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vcmi/client/widgets/CWindowWithArtifacts.cpp

365 lines
11 KiB
C++

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