/* * 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 "../windows/CSpellWindow.h" #include "../widgets/Buttons.h" #include "../widgets/Images.h" #include "../windows/CMessage.h" #include "../render/CAnimation.h" #include "../render/Canvas.h" #include "../adventureMap/CInGameConsole.h" #include "../../CCallback.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/CStack.h" #include "../../lib/CConfigHandler.h" #include "../../lib/filesystem/ResourceID.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(ResourceID("config/widgets/BattleWindow.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_USE_CREATURE_SPELL, [this](){ this->owner.actionsController->enterCreatureCastingMode(); }); addShortcut(EShortcut::GLOBAL_CANCEL, [this](){ this->owner.actionsController->endCastingSpell(); }); build(config); console = widget("console"); owner.console = console; owner.fieldController.reset( new BattleFieldController(owner)); owner.fieldController->createHeroes(); createQueue(); if ( owner.tacticsMode ) tacticPhaseStarted(); else tacticPhaseEnded(); addUsedEvents(RCLICK | 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(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(); } BattleWindow::~BattleWindow() { CPlayerInterface::battleInt = nullptr; } std::shared_ptr BattleWindow::buildBattleConsole(const JsonNode & config) const { auto rect = readRect(config["rect"]); auto offset = readPosition(config["imagePosition"]); auto background = widget("menuBattle"); return std::make_shared(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.totalRedraw(); } void BattleWindow::showQueue() { if(settings["battle"]["showQueue"].Bool() == true) return; Settings showQueue = settings.write["battle"]["showQueue"]; showQueue->Bool() = true; createQueue(); updateQueue(); 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(); } bool BattleWindow::captureThisKey(EShortcut key) { return owner.openingPlaying(); } void BattleWindow::keyPressed(EShortcut key) { if (owner.openingPlaying()) { owner.openingEnd(); return; } InterfaceObjectConfigurable::keyPressed(key); } void BattleWindow::clickRight(tribool down, bool previousState) { if (!down) owner.actionsController->endCastingSpell(); } void BattleWindow::tacticPhaseStarted() { auto menuBattle = widget("menuBattle"); auto console = widget("console"); auto menuTactics = widget("menuTactics"); auto tacticNext = widget("tacticNext"); auto tacticEnd = widget("tacticEnd"); auto alternativeAction = widget("alternativeAction"); menuBattle->disable(); console->disable(); if (alternativeAction) alternativeAction->disable(); menuTactics->enable(); tacticNext->enable(); tacticEnd->enable(); redraw(); } void BattleWindow::tacticPhaseEnded() { auto menuBattle = widget("menuBattle"); auto console = widget("console"); auto menuTactics = widget("menuTactics"); auto tacticNext = widget("tacticNext"); auto tacticEnd = widget("tacticEnd"); auto alternativeAction = widget("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.pushIntT(&owner); } void BattleWindow::bSurrenderf() { if (owner.actionsController->spellcastingModeActive()) 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 BattleWindow::bFleef() { if (owner.actionsController->spellcastingModeActive()) return; if ( owner.curInt->cb->battleCanFlee() ) { CFunctionList 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> comps; std::string heroName; //calculating fleeing hero's name if (owner.attackingHeroInstance) if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getMyColor()) heroName = owner.attackingHeroInstance->getNameTranslated(); 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 owner.curInt->showInfoDialog(boost::to_string(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.curInt->cb->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("alternativeAction"); if(!w) return; std::string iconName = variables["actionIconDefault"].String(); switch(action.get()) { case PossiblePlayerBattleAction::ATTACK: iconName = variables["actionIconAttack"].String(); break; case PossiblePlayerBattleAction::SHOOT: iconName = variables["actionIconShoot"].String(); break; case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE: iconName = variables["actionIconSpell"].String(); break; //TODO: figure out purpose of this icon //case PossiblePlayerBattleAction::???: //iconName = variables["actionIconWalk"].String(); //break; case PossiblePlayerBattleAction::ATTACK_AND_RETURN: iconName = variables["actionIconReturn"].String(); break; case PossiblePlayerBattleAction::WALK_AND_ATTACK: iconName = variables["actionIconNoReturn"].String(); break; } auto anim = std::make_shared(iconName); w->setImage(anim); w->redraw(); } void BattleWindow::setAlternativeActions(const std::list & 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()); ai->initBattleInterface(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 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::ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO); if(spellCastProblem == ESpellCastProblem::OK) { GH.pushIntT(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.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; } bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false; setShortcutBlocked(EShortcut::GLOBAL_OPTIONS, on); setShortcutBlocked(EShortcut::BATTLE_RETREAT, on || !owner.curInt->cb->battleCanFlee()); setShortcutBlocked(EShortcut::BATTLE_SURRENDER, on || owner.curInt->cb->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 BattleWindow::getQueueHoveredUnitId() { return queue->getHoveredUnitIdIfAny(); } void BattleWindow::showAll(SDL_Surface *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(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); }