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https://github.com/vcmi/vcmi.git
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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
319 lines
9.1 KiB
C++
319 lines
9.1 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/texts/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(const std::shared_ptr<CArtifactsOfHeroBase> & newArtSet)
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{
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artSets.emplace_back(newArtSet);
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}
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const CGHeroInstance * CWindowWithArtifacts::getHeroPickedArtifact() const
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{
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const CGHeroInstance * hero = nullptr;
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for(const auto & artSet : artSets)
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if(const auto pickedArt = artSet->getHero()->getArt(ArtifactPosition::TRANSITION_POS))
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{
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hero = artSet->getHero();
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break;
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}
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return hero;
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}
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const CArtifactInstance * CWindowWithArtifacts::getPickedArtifact() const
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{
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const CArtifactInstance * art = nullptr;
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for(const auto & artSet : artSets)
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if(const auto pickedArt = artSet->getHero()->getArt(ArtifactPosition::TRANSITION_POS))
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{
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art = pickedArt;
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break;
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}
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return art;
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}
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void CWindowWithArtifacts::clickPressedOnArtPlace(const CGHeroInstance * hero, const ArtifactPosition & slot,
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bool allowExchange, bool altarTrading, bool closeWindow)
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{
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if(!LOCPLINT->makingTurn)
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return;
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if(hero == nullptr)
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return;
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if(const auto heroArtOwner = getHeroPickedArtifact())
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{
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if(allowExchange || hero->id == heroArtOwner->id)
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putPickedArtifact(*hero, slot);
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}
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else if(auto art = hero->getArt(slot))
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{
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if(hero->getOwner() == LOCPLINT->playerID)
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{
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if(checkSpecialArts(*art, *hero, altarTrading))
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onClickPressedCommonArtifact(*hero, slot, closeWindow);
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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(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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void CWindowWithArtifacts::swapArtifactAndClose(const CArtifactsOfHeroBase & artsInst, const ArtifactPosition & slot,
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const ArtifactLocation & dstLoc)
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{
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LOCPLINT->cb->swapArtifacts(ArtifactLocation(artsInst.getHero()->id, slot), dstLoc);
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close();
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}
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void CWindowWithArtifacts::showArtifactAssembling(const CArtifactsOfHeroBase & artsInst, CArtPlace & artPlace,
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const Point & cursorPosition) const
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{
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if(artsInst.getArt(artPlace.slot))
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{
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if(LOCPLINT->artifactController->askToDisassemble(artsInst.getHero(), artPlace.slot))
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return;
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if(LOCPLINT->artifactController->askToAssemble(artsInst.getHero(), artPlace.slot))
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return;
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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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void CWindowWithArtifacts::showArifactInfo(const CArtifactsOfHeroBase & artsInst, CArtPlace & artPlace, const Point & cursorPosition) const
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{
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if(artsInst.getArt(artPlace.slot) && artPlace.text.size())
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artPlace.LRClickableAreaWTextComp::showPopupWindow(cursorPosition);
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}
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void CWindowWithArtifacts::showQuickBackpackWindow(const CGHeroInstance * hero, const ArtifactPosition & slot,
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const Point & cursorPosition) const
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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>(hero, 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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void CWindowWithArtifacts::activate()
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{
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if(const auto art = getPickedArtifact())
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{
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markPossibleSlots();
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setCursorAnimation(*art);
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}
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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::enableKeyboardShortcuts() const
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{
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for(auto & artSet : artSets)
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artSet->enableKeyboardShortcuts();
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}
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void CWindowWithArtifacts::update()
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{
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for(const auto & artSet : artSets)
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{
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artSet->updateWornSlots();
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artSet->updateBackpackSlots();
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if(const auto pickedArtInst = getPickedArtifact())
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{
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markPossibleSlots();
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setCursorAnimation(*pickedArtInst);
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}
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else
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{
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artSet->unmarkSlots();
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CCS->curh->dragAndDropCursor(nullptr);
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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(auto artPlace = artSet->getArtPlace(GH.getCursorPosition()))
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artPlace->hover(true);
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}
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redraw();
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}
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void CWindowWithArtifacts::markPossibleSlots() const
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{
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if(const auto pickedArtInst = getPickedArtifact())
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{
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for(const auto & artSet : artSets)
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{
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const auto hero = artSet->getHero();
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if(hero == nullptr || !artSet->isActive())
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continue;
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if(getHeroPickedArtifact() == hero || !std::dynamic_pointer_cast<CArtifactsOfHeroKingdom>(artSet))
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artSet->markPossibleSlots(pickedArtInst, hero->tempOwner == LOCPLINT->playerID);
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}
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}
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}
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bool CWindowWithArtifacts::checkSpecialArts(const CArtifactInstance & artInst, const CGHeroInstance & hero, bool isTrade) const
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{
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const auto artId = artInst.getTypeId();
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if(artId == 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(artId == ArtifactID::CATAPULT)
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{
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// The Catapult must be equipped
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[312],
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std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(ComponentType::ARTIFACT, ArtifactID(ArtifactID::CATAPULT))));
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return false;
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}
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if(isTrade && !artInst.artType->isTradable())
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{
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[21],
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std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(ComponentType::ARTIFACT, artId)));
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return false;
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}
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return true;
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}
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void CWindowWithArtifacts::setCursorAnimation(const CArtifactInstance & artInst) const
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{
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if(artInst.isScroll() && settings["general"]["enableUiEnhancements"].Bool())
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{
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assert(artInst.getScrollSpellID().num >= 0);
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auto image = GH.renderHandler().loadImage(AnimationPath::builtin("spellscr"), artInst.getScrollSpellID().num, 0, EImageBlitMode::COLORKEY);
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image->scaleFast(Point(44,34));
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CCS->curh->dragAndDropCursor(image);
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}
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else
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{
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CCS->curh->dragAndDropCursor(AnimationPath::builtin("artifact"), artInst.artType->getIconIndex());
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}
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}
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void CWindowWithArtifacts::putPickedArtifact(const CGHeroInstance & curHero, const ArtifactPosition & targetSlot) const
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{
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const auto heroArtOwner = getHeroPickedArtifact();
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const auto pickedArt = getPickedArtifact();
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auto srcLoc = ArtifactLocation(heroArtOwner->id, ArtifactPosition::TRANSITION_POS);
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auto dstLoc = ArtifactLocation(curHero.id, targetSlot);
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if(ArtifactUtils::isSlotBackpack(dstLoc.slot))
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{
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if(pickedArt->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]) % pickedArt->artType->getNameTranslated()));
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}
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else
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{
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if(ArtifactUtils::isBackpackFreeSlots(heroArtOwner))
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LOCPLINT->cb->swapArtifacts(srcLoc, dstLoc);
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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(pickedArt->canBePutAt(&curHero, dstLoc.slot, true) && (!curHero.getArt(targetSlot) || curHero.tempOwner == LOCPLINT->playerID))
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{
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LOCPLINT->cb->swapArtifacts(srcLoc, dstLoc);
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}
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}
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void CWindowWithArtifacts::onClickPressedCommonArtifact(const CGHeroInstance & curHero, const ArtifactPosition & slot, bool closeWindow)
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{
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assert(curHero.getArt(slot));
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auto srcLoc = ArtifactLocation(curHero.id, slot);
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auto dstLoc = ArtifactLocation(curHero.id, ArtifactPosition::TRANSITION_POS);
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if(GH.isKeyboardCmdDown())
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{
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for(const auto & anotherSet : artSets)
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{
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if(std::dynamic_pointer_cast<CArtifactsOfHeroMain>(anotherSet) && curHero.id != anotherSet->getHero()->id)
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{
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dstLoc.slot = ArtifactPosition::FIRST_AVAILABLE;
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dstLoc.artHolder = anotherSet->getHero()->id;
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break;
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}
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if(const auto heroSetAltar = std::dynamic_pointer_cast<CArtifactsOfHeroAltar>(anotherSet))
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{
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dstLoc.slot = ArtifactPosition::FIRST_AVAILABLE;
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dstLoc.artHolder = heroSetAltar->altarId;
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break;
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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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const auto artId = curHero.getArt(slot)->getTypeId();
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if(ArtifactUtils::isSlotEquipment(slot))
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dstLoc.slot = ArtifactUtils::getArtBackpackPosition(&curHero, artId);
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else if(ArtifactUtils::isSlotBackpack(slot))
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dstLoc.slot = ArtifactUtils::getArtEquippedPosition(&curHero, artId);
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}
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else if(closeWindow)
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{
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close();
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}
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if(dstLoc.slot != ArtifactPosition::PRE_FIRST)
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LOCPLINT->cb->swapArtifacts(srcLoc, dstLoc);
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}
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