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- /*
- * CBattleInterface.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 "CBattleInterface.h"
- #include "CBattleAnimations.h"
- #include "CBattleActionsController.h"
- #include "CBattleInterfaceClasses.h"
- #include "CCreatureAnimation.h"
- #include "CBattleProjectileController.h"
- #include "CBattleEffectsController.h"
- #include "CBattleObstacleController.h"
- #include "CBattleSiegeController.h"
- #include "CBattleFieldController.h"
- #include "CBattleControlPanel.h"
- #include "CBattleStacksController.h"
- #include "../CBitmapHandler.h"
- #include "../CGameInfo.h"
- #include "../CMessage.h"
- #include "../CMT.h"
- #include "../CMusicHandler.h"
- #include "../CPlayerInterface.h"
- #include "../CVideoHandler.h"
- #include "../Graphics.h"
- #include "../gui/CAnimation.h"
- #include "../gui/CCursorHandler.h"
- #include "../gui/CGuiHandler.h"
- #include "../gui/SDL_Extensions.h"
- #include "../windows/CAdvmapInterface.h"
- #include "../windows/CCreatureWindow.h"
- #include "../windows/CSpellWindow.h"
- #include "../../CCallback.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/CondSh.h"
- #include "../../lib/CRandomGenerator.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/spells/Problem.h"
- #include "../../lib/CTownHandler.h"
- #include "../../lib/BattleFieldHandler.h"
- #include "../../lib/ObstacleHandler.h"
- #include "../../lib/CGameState.h"
- #include "../../lib/mapping/CMap.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/UnlockGuard.h"
- CondSh<bool> CBattleInterface::animsAreDisplayed(false);
- CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
- CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
- const CGHeroInstance *hero1, const CGHeroInstance *hero2,
- const SDL_Rect & myRect,
- std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
- : attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
- attackerInt(att), defenderInt(defen), curInt(att),
- myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
- {
- OBJ_CONSTRUCTION;
- projectilesController.reset(new CBattleProjectileController(this));
- if(spectatorInt)
- {
- curInt = spectatorInt;
- }
- else if(!curInt)
- {
- //May happen when we are defending during network MP game -> attacker interface is just not present
- curInt = defenderInt;
- }
- animsAreDisplayed.setn(false);
- pos = myRect;
- strongInterest = true;
- givenCommand.setn(nullptr);
- //hot-seat -> check tactics for both players (defender may be local human)
- if(attackerInt && attackerInt->cb->battleGetTacticDist())
- tacticianInterface = attackerInt;
- else if(defenderInt && defenderInt->cb->battleGetTacticDist())
- tacticianInterface = defenderInt;
- //if we found interface of player with tactics, then enter tactics mode
- tacticsMode = static_cast<bool>(tacticianInterface);
- //create stack queue
- 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<CStackQueue>(embedQueue, this);
- if(!embedQueue)
- {
- if (settings["battle"]["showQueue"].Bool())
- pos.y += queue->pos.h / 2; //center whole window
- queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
- }
- queue->update();
- //preparing siege info
- const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
- if(town && town->hasFort())
- siegeController.reset(new CBattleSiegeController(this, town));
- CPlayerInterface::battleInt = this;
- //initializing armies
- this->army1 = army1;
- this->army2 = army2;
- //preparing menu background and terrain
- fieldController.reset( new CBattleFieldController(this));
- stacksController.reset( new CBattleStacksController(this));
- actionsController.reset( new CBattleActionsController(this));
- //loading hero animations
- if(hero1) // attacking hero
- {
- std::string battleImage;
- if(!hero1->type->battleImage.empty())
- {
- battleImage = hero1->type->battleImage;
- }
- else
- {
- if(hero1->sex)
- battleImage = hero1->type->heroClass->imageBattleFemale;
- else
- battleImage = hero1->type->heroClass->imageBattleMale;
- }
- attackingHero = std::make_shared<CBattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
- auto img = attackingHero->animation->getImage(0, 0, true);
- if(img)
- attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
- }
- if(hero2) // defending hero
- {
- std::string battleImage;
- if(!hero2->type->battleImage.empty())
- {
- battleImage = hero2->type->battleImage;
- }
- else
- {
- if(hero2->sex)
- battleImage = hero2->type->heroClass->imageBattleFemale;
- else
- battleImage = hero2->type->heroClass->imageBattleMale;
- }
- defendingHero = std::make_shared<CBattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
- auto img = defendingHero->animation->getImage(0, 0, true);
- if(img)
- defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
- }
- obstacleController.reset(new CBattleObstacleController(this));
- if(tacticsMode)
- tacticNextStack(nullptr);
- CCS->musich->stopMusic();
- battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
- auto onIntroPlayed = [&]()
- {
- if(LOCPLINT->battleInt)
- {
- CCS->musich->playMusicFromSet("battle", true, true);
- battleActionsStarted = true;
- controlPanel->blockUI(settings["session"]["spectate"].Bool());
- battleIntroSoundChannel = -1;
- }
- };
- CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
- addUsedEvents(RCLICK | MOVE | KEYBOARD);
- controlPanel->blockUI(true);
- }
- CBattleInterface::~CBattleInterface()
- {
- CPlayerInterface::battleInt = nullptr;
- givenCommand.cond.notify_all(); //that two lines should make any stacksController->getActiveStack() waiting thread to finish
- if (active) //dirty fix for #485
- {
- deactivate();
- }
- //TODO: play AI tracks if battle was during AI turn
- //if (!curInt->makingTurn)
- //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
- if (adventureInt && adventureInt->selection)
- {
- const auto & terrain = *(LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType);
- CCS->musich->playMusicFromSet("terrain", terrain.name, true, false);
- }
- animsAreDisplayed.setn(false);
- }
- void CBattleInterface::setPrintCellBorders(bool set)
- {
- Settings cellBorders = settings.write["battle"]["cellBorders"];
- cellBorders->Bool() = set;
- fieldController->redrawBackgroundWithHexes();
- GH.totalRedraw();
- }
- void CBattleInterface::setPrintStackRange(bool set)
- {
- Settings stackRange = settings.write["battle"]["stackRange"];
- stackRange->Bool() = set;
- fieldController->redrawBackgroundWithHexes();
- GH.totalRedraw();
- }
- void CBattleInterface::setPrintMouseShadow(bool set)
- {
- Settings shadow = settings.write["battle"]["mouseShadow"];
- shadow->Bool() = set;
- }
- void CBattleInterface::activate()
- {
- controlPanel->activate();
- if (curInt->isAutoFightOn)
- return;
- CIntObject::activate();
- if (attackingHero)
- attackingHero->activate();
- if (defendingHero)
- defendingHero->activate();
- fieldController->activate();
- if (settings["battle"]["showQueue"].Bool())
- queue->activate();
- LOCPLINT->cingconsole->activate();
- }
- void CBattleInterface::deactivate()
- {
- controlPanel->deactivate();
- CIntObject::deactivate();
- fieldController->deactivate();
- if (attackingHero)
- attackingHero->deactivate();
- if (defendingHero)
- defendingHero->deactivate();
- if (settings["battle"]["showQueue"].Bool())
- queue->deactivate();
- LOCPLINT->cingconsole->deactivate();
- }
- void CBattleInterface::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)
- {
- actionsController->enterCreatureCastingMode();
- }
- else if(key.keysym.sym == SDLK_ESCAPE)
- {
- if(!battleActionsStarted)
- CCS->soundh->stopSound(battleIntroSoundChannel);
- else
- actionsController->endCastingSpell();
- }
- }
- void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
- {
- BattleHex selectedHex = fieldController->getHoveredHex();
- actionsController->handleHex(selectedHex, MOVE);
- }
- void CBattleInterface::clickRight(tribool down, bool previousState)
- {
- if (!down)
- {
- actionsController->endCastingSpell();
- }
- }
- void CBattleInterface::stackReset(const CStack * stack)
- {
- stacksController->stackReset(stack);
- }
- void CBattleInterface::stackAdded(const CStack * stack)
- {
- stacksController->stackAdded(stack);
- }
- void CBattleInterface::stackRemoved(uint32_t stackID)
- {
- stacksController->stackRemoved(stackID);
- fieldController->redrawBackgroundWithHexes();
- queue->update();
- }
- void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
- {
- stacksController->stackActivated(stack);
- }
- void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
- {
- stacksController->stackMoved(stack, destHex, distance);
- }
- void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
- {
- stacksController->stacksAreAttacked(attackedInfos);
- std::array<int, 2> killedBySide = {0, 0};
- int targets = 0;
- for(const StackAttackedInfo & attackedInfo : attackedInfos)
- {
- ++targets;
- ui8 side = attackedInfo.defender->side;
- killedBySide.at(side) += attackedInfo.amountKilled;
- }
- for(ui8 side = 0; side < 2; side++)
- {
- if(killedBySide.at(side) > killedBySide.at(1-side))
- setHeroAnimation(side, 2);
- else if(killedBySide.at(side) < killedBySide.at(1-side))
- setHeroAnimation(side, 3);
- }
- }
- void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
- {
- stacksController->stackAttacking(attacker, dest, attacked, shooting);
- }
- void CBattleInterface::newRoundFirst( int round )
- {
- waitForAnims();
- }
- void CBattleInterface::newRound(int number)
- {
- controlPanel->console->addText(CGI->generaltexth->allTexts[412]);
- }
- void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
- {
- const CStack * actor = nullptr;
- if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
- {
- actor = stacksController->getActiveStack();
- }
- auto side = curInt->cb->playerToSide(curInt->playerID);
- if(!side)
- {
- logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
- return;
- }
- auto ba = new BattleAction(); //is deleted in CPlayerInterface::stacksController->getActiveStack()()
- ba->side = side.get();
- ba->actionType = action;
- ba->aimToHex(tile);
- ba->actionSubtype = additional;
- sendCommand(ba, actor);
- }
- void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
- {
- command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
- if(!tacticsMode)
- {
- logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
- myTurn = false;
- stacksController->setActiveStack(nullptr);
- givenCommand.setn(command);
- }
- else
- {
- curInt->cb->battleMakeTacticAction(command);
- vstd::clear_pointer(command);
- stacksController->setActiveStack(nullptr);
- //next stack will be activated when action ends
- }
- }
- const CGHeroInstance * CBattleInterface::getActiveHero()
- {
- const CStack *attacker = stacksController->getActiveStack();
- if(!attacker)
- {
- return nullptr;
- }
- if(attacker->side == BattleSide::ATTACKER)
- {
- return attackingHeroInstance;
- }
- return defendingHeroInstance;
- }
- void CBattleInterface::hexLclicked(int whichOne)
- {
- actionsController->handleHex(whichOne, LCLICK);
- }
- void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
- {
- if (siegeController)
- siegeController->stackIsCatapulting(ca);
- }
- void CBattleInterface::gateStateChanged(const EGateState state)
- {
- if (siegeController)
- siegeController->gateStateChanged(state);
- }
- void CBattleInterface::battleFinished(const BattleResult& br)
- {
- bresult = &br;
- {
- auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
- animsAreDisplayed.waitUntil(false);
- }
- stacksController->setActiveStack(nullptr);
- displayBattleFinished();
- }
- void CBattleInterface::displayBattleFinished()
- {
- CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
- if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
- {
- close();
- return;
- }
- GH.pushInt(std::make_shared<CBattleResultWindow>(*bresult, *(this->curInt)));
- curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
- CPlayerInterface::battleInt = nullptr;
- }
- void CBattleInterface::spellCast(const BattleSpellCast * sc)
- {
- const SpellID spellID = sc->spellID;
- const CSpell * spell = spellID.toSpell();
- if(!spell)
- return;
- const std::string & castSoundPath = spell->getCastSound();
- if (!castSoundPath.empty())
- CCS->soundh->playSound(castSoundPath);
- const auto casterStackID = sc->casterStack;
- const CStack * casterStack = nullptr;
- if(casterStackID >= 0)
- {
- casterStack = curInt->cb->battleGetStackByID(casterStackID);
- }
- Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
- {
- if(casterStack != nullptr)
- {
- srccoord = CClickableHex::getXYUnitAnim(casterStack->getPosition(), casterStack, this);
- srccoord.x += 250;
- srccoord.y += 240;
- }
- }
- if(casterStack != nullptr && sc->activeCast)
- {
- //todo: custom cast animation for hero
- displaySpellCast(spellID, casterStack->getPosition());
- stacksController->addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile)));
- }
- waitForAnims(); //wait for cast animation
- //playing projectile animation
- if (sc->tile.isValid())
- {
- Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
- destcoord.x += 250; destcoord.y += 240;
- //animation angle
- double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
- bool Vflip = (angle < 0);
- if (Vflip)
- angle = -angle;
- std::string animToDisplay = spell->animationInfo.selectProjectile(angle);
- if(!animToDisplay.empty())
- {
- //TODO: calculate inside CEffectAnimation
- std::shared_ptr<CAnimation> tmp = std::make_shared<CAnimation>(animToDisplay);
- tmp->load(0, 0);
- auto first = tmp->getImage(0, 0);
- //displaying animation
- double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
- double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
- double distance = sqrt(diffX + diffY);
- int steps = static_cast<int>(distance / AnimationControls::getSpellEffectSpeed() + 1);
- int dx = (destcoord.x - srccoord.x - first->width())/steps;
- int dy = (destcoord.y - srccoord.y - first->height())/steps;
- stacksController->addNewAnim(new CEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
- }
- }
- waitForAnims(); //wait for projectile animation
- displaySpellHit(spellID, sc->tile);
- //queuing affect animation
- for(auto & elem : sc->affectedCres)
- {
- auto stack = curInt->cb->battleGetStackByID(elem, false);
- if(stack)
- displaySpellEffect(spellID, stack->getPosition());
- }
- //queuing additional animation
- for(auto & elem : sc->customEffects)
- {
- auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
- if(stack)
- effectsController->displayEffect(EBattleEffect::EBattleEffect(elem.effect), stack->getPosition());
- }
- waitForAnims();
- //mana absorption
- if (sc->manaGained > 0)
- {
- Point leftHero = Point(15, 30) + pos;
- Point rightHero = Point(755, 30) + pos;
- stacksController->addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
- stacksController->addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
- }
- }
- void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
- {
- if(stacksController->getActiveStack() != nullptr)
- fieldController->redrawBackgroundWithHexes();
- }
- void CBattleInterface::setHeroAnimation(ui8 side, int phase)
- {
- if(side == BattleSide::ATTACKER)
- {
- if(attackingHero)
- attackingHero->setPhase(phase);
- }
- else
- {
- if(defendingHero)
- defendingHero->setPhase(phase);
- }
- }
- void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
- {
- for(const auto & line : battleLog)
- {
- std::string formatted = line.toString();
- boost::algorithm::trim(formatted);
- if(!controlPanel->console->addText(formatted))
- logGlobal->warn("Too long battle log line");
- }
- }
- void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile)
- {
- for(const CSpell::TAnimation & animation : q)
- {
- if(animation.pause > 0)
- stacksController->addNewAnim(new CDummyAnimation(this, animation.pause));
- else
- stacksController->addNewAnim(new CEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
- }
- }
- void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
- {
- const CSpell * spell = spellID.toSpell();
- if(spell)
- displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile);
- }
- void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
- {
- const CSpell *spell = spellID.toSpell();
- if(spell)
- displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile);
- }
- void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
- {
- const CSpell * spell = spellID.toSpell();
- if(spell)
- displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile);
- }
- void CBattleInterface::setAnimSpeed(int set)
- {
- Settings speed = settings.write["battle"]["animationSpeed"];
- speed->Float() = float(set) / 100;
- }
- int CBattleInterface::getAnimSpeed() const
- {
- if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
- return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
- return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
- }
- CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const
- {
- return curInt.get();
- }
- void CBattleInterface::trySetActivePlayer( PlayerColor player )
- {
- if ( attackerInt && attackerInt->playerID == player )
- curInt = attackerInt;
- if ( defenderInt && defenderInt->playerID == player )
- curInt = defenderInt;
- }
- void CBattleInterface::activateStack()
- {
- if(!battleActionsStarted)
- return; //"show" function should re-call this function
- stacksController->activateStack();
- const CStack * s = stacksController->getActiveStack();
- if(!s)
- return;
- myTurn = true;
- queue->update();
- fieldController->redrawBackgroundWithHexes();
- actionsController->activateStack();
- GH.fakeMouseMove();
- }
- void CBattleInterface::endAction(const BattleAction* action)
- {
- const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
- if(action->actionType == EActionType::HERO_SPELL)
- setHeroAnimation(action->side, 0);
- stacksController->endAction(action);
- queue->update();
- if (tacticsMode) //stack ended movement in tactics phase -> select the next one
- tacticNextStack(stack);
- if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
- fieldController->redrawBackgroundWithHexes();
- // if (stacksController->getActiveStack() && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
- // {
- // logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating...");
- // controlPanel->blockUI(false);
- // }
- // else
- // {
- // block UI if no active stack (e.g. enemy turn);
- controlPanel->blockUI(stacksController->getActiveStack() == nullptr);
- // }
- }
- void CBattleInterface::hideQueue()
- {
- Settings showQueue = settings.write["battle"]["showQueue"];
- showQueue->Bool() = false;
- queue->deactivate();
- if (!queue->embedded)
- {
- moveBy(Point(0, -queue->pos.h / 2));
- GH.totalRedraw();
- }
- }
- void CBattleInterface::showQueue()
- {
- Settings showQueue = settings.write["battle"]["showQueue"];
- showQueue->Bool() = true;
- queue->activate();
- if (!queue->embedded)
- {
- moveBy(Point(0, +queue->pos.h / 2));
- GH.totalRedraw();
- }
- }
- void CBattleInterface::startAction(const BattleAction* action)
- {
- controlPanel->blockUI(true);
- if(action->actionType == EActionType::END_TACTIC_PHASE)
- {
- controlPanel->tacticPhaseEnded();
- return;
- }
- const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
- if (stack)
- {
- queue->update();
- }
- else
- {
- assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
- }
- stacksController->startAction(action);
- redraw(); // redraw after deactivation, including proper handling of hovered hexes
- if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
- {
- setHeroAnimation(action->side, 4);
- return;
- }
- if (!stack)
- {
- logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
- return;
- }
- effectsController->startAction(action);
- }
- void CBattleInterface::waitForAnims()
- {
- auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
- animsAreDisplayed.waitWhileTrue();
- }
- void CBattleInterface::tacticPhaseEnd()
- {
- stacksController->setActiveStack(nullptr);
- controlPanel->blockUI(true);
- tacticsMode = false;
- }
- static bool immobile(const CStack *s)
- {
- return !s->Speed(0, true); //should bound stacks be immobile?
- }
- void CBattleInterface::tacticNextStack(const CStack * current)
- {
- if (!current)
- current = stacksController->getActiveStack();
- //no switching stacks when the current one is moving
- waitForAnims();
- TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
- vstd::erase_if (stacksOfMine, &immobile);
- if (stacksOfMine.empty())
- {
- tacticPhaseEnd();
- return;
- }
- auto it = vstd::find(stacksOfMine, current);
- if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
- stackActivated(*it);
- else
- stackActivated(stacksOfMine.front());
- }
- void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
- {
- obstacleController->obstaclePlaced(oi);
- }
- const CGHeroInstance *CBattleInterface::currentHero() const
- {
- if (attackingHeroInstance->tempOwner == curInt->playerID)
- return attackingHeroInstance;
- else
- return defendingHeroInstance;
- }
- InfoAboutHero CBattleInterface::enemyHero() const
- {
- InfoAboutHero ret;
- if (attackingHeroInstance->tempOwner == curInt->playerID)
- curInt->cb->getHeroInfo(defendingHeroInstance, ret);
- else
- curInt->cb->getHeroInfo(attackingHeroInstance, ret);
- return ret;
- }
- void CBattleInterface::requestAutofightingAIToTakeAction()
- {
- assert(curInt->isAutoFightOn);
- boost::thread aiThread([&]()
- {
- auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(stacksController->getActiveStack()));
- if(curInt->cb->battleIsFinished())
- {
- return; // battle finished with spellcast
- }
- if (curInt->isAutoFightOn)
- {
- if (tacticsMode)
- {
- // Always end tactics mode. Player interface is blocked currently, so it's not possible that
- // the AI can take any action except end tactics phase (AI actions won't be triggered)
- //TODO implement the possibility that the AI will be triggered for further actions
- //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
- stacksController->setActiveStack(nullptr);
- controlPanel->blockUI(true);
- tacticsMode = false;
- }
- else
- {
- givenCommand.setn(ba.release());
- }
- }
- else
- {
- boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
- activateStack();
- }
- });
- aiThread.detach();
- }
- void CBattleInterface::showAll(SDL_Surface *to)
- {
- show(to);
- }
- void CBattleInterface::show(SDL_Surface *to)
- {
- assert(to);
- SDL_Rect buf;
- SDL_GetClipRect(to, &buf);
- SDL_SetClipRect(to, &pos);
- ++animCount;
- if (stacksController->getActiveStack() != nullptr /*&& creAnims[stacksController->getActiveStack()->ID]->isIdle()*/) //show everything with range
- {
- // FIXME: any *real* reason to keep this separate? Speed difference can't be that big // TODO: move to showAll?
- fieldController->showBackgroundImageWithHexes(to);
- }
- else
- {
- fieldController->showBackgroundImage(to);
- obstacleController->showAbsoluteObstacles(to);
- if ( siegeController )
- siegeController->showAbsoluteObstacles(to);
- }
- fieldController->showHighlightedHexes(to);
- showBattlefieldObjects(to);
- projectilesController->showProjectiles(to);
- if(battleActionsStarted)
- stacksController->updateBattleAnimations();
- SDL_SetClipRect(to, &buf); //restoring previous clip_rect
- showInterface(to);
- //activation of next stack, if any
- //TODO: should be moved to the very start of this method?
- activateStack();
- }
- void CBattleInterface::showBattlefieldObjects(SDL_Surface *to, const BattleHex & location )
- {
- if (siegeController)
- siegeController->showBattlefieldObjects(to, location);
- obstacleController->showBattlefieldObjects(to, location);
- stacksController->showBattlefieldObjects(to, location);
- effectsController->showBattlefieldObjects(to, location);
- }
- void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
- {
- //auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
- //{
- // if (siegeController)
- // siegeController->showPiecesOfWall(to, hex.walls);
- // obstacleController->showObstacles(to, hex.obstacles);
- // stacksController->showAliveStacks(to, hex.alive);
- // effectsController->showBattleEffects(to, hex.effects);
- //};
- //BattleObjectsByHex objects = sortObjectsByHex();
- // dead stacks should be blit first
- //stacksController->showStacks(to, objects.beforeAll.dead);
- //for (auto & data : objects.hex)
- // stacksController->showStacks(to, data.dead);
- //stacksController->showStacks(to, objects.afterAll.dead);
- // display objects that must be blit before anything else (e.g. topmost walls)
- //showHexEntry(objects.beforeAll);
- // show heroes after "beforeAll" - e.g. topmost wall in siege
- if (attackingHero)
- attackingHero->show(to);
- if (defendingHero)
- defendingHero->show(to);
- // actual blit of most of objects, hex by hex
- // NOTE: row-by-row blitting may be a better approach
- //for (auto &data : objects.hex)
- // showHexEntry(data);
- // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
- //showHexEntry(objects.afterAll);
- }
- void CBattleInterface::showInterface(SDL_Surface *to)
- {
- //showing in-game console
- LOCPLINT->cingconsole->show(to);
- controlPanel->show(to);
- Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
- if (settings["battle"]["showQueue"].Bool())
- {
- if (!queue->embedded)
- {
- posWithQueue.y -= queue->pos.h;
- posWithQueue.h += queue->pos.h;
- }
- queue->showAll(to);
- }
- //printing border around interface
- if (screen->w != 800 || screen->h !=600)
- {
- CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
- }
- }
- void CBattleInterface::castThisSpell(SpellID spellID)
- {
- actionsController->castThisSpell(spellID);
- }
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