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vcmi/client/ArtifactsUIController.cpp
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

167 lines
4.9 KiB
C++

/*
* 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<CComponent>(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<CWindowWithArtifacts>())
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<CWindowWithArtifacts>())
{
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<CWindowWithArtifacts>())
artWin->update();
}
void ArtifactsUIController::artifactDisassembled()
{
for(const auto & artWin : GH.windows().findWindows<CWindowWithArtifacts>())
artWin->update();
}