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1aa391fdf8
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
167 lines
4.9 KiB
C++
167 lines
4.9 KiB
C++
/*
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* ArtifactsUIController.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 "ArtifactsUIController.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/texts/CGeneralTextHandler.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "gui/CGuiHandler.h"
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#include "gui/WindowHandler.h"
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#include "widgets/CComponent.h"
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#include "windows/CWindowWithArtifacts.h"
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ArtifactsUIController::ArtifactsUIController()
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{
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numOfMovedArts = 0;
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}
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bool ArtifactsUIController::askToAssemble(const ArtifactLocation & al, const bool onlyEquipped, const bool checkIgnored)
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{
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if(auto hero = LOCPLINT->cb->getHero(al.artHolder))
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{
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if(hero->getArt(al.slot) == nullptr)
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{
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logGlobal->error("artifact location %d points to nothing", al.slot.num);
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return false;
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}
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return askToAssemble(hero, al.slot, onlyEquipped, checkIgnored);
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}
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return false;
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}
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bool ArtifactsUIController::askToAssemble(const CGHeroInstance * hero, const ArtifactPosition & slot,
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const bool onlyEquipped, const bool checkIgnored)
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{
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assert(hero);
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const auto art = hero->getArt(slot);
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assert(art);
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if(hero->tempOwner != LOCPLINT->playerID)
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return false;
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if(numOfArtsAskAssembleSession != 0)
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numOfArtsAskAssembleSession--;
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auto assemblyPossibilities = ArtifactUtils::assemblyPossibilities(hero, art->getTypeId(), onlyEquipped);
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if(!assemblyPossibilities.empty())
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{
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auto askThread = new boost::thread([this, hero, art, slot, assemblyPossibilities, checkIgnored]() -> void
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{
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boost::mutex::scoped_lock askLock(askAssembleArtifactMutex);
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for(const auto combinedArt : assemblyPossibilities)
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if(checkIgnored)
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{
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if(vstd::contains(ignoredArtifacts, combinedArt->getId()))
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continue;
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ignoredArtifacts.emplace(combinedArt->getId());
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}
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bool assembleConfirmed = false;
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MetaString message = MetaString::createFromTextID(art->artType->getDescriptionTextID());
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message.appendEOL();
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message.appendEOL();
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message.appendRawString(CGI->generaltexth->allTexts[732]); // You possess all of the components needed to assemble the
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message.replaceName(ArtifactID(combinedArt->getId()));
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LOCPLINT->showYesNoDialog(message.toString(), [&assembleConfirmed, hero, slot, combinedArt]()
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{
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assembleConfirmed = true;
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LOCPLINT->cb.get()->assembleArtifacts(hero->id, slot, true, combinedArt->getId());
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}, nullptr, {std::make_shared<CComponent>(ComponentType::ARTIFACT, combinedArt->getId())});
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LOCPLINT->waitWhileDialog();
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if(assembleConfirmed)
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break;
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}
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});
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askThread->detach();
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return true;
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}
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return false;
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}
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bool ArtifactsUIController::askToDisassemble(const CGHeroInstance * hero, const ArtifactPosition & slot)
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{
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assert(hero);
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const auto art = hero->getArt(slot);
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assert(art);
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if(hero->tempOwner != LOCPLINT->playerID)
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return false;
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if(art->isCombined())
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{
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if(ArtifactUtils::isSlotBackpack(slot) && !ArtifactUtils::isBackpackFreeSlots(hero, art->artType->getConstituents().size() - 1))
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return false;
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MetaString message = MetaString::createFromTextID(art->artType->getDescriptionTextID());
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message.appendEOL();
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message.appendEOL();
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message.appendRawString(CGI->generaltexth->allTexts[733]); // Do you wish to disassemble this artifact?
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LOCPLINT->showYesNoDialog(message.toString(), [hero, slot]()
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{
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LOCPLINT->cb->assembleArtifacts(hero->id, slot, false, ArtifactID());
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}, nullptr);
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return true;
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}
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return false;
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}
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void ArtifactsUIController::artifactRemoved()
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{
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for(const auto & artWin : GH.windows().findWindows<CWindowWithArtifacts>())
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artWin->update();
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LOCPLINT->waitWhileDialog();
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}
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void ArtifactsUIController::artifactMoved()
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{
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// If a bulk transfer has arrived, then redrawing only the last art movement.
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if(numOfMovedArts != 0)
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numOfMovedArts--;
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if(numOfMovedArts == 0)
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for(const auto & artWin : GH.windows().findWindows<CWindowWithArtifacts>())
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{
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artWin->update();
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}
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LOCPLINT->waitWhileDialog();
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}
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void ArtifactsUIController::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
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{
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assert(totalNumOfArts >= possibleAssemblyNumOfArts);
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numOfMovedArts = totalNumOfArts;
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if(numOfArtsAskAssembleSession == 0)
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{
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// Do not start the next session until the previous one is finished
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numOfArtsAskAssembleSession = possibleAssemblyNumOfArts;
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ignoredArtifacts.clear();
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}
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}
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void ArtifactsUIController::artifactAssembled()
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{
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for(const auto & artWin : GH.windows().findWindows<CWindowWithArtifacts>())
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artWin->update();
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}
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void ArtifactsUIController::artifactDisassembled()
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{
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for(const auto & artWin : GH.windows().findWindows<CWindowWithArtifacts>())
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artWin->update();
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}
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