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vcmi/client/battle/BattleControlPanel.cpp

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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"
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#include "BattleInterface.h"
#include "BattleInterfaceClasses.h"
#include "BattleStacksController.h"
#include "BattleActionsController.h"
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#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
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#include "../gui/CAnimation.h"
#include "../windows/CSpellWindow.h"
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#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"
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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(157, 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);
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bSwitchAction = std::make_shared<CButton>(Point(589, 5), "icmalt00", CGI->generaltexth->zelp[387], std::bind(&BattleControlPanel::bSwitchActionf,this), SDLK_r);
bConsoleUp = std::make_shared<CButton> (Point(578, 5), "ComSlide.def", std::make_pair("", ""), std::bind(&BattleControlPanel::bConsoleUpf,this), SDLK_UP);
bConsoleDown = std::make_shared<CButton>(Point(578, 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);
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console = std::make_shared<BattleConsole>(Rect(211, 4, 350 ,38));
GH.statusbar = console;
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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);
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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);
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menu->colorize(owner.curInt->playerID);
menu->recActions &= ~(SHOWALL | UPDATE);
}
void BattleControlPanel::bOptionsf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
GH.pushIntT<BattleOptionsWindow>(owner);
}
void BattleControlPanel::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 BattleControlPanel::bFleef()
{
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if (owner.actionsController->spellcastingModeActive())
return;
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if ( owner.curInt->cb->battleCanFlee() )
{
CFunctionList<void()> ony = std::bind(&BattleControlPanel::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->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
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owner.curInt->showInfoDialog(boost::to_string(txt), comps);
}
}
void BattleControlPanel::reallyFlee()
{
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owner.giveCommand(EActionType::RETREAT);
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
}
void BattleControlPanel::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->changeGraphic(ECursor::ADVENTURE, 0);
}
}
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void BattleControlPanel::showAlternativeActionIcon(PossiblePlayerBattleAction action)
{
std::string iconName = "icmalt00";
switch(action)
{
case PossiblePlayerBattleAction::ATTACK:
iconName = "icmalt01";
break;
case PossiblePlayerBattleAction::SHOOT:
iconName = "icmalt02";
break;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
iconName = "icmalt03";
break;
//case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
//iconName = "icmalt04";
//break;
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
iconName = "icmalt05";
break;
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
iconName = "icmalt06";
break;
}
auto anim = std::make_shared<CAnimation>(iconName);
bSwitchAction->setImage(anim, false);
}
void BattleControlPanel::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 BattleControlPanel::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 BattleControlPanel::bSpellf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
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if (!owner.myTurn)
return;
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auto myHero = owner.currentHero();
if(!myHero)
return;
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
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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
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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()));
}
}
}
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void BattleControlPanel::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 BattleControlPanel::bWaitf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
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if (owner.stacksController->getActiveStack() != nullptr)
owner.giveCommand(EActionType::WAIT);
}
void BattleControlPanel::bDefencef()
{
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if (owner.actionsController->spellcastingModeActive())
return;
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if (owner.stacksController->getActiveStack() != nullptr)
owner.giveCommand(EActionType::DEFEND);
}
void BattleControlPanel::bConsoleUpf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
console->scrollUp();
}
void BattleControlPanel::bConsoleDownf()
{
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if (owner.actionsController->spellcastingModeActive())
return;
console->scrollDown();
}
void BattleControlPanel::bTacticNextStack()
{
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owner.tacticNextStack(nullptr);
}
void BattleControlPanel::bTacticPhaseEnd()
{
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owner.tacticPhaseEnd();
}
void BattleControlPanel::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;
bOptions->block(on);
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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
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bAutofight->block(!owner.curInt->isAutoFightOn && !owner.stacksController->getActiveStack());
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if (owner.tacticsMode && btactEnd && btactNext)
{
btactNext->block(on);
btactEnd->block(on);
}
else
{
bConsoleUp->block(on);
bConsoleDown->block(on);
}
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bSpell->block(on || owner.tacticsMode || !canCastSpells);
bWait->block(on || owner.tacticsMode || !canWait);
bDefence->block(on || owner.tacticsMode);
}