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vcmi/client/battle/CBattleControlPanel.cpp
2022-11-28 16:43:38 +02:00

329 lines
11 KiB
C++

/*
* CBattleControlPanel.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CBattleControlPanel.h"
#include "CBattleInterface.h"
#include "CBattleInterfaceClasses.h"
#include "CBattleStacksController.h"
#include "CBattleActionsController.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../windows/CSpellWindow.h"
#include "../widgets/Buttons.h"
#include "../widgets/Images.h"
#include "../../CCallback.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/CStack.h"
#include "../../lib/CConfigHandler.h"
CBattleControlPanel::CBattleControlPanel(CBattleInterface * owner, const Point & position):
owner(owner)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
pos += position;
//preparing buttons and console
bOptions = std::make_shared<CButton> (Point( 3, 5), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleControlPanel::bOptionsf,this), SDLK_o);
bSurrender = std::make_shared<CButton> (Point( 54, 5), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleControlPanel::bSurrenderf,this), SDLK_s);
bFlee = std::make_shared<CButton> (Point(105, 5), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleControlPanel::bFleef,this), SDLK_r);
bAutofight = std::make_shared<CButton> (Point(157, 5), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleControlPanel::bAutofightf,this), SDLK_a);
bSpell = std::make_shared<CButton> (Point(645, 5), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleControlPanel::bSpellf,this), SDLK_c);
bWait = std::make_shared<CButton> (Point(696, 5), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleControlPanel::bWaitf,this), SDLK_w);
bDefence = std::make_shared<CButton> (Point(747, 5), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleControlPanel::bDefencef,this), SDLK_d);
bConsoleUp = std::make_shared<CButton> (Point(624, 5), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleControlPanel::bConsoleUpf,this), SDLK_UP);
bConsoleDown = std::make_shared<CButton>(Point(624, 24), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleControlPanel::bConsoleDownf,this), SDLK_DOWN);
bDefence->assignedKeys.insert(SDLK_SPACE);
bConsoleUp->setImageOrder(0, 1, 0, 0);
bConsoleDown->setImageOrder(2, 3, 2, 2);
console = std::make_shared<CBattleConsole>(Rect(211, 4, 406,38));
GH.statusbar = console;
if ( owner->tacticsMode )
tacticPhaseStarted();
else
tacticPhaseEnded();
}
void CBattleControlPanel::show(SDL_Surface * to)
{
//show menu before all other elements to keep it in background
menu->show(to);
CIntObject::show(to);
}
void CBattleControlPanel::showAll(SDL_Surface * to)
{
//show menu before all other elements to keep it in background
menu->showAll(to);
CIntObject::showAll(to);
}
void CBattleControlPanel::tacticPhaseStarted()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
btactNext = std::make_shared<CButton>(Point(213, 4), "icm011.def", std::make_pair("", ""), [&]() { bTacticNextStack();}, SDLK_SPACE);
btactEnd = std::make_shared<CButton>(Point(419, 4), "icm012.def", std::make_pair("", ""), [&](){ bTacticPhaseEnd();}, SDLK_RETURN);
menu = std::make_shared<CPicture>("COPLACBR.BMP", 0, 0);
menu->colorize(owner->curInt->playerID);
menu->recActions &= ~(SHOWALL | UPDATE);
}
void CBattleControlPanel::tacticPhaseEnded()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
btactNext.reset();
btactEnd.reset();
menu = std::make_shared<CPicture>("CBAR.BMP", 0, 0);
menu->colorize(owner->curInt->playerID);
menu->recActions &= ~(SHOWALL | UPDATE);
}
void CBattleControlPanel::bOptionsf()
{
if (owner->actionsController->spellcastingModeActive())
return;
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
GH.pushIntT<CBattleOptionsWindow>(owner);
}
void CBattleControlPanel::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 CBattleControlPanel::bFleef()
{
if (owner->actionsController->spellcastingModeActive())
return;
if ( owner->curInt->cb->battleCanFlee() )
{
CFunctionList<void()> ony = std::bind(&CBattleControlPanel::reallyFlee,this);
owner->curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
}
else
{
std::vector<std::shared_ptr<CComponent>> comps;
std::string heroName;
//calculating fleeing hero's name
if (owner->attackingHeroInstance)
if (owner->attackingHeroInstance->tempOwner == owner->curInt->cb->getMyColor())
heroName = owner->attackingHeroInstance->name;
if (owner->defendingHeroInstance)
if (owner->defendingHeroInstance->tempOwner == owner->curInt->cb->getMyColor())
heroName = owner->defendingHeroInstance->name;
//calculating text
auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
//printing message
owner->curInt->showInfoDialog(boost::to_string(txt), comps);
}
}
void CBattleControlPanel::reallyFlee()
{
owner->giveCommand(EActionType::RETREAT);
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
}
void CBattleControlPanel::reallySurrender()
{
if (owner->curInt->cb->getResourceAmount(Res::GOLD) < owner->curInt->cb->battleGetSurrenderCost())
{
owner->curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
}
else
{
owner->giveCommand(EActionType::SURRENDER);
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
}
}
void CBattleControlPanel::bAutofightf()
{
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->init(owner->curInt->env, owner->curInt->cb);
ai->battleStart(owner->army1, owner->army2, int3(0,0,0), owner->attackingHeroInstance, owner->defendingHeroInstance, owner->curInt->cb->battleGetMySide());
owner->curInt->autofightingAI = ai;
owner->curInt->cb->registerBattleInterface(ai);
owner->requestAutofightingAIToTakeAction();
}
}
void CBattleControlPanel::bSpellf()
{
if (owner->actionsController->spellcastingModeActive())
return;
if (!owner->myTurn)
return;
auto myHero = owner->currentHero();
if(!myHero)
return;
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
ESpellCastProblem::ESpellCastProblem spellCastProblem = owner->curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
if(spellCastProblem == ESpellCastProblem::OK)
{
GH.pushIntT<CSpellWindow>(myHero, owner->curInt.get());
}
else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
{
//TODO: move to spell mechanics, add more information to spell cast problem
//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
auto blockingBonus = owner->currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
if (!blockingBonus)
return;
if (blockingBonus->source == Bonus::ARTIFACT)
{
const int32_t artID = 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->name : owner->enemyHero().name;
//%s wields the %s, an ancient artifact which creates a p dead to all magic.
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
% heroName % CGI->artifacts()->getByIndex(artID)->getName()));
}
}
}
void CBattleControlPanel::bWaitf()
{
if (owner->actionsController->spellcastingModeActive())
return;
if (owner->stacksController->getActiveStack() != nullptr)
owner->giveCommand(EActionType::WAIT);
}
void CBattleControlPanel::bDefencef()
{
if (owner->actionsController->spellcastingModeActive())
return;
if (owner->stacksController->getActiveStack() != nullptr)
owner->giveCommand(EActionType::DEFEND);
}
void CBattleControlPanel::bConsoleUpf()
{
if (owner->actionsController->spellcastingModeActive())
return;
console->scrollUp();
}
void CBattleControlPanel::bConsoleDownf()
{
if (owner->actionsController->spellcastingModeActive())
return;
console->scrollDown();
}
void CBattleControlPanel::bTacticNextStack()
{
owner->tacticNextStack(nullptr);
}
void CBattleControlPanel::bTacticPhaseEnd()
{
owner->tacticPhaseEnd();
}
void CBattleControlPanel::blockUI(bool on)
{
bool canCastSpells = false;
auto hero = owner->curInt->cb->battleGetMyHero();
if(hero)
{
ESpellCastProblem::ESpellCastProblem spellcastingProblem = owner->curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
//if magic is blocked, we leave button active, so the message can be displayed after button click
canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
}
bool canWait = owner->stacksController->getActiveStack() ? !owner->stacksController->getActiveStack()->waitedThisTurn : false;
bOptions->block(on);
bFlee->block(on || !owner->curInt->cb->battleCanFlee());
bSurrender->block(on || owner->curInt->cb->battleGetSurrenderCost() < 0);
// block only if during enemy turn and auto-fight is off
// otherwise - crash on accessing non-exisiting active stack
bAutofight->block(!owner->curInt->isAutoFightOn && !owner->stacksController->getActiveStack());
if (owner->tacticsMode && btactEnd && btactNext)
{
btactNext->block(on);
btactEnd->block(on);
}
else
{
bConsoleUp->block(on);
bConsoleDown->block(on);
}
bSpell->block(on || owner->tacticsMode || !canCastSpells);
bWait->block(on || owner->tacticsMode || !canWait);
bDefence->block(on || owner->tacticsMode);
}