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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 "../gui/CursorHandler.h"
- #include "../gui/CGuiHandler.h"
- #include "../gui/Shortcut.h"
- #include "../gui/WindowHandler.h"
- #include "../windows/CSpellWindow.h"
- #include "../widgets/Buttons.h"
- #include "../widgets/Images.h"
- #include "../windows/CMessage.h"
- #include "../windows/CCreatureWindow.h"
- #include "../render/CAnimation.h"
- #include "../render/Canvas.h"
- #include "../render/IRenderHandler.h"
- #include "../adventureMap/CInGameConsole.h"
- #include "../adventureMap/TurnTimerWidget.h"
- #include "../../CCallback.h"
- #include "../../lib/texts/CGeneralTextHandler.h"
- #include "../../lib/gameState/InfoAboutArmy.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/filesystem/ResourcePath.h"
- #include "../../lib/StartInfo.h"
- #include "../../lib/battle/BattleInfo.h"
- #include "../../lib/CPlayerState.h"
- #include "../windows/settings/SettingsMainWindow.h"
- BattleWindow::BattleWindow(BattleInterface & Owner):
- owner(Owner),
- lastAlternativeAction(PossiblePlayerBattleAction::INVALID)
- {
- OBJECT_CONSTRUCTION;
- pos.w = 800;
- pos.h = 600;
- pos = center();
- PlayerColor defenderColor = owner.getBattle()->getBattle()->getSidePlayer(BattleSide::DEFENDER);
- PlayerColor attackerColor = owner.getBattle()->getBattle()->getSidePlayer(BattleSide::ATTACKER);
- bool isDefenderHuman = defenderColor.isValidPlayer() && LOCPLINT->cb->getStartInfo()->playerInfos.at(defenderColor).isControlledByHuman();
- bool isAttackerHuman = attackerColor.isValidPlayer() && LOCPLINT->cb->getStartInfo()->playerInfos.at(attackerColor).isControlledByHuman();
- onlyOnePlayerHuman = isDefenderHuman != isAttackerHuman;
- REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
-
- const JsonNode config(JsonPath::builtin("config/widgets/BattleWindow2.json"));
-
- addShortcut(EShortcut::BATTLE_TOGGLE_QUICKSPELL, [this](){ this->toggleStickyQuickSpellVisibility();});
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_0, [this](){ useSpellIfPossible(0); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_1, [this](){ useSpellIfPossible(1); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_2, [this](){ useSpellIfPossible(2); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_3, [this](){ useSpellIfPossible(3); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_4, [this](){ useSpellIfPossible(4); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_5, [this](){ useSpellIfPossible(5); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_6, [this](){ useSpellIfPossible(6); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_7, [this](){ useSpellIfPossible(7); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_8, [this](){ useSpellIfPossible(8); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_9, [this](){ useSpellIfPossible(9); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_10, [this](){ useSpellIfPossible(10); });
- addShortcut(EShortcut::BATTLE_SPELL_SHORTCUT_11, [this](){ useSpellIfPossible(11); });
- addShortcut(EShortcut::GLOBAL_OPTIONS, std::bind(&BattleWindow::bOptionsf, this));
- addShortcut(EShortcut::BATTLE_SURRENDER, std::bind(&BattleWindow::bSurrenderf, this));
- addShortcut(EShortcut::BATTLE_RETREAT, std::bind(&BattleWindow::bFleef, this));
- addShortcut(EShortcut::BATTLE_AUTOCOMBAT, std::bind(&BattleWindow::bAutofightf, this));
- addShortcut(EShortcut::BATTLE_END_WITH_AUTOCOMBAT, std::bind(&BattleWindow::endWithAutocombat, this));
- addShortcut(EShortcut::BATTLE_CAST_SPELL, std::bind(&BattleWindow::bSpellf, this));
- addShortcut(EShortcut::BATTLE_WAIT, std::bind(&BattleWindow::bWaitf, this));
- addShortcut(EShortcut::BATTLE_DEFEND, std::bind(&BattleWindow::bDefencef, this));
- addShortcut(EShortcut::BATTLE_CONSOLE_UP, std::bind(&BattleWindow::bConsoleUpf, this));
- addShortcut(EShortcut::BATTLE_CONSOLE_DOWN, std::bind(&BattleWindow::bConsoleDownf, this));
- addShortcut(EShortcut::BATTLE_TACTICS_NEXT, std::bind(&BattleWindow::bTacticNextStack, this));
- addShortcut(EShortcut::BATTLE_TACTICS_END, std::bind(&BattleWindow::bTacticPhaseEnd, this));
- addShortcut(EShortcut::BATTLE_SELECT_ACTION, std::bind(&BattleWindow::bSwitchActionf, this));
- addShortcut(EShortcut::BATTLE_OPEN_ACTIVE_UNIT, std::bind(&BattleWindow::bOpenActiveUnit, this));
- addShortcut(EShortcut::BATTLE_OPEN_HOVERED_UNIT, std::bind(&BattleWindow::bOpenHoveredUnit, this));
- addShortcut(EShortcut::BATTLE_TOGGLE_QUEUE, [this](){ this->toggleQueueVisibility();});
- addShortcut(EShortcut::BATTLE_TOGGLE_HEROES_STATS, [this](){ this->toggleStickyHeroWindowsVisibility();});
- addShortcut(EShortcut::BATTLE_USE_CREATURE_SPELL, [this](){ this->owner.actionsController->enterCreatureCastingMode(); });
- addShortcut(EShortcut::GLOBAL_CANCEL, [this](){ this->owner.actionsController->endCastingSpell(); });
- build(config);
-
- console = widget<BattleConsole>("console");
- owner.console = console;
- owner.fieldController.reset( new BattleFieldController(owner));
- owner.fieldController->createHeroes();
- createQueue();
- createQuickSpellWindow();
- createStickyHeroInfoWindows();
- createTimerInfoWindows();
- if ( owner.tacticsMode )
- tacticPhaseStarted();
- else
- tacticPhaseEnded();
- addUsedEvents(LCLICK | KEYBOARD);
- }
- void BattleWindow::createQueue()
- {
- OBJECT_CONSTRUCTION;
- //create stack queue and adjust our own position
- bool embedQueue;
- bool showQueue = settings["battle"]["showQueue"].Bool();
- 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 && showQueue)
- {
- //re-center, taking into account stack queue position
- pos.y -= queue->pos.h;
- pos.h += queue->pos.h;
- pos = center();
- }
- if (!showQueue)
- queue->disable();
- }
- void BattleWindow::createStickyHeroInfoWindows()
- {
- OBJECT_CONSTRUCTION;
- if(owner.defendingHeroInstance)
- {
- InfoAboutHero info;
- info.initFromHero(owner.defendingHeroInstance, InfoAboutHero::EInfoLevel::INBATTLE);
- defenderHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, nullptr);
- }
- if(owner.attackingHeroInstance)
- {
- InfoAboutHero info;
- info.initFromHero(owner.attackingHeroInstance, InfoAboutHero::EInfoLevel::INBATTLE);
- attackerHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, nullptr);
- }
- bool showInfoWindows = settings["battle"]["stickyHeroInfoWindows"].Bool();
- if(!showInfoWindows)
- {
- if(attackerHeroWindow)
- attackerHeroWindow->disable();
- if(defenderHeroWindow)
- defenderHeroWindow->disable();
- }
- setPositionInfoWindow();
- }
- void BattleWindow::createQuickSpellWindow()
- {
- OBJECT_CONSTRUCTION;
- quickSpellWindow = std::make_shared<QuickSpellPanel>(owner);
- quickSpellWindow->moveTo(Point(pos.x - 67, pos.y));
- if(settings["battle"]["enableQuickSpellPanel"].Bool())
- showStickyQuickSpellWindow();
- else
- hideStickyQuickSpellWindow();
- }
- void BattleWindow::toggleStickyQuickSpellVisibility()
- {
- if(settings["battle"]["enableQuickSpellPanel"].Bool())
- hideStickyQuickSpellWindow();
- else
- showStickyQuickSpellWindow();
- }
- void BattleWindow::hideStickyQuickSpellWindow()
- {
- Settings showStickyQuickSpellWindow = settings.write["battle"]["enableQuickSpellPanel"];
- showStickyQuickSpellWindow->Bool() = false;
- quickSpellWindow->disable();
- quickSpellWindow->isEnabled = false;
- setPositionInfoWindow();
- createTimerInfoWindows();
- GH.windows().totalRedraw();
- }
- void BattleWindow::showStickyQuickSpellWindow()
- {
- Settings showStickyQuickSpellWindow = settings.write["battle"]["enableQuickSpellPanel"];
- showStickyQuickSpellWindow->Bool() = true;
- auto hero = owner.getBattle()->battleGetMyHero();
- if(GH.screenDimensions().x >= 1050 && hero != nullptr && hero->hasSpellbook())
- {
- quickSpellWindow->enable();
- quickSpellWindow->isEnabled = true;
- }
- else
- {
- quickSpellWindow->disable();
- quickSpellWindow->isEnabled = false;
- }
- setPositionInfoWindow();
- createTimerInfoWindows();
- GH.windows().totalRedraw();
- }
- void BattleWindow::createTimerInfoWindows()
- {
- OBJECT_CONSTRUCTION;
- int xOffsetAttacker = quickSpellWindow->isEnabled ? -53 : 0;
- if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.battleTimer != 0 || LOCPLINT->cb->getStartInfo()->turnTimerInfo.unitTimer != 0)
- {
- PlayerColor attacker = owner.getBattle()->sideToPlayer(BattleSide::ATTACKER);
- PlayerColor defender = owner.getBattle()->sideToPlayer(BattleSide::DEFENDER);
- if (attacker.isValidPlayer())
- {
- if (GH.screenDimensions().x >= 1000)
- attackerTimerWidget = std::make_shared<TurnTimerWidget>(Point(-92 + xOffsetAttacker, 1), attacker);
- else
- attackerTimerWidget = std::make_shared<TurnTimerWidget>(Point(1, 135), attacker);
- }
- if (defender.isValidPlayer())
- {
- if (GH.screenDimensions().x >= 1000)
- defenderTimerWidget = std::make_shared<TurnTimerWidget>(Point(pos.w + 16, 1), defender);
- else
- defenderTimerWidget = std::make_shared<TurnTimerWidget>(Point(pos.w - 78, 135), defender);
- }
- }
- }
- 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>(owner, background, rect.topLeft(), offset, rect.dimensions() );
- }
- void BattleWindow::useSpellIfPossible(int slot)
- {
- SpellID id;
- bool fromSettings;
- std::tie(id, fromSettings) = quickSpellWindow->getSpells()[slot];
- if(id == SpellID::NONE)
- return;
- if(id.hasValue() && owner.getBattle()->battleGetMyHero() && id.toSpell()->canBeCast(owner.getBattle().get(), spells::Mode::HERO, owner.getBattle()->battleGetMyHero()))
- {
- owner.castThisSpell(id);
- }
- };
- 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();
- }
- setPositionInfoWindow();
- GH.windows().totalRedraw();
- }
- void BattleWindow::showQueue()
- {
- if(settings["battle"]["showQueue"].Bool() == true)
- return;
- Settings showQueue = settings.write["battle"]["showQueue"];
- showQueue->Bool() = true;
- createQueue();
- updateQueue();
- setPositionInfoWindow();
- GH.windows().totalRedraw();
- }
- void BattleWindow::toggleStickyHeroWindowsVisibility()
- {
- if(settings["battle"]["stickyHeroInfoWindows"].Bool())
- hideStickyHeroWindows();
- else
- showStickyHeroWindows();
- }
- void BattleWindow::hideStickyHeroWindows()
- {
- if(settings["battle"]["stickyHeroInfoWindows"].Bool() == false)
- return;
- Settings showStickyHeroInfoWindows = settings.write["battle"]["stickyHeroInfoWindows"];
- showStickyHeroInfoWindows->Bool() = false;
- if(attackerHeroWindow)
- attackerHeroWindow->disable();
- if(defenderHeroWindow)
- defenderHeroWindow->disable();
- GH.windows().totalRedraw();
- }
- void BattleWindow::showStickyHeroWindows()
- {
- if(settings["battle"]["stickyHeroInfoWindows"].Bool() == true)
- return;
- Settings showStickyHeroInfoWindows = settings.write["battle"]["stickyHeroInfoWindows"];
- showStickyHeroInfoWindows->Bool() = true;
- createStickyHeroInfoWindows();
- GH.windows().totalRedraw();
- }
- void BattleWindow::updateQueue()
- {
- queue->update();
- createQuickSpellWindow();
- }
- void BattleWindow::setPositionInfoWindow()
- {
- int xOffsetAttacker = quickSpellWindow->isEnabled ? -53 : 0;
- if(defenderHeroWindow)
- {
- Point position = (GH.screenDimensions().x >= 1000)
- ? Point(pos.x + pos.w + 15, pos.y + 60)
- : Point(pos.x + pos.w -79, pos.y + 195);
- defenderHeroWindow->moveTo(position);
- }
- if(attackerHeroWindow)
- {
- Point position = (GH.screenDimensions().x >= 1000)
- ? Point(pos.x - 93 + xOffsetAttacker, pos.y + 60)
- : Point(pos.x + 1, pos.y + 195);
- attackerHeroWindow->moveTo(position);
- }
- if(defenderStackWindow)
- {
- Point position = (GH.screenDimensions().x >= 1000)
- ? Point(pos.x + pos.w + 15, defenderHeroWindow ? defenderHeroWindow->pos.y + 210 : pos.y + 60)
- : Point(pos.x + pos.w -79, defenderHeroWindow ? defenderHeroWindow->pos.y : pos.y + 195);
- defenderStackWindow->moveTo(position);
- }
- if(attackerStackWindow)
- {
- Point position = (GH.screenDimensions().x >= 1000)
- ? Point(pos.x - 93 + xOffsetAttacker, attackerHeroWindow ? attackerHeroWindow->pos.y + 210 : pos.y + 60)
- : Point(pos.x + 1, attackerHeroWindow ? attackerHeroWindow->pos.y : pos.y + 195);
- attackerStackWindow->moveTo(position);
- }
- }
- void BattleWindow::updateHeroInfoWindow(uint8_t side, const InfoAboutHero & hero)
- {
- std::shared_ptr<HeroInfoBasicPanel> panelToUpdate = side == 0 ? attackerHeroWindow : defenderHeroWindow;
- panelToUpdate->update(hero);
- }
- void BattleWindow::updateStackInfoWindow(const CStack * stack)
- {
- OBJECT_CONSTRUCTION;
- bool showInfoWindows = settings["battle"]["stickyHeroInfoWindows"].Bool();
- if(stack && stack->unitSide() == BattleSide::DEFENDER)
- {
- defenderStackWindow = std::make_shared<StackInfoBasicPanel>(stack);
- defenderStackWindow->setEnabled(showInfoWindows);
- }
- else
- defenderStackWindow = nullptr;
-
- if(stack && stack->unitSide() == BattleSide::ATTACKER)
- {
- attackerStackWindow = std::make_shared<StackInfoBasicPanel>(stack);
- attackerStackWindow->setEnabled(showInfoWindows);
- }
- else
- attackerStackWindow = nullptr;
-
- setPositionInfoWindow();
- createTimerInfoWindows();
- }
- void BattleWindow::heroManaPointsChanged(const CGHeroInstance * hero)
- {
- if(hero == owner.attackingHeroInstance || hero == owner.defendingHeroInstance)
- {
- InfoAboutHero heroInfo = InfoAboutHero();
- heroInfo.initFromHero(hero, InfoAboutHero::INBATTLE);
- updateHeroInfoWindow(hero == owner.attackingHeroInstance ? 0 : 1, heroInfo);
- }
- else
- {
- logGlobal->error("BattleWindow::heroManaPointsChanged: 'Mana points changed' called for hero not belonging to current battle window");
- }
- }
- void BattleWindow::activate()
- {
- GH.setStatusbar(console);
- CIntObject::activate();
- LOCPLINT->cingconsole->activate();
- }
- void BattleWindow::deactivate()
- {
- GH.setStatusbar(nullptr);
- CIntObject::deactivate();
- LOCPLINT->cingconsole->deactivate();
- }
- bool BattleWindow::captureThisKey(EShortcut key)
- {
- return owner.openingPlaying();
- }
- void BattleWindow::keyPressed(EShortcut key)
- {
- if (owner.openingPlaying())
- {
- owner.openingEnd();
- return;
- }
- InterfaceObjectConfigurable::keyPressed(key);
- }
- void BattleWindow::clickPressed(const Point & cursorPosition)
- {
- if (owner.openingPlaying())
- {
- owner.openingEnd();
- return;
- }
- InterfaceObjectConfigurable::clickPressed(cursorPosition);
- }
- 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");
- auto alternativeAction = widget<CIntObject>("alternativeAction");
- menuBattle->disable();
- console->disable();
- if (alternativeAction)
- alternativeAction->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");
- auto alternativeAction = widget<CIntObject>("alternativeAction");
- menuBattle->enable();
- console->enable();
- if (alternativeAction)
- alternativeAction->enable();
- menuTactics->disable();
- tacticNext->disable();
- tacticEnd->disable();
- redraw();
- }
- void BattleWindow::bOptionsf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- CCS->curh->set(Cursor::Map::POINTER);
- GH.windows().createAndPushWindow<SettingsMainWindow>(&owner);
- }
- void BattleWindow::bSurrenderf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- int cost = owner.getBattle()->battleGetSurrenderCost();
- if(cost >= 0)
- {
- std::string enemyHeroName = owner.getBattle()->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.getBattle()->battleCanFlee() )
- {
- auto 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->getPlayerID())
- heroName = owner.attackingHeroInstance->getNameTranslated();
- if (owner.defendingHeroInstance)
- if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
- 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::str(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.getBattle()->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;
-
- AnimationPath iconName = AnimationPath::fromJson(variables["actionIconDefault"]);
- switch(action.get())
- {
- case PossiblePlayerBattleAction::ATTACK:
- iconName = AnimationPath::fromJson(variables["actionIconAttack"]);
- break;
-
- case PossiblePlayerBattleAction::SHOOT:
- iconName = AnimationPath::fromJson(variables["actionIconShoot"]);
- break;
-
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- iconName = AnimationPath::fromJson(variables["actionIconSpell"]);
- break;
- case PossiblePlayerBattleAction::ANY_LOCATION:
- iconName = AnimationPath::fromJson(variables["actionIconSpell"]);
- break;
-
- //TODO: figure out purpose of this icon
- //case PossiblePlayerBattleAction::???:
- //iconName = variables["actionIconWalk"].String();
- //break;
-
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
- iconName = AnimationPath::fromJson(variables["actionIconReturn"]);
- break;
-
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- iconName = AnimationPath::fromJson(variables["actionIconNoReturn"]);
- break;
- }
- w->setImage(iconName);
- w->redraw();
- }
- void BattleWindow::setAlternativeActions(const std::list<PossiblePlayerBattleAction> & actions)
- {
- assert(actions.size() != 1);
- alternativeActions = actions;
- lastAlternativeAction = PossiblePlayerBattleAction::INVALID;
- if(alternativeActions.size() > 1)
- {
- lastAlternativeAction = alternativeActions.back();
- showAlternativeActionIcon(alternativeActions.front());
- }
- else
- showAlternativeActionIcon(PossiblePlayerBattleAction::INVALID);
- }
- void BattleWindow::bAutofightf()
- {
- if (owner.actionsController->spellcastingModeActive())
- return;
- if(settings["battle"]["endWithAutocombat"].Bool() && onlyOnePlayerHuman)
- {
- endWithAutocombat();
- 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());
- AutocombatPreferences autocombatPreferences = AutocombatPreferences();
- autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
- ai->initBattleInterface(owner.curInt->env, owner.curInt->cb, autocombatPreferences);
- ai->battleStart(owner.getBattleID(), owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.getBattle()->battleGetMySide(), false);
- 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 spellCastProblem = owner.getBattle()->battleCanCastSpell(myHero, spells::Mode::HERO);
- if(spellCastProblem == ESpellCastProblem::OK)
- {
- GH.windows().createAndPushWindow<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()->getFirstBonus(Selector::type()(BonusType::BLOCK_ALL_MAGIC));
- if (!blockingBonus)
- return;
- if (blockingBonus->source == BonusSource::ARTIFACT)
- {
- const auto artID = blockingBonus->sid.as<ArtifactID>();
- //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()));
- }
- else if(blockingBonus->source == BonusSource::OBJECT_TYPE)
- {
- if(blockingBonus->sid.as<MapObjectID>() == Obj::GARRISON || blockingBonus->sid.as<MapObjectID>() == Obj::GARRISON2)
- LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[684]);
- }
- }
- else
- {
- logGlobal->warn("Unexpected problem with readiness to cast spell");
- }
- }
- void BattleWindow::bSwitchActionf()
- {
- if(alternativeActions.empty())
- return;
- auto actions = owner.actionsController->getPossibleActions();
- if(!actions.empty() && actions.front() != lastAlternativeAction)
- {
- owner.actionsController->removePossibleAction(alternativeActions.front());
- showAlternativeActionIcon(*std::next(alternativeActions.begin()));
- }
- else
- {
- owner.actionsController->resetCurrentStackPossibleActions();
- showAlternativeActionIcon(owner.actionsController->getPossibleActions().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.getBattle()->battleGetMyHero();
- if(hero)
- {
- ESpellCastProblem spellcastingProblem = owner.getBattle()->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;
- setShortcutBlocked(EShortcut::GLOBAL_OPTIONS, on);
- setShortcutBlocked(EShortcut::BATTLE_OPEN_ACTIVE_UNIT, on);
- setShortcutBlocked(EShortcut::BATTLE_OPEN_HOVERED_UNIT, on);
- setShortcutBlocked(EShortcut::BATTLE_RETREAT, on || !owner.getBattle()->battleCanFlee());
- setShortcutBlocked(EShortcut::BATTLE_SURRENDER, on || owner.getBattle()->battleGetSurrenderCost() < 0);
- setShortcutBlocked(EShortcut::BATTLE_CAST_SPELL, on || owner.tacticsMode || !canCastSpells);
- setShortcutBlocked(EShortcut::BATTLE_WAIT, on || owner.tacticsMode || !canWait);
- setShortcutBlocked(EShortcut::BATTLE_DEFEND, on || owner.tacticsMode);
- setShortcutBlocked(EShortcut::BATTLE_SELECT_ACTION, on || owner.tacticsMode);
- setShortcutBlocked(EShortcut::BATTLE_AUTOCOMBAT, (settings["battle"]["endWithAutocombat"].Bool() && onlyOnePlayerHuman) ? on || owner.tacticsMode || owner.actionsController->spellcastingModeActive() : owner.actionsController->spellcastingModeActive());
- setShortcutBlocked(EShortcut::BATTLE_END_WITH_AUTOCOMBAT, on || owner.tacticsMode || !onlyOnePlayerHuman || owner.actionsController->spellcastingModeActive());
- setShortcutBlocked(EShortcut::BATTLE_TACTICS_END, on || !owner.tacticsMode);
- setShortcutBlocked(EShortcut::BATTLE_TACTICS_NEXT, on || !owner.tacticsMode);
- setShortcutBlocked(EShortcut::BATTLE_CONSOLE_DOWN, on && !owner.tacticsMode);
- setShortcutBlocked(EShortcut::BATTLE_CONSOLE_UP, on && !owner.tacticsMode);
- quickSpellWindow->setInputEnabled(!on);
- }
- void BattleWindow::bOpenActiveUnit()
- {
- const auto * unit = owner.stacksController->getActiveStack();
- if (unit)
- GH.windows().createAndPushWindow<CStackWindow>(unit, false);
- }
- void BattleWindow::bOpenHoveredUnit()
- {
- const auto units = owner.stacksController->getHoveredStacksUnitIds();
- if (!units.empty())
- {
- const auto * unit = owner.getBattle()->battleGetStackByID(units[0]);
- if (unit)
- GH.windows().createAndPushWindow<CStackWindow>(unit, false);
- }
- }
- std::optional<uint32_t> BattleWindow::getQueueHoveredUnitId()
- {
- return queue->getHoveredUnitIdIfAny();
- }
- void BattleWindow::endWithAutocombat()
- {
- if(!owner.makingTurn() || owner.tacticsMode)
- return;
- LOCPLINT->showYesNoDialog(
- VLC->generaltexth->translate("vcmi.battleWindow.endWithAutocombat"),
- [this]()
- {
- owner.curInt->isAutoFightEndBattle = true;
- auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
- AutocombatPreferences autocombatPreferences = AutocombatPreferences();
- autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
- ai->initBattleInterface(owner.curInt->env, owner.curInt->cb, autocombatPreferences);
- ai->battleStart(owner.getBattleID(), owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.getBattle()->battleGetMySide(), false);
- owner.curInt->isAutoFightOn = true;
- owner.curInt->cb->registerBattleInterface(ai);
- owner.curInt->autofightingAI = ai;
- owner.requestAutofightingAIToTakeAction();
- close();
- owner.curInt->battleInt.reset();
- },
- nullptr
- );
- }
- void BattleWindow::showAll(Canvas & 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(Canvas & to)
- {
- CIntObject::show(to);
- LOCPLINT->cingconsole->show(to);
- }
- void BattleWindow::close()
- {
- if(!GH.windows().isTopWindow(this))
- logGlobal->error("Only top interface must be closed");
- GH.windows().popWindows(1);
- }
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