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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 "../gui/Shortcut.h"
 
- #include "../gui/WindowHandler.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 "../render/IRenderHandler.h"
 
- #include "../adventureMap/CInGameConsole.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/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 "../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(JsonPath::builtin("config/widgets/BattleWindow2.json"));
 
- 	
 
- 	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_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_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();
 
- 	createStickyHeroInfoWindows();
 
- 	if ( owner.tacticsMode )
 
- 		tacticPhaseStarted();
 
- 	else
 
- 		tacticPhaseEnded();
 
- 	addUsedEvents(LCLICK | KEYBOARD);
 
- }
 
- void BattleWindow::createQueue()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	//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()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	if(owner.defendingHeroInstance)
 
- 	{
 
- 		InfoAboutHero info;
 
- 		info.initFromHero(owner.defendingHeroInstance, InfoAboutHero::EInfoLevel::INBATTLE);
 
- 		Point position = (GH.screenDimensions().x >= 1000)
 
- 				? Point(pos.x + pos.w + 15, pos.y)
 
- 				: Point(pos.x + pos.w -79, pos.y + 135);
 
- 		defenderHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, &position);
 
- 	}
 
- 	if(owner.attackingHeroInstance)
 
- 	{
 
- 		InfoAboutHero info;
 
- 		info.initFromHero(owner.attackingHeroInstance, InfoAboutHero::EInfoLevel::INBATTLE);
 
- 		Point position = (GH.screenDimensions().x >= 1000)
 
- 				? Point(pos.x - 93, pos.y)
 
- 				: Point(pos.x + 1, pos.y + 135);
 
- 		attackerHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, &position);
 
- 	}
 
- 	bool showInfoWindows = settings["battle"]["stickyHeroInfoWindows"].Bool();
 
- 	if(!showInfoWindows)
 
- 	{
 
- 		if(attackerHeroWindow)
 
- 			attackerHeroWindow->disable();
 
- 		if(defenderHeroWindow)
 
- 			defenderHeroWindow->disable();
 
- 	}
 
- }
 
- 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.windows().totalRedraw();
 
- }
 
- void BattleWindow::showQueue()
 
- {
 
- 	if(settings["battle"]["showQueue"].Bool() == true)
 
- 		return;
 
- 	Settings showQueue = settings.write["battle"]["showQueue"];
 
- 	showQueue->Bool() = true;
 
- 	createQueue();
 
- 	updateQueue();
 
- 	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();
 
- }
 
- void BattleWindow::updateHeroInfoWindow(uint8_t side, const InfoAboutHero & hero)
 
- {
 
- 	std::shared_ptr<HeroInfoBasicPanel> panelToUpdate = side == 0 ? attackerHeroWindow : defenderHeroWindow;
 
- 	panelToUpdate->update(hero);
 
- }
 
- 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() )
 
- 	{
 
- 		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->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;
 
- 	}
 
- 		
 
- 	auto anim = GH.renderHandler().loadAnimation(iconName);
 
- 	w->setImage(anim);
 
- 	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());
 
- 		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()->getBonusLocalFirst(Selector::type()(BonusType::BLOCK_ALL_MAGIC));
 
- 		if (!blockingBonus)
 
- 			return;
 
- 		if (blockingBonus->source == BonusSource::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.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_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, 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);
 
- }
 
- std::optional<uint32_t> BattleWindow::getQueueHoveredUnitId()
 
- {
 
- 	return queue->getHoveredUnitIdIfAny();
 
- }
 
- void BattleWindow::showAll(Canvas & to)
 
- {
 
- 	CIntObject::showAll(to);
 
- 	if (GH.screenDimensions().x != 800 || GH.screenDimensions().y !=600)
 
- 		CMessage::drawBorder(owner.curInt->playerID, to.getInternalSurface(), 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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