && !ArtifactUtils::isBackpackFreeSlots(hero, art->artType->getConstituents().size() - 1)) return false; MetaString message = MetaString::createFromTextID(art->artType->getDescriptionTextID()); message.appendEOL(); message.appendEOL(); message.appendRawString(CGI->generaltexth->allTexts[733]); // Do you wish to disassemble this artifact? LOCPLINT->showYesNoDialog(message.toString(), [hero, slot]() { LOCPLINT->cb->assembleArtifacts(hero->id, slot, false, ArtifactID()); }, nullptr); return true; } return false; } void ArtifactsUIController::artifactRemoved() { for(const auto & artWin : GH.windows().findWindows()) artWin->update(); LOCPLINT->waitWhileDialog(); } void ArtifactsUIController::artifactMoved() { // If a bulk transfer has arrived, then redrawing only the last art movement. if(numOfMovedArts != 0) numOfMovedArts--; if(numOfMovedArts == 0) for(const auto & artWin : GH.windows().findWindows()) { artWin->update(); } LOCPLINT->waitWhileDialog(); } void ArtifactsUIController::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts) { assert(totalNumOfArts >= possibleAssemblyNumOfArts); numOfMovedArts = totalNumOfArts; if(numOfArtsAskAssembleSession == 0) { // Do not start the next session until the previous one is finished numOfArtsAskAssembleSession = possibleAssemblyNumOfArts; ignoredArtifacts.clear(); } } void ArtifactsUIController::artifactAssembled() { for(const auto & artWin : GH.windows().findWindows()) artWin->update(); } void ArtifactsUIController::artifactDisassembled() { for(const auto & artWin : GH.windows().findWindows()) artWin->update(); }