1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/client/windows/QuickRecruitmentWindow.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

172 lines
5.4 KiB
C++

/*
* QuickRecruitmentWindow.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 "QuickRecruitmentWindow.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../CPlayerInterface.h"
#include "../widgets/Buttons.h"
#include "../widgets/CreatureCostBox.h"
#include "../widgets/Slider.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../../CCallback.h"
#include "../../lib/ResourceSet.h"
#include "../../lib/CCreatureHandler.h"
#include "CreaturePurchaseCard.h"
void QuickRecruitmentWindow::setButtons()
{
setCancelButton();
setBuyButton();
setMaxButton();
}
void QuickRecruitmentWindow::setCancelButton()
{
cancelButton = std::make_shared<CButton>(Point((pos.w / 2) + 48, 418), AnimationPath::builtin("ICN6432.DEF"), CButton::tooltip(), [&](){ close(); }, EShortcut::GLOBAL_CANCEL);
cancelButton->setImageOrder(0, 1, 2, 3);
}
void QuickRecruitmentWindow::setBuyButton()
{
buyButton = std::make_shared<CButton>(Point((pos.w / 2) - 32, 418), AnimationPath::builtin("IBY6432.DEF"), CButton::tooltip(), [&](){ purchaseUnits(); }, EShortcut::GLOBAL_ACCEPT);
buyButton->setImageOrder(0, 1, 2, 3);
}
void QuickRecruitmentWindow::setMaxButton()
{
maxButton = std::make_shared<CButton>(Point((pos.w/2)-112, 418), AnimationPath::builtin("IRCBTNS.DEF"), CButton::tooltip(), [&](){ maxAllCards(cards); }, EShortcut::RECRUITMENT_MAX);
maxButton->setImageOrder(0, 1, 2, 3);
}
void QuickRecruitmentWindow::setCreaturePurchaseCards()
{
int availableAmount = getAvailableCreatures();
Point position = Point((pos.w - 100*availableAmount - 8*(availableAmount-1))/2,64);
for (int i = 0; i < town->getTown()->creatures.size(); i++)
{
if(!town->getTown()->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
{
cards.push_back(std::make_shared<CreaturePurchaseCard>(town->creatures[i].second, position, town->creatures[i].first, this));
position.x += 108;
}
}
totalCost = std::make_shared<CreatureCostBox>(Rect((this->pos.w/2)-45, position.y+260, 97, 74), "");
}
void QuickRecruitmentWindow::initWindow(Rect startupPosition)
{
pos.x = startupPosition.x + 238;
pos.y = startupPosition.y + 45;
pos.w = 332;
pos.h = 461;
int creaturesAmount = getAvailableCreatures();
if(creaturesAmount > 3)
{
pos.w += 108 * (creaturesAmount - 3);
pos.x -= 55 * (creaturesAmount - 3);
}
backgroundTexture = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK.pcx"), Rect(0, 0, pos.w, pos.h));
costBackground = std::make_shared<CPicture>(ImagePath::builtin("QuickRecruitmentWindow/costBackground.png"), pos.w/2-113, 335);
}
void QuickRecruitmentWindow::maxAllCards(std::vector<std::shared_ptr<CreaturePurchaseCard> > cards)
{
auto allAvailableResources = LOCPLINT->cb->getResourceAmount();
for(auto i : boost::adaptors::reverse(cards))
{
si32 maxAmount = i->creatureOnTheCard->maxAmount(allAvailableResources);
vstd::amin(maxAmount, i->maxAmount);
i->slider->setAmount(maxAmount);
if(i->slider->getValue() != maxAmount)
i->slider->scrollTo(maxAmount);
else
i->sliderMoved(maxAmount);
i->slider->scrollToMax();
allAvailableResources -= (i->creatureOnTheCard->getFullRecruitCost() * maxAmount);
}
maxButton->block(allAvailableResources == LOCPLINT->cb->getResourceAmount());
}
void QuickRecruitmentWindow::purchaseUnits()
{
for(auto selected : boost::adaptors::reverse(cards))
{
if(selected->slider->getValue())
{
int level = 0;
int i = 0;
for(auto c : town->getTown()->creatures)
{
for(auto c2 : c)
if(c2 == selected->creatureOnTheCard->getId())
level = i;
i++;
}
auto onRecruit = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); };
CreatureID crid = selected->creatureOnTheCard->getId();
SlotID dstslot = town -> getSlotFor(crid);
if(!dstslot.validSlot())
continue;
onRecruit(crid, selected->slider->getValue());
}
}
close();
}
int QuickRecruitmentWindow::getAvailableCreatures()
{
int creaturesAmount = 0;
for (int i=0; i< town->getTown()->creatures.size(); i++)
if(!town->getTown()->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
creaturesAmount++;
return creaturesAmount;
}
void QuickRecruitmentWindow::updateAllSliders()
{
auto allAvailableResources = LOCPLINT->cb->getResourceAmount();
for(auto i : boost::adaptors::reverse(cards))
allAvailableResources -= (i->creatureOnTheCard->getFullRecruitCost() * i->slider->getValue());
for(auto i : cards)
{
si32 maxAmount = i->creatureOnTheCard->maxAmount(allAvailableResources);
vstd::amin(maxAmount, i->maxAmount);
if(maxAmount < 0)
continue;
if(i->slider->getValue() + maxAmount < i->maxAmount)
i->slider->setAmount(i->slider->getValue() + maxAmount);
else
i->slider->setAmount(i->maxAmount);
i->slider->scrollTo(i->slider->getValue());
}
totalCost->createItems(LOCPLINT->cb->getResourceAmount() - allAvailableResources);
totalCost->set(LOCPLINT->cb->getResourceAmount() - allAvailableResources);
}
QuickRecruitmentWindow::QuickRecruitmentWindow(const CGTownInstance * townd, Rect startupPosition)
: CWindowObject(PLAYER_COLORED | BORDERED),
town(townd)
{
OBJECT_CONSTRUCTION;
initWindow(startupPosition);
setButtons();
setCreaturePurchaseCards();
maxAllCards(cards);
center();
}