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365 lines
11 KiB
C++
365 lines
11 KiB
C++
/*
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* CWindowWithArtifacts.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 "CWindowWithArtifacts.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/WindowHandler.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 "../../lib/ArtifactUtils.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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void CWindowWithArtifacts::addSet(CArtifactsOfHeroPtr artSet)
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{
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artSets.emplace_back(artSet);
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std::visit([this](auto artSetWeak)
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{
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auto artSet = artSetWeak.lock();
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artSet->leftClickCallback = std::bind(&CWindowWithArtifacts::leftClickArtPlaceHero, this, _1, _2);
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artSet->rightClickCallback = std::bind(&CWindowWithArtifacts::rightClickArtPlaceHero, this, _1, _2);
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}, artSet);
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}
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const CGHeroInstance * CWindowWithArtifacts::getHeroPickedArtifact()
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{
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auto res = getState();
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if(res.has_value())
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return std::get<const CGHeroInstance*>(res.value());
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else
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return nullptr;
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}
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const CArtifactInstance * CWindowWithArtifacts::getPickedArtifact()
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{
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auto res = getState();
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if(res.has_value())
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return std::get<const CArtifactInstance*>(res.value());
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else
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return nullptr;
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}
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void CWindowWithArtifacts::leftClickArtPlaceHero(CArtifactsOfHeroBase & artsInst, CHeroArtPlace & artPlace)
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{
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const auto artSetWeak = findAOHbyRef(artsInst);
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assert(artSetWeak.has_value());
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if(artPlace.isLocked())
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return;
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const auto checkSpecialArts = [](const CGHeroInstance * hero, CHeroArtPlace & artPlace) -> bool
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{
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if(artPlace.getArt()->getTypeId() == ArtifactID::SPELLBOOK)
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{
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GH.windows().createAndPushWindow<CSpellWindow>(hero, LOCPLINT, LOCPLINT->battleInt.get());
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return false;
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}
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if(artPlace.getArt()->getTypeId() == ArtifactID::CATAPULT)
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{
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// The Catapult must be equipped
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std::vector<std::shared_ptr<CComponent>> catapult(1, std::make_shared<CComponent>(CComponent::artifact, 3, 0));
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[312], catapult);
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return false;
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}
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return true;
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};
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std::visit(
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[checkSpecialArts, this, &artPlace](auto artSetWeak) -> void
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{
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const auto artSetPtr = artSetWeak.lock();
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// Hero(Main, Exchange) window, Kingdom window, Altar window left click handler
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if constexpr(
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std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroMain>> ||
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std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroKingdom>> ||
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std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroAltar>>)
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{
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const auto pickedArtInst = getPickedArtifact();
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const auto heroPickedArt = getHeroPickedArtifact();
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const auto hero = artSetPtr->getHero();
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if(pickedArtInst)
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{
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auto srcLoc = ArtifactLocation(heroPickedArt, ArtifactPosition::TRANSITION_POS);
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auto dstLoc = ArtifactLocation(hero, artPlace.slot);
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auto isTransferAllowed = false;
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if(ArtifactUtils::isSlotBackpack(artPlace.slot))
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{
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if(pickedArtInst->artType->isBig())
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{
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// War machines cannot go to backpack
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LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[153]) % pickedArtInst->artType->getNameTranslated()));
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}
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else
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{
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if(ArtifactUtils::isBackpackFreeSlots(heroPickedArt))
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isTransferAllowed = true;
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else
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LOCPLINT->showInfoDialog(CGI->generaltexth->translate("core.genrltxt.152"));
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}
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}
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// Check if artifact transfer is possible
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else if(pickedArtInst->canBePutAt(dstLoc, true) && (!artPlace.getArt() || hero->tempOwner == LOCPLINT->playerID))
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{
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isTransferAllowed = true;
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}
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if constexpr(std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroKingdom>>)
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{
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if(hero != heroPickedArt)
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isTransferAllowed = false;
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}
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if(isTransferAllowed)
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artSetPtr->swapArtifacts(srcLoc, dstLoc);
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}
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else
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{
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if(artPlace.getArt())
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{
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if(artSetPtr->getHero()->tempOwner == LOCPLINT->playerID)
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{
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if(checkSpecialArts(hero, artPlace))
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artSetPtr->pickUpArtifact(artPlace);
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}
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else
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{
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for(const auto artSlot : ArtifactUtils::unmovableSlots())
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if(artPlace.slot == artSlot)
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{
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[21]);
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break;
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}
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}
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}
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}
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}
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// Market window left click handler
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else if constexpr(std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroMarket>>)
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{
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if(artSetPtr->selectArtCallback && artPlace.getArt())
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{
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if(artPlace.getArt()->artType->isTradable())
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{
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artSetPtr->unmarkSlots();
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artPlace.selectSlot(true);
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artSetPtr->selectArtCallback(&artPlace);
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}
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else
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{
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// This item can't be traded
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[21]);
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}
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}
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}
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}, artSetWeak.value());
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}
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void CWindowWithArtifacts::rightClickArtPlaceHero(CArtifactsOfHeroBase & artsInst, CHeroArtPlace & artPlace)
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{
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const auto artSetWeak = findAOHbyRef(artsInst);
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assert(artSetWeak.has_value());
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if(artPlace.isLocked())
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return;
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std::visit(
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[&artPlace](auto artSetWeak) -> void
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{
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const auto artSetPtr = artSetWeak.lock();
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// Hero(Main, Exchange) window, Kingdom window right click handler
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if constexpr(
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std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroMain>> ||
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std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroKingdom>>)
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{
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if(artPlace.getArt())
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{
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if(ArtifactUtilsClient::askToDisassemble(artSetPtr->getHero(), artPlace.slot))
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{
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return;
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}
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if(ArtifactUtilsClient::askToAssemble(artSetPtr->getHero(), artPlace.slot))
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{
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return;
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}
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if(artPlace.text.size())
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artPlace.LRClickableAreaWTextComp::clickRight(boost::logic::tribool::true_value, false);
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}
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}
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// Altar window, Market window right click handler
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else if constexpr(
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std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroAltar>> ||
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std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroMarket>>)
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{
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if(artPlace.getArt() && artPlace.text.size())
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artPlace.LRClickableAreaWTextComp::clickRight(boost::logic::tribool::true_value, false);
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}
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}, artSetWeak.value());
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}
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void CWindowWithArtifacts::artifactRemoved(const ArtifactLocation & artLoc)
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{
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updateSlots(artLoc.slot);
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}
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void CWindowWithArtifacts::artifactMoved(const ArtifactLocation & srcLoc, const ArtifactLocation & destLoc, bool withRedraw)
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{
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auto curState = getState();
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if(!curState.has_value())
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// Transition state. Nothing to do here. Just skip. Need to wait for final state.
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return;
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// When moving one artifact onto another it leads to two art movements: dst->TRANSITION_POS; src->dst
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// However after first movement we pick the art from TRANSITION_POS and the second movement coming when
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// we have a different artifact may look surprising... but it's valid.
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auto pickedArtInst = std::get<const CArtifactInstance*>(curState.value());
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assert(!pickedArtInst || destLoc.isHolder(std::get<const CGHeroInstance*>(curState.value())));
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auto artifactMovedBody = [this, withRedraw, &srcLoc, &destLoc, &pickedArtInst](auto artSetWeak) -> void
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{
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auto artSetPtr = artSetWeak.lock();
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if(artSetPtr)
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{
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const auto hero = artSetPtr->getHero();
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if(artSetPtr->isActive())
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{
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if(pickedArtInst)
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{
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CCS->curh->dragAndDropCursor("artifact", pickedArtInst->artType->getIconIndex());
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if(srcLoc.isHolder(hero) || !std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroKingdom>>)
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artSetPtr->markPossibleSlots(pickedArtInst, hero->tempOwner == LOCPLINT->playerID);
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}
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else
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{
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artSetPtr->unmarkSlots();
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CCS->curh->dragAndDropCursor(nullptr);
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}
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}
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if(withRedraw)
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{
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artSetPtr->updateWornSlots();
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artSetPtr->updateBackpackSlots();
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// Update arts bonuses on window.
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// TODO rework this part when CHeroWindow and CExchangeWindow are reworked
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if(auto * chw = dynamic_cast<CHeroWindow*>(this))
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{
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chw->update(hero, true);
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}
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else if(auto * cew = dynamic_cast<CExchangeWindow*>(this))
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{
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cew->updateWidgets();
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}
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artSetPtr->safeRedraw();
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}
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// Make sure the status bar is updated so it does not display old text
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if(destLoc.getHolderArtSet() == hero)
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{
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if(auto artPlace = artSetPtr->getArtPlace(destLoc.slot))
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artPlace->hover(true);
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}
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}
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};
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for(auto artSetWeak : artSets)
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std::visit(artifactMovedBody, artSetWeak);
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}
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void CWindowWithArtifacts::artifactDisassembled(const ArtifactLocation & artLoc)
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{
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updateSlots(artLoc.slot);
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}
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void CWindowWithArtifacts::artifactAssembled(const ArtifactLocation & artLoc)
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{
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updateSlots(artLoc.slot);
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}
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void CWindowWithArtifacts::updateSlots(const ArtifactPosition & slot)
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{
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auto updateSlotBody = [slot](auto artSetWeak) -> void
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{
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if(const auto artSetPtr = artSetWeak.lock())
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{
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if(ArtifactUtils::isSlotEquipment(slot))
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artSetPtr->updateWornSlots();
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else if(ArtifactUtils::isSlotBackpack(slot))
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artSetPtr->updateBackpackSlots();
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artSetPtr->safeRedraw();
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}
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};
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for(auto artSetWeak : artSets)
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std::visit(updateSlotBody, artSetWeak);
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}
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std::optional<std::tuple<const CGHeroInstance*, const CArtifactInstance*>> CWindowWithArtifacts::getState()
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{
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const CArtifactInstance * artInst = nullptr;
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const CGHeroInstance * hero = nullptr;
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size_t pickedCnt = 0;
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auto getHeroArtBody = [&hero, &artInst, &pickedCnt](auto artSetWeak) -> void
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{
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auto artSetPtr = artSetWeak.lock();
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if(artSetPtr)
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{
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if(const auto art = artSetPtr->getPickedArtifact())
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{
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artInst = art;
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hero = artSetPtr->getHero();
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pickedCnt += hero->artifactsTransitionPos.size();
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}
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}
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};
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for(auto artSetWeak : artSets)
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std::visit(getHeroArtBody, artSetWeak);
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// The state is possible when the hero has placed an artifact in the ArtifactPosition::TRANSITION_POS,
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// and the previous artifact has not yet removed from the ArtifactPosition::TRANSITION_POS.
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// This is a transitional state. Then return nullopt.
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if(pickedCnt > 1)
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return std::nullopt;
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else
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return std::make_tuple(hero, artInst);
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}
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std::optional<CWindowWithArtifacts::CArtifactsOfHeroPtr> CWindowWithArtifacts::findAOHbyRef(CArtifactsOfHeroBase & artsInst)
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{
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std::optional<CArtifactsOfHeroPtr> res;
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auto findAOHBody = [&res, &artsInst](auto & artSetWeak) -> void
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{
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if(&artsInst == artSetWeak.lock().get())
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res = artSetWeak;
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};
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for(auto artSetWeak : artSets)
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{
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std::visit(findAOHBody, artSetWeak);
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if(res.has_value())
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return res;
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}
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return res;
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}
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