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726 lines
19 KiB
C++
726 lines
19 KiB
C++
/*
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* CGarrisonInt.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGarrisonInt.h"
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#include "Buttons.h"
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#include "TextControls.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/WindowHandler.h"
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#include "../windows/CCreatureWindow.h"
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#include "../windows/GUIClasses.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../../CCallback.h"
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#include "../../lib/ArtifactUtils.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/TextOperations.h"
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#include "../../lib/gameState/CGameState.h"
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void CGarrisonSlot::setHighlight(bool on)
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{
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if (on)
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selectionImage->enable(); //show
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else
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selectionImage->disable(); //hide
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}
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void CGarrisonSlot::hover (bool on)
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{
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////Hoverable::hover(on);
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if(on)
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{
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std::string temp;
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if(creature)
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{
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if(owner->getSelection())
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{
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if(owner->getSelection() == this)
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{
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temp = CGI->generaltexth->tcommands[4]; //View %s
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boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
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}
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else if (owner->getSelection()->creature == creature)
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{
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temp = CGI->generaltexth->tcommands[2]; //Combine %s armies
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boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
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}
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else if (owner->getSelection()->creature)
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{
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temp = CGI->generaltexth->tcommands[7]; //Exchange %s with %s
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boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());
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boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
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}
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else
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{
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logGlobal->warn("Warning - shouldn't be - highlighted void slot %d", owner->getSelection()->ID.getNum());
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logGlobal->warn("Highlighted set to nullptr");
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owner->selectSlot(nullptr);
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}
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}
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else
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{
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const bool isHeroOnMap = owner->armedObjs[0] // Hero is not a visitor and not a garrison defender
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&& owner->armedObjs[0]->ID == Obj::HERO
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&& (!owner->armedObjs[1] || owner->armedObjs[1]->ID == Obj::HERO) // one hero or we are in the Heroes exchange window
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&& !(static_cast<const CGHeroInstance*>(owner->armedObjs[0]))->inTownGarrison;
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if(isHeroOnMap)
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{
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temp = CGI->generaltexth->allTexts[481]; //Select %s
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}
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else if(upg == EGarrisonType::UP)
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{
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temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)
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}
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else // Hero is visiting some object (town, mine, etc)
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{
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temp = CGI->generaltexth->tcommands[32]; //Select %s (visiting)
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}
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boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
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}
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}
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else
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{
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if(owner->getSelection())
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{
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const CArmedInstance *highl = owner->getSelection()->getObj();
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if( highl->needsLastStack() //we are moving stack from hero's
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&& highl->stacksCount() == 1 //it's only stack
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&& owner->getSelection()->upg != upg //we're moving it to the other garrison
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)
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{
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temp = CGI->generaltexth->tcommands[5]; //Cannot move last army to garrison
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}
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else
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{
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temp = CGI->generaltexth->tcommands[6]; //Move %s
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boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());
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}
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}
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else
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{
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temp = CGI->generaltexth->tcommands[11]; //Empty
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}
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}
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GH.statusbar()->write(temp);
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}
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else
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{
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GH.statusbar()->clear();
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}
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}
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const CArmedInstance * CGarrisonSlot::getObj() const
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{
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return owner->armedObjs[upg];
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}
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/// @return Whether the unit in the slot belongs to the current player.
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bool CGarrisonSlot::our() const
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{
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return owner->owned[upg];
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}
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/// @return Whether the unit in the slot belongs to an ally but not to the current player.
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bool CGarrisonSlot::ally() const
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{
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if(!getObj())
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return false;
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return PlayerRelations::ALLIES == LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, getObj()->tempOwner);
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}
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std::function<void()> CGarrisonSlot::getDismiss() const
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{
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const bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID
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&& (getObj()->stacksCount() > 1 ||
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!getObj()->needsLastStack());
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return canDismiss ? [=]()
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{
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LOCPLINT->cb->dismissCreature(getObj(), ID);
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} : (std::function<void()>)nullptr;
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}
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/// The creature slot has been clicked twice, therefore the creature info should be shown
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/// @return Whether the view should be refreshed
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bool CGarrisonSlot::viewInfo()
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{
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UpgradeInfo pom;
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LOCPLINT->cb->fillUpgradeInfo(getObj(), ID, pom);
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bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
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std::function<void(CreatureID)> upgr = nullptr;
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auto dism = getDismiss();
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if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
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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.windows().createAndPushWindow<CStackWindow>(myStack, dism, pom, upgr);
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return true;
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}
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/// The selection is empty, therefore the creature should be moved
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/// @return Whether the view should be refreshed
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bool CGarrisonSlot::highlightOrDropArtifact()
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{
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bool artSelected = false;
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if (auto chw = GH.windows().topWindow<CWindowWithArtifacts>()) //dirty solution
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{
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const auto pickedArtInst = chw->getPickedArtifact();
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if(pickedArtInst)
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{
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const auto * srcHero = chw->getHeroPickedArtifact();
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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, ArtifactPosition::TRANSITION_POS);
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ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
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if(pickedArtInst->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,
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ArtifactUtils::getArtBackpackPosition(srcHero, dst.getArt()->getTypeId())));
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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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/// The creature is only being partially moved
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/// @return Whether the view should be refreshed
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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.windows().createAndPushWindow<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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/// If certain creates cannot be moved, the selection should change
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/// Force reselection in these cases
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/// * When attempting to take creatures from ally
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/// * When attempting to swap creatures with an ally
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/// * When attempting to take unremovable units
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/// @return Whether reselection must be done
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bool CGarrisonSlot::mustForceReselection() const
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{
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const CGarrisonSlot * selection = owner->getSelection();
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bool withAlly = selection->our() ^ our();
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if (!creature || !selection->creature)
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return false;
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// Attempt to take creatures from ally (select theirs first)
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if (!selection->our())
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return true;
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// Attempt to swap creatures with ally (select ours first)
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if (selection->creature != creature && withAlly)
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return true;
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if (!owner->removableUnits)
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{
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if (selection->upg == EGarrisonType::UP)
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return true;
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else
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return creature || upg == EGarrisonType::UP;
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}
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return false;
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}
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void CGarrisonSlot::showPopupWindow(const Point & cursorPosition)
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{
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if(creature)
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{
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GH.windows().createAndPushWindow<CStackWindow>(myStack, true);
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}
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}
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void CGarrisonSlot::clickPressed(const Point & cursorPosition)
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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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{
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refr = highlightOrDropArtifact(); // Affects selection
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handleSplittingShortcuts();
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}
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else if(selection == this)
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{
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if(!handleSplittingShortcuts())
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refr = viewInfo(); // Affects selection
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}
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// Re-highlight if troops aren't removable or not ours.
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else if (mustForceReselection())
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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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else
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{
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const CArmedInstance * selectedObj = owner->armedObjs[selection->upg];
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bool lastHeroStackSelected = false;
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if(selectedObj->stacksCount() == 1
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&& owner->getSelection()->upg != upg
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&& selectedObj->needsLastStack())
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{
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lastHeroStackSelected = true;
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}
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if((owner->getSplittingMode() || GH.isKeyboardShiftDown()) // split window
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&& (!creature || creature == selection->creature))
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{
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refr = split();
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}
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else if(!creature && lastHeroStackSelected) // split all except last creature
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LOCPLINT->cb->splitStack(selectedObj, owner->armedObjs[upg], selection->ID, ID, selection->myStack->count - 1);
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else if(creature != selection->creature) // swap
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LOCPLINT->cb->swapCreatures(owner->armedObjs[upg], selectedObj, ID, selection->ID);
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else if(lastHeroStackSelected) // merge last stack to other hero stack
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refr = split();
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else // merge
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LOCPLINT->cb->mergeStacks(selectedObj, owner->armedObjs[upg], selection->ID, ID);
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}
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if(refr)
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{
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// Refresh Statusbar
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hover(false);
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hover(true);
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}
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}
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void CGarrisonSlot::update()
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{
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if(getObj() != nullptr)
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{
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addUsedEvents(LCLICK | SHOW_POPUP | HOVER);
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myStack = getObj()->getStackPtr(ID);
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creature = myStack ? myStack->type : nullptr;
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}
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else
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{
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removeUsedEvents(LCLICK | SHOW_POPUP | HOVER);
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myStack = nullptr;
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creature = nullptr;
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}
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if(creature)
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{
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creatureImage->enable();
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creatureImage->setFrame(creature->getIconIndex());
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stackCount->enable();
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stackCount->setText(TextOperations::formatMetric(myStack->count, 4));
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}
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else
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{
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creatureImage->disable();
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stackCount->disable();
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}
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}
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CGarrisonSlot::CGarrisonSlot(CGarrisonInt * Owner, int x, int y, SlotID IID, CGarrisonSlot::EGarrisonType Upg, const CStackInstance * creature_)
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: ID(IID),
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owner(Owner),
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myStack(creature_),
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creature(creature_ ? creature_->type : nullptr),
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upg(Upg)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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pos.x += x;
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pos.y += y;
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std::string imgName = owner->smallIcons ? "cprsmall" : "TWCRPORT";
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creatureImage = std::make_shared<CAnimImage>(imgName, 0);
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creatureImage->disable();
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selectionImage = std::make_shared<CAnimImage>(imgName, 1);
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selectionImage->disable();
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if(Owner->smallIcons)
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{
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pos.w = 32;
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pos.h = 32;
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}
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else
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{
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pos.w = 58;
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pos.h = 64;
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}
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stackCount = std::make_shared<CLabel>(pos.w, pos.h, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, ETextAlignment::BOTTOMRIGHT, Colors::WHITE);
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update();
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}
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void CGarrisonSlot::splitIntoParts(CGarrisonSlot::EGarrisonType type, int amount)
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{
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auto empty = owner->getEmptySlot(type);
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if(empty == SlotID())
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return;
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owner->pb = type;
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owner->p2 = empty;
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owner->splitStacks(1, amount);
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}
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bool CGarrisonSlot::handleSplittingShortcuts()
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{
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const bool isAlt = GH.isKeyboardAltDown();
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const bool isLShift = GH.isKeyboardShiftDown();
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const bool isLCtrl = GH.isKeyboardCtrlDown();
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if(!isAlt && !isLShift && !isLCtrl)
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return false; // This is only case when return false
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auto selected = owner->getSelection();
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if(!selected)
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return true; // Some Shortcusts are pressed but there are no appropriate actions
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auto units = selected->myStack->count;
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if(units < 1)
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return true;
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if (isLShift && isLCtrl && isAlt)
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{
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owner->bulkMoveArmy(selected);
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}
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else if(isLCtrl && isAlt)
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{
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owner->moveStackToAnotherArmy(selected);
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}
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else if(isLShift && isAlt)
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{
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auto dismiss = getDismiss();
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if(dismiss)
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], dismiss, nullptr);
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}
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else if(isAlt)
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{
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owner->bulkMergeStacks(selected);
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}
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else
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{
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if(units <= 1)
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return true;
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if(isLCtrl && isLShift)
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owner->bulkSplitStack(selected);
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else if(isLShift)
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owner->bulkSmartSplitStack(selected);
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else
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splitIntoParts(selected->upg, 1); // LCtrl
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}
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return true;
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}
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void CGarrisonInt::addSplitBtn(std::shared_ptr<CButton> button)
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{
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addChild(button.get());
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button->recActions &= ~DISPOSE;
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splitButtons.push_back(button);
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button->block(getSelection() == nullptr);
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}
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void CGarrisonInt::createSlots()
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{
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int distance = interx + (smallIcons ? 32 : 58);
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for(int i=0; i<2; i++)
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{
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std::vector<std::shared_ptr<CGarrisonSlot>> garrisonSlots;
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garrisonSlots.resize(7);
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if(armedObjs[i])
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{
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for(auto & elem : armedObjs[i]->Slots())
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{
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garrisonSlots[elem.first.getNum()] = std::make_shared<CGarrisonSlot>(this, i*garOffset.x + (elem.first.getNum()*distance), i*garOffset.y, elem.first, static_cast<CGarrisonSlot::EGarrisonType>(i), elem.second);
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}
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}
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for(int j=0; j<7; j++)
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{
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if(!garrisonSlots[j])
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garrisonSlots[j] = std::make_shared<CGarrisonSlot>(this, i*garOffset.x + (j*distance), i*garOffset.y, SlotID(j), static_cast<CGarrisonSlot::EGarrisonType>(i), nullptr);
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if(twoRows && j>=4)
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{
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garrisonSlots[j]->moveBy(Point(-126, 37));
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}
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}
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vstd::concatenate(availableSlots, garrisonSlots);
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}
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}
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void CGarrisonInt::recreateSlots()
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{
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selectSlot(nullptr);
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setSplittingMode(false);
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for(auto & elem : splitButtons)
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elem->block(true);
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for(auto slot : availableSlots)
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slot->update();
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}
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void CGarrisonInt::splitClick()
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{
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if(!getSelection())
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return;
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setSplittingMode(!getSplittingMode());
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redraw();
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}
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void CGarrisonInt::splitStacks(int, int amountRight)
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{
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LOCPLINT->cb->splitStack(armedObjs[getSelection()->upg], armedObjs[pb], getSelection()->ID, p2, amountRight);
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}
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bool CGarrisonInt::checkSelected(const CGarrisonSlot * selected, TQuantity min) const
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{
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return selected && selected->myStack && selected->myStack->count > min && selected->creature;
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}
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void CGarrisonInt::moveStackToAnotherArmy(const CGarrisonSlot * selected)
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{
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if(!checkSelected(selected))
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return;
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const auto srcArmyType = selected->upg;
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const auto destArmyType = srcArmyType == CGarrisonSlot::UP
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? CGarrisonSlot::DOWN
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: CGarrisonSlot::UP;
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auto srcArmy = armedObjs[srcArmyType];
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auto destArmy = armedObjs[destArmyType];
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if(!destArmy)
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return;
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auto destSlot = destArmy->getSlotFor(selected->creature);
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if(destSlot == SlotID())
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return;
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const auto srcSlot = selected->ID;
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const bool isDestSlotEmpty = !destArmy->getStackCount(destSlot);
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if(isDestSlotEmpty && !destArmy->getStackCount(srcSlot))
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destSlot = srcSlot; // Same place is more preferable
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const bool isLastStack = srcArmy->stacksCount() == 1 && srcArmy->needsLastStack();
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auto srcAmount = selected->myStack->count - (isLastStack ? 1 : 0);
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if(!srcAmount)
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return;
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|
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if(!isDestSlotEmpty || isLastStack)
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{
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srcAmount += destArmy->getStackCount(destSlot); // Due to 'split' implementation in the 'CGameHandler::arrangeStacks'
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LOCPLINT->cb->splitStack(srcArmy, destArmy, srcSlot, destSlot, srcAmount);
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}
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else
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{
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LOCPLINT->cb->swapCreatures(srcArmy, destArmy, srcSlot, destSlot);
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}
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}
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|
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void CGarrisonInt::bulkMoveArmy(const CGarrisonSlot * selected)
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{
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if(!checkSelected(selected))
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return;
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|
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const auto srcArmyType = selected->upg;
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const auto destArmyType = (srcArmyType == CGarrisonSlot::UP)
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? CGarrisonSlot::DOWN
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: CGarrisonSlot::UP;
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|
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auto srcArmy = armedObjs[srcArmyType];
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auto destArmy = armedObjs[destArmyType];
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|
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if(!destArmy)
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return;
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|
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const auto srcSlot = selected->ID;
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LOCPLINT->cb->bulkMoveArmy(srcArmy->id, destArmy->id, srcSlot);
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}
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|
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void CGarrisonInt::bulkMergeStacks(const CGarrisonSlot * selected)
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{
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if(!checkSelected(selected))
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return;
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|
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const auto type = selected->upg;
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|
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if(!armedObjs[type]->hasCreatureSlots(selected->creature, selected->ID))
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|
return;
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|
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LOCPLINT->cb->bulkMergeStacks(armedObjs[type]->id, selected->ID);
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}
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|
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void CGarrisonInt::bulkSplitStack(const CGarrisonSlot * selected)
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|
{
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|
if(!checkSelected(selected, 1)) // check if > 1
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|
return;
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|
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|
const auto type = selected->upg;
|
|
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|
if(!hasEmptySlot(type))
|
|
return;
|
|
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|
LOCPLINT->cb->bulkSplitStack(armedObjs[type]->id, selected->ID);
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}
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|
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|
void CGarrisonInt::bulkSmartSplitStack(const CGarrisonSlot * selected)
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|
{
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|
if(!checkSelected(selected, 1))
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|
return;
|
|
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|
const auto type = selected->upg;
|
|
|
|
// Do not disturb the server if the creature is already balanced
|
|
if(!hasEmptySlot(type) && armedObjs[type]->isCreatureBalanced(selected->creature))
|
|
return;
|
|
|
|
LOCPLINT->cb->bulkSmartSplitStack(armedObjs[type]->id, selected->ID);
|
|
}
|
|
|
|
CGarrisonInt::CGarrisonInt(int x, int y, int inx, const Point & garsOffset,
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const CArmedInstance * s1, const CArmedInstance * s2,
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|
bool _removableUnits, bool smallImgs, bool _twoRows)
|
|
: highlighted(nullptr),
|
|
inSplittingMode(false),
|
|
interx(inx),
|
|
garOffset(garsOffset),
|
|
pb(false),
|
|
smallIcons(smallImgs),
|
|
removableUnits(_removableUnits),
|
|
twoRows(_twoRows)
|
|
{
|
|
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
|
|
|
|
setArmy(s1, false);
|
|
setArmy(s2, true);
|
|
pos.x += x;
|
|
pos.y += y;
|
|
createSlots();
|
|
}
|
|
|
|
const CGarrisonSlot * CGarrisonInt::getSelection() const
|
|
{
|
|
return highlighted;
|
|
}
|
|
|
|
void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
|
|
{
|
|
if(slot != highlighted)
|
|
{
|
|
if(highlighted)
|
|
highlighted->setHighlight(false);
|
|
|
|
highlighted = slot;
|
|
for(auto button : splitButtons)
|
|
button->block(highlighted == nullptr || !slot->our());
|
|
|
|
if(highlighted)
|
|
highlighted->setHighlight(true);
|
|
}
|
|
}
|
|
|
|
void CGarrisonInt::setSplittingMode(bool on)
|
|
{
|
|
assert(on == false || highlighted != nullptr); //can't be in splitting mode without selection
|
|
|
|
if(inSplittingMode || on)
|
|
{
|
|
for(auto slot : availableSlots)
|
|
{
|
|
if(slot.get() != getSelection())
|
|
slot->setHighlight( ( on && (slot->our() || slot->ally()) && (slot->creature == nullptr || slot->creature == getSelection()->creature)));
|
|
}
|
|
inSplittingMode = on;
|
|
}
|
|
}
|
|
|
|
bool CGarrisonInt::getSplittingMode()
|
|
{
|
|
return inSplittingMode;
|
|
}
|
|
|
|
SlotID CGarrisonInt::getEmptySlot(CGarrisonSlot::EGarrisonType type) const
|
|
{
|
|
assert(armedObjs[type]);
|
|
return armedObjs[type] ? armedObjs[type]->getFreeSlot() : SlotID();
|
|
}
|
|
|
|
bool CGarrisonInt::hasEmptySlot(CGarrisonSlot::EGarrisonType type) const
|
|
{
|
|
return getEmptySlot(type) != SlotID();
|
|
}
|
|
|
|
void CGarrisonInt::setArmy(const CArmedInstance * army, bool bottomGarrison)
|
|
{
|
|
owned[bottomGarrison] = army ? (army->tempOwner == LOCPLINT->playerID || army->tempOwner == PlayerColor::UNFLAGGABLE) : false;
|
|
armedObjs[bottomGarrison] = army;
|
|
}
|