| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284 |
- /*
- * 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 "CBattleInterfaceClasses.h"
- #include "CCreatureAnimation.h"
- #include "CBattleProjectileController.h"
- #include "CBattleObstacleController.h"
- #include "CBattleSiegeController.h"
- #include "CBattleFieldController.h"
- #include "CBattleControlPanel.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);
- static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
- {
- std::shared_ptr<CCreatureAnimation> animation = anim.lock();
- if(!animation)
- return;
- if (animation->isIdle())
- {
- const CCreature *creature = stack->getCreature();
- if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)
- {
- if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
- animation->playOnce(CCreatureAnim::MOUSEON);
- else
- animation->setType(CCreatureAnim::HOLDING);
- }
- else
- {
- animation->setType(CCreatureAnim::HOLDING);
- }
- }
- // always reset callback
- animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
- }
- static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor)
- {
- SDL_Color *colorsToChange = surf->format->palette->colors;
- for (int g=0; g<surf->format->palette->ncolors; ++g)
- {
- SDL_Color *color = &colorsToChange[g];
- if (color->b != 132 &&
- color->g != 231 &&
- color->r != 255) //it's not yellow border
- {
- color->r = static_cast<Uint8>(color->r * rCor);
- color->g = static_cast<Uint8>(color->g * gCor);
- color->b = static_cast<Uint8>(color->b * bCor);
- }
- }
- }
- void CBattleInterface::addNewAnim(CBattleAnimation *anim)
- {
- pendingAnims.push_back( std::make_pair(anim, false) );
- animsAreDisplayed.setn(true);
- }
- 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),
- activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr),
- stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
- creatureSpellToCast(-1),
- attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
- 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;
- std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
- for(const CStack * s : stacks)
- {
- unitAdded(s);
- }
- //preparing menu background and terrain
- fieldController.reset( new CBattleFieldController(this));
- //preparing graphics for displaying amounts of creatures
- amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
- CSDL_Ext::alphaTransform(amountNormal);
- transformPalette(amountNormal, 0.59, 0.19, 0.93);
- amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
- CSDL_Ext::alphaTransform(amountPositive);
- transformPalette(amountPositive, 0.18, 1.00, 0.18);
- amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
- CSDL_Ext::alphaTransform(amountNegative);
- transformPalette(amountNegative, 1.00, 0.18, 0.18);
- amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
- CSDL_Ext::alphaTransform(amountEffNeutral);
- transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
- //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);
- currentAction = PossiblePlayerBattleAction::INVALID;
- selectedAction = PossiblePlayerBattleAction::INVALID;
- addUsedEvents(RCLICK | MOVE | KEYBOARD);
- controlPanel->blockUI(true);
- }
- CBattleInterface::~CBattleInterface()
- {
- CPlayerInterface::battleInt = nullptr;
- givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
- if (active) //dirty fix for #485
- {
- deactivate();
- }
- SDL_FreeSurface(amountNormal);
- SDL_FreeSurface(amountNegative);
- SDL_FreeSurface(amountPositive);
- SDL_FreeSurface(amountEffNeutral);
- //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(activeStack);
- GH.totalRedraw();
- }
- void CBattleInterface::setPrintStackRange(bool set)
- {
- Settings stackRange = settings.write["battle"]["stackRange"];
- stackRange->Bool() = set;
- fieldController->redrawBackgroundWithHexes(activeStack);
- 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)
- {
- enterCreatureCastingMode();
- }
- else if(key.keysym.sym == SDLK_ESCAPE)
- {
- if(!battleActionsStarted)
- CCS->soundh->stopSound(battleIntroSoundChannel);
- else
- endCastingSpell();
- }
- }
- void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
- {
- BattleHex selectedHex = fieldController->getHoveredHex();
- handleHex(selectedHex, MOVE);
- }
- void CBattleInterface::clickRight(tribool down, bool previousState)
- {
- if (!down)
- {
- endCastingSpell();
- }
- }
- void CBattleInterface::unitAdded(const CStack * stack)
- {
- creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
- Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, this);
- if(stack->initialPosition < 0) //turret
- {
- assert(siegeController);
- const CCreature *turretCreature = siegeController->turretCreature();
- creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
- creAnims[stack->ID]->pos.h = 225;
- coords = siegeController->turretCreaturePosition(stack->initialPosition);
- }
- else
- {
- creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
- creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
- creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
- }
- creAnims[stack->ID]->pos.x = coords.x;
- creAnims[stack->ID]->pos.y = coords.y;
- creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
- creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
- //loading projectiles for units
- if(stack->isShooter())
- {
- projectilesController->initStackProjectile(stack);
- }
- }
- void CBattleInterface::stackRemoved(uint32_t stackID)
- {
- if (activeStack != nullptr)
- {
- if (activeStack->ID == stackID)
- {
- BattleAction *action = new BattleAction();
- action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
- action->actionType = EActionType::CANCEL;
- action->stackNumber = activeStack->ID;
- givenCommand.setn(action);
- setActiveStack(nullptr);
- }
- }
- //todo: ensure that ghost stack animation has fadeout effect
- fieldController->redrawBackgroundWithHexes(activeStack);
- queue->update();
- }
- void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
- {
- stackToActivate = stack;
- waitForAnims();
- if (stackToActivate) //during waiting stack may have gotten activated through show
- activateStack();
- }
- void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
- {
- addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
- waitForAnims();
- }
- void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
- {
- for(auto & attackedInfo : attackedInfos)
- {
- //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
- addNewAnim(new CDefenceAnimation(attackedInfo, this));
- if(attackedInfo.rebirth)
- {
- displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
- CCS->soundh->playSound(soundBase::RESURECT);
- }
- }
- waitForAnims();
- 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);
- }
- for (auto & attackedInfo : attackedInfos)
- {
- if (attackedInfo.rebirth)
- creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
- if (attackedInfo.cloneKilled)
- stackRemoved(attackedInfo.defender->ID);
- }
- }
- void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
- {
- if (shooting)
- {
- addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
- }
- else
- {
- addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
- }
- //waitForAnims();
- }
- 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 = activeStack;
- }
- 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::activeStack()
- 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;
- setActiveStack(nullptr);
- givenCommand.setn(command);
- }
- else
- {
- curInt->cb->battleMakeTacticAction(command);
- vstd::clear_pointer(command);
- setActiveStack(nullptr);
- //next stack will be activated when action ends
- }
- }
- const CGHeroInstance * CBattleInterface::getActiveHero()
- {
- const CStack *attacker = activeStack;
- if(!attacker)
- {
- return nullptr;
- }
- if(attacker->side == BattleSide::ATTACKER)
- {
- return attackingHeroInstance;
- }
- return defendingHeroInstance;
- }
- void CBattleInterface::hexLclicked(int whichOne)
- {
- 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);
- }
- 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());
- 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;
- 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)
- displayEffect(elem.effect, stack->getPosition());
- }
- waitForAnims();
- //mana absorption
- if (sc->manaGained > 0)
- {
- Point leftHero = Point(15, 30) + pos;
- Point rightHero = Point(755, 30) + pos;
- addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
- 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(activeStack != nullptr)
- fieldController->redrawBackgroundWithHexes(activeStack);
- }
- void CBattleInterface::setHeroAnimation(ui8 side, int phase)
- {
- if(side == BattleSide::ATTACKER)
- {
- if(attackingHero)
- attackingHero->setPhase(phase);
- }
- else
- {
- if(defendingHero)
- defendingHero->setPhase(phase);
- }
- }
- void CBattleInterface::castThisSpell(SpellID spellID)
- {
- spellToCast = std::make_shared<BattleAction>();
- spellToCast->actionType = EActionType::HERO_SPELL;
- spellToCast->actionSubtype = spellID; //spell number
- spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
- spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
- spellDestSelectMode = true;
- creatureCasting = false;
- //choosing possible targets
- const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
- assert(castingHero); // code below assumes non-null hero
- sp = spellID.toSpell();
- PossiblePlayerBattleAction spellSelMode = curInt->cb->getCasterAction(sp, castingHero, spells::Mode::HERO);
- if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
- {
- spellToCast->aimToHex(BattleHex::INVALID);
- curInt->cb->battleMakeAction(spellToCast.get());
- endCastingSpell();
- }
- else
- {
- possibleActions.clear();
- possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
- GH.fakeMouseMove();//update cursor
- }
- }
- 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::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
- {
- for(const CustomEffectInfo & one : customEffects)
- {
- if(one.sound != 0)
- CCS->soundh->playSound(soundBase::soundID(one.sound));
- const CStack * s = curInt->cb->battleGetStackByID(one.stack, false);
- if(s && one.effect != 0)
- displayEffect(one.effect, s->getPosition());
- }
- }
- void CBattleInterface::displayEffect(ui32 effect, BattleHex destTile)
- {
- std::string customAnim = graphics->battleACToDef[effect][0];
- addNewAnim(new CEffectAnimation(this, customAnim, destTile));
- }
- void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile)
- {
- for(const CSpell::TAnimation & animation : q)
- {
- if(animation.pause > 0)
- addNewAnim(new CDummyAnimation(this, animation.pause));
- else
- 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::battleTriggerEffect(const BattleTriggerEffect & bte)
- {
- const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
- if(!stack)
- {
- logGlobal->error("Invalid stack ID %d", bte.stackID);
- return;
- }
- //don't show animation when no HP is regenerated
- switch(bte.effect)
- {
- //TODO: move to bonus type handler
- case Bonus::HP_REGENERATION:
- displayEffect(74, stack->getPosition());
- CCS->soundh->playSound(soundBase::REGENER);
- break;
- case Bonus::MANA_DRAIN:
- displayEffect(77, stack->getPosition());
- CCS->soundh->playSound(soundBase::MANADRAI);
- break;
- case Bonus::POISON:
- displayEffect(67, stack->getPosition());
- CCS->soundh->playSound(soundBase::POISON);
- break;
- case Bonus::FEAR:
- displayEffect(15, stack->getPosition());
- CCS->soundh->playSound(soundBase::FEAR);
- break;
- case Bonus::MORALE:
- {
- std::string hlp = CGI->generaltexth->allTexts[33];
- boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
- displayEffect(20,stack->getPosition());
- CCS->soundh->playSound(soundBase::GOODMRLE);
- controlPanel->console->addText(hlp);
- break;
- }
- default:
- return;
- }
- //waitForAnims(); //fixme: freezes game :?
- }
- 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();
- }
- bool CBattleInterface::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex)
- {
- Point begPosition = CClickableHex::getXYUnitAnim(oldPos,stack, this);
- Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, this);
- if((begPosition.x > endPosition.x) && creDir[stack->ID])
- return true;
- else if((begPosition.x < endPosition.x) && !creDir[stack->ID])
- return true;
- return false;
- }
- void CBattleInterface::setActiveStack(const CStack *stack)
- {
- if (activeStack) // update UI
- creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
- activeStack = stack;
- if (activeStack) // update UI
- creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
- controlPanel->blockUI(activeStack == nullptr);
- }
- void CBattleInterface::setHoveredStack(const CStack *stack)
- {
- if (mouseHoveredStack)
- creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
- // stack must be alive and not active (which uses gold border instead)
- if (stack && stack->alive() && stack != activeStack)
- {
- mouseHoveredStack = stack;
- if (mouseHoveredStack)
- {
- creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
- if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
- creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
- }
- }
- else
- mouseHoveredStack = nullptr;
- }
- void CBattleInterface::activateStack()
- {
- if(!battleActionsStarted)
- return; //"show" function should re-call this function
- myTurn = true;
- if (!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
- curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
- setActiveStack(stackToActivate);
- stackToActivate = nullptr;
- const CStack * s = activeStack;
- if(!s)
- return;
- queue->update();
- fieldController->redrawBackgroundWithHexes(activeStack);
- //set casting flag to true if creature can use it to not check it every time
- const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER)),
- randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
- if(s->canCast() && (spellcaster || randomSpellcaster))
- {
- stackCanCastSpell = true;
- if(randomSpellcaster)
- creatureSpellToCast = -1; //spell will be set later on cast
- else
- creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
- //TODO: what if creature can cast BOTH random genie spell and aimed spell?
- //TODO: faerie dragon type spell should be selected by server
- }
- else
- {
- stackCanCastSpell = false;
- creatureSpellToCast = -1;
- }
- possibleActions = getPossibleActionsForStack(s);
- GH.fakeMouseMove();
- }
- void CBattleInterface::endCastingSpell()
- {
- if(spellDestSelectMode)
- {
- spellToCast.reset();
- sp = nullptr;
- spellDestSelectMode = false;
- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
- if(activeStack)
- {
- possibleActions = getPossibleActionsForStack(activeStack); //restore actions after they were cleared
- myTurn = true;
- }
- }
- else
- {
- if(activeStack)
- {
- possibleActions = getPossibleActionsForStack(activeStack);
- GH.fakeMouseMove();
- }
- }
- }
- void CBattleInterface::enterCreatureCastingMode()
- {
- //silently check for possible errors
- if (!myTurn)
- return;
- if (tacticsMode)
- return;
- //hero is casting a spell
- if (spellDestSelectMode)
- return;
- if (!activeStack)
- return;
- if (!stackCanCastSpell)
- return;
- //random spellcaster
- if (creatureSpellToCast == -1)
- return;
- if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
- {
- const spells::Caster * caster = activeStack;
- const CSpell * spell = SpellID(creatureSpellToCast).toSpell();
- spells::Target target;
- target.emplace_back();
- spells::BattleCast cast(curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
- auto m = spell->battleMechanics(&cast);
- spells::detail::ProblemImpl ignored;
- const bool isCastingPossible = m->canBeCastAt(target, ignored);
- if (isCastingPossible)
- {
- myTurn = false;
- giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, creatureSpellToCast);
- selectedStack = nullptr;
- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
- }
- }
- else
- {
- possibleActions = getPossibleActionsForStack(activeStack);
- auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
- {
- return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
- (x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
- (x != PossiblePlayerBattleAction::OBSTACLE);
- };
- vstd::erase_if(possibleActions, actionFilterPredicate);
- GH.fakeMouseMove();
- }
- }
- std::vector<PossiblePlayerBattleAction> CBattleInterface::getPossibleActionsForStack(const CStack *stack)
- {
- BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
- data.creatureSpellToCast = creatureSpellToCast;
- data.tacticsMode = tacticsMode;
- auto allActions = curInt->cb->getClientActionsForStack(stack, data);
- return std::vector<PossiblePlayerBattleAction>(allActions);
- }
- void CBattleInterface::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
- {
- if(tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
- auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
- {
- switch(item)
- {
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- case PossiblePlayerBattleAction::ANY_LOCATION:
- case PossiblePlayerBattleAction::NO_LOCATION:
- case PossiblePlayerBattleAction::FREE_LOCATION:
- case PossiblePlayerBattleAction::OBSTACLE:
- if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
- return 1;
- else
- return 100;//bottom priority
- break;
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- return 2; break;
- case PossiblePlayerBattleAction::RISE_DEMONS:
- return 3; break;
- case PossiblePlayerBattleAction::SHOOT:
- return 4; break;
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
- return 5; break;
- case PossiblePlayerBattleAction::ATTACK:
- return 6; break;
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- return 7; break;
- case PossiblePlayerBattleAction::MOVE_STACK:
- return 8; break;
- case PossiblePlayerBattleAction::CATAPULT:
- return 9; break;
- case PossiblePlayerBattleAction::HEAL:
- return 10; break;
- default:
- return 200; break;
- }
- };
- auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
- {
- return assignPriority(lhs) > assignPriority(rhs);
- };
- std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
- }
- void CBattleInterface::endAction(const BattleAction* action)
- {
- const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
- if(action->actionType == EActionType::HERO_SPELL)
- setHeroAnimation(action->side, 0);
- //check if we should reverse stacks
- //for some strange reason, it's not enough
- TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
- for (const CStack *s : stacks)
- {
- if (s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive()
- && creAnims[s->ID]->isIdle())
- {
- addNewAnim(new CReverseAnimation(this, s, s->getPosition(), false));
- }
- }
- 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(activeStack);
- if (activeStack && !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(activeStack == 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)
- {
- //setActiveStack(nullptr);
- setHoveredStack(nullptr);
- 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
- }
- auto actionTarget = action->getTarget(curInt->cb.get());
- if(action->actionType == EActionType::WALK
- || (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
- {
- assert(stack);
- moveStarted = true;
- if (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
- {
- pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
- }
- if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue))
- pendingAnims.push_back(std::make_pair(new CReverseAnimation(this, stack, stack->getPosition(), true), false));
- }
- 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;
- }
- int txtid = 0;
- switch(action->actionType)
- {
- case EActionType::WAIT:
- txtid = 136;
- break;
- case EActionType::BAD_MORALE:
- txtid = -34; //negative -> no separate singular/plural form
- displayEffect(30, stack->getPosition());
- CCS->soundh->playSound(soundBase::BADMRLE);
- break;
- }
- if(txtid != 0)
- controlPanel->console->addText(stack->formatGeneralMessage(txtid));
- //displaying special abilities
- switch(action->actionType)
- {
- case EActionType::STACK_HEAL:
- displayEffect(74, actionTarget.at(0).hexValue);
- CCS->soundh->playSound(soundBase::REGENER);
- break;
- }
- }
- void CBattleInterface::waitForAnims()
- {
- auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
- animsAreDisplayed.waitWhileTrue();
- }
- void CBattleInterface::tacticPhaseEnd()
- {
- 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 = activeStack;
- //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());
- }
- std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
- {
- if (dmgRange.first != dmgRange.second)
- return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
- else
- return (boost::format("%d") % dmgRange.first).str();
- }
- bool CBattleInterface::canStackMoveHere(const CStack * activeStack, BattleHex myNumber)
- {
- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
- BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
- if (vstd::contains(acc, myNumber))
- return true;
- else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
- return true;
- else
- return false;
- }
- void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
- {
- if (!myTurn || !battleActionsStarted) //we are not permit to do anything
- return;
- // This function handles mouse move over hexes and l-clicking on them.
- // First we decide what happens if player clicks on this hex and set appropriately
- // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
- //
- // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
- //used when hovering -> tooltip message and cursor to be set
- std::string consoleMsg;
- bool setCursor = true; //if we want to suppress setting cursor
- ECursor::ECursorTypes cursorType = ECursor::COMBAT;
- int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
- //used when l-clicking -> action to be called upon the click
- std::function<void()> realizeAction;
- //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
- const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
- if(!shere)
- shere = curInt->cb->battleGetStackByPos(myNumber, false);
- if(!activeStack)
- return;
- bool ourStack = false;
- if (shere)
- ourStack = shere->owner == curInt->playerID;
- //stack changed, update selection border
- if (shere != mouseHoveredStack)
- {
- setHoveredStack(shere);
- }
- localActions.clear();
- illegalActions.clear();
- reorderPossibleActionsPriority(activeStack, shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
- const bool forcedAction = possibleActions.size() == 1;
- for (PossiblePlayerBattleAction action : possibleActions)
- {
- bool legalAction = false; //this action is legal and can be performed
- bool notLegal = false; //this action is not legal and should display message
- switch (action)
- {
- case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
- if (shere && ourStack)
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::MOVE_TACTICS:
- case PossiblePlayerBattleAction::MOVE_STACK:
- {
- if (!(shere && shere->alive())) //we can walk on dead stacks
- {
- if(canStackMoveHere(activeStack, myNumber))
- legalAction = true;
- }
- break;
- }
- case PossiblePlayerBattleAction::ATTACK:
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
- {
- if(curInt->cb->battleCanAttack(activeStack, shere, myNumber))
- {
- if (fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
- {
- fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
- BattleHex attackFromHex = fieldController->fromWhichHexAttack(myNumber);
- if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
- legalAction = true;
- }
- }
- }
- break;
- case PossiblePlayerBattleAction::SHOOT:
- if(curInt->cb->battleCanShoot(activeStack, myNumber))
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::ANY_LOCATION:
- if (myNumber > -1) //TODO: this should be checked for all actions
- {
- if(isCastingPossibleHere(activeStack, shere, myNumber))
- legalAction = true;
- }
- break;
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- if(shere && isCastingPossibleHere(activeStack, shere, myNumber))
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- {
- if(shere && ourStack && shere != activeStack && 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(activeStack, shere, myNumber))
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::TELEPORT:
- {
- //todo: move to mechanics
- ui8 skill = 0;
- if (creatureCasting)
- skill = activeStack->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
- else
- skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
- //TODO: explicitely save power, skill
- if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
- legalAction = true;
- else
- notLegal = true;
- }
- break;
- case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
- if (shere && shere != selectedStack && ourStack && shere->alive())
- legalAction = true;
- else
- notLegal = true;
- break;
- case PossiblePlayerBattleAction::FREE_LOCATION:
- legalAction = true;
- if(!isCastingPossibleHere(activeStack, 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 (activeStack->hasBonusOfType(Bonus::FLYING))
- {
- cursorFrame = ECursor::COMBAT_FLY;
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
- }
- else
- {
- cursorFrame = ECursor::COMBAT_MOVE;
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
- }
- realizeAction = [=]()
- {
- if(activeStack->doubleWide())
- {
- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
- BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->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(activeStack, myNumber, attackFromHex, returnAfterAttack));
- sendCommand(command, activeStack);
- }
- };
- TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, 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(activeStack, myNumber))
- cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
- else
- cursorFrame = ECursor::COMBAT_SHOOT;
- realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);};
- TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, 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() % activeStack->shots.available() % estDmgText).str();
- }
- break;
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : 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:
- selectedStack = shere; //remember first target
- secondaryTarget = true;
- break;
- }
- isCastingPossible = true;
- break;
- case PossiblePlayerBattleAction::ANY_LOCATION:
- sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : 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, creatureSpellToCast);
- }
- 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();
- }
- selectedStack = 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 = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
- bool isCastingPossible = true;
- int spellID = -1;
- if (creatureCasting)
- {
- if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
- spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
- }
- else //hero casting
- {
- spellID = spellToCast->actionSubtype;
- }
- sp = nullptr;
- if (spellID >= 0)
- sp = CGI->spellh->objects[spellID];
- if (sp)
- {
- const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(curInt->cb->battleGetMyHero());
- if (caster == nullptr)
- {
- isCastingPossible = false;//just in case
- }
- else
- {
- const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
- spells::Target target;
- target.emplace_back(myNumber);
- spells::BattleCast cast(curInt->cb.get(), caster, mode, sp);
- auto m = sp->battleMechanics(&cast);
- spells::detail::ProblemImpl problem; //todo: display problem in status bar
- 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);
- }
- 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(activeStack));
- 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?
- 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 (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
- {
- // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
- 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)
- updateBattleAnimations();
- SDL_SetClipRect(to, &buf); //restoring previous clip_rect
- showInterface(to);
- //activation of next stack
- if (pendingAnims.empty() && stackToActivate != nullptr && battleActionsStarted) //FIXME: watch for recursive infinite loop here when working with this file, this needs rework anyway...
- {
- activateStack();
- //we may have changed active interface (another side in hot-seat),
- // so we can't continue drawing with old setting.
- show(to);
- }
- }
- void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
- {
- auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
- {
- if (siegeController)
- siegeController->showPiecesOfWall(to, hex.walls);
- obstacleController->showObstacles(to, hex.obstacles);
- showAliveStacks(to, hex.alive);
- showBattleEffects(to, hex.effects);
- };
- BattleObjectsByHex objects = sortObjectsByHex();
- // dead stacks should be blit first
- showStacks(to, objects.beforeAll.dead);
- for (auto & data : objects.hex)
- showStacks(to, data.dead);
- 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::showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
- {
- BattleHex currentActionTarget;
- if(curInt->curAction)
- {
- auto target = curInt->curAction->getTarget(curInt->cb.get());
- if(!target.empty())
- currentActionTarget = target.at(0).hexValue;
- }
- auto isAmountBoxVisible = [&](const CStack *stack) -> bool
- {
- if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
- return false;
- if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
- return false;
- for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
- {
- auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
- if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
- return false;
- }
- if(curInt->curAction)
- {
- if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
- {
- if(curInt->curAction->actionType == EActionType::WALK || curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
- return false;
- else if(curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
- return false;
- }
- if(curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
- return false;
- }
- return true;
- };
- auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
- {
- int pos = 0;
- for (const auto & spellId : activeSpells)
- {
- pos += CGI->spellh->objects.at(spellId)->positiveness;
- }
- return pos;
- };
- auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
- {
- if (positivness > 0)
- return amountPositive;
- if (positivness < 0)
- return amountNegative;
- return amountEffNeutral;
- };
- showStacks(to, stacks); // Actual display of all stacks
- for (auto & stack : stacks)
- {
- assert(stack);
- //printing amount
- if (isAmountBoxVisible(stack))
- {
- const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
- const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
- const BattleHex nextPos = stack->getPosition() + sideShift;
- const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
- const bool moveInside = !edge && !fieldController->stackCountOutsideHex(nextPos);
- int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
- (stack->doubleWide() ? 44 : 0) * sideShift +
- (moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
- int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
- //blitting amount background box
- SDL_Surface *amountBG = amountNormal;
- std::vector<si32> activeSpells = stack->activeSpells();
- if (!activeSpells.empty())
- amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
- SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
- SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
- //blitting amount
- Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
- creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
- graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
- }
- }
- }
- void CBattleInterface::showStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
- {
- for (const CStack *stack : stacks)
- {
- creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
- creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
- }
- }
- void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
- {
- for (auto & elem : battleEffects)
- {
- int currentFrame = static_cast<int>(floor(elem->currentFrame));
- currentFrame %= elem->animation->size();
- auto img = elem->animation->getImage(currentFrame);
- SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y);
- img->draw(to, &temp_rect, nullptr);
- }
- }
- 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);
- }
- }
- BattleObjectsByHex CBattleInterface::sortObjectsByHex()
- {
- auto getCurrentPosition = [&](const CStack *stack) -> BattleHex
- {
- for (auto & anim : pendingAnims)
- {
- // certainly ugly workaround but fixes quite annoying bug
- // stack position will be updated only *after* movement is finished
- // before this - stack is always at its initial position. Thus we need to find
- // its current position. Which can be found only in this class
- if (CMovementAnimation *move = dynamic_cast<CMovementAnimation*>(anim.first))
- {
- if (move->stack == stack)
- return move->nextHex;
- }
- }
- return stack->getPosition();
- };
- BattleObjectsByHex sorted;
- auto stacks = curInt->cb->battleGetStacksIf([](const CStack *s)
- {
- return !s->isTurret();
- });
- // Sort creatures
- for (auto & stack : stacks)
- {
- if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
- continue;
- if (stack->initialPosition < 0) // turret shooters are handled separately
- continue;
- //FIXME: hack to ignore ghost stacks
- if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
- ;//ignore
- else if (!creAnims[stack->ID]->isDead())
- {
- if (!creAnims[stack->ID]->isMoving())
- sorted.hex[stack->getPosition()].alive.push_back(stack);
- else
- {
- // flying creature - just blit them over everyone else
- if (stack->hasBonusOfType(Bonus::FLYING))
- sorted.afterAll.alive.push_back(stack);
- else//try to find current location
- sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
- }
- }
- else
- sorted.hex[stack->getPosition()].dead.push_back(stack);
- }
- // Sort battle effects (spells)
- for (auto & battleEffect : battleEffects)
- {
- if (battleEffect.position.isValid())
- sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
- else
- sorted.afterAll.effects.push_back(&battleEffect);
- }
- // Sort obstacles
- obstacleController->sortObjectsByHex(sorted);
- // Sort wall parts
- if (siegeController)
- siegeController->sortObjectsByHex(sorted);
- return sorted;
- }
- void CBattleInterface::updateBattleAnimations()
- {
- //handle animations
- for (auto & elem : pendingAnims)
- {
- if (!elem.first) //this animation should be deleted
- continue;
- if (!elem.second)
- {
- elem.second = elem.first->init();
- }
- if (elem.second && elem.first)
- elem.first->nextFrame();
- }
- //delete anims
- int preSize = static_cast<int>(pendingAnims.size());
- for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
- {
- if (it->first == nullptr)
- {
- pendingAnims.erase(it);
- it = pendingAnims.begin();
- break;
- }
- }
- if (preSize > 0 && pendingAnims.empty())
- {
- //anims ended
- controlPanel->blockUI(activeStack == nullptr);
- animsAreDisplayed.setn(false);
- }
- }
|