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@@ -11,6 +11,7 @@
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#include "CBattleInterface.h"
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#include "CBattleAnimations.h"
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+#include "CBattleActionsController.h"
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#include "CBattleInterfaceClasses.h"
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#include "CCreatureAnimation.h"
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#include "CBattleProjectileController.h"
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@@ -62,7 +63,6 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
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const SDL_Rect & myRect,
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std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
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: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
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- creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
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attackerInt(att), defenderInt(defen), curInt(att),
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myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
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{
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@@ -129,6 +129,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
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//preparing menu background and terrain
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fieldController.reset( new CBattleFieldController(this));
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stacksController.reset( new CBattleStacksController(this));
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+ actionsController.reset( new CBattleActionsController(this));
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//loading hero animations
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if(hero1) // attacking hero
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@@ -197,8 +198,6 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
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CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
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- currentAction = PossiblePlayerBattleAction::INVALID;
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- selectedAction = PossiblePlayerBattleAction::INVALID;
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addUsedEvents(RCLICK | MOVE | KEYBOARD);
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controlPanel->blockUI(true);
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}
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@@ -300,28 +299,28 @@ void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
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}
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else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
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{
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- enterCreatureCastingMode();
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+ actionsController->enterCreatureCastingMode();
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}
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else if(key.keysym.sym == SDLK_ESCAPE)
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{
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if(!battleActionsStarted)
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CCS->soundh->stopSound(battleIntroSoundChannel);
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else
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- endCastingSpell();
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+ actionsController->endCastingSpell();
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}
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}
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void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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{
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BattleHex selectedHex = fieldController->getHoveredHex();
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- handleHex(selectedHex, MOVE);
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+ actionsController->handleHex(selectedHex, MOVE);
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}
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void CBattleInterface::clickRight(tribool down, bool previousState)
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{
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if (!down)
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{
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- endCastingSpell();
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+ actionsController->endCastingSpell();
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}
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}
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@@ -453,7 +452,7 @@ const CGHeroInstance * CBattleInterface::getActiveHero()
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void CBattleInterface::hexLclicked(int whichOne)
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{
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- handleHex(whichOne, LCLICK);
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+ actionsController->handleHex(whichOne, LCLICK);
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}
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void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
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@@ -618,36 +617,6 @@ void CBattleInterface::setHeroAnimation(ui8 side, int phase)
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}
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}
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-void CBattleInterface::castThisSpell(SpellID spellID)
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-{
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- spellToCast = std::make_shared<BattleAction>();
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- spellToCast->actionType = EActionType::HERO_SPELL;
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- spellToCast->actionSubtype = spellID; //spell number
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- spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
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- spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
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- spellDestSelectMode = true;
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- creatureCasting = false;
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-
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- //choosing possible targets
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- const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
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- assert(castingHero); // code below assumes non-null hero
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- sp = spellID.toSpell();
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- PossiblePlayerBattleAction spellSelMode = curInt->cb->getCasterAction(sp, castingHero, spells::Mode::HERO);
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-
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- if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
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- {
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- spellToCast->aimToHex(BattleHex::INVALID);
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- curInt->cb->battleMakeAction(spellToCast.get());
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- endCastingSpell();
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- }
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- else
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- {
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- possibleActions.clear();
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- possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
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- GH.fakeMouseMove();//update cursor
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- }
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-}
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-
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void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
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{
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for(const auto & line : battleLog)
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@@ -798,158 +767,10 @@ void CBattleInterface::activateStack()
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myTurn = true;
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queue->update();
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fieldController->redrawBackgroundWithHexes();
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- possibleActions = getPossibleActionsForStack(s);
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+ actionsController->activateStack();
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GH.fakeMouseMove();
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}
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-void CBattleInterface::endCastingSpell()
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-{
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- if(spellDestSelectMode)
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- {
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- spellToCast.reset();
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-
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- sp = nullptr;
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- spellDestSelectMode = false;
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- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
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-
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- if(stacksController->getActiveStack())
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- {
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- possibleActions = getPossibleActionsForStack(stacksController->getActiveStack()); //restore actions after they were cleared
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- myTurn = true;
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- }
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- }
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- else
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- {
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- if(stacksController->getActiveStack())
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- {
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- possibleActions = getPossibleActionsForStack(stacksController->getActiveStack());
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- GH.fakeMouseMove();
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- }
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- }
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-}
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-
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-void CBattleInterface::enterCreatureCastingMode()
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-{
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- //silently check for possible errors
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- if (!myTurn)
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- return;
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-
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- if (tacticsMode)
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- return;
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-
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- //hero is casting a spell
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- if (spellDestSelectMode)
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- return;
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-
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- if (!stacksController->getActiveStack())
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- return;
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-
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- if (!stacksController->activeStackSpellcaster())
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- return;
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-
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- //random spellcaster
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- if (stacksController->activeStackSpellToCast() == SpellID::NONE)
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- return;
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-
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- if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
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- {
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- const spells::Caster * caster = stacksController->getActiveStack();
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- const CSpell * spell = stacksController->activeStackSpellToCast().toSpell();
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-
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- spells::Target target;
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- target.emplace_back();
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-
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- spells::BattleCast cast(curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
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-
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- auto m = spell->battleMechanics(&cast);
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- spells::detail::ProblemImpl ignored;
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-
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- const bool isCastingPossible = m->canBeCastAt(target, ignored);
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-
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- if (isCastingPossible)
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- {
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- myTurn = false;
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- giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, stacksController->activeStackSpellToCast());
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- stacksController->setSelectedStack(nullptr);
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-
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- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
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- }
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- }
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- else
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- {
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- possibleActions = getPossibleActionsForStack(stacksController->getActiveStack());
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-
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- auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
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- {
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- return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
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- (x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
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- (x != PossiblePlayerBattleAction::OBSTACLE);
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- };
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-
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- vstd::erase_if(possibleActions, actionFilterPredicate);
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- GH.fakeMouseMove();
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- }
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-}
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-
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-std::vector<PossiblePlayerBattleAction> CBattleInterface::getPossibleActionsForStack(const CStack *stack)
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-{
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- BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
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- data.creatureSpellToCast = stacksController->activeStackSpellToCast();
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- data.tacticsMode = tacticsMode;
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- auto allActions = curInt->cb->getClientActionsForStack(stack, data);
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-
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- return std::vector<PossiblePlayerBattleAction>(allActions);
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-}
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-
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-void CBattleInterface::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
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-{
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- if(tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
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-
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- auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
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- {
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- switch(item)
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- {
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- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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- case PossiblePlayerBattleAction::ANY_LOCATION:
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- case PossiblePlayerBattleAction::NO_LOCATION:
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- case PossiblePlayerBattleAction::FREE_LOCATION:
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- case PossiblePlayerBattleAction::OBSTACLE:
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- if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
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- return 1;
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- else
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- return 100;//bottom priority
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- break;
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- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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- return 2; break;
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- case PossiblePlayerBattleAction::RISE_DEMONS:
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- return 3; break;
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- case PossiblePlayerBattleAction::SHOOT:
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- return 4; break;
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- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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- return 5; break;
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- case PossiblePlayerBattleAction::ATTACK:
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- return 6; break;
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- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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- return 7; break;
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- case PossiblePlayerBattleAction::MOVE_STACK:
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- return 8; break;
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- case PossiblePlayerBattleAction::CATAPULT:
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- return 9; break;
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- case PossiblePlayerBattleAction::HEAL:
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- return 10; break;
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- default:
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- return 200; break;
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- }
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- };
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-
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- auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
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- {
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- return assignPriority(lhs) > assignPriority(rhs);
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- };
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-
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- std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
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-}
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-
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void CBattleInterface::endAction(const BattleAction* action)
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{
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const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
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@@ -1114,531 +935,6 @@ void CBattleInterface::tacticNextStack(const CStack * current)
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}
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-std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
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-{
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- if (dmgRange.first != dmgRange.second)
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- return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
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- else
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- return (boost::format("%d") % dmgRange.first).str();
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-}
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-
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-bool CBattleInterface::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber)
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-{
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- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(stackToMove);
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- BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
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-
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- if (vstd::contains(acc, myNumber))
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- return true;
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- else if (stackToMove->doubleWide() && vstd::contains(acc, shiftedDest))
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- return true;
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- else
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- return false;
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-}
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-
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-void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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-{
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- if (!myTurn || !battleActionsStarted) //we are not permit to do anything
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- return;
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-
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- // This function handles mouse move over hexes and l-clicking on them.
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- // First we decide what happens if player clicks on this hex and set appropriately
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- // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
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- //
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- // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
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-
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- //used when hovering -> tooltip message and cursor to be set
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- std::string consoleMsg;
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- bool setCursor = true; //if we want to suppress setting cursor
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- ECursor::ECursorTypes cursorType = ECursor::COMBAT;
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- int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
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-
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- //used when l-clicking -> action to be called upon the click
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- std::function<void()> realizeAction;
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-
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- //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
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- const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
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- if(!shere)
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- shere = curInt->cb->battleGetStackByPos(myNumber, false);
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-
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- if(!stacksController->getActiveStack())
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- return;
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-
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- bool ourStack = false;
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- if (shere)
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- ourStack = shere->owner == curInt->playerID;
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-
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- //stack may have changed, update selection border
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- stacksController->setHoveredStack(shere);
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-
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- localActions.clear();
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- illegalActions.clear();
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-
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- reorderPossibleActionsPriority(stacksController->getActiveStack(), shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
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- const bool forcedAction = possibleActions.size() == 1;
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-
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- for (PossiblePlayerBattleAction action : possibleActions)
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- {
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- bool legalAction = false; //this action is legal and can be performed
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- bool notLegal = false; //this action is not legal and should display message
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-
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- switch (action)
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- {
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- case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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- if (shere && ourStack)
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- legalAction = true;
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- break;
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- case PossiblePlayerBattleAction::MOVE_TACTICS:
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- case PossiblePlayerBattleAction::MOVE_STACK:
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- {
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- if (!(shere && shere->alive())) //we can walk on dead stacks
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- {
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- if(canStackMoveHere(stacksController->getActiveStack(), myNumber))
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- legalAction = true;
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- }
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- break;
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- }
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- case PossiblePlayerBattleAction::ATTACK:
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- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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- {
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- if(curInt->cb->battleCanAttack(stacksController->getActiveStack(), shere, myNumber))
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- {
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- if (fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
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- {
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- fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
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- BattleHex attackFromHex = fieldController->fromWhichHexAttack(myNumber);
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-
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- if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
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- legalAction = true;
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- }
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- }
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- }
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- break;
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- case PossiblePlayerBattleAction::SHOOT:
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- if(curInt->cb->battleCanShoot(stacksController->getActiveStack(), myNumber))
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- legalAction = true;
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- break;
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- case PossiblePlayerBattleAction::ANY_LOCATION:
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- if (myNumber > -1) //TODO: this should be checked for all actions
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- {
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- if(isCastingPossibleHere(stacksController->getActiveStack(), shere, myNumber))
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- legalAction = true;
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- }
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- break;
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- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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- if(shere && isCastingPossibleHere(stacksController->getActiveStack(), shere, myNumber))
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- legalAction = true;
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- break;
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- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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- {
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|
|
- if(shere && ourStack && shere != stacksController->getActiveStack() && shere->alive()) //only positive spells for other allied creatures
|
|
|
- {
|
|
|
- int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
|
|
|
- if(spellID > -1)
|
|
|
- {
|
|
|
- legalAction = true;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::OBSTACLE:
|
|
|
- if(isCastingPossibleHere(stacksController->getActiveStack(), shere, myNumber))
|
|
|
- legalAction = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::TELEPORT:
|
|
|
- {
|
|
|
- //todo: move to mechanics
|
|
|
- ui8 skill = 0;
|
|
|
- if (creatureCasting)
|
|
|
- skill = stacksController->getActiveStack()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
|
|
|
- else
|
|
|
- skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
|
|
|
- //TODO: explicitely save power, skill
|
|
|
- if (curInt->cb->battleCanTeleportTo(stacksController->getSelectedStack(), myNumber, skill))
|
|
|
- legalAction = true;
|
|
|
- else
|
|
|
- notLegal = true;
|
|
|
- }
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
|
|
|
- if (shere && shere != stacksController->getSelectedStack() && ourStack && shere->alive())
|
|
|
- legalAction = true;
|
|
|
- else
|
|
|
- notLegal = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
|
- legalAction = true;
|
|
|
- if(!isCastingPossibleHere(stacksController->getActiveStack(), shere, myNumber))
|
|
|
- {
|
|
|
- legalAction = false;
|
|
|
- notLegal = true;
|
|
|
- }
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::CATAPULT:
|
|
|
- if (siegeController && siegeController->isCatapultAttackable(myNumber))
|
|
|
- legalAction = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::HEAL:
|
|
|
- if (shere && ourStack && shere->canBeHealed())
|
|
|
- legalAction = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::RISE_DEMONS:
|
|
|
- if (shere && ourStack && !shere->alive())
|
|
|
- {
|
|
|
- if (!(shere->hasBonusOfType(Bonus::UNDEAD)
|
|
|
- || shere->hasBonusOfType(Bonus::NON_LIVING)
|
|
|
- || shere->hasBonusOfType(Bonus::GARGOYLE)
|
|
|
- || shere->summoned
|
|
|
- || shere->isClone()
|
|
|
- || shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
|
|
|
- ))
|
|
|
- legalAction = true;
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- if (legalAction)
|
|
|
- localActions.push_back (action);
|
|
|
- else if (notLegal || forcedAction)
|
|
|
- illegalActions.push_back (action);
|
|
|
- }
|
|
|
- illegalAction = PossiblePlayerBattleAction::INVALID; //clear it in first place
|
|
|
-
|
|
|
- if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
|
|
|
- currentAction = selectedAction;
|
|
|
- else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
|
|
|
- currentAction = localActions.front();
|
|
|
- else //no legal action possible
|
|
|
- {
|
|
|
- currentAction = PossiblePlayerBattleAction::INVALID; //don't allow to do anything
|
|
|
-
|
|
|
- if (vstd::contains(illegalActions, selectedAction))
|
|
|
- illegalAction = selectedAction;
|
|
|
- else if (illegalActions.size())
|
|
|
- illegalAction = illegalActions.front();
|
|
|
- else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
|
|
|
- {
|
|
|
- currentAction = PossiblePlayerBattleAction::CREATURE_INFO;
|
|
|
- }
|
|
|
- else
|
|
|
- illegalAction = PossiblePlayerBattleAction::INVALID; //we should never be here
|
|
|
- }
|
|
|
-
|
|
|
- bool isCastingPossible = false;
|
|
|
- bool secondaryTarget = false;
|
|
|
-
|
|
|
- if (currentAction > PossiblePlayerBattleAction::INVALID)
|
|
|
- {
|
|
|
- switch (currentAction) //display console message, realize selected action
|
|
|
- {
|
|
|
- case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
|
|
|
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
|
|
|
- realizeAction = [=](){ stackActivated(shere); };
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::MOVE_TACTICS:
|
|
|
- case PossiblePlayerBattleAction::MOVE_STACK:
|
|
|
- if (stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
|
|
|
- {
|
|
|
- cursorFrame = ECursor::COMBAT_FLY;
|
|
|
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % stacksController->getActiveStack()->getName()).str(); //Fly %s here
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- cursorFrame = ECursor::COMBAT_MOVE;
|
|
|
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % stacksController->getActiveStack()->getName()).str(); //Move %s here
|
|
|
- }
|
|
|
-
|
|
|
- realizeAction = [=]()
|
|
|
- {
|
|
|
- if(stacksController->getActiveStack()->doubleWide())
|
|
|
- {
|
|
|
- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(stacksController->getActiveStack());
|
|
|
- BattleHex shiftedDest = myNumber.cloneInDirection(stacksController->getActiveStack()->destShiftDir(), false);
|
|
|
- if(vstd::contains(acc, myNumber))
|
|
|
- giveCommand(EActionType::WALK, myNumber);
|
|
|
- else if(vstd::contains(acc, shiftedDest))
|
|
|
- giveCommand(EActionType::WALK, shiftedDest);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- giveCommand(EActionType::WALK, myNumber);
|
|
|
- }
|
|
|
- };
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::ATTACK:
|
|
|
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
|
|
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
|
|
|
- {
|
|
|
- fieldController->setBattleCursor(myNumber); //handle direction of cursor and attackable tile
|
|
|
- setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
|
|
|
-
|
|
|
- bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
|
|
|
-
|
|
|
- realizeAction = [=]()
|
|
|
- {
|
|
|
- BattleHex attackFromHex = fieldController->fromWhichHexAttack(myNumber);
|
|
|
- if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
|
|
|
- {
|
|
|
- auto command = new BattleAction(BattleAction::makeMeleeAttack(stacksController->getActiveStack(), myNumber, attackFromHex, returnAfterAttack));
|
|
|
- sendCommand(command, stacksController->getActiveStack());
|
|
|
- }
|
|
|
- };
|
|
|
-
|
|
|
- TDmgRange damage = curInt->cb->battleEstimateDamage(stacksController->getActiveStack(), shere);
|
|
|
- std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
|
|
|
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
|
|
|
- }
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::SHOOT:
|
|
|
- {
|
|
|
- if (curInt->cb->battleHasShootingPenalty(stacksController->getActiveStack(), myNumber))
|
|
|
- cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
|
|
|
- else
|
|
|
- cursorFrame = ECursor::COMBAT_SHOOT;
|
|
|
-
|
|
|
- realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);};
|
|
|
- TDmgRange damage = curInt->cb->battleEstimateDamage(stacksController->getActiveStack(), shere);
|
|
|
- std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
|
|
|
- //printing - Shoot %s (%d shots left, %s damage)
|
|
|
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % stacksController->getActiveStack()->shots.available() % estDmgText).str();
|
|
|
- }
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
|
- sp = CGI->spellh->objects[creatureCasting ? stacksController->activeStackSpellToCast() : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
|
|
|
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
|
|
|
- switch (sp->id)
|
|
|
- {
|
|
|
- case SpellID::SACRIFICE:
|
|
|
- case SpellID::TELEPORT:
|
|
|
- stacksController->setSelectedStack(shere); //remember first target
|
|
|
- secondaryTarget = true;
|
|
|
- break;
|
|
|
- }
|
|
|
- isCastingPossible = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::ANY_LOCATION:
|
|
|
- sp = CGI->spellh->objects[creatureCasting ? stacksController->activeStackSpellToCast() : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
|
|
|
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
|
- isCastingPossible = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
|
|
|
- sp = nullptr;
|
|
|
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
|
|
|
- creatureCasting = true;
|
|
|
- isCastingPossible = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::TELEPORT:
|
|
|
- consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
|
|
|
- cursorFrame = ECursor::COMBAT_TELEPORT;
|
|
|
- isCastingPossible = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::OBSTACLE:
|
|
|
- consoleMsg = CGI->generaltexth->allTexts[550];
|
|
|
- //TODO: remove obstacle cursor
|
|
|
- isCastingPossible = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::SACRIFICE:
|
|
|
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
|
|
|
- cursorFrame = ECursor::COMBAT_SACRIFICE;
|
|
|
- isCastingPossible = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
|
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
|
- isCastingPossible = true;
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::HEAL:
|
|
|
- cursorFrame = ECursor::COMBAT_HEAL;
|
|
|
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
|
|
|
- realizeAction = [=](){ giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::RISE_DEMONS:
|
|
|
- cursorType = ECursor::SPELLBOOK;
|
|
|
- realizeAction = [=]()
|
|
|
- {
|
|
|
- giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
|
|
|
- };
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::CATAPULT:
|
|
|
- cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
|
|
|
- realizeAction = [=](){ giveCommand(EActionType::CATAPULT, myNumber); };
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::CREATURE_INFO:
|
|
|
- {
|
|
|
- cursorFrame = ECursor::COMBAT_QUERY;
|
|
|
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
|
|
|
- realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else //no possible valid action, display message
|
|
|
- {
|
|
|
- switch (illegalAction)
|
|
|
- {
|
|
|
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
|
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
|
|
|
- cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
|
- consoleMsg = CGI->generaltexth->allTexts[23];
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::TELEPORT:
|
|
|
- cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
|
- consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::SACRIFICE:
|
|
|
- consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
|
|
|
- break;
|
|
|
- case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
|
- cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
|
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
|
|
|
- break;
|
|
|
- default:
|
|
|
- if (myNumber == -1)
|
|
|
- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
|
|
|
- else
|
|
|
- cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (isCastingPossible) //common part
|
|
|
- {
|
|
|
- switch (currentAction) //don't use that with teleport / sacrifice
|
|
|
- {
|
|
|
- case PossiblePlayerBattleAction::TELEPORT: //FIXME: more generic solution?
|
|
|
- case PossiblePlayerBattleAction::SACRIFICE:
|
|
|
- break;
|
|
|
- default:
|
|
|
- cursorType = ECursor::SPELLBOOK;
|
|
|
- cursorFrame = 0;
|
|
|
- if (consoleMsg.empty() && sp)
|
|
|
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- realizeAction = [=]()
|
|
|
- {
|
|
|
- if(secondaryTarget) //select that target now
|
|
|
- {
|
|
|
-
|
|
|
- possibleActions.clear();
|
|
|
- switch (sp->id.toEnum())
|
|
|
- {
|
|
|
- case SpellID::TELEPORT: //don't cast spell yet, only select target
|
|
|
- spellToCast->aimToUnit(shere);
|
|
|
- possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT);
|
|
|
- break;
|
|
|
- case SpellID::SACRIFICE:
|
|
|
- spellToCast->aimToHex(myNumber);
|
|
|
- possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (creatureCasting)
|
|
|
- {
|
|
|
- if (sp)
|
|
|
- {
|
|
|
- giveCommand(EActionType::MONSTER_SPELL, myNumber, stacksController->activeStackSpellToCast());
|
|
|
- }
|
|
|
- else //unknown random spell
|
|
|
- {
|
|
|
- giveCommand(EActionType::MONSTER_SPELL, myNumber);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- assert(sp);
|
|
|
- switch (sp->id.toEnum())
|
|
|
- {
|
|
|
- case SpellID::SACRIFICE:
|
|
|
- spellToCast->aimToUnit(shere);//victim
|
|
|
- break;
|
|
|
- default:
|
|
|
- spellToCast->aimToHex(myNumber);
|
|
|
- break;
|
|
|
- }
|
|
|
- curInt->cb->battleMakeAction(spellToCast.get());
|
|
|
- endCastingSpell();
|
|
|
- }
|
|
|
- stacksController->setSelectedStack(nullptr);
|
|
|
- }
|
|
|
- };
|
|
|
- }
|
|
|
-
|
|
|
- {
|
|
|
- if (eventType == MOVE)
|
|
|
- {
|
|
|
- if (setCursor)
|
|
|
- CCS->curh->changeGraphic(cursorType, cursorFrame);
|
|
|
- controlPanel->console->write(consoleMsg);
|
|
|
- }
|
|
|
- if (eventType == LCLICK && realizeAction)
|
|
|
- {
|
|
|
- //opening creature window shouldn't affect myTurn...
|
|
|
- if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget)
|
|
|
- {
|
|
|
- myTurn = false; //tends to crash with empty calls
|
|
|
- }
|
|
|
- realizeAction();
|
|
|
- if (!secondaryTarget) //do not replace teleport or sacrifice cursor
|
|
|
- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
|
|
- controlPanel->console->clear();
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
|
|
|
-{
|
|
|
- creatureCasting = stacksController->activeStackSpellcaster() && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
|
|
|
-
|
|
|
- bool isCastingPossible = true;
|
|
|
-
|
|
|
- int spellID = -1;
|
|
|
- if (creatureCasting)
|
|
|
- {
|
|
|
- if (stacksController->activeStackSpellToCast() != SpellID::NONE && (shere != sactive)) //can't cast on itself
|
|
|
- spellID = stacksController->activeStackSpellToCast(); //TODO: merge with SpellTocast?
|
|
|
- }
|
|
|
- else //hero casting
|
|
|
- {
|
|
|
- spellID = spellToCast->actionSubtype;
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- sp = nullptr;
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- if (spellID >= 0)
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- sp = CGI->spellh->objects[spellID];
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-
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- if (sp)
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- {
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- const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(curInt->cb->battleGetMyHero());
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- if (caster == nullptr)
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- {
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- isCastingPossible = false;//just in case
|
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- }
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- else
|
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- {
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- const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
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-
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- spells::Target target;
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- target.emplace_back(myNumber);
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-
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- spells::BattleCast cast(curInt->cb.get(), caster, mode, sp);
|
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-
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- auto m = sp->battleMechanics(&cast);
|
|
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- spells::detail::ProblemImpl problem; //todo: display problem in status bar
|
|
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-
|
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- isCastingPossible = m->canBeCastAt(target, problem);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- isCastingPossible = false;
|
|
|
- if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
|
|
|
- isCastingPossible = false;
|
|
|
-
|
|
|
- return isCastingPossible;
|
|
|
-}
|
|
|
-
|
|
|
void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
|
|
|
{
|
|
|
obstacleController->obstaclePlaced(oi);
|
|
|
@@ -1784,8 +1080,6 @@ void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
|
|
|
showHexEntry(objects.afterAll);
|
|
|
}
|
|
|
|
|
|
-
|
|
|
-
|
|
|
void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
|
|
|
{
|
|
|
for (auto & elem : battleEffects)
|
|
|
@@ -1852,3 +1146,8 @@ BattleObjectsByHex CBattleInterface::sortObjectsByHex()
|
|
|
|
|
|
return sorted;
|
|
|
}
|
|
|
+
|
|
|
+void CBattleInterface::castThisSpell(SpellID spellID)
|
|
|
+{
|
|
|
+ actionsController->castThisSpell(spellID);
|
|
|
+}
|