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https://github.com/vcmi/vcmi.git
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850 lines
26 KiB
C++
850 lines
26 KiB
C++
/*
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* BattleWindow.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleWindow.h"
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#include "BattleInterface.h"
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#include "BattleInterfaceClasses.h"
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#include "BattleFieldController.h"
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#include "BattleStacksController.h"
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#include "BattleActionsController.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../CMusicHandler.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/Shortcut.h"
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#include "../gui/WindowHandler.h"
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#include "../windows/CSpellWindow.h"
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#include "../widgets/Buttons.h"
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#include "../widgets/Images.h"
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#include "../windows/CMessage.h"
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#include "../windows/CCreatureWindow.h"
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#include "../render/CAnimation.h"
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#include "../render/Canvas.h"
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#include "../render/IRenderHandler.h"
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#include "../adventureMap/CInGameConsole.h"
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#include "../adventureMap/TurnTimerWidget.h"
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#include "../../CCallback.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/gameState/InfoAboutArmy.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/filesystem/ResourcePath.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/battle/BattleInfo.h"
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#include "../../lib/CPlayerState.h"
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#include "../windows/settings/SettingsMainWindow.h"
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BattleWindow::BattleWindow(BattleInterface & owner):
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owner(owner),
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defaultAction(PossiblePlayerBattleAction::INVALID)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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pos.w = 800;
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pos.h = 600;
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pos = center();
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PlayerColor defenderColor = owner.getBattle()->getBattle()->getSidePlayer(BattleSide::DEFENDER);
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PlayerColor attackerColor = owner.getBattle()->getBattle()->getSidePlayer(BattleSide::ATTACKER);
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bool isDefenderHuman = defenderColor.isValidPlayer() && LOCPLINT->cb->getStartInfo()->playerInfos.at(defenderColor).isControlledByHuman();
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bool isAttackerHuman = attackerColor.isValidPlayer() && LOCPLINT->cb->getStartInfo()->playerInfos.at(attackerColor).isControlledByHuman();
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onlyOnePlayerHuman = isDefenderHuman != isAttackerHuman;
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REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
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const JsonNode config(JsonPath::builtin("config/widgets/BattleWindow2.json"));
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addShortcut(EShortcut::GLOBAL_OPTIONS, std::bind(&BattleWindow::bOptionsf, this));
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addShortcut(EShortcut::BATTLE_SURRENDER, std::bind(&BattleWindow::bSurrenderf, this));
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addShortcut(EShortcut::BATTLE_RETREAT, std::bind(&BattleWindow::bFleef, this));
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addShortcut(EShortcut::BATTLE_AUTOCOMBAT, std::bind(&BattleWindow::bAutofightf, this));
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addShortcut(EShortcut::BATTLE_END_WITH_AUTOCOMBAT, std::bind(&BattleWindow::endWithAutocombat, this));
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addShortcut(EShortcut::BATTLE_CAST_SPELL, std::bind(&BattleWindow::bSpellf, this));
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addShortcut(EShortcut::BATTLE_WAIT, std::bind(&BattleWindow::bWaitf, this));
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addShortcut(EShortcut::BATTLE_DEFEND, std::bind(&BattleWindow::bDefencef, this));
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addShortcut(EShortcut::BATTLE_CONSOLE_UP, std::bind(&BattleWindow::bConsoleUpf, this));
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addShortcut(EShortcut::BATTLE_CONSOLE_DOWN, std::bind(&BattleWindow::bConsoleDownf, this));
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addShortcut(EShortcut::BATTLE_TACTICS_NEXT, std::bind(&BattleWindow::bTacticNextStack, this));
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addShortcut(EShortcut::BATTLE_TACTICS_END, std::bind(&BattleWindow::bTacticPhaseEnd, this));
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addShortcut(EShortcut::BATTLE_SELECT_ACTION, std::bind(&BattleWindow::bSwitchActionf, this));
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addShortcut(EShortcut::BATTLE_OPEN_ACTIVE_UNIT, std::bind(&BattleWindow::bOpenActiveUnit, this));
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addShortcut(EShortcut::BATTLE_OPEN_HOVERED_UNIT, std::bind(&BattleWindow::bOpenHoveredUnit, this));
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addShortcut(EShortcut::BATTLE_TOGGLE_QUEUE, [this](){ this->toggleQueueVisibility();});
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addShortcut(EShortcut::BATTLE_TOGGLE_HEROES_STATS, [this](){ this->toggleStickyHeroWindowsVisibility();});
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addShortcut(EShortcut::BATTLE_USE_CREATURE_SPELL, [this](){ this->owner.actionsController->enterCreatureCastingMode(); });
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addShortcut(EShortcut::GLOBAL_CANCEL, [this](){ this->owner.actionsController->endCastingSpell(); });
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build(config);
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console = widget<BattleConsole>("console");
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owner.console = console;
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owner.fieldController.reset( new BattleFieldController(owner));
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owner.fieldController->createHeroes();
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createQueue();
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createStickyHeroInfoWindows();
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createTimerInfoWindows();
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if ( owner.tacticsMode )
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tacticPhaseStarted();
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else
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tacticPhaseEnded();
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addUsedEvents(LCLICK | KEYBOARD);
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}
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void BattleWindow::createQueue()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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//create stack queue and adjust our own position
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bool embedQueue;
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bool showQueue = settings["battle"]["showQueue"].Bool();
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std::string queueSize = settings["battle"]["queueSize"].String();
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if(queueSize == "auto")
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embedQueue = GH.screenDimensions().y < 700;
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else
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embedQueue = GH.screenDimensions().y < 700 || queueSize == "small";
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queue = std::make_shared<StackQueue>(embedQueue, owner);
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if(!embedQueue && showQueue)
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{
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//re-center, taking into account stack queue position
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pos.y -= queue->pos.h;
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pos.h += queue->pos.h;
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pos = center();
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}
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if (!showQueue)
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queue->disable();
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}
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void BattleWindow::createStickyHeroInfoWindows()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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if(owner.defendingHeroInstance)
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{
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InfoAboutHero info;
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info.initFromHero(owner.defendingHeroInstance, InfoAboutHero::EInfoLevel::INBATTLE);
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defenderHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, nullptr);
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}
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if(owner.attackingHeroInstance)
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{
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InfoAboutHero info;
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info.initFromHero(owner.attackingHeroInstance, InfoAboutHero::EInfoLevel::INBATTLE);
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attackerHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, nullptr);
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}
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bool showInfoWindows = settings["battle"]["stickyHeroInfoWindows"].Bool();
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if(!showInfoWindows)
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{
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if(attackerHeroWindow)
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attackerHeroWindow->disable();
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if(defenderHeroWindow)
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defenderHeroWindow->disable();
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}
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setPositionInfoWindow();
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}
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void BattleWindow::createTimerInfoWindows()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.battleTimer != 0 || LOCPLINT->cb->getStartInfo()->turnTimerInfo.unitTimer != 0)
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{
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PlayerColor attacker = owner.getBattle()->sideToPlayer(BattleSide::ATTACKER);
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PlayerColor defender = owner.getBattle()->sideToPlayer(BattleSide::DEFENDER);
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if (attacker.isValidPlayer())
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{
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if (GH.screenDimensions().x >= 1000)
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attackerTimerWidget = std::make_shared<TurnTimerWidget>(Point(-92, 1), attacker);
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else
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attackerTimerWidget = std::make_shared<TurnTimerWidget>(Point(1, 135), attacker);
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}
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if (defender.isValidPlayer())
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{
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if (GH.screenDimensions().x >= 1000)
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defenderTimerWidget = std::make_shared<TurnTimerWidget>(Point(pos.w + 16, 1), defender);
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else
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defenderTimerWidget = std::make_shared<TurnTimerWidget>(Point(pos.w - 78, 135), defender);
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}
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}
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}
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std::shared_ptr<BattleConsole> BattleWindow::buildBattleConsole(const JsonNode & config) const
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{
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auto rect = readRect(config["rect"]);
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auto offset = readPosition(config["imagePosition"]);
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auto background = widget<CPicture>("menuBattle");
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return std::make_shared<BattleConsole>(owner, background, rect.topLeft(), offset, rect.dimensions() );
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}
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void BattleWindow::toggleQueueVisibility()
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{
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if(settings["battle"]["showQueue"].Bool())
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hideQueue();
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else
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showQueue();
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}
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void BattleWindow::hideQueue()
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{
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if(settings["battle"]["showQueue"].Bool() == false)
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return;
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Settings showQueue = settings.write["battle"]["showQueue"];
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showQueue->Bool() = false;
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queue->disable();
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if (!queue->embedded)
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{
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//re-center, taking into account stack queue position
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pos.y += queue->pos.h;
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pos.h -= queue->pos.h;
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pos = center();
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}
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setPositionInfoWindow();
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GH.windows().totalRedraw();
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}
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void BattleWindow::showQueue()
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{
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if(settings["battle"]["showQueue"].Bool() == true)
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return;
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Settings showQueue = settings.write["battle"]["showQueue"];
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showQueue->Bool() = true;
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createQueue();
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updateQueue();
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setPositionInfoWindow();
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GH.windows().totalRedraw();
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}
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void BattleWindow::toggleStickyHeroWindowsVisibility()
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{
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if(settings["battle"]["stickyHeroInfoWindows"].Bool())
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hideStickyHeroWindows();
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else
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showStickyHeroWindows();
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}
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void BattleWindow::hideStickyHeroWindows()
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{
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if(settings["battle"]["stickyHeroInfoWindows"].Bool() == false)
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return;
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Settings showStickyHeroInfoWindows = settings.write["battle"]["stickyHeroInfoWindows"];
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showStickyHeroInfoWindows->Bool() = false;
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if(attackerHeroWindow)
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attackerHeroWindow->disable();
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if(defenderHeroWindow)
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defenderHeroWindow->disable();
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GH.windows().totalRedraw();
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}
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void BattleWindow::showStickyHeroWindows()
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{
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if(settings["battle"]["stickyHeroInfoWindows"].Bool() == true)
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return;
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Settings showStickyHeroInfoWindows = settings.write["battle"]["stickyHeroInfoWindows"];
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showStickyHeroInfoWindows->Bool() = true;
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createStickyHeroInfoWindows();
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GH.windows().totalRedraw();
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}
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void BattleWindow::updateQueue()
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{
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queue->update();
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}
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void BattleWindow::setPositionInfoWindow()
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{
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if(defenderHeroWindow)
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{
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Point position = (GH.screenDimensions().x >= 1000)
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? Point(pos.x + pos.w + 15, pos.y + 60)
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: Point(pos.x + pos.w -79, pos.y + 195);
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defenderHeroWindow->moveTo(position);
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}
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if(attackerHeroWindow)
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{
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Point position = (GH.screenDimensions().x >= 1000)
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? Point(pos.x - 93, pos.y + 60)
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: Point(pos.x + 1, pos.y + 195);
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attackerHeroWindow->moveTo(position);
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}
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if(defenderStackWindow)
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{
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Point position = (GH.screenDimensions().x >= 1000)
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? Point(pos.x + pos.w + 15, defenderHeroWindow ? defenderHeroWindow->pos.y + 210 : pos.y + 60)
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: Point(pos.x + pos.w -79, defenderHeroWindow ? defenderHeroWindow->pos.y : pos.y + 195);
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defenderStackWindow->moveTo(position);
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}
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if(attackerStackWindow)
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{
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Point position = (GH.screenDimensions().x >= 1000)
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? Point(pos.x - 93, attackerHeroWindow ? attackerHeroWindow->pos.y + 210 : pos.y + 60)
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: Point(pos.x + 1, attackerHeroWindow ? attackerHeroWindow->pos.y : pos.y + 195);
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attackerStackWindow->moveTo(position);
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}
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}
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void BattleWindow::updateHeroInfoWindow(uint8_t side, const InfoAboutHero & hero)
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{
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std::shared_ptr<HeroInfoBasicPanel> panelToUpdate = side == 0 ? attackerHeroWindow : defenderHeroWindow;
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panelToUpdate->update(hero);
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}
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void BattleWindow::updateStackInfoWindow(const CStack * stack)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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bool showInfoWindows = settings["battle"]["stickyHeroInfoWindows"].Bool();
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if(stack && stack->unitSide() == BattleSide::DEFENDER)
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{
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defenderStackWindow = std::make_shared<StackInfoBasicPanel>(stack);
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defenderStackWindow->setEnabled(showInfoWindows);
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}
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else
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defenderStackWindow = nullptr;
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if(stack && stack->unitSide() == BattleSide::ATTACKER)
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{
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attackerStackWindow = std::make_shared<StackInfoBasicPanel>(stack);
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attackerStackWindow->setEnabled(showInfoWindows);
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}
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else
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attackerStackWindow = nullptr;
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setPositionInfoWindow();
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}
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void BattleWindow::heroManaPointsChanged(const CGHeroInstance * hero)
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{
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if(hero == owner.attackingHeroInstance || hero == owner.defendingHeroInstance)
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{
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InfoAboutHero heroInfo = InfoAboutHero();
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heroInfo.initFromHero(hero, InfoAboutHero::INBATTLE);
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updateHeroInfoWindow(hero == owner.attackingHeroInstance ? 0 : 1, heroInfo);
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}
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else
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{
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logGlobal->error("BattleWindow::heroManaPointsChanged: 'Mana points changed' called for hero not belonging to current battle window");
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}
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}
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void BattleWindow::activate()
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{
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GH.setStatusbar(console);
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CIntObject::activate();
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LOCPLINT->cingconsole->activate();
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}
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void BattleWindow::deactivate()
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{
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GH.setStatusbar(nullptr);
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CIntObject::deactivate();
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LOCPLINT->cingconsole->deactivate();
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}
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bool BattleWindow::captureThisKey(EShortcut key)
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{
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return owner.openingPlaying();
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}
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void BattleWindow::keyPressed(EShortcut key)
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{
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if (owner.openingPlaying())
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{
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owner.openingEnd();
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return;
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}
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InterfaceObjectConfigurable::keyPressed(key);
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}
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void BattleWindow::clickPressed(const Point & cursorPosition)
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{
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if (owner.openingPlaying())
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{
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owner.openingEnd();
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return;
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}
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InterfaceObjectConfigurable::clickPressed(cursorPosition);
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}
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void BattleWindow::tacticPhaseStarted()
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{
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auto menuBattle = widget<CIntObject>("menuBattle");
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auto console = widget<CIntObject>("console");
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auto menuTactics = widget<CIntObject>("menuTactics");
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auto tacticNext = widget<CIntObject>("tacticNext");
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auto tacticEnd = widget<CIntObject>("tacticEnd");
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auto alternativeAction = widget<CIntObject>("alternativeAction");
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menuBattle->disable();
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console->disable();
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if (alternativeAction)
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alternativeAction->disable();
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menuTactics->enable();
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tacticNext->enable();
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tacticEnd->enable();
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redraw();
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}
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void BattleWindow::tacticPhaseEnded()
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{
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auto menuBattle = widget<CIntObject>("menuBattle");
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auto console = widget<CIntObject>("console");
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auto menuTactics = widget<CIntObject>("menuTactics");
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auto tacticNext = widget<CIntObject>("tacticNext");
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auto tacticEnd = widget<CIntObject>("tacticEnd");
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auto alternativeAction = widget<CIntObject>("alternativeAction");
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menuBattle->enable();
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console->enable();
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if (alternativeAction)
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alternativeAction->enable();
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menuTactics->disable();
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tacticNext->disable();
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tacticEnd->disable();
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redraw();
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}
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void BattleWindow::bOptionsf()
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{
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if (owner.actionsController->spellcastingModeActive())
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return;
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CCS->curh->set(Cursor::Map::POINTER);
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GH.windows().createAndPushWindow<SettingsMainWindow>(&owner);
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}
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void BattleWindow::bSurrenderf()
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{
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if (owner.actionsController->spellcastingModeActive())
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return;
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int cost = owner.getBattle()->battleGetSurrenderCost();
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if(cost >= 0)
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{
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std::string enemyHeroName = owner.getBattle()->battleGetEnemyHero().name;
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if(enemyHeroName.empty())
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{
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logGlobal->warn("Surrender performed without enemy hero, should not happen!");
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enemyHeroName = "#ENEMY#";
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}
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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);
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}
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}
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void BattleWindow::bFleef()
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{
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if (owner.actionsController->spellcastingModeActive())
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return;
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if ( owner.getBattle()->battleCanFlee() )
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{
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auto 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?
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}
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else
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{
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std::vector<std::shared_ptr<CComponent>> comps;
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std::string heroName;
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//calculating fleeing hero's name
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if (owner.attackingHeroInstance)
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if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
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heroName = owner.attackingHeroInstance->getNameTranslated();
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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;
|
|
}
|
|
|
|
w->setImage(iconName);
|
|
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;
|
|
|
|
if(settings["battle"]["endWithAutocombat"].Bool() && onlyOnePlayerHuman)
|
|
{
|
|
endWithAutocombat();
|
|
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()->getFirstBonus(Selector::type()(BonusType::BLOCK_ALL_MAGIC));
|
|
if (!blockingBonus)
|
|
return;
|
|
|
|
if (blockingBonus->source == BonusSource::ARTIFACT)
|
|
{
|
|
const auto artID = blockingBonus->sid.as<ArtifactID>();
|
|
//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()));
|
|
}
|
|
else if(blockingBonus->source == BonusSource::OBJECT_TYPE)
|
|
{
|
|
if(blockingBonus->sid.as<MapObjectID>() == Obj::GARRISON || blockingBonus->sid.as<MapObjectID>() == Obj::GARRISON2)
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[684]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
logGlobal->warn("Unexpected problem with readiness to cast spell");
|
|
}
|
|
}
|
|
|
|
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_OPEN_ACTIVE_UNIT, on);
|
|
setShortcutBlocked(EShortcut::BATTLE_OPEN_HOVERED_UNIT, 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, (settings["battle"]["endWithAutocombat"].Bool() && onlyOnePlayerHuman) ? on || owner.tacticsMode || owner.actionsController->spellcastingModeActive() : owner.actionsController->spellcastingModeActive());
|
|
setShortcutBlocked(EShortcut::BATTLE_END_WITH_AUTOCOMBAT, on || owner.tacticsMode || !onlyOnePlayerHuman || 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);
|
|
}
|
|
|
|
void BattleWindow::bOpenActiveUnit()
|
|
{
|
|
const auto * unit = owner.stacksController->getActiveStack();
|
|
|
|
if (unit)
|
|
GH.windows().createAndPushWindow<CStackWindow>(unit, false);;
|
|
}
|
|
|
|
void BattleWindow::bOpenHoveredUnit()
|
|
{
|
|
const auto units = owner.stacksController->getHoveredStacksUnitIds();
|
|
|
|
if (!units.empty())
|
|
{
|
|
const auto * unit = owner.getBattle()->battleGetStackByID(units[0]);
|
|
if (unit)
|
|
GH.windows().createAndPushWindow<CStackWindow>(unit, false);
|
|
}
|
|
}
|
|
|
|
std::optional<uint32_t> BattleWindow::getQueueHoveredUnitId()
|
|
{
|
|
return queue->getHoveredUnitIdIfAny();
|
|
}
|
|
|
|
void BattleWindow::endWithAutocombat()
|
|
{
|
|
if(!owner.makingTurn() || owner.tacticsMode)
|
|
return;
|
|
|
|
LOCPLINT->showYesNoDialog(
|
|
VLC->generaltexth->translate("vcmi.battleWindow.endWithAutocombat"),
|
|
[this]()
|
|
{
|
|
owner.curInt->isAutoFightEndBattle = 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->isAutoFightOn = true;
|
|
owner.curInt->cb->registerBattleInterface(ai);
|
|
owner.curInt->autofightingAI = ai;
|
|
|
|
owner.requestAutofightingAIToTakeAction();
|
|
|
|
close();
|
|
|
|
owner.curInt->battleInt.reset();
|
|
},
|
|
nullptr
|
|
);
|
|
}
|
|
|
|
void BattleWindow::showAll(Canvas & 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(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);
|
|
}
|