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vcmi/client/battle/BattleWindow.cpp
2023-10-22 18:39:03 +03:00

688 lines
20 KiB
C++

/*
* BattleWindow.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleWindow.h"
#include "BattleInterface.h"
#include "BattleInterfaceClasses.h"
#include "BattleFieldController.h"
#include "BattleStacksController.h"
#include "BattleActionsController.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../CMusicHandler.h"
#include "../gui/CursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../gui/WindowHandler.h"
#include "../windows/CSpellWindow.h"
#include "../widgets/Buttons.h"
#include "../widgets/Images.h"
#include "../windows/CMessage.h"
#include "../render/CAnimation.h"
#include "../render/Canvas.h"
#include "../render/IRenderHandler.h"
#include "../adventureMap/CInGameConsole.h"
#include "../../CCallback.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/gameState/InfoAboutArmy.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/CStack.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/filesystem/ResourcePath.h"
#include "../windows/settings/SettingsMainWindow.h"
BattleWindow::BattleWindow(BattleInterface & owner):
owner(owner),
defaultAction(PossiblePlayerBattleAction::INVALID)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
pos.w = 800;
pos.h = 600;
pos = center();
REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
const JsonNode config(JsonPath::builtin("config/widgets/BattleWindow2.json"));
addShortcut(EShortcut::GLOBAL_OPTIONS, std::bind(&BattleWindow::bOptionsf, this));
addShortcut(EShortcut::BATTLE_SURRENDER, std::bind(&BattleWindow::bSurrenderf, this));
addShortcut(EShortcut::BATTLE_RETREAT, std::bind(&BattleWindow::bFleef, this));
addShortcut(EShortcut::BATTLE_AUTOCOMBAT, std::bind(&BattleWindow::bAutofightf, this));
addShortcut(EShortcut::BATTLE_CAST_SPELL, std::bind(&BattleWindow::bSpellf, this));
addShortcut(EShortcut::BATTLE_WAIT, std::bind(&BattleWindow::bWaitf, this));
addShortcut(EShortcut::BATTLE_DEFEND, std::bind(&BattleWindow::bDefencef, this));
addShortcut(EShortcut::BATTLE_CONSOLE_UP, std::bind(&BattleWindow::bConsoleUpf, this));
addShortcut(EShortcut::BATTLE_CONSOLE_DOWN, std::bind(&BattleWindow::bConsoleDownf, this));
addShortcut(EShortcut::BATTLE_TACTICS_NEXT, std::bind(&BattleWindow::bTacticNextStack, this));
addShortcut(EShortcut::BATTLE_TACTICS_END, std::bind(&BattleWindow::bTacticPhaseEnd, this));
addShortcut(EShortcut::BATTLE_SELECT_ACTION, std::bind(&BattleWindow::bSwitchActionf, this));
addShortcut(EShortcut::BATTLE_TOGGLE_QUEUE, [this](){ this->toggleQueueVisibility();});
addShortcut(EShortcut::BATTLE_TOGGLE_HEROES_STATS, [this](){ this->toggleStickyHeroWindowsVisibility();});
addShortcut(EShortcut::BATTLE_USE_CREATURE_SPELL, [this](){ this->owner.actionsController->enterCreatureCastingMode(); });
addShortcut(EShortcut::GLOBAL_CANCEL, [this](){ this->owner.actionsController->endCastingSpell(); });
build(config);
console = widget<BattleConsole>("console");
owner.console = console;
owner.fieldController.reset( new BattleFieldController(owner));
owner.fieldController->createHeroes();
createQueue();
createStickyHeroInfoWindows();
if ( owner.tacticsMode )
tacticPhaseStarted();
else
tacticPhaseEnded();
addUsedEvents(LCLICK | KEYBOARD);
}
void BattleWindow::createQueue()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
//create stack queue and adjust our own position
bool embedQueue;
bool showQueue = settings["battle"]["showQueue"].Bool();
std::string queueSize = settings["battle"]["queueSize"].String();
if(queueSize == "auto")
embedQueue = GH.screenDimensions().y < 700;
else
embedQueue = GH.screenDimensions().y < 700 || queueSize == "small";
queue = std::make_shared<StackQueue>(embedQueue, owner);
if(!embedQueue && showQueue)
{
//re-center, taking into account stack queue position
pos.y -= queue->pos.h;
pos.h += queue->pos.h;
pos = center();
}
if (!showQueue)
queue->disable();
}
void BattleWindow::createStickyHeroInfoWindows()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
if(owner.defendingHeroInstance)
{
InfoAboutHero info;
info.initFromHero(owner.defendingHeroInstance, InfoAboutHero::EInfoLevel::INBATTLE);
Point position = (GH.screenDimensions().x >= 1000)
? Point(pos.x + pos.w + 15, pos.y)
: Point(pos.x + pos.w -79, pos.y + 135);
defenderHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, &position);
}
if(owner.attackingHeroInstance)
{
InfoAboutHero info;
info.initFromHero(owner.attackingHeroInstance, InfoAboutHero::EInfoLevel::INBATTLE);
Point position = (GH.screenDimensions().x >= 1000)
? Point(pos.x - 93, pos.y)
: Point(pos.x + 1, pos.y + 135);
attackerHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, &position);
}
bool showInfoWindows = settings["battle"]["stickyHeroInfoWindows"].Bool();
if(!showInfoWindows)
{
if(attackerHeroWindow)
attackerHeroWindow->disable();
if(defenderHeroWindow)
defenderHeroWindow->disable();
}
}
BattleWindow::~BattleWindow()
{
CPlayerInterface::battleInt = nullptr;
}
std::shared_ptr<BattleConsole> BattleWindow::buildBattleConsole(const JsonNode & config) const
{
auto rect = readRect(config["rect"]);
auto offset = readPosition(config["imagePosition"]);
auto background = widget<CPicture>("menuBattle");
return std::make_shared<BattleConsole>(background, rect.topLeft(), offset, rect.dimensions() );
}
void BattleWindow::toggleQueueVisibility()
{
if(settings["battle"]["showQueue"].Bool())
hideQueue();
else
showQueue();
}
void BattleWindow::hideQueue()
{
if(settings["battle"]["showQueue"].Bool() == false)
return;
Settings showQueue = settings.write["battle"]["showQueue"];
showQueue->Bool() = false;
queue->disable();
if (!queue->embedded)
{
//re-center, taking into account stack queue position
pos.y += queue->pos.h;
pos.h -= queue->pos.h;
pos = center();
}
GH.windows().totalRedraw();
}
void BattleWindow::showQueue()
{
if(settings["battle"]["showQueue"].Bool() == true)
return;
Settings showQueue = settings.write["battle"]["showQueue"];
showQueue->Bool() = true;
createQueue();
updateQueue();
GH.windows().totalRedraw();
}
void BattleWindow::toggleStickyHeroWindowsVisibility()
{
if(settings["battle"]["stickyHeroInfoWindows"].Bool())
hideStickyHeroWindows();
else
showStickyHeroWindows();
}
void BattleWindow::hideStickyHeroWindows()
{
if(settings["battle"]["stickyHeroInfoWindows"].Bool() == false)
return;
Settings showStickyHeroInfoWindows = settings.write["battle"]["stickyHeroInfoWindows"];
showStickyHeroInfoWindows->Bool() = false;
if(attackerHeroWindow)
attackerHeroWindow->disable();
if(defenderHeroWindow)
defenderHeroWindow->disable();
GH.windows().totalRedraw();
}
void BattleWindow::showStickyHeroWindows()
{
if(settings["battle"]["stickyHeroInfoWindows"].Bool() == true)
return;
Settings showStickyHeroInfoWindows = settings.write["battle"]["stickyHeroInfoWindows"];
showStickyHeroInfoWindows->Bool() = true;
createStickyHeroInfoWindows();
GH.windows().totalRedraw();
}
void BattleWindow::updateQueue()
{
queue->update();
}
void BattleWindow::updateHeroInfoWindow(uint8_t side, const InfoAboutHero & hero)
{
std::shared_ptr<HeroInfoBasicPanel> panelToUpdate = side == 0 ? attackerHeroWindow : defenderHeroWindow;
panelToUpdate->update(hero);
}
void BattleWindow::heroManaPointsChanged(const CGHeroInstance * hero)
{
if(hero == owner.attackingHeroInstance || hero == owner.defendingHeroInstance)
{
InfoAboutHero heroInfo = InfoAboutHero();
heroInfo.initFromHero(hero, InfoAboutHero::INBATTLE);
updateHeroInfoWindow(hero == owner.attackingHeroInstance ? 0 : 1, heroInfo);
}
else
{
logGlobal->error("BattleWindow::heroManaPointsChanged: 'Mana points changed' called for hero not belonging to current battle window");
}
}
void BattleWindow::activate()
{
GH.setStatusbar(console);
CIntObject::activate();
LOCPLINT->cingconsole->activate();
}
void BattleWindow::deactivate()
{
GH.setStatusbar(nullptr);
CIntObject::deactivate();
LOCPLINT->cingconsole->deactivate();
}
bool BattleWindow::captureThisKey(EShortcut key)
{
return owner.openingPlaying();
}
void BattleWindow::keyPressed(EShortcut key)
{
if (owner.openingPlaying())
{
owner.openingEnd();
return;
}
InterfaceObjectConfigurable::keyPressed(key);
}
void BattleWindow::clickPressed(const Point & cursorPosition)
{
if (owner.openingPlaying())
{
owner.openingEnd();
return;
}
InterfaceObjectConfigurable::clickPressed(cursorPosition);
}
void BattleWindow::tacticPhaseStarted()
{
auto menuBattle = widget<CIntObject>("menuBattle");
auto console = widget<CIntObject>("console");
auto menuTactics = widget<CIntObject>("menuTactics");
auto tacticNext = widget<CIntObject>("tacticNext");
auto tacticEnd = widget<CIntObject>("tacticEnd");
auto alternativeAction = widget<CIntObject>("alternativeAction");
menuBattle->disable();
console->disable();
if (alternativeAction)
alternativeAction->disable();
menuTactics->enable();
tacticNext->enable();
tacticEnd->enable();
redraw();
}
void BattleWindow::tacticPhaseEnded()
{
auto menuBattle = widget<CIntObject>("menuBattle");
auto console = widget<CIntObject>("console");
auto menuTactics = widget<CIntObject>("menuTactics");
auto tacticNext = widget<CIntObject>("tacticNext");
auto tacticEnd = widget<CIntObject>("tacticEnd");
auto alternativeAction = widget<CIntObject>("alternativeAction");
menuBattle->enable();
console->enable();
if (alternativeAction)
alternativeAction->enable();
menuTactics->disable();
tacticNext->disable();
tacticEnd->disable();
redraw();
}
void BattleWindow::bOptionsf()
{
if (owner.actionsController->spellcastingModeActive())
return;
CCS->curh->set(Cursor::Map::POINTER);
GH.windows().createAndPushWindow<SettingsMainWindow>(&owner);
}
void BattleWindow::bSurrenderf()
{
if (owner.actionsController->spellcastingModeActive())
return;
int cost = owner.getBattle()->battleGetSurrenderCost();
if(cost >= 0)
{
std::string enemyHeroName = owner.getBattle()->battleGetEnemyHero().name;
if(enemyHeroName.empty())
{
logGlobal->warn("Surrender performed without enemy hero, should not happen!");
enemyHeroName = "#ENEMY#";
}
std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
owner.curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
}
}
void BattleWindow::bFleef()
{
if (owner.actionsController->spellcastingModeActive())
return;
if ( owner.getBattle()->battleCanFlee() )
{
CFunctionList<void()> ony = std::bind(&BattleWindow::reallyFlee,this);
owner.curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
}
else
{
std::vector<std::shared_ptr<CComponent>> comps;
std::string heroName;
//calculating fleeing hero's name
if (owner.attackingHeroInstance)
if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
heroName = owner.attackingHeroInstance->getNameTranslated();
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;
}
auto anim = GH.renderHandler().loadAnimation(iconName);
w->setImage(anim);
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;
//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()->getBonusLocalFirst(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()));
}
}
}
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_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, owner.actionsController->spellcastingModeActive());
setShortcutBlocked(EShortcut::BATTLE_TACTICS_END, on && owner.tacticsMode);
setShortcutBlocked(EShortcut::BATTLE_TACTICS_NEXT, on && owner.tacticsMode);
setShortcutBlocked(EShortcut::BATTLE_CONSOLE_DOWN, on && !owner.tacticsMode);
setShortcutBlocked(EShortcut::BATTLE_CONSOLE_UP, on && !owner.tacticsMode);
}
std::optional<uint32_t> BattleWindow::getQueueHoveredUnitId()
{
return queue->getHoveredUnitIdIfAny();
}
void BattleWindow::showAll(Canvas & to)
{
CIntObject::showAll(to);
if (GH.screenDimensions().x != 800 || GH.screenDimensions().y !=600)
CMessage::drawBorder(owner.curInt->playerID, to.getInternalSurface(), 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);
}