1 /***************************************************************************
2  *      Mechanized Assault and Exploration Reloaded Projectfile            *
3  *                                                                         *
4  *   This program is free software; you can redistribute it and/or modify  *
5  *   it under the terms of the GNU General Public License as published by  *
6  *   the Free Software Foundation; either version 2 of the License, or     *
7  *   (at your option) any later version.                                   *
8  *                                                                         *
9  *   This program is distributed in the hope that it will be useful,       *
10  *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
11  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
12  *   GNU General Public License for more details.                          *
13  *                                                                         *
14  *   You should have received a copy of the GNU General Public License     *
15  *   along with this program; if not, write to the                         *
16  *   Free Software Foundation, Inc.,                                       *
17  *   59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.             *
18  ***************************************************************************/
19 
20 #include "ui/graphical/game/control/mousemode/mousemodeattack.h"
21 #include "ui/graphical/game/control/mouseaction/mouseactionattack.h"
22 #include "ui/graphical/game/unitselection.h"
23 #include "game/data/map/map.h"
24 #include "game/data/units/vehicle.h"
25 #include "game/data/units/building.h"
26 #include "input/mouse/mouse.h"
27 #include "input/mouse/cursor/mousecursorsimple.h"
28 #include "input/mouse/cursor/mousecursorattack.h"
29 
30 //------------------------------------------------------------------------------
cMouseModeAttack(const cMap * map_,const cUnitSelection & unitSelection_,const cPlayer * player_)31 cMouseModeAttack::cMouseModeAttack (const cMap* map_, const cUnitSelection& unitSelection_, const cPlayer* player_) :
32 	cMouseMode (map_, unitSelection_, player_)
33 {
34 	establishUnitSelectionConnections();
35 }
36 
37 //------------------------------------------------------------------------------
getType() const38 eMouseModeType cMouseModeAttack::getType() const
39 {
40 	return eMouseModeType::Attack;
41 }
42 
43 //------------------------------------------------------------------------------
setCursor(cMouse & mouse,const cPosition & mapPosition) const44 void cMouseModeAttack::setCursor (cMouse& mouse, const cPosition& mapPosition) const
45 {
46 	if (canExecuteAction (mapPosition))
47 	{
48 		const auto selectedUnit = unitSelection.getSelectedUnit();
49 
50 		if (selectedUnit != nullptr && map != nullptr)
51 		{
52 			mouse.setCursor (std::make_unique<cMouseCursorAttack> (*selectedUnit, mapPosition, *map));
53 		}
54 		else
55 		{
56 			mouse.setCursor (std::make_unique<cMouseCursorAttack> ());
57 		}
58 	}
59 	else
60 	{
61 		mouse.setCursor (std::make_unique<cMouseCursorSimple> (eMouseCursorSimpleType::No));
62 	}
63 }
64 
65 //------------------------------------------------------------------------------
getMouseAction(const cPosition & mapPosition) const66 std::unique_ptr<cMouseAction> cMouseModeAttack::getMouseAction (const cPosition& mapPosition) const
67 {
68 	if (canExecuteAction (mapPosition))
69 	{
70 		return std::make_unique<cMouseActionAttack> ();
71 	}
72 	else return nullptr;
73 }
74 
75 //------------------------------------------------------------------------------
canExecuteAction(const cPosition & mapPosition) const76 bool cMouseModeAttack::canExecuteAction (const cPosition& mapPosition) const
77 {
78 	if (!map) return false;
79 
80 	const auto selectedVehicle = unitSelection.getSelectedVehicle();
81 	const auto selectedBuilding = unitSelection.getSelectedBuilding();
82 
83 	return (selectedVehicle && (selectedVehicle->data.muzzleType != sUnitData::MUZZLE_TYPE_TORPEDO || map->isWaterOrCoast (mapPosition))) ||
84 		   (selectedBuilding && selectedBuilding->isInRange (mapPosition));
85 }
86 
87 //------------------------------------------------------------------------------
establishUnitSelectionConnections()88 void cMouseModeAttack::establishUnitSelectionConnections()
89 {
90 	const auto selectedUnit = unitSelection.getSelectedUnit();
91 
92 	if (selectedUnit)
93 	{
94 		selectedUnitSignalConnectionManager.connect (selectedUnit->data.rangeChanged, [this]() { needRefresh(); });
95 		selectedUnitSignalConnectionManager.connect (selectedUnit->data.damageChanged, [this]() { needRefresh(); });
96 		selectedUnitSignalConnectionManager.connect (selectedUnit->disabledChanged, [this]() { needRefresh(); });
97 		selectedUnitSignalConnectionManager.connect (selectedUnit->positionChanged, [this]() { needRefresh(); });
98 	}
99 }
100 
101 //------------------------------------------------------------------------------
establishMapFieldConnections(const cMapField & field)102 void cMouseModeAttack::establishMapFieldConnections (const cMapField& field)
103 {
104 	mapFieldSignalConnectionManager.connect (field.unitsChanged, [this, &field]() { updateFieldUnitConnections (field); needRefresh(); });
105 
106 	updateFieldUnitConnections (field);
107 }
108 
109 //------------------------------------------------------------------------------
updateFieldUnitConnections(const cMapField & field)110 void cMouseModeAttack::updateFieldUnitConnections (const cMapField& field)
111 {
112 	mapFieldUnitsSignalConnectionManager.disconnectAll();
113 
114 	auto plane = field.getPlane();
115 	if (plane)
116 	{
117 		mapFieldUnitsSignalConnectionManager.connect (plane->flightHeightChanged, [this]() { needRefresh(); });
118 		mapFieldUnitsSignalConnectionManager.connect (plane->data.hitpointsChanged, [this]() { needRefresh(); });
119 	}
120 	auto vehicle = field.getVehicle();
121 	if (vehicle)
122 	{
123 		mapFieldUnitsSignalConnectionManager.connect (vehicle->data.hitpointsChanged, [this]() { needRefresh(); });
124 	}
125 	auto building = field.getBuilding();
126 	if (building)
127 	{
128 		mapFieldUnitsSignalConnectionManager.connect (building->data.hitpointsChanged, [this]() { needRefresh(); });
129 	}
130 }
131