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- /*
- * BattleWindow.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 "BattleWindow.h"
- #include "BattleInterface.h"
- #include "BattleInterfaceClasses.h"
- #include "BattleFieldController.h"
- #include "BattleStacksController.h"
- #include "BattleActionsController.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../CMusicHandler.h"
- #include "../gui/CursorHandler.h"
- #include "../gui/CGuiHandler.h"
- #include "../windows/CSpellWindow.h"
- #include "../widgets/Buttons.h"
- #include "../widgets/Images.h"
- #include "../windows/CMessage.h"
- #include "../render/CAnimation.h"
- #include "../render/Canvas.h"
- #include "../adventureMap/CInGameConsole.h"
- #include "../../CCallback.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/filesystem/ResourceID.h"
- #include "../windows/settings/SettingsMainWindow.h"
- BattleWindow::BattleWindow(BattleInterface & owner):
- owner(owner),
- defaultAction(PossiblePlayerBattleAction::INVALID)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- pos.w = 800;
- pos.h = 600;
- pos = center();
- REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
-
- const JsonNode config(ResourceID("config/widgets/BattleWindow.json"));
-
- addCallback("options", std::bind(&BattleWindow::bOptionsf, this));
- addCallback("surrender", std::bind(&BattleWindow::bSurrenderf, this));
- addCallback("flee", std::bind(&BattleWindow::bFleef, this));
- addCallback("autofight", std::bind(&BattleWindow::bAutofightf, this));
- addCallback("spellbook", std::bind(&BattleWindow::bSpellf, this));
- addCallback("wait", std::bind(&BattleWindow::bWaitf, this));
- addCallback("defence", std::bind(&BattleWindow::bDefencef, this));
- addCallback("consoleUp", std::bind(&BattleWindow::bConsoleUpf, this));
- addCallback("consoleDown", std::bind(&BattleWindow::bConsoleDownf, this));
- addCallback("tacticNext", std::bind(&BattleWindow::bTacticNextStack, this));
- addCallback("tacticEnd", std::bind(&BattleWindow::bTacticPhaseEnd, this));
- addCallback("alternativeAction", std::bind(&BattleWindow::bSwitchActionf, this));
-
- build(config);
-
- console = widget<BattleConsole>("console");
- GH.statusbar = console;
- owner.console = console;
- owner.fieldController.reset( new BattleFieldController(owner));
- owner.fieldController->createHeroes();
- createQueue();
- if ( owner.tacticsMode )
- tacticPhaseStarted();
- else
- tacticPhaseEnded();
- addUsedEvents(RCLICK | KEYBOARD);
- }
- void BattleWindow::createQueue()
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- //create stack queue and adjust our own position
- bool embedQueue;
- std::string queueSize = settings["battle"]["queueSize"].String();
- if(queueSize == "auto")
- embedQueue = GH.screenDimensions().y < 700;
- else
- embedQueue = GH.screenDimensions().y < 700 || queueSize == "small";
- queue = std::make_shared<StackQueue>(embedQueue, owner);
- if(!embedQueue && settings["battle"]["showQueue"].Bool())
- {
- //re-center, taking into account stack queue position
- pos.y -= queue->pos.h;
- pos.h += queue->pos.h;
- pos = center();
- }
- }
- BattleWindow::~BattleWindow()
- {
- CPlayerInterface::battleInt = nullptr;
- }
- std::shared_ptr<BattleConsole> BattleWindow::buildBattleConsole(const JsonNode & config) const
- {
- auto rect = readRect(config["rect"]);
- auto offset = readPosition(config["imagePosition"]);
- auto background = widget<CPicture>("menuBattle");
- return std::make_shared<BattleConsole>(background, rect.topLeft(), offset, rect.dimensions() );
- }
- void BattleWindow::toggleQueueVisibility()
- {
- if(settings["battle"]["showQueue"].Bool())
- hideQueue();
- else
- showQueue();
- }
- void BattleWindow::hideQueue()
- {
- if(settings["battle"]["showQueue"].Bool() == false)
- return;
- Settings showQueue = settings.write["battle"]["showQueue"];
- showQueue->Bool() = false;
- queue->disable();
- if (!queue->embedded)
- {
- //re-center, taking into account stack queue position
- pos.y += queue->pos.h;
- pos.h -= queue->pos.h;
- pos = center();
- GH.totalRedraw();
- }
- }
- void BattleWindow::showQueue()
- {
- if(settings["battle"]["showQueue"].Bool() == true)
- return;
- Settings showQueue = settings.write["battle"]["showQueue"];
- showQueue->Bool() = true;
- createQueue();
- updateQueue();
- GH.totalRedraw();
- }
- void BattleWindow::updateQueue()
- {
- queue->update();
- }
- void BattleWindow::activate()
- {
- GH.statusbar = console;
- CIntObject::activate();
- LOCPLINT->cingconsole->activate();
- }
- void BattleWindow::deactivate()
- {
- CIntObject::deactivate();
- LOCPLINT->cingconsole->deactivate();
- }
- void BattleWindow::keyPressed(const SDL_Keycode & key)
- {
- if (owner.openingPlaying())
- {
- owner.openingEnd();
- return;
- }
- if(key == SDLK_q)
- {
- toggleQueueVisibility();
- }
- else if(key == SDLK_f)
- {
- owner.actionsController->enterCreatureCastingMode();
- }
- else if(key == SDLK_ESCAPE)
- {
- owner.actionsController->endCastingSpell();
- }
- }
- void BattleWindow::clickRight(tribool down, bool previousState)
- {
- if (!down)
- owner.actionsController->endCastingSpell();
- }
- void BattleWindow::tacticPhaseStarted()
- {
- auto menuBattle = widget<CIntObject>("menuBattle");
- auto console = widget<CIntObject>("console");
- auto menuTactics = widget<CIntObject>("menuTactics");
- auto tacticNext = widget<CIntObject>("tacticNext");
- auto tacticEnd = widget<CIntObject>("tacticEnd");
- menuBattle->disable();
- console->disable();
- menuTactics->enable();
- tacticNext->enable();
- tacticEnd->enable();
- redraw();
- }
- void BattleWindow::tacticPhaseEnded()
- {
- auto menuBattle = widget<CIntObject>("menuBattle");
- auto console = widget<CIntObject>("console");
- auto menuTactics = widget<CIntObject>("menuTactics");
- auto tacticNext = widget<CIntObject>("tacticNext");
- auto tacticEnd = widget<CIntObject>("tacticEnd");
- menuBattle->enable();
- console->enable();
- menuTactics->disable();
- tacticNext->disable();
- tacticEnd->disable();
- redraw();
- }
- void BattleWindow::bOptionsf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- CCS->curh->set(Cursor::Map::POINTER);
- GH.pushIntT<SettingsMainWindow>(&owner);
- }
- void BattleWindow::bSurrenderf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- int cost = owner.curInt->cb->battleGetSurrenderCost();
- if(cost >= 0)
- {
- std::string enemyHeroName = owner.curInt->cb->battleGetEnemyHero().name;
- if(enemyHeroName.empty())
- {
- logGlobal->warn("Surrender performed without enemy hero, should not happen!");
- enemyHeroName = "#ENEMY#";
- }
- std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
- owner.curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
- }
- }
- void BattleWindow::bFleef()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- if ( owner.curInt->cb->battleCanFlee() )
- {
- CFunctionList<void()> ony = std::bind(&BattleWindow::reallyFlee,this);
- owner.curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
- }
- else
- {
- std::vector<std::shared_ptr<CComponent>> comps;
- std::string heroName;
- //calculating fleeing hero's name
- if (owner.attackingHeroInstance)
- if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
- heroName = owner.attackingHeroInstance->getNameTranslated();
- if (owner.defendingHeroInstance)
- if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
- heroName = owner.defendingHeroInstance->getNameTranslated();
- //calculating text
- auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
- //printing message
- owner.curInt->showInfoDialog(boost::to_string(txt), comps);
- }
- }
- void BattleWindow::reallyFlee()
- {
- owner.giveCommand(EActionType::RETREAT);
- CCS->curh->set(Cursor::Map::POINTER);
- }
- void BattleWindow::reallySurrender()
- {
- if (owner.curInt->cb->getResourceAmount(EGameResID::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
- {
- owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
- }
- else
- {
- owner.giveCommand(EActionType::SURRENDER);
- CCS->curh->set(Cursor::Map::POINTER);
- }
- }
- void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
- {
- auto w = widget<CButton>("alternativeAction");
- if(!w)
- return;
-
- std::string iconName = variables["actionIconDefault"].String();
- switch(action.get())
- {
- case PossiblePlayerBattleAction::ATTACK:
- iconName = variables["actionIconAttack"].String();
- break;
-
- case PossiblePlayerBattleAction::SHOOT:
- iconName = variables["actionIconShoot"].String();
- break;
-
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- iconName = variables["actionIconSpell"].String();
- break;
-
- //TODO: figure out purpose of this icon
- //case PossiblePlayerBattleAction::???:
- //iconName = variables["actionIconWalk"].String();
- //break;
-
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
- iconName = variables["actionIconReturn"].String();
- break;
-
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- iconName = variables["actionIconNoReturn"].String();
- break;
- }
-
- auto anim = std::make_shared<CAnimation>(iconName);
- w->setImage(anim, false);
- w->redraw();
- }
- void BattleWindow::setAlternativeActions(const std::list<PossiblePlayerBattleAction> & actions)
- {
- alternativeActions = actions;
- defaultAction = PossiblePlayerBattleAction::INVALID;
- if(alternativeActions.size() > 1)
- defaultAction = alternativeActions.back();
- if(!alternativeActions.empty())
- showAlternativeActionIcon(alternativeActions.front());
- else
- showAlternativeActionIcon(defaultAction);
- }
- void BattleWindow::bAutofightf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- //Stop auto-fight mode
- if(owner.curInt->isAutoFightOn)
- {
- assert(owner.curInt->autofightingAI);
- owner.curInt->isAutoFightOn = false;
- logGlobal->trace("Stopping the autofight...");
- }
- else if(!owner.curInt->autofightingAI)
- {
- owner.curInt->isAutoFightOn = true;
- blockUI(true);
- auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
- ai->initBattleInterface(owner.curInt->env, owner.curInt->cb);
- ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide());
- owner.curInt->autofightingAI = ai;
- owner.curInt->cb->registerBattleInterface(ai);
- owner.requestAutofightingAIToTakeAction();
- }
- }
- void BattleWindow::bSpellf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- if (!owner.makingTurn())
- return;
- auto myHero = owner.currentHero();
- if(!myHero)
- return;
- CCS->curh->set(Cursor::Map::POINTER);
- ESpellCastProblem::ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
- if(spellCastProblem == ESpellCastProblem::OK)
- {
- GH.pushIntT<CSpellWindow>(myHero, owner.curInt.get());
- }
- else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
- {
- //TODO: move to spell mechanics, add more information to spell cast problem
- //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
- auto blockingBonus = owner.currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
- if (!blockingBonus)
- return;
- if (blockingBonus->source == Bonus::ARTIFACT)
- {
- const auto artID = ArtifactID(blockingBonus->sid);
- //If we have artifact, put name of our hero. Otherwise assume it's the enemy.
- //TODO check who *really* is source of bonus
- std::string heroName = myHero->hasArt(artID) ? myHero->getNameTranslated() : owner.enemyHero().name;
- //%s wields the %s, an ancient artifact which creates a p dead to all magic.
- LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
- % heroName % CGI->artifacts()->getByIndex(artID)->getNameTranslated()));
- }
- }
- }
- void BattleWindow::bSwitchActionf()
- {
- if(alternativeActions.empty())
- return;
-
- if(alternativeActions.front() == defaultAction)
- {
- alternativeActions.push_back(alternativeActions.front());
- alternativeActions.pop_front();
- }
-
- auto actions = owner.actionsController->getPossibleActions();
- if(!actions.empty() && actions.front() == alternativeActions.front())
- {
- owner.actionsController->removePossibleAction(alternativeActions.front());
- showAlternativeActionIcon(defaultAction);
- }
- else
- {
- owner.actionsController->pushFrontPossibleAction(alternativeActions.front());
- showAlternativeActionIcon(alternativeActions.front());
- }
-
- alternativeActions.push_back(alternativeActions.front());
- alternativeActions.pop_front();
- }
- void BattleWindow::bWaitf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- if (owner.stacksController->getActiveStack() != nullptr)
- owner.giveCommand(EActionType::WAIT);
- }
- void BattleWindow::bDefencef()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- if (owner.stacksController->getActiveStack() != nullptr)
- owner.giveCommand(EActionType::DEFEND);
- }
- void BattleWindow::bConsoleUpf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- console->scrollUp();
- }
- void BattleWindow::bConsoleDownf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- console->scrollDown();
- }
- void BattleWindow::bTacticNextStack()
- {
- owner.tacticNextStack(nullptr);
- }
- void BattleWindow::bTacticPhaseEnd()
- {
- owner.tacticPhaseEnd();
- }
- void BattleWindow::blockUI(bool on)
- {
- bool canCastSpells = false;
- auto hero = owner.curInt->cb->battleGetMyHero();
- if(hero)
- {
- ESpellCastProblem::ESpellCastProblem spellcastingProblem = owner.curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
- //if magic is blocked, we leave button active, so the message can be displayed after button click
- canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
- }
- bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
- if(auto w = widget<CButton>("options"))
- w->block(on);
- if(auto w = widget<CButton>("flee"))
- w->block(on || !owner.curInt->cb->battleCanFlee());
- if(auto w = widget<CButton>("surrender"))
- w->block(on || owner.curInt->cb->battleGetSurrenderCost() < 0);
- if(auto w = widget<CButton>("cast"))
- w->block(on || owner.tacticsMode || !canCastSpells);
- if(auto w = widget<CButton>("wait"))
- w->block(on || owner.tacticsMode || !canWait);
- if(auto w = widget<CButton>("defence"))
- w->block(on || owner.tacticsMode);
- if(auto w = widget<CButton>("alternativeAction"))
- w->block(on || owner.tacticsMode);
- if(auto w = widget<CButton>("autofight"))
- w->block(owner.actionsController->spellcastingModeActive());
- auto btactEnd = widget<CButton>("tacticEnd");
- auto btactNext = widget<CButton>("tacticNext");
- if(owner.tacticsMode && btactEnd && btactNext)
- {
- btactNext->block(on);
- btactEnd->block(on);
- }
- else
- {
- auto bConsoleUp = widget<CButton>("consoleUp");
- auto bConsoleDown = widget<CButton>("consoleDown");
- if(bConsoleUp && bConsoleDown)
- {
- bConsoleUp->block(on);
- bConsoleDown->block(on);
- }
- }
- }
- boost::optional<uint32_t> BattleWindow::getQueueHoveredUnitId()
- {
- return queue->getHoveredUnitIdIfAny();
- }
- void BattleWindow::showAll(SDL_Surface *to)
- {
- CIntObject::showAll(to);
- if (GH.screenDimensions().x != 800 || GH.screenDimensions().y !=600)
- CMessage::drawBorder(owner.curInt->playerID, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
- }
- void BattleWindow::show(SDL_Surface *to)
- {
- CIntObject::show(to);
- LOCPLINT->cingconsole->show(to);
- }
- void BattleWindow::close()
- {
- if(GH.topInt().get() != this)
- logGlobal->error("Only top interface must be closed");
- GH.popInts(1);
- }
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