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/*
* CBattleControlPanel . 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 "CBattleControlPanel.h"
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# include "CBattleInterface.h"
# include "CBattleInterfaceClasses.h"
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# include "CBattleStacksController.h"
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# include "CBattleActionsController.h"
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# include "../CGameInfo.h"
# include "../CPlayerInterface.h"
# include "../gui/CCursorHandler.h"
# include "../gui/CGuiHandler.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"
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# include "../../lib/CStack.h"
# include "../../lib/CConfigHandler.h"
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CBattleControlPanel : : CBattleControlPanel ( CBattleInterface * owner , const Point & position ) :
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owner ( owner )
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE ;
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pos + = position ;
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//preparing buttons and console
bOptions = std : : make_shared < CButton > ( Point ( 3 , 5 ) , " icm003.def " , CGI - > generaltexth - > zelp [ 381 ] , std : : bind ( & CBattleControlPanel : : bOptionsf , this ) , SDLK_o ) ;
bSurrender = std : : make_shared < CButton > ( Point ( 54 , 5 ) , " icm001.def " , CGI - > generaltexth - > zelp [ 379 ] , std : : bind ( & CBattleControlPanel : : bSurrenderf , this ) , SDLK_s ) ;
bFlee = std : : make_shared < CButton > ( Point ( 105 , 5 ) , " icm002.def " , CGI - > generaltexth - > zelp [ 380 ] , std : : bind ( & CBattleControlPanel : : bFleef , this ) , SDLK_r ) ;
bAutofight = std : : make_shared < CButton > ( Point ( 157 , 5 ) , " icm004.def " , CGI - > generaltexth - > zelp [ 382 ] , std : : bind ( & CBattleControlPanel : : bAutofightf , this ) , SDLK_a ) ;
bSpell = std : : make_shared < CButton > ( Point ( 645 , 5 ) , " icm005.def " , CGI - > generaltexth - > zelp [ 385 ] , std : : bind ( & CBattleControlPanel : : bSpellf , this ) , SDLK_c ) ;
bWait = std : : make_shared < CButton > ( Point ( 696 , 5 ) , " icm006.def " , CGI - > generaltexth - > zelp [ 386 ] , std : : bind ( & CBattleControlPanel : : bWaitf , this ) , SDLK_w ) ;
bDefence = std : : make_shared < CButton > ( Point ( 747 , 5 ) , " icm007.def " , CGI - > generaltexth - > zelp [ 387 ] , std : : bind ( & CBattleControlPanel : : bDefencef , this ) , SDLK_d ) ;
bConsoleUp = std : : make_shared < CButton > ( Point ( 624 , 5 ) , " ComSlide.def " , std : : make_pair ( " " , " " ) , std : : bind ( & CBattleControlPanel : : bConsoleUpf , this ) , SDLK_UP ) ;
bConsoleDown = std : : make_shared < CButton > ( Point ( 624 , 24 ) , " ComSlide.def " , std : : make_pair ( " " , " " ) , std : : bind ( & CBattleControlPanel : : 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 < CBattleConsole > ( Rect ( 211 , 4 , 406 , 38 ) ) ;
GH . statusbar = console ;
if ( owner - > tacticsMode )
tacticPhaseStarted ( ) ;
else
tacticPhaseEnded ( ) ;
}
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void CBattleControlPanel : : show ( SDL_Surface * to )
{
//show menu before all other elements to keep it in background
menu - > show ( to ) ;
CIntObject : : show ( to ) ;
}
void CBattleControlPanel : : showAll ( SDL_Surface * to )
{
//show menu before all other elements to keep it in background
menu - > showAll ( to ) ;
CIntObject : : showAll ( to ) ;
}
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void CBattleControlPanel : : 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 ) ;
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menu - > recActions & = ~ ( SHOWALL | UPDATE ) ;
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}
void CBattleControlPanel : : tacticPhaseEnded ( )
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE ;
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btactNext . reset ( ) ;
btactEnd . reset ( ) ;
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menu = std : : make_shared < CPicture > ( " CBAR.BMP " , 0 , 0 ) ;
menu - > colorize ( owner - > curInt - > playerID ) ;
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menu - > recActions & = ~ ( SHOWALL | UPDATE ) ;
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}
void CBattleControlPanel : : bOptionsf ( )
{
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if ( owner - > actionsController - > spellcastingModeActive ( ) )
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return ;
CCS - > curh - > changeGraphic ( ECursor : : ADVENTURE , 0 ) ;
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GH . pushIntT < CBattleOptionsWindow > ( owner ) ;
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}
void CBattleControlPanel : : bSurrenderf ( )
{
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if ( owner - > actionsController - > spellcastingModeActive ( ) )
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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 CBattleControlPanel : : bFleef ( )
{
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if ( owner - > actionsController - > spellcastingModeActive ( ) )
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return ;
if ( owner - > curInt - > cb - > battleCanFlee ( ) )
{
CFunctionList < void ( ) > ony = std : : bind ( & CBattleControlPanel : : 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 CBattleControlPanel : : reallyFlee ( )
{
owner - > giveCommand ( EActionType : : RETREAT ) ;
CCS - > curh - > changeGraphic ( ECursor : : ADVENTURE , 0 ) ;
}
void CBattleControlPanel : : 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 CBattleControlPanel : : bAutofightf ( )
{
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if ( owner - > actionsController - > spellcastingModeActive ( ) )
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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 CBattleControlPanel : : bSpellf ( )
{
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if ( owner - > actionsController - > spellcastingModeActive ( ) )
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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 )
{
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const auto artID = ArtifactID ( blockingBonus - > sid ) ;
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//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 CBattleControlPanel : : bWaitf ( )
{
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if ( owner - > actionsController - > spellcastingModeActive ( ) )
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return ;
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if ( owner - > stacksController - > getActiveStack ( ) ! = nullptr )
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owner - > giveCommand ( EActionType : : WAIT ) ;
}
void CBattleControlPanel : : bDefencef ( )
{
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if ( owner - > actionsController - > spellcastingModeActive ( ) )
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return ;
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if ( owner - > stacksController - > getActiveStack ( ) ! = nullptr )
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owner - > giveCommand ( EActionType : : DEFEND ) ;
}
void CBattleControlPanel : : bConsoleUpf ( )
{
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if ( owner - > actionsController - > spellcastingModeActive ( ) )
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return ;
console - > scrollUp ( ) ;
}
void CBattleControlPanel : : bConsoleDownf ( )
{
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if ( owner - > actionsController - > spellcastingModeActive ( ) )
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return ;
console - > scrollDown ( ) ;
}
void CBattleControlPanel : : bTacticNextStack ( )
{
owner - > tacticNextStack ( nullptr ) ;
}
void CBattleControlPanel : : bTacticPhaseEnd ( )
{
owner - > tacticPhaseEnd ( ) ;
}
void CBattleControlPanel : : 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 ;
}
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bool canWait = owner - > stacksController - > getActiveStack ( ) ? ! owner - > stacksController - > getActiveStack ( ) - > waitedThisTurn : false ;
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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
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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 ) ;
}
bSpell - > block ( on | | owner - > tacticsMode | | ! canCastSpells ) ;
bWait - > block ( on | | owner - > tacticsMode | | ! canWait ) ;
bDefence - > block ( on | | owner - > tacticsMode ) ;
}