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							- /*
 
-  * BattleControlPanel.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 "BattleControlPanel.h"
 
- #include "BattleInterface.h"
 
- #include "BattleInterfaceClasses.h"
 
- #include "BattleStacksController.h"
 
- #include "BattleActionsController.h"
 
- #include "../CGameInfo.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../gui/CCursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../windows/CSpellWindow.h"
 
- #include "../widgets/Buttons.h"
 
- #include "../widgets/Images.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/CConfigHandler.h"
 
- BattleControlPanel::BattleControlPanel(BattleInterface & owner, const Point & position):
 
- 	owner(owner)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	pos += position;
 
- 	//preparing buttons and console
 
- 	bOptions = std::make_shared<CButton>    (Point(  3,  5), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&BattleControlPanel::bOptionsf,this), SDLK_o);
 
- 	bSurrender = std::make_shared<CButton>  (Point( 54,  5), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&BattleControlPanel::bSurrenderf,this), SDLK_s);
 
- 	bFlee = std::make_shared<CButton>       (Point(105,  5), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&BattleControlPanel::bFleef,this), SDLK_r);
 
- 	bAutofight = std::make_shared<CButton>  (Point(158,  5), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&BattleControlPanel::bAutofightf,this), SDLK_a);
 
- 	bSpell = std::make_shared<CButton>      (Point(645,  5), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&BattleControlPanel::bSpellf,this), SDLK_c);
 
- 	bWait = std::make_shared<CButton>       (Point(696,  5), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&BattleControlPanel::bWaitf,this), SDLK_w);
 
- 	bDefence = std::make_shared<CButton>    (Point(747,  5), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&BattleControlPanel::bDefencef,this), SDLK_d);
 
- 	bConsoleUp = std::make_shared<CButton>  (Point(624,  5), "ComSlide.def", std::make_pair("", ""),     std::bind(&BattleControlPanel::bConsoleUpf,this), SDLK_UP);
 
- 	bConsoleDown = std::make_shared<CButton>(Point(624, 24), "ComSlide.def", std::make_pair("", ""),     std::bind(&BattleControlPanel::bConsoleDownf,this), SDLK_DOWN);
 
- 	bDefence->assignedKeys.insert(SDLK_SPACE);
 
- 	bConsoleUp->setImageOrder(0, 1, 0, 0);
 
- 	bConsoleDown->setImageOrder(2, 3, 2, 2);
 
- 	console = std::make_shared<BattleConsole>(Rect(211, 4, 406,38));
 
- 	GH.statusbar = console;
 
- 	if ( owner.tacticsMode )
 
- 		tacticPhaseStarted();
 
- 	else
 
- 		tacticPhaseEnded();
 
- }
 
- void BattleControlPanel::show(SDL_Surface * to)
 
- {
 
- 	//show menu before all other elements to keep it in background
 
- 	menu->show(to);
 
- 	CIntObject::show(to);
 
- }
 
- void BattleControlPanel::showAll(SDL_Surface * to)
 
- {
 
- 	//show menu before all other elements to keep it in background
 
- 	menu->showAll(to);
 
- 	CIntObject::showAll(to);
 
- }
 
- void BattleControlPanel::tacticPhaseStarted()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	btactNext = std::make_shared<CButton>(Point(213, 4), "icm011.def", std::make_pair("", ""), [&]() { bTacticNextStack();}, SDLK_SPACE);
 
- 	btactEnd = std::make_shared<CButton>(Point(419,  4), "icm012.def", std::make_pair("", ""),  [&](){ bTacticPhaseEnd();}, SDLK_RETURN);
 
- 	menu = std::make_shared<CPicture>("COPLACBR.BMP", 0, 0);
 
- 	menu->colorize(owner.curInt->playerID);
 
- 	menu->recActions &= ~(SHOWALL | UPDATE);
 
- }
 
- void BattleControlPanel::tacticPhaseEnded()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	btactNext.reset();
 
- 	btactEnd.reset();
 
- 	menu = std::make_shared<CPicture>("CBAR.BMP", 0, 0);
 
- 	menu->colorize(owner.curInt->playerID);
 
- 	menu->recActions &= ~(SHOWALL | UPDATE);
 
- }
 
- void BattleControlPanel::bOptionsf()
 
- {
 
- 	if (owner.actionsController->spellcastingModeActive())
 
- 		return;
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	GH.pushIntT<BattleOptionsWindow>(owner);
 
- }
 
- void BattleControlPanel::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 BattleControlPanel::bFleef()
 
- {
 
- 	if (owner.actionsController->spellcastingModeActive())
 
- 		return;
 
- 	if ( owner.curInt->cb->battleCanFlee() )
 
- 	{
 
- 		CFunctionList<void()> ony = std::bind(&BattleControlPanel::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->name;
 
- 		if (owner.defendingHeroInstance)
 
- 			if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
 
- 				heroName = owner.defendingHeroInstance->name;
 
- 		//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 BattleControlPanel::reallyFlee()
 
- {
 
- 	owner.giveCommand(EActionType::RETREAT);
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- }
 
- void BattleControlPanel::reallySurrender()
 
- {
 
- 	if (owner.curInt->cb->getResourceAmount(Res::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->changeGraphic(ECursor::ADVENTURE, 0);
 
- 	}
 
- }
 
- void BattleControlPanel::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->init(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 BattleControlPanel::bSpellf()
 
- {
 
- 	if (owner.actionsController->spellcastingModeActive())
 
- 		return;
 
- 	if (!owner.myTurn)
 
- 		return;
 
- 	auto myHero = owner.currentHero();
 
- 	if(!myHero)
 
- 		return;
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	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->name : 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)->getName()));
 
- 		}
 
- 	}
 
- }
 
- void BattleControlPanel::bWaitf()
 
- {
 
- 	if (owner.actionsController->spellcastingModeActive())
 
- 		return;
 
- 	if (owner.stacksController->getActiveStack() != nullptr)
 
- 		owner.giveCommand(EActionType::WAIT);
 
- }
 
- void BattleControlPanel::bDefencef()
 
- {
 
- 	if (owner.actionsController->spellcastingModeActive())
 
- 		return;
 
- 	if (owner.stacksController->getActiveStack() != nullptr)
 
- 		owner.giveCommand(EActionType::DEFEND);
 
- }
 
- void BattleControlPanel::bConsoleUpf()
 
- {
 
- 	if (owner.actionsController->spellcastingModeActive())
 
- 		return;
 
- 	console->scrollUp();
 
- }
 
- void BattleControlPanel::bConsoleDownf()
 
- {
 
- 	if (owner.actionsController->spellcastingModeActive())
 
- 		return;
 
- 	console->scrollDown();
 
- }
 
- void BattleControlPanel::bTacticNextStack()
 
- {
 
- 	owner.tacticNextStack(nullptr);
 
- }
 
- void BattleControlPanel::bTacticPhaseEnd()
 
- {
 
- 	owner.tacticPhaseEnd();
 
- }
 
- void BattleControlPanel::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;
 
- 	bOptions->block(on);
 
- 	bFlee->block(on || !owner.curInt->cb->battleCanFlee());
 
- 	bSurrender->block(on || owner.curInt->cb->battleGetSurrenderCost() < 0);
 
- 	// block only if during enemy turn and auto-fight is off
 
- 	// otherwise - crash on accessing non-exisiting active stack
 
- 	bAutofight->block(!owner.curInt->isAutoFightOn && !owner.stacksController->getActiveStack());
 
- 	if (owner.tacticsMode && btactEnd && btactNext)
 
- 	{
 
- 		btactNext->block(on);
 
- 		btactEnd->block(on);
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->block(on);
 
- 		bConsoleDown->block(on);
 
- 	}
 
- 	bSpell->block(on || owner.tacticsMode || !canCastSpells);
 
- 	bWait->block(on || owner.tacticsMode || !canWait);
 
- 	bDefence->block(on || owner.tacticsMode);
 
- }
 
 
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