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685deddac1
* moved existing files to separate directory -> todo: split mechanics
969 lines
26 KiB
C++
969 lines
26 KiB
C++
#include "StdInc.h"
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#include "CArtifactHolder.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CCursorHandler.h"
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#include "Buttons.h"
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#include "CComponent.h"
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#include "../windows/CHeroWindow.h"
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#include "../windows/CSpellWindow.h"
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#include "../windows/GUIClasses.h"
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#include "../CPlayerInterface.h"
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#include "../CGameInfo.h"
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#include "../../CCallback.h"
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#include "../../lib/CArtHandler.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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/*
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* CArtifactHolder.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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CArtPlace::CArtPlace(Point position, const CArtifactInstance * Art):
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locked(false), picked(false), marked(false), ourArt(Art)
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{
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pos += position;
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pos.w = pos.h = 44;
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createImage();
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}
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void CArtPlace::createImage()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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int graphic = 0;
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if (ourArt)
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graphic = ourArt->artType->iconIndex;
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if (locked)
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graphic = ArtifactID::ART_LOCK;
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image = new CAnimImage("artifact", graphic);
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if (!ourArt)
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image->disable();
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selection = new CAnimImage("artifact", ArtifactID::ART_SELECTION);
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selection->disable();
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}
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void CArtPlace::lockSlot(bool on)
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{
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if (locked == on)
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return;
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locked = on;
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if (on)
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image->setFrame(ArtifactID::ART_LOCK);
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else
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image->setFrame(ourArt->artType->iconIndex);
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}
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void CArtPlace::pickSlot(bool on)
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{
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if (picked == on)
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return;
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picked = on;
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if (on)
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image->disable();
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else
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image->enable();
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}
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void CArtPlace::selectSlot(bool on)
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{
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if (marked == on)
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return;
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marked = on;
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if (on)
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selection->enable();
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else
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selection->disable();
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}
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void CArtPlace::clickLeft(tribool down, bool previousState)
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{
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//LRClickableAreaWTextComp::clickLeft(down);
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bool inBackpack = slotID >= GameConstants::BACKPACK_START,
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srcInBackpack = ourOwner->commonInfo->src.slotID >= GameConstants::BACKPACK_START,
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srcInSameHero = ourOwner->commonInfo->src.AOH == ourOwner;
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if(ourOwner->highlightModeCallback && ourArt)
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{
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if(down)
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{
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if(!ourArt->artType->isTradable()) //War Machine or Spellbook
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{
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[21]); //This item can't be traded.
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}
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else
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{
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ourOwner->unmarkSlots(false);
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selectSlot(true);
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ourOwner->highlightModeCallback(this);
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}
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}
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return;
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}
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// If clicked on spellbook, open it only if no artifact is held at the moment.
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if(ourArt && !down && previousState && !ourOwner->commonInfo->src.AOH)
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{
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if(ourArt->artType->id == ArtifactID::SPELLBOOK)
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{
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auto spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), ourOwner->curHero, LOCPLINT, LOCPLINT->battleInt);
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GH.pushInt(spellWindow);
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}
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}
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if (!down && previousState)
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{
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if(ourArt && ourArt->artType->id == ArtifactID::SPELLBOOK)
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return; //this is handled separately
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if(!ourOwner->commonInfo->src.AOH) //nothing has been clicked
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{
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if(ourArt //to prevent selecting empty slots (bugfix to what GrayFace reported)
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&& ourOwner->curHero->tempOwner == LOCPLINT->playerID)//can't take art from another player
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{
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if(ourArt->artType->id == ArtifactID::CATAPULT) //catapult cannot be highlighted
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{
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std::vector<CComponent *> catapult(1, new CComponent(CComponent::artifact, 3, 0));
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[312], catapult); //The Catapult must be equipped.
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return;
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}
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select();
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}
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}
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else if(ourArt == ourOwner->commonInfo->src.art) //restore previously picked artifact
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{
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deselect();
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}
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else //perform artifact transition
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{
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if(inBackpack) // Backpack destination.
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{
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if(srcInBackpack && slotID == ourOwner->commonInfo->src.slotID + 1) //next slot (our is not visible, so visually same as "old" place) to the art -> make nothing, return artifact to slot
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{
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deselect();
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}
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else
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{
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const CArtifact * const cur = ourOwner->commonInfo->src.art->artType;
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switch(cur->id)
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{
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case ArtifactID::CATAPULT:
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//should not happen, catapult cannot be selected
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assert(cur->id != ArtifactID::CATAPULT);
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break;
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case ArtifactID::BALLISTA: case ArtifactID::AMMO_CART: case ArtifactID::FIRST_AID_TENT: //war machines cannot go to backpack
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LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[153]) % cur->Name()));
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break;
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default:
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setMeAsDest();
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vstd::amin(ourOwner->commonInfo->dst.slotID, ArtifactPosition(
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ourOwner->curHero->artifactsInBackpack.size() + GameConstants::BACKPACK_START));
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if(srcInBackpack && srcInSameHero)
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{
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if(!ourArt //cannot move from backpack to AFTER backpack -> combined with vstd::amin above it will guarantee that dest is at most the last artifact
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|| ourOwner->commonInfo->src.slotID < ourOwner->commonInfo->dst.slotID) //rearranging arts in backpack after taking src artifact, the dest id will be shifted
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vstd::advance(ourOwner->commonInfo->dst.slotID, -1);
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}
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if(srcInSameHero && ourOwner->commonInfo->dst.slotID == ourOwner->commonInfo->src.slotID) //we came to src == dst
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deselect();
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else
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ourOwner->realizeCurrentTransaction();
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break;
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}
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}
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}
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//check if swap is possible
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else if (fitsHere(ourOwner->commonInfo->src.art) &&
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(!ourArt || ourOwner->curHero->tempOwner == LOCPLINT->playerID))
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{
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setMeAsDest();
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//
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// // Special case when the dest artifact can't be fit into the src slot.
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// //CGI->arth->unequipArtifact(ourOwner->curHero->artifWorn, slotID);
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// const CArtifactsOfHero* srcAOH = ourOwner->commonInfo->src.AOH;
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// ui16 srcSlotID = ourOwner->commonInfo->src.slotID;
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// if (ourArt && srcSlotID < 19 && !ourArt->canBePutAt(ArtifactLocation(srcAOH->curHero, srcSlotID)))
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// {
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// // Put dest artifact into owner's backpack.
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// ourOwner->commonInfo->src.AOH = ourOwner;
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// ourOwner->commonInfo->src.slotID = ourOwner->curHero->artifacts.size() + 19;
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// }
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ourOwner->realizeCurrentTransaction();
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}
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}
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}
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}
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void CArtPlace::clickRight(tribool down, bool previousState)
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{
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if(down && ourArt && !locked && text.size() && !picked) //if there is no description or it's a lock, do nothing ;]
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{
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if (slotID < GameConstants::BACKPACK_START)
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{
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if(ourOwner->allowedAssembling)
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{
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std::vector<const CArtifact *> assemblyPossibilities = ourArt->assemblyPossibilities(ourOwner->curHero);
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// If the artifact can be assembled, display dialog.
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for(const CArtifact *combination : assemblyPossibilities)
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{
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LOCPLINT->showArtifactAssemblyDialog(
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ourArt->artType->id,
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combination->id,
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true,
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std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), ourOwner->curHero, slotID, true, combination->id),
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0);
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if(assemblyPossibilities.size() > 2)
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{
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logGlobal->warnStream() << "More than one possibility of assembling... taking only first";
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break;
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}
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return;
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}
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// Otherwise if the artifact can be diasassembled, display dialog.
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if(ourArt->canBeDisassembled())
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{
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LOCPLINT->showArtifactAssemblyDialog(
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ourArt->artType->id,
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0,
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false,
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std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), ourOwner->curHero, slotID, false, ArtifactID()),
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0);
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return;
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}
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}
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}
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// Lastly just show the artifact description.
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LRClickableAreaWTextComp::clickRight(down, previousState);
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}
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}
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/**
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* Selects artifact slot so that the containing artifact looks like it's picked up.
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*/
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void CArtPlace::select ()
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{
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if (locked)
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return;
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selectSlot(true);
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pickSlot(true);
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if(ourArt->canBeDisassembled() && slotID < GameConstants::BACKPACK_START) //worn combined artifact -> locks have to disappear
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{
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for(int i = 0; i < GameConstants::BACKPACK_START; i++)
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{
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CArtPlace * ap = ourOwner->getArtPlace(i);
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if(nullptr != ap)//getArtPlace may return null
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ap->pickSlot(ourArt->isPart(ap->ourArt));
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}
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}
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CCS->curh->dragAndDropCursor(new CAnimImage("artifact", ourArt->artType->iconIndex));
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ourOwner->commonInfo->src.setTo(this, false);
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ourOwner->markPossibleSlots(ourArt);
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if(slotID >= GameConstants::BACKPACK_START)
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ourOwner->scrollBackpack(0); //will update slots
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ourOwner->updateParentWindow();
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ourOwner->safeRedraw();
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}
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/**
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* Deselects the artifact slot.
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*/
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void CArtPlace::deselect ()
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{
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pickSlot(false);
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if(ourArt && ourArt->canBeDisassembled()) //combined art returned to its slot -> restore locks
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{
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for(int i = 0; i < GameConstants::BACKPACK_START; i++)
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{
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auto place = ourOwner->getArtPlace(i);
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if(nullptr != place)//getArtPlace may return null
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place->pickSlot(false);
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}
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}
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CCS->curh->dragAndDropCursor(nullptr);
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ourOwner->unmarkSlots();
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ourOwner->commonInfo->src.clear();
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if(slotID >= GameConstants::BACKPACK_START)
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ourOwner->scrollBackpack(0); //will update slots
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ourOwner->updateParentWindow();
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ourOwner->safeRedraw();
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}
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void CArtPlace::showAll(SDL_Surface * to)
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{
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if (ourArt && !picked && ourArt == ourOwner->curHero->getArt(slotID, false)) //last condition is needed for disassembling -> artifact may be gone, but we don't know yet TODO: real, nice solution
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{
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CIntObject::showAll(to);
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}
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if(marked && active)
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{
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// Draw vertical bars.
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for (int i = 0; i < pos.h; ++i)
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{
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CSDL_Ext::SDL_PutPixelWithoutRefresh(to, pos.x, pos.y + i, 240, 220, 120);
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CSDL_Ext::SDL_PutPixelWithoutRefresh(to, pos.x + pos.w - 1, pos.y + i, 240, 220, 120);
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}
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// Draw horizontal bars.
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for (int i = 0; i < pos.w; ++i)
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{
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CSDL_Ext::SDL_PutPixelWithoutRefresh(to, pos.x + i, pos.y, 240, 220, 120);
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CSDL_Ext::SDL_PutPixelWithoutRefresh(to, pos.x + i, pos.y + pos.h - 1, 240, 220, 120);
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}
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}
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}
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bool CArtPlace::fitsHere(const CArtifactInstance * art) const
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{
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// You can place 'no artifact' anywhere.
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if(!art)
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return true;
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// Anything but War Machines can be placed in backpack.
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if (slotID >= GameConstants::BACKPACK_START)
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return !CGI->arth->isBigArtifact(art->artType->id);
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return art->canBePutAt(ArtifactLocation(ourOwner->curHero, slotID), true);
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}
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void CArtPlace::setMeAsDest(bool backpackAsVoid /*= true*/)
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{
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ourOwner->commonInfo->dst.setTo(this, backpackAsVoid);
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}
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void CArtPlace::setArtifact(const CArtifactInstance *art)
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{
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baseType = -1; //by default we don't store any component
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ourArt = art;
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if(!art)
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{
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image->disable();
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text = std::string();
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hoverText = CGI->generaltexth->allTexts[507];
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}
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else
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{
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image->enable();
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image->setFrame(locked ? ArtifactID::ART_LOCK : art->artType->iconIndex);
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std::string artDesc = ourArt->artType->Description();
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if (vstd::contains (artDesc, '{'))
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text = artDesc;
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else
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text = '{' + ourArt->artType->Name() + "}\n\n" + artDesc; //workaround for new artifacts with single name, turns it to H3-style
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if(art->artType->id == ArtifactID::SPELL_SCROLL)
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{
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// we expect scroll description to be like this: This scroll contains the [spell name] spell which is added into your spell book for as long as you carry the scroll.
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// so we want to replace text in [...] with a spell name
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// however other language versions don't have name placeholder at all, so we have to be careful
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int spellID = art->getGivenSpellID();
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size_t nameStart = text.find_first_of('[');
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size_t nameEnd = text.find_first_of(']', nameStart);
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if(spellID >= 0)
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{
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if(nameStart != std::string::npos && nameEnd != std::string::npos)
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text = text.replace(nameStart, nameEnd - nameStart + 1, CGI->spellh->objects[spellID]->name);
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//add spell component info (used to provide a pic in r-click popup)
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baseType = CComponent::spell;
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type = spellID;
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bonusValue = 0;
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}
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}
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else
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{
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baseType = CComponent::artifact;
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type = art->artType->id;
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bonusValue = 0;
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}
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if (art->artType->constituents) //display info about components of combined artifact
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{
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//TODO
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}
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else if (art->artType->constituentOf.size()) //display info about set
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{
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std::string artList;
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auto combinedArt = art->artType->constituentOf[0];
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text += "\n\n";
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text += "{" + combinedArt->Name() + "}";
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int wornArtifacts = 0;
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for (auto a : *combinedArt->constituents) //TODO: can the artifact be a part of more than one set?
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{
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artList += "\n" + a->Name();
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if (ourOwner->curHero->hasArt(a->id, true))
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wornArtifacts++;
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}
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text += " (" + boost::str(boost::format("%d") % wornArtifacts) + " / " +
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boost::str(boost::format("%d") % combinedArt->constituents->size()) + ")" + artList;
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//TODO: fancy colors and fonts for this text
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}
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if (locked) // Locks should appear as empty.
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hoverText = CGI->generaltexth->allTexts[507];
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else
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hoverText = boost::str(boost::format(CGI->generaltexth->heroscrn[1]) % ourArt->artType->Name());
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}
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}
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void CArtifactsOfHero::SCommonPart::reset()
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{
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src.clear();
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dst.clear();
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CCS->curh->dragAndDropCursor(nullptr);
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}
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void CArtifactsOfHero::setHero(const CGHeroInstance * hero)
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{
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curHero = hero;
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if (curHero->artifactsInBackpack.size() > 0)
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backpackPos %= curHero->artifactsInBackpack.size();
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else
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backpackPos = 0;
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// Fill the slots for worn artifacts and backpack.
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for(auto p : artWorn)
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{
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setSlotData(p.second, p.first);
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}
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scrollBackpack(0);
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}
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void CArtifactsOfHero::dispose()
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{
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CCS->curh->dragAndDropCursor(nullptr);
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}
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void CArtifactsOfHero::scrollBackpack(int dir)
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{
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int artsInBackpack = curHero->artifactsInBackpack.size();
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backpackPos += dir;
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if(backpackPos < 0)// No guarantee of modulus behavior with negative operands -> we keep it positive
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backpackPos += artsInBackpack;
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if(artsInBackpack)
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backpackPos %= artsInBackpack;
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std::multiset<const CArtifactInstance *> toOmit = artifactsOnAltar;
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if(commonInfo->src.art) //if we picked an art from backapck, its slot has to be omitted
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toOmit.insert(commonInfo->src.art);
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int omitedSoFar = 0;
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//set new data
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size_t s = 0;
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for( ; s < artsInBackpack; ++s)
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{
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if (s < artsInBackpack)
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{
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auto slotID = ArtifactPosition(GameConstants::BACKPACK_START + (s + backpackPos)%artsInBackpack);
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const CArtifactInstance *art = curHero->getArt(slotID);
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assert(art);
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if(!vstd::contains(toOmit, art))
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{
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if(s - omitedSoFar < backpack.size())
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setSlotData(backpack[s-omitedSoFar], slotID);
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}
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else
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{
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toOmit -= art;
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omitedSoFar++;
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continue;
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}
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}
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}
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for( ; s - omitedSoFar < backpack.size(); s++)
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eraseSlotData(backpack[s-omitedSoFar], ArtifactPosition(GameConstants::BACKPACK_START + s));
|
|
|
|
//in artifact merchant selling artifacts we may have highlight on one of backpack artifacts -> market needs update, cause artifact under highlight changed
|
|
if(highlightModeCallback)
|
|
{
|
|
for(auto & elem : backpack)
|
|
{
|
|
if(elem->marked)
|
|
{
|
|
highlightModeCallback(elem);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//blocking scrolling if there is not enough artifacts to scroll
|
|
bool scrollingPossible = artsInBackpack - omitedSoFar > backpack.size();
|
|
leftArtRoll->block(!scrollingPossible);
|
|
rightArtRoll->block(!scrollingPossible);
|
|
|
|
safeRedraw();
|
|
|
|
}
|
|
|
|
/**
|
|
* Marks possible slots where a given artifact can be placed, except backpack.
|
|
*
|
|
* @param art Artifact checked against.
|
|
*/
|
|
void CArtifactsOfHero::markPossibleSlots(const CArtifactInstance* art)
|
|
{
|
|
for(CArtifactsOfHero *aoh : commonInfo->participants)
|
|
for(auto p : aoh->artWorn)
|
|
p.second->selectSlot(art->canBePutAt(ArtifactLocation(aoh->curHero, p.second->slotID), true));
|
|
|
|
safeRedraw();
|
|
}
|
|
|
|
/**
|
|
* Unamarks all slots.
|
|
*/
|
|
void CArtifactsOfHero::unmarkSlots(bool withRedraw /*= true*/)
|
|
{
|
|
if(commonInfo)
|
|
for(CArtifactsOfHero *aoh : commonInfo->participants)
|
|
aoh->unmarkLocalSlots(false);
|
|
else
|
|
unmarkLocalSlots(false);\
|
|
|
|
if(withRedraw)
|
|
safeRedraw();
|
|
}
|
|
|
|
void CArtifactsOfHero::unmarkLocalSlots(bool withRedraw /*= true*/)
|
|
{
|
|
for(auto p : artWorn)
|
|
p.second->selectSlot(false);
|
|
for(CArtPlace *place : backpack)
|
|
place->selectSlot(false);
|
|
|
|
if(withRedraw)
|
|
safeRedraw();
|
|
}
|
|
|
|
/**
|
|
* Assigns an artifacts to an artifact place depending on it's new slot ID.
|
|
*/
|
|
void CArtifactsOfHero::setSlotData(CArtPlace* artPlace, ArtifactPosition slotID)
|
|
{
|
|
if(!artPlace && slotID >= GameConstants::BACKPACK_START) //spurious call from artifactMoved in attempt to update hidden backpack slot
|
|
{
|
|
return;
|
|
}
|
|
|
|
artPlace->pickSlot(false);
|
|
artPlace->slotID = slotID;
|
|
|
|
if(const ArtSlotInfo *asi = curHero->getSlot(slotID))
|
|
{
|
|
artPlace->setArtifact(asi->artifact);
|
|
artPlace->lockSlot(asi->locked);
|
|
}
|
|
else
|
|
artPlace->setArtifact(nullptr);
|
|
}
|
|
|
|
/**
|
|
* Makes given artifact slot appear as empty with a certain slot ID.
|
|
*/
|
|
void CArtifactsOfHero::eraseSlotData (CArtPlace* artPlace, ArtifactPosition slotID)
|
|
{
|
|
artPlace->pickSlot(false);
|
|
artPlace->slotID = slotID;
|
|
artPlace->setArtifact(nullptr);
|
|
}
|
|
|
|
CArtifactsOfHero::CArtifactsOfHero(std::map<ArtifactPosition, CArtPlace *> ArtWorn, std::vector<CArtPlace *> Backpack,
|
|
CButton *leftScroll, CButton *rightScroll, bool createCommonPart):
|
|
|
|
curHero(nullptr),
|
|
artWorn(ArtWorn), backpack(Backpack),
|
|
backpackPos(0), commonInfo(nullptr), updateState(false),
|
|
leftArtRoll(leftScroll), rightArtRoll(rightScroll),
|
|
allowedAssembling(true), highlightModeCallback(nullptr)
|
|
{
|
|
if(createCommonPart)
|
|
{
|
|
commonInfo = new CArtifactsOfHero::SCommonPart;
|
|
commonInfo->participants.insert(this);
|
|
}
|
|
|
|
// Init slots for worn artifacts.
|
|
for (auto p : artWorn)
|
|
{
|
|
p.second->ourOwner = this;
|
|
eraseSlotData(p.second, p.first);
|
|
}
|
|
|
|
// Init slots for the backpack.
|
|
for(size_t s=0; s<backpack.size(); ++s)
|
|
{
|
|
backpack[s]->ourOwner = this;
|
|
eraseSlotData(backpack[s], ArtifactPosition(GameConstants::BACKPACK_START + s));
|
|
}
|
|
|
|
leftArtRoll->addCallback(std::bind(&CArtifactsOfHero::scrollBackpack,this,-1));
|
|
rightArtRoll->addCallback(std::bind(&CArtifactsOfHero::scrollBackpack,this,+1));
|
|
}
|
|
|
|
CArtifactsOfHero::CArtifactsOfHero(const Point& position, bool createCommonPart /*= false*/)
|
|
: curHero(nullptr), backpackPos(0), commonInfo(nullptr), updateState(false), allowedAssembling(true), highlightModeCallback(nullptr)
|
|
{
|
|
if(createCommonPart)
|
|
{
|
|
commonInfo = new CArtifactsOfHero::SCommonPart;
|
|
commonInfo->participants.insert(this);
|
|
}
|
|
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
pos += position;
|
|
|
|
std::vector<Point> slotPos =
|
|
{
|
|
Point(509,30), Point(567,240), Point(509,80), //0-2
|
|
Point(383,68), Point(564,183), Point(509,130), //3-5
|
|
Point(431,68), Point(610,183), Point(515,295), //6-8
|
|
Point(383,143), Point(399,194), Point(415,245), //9-11
|
|
Point(431,296), Point(564,30), Point(610,30), //12-14
|
|
Point(610,76), Point(610,122), Point(610,310), //15-17
|
|
Point(381,296) //18
|
|
};
|
|
|
|
// Create slots for worn artifacts.
|
|
for (size_t g = 0; g < GameConstants::BACKPACK_START ; g++)
|
|
{
|
|
artWorn[ArtifactPosition(g)] = new CArtPlace(slotPos[g]);
|
|
artWorn[ArtifactPosition(g)]->ourOwner = this;
|
|
eraseSlotData(artWorn[ArtifactPosition(g)], ArtifactPosition(g));
|
|
}
|
|
|
|
// Create slots for the backpack.
|
|
for(size_t s=0; s<5; ++s)
|
|
{
|
|
auto add = new CArtPlace(Point(403 + 46 * s, 365));
|
|
|
|
add->ourOwner = this;
|
|
eraseSlotData(add, ArtifactPosition(GameConstants::BACKPACK_START + s));
|
|
|
|
backpack.push_back(add);
|
|
}
|
|
|
|
leftArtRoll = new CButton(Point(379, 364), "hsbtns3.def", CButton::tooltip(), [&]{ scrollBackpack(-1);}, SDLK_LEFT);
|
|
rightArtRoll = new CButton(Point(632, 364), "hsbtns5.def", CButton::tooltip(), [&]{ scrollBackpack(+1);}, SDLK_RIGHT);
|
|
}
|
|
|
|
CArtifactsOfHero::~CArtifactsOfHero()
|
|
{
|
|
dispose();
|
|
}
|
|
|
|
void CArtifactsOfHero::updateParentWindow()
|
|
{
|
|
if (CHeroWindow* chw = dynamic_cast<CHeroWindow*>(GH.topInt()))
|
|
{
|
|
if(updateState)
|
|
chw->curHero = curHero;
|
|
else
|
|
chw->update(curHero, true);
|
|
}
|
|
else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt()))
|
|
{
|
|
|
|
//use our copy of hero to draw window
|
|
if(cew->heroInst[0]->id == curHero->id)
|
|
cew->heroInst[0] = curHero;
|
|
else
|
|
cew->heroInst[1] = curHero;
|
|
|
|
if(!updateState)
|
|
{
|
|
cew->deactivate();
|
|
// for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
|
|
// {
|
|
// if(cew->heroInst[g] == curHero)
|
|
// {
|
|
// cew->artifs[g]->setHero(curHero);
|
|
// }
|
|
// }
|
|
|
|
|
|
cew->prepareBackground();
|
|
cew->redraw();
|
|
cew->activate();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CArtifactsOfHero::safeRedraw()
|
|
{
|
|
if (active)
|
|
{
|
|
if(parent)
|
|
parent->redraw();
|
|
else
|
|
redraw();
|
|
}
|
|
}
|
|
|
|
void CArtifactsOfHero::realizeCurrentTransaction()
|
|
{
|
|
assert(commonInfo->src.AOH);
|
|
assert(commonInfo->dst.AOH);
|
|
LOCPLINT->cb->swapArtifacts(ArtifactLocation(commonInfo->src.AOH->curHero, commonInfo->src.slotID),
|
|
ArtifactLocation(commonInfo->dst.AOH->curHero, commonInfo->dst.slotID));
|
|
}
|
|
|
|
void CArtifactsOfHero::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
|
|
{
|
|
bool isCurHeroSrc = src.isHolder(curHero),
|
|
isCurHeroDst = dst.isHolder(curHero);
|
|
if(isCurHeroSrc && src.slot >= GameConstants::BACKPACK_START)
|
|
updateSlot(src.slot);
|
|
if(isCurHeroDst && dst.slot >= GameConstants::BACKPACK_START)
|
|
updateSlot(dst.slot);
|
|
if(isCurHeroSrc || isCurHeroDst) //we need to update all slots, artifact might be combined and affect more slots
|
|
updateWornSlots(false);
|
|
|
|
if (!src.isHolder(curHero) && !isCurHeroDst)
|
|
return;
|
|
|
|
if(commonInfo->src == src) //artifact was taken from us
|
|
{
|
|
assert(commonInfo->dst == dst //expected movement from slot ot slot
|
|
|| dst.slot == dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START //artifact moved back to backpack (eg. to make place for art we are moving)
|
|
|| dst.getHolderArtSet()->bearerType() != ArtBearer::HERO);
|
|
commonInfo->reset();
|
|
unmarkSlots();
|
|
}
|
|
else if(commonInfo->dst == src) //the dest artifact was moved -> we are picking it
|
|
{
|
|
assert(dst.slot >= GameConstants::BACKPACK_START);
|
|
commonInfo->reset();
|
|
|
|
CArtPlace *ap = nullptr;
|
|
for(CArtifactsOfHero *aoh : commonInfo->participants)
|
|
{
|
|
if(dst.isHolder(aoh->curHero))
|
|
{
|
|
commonInfo->src.AOH = aoh;
|
|
if((ap = aoh->getArtPlace(dst.slot)))//getArtPlace may return null
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(ap)
|
|
{
|
|
ap->select();
|
|
}
|
|
else
|
|
{
|
|
commonInfo->src.art = dst.getArt();
|
|
commonInfo->src.slotID = dst.slot;
|
|
assert(commonInfo->src.AOH);
|
|
CCS->curh->dragAndDropCursor(new CAnimImage("artifact", dst.getArt()->artType->iconIndex));
|
|
markPossibleSlots(dst.getArt());
|
|
}
|
|
}
|
|
else if(src.slot >= GameConstants::BACKPACK_START &&
|
|
src.slot < commonInfo->src.slotID &&
|
|
src.isHolder(commonInfo->src.AOH->curHero)) //artifact taken from before currently picked one
|
|
{
|
|
//int fixedSlot = src.hero->getArtPos(commonInfo->src.art);
|
|
vstd::advance(commonInfo->src.slotID, -1);
|
|
assert(commonInfo->src.valid());
|
|
}
|
|
else
|
|
{
|
|
//when moving one artifact onto another it leads to two art movements: dst->backapck; src->dst
|
|
// however after first movement we pick the art from backpack and the second movement coming when
|
|
// we have a different artifact may look surprising... but it's valid.
|
|
}
|
|
|
|
updateParentWindow();
|
|
int shift = 0;
|
|
// if(dst.slot >= Arts::BACKPACK_START && dst.slot - Arts::BACKPACK_START < backpackPos)
|
|
// shift++;
|
|
//
|
|
if(src.slot < GameConstants::BACKPACK_START && dst.slot - GameConstants::BACKPACK_START < backpackPos)
|
|
shift++;
|
|
if(dst.slot < GameConstants::BACKPACK_START && src.slot - GameConstants::BACKPACK_START < backpackPos)
|
|
shift--;
|
|
|
|
if( (isCurHeroSrc && src.slot >= GameConstants::BACKPACK_START)
|
|
|| (isCurHeroDst && dst.slot >= GameConstants::BACKPACK_START) )
|
|
scrollBackpack(shift); //update backpack slots
|
|
}
|
|
|
|
void CArtifactsOfHero::artifactRemoved(const ArtifactLocation &al)
|
|
{
|
|
if(al.isHolder(curHero))
|
|
{
|
|
if(al.slot < GameConstants::BACKPACK_START)
|
|
updateWornSlots(0);
|
|
else
|
|
scrollBackpack(0); //update backpack slots
|
|
}
|
|
}
|
|
|
|
CArtPlace * CArtifactsOfHero::getArtPlace(int slot)
|
|
{
|
|
if(slot < GameConstants::BACKPACK_START)
|
|
{
|
|
if(artWorn.find(ArtifactPosition(slot)) == artWorn.end())
|
|
{
|
|
logGlobal->errorStream() << "CArtifactsOfHero::getArtPlace: invalid slot " << slot;
|
|
return nullptr;
|
|
}
|
|
|
|
return artWorn[ArtifactPosition(slot)];
|
|
}
|
|
else
|
|
{
|
|
for(CArtPlace *ap : backpack)
|
|
if(ap->slotID == slot)
|
|
return ap;
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
void CArtifactsOfHero::artifactAssembled(const ArtifactLocation &al)
|
|
{
|
|
if(al.isHolder(curHero))
|
|
updateWornSlots();
|
|
}
|
|
|
|
void CArtifactsOfHero::artifactDisassembled(const ArtifactLocation &al)
|
|
{
|
|
if(al.isHolder(curHero))
|
|
updateWornSlots();
|
|
}
|
|
|
|
void CArtifactsOfHero::updateWornSlots(bool redrawParent /*= true*/)
|
|
{
|
|
for(auto p : artWorn)
|
|
updateSlot(p.first);
|
|
|
|
if(redrawParent)
|
|
updateParentWindow();
|
|
}
|
|
|
|
const CGHeroInstance * CArtifactsOfHero::getHero() const
|
|
{
|
|
return curHero;
|
|
}
|
|
|
|
void CArtifactsOfHero::updateSlot(ArtifactPosition slotID)
|
|
{
|
|
setSlotData(getArtPlace(slotID), slotID);
|
|
}
|
|
|
|
CArtifactHolder::CArtifactHolder()
|
|
{
|
|
}
|
|
|
|
void CWindowWithArtifacts::artifactRemoved(const ArtifactLocation &artLoc)
|
|
{
|
|
for(CArtifactsOfHero *aoh : artSets)
|
|
aoh->artifactRemoved(artLoc);
|
|
}
|
|
|
|
void CWindowWithArtifacts::artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)
|
|
{
|
|
CArtifactsOfHero *destaoh = nullptr;
|
|
for(CArtifactsOfHero *aoh : artSets)
|
|
{
|
|
aoh->artifactMoved(artLoc, destLoc);
|
|
aoh->redraw();
|
|
if(destLoc.isHolder(aoh->getHero()))
|
|
destaoh = aoh;
|
|
}
|
|
|
|
//Make sure the status bar is updated so it does not display old text
|
|
if(destaoh != nullptr && destaoh->getArtPlace(destLoc.slot) != nullptr)
|
|
{
|
|
destaoh->getArtPlace(destLoc.slot)->hover(true);
|
|
}
|
|
}
|
|
|
|
void CWindowWithArtifacts::artifactDisassembled(const ArtifactLocation &artLoc)
|
|
{
|
|
for(CArtifactsOfHero *aoh : artSets)
|
|
aoh->artifactDisassembled(artLoc);
|
|
}
|
|
|
|
void CWindowWithArtifacts::artifactAssembled(const ArtifactLocation &artLoc)
|
|
{
|
|
for(CArtifactsOfHero *aoh : artSets)
|
|
aoh->artifactAssembled(artLoc);
|
|
}
|
|
|
|
void CArtifactsOfHero::SCommonPart::Artpos::clear()
|
|
{
|
|
slotID = ArtifactPosition::PRE_FIRST;
|
|
AOH = nullptr;
|
|
art = nullptr;
|
|
}
|
|
|
|
CArtifactsOfHero::SCommonPart::Artpos::Artpos()
|
|
{
|
|
clear();
|
|
}
|
|
|
|
void CArtifactsOfHero::SCommonPart::Artpos::setTo(const CArtPlace *place, bool dontTakeBackpack)
|
|
{
|
|
slotID = place->slotID;
|
|
AOH = place->ourOwner;
|
|
|
|
if(slotID >= 19 && dontTakeBackpack)
|
|
art = nullptr;
|
|
else
|
|
art = place->ourArt;
|
|
}
|
|
|
|
bool CArtifactsOfHero::SCommonPart::Artpos::operator==(const ArtifactLocation &al) const
|
|
{
|
|
if(!AOH)
|
|
return false;
|
|
bool ret = al.isHolder(AOH->curHero) && al.slot == slotID;
|
|
|
|
//assert(al.getArt() == art);
|
|
return ret;
|
|
}
|
|
|
|
bool CArtifactsOfHero::SCommonPart::Artpos::valid()
|
|
{
|
|
assert(AOH && art);
|
|
return art == AOH->curHero->getArt(slotID);
|
|
}
|