mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
573 lines
16 KiB
C++
573 lines
16 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 "../CMessage.h"
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#include "../CPlayerInterface.h"
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#include "../CMusicHandler.h"
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#include "../gui/Canvas.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CAnimation.h"
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#include "../windows/CSpellWindow.h"
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#include "../widgets/AdventureMapClasses.h"
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#include "../widgets/Buttons.h"
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#include "../widgets/Images.h"
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#include "../../CCallback.h"
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#include "../../lib/CGeneralTextHandler.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/ResourceID.h"
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BattleWindow::BattleWindow(BattleInterface & owner):
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owner(owner)
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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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REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
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const JsonNode config(ResourceID("config/widgets/BattleWindow.json"));
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addCallback("options", std::bind(&BattleWindow::bOptionsf, this));
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addCallback("surrender", std::bind(&BattleWindow::bSurrenderf, this));
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addCallback("flee", std::bind(&BattleWindow::bFleef, this));
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addCallback("autofight", std::bind(&BattleWindow::bAutofightf, this));
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addCallback("spellbook", std::bind(&BattleWindow::bSpellf, this));
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addCallback("wait", std::bind(&BattleWindow::bWaitf, this));
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addCallback("defence", std::bind(&BattleWindow::bDefencef, this));
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addCallback("consoleUp", std::bind(&BattleWindow::bConsoleUpf, this));
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addCallback("consoleDown", std::bind(&BattleWindow::bConsoleDownf, this));
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addCallback("tacticNext", std::bind(&BattleWindow::bTacticNextStack, this));
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addCallback("tacticEnd", std::bind(&BattleWindow::bTacticPhaseEnd, this));
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addCallback("alternativeAction", std::bind(&BattleWindow::bSwitchActionf, this));
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build(config);
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console = widget<BattleConsole>("console");
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GH.statusbar = 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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//create stack queue and adjust our own position
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bool embedQueue;
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std::string queueSize = settings["battle"]["queueSize"].String();
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if(queueSize == "auto")
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embedQueue = screen->h < 700;
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else
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embedQueue = screen->h < 700 || queueSize == "small";
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queue = std::make_shared<StackQueue>(embedQueue, owner);
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if(!embedQueue && settings["battle"]["showQueue"].Bool())
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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 ( owner.tacticsMode )
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tacticPhaseStarted();
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else
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tacticPhaseEnded();
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addUsedEvents(RCLICK | KEYBOARD);
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}
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BattleWindow::~BattleWindow()
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{
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CPlayerInterface::battleInt = nullptr;
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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>(background, rect.topLeft(), offset, rect.dimensions() );
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}
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void BattleWindow::hideQueue()
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{
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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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GH.totalRedraw();
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}
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}
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void BattleWindow::showQueue()
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{
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Settings showQueue = settings.write["battle"]["showQueue"];
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showQueue->Bool() = true;
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queue->enable();
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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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GH.totalRedraw();
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}
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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::activate()
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{
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GH.statusbar = 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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CIntObject::deactivate();
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LOCPLINT->cingconsole->deactivate();
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}
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void BattleWindow::keyPressed(const SDL_KeyboardEvent & key)
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{
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if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
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{
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if(settings["battle"]["showQueue"].Bool()) //hide queue
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hideQueue();
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else
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showQueue();
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}
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else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
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{
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owner.actionsController->enterCreatureCastingMode();
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}
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else if(key.keysym.sym == SDLK_ESCAPE)
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{
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if(owner.getAnimationCondition(EAnimationEvents::OPENING) == true)
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CCS->soundh->stopSound(owner.battleIntroSoundChannel);
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else
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owner.actionsController->endCastingSpell();
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}
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}
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void BattleWindow::clickRight(tribool down, bool previousState)
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{
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if (!down)
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owner.actionsController->endCastingSpell();
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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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menuBattle->disable();
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console->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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menuBattle->enable();
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console->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.pushIntT<BattleOptionsWindow>(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.curInt->cb->battleGetSurrenderCost();
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if(cost >= 0)
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{
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std::string enemyHeroName = owner.curInt->cb->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.curInt->cb->battleCanFlee() )
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{
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CFunctionList<void()> ony = std::bind(&BattleWindow::reallyFlee,this);
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owner.curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
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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->getMyColor())
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heroName = owner.attackingHeroInstance->name;
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if (owner.defendingHeroInstance)
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if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
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heroName = owner.defendingHeroInstance->name;
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//calculating text
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auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
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//printing message
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owner.curInt->showInfoDialog(boost::to_string(txt), comps);
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}
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}
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void BattleWindow::reallyFlee()
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{
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owner.giveCommand(EActionType::RETREAT);
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CCS->curh->set(Cursor::Map::POINTER);
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}
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void BattleWindow::reallySurrender()
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{
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if (owner.curInt->cb->getResourceAmount(Res::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
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{
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owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
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}
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else
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{
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owner.giveCommand(EActionType::SURRENDER);
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CCS->curh->set(Cursor::Map::POINTER);
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}
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}
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void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
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{
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auto w = widget<CButton>("alternativeAction");
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if(!w)
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return;
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std::string iconName = variables["actionIconDefault"].String();
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switch(action)
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{
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case PossiblePlayerBattleAction::ATTACK:
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iconName = variables["actionIconAttack"].String();
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break;
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case PossiblePlayerBattleAction::SHOOT:
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iconName = variables["actionIconShoot"].String();
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break;
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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iconName = variables["actionIconSpell"].String();
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break;
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//TODO: figure out purpose of this icon
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//case PossiblePlayerBattleAction::???:
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//iconName = variables["actionIconWalk"].String();
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//break;
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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iconName = variables["actionIconReturn"].String();
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break;
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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iconName = variables["actionIconNoReturn"].String();
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break;
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}
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auto anim = std::make_shared<CAnimation>(iconName);
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w->setImage(anim, false);
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}
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void BattleWindow::setAlternativeActions(const std::list<PossiblePlayerBattleAction> & actions)
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{
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alternativeActions = actions;
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defaultAction = PossiblePlayerBattleAction::INVALID;
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if(alternativeActions.size() > 1)
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defaultAction = alternativeActions.back();
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if(!alternativeActions.empty())
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showAlternativeActionIcon(alternativeActions.front());
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else
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showAlternativeActionIcon(defaultAction);
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}
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void BattleWindow::bAutofightf()
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{
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if (owner.actionsController->spellcastingModeActive())
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return;
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//Stop auto-fight mode
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if(owner.curInt->isAutoFightOn)
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{
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assert(owner.curInt->autofightingAI);
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owner.curInt->isAutoFightOn = false;
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logGlobal->trace("Stopping the autofight...");
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}
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else if(!owner.curInt->autofightingAI)
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{
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owner.curInt->isAutoFightOn = true;
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blockUI(true);
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auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
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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());
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owner.curInt->autofightingAI = ai;
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owner.curInt->cb->registerBattleInterface(ai);
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owner.requestAutofightingAIToTakeAction();
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}
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}
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void BattleWindow::bSpellf()
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{
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if (owner.actionsController->spellcastingModeActive())
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return;
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if (!owner.myTurn)
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return;
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auto myHero = owner.currentHero();
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if(!myHero)
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return;
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CCS->curh->set(Cursor::Map::POINTER);
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ESpellCastProblem::ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
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if(spellCastProblem == ESpellCastProblem::OK)
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{
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GH.pushIntT<CSpellWindow>(myHero, owner.curInt.get());
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}
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else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
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{
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//TODO: move to spell mechanics, add more information to spell cast problem
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//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));
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if (!blockingBonus)
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return;
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if (blockingBonus->source == Bonus::ARTIFACT)
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{
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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.
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//TODO check who *really* is source of bonus
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std::string heroName = myHero->hasArt(artID) ? myHero->name : owner.enemyHero().name;
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//%s wields the %s, an ancient artifact which creates a p dead to all magic.
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LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
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% heroName % CGI->artifacts()->getByIndex(artID)->getName()));
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}
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}
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}
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void BattleWindow::bSwitchActionf()
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{
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if(alternativeActions.empty())
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return;
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if(alternativeActions.front() == defaultAction)
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{
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alternativeActions.push_back(alternativeActions.front());
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alternativeActions.pop_front();
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}
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auto actions = owner.actionsController->getPossibleActions();
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if(!actions.empty() && actions.front() == alternativeActions.front())
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{
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owner.actionsController->removePossibleAction(alternativeActions.front());
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showAlternativeActionIcon(defaultAction);
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}
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else
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{
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owner.actionsController->pushFrontPossibleAction(alternativeActions.front());
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showAlternativeActionIcon(alternativeActions.front());
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}
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alternativeActions.push_back(alternativeActions.front());
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alternativeActions.pop_front();
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}
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void BattleWindow::bWaitf()
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{
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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);
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}
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void BattleWindow::bDefencef()
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{
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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);
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}
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void BattleWindow::bConsoleUpf()
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{
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if (owner.actionsController->spellcastingModeActive())
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return;
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console->scrollUp();
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}
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void BattleWindow::bConsoleDownf()
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{
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if (owner.actionsController->spellcastingModeActive())
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return;
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console->scrollDown();
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}
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void BattleWindow::bTacticNextStack()
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{
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owner.tacticNextStack(nullptr);
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}
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void BattleWindow::bTacticPhaseEnd()
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{
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owner.tacticPhaseEnd();
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}
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void BattleWindow::blockUI(bool on)
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{
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bool canCastSpells = false;
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auto hero = owner.curInt->cb->battleGetMyHero();
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if(hero)
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{
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ESpellCastProblem::ESpellCastProblem spellcastingProblem = owner.curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
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//if magic is blocked, we leave button active, so the message can be displayed after button click
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canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
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}
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bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
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if(auto w = widget<CButton>("options"))
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w->block(on);
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if(auto w = widget<CButton>("flee"))
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w->block(on || !owner.curInt->cb->battleCanFlee());
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if(auto w = widget<CButton>("surrender"))
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w->block(on || owner.curInt->cb->battleGetSurrenderCost() < 0);
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if(auto w = widget<CButton>("cast"))
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w->block(on || owner.tacticsMode || !canCastSpells);
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if(auto w = widget<CButton>("wait"))
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w->block(on || owner.tacticsMode || !canWait);
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if(auto w = widget<CButton>("defence"))
|
|
w->block(on || owner.tacticsMode);
|
|
if(auto w = widget<CButton>("alternativeAction"))
|
|
w->block(on || owner.tacticsMode);
|
|
|
|
// block only if during enemy turn and auto-fight is off
|
|
// otherwise - crash on accessing non-exisiting active stack
|
|
if(auto w = widget<CButton>("options"))
|
|
w->block(!owner.curInt->isAutoFightOn && !owner.stacksController->getActiveStack());
|
|
|
|
auto btactEnd = widget<CButton>("tacticEnd");
|
|
auto btactNext = widget<CButton>("tacticNext");
|
|
if(owner.tacticsMode && btactEnd && btactNext)
|
|
{
|
|
btactNext->block(on);
|
|
btactEnd->block(on);
|
|
}
|
|
else
|
|
{
|
|
auto bConsoleUp = widget<CButton>("consoleUp");
|
|
auto bConsoleDown = widget<CButton>("consoleDown");
|
|
if(bConsoleUp && bConsoleDown)
|
|
{
|
|
bConsoleUp->block(on);
|
|
bConsoleDown->block(on);
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleWindow::showAll(SDL_Surface *to)
|
|
{
|
|
CIntObject::showAll(to);
|
|
|
|
if (screen->w != 800 || screen->h !=600)
|
|
CMessage::drawBorder(owner.curInt->playerID, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
|
|
}
|
|
|
|
void BattleWindow::show(SDL_Surface *to)
|
|
{
|
|
CIntObject::show(to);
|
|
LOCPLINT->cingconsole->show(to);
|
|
}
|
|
|
|
void BattleWindow::close()
|
|
{
|
|
if(GH.topInt().get() != this)
|
|
logGlobal->error("Only top interface must be closed");
|
|
GH.popInts(1);
|
|
}
|