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							- /*
 
-  * BattleInterface.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 "BattleInterface.h"
 
- #include "BattleAnimationClasses.h"
 
- #include "BattleActionsController.h"
 
- #include "BattleInterfaceClasses.h"
 
- #include "CreatureAnimation.h"
 
- #include "BattleProjectileController.h"
 
- #include "BattleEffectsController.h"
 
- #include "BattleObstacleController.h"
 
- #include "BattleSiegeController.h"
 
- #include "BattleFieldController.h"
 
- #include "BattleControlPanel.h"
 
- #include "BattleStacksController.h"
 
- #include "BattleRenderer.h"
 
- #include "../CGameInfo.h"
 
- #include "../CMessage.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../gui/Canvas.h"
 
- #include "../gui/CCursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../windows/CAdvmapInterface.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/mapObjects/CGTownInstance.h"
 
- #include "../../lib/NetPacks.h"
 
- #include "../../lib/UnlockGuard.h"
 
- CondSh<bool> BattleInterface::animsAreDisplayed(false);
 
- CondSh<BattleAction *> BattleInterface::givenCommand(nullptr);
 
- BattleInterface::BattleInterface(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;
 
- 	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<StackQueue>(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));
 
- 	}
 
- 	CPlayerInterface::battleInt = this;
 
- 	//initializing armies
 
- 	this->army1 = army1;
 
- 	this->army2 = army2;
 
- 	const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
 
- 	if(town && town->hasFort())
 
- 		siegeController.reset(new BattleSiegeController(*this, town));
 
- 	controlPanel = std::make_shared<BattleControlPanel>(*this, Point(0, 556));
 
- 	projectilesController.reset(new BattleProjectileController(*this));
 
- 	fieldController.reset( new BattleFieldController(*this));
 
- 	stacksController.reset( new BattleStacksController(*this));
 
- 	actionsController.reset( new BattleActionsController(*this));
 
- 	effectsController.reset(new BattleEffectsController(*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<BattleHero>(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<BattleHero>(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 BattleObstacleController(*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;
 
- 			activateStack();
 
- 			controlPanel->blockUI(settings["session"]["spectate"].Bool() || stacksController->getActiveStack() == nullptr);
 
- 			battleIntroSoundChannel = -1;
 
- 		}
 
- 	};
 
- 	CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
 
- 	addUsedEvents(RCLICK | MOVE | KEYBOARD);
 
- 	controlPanel->blockUI(true);
 
- 	queue->update();
 
- }
 
- BattleInterface::~BattleInterface()
 
- {
 
- 	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();
 
- 	}
 
- 	if (adventureInt && adventureInt->selection)
 
- 	{
 
- 		//FIXME: this should be moved to adventureInt which should restore correct track based on selection/active player
 
- 		const auto & terrain = *(LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType);
 
- 		CCS->musich->playMusicFromSet("terrain", terrain.name, true, false);
 
- 	}
 
- 	animsAreDisplayed.setn(false);
 
- }
 
- void BattleInterface::setPrintCellBorders(bool set)
 
- {
 
- 	Settings cellBorders = settings.write["battle"]["cellBorders"];
 
- 	cellBorders->Bool() = set;
 
- 	fieldController->redrawBackgroundWithHexes();
 
- 	GH.totalRedraw();
 
- }
 
- void BattleInterface::setPrintStackRange(bool set)
 
- {
 
- 	Settings stackRange = settings.write["battle"]["stackRange"];
 
- 	stackRange->Bool() = set;
 
- 	fieldController->redrawBackgroundWithHexes();
 
- 	GH.totalRedraw();
 
- }
 
- void BattleInterface::setPrintMouseShadow(bool set)
 
- {
 
- 	Settings shadow = settings.write["battle"]["mouseShadow"];
 
- 	shadow->Bool() = set;
 
- }
 
- void BattleInterface::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 BattleInterface::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 BattleInterface::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 BattleInterface::mouseMoved(const SDL_MouseMotionEvent &event)
 
- {
 
- 	BattleHex selectedHex = fieldController->getHoveredHex();
 
- 	actionsController->handleHex(selectedHex, MOVE);
 
- 	controlPanel->mouseMoved(event);
 
- }
 
- void BattleInterface::clickRight(tribool down, bool previousState)
 
- {
 
- 	if (!down)
 
- 	{
 
- 		actionsController->endCastingSpell();
 
- 	}
 
- }
 
- void BattleInterface::stackReset(const CStack * stack)
 
- {
 
- 	stacksController->stackReset(stack);
 
- }
 
- void BattleInterface::stackAdded(const CStack * stack)
 
- {
 
- 	stacksController->stackAdded(stack);
 
- }
 
- void BattleInterface::stackRemoved(uint32_t stackID)
 
- {
 
- 	stacksController->stackRemoved(stackID);
 
- 	fieldController->redrawBackgroundWithHexes();
 
- 	queue->update();
 
- }
 
- void BattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
 
- {
 
- 	stacksController->stackActivated(stack);
 
- }
 
- void BattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
 
- {
 
- 	stacksController->stackMoved(stack, destHex, distance);
 
- }
 
- void BattleInterface::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, CCreatureAnim::HERO_DEFEAT);
 
- 		else if(killedBySide.at(side) < killedBySide.at(1-side))
 
- 			setHeroAnimation(side, CCreatureAnim::HERO_VICTORY);
 
- 	}
 
- }
 
- void BattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
 
- {
 
- 	stacksController->stackAttacking(attacker, dest, attacked, shooting);
 
- }
 
- void BattleInterface::newRoundFirst( int round )
 
- {
 
- 	waitForAnims();
 
- }
 
- void BattleInterface::newRound(int number)
 
- {
 
- 	controlPanel->console->addText(CGI->generaltexth->allTexts[412]);
 
- }
 
- void BattleInterface::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 BattleInterface::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 * BattleInterface::getActiveHero()
 
- {
 
- 	const CStack *attacker = stacksController->getActiveStack();
 
- 	if(!attacker)
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- 	if(attacker->side == BattleSide::ATTACKER)
 
- 	{
 
- 		return attackingHeroInstance;
 
- 	}
 
- 	return defendingHeroInstance;
 
- }
 
- void BattleInterface::hexLclicked(int whichOne)
 
- {
 
- 	actionsController->handleHex(whichOne, LCLICK);
 
- }
 
- void BattleInterface::stackIsCatapulting(const CatapultAttack & ca)
 
- {
 
- 	if (siegeController)
 
- 		siegeController->stackIsCatapulting(ca);
 
- }
 
- void BattleInterface::gateStateChanged(const EGateState state)
 
- {
 
- 	if (siegeController)
 
- 		siegeController->gateStateChanged(state);
 
- }
 
- void BattleInterface::battleFinished(const BattleResult& br)
 
- {
 
- 	bresult = &br;
 
- 	{
 
- 		auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
 
- 		animsAreDisplayed.waitUntil(false);
 
- 	}
 
- 	stacksController->setActiveStack(nullptr);
 
- 	displayBattleFinished();
 
- }
 
- void BattleInterface::displayBattleFinished()
 
- {
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	curInt->waitWhileDialog();
 
- 	if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
 
- 	{
 
- 		close();
 
- 		return;
 
- 	}
 
- 	GH.pushInt(std::make_shared<BattleResultWindow>(*bresult, *(this->curInt)));
 
- 	curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
 
- 	CPlayerInterface::battleInt = nullptr;
 
- }
 
- void BattleInterface::spellCast(const BattleSpellCast * sc)
 
- {
 
- 	const SpellID spellID = sc->spellID;
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	assert(spell);
 
- 	if(!spell)
 
- 		return;
 
- 	const std::string & castSoundPath = spell->getCastSound();
 
- 	if (!castSoundPath.empty())
 
- 		CCS->soundh->playSound(castSoundPath);
 
- 	if ( sc->activeCast )
 
- 	{
 
- 		const CStack * casterStack = curInt->cb->battleGetStackByID(sc->casterStack);
 
- 		if(casterStack != nullptr )
 
- 		{
 
- 			displaySpellCast(spellID, casterStack->getPosition());
 
- 			stacksController->addNewAnim(new CCastAnimation(*this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile), spell));
 
- 		}
 
- 		else
 
- 		if (sc->tile.isValid() && !spell->animationInfo.projectile.empty())
 
- 		{
 
- 			// this is spell cast by hero with valid destination & valid projectile -> play animation
 
- 			const CStack * target = curInt->cb->battleGetStackByPos(sc->tile);
 
- 			Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;	//hero position
 
- 			Point destcoord = stacksController->getStackPositionAtHex(sc->tile, target); //position attacked by projectile
 
- 			destcoord += Point(250, 240); // FIXME: what are these constants?
 
- 			projectilesController->createSpellProjectile( nullptr, srccoord, destcoord, spell);
 
- 			projectilesController->emitStackProjectile( nullptr );
 
- 			// wait fo projectile to end
 
- 			stacksController->addNewAnim(new CWaitingProjectileAnimation(*this, nullptr));
 
- 		}
 
- 	}
 
- 	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 CPointEffectAnimation(*this, soundBase::invalid, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
 
- 		stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
 
- 	}
 
- }
 
- void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
 
- {
 
- 	if(stacksController->getActiveStack() != nullptr)
 
- 		fieldController->redrawBackgroundWithHexes();
 
- }
 
- void BattleInterface::setHeroAnimation(ui8 side, int phase)
 
- {
 
- 	if(side == BattleSide::ATTACKER)
 
- 	{
 
- 		if(attackingHero)
 
- 			attackingHero->setPhase(phase);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(defendingHero)
 
- 			defendingHero->setPhase(phase);
 
- 	}
 
- }
 
- void BattleInterface::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 BattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit)
 
- {
 
- 	for(const CSpell::TAnimation & animation : q)
 
- 	{
 
- 		if(animation.pause > 0)
 
- 			stacksController->addNewAnim(new CDummyAnimation(*this, animation.pause));
 
- 		else
 
- 		{
 
- 			int flags = 0;
 
- 			if (isHit)
 
- 				flags |= CPointEffectAnimation::FORCE_ON_TOP;
 
- 			if (animation.verticalPosition == VerticalPosition::BOTTOM)
 
- 				flags |= CPointEffectAnimation::ALIGN_TO_BOTTOM;
 
- 			if (!destinationTile.isValid())
 
- 				flags |= CPointEffectAnimation::SCREEN_FILL;
 
- 			if (!destinationTile.isValid())
 
- 				stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, animation.resourceName, flags));
 
- 			else
 
- 				stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, animation.resourceName, destinationTile, flags));
 
- 		}
 
- 	}
 
- }
 
- void BattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
 
- {
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	if(spell)
 
- 		displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile, false);
 
- }
 
- void BattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
 
- {
 
- 	const CSpell *spell = spellID.toSpell();
 
- 	if(spell)
 
- 		displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile, false);
 
- }
 
- void BattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
 
- {
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	if(spell)
 
- 		displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile, true);
 
- }
 
- void BattleInterface::setAnimSpeed(int set)
 
- {
 
- 	Settings speed = settings.write["battle"]["animationSpeed"];
 
- 	speed->Float() = float(set) / 100;
 
- }
 
- int BattleInterface::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 *BattleInterface::getCurrentPlayerInterface() const
 
- {
 
- 	return curInt.get();
 
- }
 
- void BattleInterface::trySetActivePlayer( PlayerColor player )
 
- {
 
- 	if ( attackerInt && attackerInt->playerID == player )
 
- 		curInt = attackerInt;
 
- 	if ( defenderInt && defenderInt->playerID == player )
 
- 		curInt = defenderInt;
 
- }
 
- void BattleInterface::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 BattleInterface::endAction(const BattleAction* action)
 
- {
 
- 	const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 	if(action->actionType == EActionType::HERO_SPELL)
 
- 		setHeroAnimation(action->side, CCreatureAnim::HERO_HOLDING);
 
- 	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 BattleInterface::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 BattleInterface::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 BattleInterface::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, CCreatureAnim::HERO_CAST_SPELL);
 
- 		return;
 
- 	}
 
- 	if (!stack)
 
- 	{
 
- 		logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
 
- 		return;
 
- 	}
 
- 	effectsController->startAction(action);
 
- }
 
- void BattleInterface::waitForAnims()
 
- {
 
- 	auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
 
- 	animsAreDisplayed.waitWhileTrue();
 
- }
 
- void BattleInterface::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 BattleInterface::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 BattleInterface::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi)
 
- {
 
- 	obstacleController->obstaclePlaced(oi);
 
- }
 
- const CGHeroInstance *BattleInterface::currentHero() const
 
- {
 
- 	if (attackingHeroInstance && attackingHeroInstance->tempOwner == curInt->playerID)
 
- 		return attackingHeroInstance;
 
- 	if (defendingHeroInstance && defendingHeroInstance->tempOwner == curInt->playerID)
 
- 		return defendingHeroInstance;
 
- 	return nullptr;
 
- }
 
- InfoAboutHero BattleInterface::enemyHero() const
 
- {
 
- 	InfoAboutHero ret;
 
- 	if (attackingHeroInstance->tempOwner == curInt->playerID)
 
- 		curInt->cb->getHeroInfo(defendingHeroInstance, ret);
 
- 	else
 
- 		curInt->cb->getHeroInfo(attackingHeroInstance, ret);
 
- 	return ret;
 
- }
 
- void BattleInterface::requestAutofightingAIToTakeAction()
 
- {
 
- 	assert(curInt->isAutoFightOn);
 
- 	boost::thread aiThread([&]()
 
- 	{
 
- 		auto ba = std::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 BattleInterface::showAll(SDL_Surface *to)
 
- {
 
- 	show(to);
 
- }
 
- void BattleInterface::show(SDL_Surface *to)
 
- {
 
- 	Canvas canvas(to);
 
- 	assert(to);
 
- 	SDL_Rect buf;
 
- 	SDL_GetClipRect(to, &buf);
 
- 	SDL_SetClipRect(to, &pos);
 
- 	++animCount;
 
- 	fieldController->renderBattlefield(canvas);
 
- 	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 BattleInterface::collectRenderableObjects(BattleRenderer & renderer)
 
- {
 
- 	if (attackingHero)
 
- 	{
 
- 		renderer.insert(EBattleFieldLayer::HEROES, BattleHex(0),[this](BattleRenderer::RendererRef canvas)
 
- 		{
 
- 			attackingHero->render(canvas);
 
- 		});
 
- 	}
 
- 	if (defendingHero)
 
- 	{
 
- 		renderer.insert(EBattleFieldLayer::HEROES, BattleHex(GameConstants::BFIELD_WIDTH-1),[this](BattleRenderer::RendererRef canvas)
 
- 		{
 
- 			defendingHero->render(canvas);
 
- 		});
 
- 	}
 
- }
 
- void BattleInterface::showInterface(SDL_Surface * to)
 
- {
 
- 	//showing in-game console
 
- 	LOCPLINT->cingconsole->show(to);
 
- 	controlPanel->showAll(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 BattleInterface::castThisSpell(SpellID spellID)
 
- {
 
- 	actionsController->castThisSpell(spellID);
 
- }
 
 
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