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568 lines
17 KiB
C++
568 lines
17 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 "CHeroWindow.h"
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#include "CSpellWindow.h"
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#include "CExchangeWindow.h"
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#include "CHeroBackpackWindow.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 "../render/IRenderHandler.h"
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#include "../render/CAnimation.h"
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#include "../render/IImage.h"
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#include "../widgets/CComponent.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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#include "../../lib/networkPacks/ArtifactLocation.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../CCallback.h"
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CWindowWithArtifacts::CWindowWithArtifacts(const std::vector<CArtifactsOfHeroPtr> * artSets)
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{
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if(artSets)
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this->artSets.insert(this->artSets.end(), artSets->begin(), artSets->end());
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}
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void CWindowWithArtifacts::addSet(CArtifactsOfHeroPtr newArtSet)
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{
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artSets.emplace_back(newArtSet);
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}
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void CWindowWithArtifacts::addSetAndCallbacks(CArtifactsOfHeroPtr newArtSet)
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{
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addSet(newArtSet);
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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->clickPressedCallback = std::bind(&CWindowWithArtifacts::clickPressedArtPlaceHero, this, _1, _2, _3);
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artSet->showPopupCallback = std::bind(&CWindowWithArtifacts::showPopupArtPlaceHero, this, _1, _2, _3);
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artSet->gestureCallback = std::bind(&CWindowWithArtifacts::gestureArtPlaceHero, this, _1, _2, _3);
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}, newArtSet);
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}
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void CWindowWithArtifacts::addCloseCallback(const CloseCallback & callback)
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{
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closeCallback = callback;
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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::clickPressedArtPlaceHero(const CArtifactsOfHeroBase & artsInst, CArtPlace & artPlace, const Point & cursorPosition)
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{
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const auto currentArtSet = findAOHbyRef(artsInst);
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assert(currentArtSet.has_value());
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if(artPlace.isLocked())
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return;
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if (!LOCPLINT->makingTurn)
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return;
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std::visit(
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[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, Backpack 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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std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroBackpack>>)
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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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auto isTransferAllowed = false;
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std::string msg;
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if(pickedArtInst)
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{
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auto srcLoc = ArtifactLocation(heroPickedArt->id, ArtifactPosition::TRANSITION_POS);
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auto dstLoc = ArtifactLocation(hero->id, artPlace.slot);
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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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msg = 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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msg = 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(hero, artPlace.slot, 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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LOCPLINT->cb->swapArtifacts(srcLoc, dstLoc);
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}
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else if(auto art = artPlace.getArt())
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{
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if(artSetPtr->getHero()->getOwner() == LOCPLINT->playerID)
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{
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if(checkSpecialArts(*art, hero, std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroAltar>> ? true : false))
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{
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assert(artSetPtr->getHero()->getSlotByInstance(art) != ArtifactPosition::PRE_FIRST);
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if(GH.isKeyboardCmdDown())
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{
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std::shared_ptr<CArtifactsOfHeroMain> anotherHeroEquipmentPointer = nullptr;
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for(auto set : artSets)
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{
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if(std::holds_alternative<std::weak_ptr<CArtifactsOfHeroMain>>(set))
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{
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std::shared_ptr<CArtifactsOfHeroMain> heroEquipmentPointer = std::get<std::weak_ptr<CArtifactsOfHeroMain>>(set).lock();
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if(heroEquipmentPointer->getHero()->id != artSetPtr->getHero()->id)
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{
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anotherHeroEquipmentPointer = heroEquipmentPointer;
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break;
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}
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}
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}
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if(anotherHeroEquipmentPointer != nullptr)
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{
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ArtifactPosition availablePosition = ArtifactUtils::getArtAnyPosition(anotherHeroEquipmentPointer->getHero(), art->getTypeId());
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if(availablePosition != ArtifactPosition::PRE_FIRST)
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{
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LOCPLINT->cb->swapArtifacts(ArtifactLocation(artSetPtr->getHero()->id, artSetPtr->getHero()->getSlotByInstance(art)),
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ArtifactLocation(anotherHeroEquipmentPointer->getHero()->id, availablePosition));
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}
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}
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}
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else if(GH.isKeyboardAltDown())
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{
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ArtifactPosition destinationPosition = ArtifactPosition::PRE_FIRST;
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if(ArtifactUtils::isSlotEquipment(artPlace.slot))
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{
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ArtifactPosition availablePosition = ArtifactUtils::getArtBackpackPosition(artSetPtr->getHero(), art->getTypeId());
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if(availablePosition != ArtifactPosition::PRE_FIRST)
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{
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destinationPosition = availablePosition;
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}
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}
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else if(ArtifactUtils::isSlotBackpack(artPlace.slot))
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{
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ArtifactPosition availablePosition = ArtifactUtils::getArtAnyPosition(artSetPtr->getHero(), art->getTypeId());
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if(availablePosition != ArtifactPosition::PRE_FIRST && availablePosition != ArtifactPosition::BACKPACK_START)
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{
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destinationPosition = availablePosition;
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}
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}
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if(destinationPosition != ArtifactPosition::PRE_FIRST)
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{
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LOCPLINT->cb->swapArtifacts(ArtifactLocation(artSetPtr->getHero()->id, artPlace.slot),
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ArtifactLocation(artSetPtr->getHero()->id, destinationPosition));
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}
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}
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else
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{
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LOCPLINT->cb->swapArtifacts(ArtifactLocation(artSetPtr->getHero()->id, artPlace.slot),
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ArtifactLocation(artSetPtr->getHero()->id, ArtifactPosition::TRANSITION_POS));
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}
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}
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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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msg = 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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if constexpr(std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroBackpack>>)
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{
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if(!isTransferAllowed && artPlace.getArt() && closeCallback)
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closeCallback();
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}
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else
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{
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if(!msg.empty())
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LOCPLINT->showInfoDialog(msg);
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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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else if constexpr(std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroQuickBackpack>>)
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{
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const auto hero = artSetPtr->getHero();
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LOCPLINT->cb->swapArtifacts(ArtifactLocation(hero->id, artPlace.slot), ArtifactLocation(hero->id, artSetPtr->getFilterSlot()));
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if(closeCallback)
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closeCallback();
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}
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}, currentArtSet.value());
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}
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void CWindowWithArtifacts::showPopupArtPlaceHero(const CArtifactsOfHeroBase & artsInst, CArtPlace & artPlace, const Point & cursorPosition)
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{
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const auto currentArtSet = findAOHbyRef(artsInst);
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assert(currentArtSet.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, &cursorPosition](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, Backpack window right click handler
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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<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<CArtifactsOfHeroBackpack>>)
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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::showPopupWindow(cursorPosition);
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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<CArtifactsOfHeroMarket>> ||
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std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroQuickBackpack>>)
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{
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if(artPlace.getArt() && artPlace.text.size())
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artPlace.LRClickableAreaWTextComp::showPopupWindow(cursorPosition);
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}
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}, currentArtSet.value());
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}
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void CWindowWithArtifacts::gestureArtPlaceHero(const CArtifactsOfHeroBase & artsInst, CArtPlace & artPlace, const Point & cursorPosition)
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{
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const auto currentArtSet = findAOHbyRef(artsInst);
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assert(currentArtSet.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, cursorPosition](auto artSetWeak) -> void
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{
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const auto artSetPtr = artSetWeak.lock();
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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(!settings["general"]["enableUiEnhancements"].Bool())
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return;
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GH.windows().createAndPushWindow<CHeroQuickBackpackWindow>(artSetPtr->getHero(), artPlace.slot);
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auto backpackWindow = GH.windows().topWindow<CHeroQuickBackpackWindow>();
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backpackWindow->moveTo(cursorPosition - Point(1, 1));
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backpackWindow->fitToScreen(15);
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}
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}, currentArtSet.value());
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}
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void CWindowWithArtifacts::activate()
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{
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if(const auto art = getPickedArtifact())
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setCursorAnimation(*art);
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CWindowObject::activate();
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}
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void CWindowWithArtifacts::deactivate()
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{
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CCS->curh->dragAndDropCursor(nullptr);
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CWindowObject::deactivate();
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}
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void CWindowWithArtifacts::enableArtifactsCostumeSwitcher() const
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{
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for(auto artSet : artSets)
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std::visit(
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[](auto artSetWeak)
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{
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if constexpr(std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroMain>>)
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{
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const auto artSetPtr = artSetWeak.lock();
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artSetPtr->enableArtifactsCostumeSwitcher();
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}
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}, artSet);
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}
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void CWindowWithArtifacts::artifactRemoved(const ArtifactLocation & artLoc)
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{
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update();
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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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auto pickedArtInst = std::get<const CArtifactInstance*>(curState.value());
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auto artifactMovedBody = [this, withRedraw, &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(pickedArtInst)
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{
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setCursorAnimation(*pickedArtInst);
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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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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->redraw();
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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.artHolder == hero->id)
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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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update();
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}
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void CWindowWithArtifacts::artifactAssembled(const ArtifactLocation & artLoc)
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{
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markPossibleSlots();
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update();
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}
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void CWindowWithArtifacts::update() const
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{
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auto updateSlotBody = [](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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artSetPtr->updateWornSlots();
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artSetPtr->updateBackpackSlots();
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artSetPtr->redraw();
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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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std::map<const CGHeroInstance*, size_t> pickedCnt;
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auto getHeroArtBody = [&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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const auto hero = artSetPtr->getHero();
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if(pickedCnt.count(hero) == 0)
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{
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pickedCnt.insert({ hero, hero->artifactsTransitionPos.size() });
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artInst = art;
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}
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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(std::accumulate(std::begin(pickedCnt), std::end(pickedCnt), 0, [](size_t accum, const auto & value)
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{
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return accum + value.second;
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}) > 1)
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return std::nullopt;
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else
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return std::make_tuple(pickedCnt.begin()->first, artInst);
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}
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std::optional<CWindowWithArtifacts::CArtifactsOfHeroPtr> CWindowWithArtifacts::findAOHbyRef(const 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)
|
|
{
|
|
std::visit(findAOHBody, artSetWeak);
|
|
if(res.has_value())
|
|
return res;
|
|
}
|
|
return res;
|
|
}
|
|
|
|
void CWindowWithArtifacts::markPossibleSlots()
|
|
{
|
|
if(const auto pickedArtInst = getPickedArtifact())
|
|
{
|
|
const auto heroArtOwner = getHeroPickedArtifact();
|
|
auto artifactAssembledBody = [&pickedArtInst, &heroArtOwner](auto artSetWeak) -> void
|
|
{
|
|
if(auto artSetPtr = artSetWeak.lock())
|
|
{
|
|
if(artSetPtr->isActive())
|
|
{
|
|
const auto hero = artSetPtr->getHero();
|
|
if(heroArtOwner == hero || !std::is_same_v<decltype(artSetWeak), std::weak_ptr<CArtifactsOfHeroKingdom>>)
|
|
artSetPtr->markPossibleSlots(pickedArtInst, hero->tempOwner == LOCPLINT->playerID);
|
|
}
|
|
}
|
|
};
|
|
|
|
for(auto artSetWeak : artSets)
|
|
std::visit(artifactAssembledBody, artSetWeak);
|
|
}
|
|
}
|
|
|
|
bool CWindowWithArtifacts::checkSpecialArts(const CArtifactInstance & artInst, const CGHeroInstance * hero, bool isTrade) const
|
|
{
|
|
const auto artId = artInst.getTypeId();
|
|
|
|
if(artId == ArtifactID::SPELLBOOK)
|
|
{
|
|
GH.windows().createAndPushWindow<CSpellWindow>(hero, LOCPLINT, LOCPLINT->battleInt.get());
|
|
return false;
|
|
}
|
|
if(artId == ArtifactID::CATAPULT)
|
|
{
|
|
// The Catapult must be equipped
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[312],
|
|
std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(ComponentType::ARTIFACT, ArtifactID(ArtifactID::CATAPULT))));
|
|
return false;
|
|
}
|
|
if(isTrade && !artInst.artType->isTradable())
|
|
{
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[21],
|
|
std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(ComponentType::ARTIFACT, artId)));
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CWindowWithArtifacts::setCursorAnimation(const CArtifactInstance & artInst)
|
|
{
|
|
markPossibleSlots();
|
|
if(artInst.isScroll() && settings["general"]["enableUiEnhancements"].Bool())
|
|
{
|
|
assert(artInst.getScrollSpellID().num >= 0);
|
|
const auto animation = GH.renderHandler().loadAnimation(AnimationPath::builtin("spellscr"));
|
|
animation->load(artInst.getScrollSpellID().num);
|
|
CCS->curh->dragAndDropCursor(animation->getImage(artInst.getScrollSpellID().num)->scaleFast(Point(44, 34)));
|
|
}
|
|
else
|
|
{
|
|
CCS->curh->dragAndDropCursor(AnimationPath::builtin("artifact"), artInst.artType->getIconIndex());
|
|
}
|
|
}
|