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vcmi/client/battle/BattleWindow.cpp

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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"
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#include "BattleInterface.h"
#include "BattleInterfaceClasses.h"
#include "BattleFieldController.h"
#include "BattleStacksController.h"
#include "BattleActionsController.h"
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#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../CMusicHandler.h"
#include "../gui/CursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../windows/CSpellWindow.h"
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#include "../widgets/Buttons.h"
#include "../widgets/Images.h"
#include "../windows/CMessage.h"
#include "../render/CAnimation.h"
#include "../render/Canvas.h"
#include "../adventureMap/CInGameConsole.h"
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#include "../../CCallback.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/CStack.h"
#include "../../lib/CConfigHandler.h"
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#include "../../lib/filesystem/ResourceID.h"
#include <SDL_surface.h>
#include <SDL_events.h>
BattleWindow::BattleWindow(BattleInterface & owner):
owner(owner)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
pos.w = 800;
pos.h = 600;
pos = center();
REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
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const JsonNode config(ResourceID("config/widgets/BattleWindow.json"));
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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));
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build(config);
console = widget<BattleConsole>("console");
GH.statusbar = console;
owner.console = console;
owner.fieldController.reset( new BattleFieldController(owner));
owner.fieldController->createHeroes();
//create stack queue and adjust our own position
bool embedQueue;
std::string queueSize = settings["battle"]["queueSize"].String();
if(queueSize == "auto")
embedQueue = screen->h < 700;
else
embedQueue = screen->h < 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();
}
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if ( owner.tacticsMode )
tacticPhaseStarted();
else
tacticPhaseEnded();
addUsedEvents(RCLICK | KEYBOARD);
}
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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::hideQueue()
{
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()
{
Settings showQueue = settings.write["battle"]["showQueue"];
showQueue->Bool() = true;
queue->enable();
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::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_KeyboardEvent & key)
{
if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
{
if(settings["battle"]["showQueue"].Bool()) //hide queue
hideQueue();
else
showQueue();
}
else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
{
owner.actionsController->enterCreatureCastingMode();
}
else if(key.keysym.sym == SDLK_ESCAPE)
{
if(owner.getAnimationCondition(EAnimationEvents::OPENING) == true)
CCS->soundh->stopSound(owner.battleIntroSoundChannel);
else
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()
{
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if (owner.actionsController->spellcastingModeActive())
return;
CCS->curh->set(Cursor::Map::POINTER);
GH.pushIntT<BattleOptionsWindow>(owner);
}
void BattleWindow::bSurrenderf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
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int cost = owner.curInt->cb->battleGetSurrenderCost();
if(cost >= 0)
{
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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."
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owner.curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
}
}
void BattleWindow::bFleef()
{
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if (owner.actionsController->spellcastingModeActive())
return;
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if ( owner.curInt->cb->battleCanFlee() )
{
CFunctionList<void()> ony = std::bind(&BattleWindow::reallyFlee,this);
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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
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if (owner.attackingHeroInstance)
if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
heroName = owner.attackingHeroInstance->getNameTranslated();
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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
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owner.curInt->showInfoDialog(boost::to_string(txt), comps);
}
}
void BattleWindow::reallyFlee()
{
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owner.giveCommand(EActionType::RETREAT);
CCS->curh->set(Cursor::Map::POINTER);
}
void BattleWindow::reallySurrender()
{
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if (owner.curInt->cb->getResourceAmount(Res::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
{
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owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
}
else
{
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owner.giveCommand(EActionType::SURRENDER);
CCS->curh->set(Cursor::Map::POINTER);
}
}
void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
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{
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auto w = widget<CButton>("alternativeAction");
if(!w)
return;
std::string iconName = variables["actionIconDefault"].String();
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switch(action)
{
case PossiblePlayerBattleAction::ATTACK:
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iconName = variables["actionIconAttack"].String();
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break;
case PossiblePlayerBattleAction::SHOOT:
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iconName = variables["actionIconShoot"].String();
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break;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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iconName = variables["actionIconSpell"].String();
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break;
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//TODO: figure out purpose of this icon
//case PossiblePlayerBattleAction::???:
//iconName = variables["actionIconWalk"].String();
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//break;
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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iconName = variables["actionIconReturn"].String();
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break;
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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iconName = variables["actionIconNoReturn"].String();
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break;
}
auto anim = std::make_shared<CAnimation>(iconName);
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w->setImage(anim, false);
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}
void BattleWindow::setAlternativeActions(const std::list<PossiblePlayerBattleAction> & actions)
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{
alternativeActions = actions;
defaultAction = PossiblePlayerBattleAction::INVALID;
if(alternativeActions.size() > 1)
defaultAction = alternativeActions.back();
if(!alternativeActions.empty())
showAlternativeActionIcon(alternativeActions.front());
else
showAlternativeActionIcon(defaultAction);
}
void BattleWindow::bAutofightf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
//Stop auto-fight mode
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if(owner.curInt->isAutoFightOn)
{
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assert(owner.curInt->autofightingAI);
owner.curInt->isAutoFightOn = false;
logGlobal->trace("Stopping the autofight...");
}
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else if(!owner.curInt->autofightingAI)
{
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owner.curInt->isAutoFightOn = true;
blockUI(true);
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
ai->initBattleInterface(owner.curInt->env, owner.curInt->cb);
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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);
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owner.requestAutofightingAIToTakeAction();
}
}
void BattleWindow::bSpellf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
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if (!owner.makingTurn())
return;
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auto myHero = owner.currentHero();
if(!myHero)
return;
CCS->curh->set(Cursor::Map::POINTER);
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ESpellCastProblem::ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
if(spellCastProblem == ESpellCastProblem::OK)
{
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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
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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()
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{
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()
{
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if (owner.actionsController->spellcastingModeActive())
return;
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if (owner.stacksController->getActiveStack() != nullptr)
owner.giveCommand(EActionType::WAIT);
}
void BattleWindow::bDefencef()
{
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if (owner.actionsController->spellcastingModeActive())
return;
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if (owner.stacksController->getActiveStack() != nullptr)
owner.giveCommand(EActionType::DEFEND);
}
void BattleWindow::bConsoleUpf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
console->scrollUp();
}
void BattleWindow::bConsoleDownf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
console->scrollDown();
}
void BattleWindow::bTacticNextStack()
{
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owner.tacticNextStack(nullptr);
}
void BattleWindow::bTacticPhaseEnd()
{
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owner.tacticPhaseEnd();
}
void BattleWindow::blockUI(bool on)
{
bool canCastSpells = false;
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auto hero = owner.curInt->cb->battleGetMyHero();
if(hero)
{
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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;
}
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bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
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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);
// block only if during enemy turn and auto-fight is off
// otherwise - crash on accessing non-exisiting active stack
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if(auto w = widget<CButton>("options"))
w->block(!owner.curInt->isAutoFightOn && !owner.stacksController->getActiveStack());
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auto btactEnd = widget<CButton>("tacticEnd");
auto btactNext = widget<CButton>("tacticNext");
if(owner.tacticsMode && btactEnd && btactNext)
{
btactNext->block(on);
btactEnd->block(on);
}
else
{
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auto bConsoleUp = widget<CButton>("consoleUp");
auto bConsoleDown = widget<CButton>("consoleDown");
if(bConsoleUp && bConsoleDown)
{
bConsoleUp->block(on);
bConsoleDown->block(on);
}
}
}
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boost::optional<uint32_t> BattleWindow::getQueueHoveredUnitId()
{
return queue->getHoveredUnitIdIfAny();
}
void BattleWindow::showAll(SDL_Surface *to)
{
CIntObject::showAll(to);
if (screen->w != 800 || screen->h !=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);
}