mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
573 lines
16 KiB
C++
573 lines
16 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 "../CMessage.h"
|
|
#include "../CPlayerInterface.h"
|
|
#include "../CMusicHandler.h"
|
|
#include "../gui/Canvas.h"
|
|
#include "../gui/CCursorHandler.h"
|
|
#include "../gui/CGuiHandler.h"
|
|
#include "../gui/CAnimation.h"
|
|
#include "../windows/CSpellWindow.h"
|
|
#include "../widgets/AdventureMapClasses.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"
|
|
#include "../../lib/filesystem/ResourceID.h"
|
|
|
|
BattleWindow::BattleWindow(BattleInterface & owner):
|
|
owner(owner)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
|
pos.w = 800;
|
|
pos.h = 600;
|
|
pos = center();
|
|
|
|
REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
|
|
|
|
const JsonNode config(ResourceID("config/widgets/BattleWindow.json"));
|
|
|
|
addCallback("options", std::bind(&BattleWindow::bOptionsf, this));
|
|
addCallback("surrender", std::bind(&BattleWindow::bSurrenderf, this));
|
|
addCallback("flee", std::bind(&BattleWindow::bFleef, this));
|
|
addCallback("autofight", std::bind(&BattleWindow::bAutofightf, this));
|
|
addCallback("spellbook", std::bind(&BattleWindow::bSpellf, this));
|
|
addCallback("wait", std::bind(&BattleWindow::bWaitf, this));
|
|
addCallback("defence", std::bind(&BattleWindow::bDefencef, this));
|
|
addCallback("consoleUp", std::bind(&BattleWindow::bConsoleUpf, this));
|
|
addCallback("consoleDown", std::bind(&BattleWindow::bConsoleDownf, this));
|
|
addCallback("tacticNext", std::bind(&BattleWindow::bTacticNextStack, this));
|
|
addCallback("tacticEnd", std::bind(&BattleWindow::bTacticPhaseEnd, this));
|
|
addCallback("alternativeAction", std::bind(&BattleWindow::bSwitchActionf, this));
|
|
|
|
build(config);
|
|
|
|
console = widget<BattleConsole>("console");
|
|
|
|
GH.statusbar = console;
|
|
owner.console = console;
|
|
|
|
owner.fieldController.reset( new BattleFieldController(owner));
|
|
owner.fieldController->createHeroes();
|
|
|
|
//create stack queue and adjust our own position
|
|
bool embedQueue;
|
|
std::string queueSize = settings["battle"]["queueSize"].String();
|
|
|
|
if(queueSize == "auto")
|
|
embedQueue = screen->h < 700;
|
|
else
|
|
embedQueue = screen->h < 700 || queueSize == "small";
|
|
|
|
queue = std::make_shared<StackQueue>(embedQueue, owner);
|
|
if(!embedQueue && settings["battle"]["showQueue"].Bool())
|
|
{
|
|
//re-center, taking into account stack queue position
|
|
pos.y -= queue->pos.h;
|
|
pos.h += queue->pos.h;
|
|
pos = center();
|
|
}
|
|
|
|
if ( owner.tacticsMode )
|
|
tacticPhaseStarted();
|
|
else
|
|
tacticPhaseEnded();
|
|
|
|
addUsedEvents(RCLICK | KEYBOARD);
|
|
}
|
|
|
|
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::hideQueue()
|
|
{
|
|
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.totalRedraw();
|
|
}
|
|
}
|
|
|
|
void BattleWindow::showQueue()
|
|
{
|
|
Settings showQueue = settings.write["battle"]["showQueue"];
|
|
showQueue->Bool() = true;
|
|
|
|
queue->enable();
|
|
|
|
if (!queue->embedded)
|
|
{
|
|
//re-center, taking into account stack queue position
|
|
pos.y -= queue->pos.h;
|
|
pos.h += queue->pos.h;
|
|
pos = center();
|
|
GH.totalRedraw();
|
|
}
|
|
}
|
|
|
|
void BattleWindow::updateQueue()
|
|
{
|
|
queue->update();
|
|
}
|
|
|
|
void BattleWindow::activate()
|
|
{
|
|
GH.statusbar = console;
|
|
CIntObject::activate();
|
|
LOCPLINT->cingconsole->activate();
|
|
}
|
|
|
|
void BattleWindow::deactivate()
|
|
{
|
|
CIntObject::deactivate();
|
|
LOCPLINT->cingconsole->deactivate();
|
|
}
|
|
|
|
void BattleWindow::keyPressed(const SDL_KeyboardEvent & key)
|
|
{
|
|
if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
|
|
{
|
|
if(settings["battle"]["showQueue"].Bool()) //hide queue
|
|
hideQueue();
|
|
else
|
|
showQueue();
|
|
|
|
}
|
|
else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
|
|
{
|
|
owner.actionsController->enterCreatureCastingMode();
|
|
}
|
|
else if(key.keysym.sym == SDLK_ESCAPE)
|
|
{
|
|
if(owner.getAnimationCondition(EAnimationEvents::OPENING) == true)
|
|
CCS->soundh->stopSound(owner.battleIntroSoundChannel);
|
|
else
|
|
owner.actionsController->endCastingSpell();
|
|
}
|
|
}
|
|
|
|
void BattleWindow::clickRight(tribool down, bool previousState)
|
|
{
|
|
if (!down)
|
|
owner.actionsController->endCastingSpell();
|
|
}
|
|
|
|
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");
|
|
|
|
menuBattle->disable();
|
|
console->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");
|
|
|
|
menuBattle->enable();
|
|
console->enable();
|
|
|
|
menuTactics->disable();
|
|
tacticNext->disable();
|
|
tacticEnd->disable();
|
|
|
|
redraw();
|
|
}
|
|
|
|
void BattleWindow::bOptionsf()
|
|
{
|
|
if (owner.actionsController->spellcastingModeActive())
|
|
return;
|
|
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
|
|
GH.pushIntT<BattleOptionsWindow>(owner);
|
|
}
|
|
|
|
void BattleWindow::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 BattleWindow::bFleef()
|
|
{
|
|
if (owner.actionsController->spellcastingModeActive())
|
|
return;
|
|
|
|
if ( owner.curInt->cb->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->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 BattleWindow::reallyFlee()
|
|
{
|
|
owner.giveCommand(EActionType::RETREAT);
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
}
|
|
|
|
void BattleWindow::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->set(Cursor::Map::POINTER);
|
|
}
|
|
}
|
|
|
|
void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
|
|
{
|
|
auto w = widget<CButton>("alternativeAction");
|
|
if(!w)
|
|
return;
|
|
|
|
std::string iconName = variables["actionIconDefault"].String();
|
|
switch(action)
|
|
{
|
|
case PossiblePlayerBattleAction::ATTACK:
|
|
iconName = variables["actionIconAttack"].String();
|
|
break;
|
|
|
|
case PossiblePlayerBattleAction::SHOOT:
|
|
iconName = variables["actionIconShoot"].String();
|
|
break;
|
|
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
iconName = variables["actionIconSpell"].String();
|
|
break;
|
|
|
|
//TODO: figure out purpose of this icon
|
|
//case PossiblePlayerBattleAction::???:
|
|
//iconName = variables["actionIconWalk"].String();
|
|
//break;
|
|
|
|
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
|
|
iconName = variables["actionIconReturn"].String();
|
|
break;
|
|
|
|
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
|
iconName = variables["actionIconNoReturn"].String();
|
|
break;
|
|
}
|
|
|
|
auto anim = std::make_shared<CAnimation>(iconName);
|
|
w->setImage(anim, false);
|
|
}
|
|
|
|
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());
|
|
ai->initBattleInterface(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 BattleWindow::bSpellf()
|
|
{
|
|
if (owner.actionsController->spellcastingModeActive())
|
|
return;
|
|
|
|
if (!owner.myTurn)
|
|
return;
|
|
|
|
auto myHero = owner.currentHero();
|
|
if(!myHero)
|
|
return;
|
|
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
|
|
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 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->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 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.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;
|
|
|
|
if(auto w = widget<CButton>("options"))
|
|
w->block(on);
|
|
if(auto w = widget<CButton>("flee"))
|
|
w->block(on || !owner.curInt->cb->battleCanFlee());
|
|
if(auto w = widget<CButton>("surrender"))
|
|
w->block(on || owner.curInt->cb->battleGetSurrenderCost() < 0);
|
|
if(auto w = widget<CButton>("cast"))
|
|
w->block(on || owner.tacticsMode || !canCastSpells);
|
|
if(auto w = widget<CButton>("wait"))
|
|
w->block(on || owner.tacticsMode || !canWait);
|
|
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);
|
|
}
|