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f39fbe5151
Filesystem refactor - part 1
688 lines
20 KiB
C++
688 lines
20 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 "../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 "../../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 "../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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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_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_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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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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Point position = (GH.screenDimensions().x >= 1000)
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? Point(pos.x + pos.w + 15, pos.y)
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: Point(pos.x + pos.w -79, pos.y + 135);
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defenderHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, &position);
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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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Point position = (GH.screenDimensions().x >= 1000)
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? Point(pos.x - 93, pos.y)
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: Point(pos.x + 1, pos.y + 135);
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attackerHeroWindow = std::make_shared<HeroInfoBasicPanel>(info, &position);
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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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}
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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::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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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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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::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::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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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->getPlayerID())
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heroName = owner.attackingHeroInstance->getNameTranslated();
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if (owner.defendingHeroInstance)
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if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
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heroName = owner.defendingHeroInstance->getNameTranslated();
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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::str(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(EGameResID::GOLD) < owner.getBattle()->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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AnimationPath iconName = AnimationPath::fromJson(variables["actionIconDefault"]);
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switch(action.get())
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{
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case PossiblePlayerBattleAction::ATTACK:
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iconName = AnimationPath::fromJson(variables["actionIconAttack"]);
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break;
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case PossiblePlayerBattleAction::SHOOT:
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iconName = AnimationPath::fromJson(variables["actionIconShoot"]);
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break;
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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iconName = AnimationPath::fromJson(variables["actionIconSpell"]);
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break;
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case PossiblePlayerBattleAction::ANY_LOCATION:
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iconName = AnimationPath::fromJson(variables["actionIconSpell"]);
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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 = AnimationPath::fromJson(variables["actionIconReturn"]);
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break;
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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iconName = AnimationPath::fromJson(variables["actionIconNoReturn"]);
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break;
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}
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auto anim = GH.renderHandler().loadAnimation(iconName);
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w->setImage(anim);
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w->redraw();
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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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AutocombatPreferences autocombatPreferences = AutocombatPreferences();
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autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
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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 = ArtifactID(blockingBonus->sid);
|
|
//If we have artifact, put name of our hero. Otherwise assume it's the enemy.
|
|
//TODO check who *really* is source of bonus
|
|
std::string heroName = myHero->hasArt(artID) ? myHero->getNameTranslated() : owner.enemyHero().name;
|
|
|
|
//%s wields the %s, an ancient artifact which creates a p dead to all magic.
|
|
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
|
|
% heroName % CGI->artifacts()->getByIndex(artID)->getNameTranslated()));
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleWindow::bSwitchActionf()
|
|
{
|
|
if(alternativeActions.empty())
|
|
return;
|
|
|
|
if(alternativeActions.front() == defaultAction)
|
|
{
|
|
alternativeActions.push_back(alternativeActions.front());
|
|
alternativeActions.pop_front();
|
|
}
|
|
|
|
auto actions = owner.actionsController->getPossibleActions();
|
|
if(!actions.empty() && actions.front() == alternativeActions.front())
|
|
{
|
|
owner.actionsController->removePossibleAction(alternativeActions.front());
|
|
showAlternativeActionIcon(defaultAction);
|
|
}
|
|
else
|
|
{
|
|
owner.actionsController->pushFrontPossibleAction(alternativeActions.front());
|
|
showAlternativeActionIcon(alternativeActions.front());
|
|
}
|
|
|
|
alternativeActions.push_back(alternativeActions.front());
|
|
alternativeActions.pop_front();
|
|
}
|
|
|
|
void BattleWindow::bWaitf()
|
|
{
|
|
if (owner.actionsController->spellcastingModeActive())
|
|
return;
|
|
|
|
if (owner.stacksController->getActiveStack() != nullptr)
|
|
owner.giveCommand(EActionType::WAIT);
|
|
}
|
|
|
|
void BattleWindow::bDefencef()
|
|
{
|
|
if (owner.actionsController->spellcastingModeActive())
|
|
return;
|
|
|
|
if (owner.stacksController->getActiveStack() != nullptr)
|
|
owner.giveCommand(EActionType::DEFEND);
|
|
}
|
|
|
|
void BattleWindow::bConsoleUpf()
|
|
{
|
|
if (owner.actionsController->spellcastingModeActive())
|
|
return;
|
|
|
|
console->scrollUp();
|
|
}
|
|
|
|
void BattleWindow::bConsoleDownf()
|
|
{
|
|
if (owner.actionsController->spellcastingModeActive())
|
|
return;
|
|
|
|
console->scrollDown();
|
|
}
|
|
|
|
void BattleWindow::bTacticNextStack()
|
|
{
|
|
owner.tacticNextStack(nullptr);
|
|
}
|
|
|
|
void BattleWindow::bTacticPhaseEnd()
|
|
{
|
|
owner.tacticPhaseEnd();
|
|
}
|
|
|
|
void BattleWindow::blockUI(bool on)
|
|
{
|
|
bool canCastSpells = false;
|
|
auto hero = owner.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);
|
|
}
|