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merge with vcmi/develop
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commit
192e856797
40
.github/ISSUE_TEMPLATE/bug_report.md
vendored
Normal file
40
.github/ISSUE_TEMPLATE/bug_report.md
vendored
Normal file
@ -0,0 +1,40 @@
|
||||
---
|
||||
name: Bug report
|
||||
about: Report an issue to help us improve
|
||||
title: ''
|
||||
labels: ["bug"]
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**Describe the bug**
|
||||
A clear and concise description of what the bug is.
|
||||
|
||||
**Game logs**
|
||||
Please attach game logs: `VCMI_client.txt`, `VCMI_server.txt` etc.
|
||||
|
||||
**To Reproduce**
|
||||
Steps to reproduce the behavior:
|
||||
1. Go to '...'
|
||||
2. Click on '....'
|
||||
3. Scroll down to '....'
|
||||
4. See error
|
||||
|
||||
**Expected behavior**
|
||||
A clear and concise description of what you expected to happen.
|
||||
|
||||
**Actual behavior**
|
||||
A clear description what is currently happening
|
||||
|
||||
**Did it work earlier?**
|
||||
If this something which worked well some time ago, please let us know about version where it works or at date when it worked.
|
||||
|
||||
**Screenshots**
|
||||
If applicable, add screenshots to help explain your problem.
|
||||
|
||||
**Version**
|
||||
- OS: [e.g. Windows, macOS Intel, macOS ARM, Android, Linux, iOS]
|
||||
- Version: [VCMI version]
|
||||
|
||||
**Additional context**
|
||||
Add any other context about the problem here.
|
14
.github/ISSUE_TEMPLATE/feature_request.md
vendored
Normal file
14
.github/ISSUE_TEMPLATE/feature_request.md
vendored
Normal file
@ -0,0 +1,14 @@
|
||||
---
|
||||
name: Feature request
|
||||
about: Suggest an improvement
|
||||
title: ''
|
||||
labels: ["enhancement"]
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**Describe your proposal**
|
||||
Give us as many as possible details about your idea.
|
||||
|
||||
**Additional context**
|
||||
Add any other context or screenshots about the feature request here.
|
1
.github/workflows/github.yml
vendored
1
.github/workflows/github.yml
vendored
@ -173,6 +173,7 @@ jobs:
|
||||
../.. -GNinja \
|
||||
${{matrix.cmake_args}} -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} \
|
||||
-DENABLE_TEST=${{matrix.test}} \
|
||||
-DENABLE_STRICT_COMPILATION=ON \
|
||||
-DPACKAGE_NAME_SUFFIX:STRING="$VCMI_PACKAGE_NAME_SUFFIX" \
|
||||
-DPACKAGE_FILE_NAME:STRING="$VCMI_PACKAGE_FILE_NAME" \
|
||||
-DENABLE_GITVERSION="$VCMI_PACKAGE_GITVERSION"
|
||||
|
3
.gitignore
vendored
3
.gitignore
vendored
@ -60,3 +60,6 @@ CMakeUserPresets.json
|
||||
/AI/FuzzyLite.lib
|
||||
/deps
|
||||
.vs/
|
||||
|
||||
# CLion
|
||||
.idea/
|
||||
|
@ -156,7 +156,6 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
|
||||
|
||||
TDmgRange retaliation(0, 0);
|
||||
auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation);
|
||||
TDmgRange defenderDamageBeforeAttack = state.battleEstimateDamage(BattleAttackInfo(u, attacker, u->canShoot()));
|
||||
|
||||
vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
|
||||
vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
|
||||
|
@ -79,7 +79,7 @@ CBattleAI::~CBattleAI()
|
||||
}
|
||||
}
|
||||
|
||||
void CBattleAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
|
||||
void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
|
||||
{
|
||||
setCbc(CB);
|
||||
env = ENV;
|
||||
@ -186,7 +186,6 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
|
||||
|
||||
if(evaluationResult.score > score)
|
||||
{
|
||||
auto & target = bestAttack;
|
||||
score = evaluationResult.score;
|
||||
std::string action;
|
||||
|
||||
|
@ -65,7 +65,7 @@ public:
|
||||
CBattleAI();
|
||||
~CBattleAI();
|
||||
|
||||
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
||||
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
||||
void attemptCastingSpell();
|
||||
|
||||
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
|
||||
@ -80,7 +80,7 @@ public:
|
||||
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
|
||||
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
|
||||
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
|
||||
//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
|
||||
//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
|
||||
//void battleEnd(const BattleResult *br) override;
|
||||
//void battleResultsApplied() override; //called when all effects of last battle are applied
|
||||
//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
|
||||
|
@ -215,8 +215,6 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Uni
|
||||
|
||||
for(const battle::Unit * enemy : targets.unreachableEnemies)
|
||||
{
|
||||
int64_t stackScore = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
|
||||
std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
|
||||
auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
|
||||
{
|
||||
|
@ -20,7 +20,7 @@ void CEmptyAI::loadGame(BinaryDeserializer & h, const int version)
|
||||
{
|
||||
}
|
||||
|
||||
void CEmptyAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
|
||||
void CEmptyAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
|
||||
{
|
||||
cb = CB;
|
||||
env = ENV;
|
||||
|
@ -22,7 +22,7 @@ public:
|
||||
virtual void saveGame(BinarySerializer & h, const int version) override;
|
||||
virtual void loadGame(BinaryDeserializer & h, const int version) override;
|
||||
|
||||
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
|
||||
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
|
||||
void yourTurn() override;
|
||||
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
|
||||
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
|
||||
|
@ -28,8 +28,8 @@ namespace NKAI
|
||||
{
|
||||
|
||||
// our to enemy strength ratio constants
|
||||
const float SAFE_ATTACK_CONSTANT = 1.2;
|
||||
const float RETREAT_THRESHOLD = 0.3;
|
||||
const float SAFE_ATTACK_CONSTANT = 1.2f;
|
||||
const float RETREAT_THRESHOLD = 0.3f;
|
||||
const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
|
||||
|
||||
//one thread may be turn of AI and another will be handling a side effect for AI2
|
||||
@ -92,8 +92,9 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
|
||||
validateObject(details.id); //enemy hero may have left visible area
|
||||
auto hero = cb->getHero(details.id);
|
||||
|
||||
const int3 from = CGHeroInstance::convertPosition(details.start, false);
|
||||
const int3 to = CGHeroInstance::convertPosition(details.end, false);
|
||||
const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
|
||||
const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
|
||||
|
||||
const CGObjectInstance * o1 = vstd::frontOrNull(cb->getVisitableObjs(from, verbose));
|
||||
const CGObjectInstance * o2 = vstd::frontOrNull(cb->getVisitableObjs(to, verbose));
|
||||
|
||||
@ -514,7 +515,7 @@ boost::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(
|
||||
}
|
||||
|
||||
|
||||
void AIGateway::init(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB)
|
||||
void AIGateway::initGameInterface(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB)
|
||||
{
|
||||
LOG_TRACE(logAi);
|
||||
myCb = CB;
|
||||
@ -535,8 +536,7 @@ void AIGateway::yourTurn()
|
||||
LOG_TRACE(logAi);
|
||||
NET_EVENT_HANDLER;
|
||||
status.startedTurn();
|
||||
|
||||
makingTurn = make_unique<boost::thread>(&AIGateway::makeTurn, this);
|
||||
makingTurn = std::make_unique<boost::thread>(&AIGateway::makeTurn, this);
|
||||
}
|
||||
|
||||
void AIGateway::heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID)
|
||||
@ -595,7 +595,7 @@ void AIGateway::showBlockingDialog(const std::string & text, const std::vector<C
|
||||
|
||||
logAi->trace("Guarded object query hook: %s by %s danger ratio %f", target.toString(), hero.name, ratio);
|
||||
|
||||
if(text.find("guarded") >= 0 && (dangerUnknown || dangerTooHigh))
|
||||
if(text.find("guarded") != std::string::npos && (dangerUnknown || dangerTooHigh))
|
||||
answer = 0; // no
|
||||
}
|
||||
}
|
||||
@ -732,7 +732,7 @@ bool AIGateway::makePossibleUpgrades(const CArmedInstance * obj)
|
||||
if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
|
||||
{
|
||||
UpgradeInfo ui;
|
||||
myCb->getUpgradeInfo(obj, SlotID(i), ui);
|
||||
myCb->fillUpgradeInfo(obj, SlotID(i), ui);
|
||||
if(ui.oldID >= 0 && nullkiller->getFreeResources().canAfford(ui.cost[0] * s->count))
|
||||
{
|
||||
myCb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
|
||||
@ -1179,7 +1179,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
|
||||
{
|
||||
//FIXME: this assertion fails also if AI moves onto defeated guarded object
|
||||
assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
|
||||
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
|
||||
cb->moveHero(*h, h->convertFromVisitablePos(dst));
|
||||
afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
|
||||
// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
|
||||
teleportChannelProbingList.clear();
|
||||
@ -1233,14 +1233,14 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
|
||||
|
||||
auto doMovement = [&](int3 dst, bool transit)
|
||||
{
|
||||
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
|
||||
cb->moveHero(*h, h->convertFromVisitablePos(dst), transit);
|
||||
};
|
||||
|
||||
auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
|
||||
{
|
||||
destinationTeleport = exitId;
|
||||
if(exitPos.valid())
|
||||
destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
|
||||
destinationTeleportPos = h->convertFromVisitablePos(exitPos);
|
||||
cb->moveHero(*h, h->pos);
|
||||
destinationTeleport = ObjectInstanceID();
|
||||
destinationTeleportPos = int3(-1);
|
||||
@ -1249,7 +1249,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
|
||||
|
||||
auto doChannelProbing = [&]() -> void
|
||||
{
|
||||
auto currentPos = CGHeroInstance::convertPosition(h->pos, false);
|
||||
auto currentPos = h->visitablePos();
|
||||
auto currentExit = getObj(currentPos, true)->id;
|
||||
|
||||
status.setChannelProbing(true);
|
||||
@ -1266,7 +1266,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
|
||||
int3 currentCoord = path.nodes[i].coord;
|
||||
int3 nextCoord = path.nodes[i - 1].coord;
|
||||
|
||||
auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos, false));
|
||||
auto currentObject = getObj(currentCoord, currentCoord == h->visitablePos());
|
||||
auto nextObjectTop = getObj(nextCoord, false);
|
||||
auto nextObject = getObj(nextCoord, true);
|
||||
auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
|
||||
|
@ -110,7 +110,7 @@ public:
|
||||
|
||||
std::string getBattleAIName() const override;
|
||||
|
||||
void init(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB) override;
|
||||
void initGameInterface(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB) override;
|
||||
void yourTurn() override;
|
||||
|
||||
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID) override; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
|
||||
|
@ -329,7 +329,7 @@ public:
|
||||
|
||||
if(!poolIsEmpty) pool.pop_back();
|
||||
|
||||
return std::move(tmp);
|
||||
return tmp;
|
||||
}
|
||||
|
||||
bool empty() const
|
||||
|
@ -31,7 +31,7 @@ engineBase::engineBase()
|
||||
void engineBase::configure()
|
||||
{
|
||||
engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "Proportional");
|
||||
logAi->info(engine.toString());
|
||||
logAi->trace(engine.toString());
|
||||
}
|
||||
|
||||
void engineBase::addRule(const std::string & txt)
|
||||
|
@ -122,10 +122,8 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
|
||||
case Obj::RESOURCE:
|
||||
{
|
||||
if(!vstd::contains(ai->memory->alreadyVisited, obj))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
// passthrough
|
||||
FALLTHROUGH;
|
||||
}
|
||||
case Obj::MONSTER:
|
||||
case Obj::HERO:
|
||||
|
@ -50,7 +50,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
|
||||
new SharedPool<PriorityEvaluator>(
|
||||
[&]()->std::unique_ptr<PriorityEvaluator>
|
||||
{
|
||||
return make_unique<PriorityEvaluator>(this);
|
||||
return std::make_unique<PriorityEvaluator>(this);
|
||||
}));
|
||||
|
||||
dangerHitMap.reset(new DangerHitMapAnalyzer(this));
|
||||
|
@ -127,7 +127,7 @@ void ExecuteHeroChain::accept(AIGateway * ai)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
catch(cannotFulfillGoalException &)
|
||||
catch(const cannotFulfillGoalException &)
|
||||
{
|
||||
if(!heroPtr.validAndSet())
|
||||
{
|
||||
@ -173,7 +173,7 @@ void ExecuteHeroChain::accept(AIGateway * ai)
|
||||
ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
|
||||
blockedIndexes.insert(node.parentIndex);
|
||||
}
|
||||
catch(goalFulfilledException &)
|
||||
catch(const goalFulfilledException &)
|
||||
{
|
||||
if(!heroPtr.validAndSet())
|
||||
{
|
||||
|
@ -401,6 +401,9 @@ public:
|
||||
|
||||
void execute(const blocked_range<size_t>& r)
|
||||
{
|
||||
std::random_device randomDevice;
|
||||
std::mt19937 randomEngine(randomDevice());
|
||||
|
||||
for(int i = r.begin(); i != r.end(); i++)
|
||||
{
|
||||
auto & pos = tiles[i];
|
||||
@ -422,7 +425,7 @@ public:
|
||||
existingChains.push_back(&node);
|
||||
}
|
||||
|
||||
std::random_shuffle(existingChains.begin(), existingChains.end());
|
||||
std::shuffle(existingChains.begin(), existingChains.end(), randomEngine);
|
||||
|
||||
for(AIPathNode * node : existingChains)
|
||||
{
|
||||
@ -480,6 +483,9 @@ public:
|
||||
|
||||
bool AINodeStorage::calculateHeroChain()
|
||||
{
|
||||
std::random_device randomDevice;
|
||||
std::mt19937 randomEngine(randomDevice());
|
||||
|
||||
heroChainPass = EHeroChainPass::CHAIN;
|
||||
heroChain.clear();
|
||||
|
||||
@ -489,7 +495,7 @@ bool AINodeStorage::calculateHeroChain()
|
||||
{
|
||||
boost::mutex resultMutex;
|
||||
|
||||
std::random_shuffle(data.begin(), data.end());
|
||||
std::shuffle(data.begin(), data.end(), randomEngine);
|
||||
|
||||
parallel_for(blocked_range<size_t>(0, data.size()), [&](const blocked_range<size_t>& r)
|
||||
{
|
||||
|
@ -28,7 +28,7 @@ CStupidAI::~CStupidAI()
|
||||
print("destroyed");
|
||||
}
|
||||
|
||||
void CStupidAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
|
||||
void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
|
||||
{
|
||||
print("init called, saving ptr to IBattleCallback");
|
||||
env = ENV;
|
||||
@ -177,7 +177,7 @@ void CStupidAI::battleAttack(const BattleAttack *ba)
|
||||
print("battleAttack called");
|
||||
}
|
||||
|
||||
void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
|
||||
void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
||||
{
|
||||
print("battleStacksAttacked called");
|
||||
}
|
||||
@ -202,7 +202,7 @@ void CStupidAI::battleNewRound(int round)
|
||||
print("battleNewRound called");
|
||||
}
|
||||
|
||||
void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
|
||||
void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
|
||||
{
|
||||
print("battleStackMoved called");
|
||||
}
|
||||
|
@ -25,18 +25,18 @@ public:
|
||||
CStupidAI();
|
||||
~CStupidAI();
|
||||
|
||||
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
||||
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
||||
void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
|
||||
void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
|
||||
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
|
||||
|
||||
void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
|
||||
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
|
||||
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
|
||||
void battleEnd(const BattleResult *br) override;
|
||||
//void battleResultsApplied() override; //called when all effects of last battle are applied
|
||||
void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
|
||||
void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
|
||||
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||
void battleSpellCast(const BattleSpellCast *sc) override;
|
||||
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
|
||||
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
|
||||
|
@ -30,7 +30,7 @@ engineBase::engineBase()
|
||||
void engineBase::configure()
|
||||
{
|
||||
engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "Proportional");
|
||||
logAi->info(engine.toString());
|
||||
logAi->trace(engine.toString());
|
||||
}
|
||||
|
||||
void engineBase::addRule(const std::string & txt)
|
||||
|
@ -50,7 +50,7 @@ namespace Goals
|
||||
sightRadius = hero->getSightRadius();
|
||||
bestGoal = sptr(Goals::Invalid());
|
||||
bestValue = 0;
|
||||
ourPos = h->convertPosition(h->pos, false);
|
||||
ourPos = h->visitablePos();
|
||||
allowDeadEndCancellation = true;
|
||||
allowGatherArmy = gatherArmy;
|
||||
}
|
||||
|
@ -107,7 +107,7 @@ boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, c
|
||||
|
||||
std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
|
||||
{
|
||||
auto hpos = hero->getPosition(false);
|
||||
auto hpos = hero->visitablePos();
|
||||
auto initialNode =
|
||||
getOrCreateNode(hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND, NORMAL_CHAIN)
|
||||
.get();
|
||||
@ -211,7 +211,7 @@ std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
|
||||
}
|
||||
}
|
||||
|
||||
if(hero->getPosition(false) == source.coord)
|
||||
if(hero->visitablePos() == source.coord)
|
||||
{
|
||||
calculateTownPortalTeleportations(source, neighbours);
|
||||
}
|
||||
|
@ -98,11 +98,13 @@ void VCAI::heroMoved(const TryMoveHero & details, bool verbose)
|
||||
LOG_TRACE(logAi);
|
||||
NET_EVENT_HANDLER;
|
||||
|
||||
validateObject(details.id); //enemy hero may have left visible area
|
||||
//enemy hero may have left visible area
|
||||
validateObject(details.id);
|
||||
auto hero = cb->getHero(details.id);
|
||||
|
||||
const int3 from = CGHeroInstance::convertPosition(details.start, false);
|
||||
const int3 to = CGHeroInstance::convertPosition(details.end, false);
|
||||
const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
|
||||
const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
|
||||
|
||||
const CGObjectInstance * o1 = vstd::frontOrNull(cb->getVisitableObjs(from, verbose));
|
||||
const CGObjectInstance * o2 = vstd::frontOrNull(cb->getVisitableObjs(to, verbose));
|
||||
|
||||
@ -583,7 +585,7 @@ void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
|
||||
NET_EVENT_HANDLER;
|
||||
}
|
||||
|
||||
void VCAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
|
||||
void VCAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
|
||||
{
|
||||
LOG_TRACE(logAi);
|
||||
env = ENV;
|
||||
@ -608,7 +610,7 @@ void VCAI::yourTurn()
|
||||
LOG_TRACE(logAi);
|
||||
NET_EVENT_HANDLER;
|
||||
status.startedTurn();
|
||||
makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
|
||||
makingTurn = std::make_unique<boost::thread>(&VCAI::makeTurn, this);
|
||||
}
|
||||
|
||||
void VCAI::heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID)
|
||||
@ -756,7 +758,7 @@ void makePossibleUpgrades(const CArmedInstance * obj)
|
||||
if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
|
||||
{
|
||||
UpgradeInfo ui;
|
||||
cb->getUpgradeInfo(obj, SlotID(i), ui);
|
||||
cb->fillUpgradeInfo(obj, SlotID(i), ui);
|
||||
if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
|
||||
{
|
||||
cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
|
||||
@ -1813,7 +1815,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
|
||||
{
|
||||
//FIXME: this assertion fails also if AI moves onto defeated guarded object
|
||||
assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
|
||||
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
|
||||
cb->moveHero(*h, h->convertFromVisitablePos(dst));
|
||||
afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
|
||||
// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
|
||||
teleportChannelProbingList.clear();
|
||||
@ -1867,14 +1869,14 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
|
||||
|
||||
auto doMovement = [&](int3 dst, bool transit)
|
||||
{
|
||||
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
|
||||
cb->moveHero(*h, h->convertFromVisitablePos(dst), transit);
|
||||
};
|
||||
|
||||
auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
|
||||
{
|
||||
destinationTeleport = exitId;
|
||||
if(exitPos.valid())
|
||||
destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
|
||||
destinationTeleportPos = h->convertFromVisitablePos(exitPos);
|
||||
cb->moveHero(*h, h->pos);
|
||||
destinationTeleport = ObjectInstanceID();
|
||||
destinationTeleportPos = int3(-1);
|
||||
@ -1883,7 +1885,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
|
||||
|
||||
auto doChannelProbing = [&]() -> void
|
||||
{
|
||||
auto currentPos = CGHeroInstance::convertPosition(h->pos, false);
|
||||
auto currentPos = h->visitablePos();
|
||||
auto currentExit = getObj(currentPos, true)->id;
|
||||
|
||||
status.setChannelProbing(true);
|
||||
@ -1900,7 +1902,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
|
||||
int3 currentCoord = path.nodes[i].coord;
|
||||
int3 nextCoord = path.nodes[i - 1].coord;
|
||||
|
||||
auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos, false));
|
||||
auto currentObject = getObj(currentCoord, currentCoord == h->visitablePos());
|
||||
auto nextObjectTop = getObj(nextCoord, false);
|
||||
auto nextObject = getObj(nextCoord, true);
|
||||
auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
|
||||
|
@ -143,7 +143,7 @@ public:
|
||||
|
||||
std::string getBattleAIName() const override;
|
||||
|
||||
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
|
||||
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
|
||||
void yourTurn() override;
|
||||
|
||||
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID) override; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
|
||||
|
@ -335,11 +335,6 @@ int3 CCallback::getGuardingCreaturePosition(int3 tile)
|
||||
return gs->map->guardingCreaturePositions[tile.z][tile.x][tile.y];
|
||||
}
|
||||
|
||||
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out)
|
||||
{
|
||||
gs->calculatePaths(hero, out);
|
||||
}
|
||||
|
||||
void CCallback::dig( const CGObjectInstance *hero )
|
||||
{
|
||||
DigWithHero dwh;
|
||||
@ -400,4 +395,4 @@ boost::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(
|
||||
const BattleStateInfoForRetreat & battleState)
|
||||
{
|
||||
return cl->playerint[getPlayerID().get()]->makeSurrenderRetreatDecision(battleState);
|
||||
}
|
||||
}
|
||||
|
@ -133,8 +133,6 @@ public:
|
||||
virtual int3 getGuardingCreaturePosition(int3 tile);
|
||||
virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
|
||||
|
||||
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
|
||||
|
||||
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
|
||||
void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
|
||||
void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
|
||||
|
@ -62,6 +62,7 @@ if(NOT ${CMAKE_VERSION} VERSION_LESS "3.16.0")
|
||||
endif(NOT ${CMAKE_VERSION} VERSION_LESS "3.16.0")
|
||||
option(ENABLE_GITVERSION "Enable Version.cpp with Git commit hash" ON)
|
||||
option(ENABLE_DEBUG_CONSOLE "Enable debug console for Windows builds" ON)
|
||||
option(ENABLE_STRICT_COMPILATION "Treat all compiler warnings as errors" OFF)
|
||||
option(ENABLE_MULTI_PROCESS_BUILDS "Enable /MP flag for MSVS solution" ON)
|
||||
option(ENABLE_SINGLE_APP_BUILD "Builds client and server as single executable" OFF)
|
||||
option(COPY_CONFIG_ON_BUILD "Copies config folder into output directory at building phase" ON)
|
||||
@ -229,10 +230,18 @@ if(MINGW OR MSVC)
|
||||
# Suppress warnings
|
||||
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
|
||||
add_definitions(-D_SCL_SECURE_NO_WARNINGS)
|
||||
# 4250: 'class1' : inherits 'class2::member' via dominance
|
||||
# 4251: class 'xxx' needs to have dll-interface to be used by clients of class 'yyy'
|
||||
# 4275: non dll-interface class 'xxx' used as base for dll-interface class
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /bigobj /wd4250 /wd4251 /wd4275")
|
||||
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /bigobj")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4250") # 4250: 'class1' : inherits 'class2::member' via dominance
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4251") # 4251: class 'xxx' needs to have dll-interface to be used by clients of class 'yyy'
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4244") # 4244: conversion from 'xxx' to 'yyy', possible loss of data
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4267") # 4267: conversion from 'xxx' to 'yyy', possible loss of data
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4275") # 4275: non dll-interface class 'xxx' used as base for dll-interface class
|
||||
#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4800") # 4800: implicit conversion from 'xxx' to bool. Possible information loss
|
||||
|
||||
if(ENABLE_STRICT_COMPILATION)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wx") # Treats all compiler warnings as errors
|
||||
endif()
|
||||
|
||||
if(ENABLE_MULTI_PROCESS_BUILDS)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
|
||||
@ -267,19 +276,30 @@ if(MINGW OR MSVC)
|
||||
endif(MINGW)
|
||||
endif(MINGW OR MSVC)
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX OR NOT WIN32) #so far all *nix compilers support such parameters
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -Wpointer-arith -Wuninitialized")
|
||||
if(CMAKE_COMPILER_IS_GNUCXX OR NOT WIN32)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wpointer-arith")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wuninitialized")
|
||||
|
||||
if (CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL 10.0 OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang" )
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wmismatched-tags")
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-strict-aliasing -Wno-switch -Wno-sign-compare -Wno-unused-local-typedefs")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-parameter -Wno-overloaded-virtual -Wno-type-limits -Wno-unknown-pragmas")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-reorder")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-varargs") # fuzzylite - Operation.h
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-parameter") # low chance of valid reports, a lot of emitted warnings
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-switch") # large number of false-positives, disabled
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-reorder") # large number of noise, low chance of any significant issues
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-sign-compare") # low chance of any significant issues
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-varargs") # emitted in fuzzylite headers, disabled
|
||||
|
||||
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unknown-warning-option")
|
||||
if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" AND CMAKE_CXX_COMPILER_VERSION VERSION_LESS 6.0)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unknown-pragmas") # emitted only by ancient gcc 5.5 in MXE build, remove after upgrade
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-variable") # emitted only by ancient gcc 5.5 in MXE build, remove after upgrade
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-maybe-uninitialized") # emitted only by ancient gcc 5.5 in MXE build, remove after upgrade
|
||||
endif()
|
||||
|
||||
if(ENABLE_STRICT_COMPILATION)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-error=array-bounds") # false positives in boost::multiarray during release build, keep as warning-only
|
||||
endif()
|
||||
|
||||
if(UNIX)
|
||||
@ -348,7 +368,7 @@ if(ENABLE_LAUNCHER OR ENABLE_EDITOR)
|
||||
find_package(QT NAMES Qt6 Qt5 REQUIRED COMPONENTS Widgets Network)
|
||||
find_package(Qt${QT_VERSION_MAJOR} REQUIRED COMPONENTS Widgets Network)
|
||||
|
||||
find_package(QT NAMES Qt6 Qt5 COMPONENTS LinguistTools )
|
||||
find_package(QT NAMES Qt6 Qt5 COMPONENTS LinguistTools)
|
||||
find_package(Qt${QT_VERSION_MAJOR} COMPONENTS LinguistTools)
|
||||
if(NOT Qt${QT_VERSION_MAJOR}LinguistTools_DIR)
|
||||
set(ENABLE_TRANSLATIONS OFF)
|
||||
|
@ -24,6 +24,7 @@
|
||||
"PACKAGE_NAME_SUFFIX" : "$env{VCMI_PACKAGE_NAME_SUFFIX}",
|
||||
"CMAKE_BUILD_TYPE": "RelWithDebInfo",
|
||||
"ENABLE_TEST": "OFF",
|
||||
"ENABLE_STRICT_COMPILATION": "ON",
|
||||
"ENABLE_GITVERSION": "$env{VCMI_PACKAGE_GITVERSION}"
|
||||
}
|
||||
},
|
||||
|
57
Global.h
57
Global.h
@ -15,13 +15,6 @@
|
||||
// Fixed width bool data type is important for serialization
|
||||
static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
|
||||
|
||||
/* ---------------------------------------------------------------------------- */
|
||||
/* Suppress some compiler warnings */
|
||||
/* ---------------------------------------------------------------------------- */
|
||||
#ifdef _MSC_VER
|
||||
# pragma warning (disable : 4800 ) /* disable conversion to bool warning -- I think it's intended in all places */
|
||||
#endif
|
||||
|
||||
/* ---------------------------------------------------------------------------- */
|
||||
/* System detection. */
|
||||
/* ---------------------------------------------------------------------------- */
|
||||
@ -71,6 +64,7 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
|
||||
#endif
|
||||
|
||||
// Each compiler uses own way to supress fall through warning. Try to find it.
|
||||
// TODO: replace with c++17 [[fallthrough]]
|
||||
#ifdef __has_cpp_attribute
|
||||
# if __has_cpp_attribute(fallthrough)
|
||||
# define FALLTHROUGH [[fallthrough]];
|
||||
@ -89,9 +83,15 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
|
||||
/* Commonly used C++, Boost headers */
|
||||
/* ---------------------------------------------------------------------------- */
|
||||
#ifdef VCMI_WINDOWS
|
||||
# define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers - delete this line if something is missing.
|
||||
# define NOMINMAX // Exclude min/max macros from <Windows.h>. Use std::[min/max] from <algorithm> instead.
|
||||
# define _NO_W32_PSEUDO_MODIFIERS // Exclude more macros for compiling with MinGW on Linux.
|
||||
# ifndef WIN32_LEAN_AND_MEAN
|
||||
# define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers - delete this line if something is missing.
|
||||
# endif
|
||||
# ifndef NOMINMAX
|
||||
# define NOMINMAX // Exclude min/max macros from <Windows.h>. Use std::[min/max] from <algorithm> instead.
|
||||
# endif
|
||||
# ifndef _NO_W32_PSEUDO_MODIFIERS
|
||||
# define _NO_W32_PSEUDO_MODIFIERS // Exclude more macros for compiling with MinGW on Linux.
|
||||
# endif
|
||||
#endif
|
||||
|
||||
#ifdef VCMI_ANDROID
|
||||
@ -249,7 +249,8 @@ template<typename T, size_t N> char (&_ArrayCountObj(const T (&)[N]))[N];
|
||||
#define ARRAY_COUNT(arr) (sizeof(_ArrayCountObj(arr)))
|
||||
|
||||
// should be used for variables that becomes unused in release builds (e.g. only used for assert checks)
|
||||
#define UNUSED(VAR) ((void)VAR)
|
||||
// TODO: replace with c++17 [[maybe_unused]]
|
||||
#define MAYBE_UNUSED(VAR) ((void)VAR)
|
||||
|
||||
// old iOS SDKs compatibility
|
||||
#ifdef VCMI_IOS
|
||||
@ -490,32 +491,6 @@ namespace vstd
|
||||
ptr = nullptr;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
std::unique_ptr<T> make_unique()
|
||||
{
|
||||
return std::unique_ptr<T>(new T());
|
||||
}
|
||||
template<typename T, typename Arg1>
|
||||
std::unique_ptr<T> make_unique(Arg1 &&arg1)
|
||||
{
|
||||
return std::unique_ptr<T>(new T(std::forward<Arg1>(arg1)));
|
||||
}
|
||||
template<typename T, typename Arg1, typename Arg2>
|
||||
std::unique_ptr<T> make_unique(Arg1 &&arg1, Arg2 &&arg2)
|
||||
{
|
||||
return std::unique_ptr<T>(new T(std::forward<Arg1>(arg1), std::forward<Arg2>(arg2)));
|
||||
}
|
||||
template<typename T, typename Arg1, typename Arg2, typename Arg3>
|
||||
std::unique_ptr<T> make_unique(Arg1 &&arg1, Arg2 &&arg2, Arg3 &&arg3)
|
||||
{
|
||||
return std::unique_ptr<T>(new T(std::forward<Arg1>(arg1), std::forward<Arg2>(arg2), std::forward<Arg3>(arg3)));
|
||||
}
|
||||
template<typename T, typename Arg1, typename Arg2, typename Arg3, typename Arg4>
|
||||
std::unique_ptr<T> make_unique(Arg1 &&arg1, Arg2 &&arg2, Arg3 &&arg3, Arg4 &&arg4)
|
||||
{
|
||||
return std::unique_ptr<T>(new T(std::forward<Arg1>(arg1), std::forward<Arg2>(arg2), std::forward<Arg3>(arg3), std::forward<Arg4>(arg4)));
|
||||
}
|
||||
|
||||
template <typename Container>
|
||||
typename Container::const_reference circularAt(const Container &r, size_t index)
|
||||
{
|
||||
@ -743,10 +718,16 @@ namespace vstd
|
||||
return v;
|
||||
}
|
||||
|
||||
//c++20 feature
|
||||
template<typename Arithmetic, typename Floating>
|
||||
Arithmetic lerp(const Arithmetic & a, const Arithmetic & b, const Floating & f)
|
||||
{
|
||||
return a + (b - a) * f;
|
||||
}
|
||||
|
||||
using boost::math::round;
|
||||
}
|
||||
using vstd::operator-=;
|
||||
using vstd::make_unique;
|
||||
|
||||
#ifdef NO_STD_TOSTRING
|
||||
namespace std
|
||||
|
@ -20,7 +20,7 @@ namespace BitmapHandler
|
||||
{
|
||||
SDL_Surface * loadH3PCX(ui8 * data, size_t size);
|
||||
|
||||
SDL_Surface * loadBitmapFromDir(std::string path, std::string fname, bool setKey=true);
|
||||
SDL_Surface * loadBitmapFromDir(std::string path, std::string fname);
|
||||
}
|
||||
|
||||
bool isPCX(const ui8 *header)//check whether file can be PCX according to header
|
||||
@ -102,7 +102,7 @@ SDL_Surface * BitmapHandler::loadH3PCX(ui8 * pcx, size_t size)
|
||||
return ret;
|
||||
}
|
||||
|
||||
SDL_Surface * BitmapHandler::loadBitmapFromDir(std::string path, std::string fname, bool setKey)
|
||||
SDL_Surface * BitmapHandler::loadBitmapFromDir(std::string path, std::string fname)
|
||||
{
|
||||
if(!fname.size())
|
||||
{
|
||||
@ -121,14 +121,7 @@ SDL_Surface * BitmapHandler::loadBitmapFromDir(std::string path, std::string fna
|
||||
if (isPCX(readFile.first.get()))
|
||||
{//H3-style PCX
|
||||
ret = loadH3PCX(readFile.first.get(), readFile.second);
|
||||
if (ret)
|
||||
{
|
||||
if(ret->format->BytesPerPixel == 1 && setKey)
|
||||
{
|
||||
CSDL_Ext::setColorKey(ret,ret->format->palette->colors[0]);
|
||||
}
|
||||
}
|
||||
else
|
||||
if (!ret)
|
||||
{
|
||||
logGlobal->error("Failed to open %s as H3 PCX!", fname);
|
||||
return nullptr;
|
||||
@ -144,7 +137,8 @@ SDL_Surface * BitmapHandler::loadBitmapFromDir(std::string path, std::string fna
|
||||
{
|
||||
if (ret->format->palette)
|
||||
{
|
||||
//set correct value for alpha\unused channel
|
||||
// set correct value for alpha\unused channel
|
||||
// NOTE: might be unnecessary with SDL2
|
||||
for (int i=0; i < ret->format->palette->ncolors; i++)
|
||||
ret->format->palette->colors[i].a = SDL_ALPHA_OPAQUE;
|
||||
}
|
||||
@ -196,12 +190,12 @@ SDL_Surface * BitmapHandler::loadBitmapFromDir(std::string path, std::string fna
|
||||
return ret;
|
||||
}
|
||||
|
||||
SDL_Surface * BitmapHandler::loadBitmap(std::string fname, bool setKey)
|
||||
SDL_Surface * BitmapHandler::loadBitmap(std::string fname)
|
||||
{
|
||||
SDL_Surface * bitmap = nullptr;
|
||||
|
||||
if (!(bitmap = loadBitmapFromDir("DATA/", fname, setKey)) &&
|
||||
!(bitmap = loadBitmapFromDir("SPRITES/", fname, setKey)))
|
||||
if (!(bitmap = loadBitmapFromDir("DATA/", fname)) &&
|
||||
!(bitmap = loadBitmapFromDir("SPRITES/", fname)))
|
||||
{
|
||||
logGlobal->error("Error: Failed to find file %s", fname);
|
||||
}
|
||||
|
@ -14,5 +14,5 @@ struct SDL_Surface;
|
||||
namespace BitmapHandler
|
||||
{
|
||||
//Load file from /DATA or /SPRITES
|
||||
SDL_Surface * loadBitmap(std::string fname, bool setKey=true);
|
||||
SDL_Surface * loadBitmap(std::string fname);
|
||||
}
|
||||
|
189
client/CMT.cpp
189
client/CMT.cpp
@ -468,10 +468,9 @@ int main(int argc, char * argv[])
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
pomtime.getDiff();
|
||||
CCS->curh = new CCursorHandler();
|
||||
graphics = new Graphics(); // should be before curh->init()
|
||||
graphics = new Graphics(); // should be before curh
|
||||
|
||||
CCS->curh->initCursor();
|
||||
CCS->curh = new CCursorHandler();
|
||||
logGlobal->info("Screen handler: %d ms", pomtime.getDiff());
|
||||
pomtime.getDiff();
|
||||
|
||||
@ -585,6 +584,7 @@ void removeGUI()
|
||||
GH.curInt = nullptr;
|
||||
if(GH.topInt())
|
||||
GH.topInt()->deactivate();
|
||||
adventureInt = nullptr;
|
||||
GH.listInt.clear();
|
||||
GH.objsToBlit.clear();
|
||||
GH.statusbar = nullptr;
|
||||
@ -664,36 +664,7 @@ void processCommand(const std::string &message)
|
||||
// }
|
||||
else if(message=="convert txt")
|
||||
{
|
||||
std::cout << "Command accepted.\t";
|
||||
|
||||
const bfs::path outPath =
|
||||
VCMIDirs::get().userExtractedPath();
|
||||
|
||||
bfs::create_directories(outPath);
|
||||
|
||||
auto extractVector = [=](const std::vector<std::string> & source, const std::string & name)
|
||||
{
|
||||
JsonNode data(JsonNode::JsonType::DATA_VECTOR);
|
||||
size_t index = 0;
|
||||
for(auto & line : source)
|
||||
{
|
||||
JsonNode lineNode(JsonNode::JsonType::DATA_STRUCT);
|
||||
lineNode["text"].String() = line;
|
||||
lineNode["index"].Integer() = index++;
|
||||
data.Vector().push_back(lineNode);
|
||||
}
|
||||
|
||||
const bfs::path filePath = outPath / (name + ".json");
|
||||
bfs::ofstream file(filePath);
|
||||
file << data.toJson();
|
||||
};
|
||||
|
||||
extractVector(VLC->generaltexth->allTexts, "generalTexts");
|
||||
extractVector(VLC->generaltexth->jktexts, "jkTexts");
|
||||
extractVector(VLC->generaltexth->arraytxt, "arrayTexts");
|
||||
|
||||
std::cout << "\rExtracting done :)\n";
|
||||
std::cout << " Extracted files can be found in " << outPath << " directory\n";
|
||||
VLC->generaltexth->dumpAllTexts();
|
||||
}
|
||||
else if(message=="get config")
|
||||
{
|
||||
@ -878,7 +849,7 @@ void processCommand(const std::string &message)
|
||||
{
|
||||
std::string URI;
|
||||
readed >> URI;
|
||||
std::unique_ptr<CAnimation> anim = make_unique<CAnimation>(URI);
|
||||
std::unique_ptr<CAnimation> anim = std::make_unique<CAnimation>(URI);
|
||||
anim->preload();
|
||||
anim->exportBitmaps(VCMIDirs::get().userExtractedPath());
|
||||
}
|
||||
@ -1079,7 +1050,8 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIn
|
||||
if (displayIndex < 0)
|
||||
displayIndex = 0;
|
||||
}
|
||||
#ifdef VCMI_IOS
|
||||
|
||||
#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
|
||||
SDL_GetWindowSize(mainWindow, &w, &h);
|
||||
#else
|
||||
if(!checkVideoMode(displayIndex, w, h))
|
||||
@ -1506,80 +1478,89 @@ static void mainLoop()
|
||||
}
|
||||
}
|
||||
|
||||
static void quitApplication()
|
||||
{
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
if(CSH->client)
|
||||
CSH->endGameplay();
|
||||
}
|
||||
|
||||
GH.listInt.clear();
|
||||
GH.objsToBlit.clear();
|
||||
|
||||
CMM.reset();
|
||||
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
// cleanup, mostly to remove false leaks from analyzer
|
||||
if(CCS)
|
||||
{
|
||||
CCS->musich->release();
|
||||
CCS->soundh->release();
|
||||
|
||||
vstd::clear_pointer(CCS);
|
||||
}
|
||||
CMessage::dispose();
|
||||
|
||||
vstd::clear_pointer(graphics);
|
||||
}
|
||||
|
||||
vstd::clear_pointer(VLC);
|
||||
|
||||
vstd::clear_pointer(console);// should be removed after everything else since used by logging
|
||||
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(750));//???
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
if(settings["general"]["notifications"].Bool())
|
||||
{
|
||||
NotificationHandler::destroy();
|
||||
}
|
||||
|
||||
cleanupRenderer();
|
||||
|
||||
if(nullptr != mainRenderer)
|
||||
{
|
||||
SDL_DestroyRenderer(mainRenderer);
|
||||
mainRenderer = nullptr;
|
||||
}
|
||||
|
||||
if(nullptr != mainWindow)
|
||||
{
|
||||
SDL_DestroyWindow(mainWindow);
|
||||
mainWindow = nullptr;
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
if(logConfig != nullptr)
|
||||
{
|
||||
logConfig->deconfigure();
|
||||
delete logConfig;
|
||||
logConfig = nullptr;
|
||||
}
|
||||
|
||||
std::cout << "Ending...\n";
|
||||
exit(0);
|
||||
}
|
||||
|
||||
void handleQuit(bool ask)
|
||||
{
|
||||
auto quitApplication = []()
|
||||
{
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
if(CSH->client)
|
||||
CSH->endGameplay();
|
||||
}
|
||||
|
||||
GH.listInt.clear();
|
||||
GH.objsToBlit.clear();
|
||||
|
||||
CMM.reset();
|
||||
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
// cleanup, mostly to remove false leaks from analyzer
|
||||
if(CCS)
|
||||
{
|
||||
CCS->musich->release();
|
||||
CCS->soundh->release();
|
||||
|
||||
vstd::clear_pointer(CCS);
|
||||
}
|
||||
CMessage::dispose();
|
||||
|
||||
vstd::clear_pointer(graphics);
|
||||
}
|
||||
|
||||
vstd::clear_pointer(VLC);
|
||||
|
||||
vstd::clear_pointer(console);// should be removed after everything else since used by logging
|
||||
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(750));//???
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
if(settings["general"]["notifications"].Bool())
|
||||
{
|
||||
NotificationHandler::destroy();
|
||||
}
|
||||
|
||||
cleanupRenderer();
|
||||
|
||||
if(nullptr != mainRenderer)
|
||||
{
|
||||
SDL_DestroyRenderer(mainRenderer);
|
||||
mainRenderer = nullptr;
|
||||
}
|
||||
|
||||
if(nullptr != mainWindow)
|
||||
{
|
||||
SDL_DestroyWindow(mainWindow);
|
||||
mainWindow = nullptr;
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
if(logConfig != nullptr)
|
||||
{
|
||||
logConfig->deconfigure();
|
||||
delete logConfig;
|
||||
logConfig = nullptr;
|
||||
}
|
||||
|
||||
std::cout << "Ending...\n";
|
||||
exit(0);
|
||||
};
|
||||
|
||||
if(CSH->client && LOCPLINT && ask)
|
||||
{
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
||||
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], quitApplication, nullptr);
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], [](){
|
||||
// Workaround for assertion failure on exit:
|
||||
// handleQuit() is alway called during SDL event processing
|
||||
// during which, eventsM is kept locked
|
||||
// this leads to assertion failure if boost::mutex is in locked state
|
||||
eventsM.unlock();
|
||||
|
||||
quitApplication();
|
||||
}, nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4,7 +4,6 @@ set(client_SRCS
|
||||
|
||||
battle/BattleActionsController.cpp
|
||||
battle/BattleAnimationClasses.cpp
|
||||
battle/BattleControlPanel.cpp
|
||||
battle/BattleEffectsController.cpp
|
||||
battle/BattleFieldController.cpp
|
||||
battle/BattleInterfaceClasses.cpp
|
||||
@ -14,6 +13,7 @@ set(client_SRCS
|
||||
battle/BattleRenderer.cpp
|
||||
battle/BattleSiegeController.cpp
|
||||
battle/BattleStacksController.cpp
|
||||
battle/BattleWindow.cpp
|
||||
battle/CreatureAnimation.cpp
|
||||
|
||||
gui/CAnimation.cpp
|
||||
@ -21,6 +21,7 @@ set(client_SRCS
|
||||
gui/CCursorHandler.cpp
|
||||
gui/CGuiHandler.cpp
|
||||
gui/CIntObject.cpp
|
||||
gui/ColorFilter.cpp
|
||||
gui/Fonts.cpp
|
||||
gui/Geometries.cpp
|
||||
gui/SDL_Extensions.cpp
|
||||
@ -88,7 +89,6 @@ set(client_HEADERS
|
||||
|
||||
battle/BattleActionsController.h
|
||||
battle/BattleAnimationClasses.h
|
||||
battle/BattleControlPanel.h
|
||||
battle/BattleEffectsController.h
|
||||
battle/BattleFieldController.h
|
||||
battle/BattleInterfaceClasses.h
|
||||
@ -98,12 +98,15 @@ set(client_HEADERS
|
||||
battle/BattleRenderer.h
|
||||
battle/BattleSiegeController.h
|
||||
battle/BattleStacksController.h
|
||||
battle/BattleWindow.h
|
||||
battle/CreatureAnimation.h
|
||||
battle/BattleConstants.h
|
||||
|
||||
gui/CAnimation.h
|
||||
gui/Canvas.h
|
||||
gui/CCursorHandler.h
|
||||
gui/CGuiHandler.h
|
||||
gui/ColorFilter.h
|
||||
gui/CIntObject.h
|
||||
gui/Fonts.h
|
||||
gui/Geometries.h
|
||||
|
@ -71,7 +71,7 @@ void CMessage::init()
|
||||
{
|
||||
for(int i=0; i<PlayerColor::PLAYER_LIMIT_I; i++)
|
||||
{
|
||||
dialogBorders[i] = make_unique<CAnimation>("DIALGBOX");
|
||||
dialogBorders[i] = std::make_unique<CAnimation>("DIALGBOX");
|
||||
dialogBorders[i]->preload();
|
||||
|
||||
for(int j=0; j < dialogBorders[i]->size(0); j++)
|
||||
|
@ -409,6 +409,8 @@ void CMusicHandler::release()
|
||||
|
||||
void CMusicHandler::playMusic(const std::string & musicURI, bool loop, bool fromStart)
|
||||
{
|
||||
boost::mutex::scoped_lock guard(mutex);
|
||||
|
||||
if (current && current->isPlaying() && current->isTrack(musicURI))
|
||||
return;
|
||||
|
||||
@ -422,6 +424,8 @@ void CMusicHandler::playMusicFromSet(const std::string & musicSet, const std::st
|
||||
|
||||
void CMusicHandler::playMusicFromSet(const std::string & whichSet, bool loop, bool fromStart)
|
||||
{
|
||||
boost::mutex::scoped_lock guard(mutex);
|
||||
|
||||
auto selectedSet = musicsSet.find(whichSet);
|
||||
if (selectedSet == musicsSet.end())
|
||||
{
|
||||
@ -441,8 +445,6 @@ void CMusicHandler::queueNext(std::unique_ptr<MusicEntry> queued)
|
||||
if (!initialized)
|
||||
return;
|
||||
|
||||
boost::mutex::scoped_lock guard(mutex);
|
||||
|
||||
next = std::move(queued);
|
||||
|
||||
if (current.get() == nullptr || !current->stop(1000))
|
||||
@ -456,7 +458,7 @@ void CMusicHandler::queueNext(CMusicHandler *owner, const std::string & setName,
|
||||
{
|
||||
try
|
||||
{
|
||||
queueNext(make_unique<MusicEntry>(owner, setName, musicURI, looped, fromStart));
|
||||
queueNext(std::make_unique<MusicEntry>(owner, setName, musicURI, looped, fromStart));
|
||||
}
|
||||
catch(std::exception &e)
|
||||
{
|
||||
@ -487,13 +489,32 @@ void CMusicHandler::setVolume(ui32 percent)
|
||||
|
||||
void CMusicHandler::musicFinishedCallback()
|
||||
{
|
||||
boost::mutex::scoped_lock guard(mutex);
|
||||
// boost::mutex::scoped_lock guard(mutex);
|
||||
// FIXME: WORKAROUND FOR A POTENTIAL DEADLOCK
|
||||
// It is possible for:
|
||||
// 1) SDL thread to call this method on end of playback
|
||||
// 2) VCMI code to call queueNext() method to queue new file
|
||||
// this leads to:
|
||||
// 1) SDL thread waiting to acquire music lock in this method (while keeping internal SDL mutex locked)
|
||||
// 2) VCMI thread waiting to acquire internal SDL mutex (while keeping music mutex locked)
|
||||
// Because of that (and lack of clear way to fix that)
|
||||
// We will try to acquire lock here and if failed - do nothing
|
||||
// This may break music playback till next song is enqued but won't deadlock the game
|
||||
|
||||
if (!mutex.try_lock())
|
||||
{
|
||||
logGlobal->error("Failed to acquire mutex! Unable to restart music!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (current.get() != nullptr)
|
||||
{
|
||||
// if music is looped, play it again
|
||||
if (current->play())
|
||||
{
|
||||
mutex.unlock();
|
||||
return;
|
||||
}
|
||||
else
|
||||
current.reset();
|
||||
}
|
||||
@ -503,6 +524,7 @@ void CMusicHandler::musicFinishedCallback()
|
||||
current.reset(next.release());
|
||||
current->play();
|
||||
}
|
||||
mutex.unlock();
|
||||
}
|
||||
|
||||
MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped, bool fromStart):
|
||||
@ -597,7 +619,7 @@ bool MusicEntry::play()
|
||||
|
||||
bool MusicEntry::stop(int fade_ms)
|
||||
{
|
||||
if (Mix_PlayingMusic())
|
||||
if (playing)
|
||||
{
|
||||
playing = false;
|
||||
loop = 0;
|
||||
|
@ -16,7 +16,7 @@
|
||||
#include "battle/BattleEffectsController.h"
|
||||
#include "battle/BattleFieldController.h"
|
||||
#include "battle/BattleInterfaceClasses.h"
|
||||
#include "battle/BattleControlPanel.h"
|
||||
#include "battle/BattleWindow.h"
|
||||
#include "../CCallback.h"
|
||||
#include "windows/CCastleInterface.h"
|
||||
#include "gui/CCursorHandler.h"
|
||||
@ -93,7 +93,7 @@ boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
|
||||
|
||||
CPlayerInterface * LOCPLINT;
|
||||
|
||||
BattleInterface * CPlayerInterface::battleInt;
|
||||
std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
|
||||
|
||||
enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
|
||||
CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
|
||||
@ -142,14 +142,16 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
|
||||
|
||||
CPlayerInterface::~CPlayerInterface()
|
||||
{
|
||||
if(CCS->soundh) CCS->soundh->ambientStopAllChannels();
|
||||
if(CCS && CCS->soundh)
|
||||
CCS->soundh->ambientStopAllChannels();
|
||||
|
||||
logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
|
||||
delete showingDialog;
|
||||
delete cingconsole;
|
||||
if (LOCPLINT == this)
|
||||
LOCPLINT = nullptr;
|
||||
}
|
||||
void CPlayerInterface::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
|
||||
void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
|
||||
{
|
||||
cb = CB;
|
||||
env = ENV;
|
||||
@ -267,8 +269,8 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
|
||||
assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
|
||||
std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
|
||||
|
||||
if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
|
||||
&& (nodesIt - 1)->coord == CGHeroInstance::convertPosition(details.end, false))
|
||||
if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
|
||||
&& (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
|
||||
{
|
||||
//path was between entrance and exit of teleport -> OK, erase node as usual
|
||||
removeLastNodeFromPath(hero);
|
||||
@ -692,7 +694,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
|
||||
if (settings["adventure"]["quickCombat"].Bool())
|
||||
{
|
||||
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
||||
autofightingAI->init(env, cb);
|
||||
autofightingAI->initBattleInterface(env, cb);
|
||||
autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
|
||||
isAutoFightOn = true;
|
||||
cb->registerBattleInterface(autofightingAI);
|
||||
@ -707,7 +709,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects)
|
||||
void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
@ -747,8 +749,6 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
battleInt->effectsController->displayCustomEffects(customEffects);
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
|
||||
@ -838,9 +838,9 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
|
||||
autofightingAI.reset();
|
||||
}
|
||||
|
||||
BattleInterface *b = battleInt;
|
||||
assert(battleInt);
|
||||
|
||||
if(!b)
|
||||
if(!battleInt)
|
||||
{
|
||||
return BattleAction::makeDefend(stack); // probably battle is finished already
|
||||
}
|
||||
@ -853,7 +853,7 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
|
||||
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
b->stackActivated(stack);
|
||||
battleInt->stackActivated(stack);
|
||||
//Regeneration & mana drain go there
|
||||
}
|
||||
//wait till BattleInterface sets its command
|
||||
@ -915,12 +915,12 @@ void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
|
||||
battleInt->displayBattleLog(lines);
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
|
||||
void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
|
||||
battleInt->stackMoved(stack, dest, distance);
|
||||
battleInt->stackMoved(stack, dest, distance, teleport);
|
||||
}
|
||||
void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
|
||||
{
|
||||
@ -944,7 +944,7 @@ void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
|
||||
RETURN_IF_QUICK_COMBAT;
|
||||
battleInt->effectsController->battleTriggerEffect(bte);
|
||||
}
|
||||
void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
|
||||
void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
@ -954,24 +954,25 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
|
||||
{
|
||||
const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
|
||||
const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
|
||||
if(elem.isEffect())
|
||||
{
|
||||
if(defender && !elem.isSecondary())
|
||||
battleInt->effectsController->displayEffect(EBattleEffect::EBattleEffect(elem.effect), defender->getPosition());
|
||||
}
|
||||
if(elem.isSpell())
|
||||
{
|
||||
if(defender)
|
||||
battleInt->displaySpellEffect(elem.spellID, defender->getPosition());
|
||||
}
|
||||
//FIXME: why action is deleted during enchanter cast?
|
||||
bool remoteAttack = false;
|
||||
|
||||
if(LOCPLINT->curAction)
|
||||
remoteAttack |= LOCPLINT->curAction->actionType != EActionType::WALK_AND_ATTACK;
|
||||
assert(defender);
|
||||
|
||||
StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
|
||||
arg.push_back(to_put);
|
||||
StackAttackedInfo info;
|
||||
info.defender = defender;
|
||||
info.attacker = attacker;
|
||||
info.damageDealt = elem.damageAmount;
|
||||
info.amountKilled = elem.killedAmount;
|
||||
info.spellEffect = SpellID::NONE;
|
||||
info.indirectAttack = ranged;
|
||||
info.killed = elem.killed();
|
||||
info.rebirth = elem.willRebirth();
|
||||
info.cloneKilled = elem.cloneKilled();
|
||||
info.fireShield = elem.fireShield();
|
||||
|
||||
if (elem.isSpell())
|
||||
info.spellEffect = elem.spellID;
|
||||
|
||||
arg.push_back(info);
|
||||
}
|
||||
battleInt->stacksAreAttacked(arg);
|
||||
}
|
||||
@ -982,94 +983,36 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
|
||||
|
||||
assert(curAction);
|
||||
|
||||
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
|
||||
StackAttackInfo info;
|
||||
info.attacker = cb->battleGetStackByID(ba->stackAttacking);
|
||||
info.defender = nullptr;
|
||||
info.indirectAttack = ba->shot();
|
||||
info.lucky = ba->lucky();
|
||||
info.unlucky = ba->unlucky();
|
||||
info.deathBlow = ba->deathBlow();
|
||||
info.lifeDrain = ba->lifeDrain();
|
||||
info.tile = ba->tile;
|
||||
info.spellEffect = SpellID::NONE;
|
||||
|
||||
if(!attacker)
|
||||
{
|
||||
logGlobal->error("Attacking stack not found");
|
||||
return;
|
||||
}
|
||||
if (ba->spellLike())
|
||||
info.spellEffect = ba->spellID;
|
||||
|
||||
if(ba->lucky()) //lucky hit
|
||||
for(auto & elem : ba->bsa)
|
||||
{
|
||||
battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-45));
|
||||
battleInt->effectsController->displayEffect(EBattleEffect::GOOD_LUCK, soundBase::GOODLUCK, attacker->getPosition());
|
||||
}
|
||||
if(ba->unlucky()) //unlucky hit
|
||||
{
|
||||
battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-44));
|
||||
battleInt->effectsController->displayEffect(EBattleEffect::BAD_LUCK, soundBase::BADLUCK, attacker->getPosition());
|
||||
}
|
||||
if(ba->deathBlow())
|
||||
{
|
||||
battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(365));
|
||||
for(auto & elem : ba->bsa)
|
||||
if(!elem.isSecondary())
|
||||
{
|
||||
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
|
||||
battleInt->effectsController->displayEffect(EBattleEffect::DEATH_BLOW, attacked->getPosition());
|
||||
assert(info.defender == nullptr);
|
||||
info.defender = cb->battleGetStackByID(elem.stackAttacked);
|
||||
}
|
||||
CCS->soundh->playSound(soundBase::deathBlow);
|
||||
}
|
||||
|
||||
battleInt->effectsController->displayCustomEffects(ba->customEffects);
|
||||
|
||||
battleInt->waitForAnims();
|
||||
|
||||
auto actionTarget = curAction->getTarget(cb.get());
|
||||
|
||||
if(actionTarget.empty() || (actionTarget.size() < 2 && !ba->shot()))
|
||||
{
|
||||
logNetwork->error("Invalid current action: no destination.");
|
||||
return;
|
||||
}
|
||||
|
||||
if(ba->shot())
|
||||
{
|
||||
for(auto & elem : ba->bsa)
|
||||
else
|
||||
{
|
||||
if(!elem.isSecondary()) //display projectile only for primary target
|
||||
{
|
||||
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
|
||||
battleInt->stackAttacking(attacker, attacked->getPosition(), attacked, true);
|
||||
}
|
||||
info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
auto attackTarget = actionTarget.at(1).hexValue;
|
||||
assert(info.defender != nullptr);
|
||||
assert(info.attacker != nullptr);
|
||||
|
||||
//TODO: use information from BattleAttack but not curAction
|
||||
|
||||
int shift = 0;
|
||||
if(ba->counter() && BattleHex::mutualPosition(attackTarget, attacker->getPosition()) < 0)
|
||||
{
|
||||
int distp = BattleHex::getDistance(attackTarget + 1, attacker->getPosition());
|
||||
int distm = BattleHex::getDistance(attackTarget - 1, attacker->getPosition());
|
||||
|
||||
if(distp < distm)
|
||||
shift = 1;
|
||||
else
|
||||
shift = -1;
|
||||
}
|
||||
|
||||
if(!ba->bsa.empty())
|
||||
{
|
||||
const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
|
||||
battleInt->stackAttacking(attacker, ba->counter() ? BattleHex(attackTarget + shift) : attackTarget, attacked, false);
|
||||
}
|
||||
}
|
||||
|
||||
//battleInt->waitForAnims(); //FIXME: freeze
|
||||
|
||||
if(ba->spellLike())
|
||||
{
|
||||
//TODO: use information from BattleAttack but not curAction
|
||||
|
||||
auto destination = actionTarget.at(0).hexValue;
|
||||
//display hit animation
|
||||
SpellID spellID = ba->spellID;
|
||||
battleInt->displaySpellHit(spellID, destination);
|
||||
}
|
||||
battleInt->stackAttacking(info);
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleGateStateChanged(const EGateState state)
|
||||
@ -1551,7 +1494,7 @@ void CPlayerInterface::newObject( const CGObjectInstance * obj )
|
||||
//we might have built a boat in shipyard in opened town screen
|
||||
if (obj->ID == Obj::BOAT
|
||||
&& LOCPLINT->castleInt
|
||||
&& obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
|
||||
&& obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
|
||||
{
|
||||
CCS->soundh->playSound(soundBase::newBuilding);
|
||||
LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
|
||||
@ -1603,7 +1546,7 @@ void CPlayerInterface::playerBlocked(int reason, bool start)
|
||||
GH.curInt = this;
|
||||
adventureInt->selection = nullptr;
|
||||
adventureInt->setPlayer(playerID);
|
||||
std::string msg = CGI->generaltexth->localizedTexts["adventureMap"]["playerAttacked"].String();
|
||||
std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
|
||||
boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
|
||||
std::vector<std::shared_ptr<CComponent>> cmp;
|
||||
cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
|
||||
@ -1986,7 +1929,7 @@ CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(h->getPosition(false) == path.startPos());
|
||||
assert(h->visitablePos() == path.startPos());
|
||||
//update the hero path in case of something has changed on map
|
||||
if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
|
||||
return &path;
|
||||
@ -2090,7 +2033,7 @@ void CPlayerInterface::acceptTurn()
|
||||
void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
|
||||
{
|
||||
int msgToShow = -1;
|
||||
const bool isBlocked = CGI->mh->hasObjectHole(h->getPosition(false)); // Don't dig in the pit.
|
||||
const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
|
||||
|
||||
const auto diggingStatus = isBlocked
|
||||
? EDiggingStatus::TILE_OCCUPIED
|
||||
@ -2251,6 +2194,8 @@ void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
|
||||
if (artWin)
|
||||
artWin->artifactRemoved(al);
|
||||
}
|
||||
|
||||
waitWhileDialog();
|
||||
}
|
||||
|
||||
void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
|
||||
@ -2265,6 +2210,8 @@ void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const Artifact
|
||||
}
|
||||
if(!GH.objsToBlit.empty())
|
||||
GH.objsToBlit.back()->redraw();
|
||||
|
||||
waitWhileDialog();
|
||||
}
|
||||
|
||||
void CPlayerInterface::artifactPossibleAssembling(const ArtifactLocation & dst)
|
||||
@ -2383,7 +2330,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
|
||||
int i = 1;
|
||||
auto getObj = [&](int3 coord, bool ignoreHero)
|
||||
{
|
||||
return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
|
||||
return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
|
||||
};
|
||||
|
||||
auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
|
||||
@ -2422,7 +2369,9 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
|
||||
};
|
||||
|
||||
{
|
||||
path.convert(0);
|
||||
for (auto & elem : path.nodes)
|
||||
elem.coord = h->convertFromVisitablePos(elem.coord);
|
||||
|
||||
TerrainId currentTerrain = Terrain::BORDER; // not init yet
|
||||
TerrainId newTerrain;
|
||||
int sh = -1;
|
||||
@ -2479,7 +2428,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
|
||||
sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
|
||||
#endif
|
||||
{
|
||||
newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType->id;
|
||||
newTerrain = cb->getTile(h->convertToVisitablePos(currentCoord))->terType->id;
|
||||
if(newTerrain != currentTerrain)
|
||||
{
|
||||
CCS->soundh->stopSound(sh);
|
||||
|
@ -84,7 +84,7 @@ public:
|
||||
static const int SAVES_COUNT = 5;
|
||||
|
||||
CCastleInterface * castleInt; //nullptr if castle window isn't opened
|
||||
static BattleInterface * battleInt; //nullptr if no battle
|
||||
static std::shared_ptr<BattleInterface> battleInt; //nullptr if no battle
|
||||
CInGameConsole * cingconsole;
|
||||
|
||||
std::shared_ptr<CCallback> cb; //to communicate with engine
|
||||
@ -193,14 +193,14 @@ public:
|
||||
void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
|
||||
void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
void battleLogMessage(const std::vector<MetaString> & lines) override;
|
||||
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
|
||||
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||
void battleSpellCast(const BattleSpellCast *sc) override;
|
||||
void battleStacksEffectsSet(const SetStackEffect & sse) override; //called when a specific effect is set to stacks
|
||||
void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
|
||||
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override;
|
||||
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||
void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
|
||||
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
void battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects) override;
|
||||
void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
|
||||
void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
|
||||
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
void battleGateStateChanged(const EGateState state) override;
|
||||
@ -220,7 +220,7 @@ public:
|
||||
void openTownWindow(const CGTownInstance * town); //shows townscreen
|
||||
void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
|
||||
void updateInfo(const CGObjectInstance * specific);
|
||||
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
|
||||
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
|
||||
int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
|
||||
void activateForSpectator(); // TODO: spectator probably need own player interface class
|
||||
|
||||
|
@ -132,7 +132,7 @@ void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::
|
||||
{
|
||||
hostClientId = -1;
|
||||
state = EClientState::NONE;
|
||||
th = make_unique<CStopWatch>();
|
||||
th = std::make_unique<CStopWatch>();
|
||||
packsForLobbyScreen.clear();
|
||||
c.reset();
|
||||
si = std::make_shared<StartInfo>();
|
||||
@ -176,7 +176,7 @@ void CServerHandler::startLocalServerAndConnect()
|
||||
|
||||
th->update();
|
||||
|
||||
auto errorMsg = CGI->generaltexth->localizedTexts["server"]["errors"]["existingProcess"].String();
|
||||
auto errorMsg = CGI->generaltexth->translate("vcmi.server.errors.existingProcess");
|
||||
try
|
||||
{
|
||||
CConnection testConnection(localhostAddress, getDefaultPort(), NAME, uuid);
|
||||
@ -718,7 +718,7 @@ void CServerHandler::restoreLastSession()
|
||||
saveSession->Bool() = false;
|
||||
};
|
||||
|
||||
CInfoWindow::showYesNoDialog(VLC->generaltexth->localizedTexts["server"]["confirmReconnect"].String(), {}, loadSession, cleanUpSession);
|
||||
CInfoWindow::showYesNoDialog(VLC->generaltexth->translate("vcmi.server.confirmReconnect"), {}, loadSession, cleanUpSession);
|
||||
}
|
||||
|
||||
void CServerHandler::debugStartTest(std::string filename, bool save)
|
||||
|
@ -380,20 +380,12 @@ void CClient::endGame()
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
|
||||
logNetwork->info("Ending current game!");
|
||||
if(GH.topInt())
|
||||
{
|
||||
GH.topInt()->deactivate();
|
||||
}
|
||||
GH.listInt.clear();
|
||||
GH.objsToBlit.clear();
|
||||
GH.statusbar = nullptr;
|
||||
logNetwork->info("Removed GUI.");
|
||||
removeGUI();
|
||||
|
||||
vstd::clear_pointer(const_cast<CGameInfo *>(CGI)->mh);
|
||||
vstd::clear_pointer(gs);
|
||||
|
||||
logNetwork->info("Deleted mapHandler and gameState.");
|
||||
LOCPLINT = nullptr;
|
||||
}
|
||||
|
||||
playerint.clear();
|
||||
@ -509,7 +501,7 @@ void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInte
|
||||
logGlobal->trace("\tInitializing the interface for player %s", color.getStr());
|
||||
auto cb = std::make_shared<CCallback>(gs, color, this);
|
||||
battleCallbacks[color] = cb;
|
||||
gameInterface->init(playerEnvironments.at(color), cb);
|
||||
gameInterface->initGameInterface(playerEnvironments.at(color), cb);
|
||||
|
||||
installNewBattleInterface(gameInterface, color, battlecb);
|
||||
}
|
||||
@ -525,7 +517,7 @@ void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> ba
|
||||
logGlobal->trace("\tInitializing the battle interface for player %s", color.getStr());
|
||||
auto cbc = std::make_shared<CBattleCallback>(color, this);
|
||||
battleCallbacks[color] = cbc;
|
||||
battleInterface->init(playerEnvironments.at(color), cbc);
|
||||
battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
|
||||
}
|
||||
}
|
||||
|
||||
@ -594,11 +586,10 @@ void CClient::battleStarted(const BattleInfo * info)
|
||||
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
Rect battleIntRect((screen->w - 800)/2, (screen->h - 600)/2, 800, 600);
|
||||
if(!!att || !!def)
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
|
||||
GH.pushIntT<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def);
|
||||
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
|
||||
}
|
||||
else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
|
||||
{
|
||||
@ -606,7 +597,7 @@ void CClient::battleStarted(const BattleInfo * info)
|
||||
auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
|
||||
spectratorInt->cb->setBattle(info);
|
||||
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
|
||||
GH.pushIntT<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def, spectratorInt);
|
||||
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
|
||||
}
|
||||
}
|
||||
|
||||
@ -764,7 +755,7 @@ scripting::Pool * CClient::getContextPool() const
|
||||
|
||||
void CClient::reinitScripting()
|
||||
{
|
||||
clientEventBus = make_unique<events::EventBus>();
|
||||
clientEventBus = std::make_unique<events::EventBus>();
|
||||
#if SCRIPTING_ENABLED
|
||||
clientScripts.reset(new scripting::PoolImpl(this));
|
||||
#endif
|
||||
|
@ -18,7 +18,7 @@ CreatureCostBox::CreatureCostBox(Rect position, std::string titleText)
|
||||
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
|
||||
|
||||
type |= REDRAW_PARENT;
|
||||
pos = position + pos;
|
||||
pos = position + pos.topLeft();
|
||||
|
||||
title = std::make_shared<CLabel>(pos.w/2, 10, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, titleText);
|
||||
}
|
||||
|
@ -272,15 +272,18 @@ void EraseArtifact::applyCl(CClient *cl)
|
||||
callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactRemoved, al);
|
||||
}
|
||||
|
||||
void MoveArtifact::applyCl(CClient *cl)
|
||||
void MoveArtifact::applyCl(CClient * cl)
|
||||
{
|
||||
callInterfaceIfPresent(cl, src.owningPlayer(), &IGameEventsReceiver::artifactMoved, src, dst);
|
||||
callInterfaceIfPresent(cl, src.owningPlayer(), &IGameEventsReceiver::artifactPossibleAssembling, dst);
|
||||
if(src.owningPlayer() != dst.owningPlayer())
|
||||
auto moveArtifact = [this, cl](PlayerColor player) -> void
|
||||
{
|
||||
callInterfaceIfPresent(cl, dst.owningPlayer(), &IGameEventsReceiver::artifactMoved, src, dst);
|
||||
callInterfaceIfPresent(cl, dst.owningPlayer(), &IGameEventsReceiver::artifactPossibleAssembling, dst);
|
||||
}
|
||||
callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactMoved, src, dst);
|
||||
if(askAssemble)
|
||||
callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactPossibleAssembling, dst);
|
||||
};
|
||||
|
||||
moveArtifact(src.owningPlayer());
|
||||
if(src.owningPlayer() != dst.owningPlayer())
|
||||
moveArtifact(dst.owningPlayer());
|
||||
}
|
||||
|
||||
void BulkMoveArtifacts::applyCl(CClient * cl)
|
||||
@ -738,7 +741,7 @@ void BattleResult::applyFirstCl(CClient *cl)
|
||||
void BattleStackMoved::applyFirstCl(CClient *cl)
|
||||
{
|
||||
const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, tilesToMove, distance);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, tilesToMove, distance, teleporting);
|
||||
}
|
||||
|
||||
void BattleAttack::applyFirstCl(CClient *cl)
|
||||
@ -748,7 +751,7 @@ void BattleAttack::applyFirstCl(CClient *cl)
|
||||
|
||||
void BattleAttack::applyCl(CClient *cl)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa, shot());
|
||||
}
|
||||
|
||||
void StartAction::applyFirstCl(CClient *cl)
|
||||
@ -770,7 +773,7 @@ void SetStackEffect::applyCl(CClient *cl)
|
||||
|
||||
void StacksInjured::applyCl(CClient *cl)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks, false);
|
||||
}
|
||||
|
||||
void BattleResultsApplied::applyCl(CClient *cl)
|
||||
@ -782,7 +785,7 @@ void BattleResultsApplied::applyCl(CClient *cl)
|
||||
|
||||
void BattleUnitsChanged::applyCl(CClient * cl)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, changedStacks, customEffects);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, changedStacks);
|
||||
}
|
||||
|
||||
void BattleObstaclesChanged::applyCl(CClient *cl)
|
||||
|
@ -10,7 +10,7 @@
|
||||
#include "StdInc.h"
|
||||
#include "BattleActionsController.h"
|
||||
|
||||
#include "BattleControlPanel.h"
|
||||
#include "BattleWindow.h"
|
||||
#include "BattleStacksController.h"
|
||||
#include "BattleInterface.h"
|
||||
#include "BattleFieldController.h"
|
||||
@ -60,7 +60,7 @@ void BattleActionsController::endCastingSpell()
|
||||
|
||||
currentSpell = nullptr;
|
||||
spellDestSelectMode = false;
|
||||
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
||||
CCS->curh->set(Cursor::Combat::POINTER);
|
||||
|
||||
if(owner.stacksController->getActiveStack())
|
||||
{
|
||||
@ -122,7 +122,7 @@ void BattleActionsController::enterCreatureCastingMode()
|
||||
owner.giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, owner.stacksController->activeStackSpellToCast());
|
||||
owner.stacksController->setSelectedStack(nullptr);
|
||||
|
||||
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
||||
CCS->curh->set(Cursor::Combat::POINTER);
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -171,8 +171,6 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
|
||||
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:
|
||||
@ -233,7 +231,7 @@ void BattleActionsController::castThisSpell(SpellID spellID)
|
||||
|
||||
void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
{
|
||||
if (!owner.myTurn || !owner.battleActionsStarted) //we are not permit to do anything
|
||||
if (!owner.myTurn) //we are not permit to do anything
|
||||
return;
|
||||
|
||||
// This function handles mouse move over hexes and l-clicking on them.
|
||||
@ -245,8 +243,8 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
std::string newConsoleMsg;
|
||||
//used when hovering -> tooltip message and cursor to be set
|
||||
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?
|
||||
bool spellcastingCursor = false;
|
||||
auto cursorFrame = Cursor::Combat::POINTER;
|
||||
|
||||
//used when l-clicking -> action to be called upon the click
|
||||
std::function<void()> realizeAction;
|
||||
@ -263,9 +261,6 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
if (shere)
|
||||
ourStack = shere->owner == owner.curInt->playerID;
|
||||
|
||||
//stack may have changed, update selection border
|
||||
owner.stacksController->setHoveredStack(shere);
|
||||
|
||||
localActions.clear();
|
||||
illegalActions.clear();
|
||||
|
||||
@ -301,7 +296,6 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
{
|
||||
if (owner.fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
|
||||
{
|
||||
owner.fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
|
||||
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(myNumber);
|
||||
|
||||
if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
|
||||
@ -378,19 +372,6 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
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);
|
||||
@ -434,12 +415,12 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
case PossiblePlayerBattleAction::MOVE_STACK:
|
||||
if (owner.stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
|
||||
{
|
||||
cursorFrame = ECursor::COMBAT_FLY;
|
||||
cursorFrame = Cursor::Combat::FLY;
|
||||
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % owner.stacksController->getActiveStack()->getName()).str(); //Fly %s here
|
||||
}
|
||||
else
|
||||
{
|
||||
cursorFrame = ECursor::COMBAT_MOVE;
|
||||
cursorFrame = Cursor::Combat::MOVE;
|
||||
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % owner.stacksController->getActiveStack()->getName()).str(); //Move %s here
|
||||
}
|
||||
|
||||
@ -464,7 +445,7 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
||||
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
|
||||
{
|
||||
owner.fieldController->setBattleCursor(myNumber); //handle direction of cursor and attackable tile
|
||||
owner.fieldController->setBattleCursor(myNumber); //handle direction of cursor
|
||||
setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
|
||||
|
||||
bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
|
||||
@ -487,9 +468,9 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
case PossiblePlayerBattleAction::SHOOT:
|
||||
{
|
||||
if (owner.curInt->cb->battleHasShootingPenalty(owner.stacksController->getActiveStack(), myNumber))
|
||||
cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
|
||||
cursorFrame = Cursor::Combat::SHOOT_PENALTY;
|
||||
else
|
||||
cursorFrame = ECursor::COMBAT_SHOOT;
|
||||
cursorFrame = Cursor::Combat::SHOOT;
|
||||
|
||||
realizeAction = [=](){owner.giveCommand(EActionType::SHOOT, myNumber);};
|
||||
TDmgRange damage = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), shere);
|
||||
@ -524,7 +505,7 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
break;
|
||||
case PossiblePlayerBattleAction::TELEPORT:
|
||||
newConsoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
|
||||
cursorFrame = ECursor::COMBAT_TELEPORT;
|
||||
cursorFrame = Cursor::Combat::TELEPORT;
|
||||
isCastingPossible = true;
|
||||
break;
|
||||
case PossiblePlayerBattleAction::OBSTACLE:
|
||||
@ -534,7 +515,7 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
break;
|
||||
case PossiblePlayerBattleAction::SACRIFICE:
|
||||
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
|
||||
cursorFrame = ECursor::COMBAT_SACRIFICE;
|
||||
cursorFrame = Cursor::Combat::SACRIFICE;
|
||||
isCastingPossible = true;
|
||||
break;
|
||||
case PossiblePlayerBattleAction::FREE_LOCATION:
|
||||
@ -542,24 +523,17 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
isCastingPossible = true;
|
||||
break;
|
||||
case PossiblePlayerBattleAction::HEAL:
|
||||
cursorFrame = ECursor::COMBAT_HEAL;
|
||||
cursorFrame = Cursor::Combat::HEAL;
|
||||
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
|
||||
realizeAction = [=](){ owner.giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
|
||||
break;
|
||||
case PossiblePlayerBattleAction::RISE_DEMONS:
|
||||
cursorType = ECursor::SPELLBOOK;
|
||||
realizeAction = [=]()
|
||||
{
|
||||
owner.giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
|
||||
};
|
||||
break;
|
||||
case PossiblePlayerBattleAction::CATAPULT:
|
||||
cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
|
||||
cursorFrame = Cursor::Combat::SHOOT_CATAPULT;
|
||||
realizeAction = [=](){ owner.giveCommand(EActionType::CATAPULT, myNumber); };
|
||||
break;
|
||||
case PossiblePlayerBattleAction::CREATURE_INFO:
|
||||
{
|
||||
cursorFrame = ECursor::COMBAT_QUERY;
|
||||
cursorFrame = Cursor::Combat::QUERY;
|
||||
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
|
||||
realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
|
||||
break;
|
||||
@ -572,25 +546,25 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
{
|
||||
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
||||
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
|
||||
cursorFrame = ECursor::COMBAT_BLOCKED;
|
||||
cursorFrame = Cursor::Combat::BLOCKED;
|
||||
newConsoleMsg = CGI->generaltexth->allTexts[23];
|
||||
break;
|
||||
case PossiblePlayerBattleAction::TELEPORT:
|
||||
cursorFrame = ECursor::COMBAT_BLOCKED;
|
||||
cursorFrame = Cursor::Combat::BLOCKED;
|
||||
newConsoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
|
||||
break;
|
||||
case PossiblePlayerBattleAction::SACRIFICE:
|
||||
newConsoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
|
||||
break;
|
||||
case PossiblePlayerBattleAction::FREE_LOCATION:
|
||||
cursorFrame = ECursor::COMBAT_BLOCKED;
|
||||
cursorFrame = Cursor::Combat::BLOCKED;
|
||||
newConsoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % currentSpell->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.
|
||||
CCS->curh->set(Cursor::Combat::POINTER);
|
||||
else
|
||||
cursorFrame = ECursor::COMBAT_BLOCKED;
|
||||
cursorFrame = Cursor::Combat::BLOCKED;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -603,8 +577,7 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
case PossiblePlayerBattleAction::SACRIFICE:
|
||||
break;
|
||||
default:
|
||||
cursorType = ECursor::SPELLBOOK;
|
||||
cursorFrame = 0;
|
||||
spellcastingCursor = true;
|
||||
if (newConsoleMsg.empty() && currentSpell)
|
||||
newConsoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % currentSpell->name); //Cast %s
|
||||
break;
|
||||
@ -665,12 +638,17 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
if (eventType == CIntObject::MOVE)
|
||||
{
|
||||
if (setCursor)
|
||||
CCS->curh->changeGraphic(cursorType, cursorFrame);
|
||||
{
|
||||
if (spellcastingCursor)
|
||||
CCS->curh->set(Cursor::Spellcast::SPELL);
|
||||
else
|
||||
CCS->curh->set(cursorFrame);
|
||||
}
|
||||
|
||||
if (!currentConsoleMsg.empty())
|
||||
owner.controlPanel->console->clearIfMatching(currentConsoleMsg);
|
||||
GH.statusbar->clearIfMatching(currentConsoleMsg);
|
||||
if (!newConsoleMsg.empty())
|
||||
owner.controlPanel->console->write(newConsoleMsg);
|
||||
GH.statusbar->write(newConsoleMsg);
|
||||
|
||||
currentConsoleMsg = newConsoleMsg;
|
||||
}
|
||||
@ -683,8 +661,8 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
}
|
||||
realizeAction();
|
||||
if (!secondaryTarget) //do not replace teleport or sacrifice cursor
|
||||
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
||||
owner.controlPanel->console->clear();
|
||||
CCS->curh->set(Cursor::Combat::POINTER);
|
||||
GH.statusbar->clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -759,7 +737,30 @@ void BattleActionsController::activateStack()
|
||||
{
|
||||
const CStack * s = owner.stacksController->getActiveStack();
|
||||
if(s)
|
||||
{
|
||||
possibleActions = getPossibleActionsForStack(s);
|
||||
std::list<PossiblePlayerBattleAction> actionsToSelect;
|
||||
if(!possibleActions.empty())
|
||||
{
|
||||
switch(possibleActions.front())
|
||||
{
|
||||
case PossiblePlayerBattleAction::SHOOT:
|
||||
actionsToSelect.push_back(possibleActions.front());
|
||||
actionsToSelect.push_back(PossiblePlayerBattleAction::ATTACK);
|
||||
break;
|
||||
|
||||
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
|
||||
actionsToSelect.push_back(possibleActions.front());
|
||||
actionsToSelect.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK);
|
||||
break;
|
||||
|
||||
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
||||
actionsToSelect.push_back(possibleActions.front());
|
||||
break;
|
||||
}
|
||||
}
|
||||
owner.windowObject->setAlternativeActions(actionsToSelect);
|
||||
}
|
||||
}
|
||||
|
||||
bool BattleActionsController::spellcastingModeActive() const
|
||||
@ -773,3 +774,18 @@ SpellID BattleActionsController::selectedSpell() const
|
||||
return SpellID::NONE;
|
||||
return SpellID(spellToCast->actionSubtype);
|
||||
}
|
||||
|
||||
const std::vector<PossiblePlayerBattleAction> & BattleActionsController::getPossibleActions() const
|
||||
{
|
||||
return possibleActions;
|
||||
}
|
||||
|
||||
void BattleActionsController::removePossibleAction(PossiblePlayerBattleAction action)
|
||||
{
|
||||
vstd::erase(possibleActions, action);
|
||||
}
|
||||
|
||||
void BattleActionsController::pushFrontPossibleAction(PossiblePlayerBattleAction action)
|
||||
{
|
||||
possibleActions.insert(possibleActions.begin(), action);
|
||||
}
|
||||
|
@ -92,5 +92,12 @@ public:
|
||||
|
||||
/// returns true if UI is currently in target selection mode
|
||||
bool spellcastingModeActive() const;
|
||||
|
||||
/// methods to work with array of possible actions, needed to control special creatures abilities
|
||||
const std::vector<PossiblePlayerBattleAction> & getPossibleActions() const;
|
||||
void removePossibleAction(PossiblePlayerBattleAction);
|
||||
|
||||
/// inserts possible action in the beggining in order to prioritize it
|
||||
void pushFrontPossibleAction(PossiblePlayerBattleAction);
|
||||
|
||||
};
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -10,36 +10,39 @@
|
||||
#pragma once
|
||||
|
||||
#include "../../lib/battle/BattleHex.h"
|
||||
#include "../../lib/CSoundBase.h"
|
||||
#include "../widgets/Images.h"
|
||||
#include "../gui/Geometries.h"
|
||||
#include "BattleConstants.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class CStack;
|
||||
class CCreature;
|
||||
class CSpell;
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
struct SDL_Color;
|
||||
class ColorFilter;
|
||||
class BattleHero;
|
||||
class CAnimation;
|
||||
class BattleInterface;
|
||||
class CreatureAnimation;
|
||||
class CBattleAnimation;
|
||||
struct CatapultProjectileInfo;
|
||||
struct StackAttackedInfo;
|
||||
struct Point;
|
||||
|
||||
/// Base class of battle animations
|
||||
class CBattleAnimation
|
||||
class BattleAnimation
|
||||
{
|
||||
|
||||
protected:
|
||||
BattleInterface & owner;
|
||||
bool initialized;
|
||||
|
||||
std::vector<CBattleAnimation *> & pendingAnimations();
|
||||
std::vector<BattleAnimation *> & pendingAnimations();
|
||||
std::shared_ptr<CreatureAnimation> stackAnimation(const CStack * stack) const;
|
||||
bool stackFacingRight(const CStack * stack);
|
||||
void setStackFacingRight(const CStack * stack, bool facingRight);
|
||||
|
||||
virtual bool init() = 0; //to be called - if returned false, call again until returns true
|
||||
bool checkInitialConditions(); //determines if this animation is earliest of all
|
||||
|
||||
public:
|
||||
ui32 ID; //unique identifier
|
||||
@ -47,107 +50,101 @@ public:
|
||||
bool isInitialized();
|
||||
bool tryInitialize();
|
||||
virtual void nextFrame() {} //call every new frame
|
||||
virtual ~CBattleAnimation();
|
||||
virtual ~BattleAnimation();
|
||||
|
||||
CBattleAnimation(BattleInterface & owner);
|
||||
BattleAnimation(BattleInterface & owner);
|
||||
};
|
||||
|
||||
/// Sub-class which is responsible for managing the battle stack animation.
|
||||
class CBattleStackAnimation : public CBattleAnimation
|
||||
class BattleStackAnimation : public BattleAnimation
|
||||
{
|
||||
public:
|
||||
std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by CBattleInterface
|
||||
std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by BattleInterface
|
||||
const CStack * stack; //id of stack whose animation it is
|
||||
|
||||
CBattleStackAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
|
||||
void shiftColor(const ColorShifter * shifter);
|
||||
BattleStackAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
void rotateStack(BattleHex hex);
|
||||
};
|
||||
|
||||
/// This class is responsible for managing the battle attack animation
|
||||
class CAttackAnimation : public CBattleStackAnimation
|
||||
class StackActionAnimation : public BattleStackAnimation
|
||||
{
|
||||
bool soundPlayed;
|
||||
|
||||
protected:
|
||||
BattleHex dest; //attacked hex
|
||||
bool shooting;
|
||||
CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
|
||||
const CStack *attackedStack;
|
||||
const CStack *attackingStack;
|
||||
int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
|
||||
|
||||
const CCreature * getCreature() const;
|
||||
ECreatureAnimType nextGroup;
|
||||
ECreatureAnimType currGroup;
|
||||
std::string sound;
|
||||
public:
|
||||
void nextFrame() override;
|
||||
bool checkInitialConditions();
|
||||
void setNextGroup( ECreatureAnimType group );
|
||||
void setGroup( ECreatureAnimType group );
|
||||
void setSound( std::string sound );
|
||||
|
||||
CAttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
|
||||
~CAttackAnimation();
|
||||
ECreatureAnimType getGroup() const;
|
||||
|
||||
StackActionAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
~StackActionAnimation();
|
||||
|
||||
bool init() override;
|
||||
};
|
||||
|
||||
/// Animation of a defending unit
|
||||
class CDefenceAnimation : public CBattleStackAnimation
|
||||
class DefenceAnimation : public StackActionAnimation
|
||||
{
|
||||
CCreatureAnim::EAnimType getMyAnimType();
|
||||
std::string getMySound();
|
||||
|
||||
void startAnimation();
|
||||
|
||||
const CStack * attacker; //attacking stack
|
||||
bool rangedAttack; //if true, stack has been attacked by shooting
|
||||
bool killed; //if true, stack has been killed
|
||||
|
||||
float timeToWait; // for how long this animation should be paused
|
||||
public:
|
||||
DefenceAnimation(BattleInterface & owner, const CStack * stack);
|
||||
};
|
||||
|
||||
/// Animation of a hit unit
|
||||
class HittedAnimation : public StackActionAnimation
|
||||
{
|
||||
public:
|
||||
HittedAnimation(BattleInterface & owner, const CStack * stack);
|
||||
};
|
||||
|
||||
/// Animation of a dying unit
|
||||
class DeathAnimation : public StackActionAnimation
|
||||
{
|
||||
public:
|
||||
DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged);
|
||||
};
|
||||
|
||||
/// Resurrects stack from dead state
|
||||
class ResurrectionAnimation : public StackActionAnimation
|
||||
{
|
||||
public:
|
||||
ResurrectionAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
};
|
||||
|
||||
class ColorTransformAnimation : public BattleStackAnimation
|
||||
{
|
||||
std::vector<ColorFilter> steps;
|
||||
std::vector<float> timePoints;
|
||||
const CSpell * spell;
|
||||
|
||||
float totalProgress;
|
||||
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface & owner);
|
||||
~CDefenceAnimation();
|
||||
};
|
||||
|
||||
class CDummyAnimation : public CBattleAnimation
|
||||
{
|
||||
private:
|
||||
int counter;
|
||||
int howMany;
|
||||
public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
CDummyAnimation(BattleInterface & owner, int howManyFrames);
|
||||
};
|
||||
|
||||
/// Hand-to-hand attack
|
||||
class CMeleeAttackAnimation : public CAttackAnimation
|
||||
{
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CMeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
|
||||
ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const std::string & colorFilterName, const CSpell * spell);
|
||||
};
|
||||
|
||||
/// Base class for all animations that play during stack movement
|
||||
class CStackMoveAnimation : public CBattleStackAnimation
|
||||
class StackMoveAnimation : public BattleStackAnimation
|
||||
{
|
||||
public:
|
||||
BattleHex currentHex;
|
||||
BattleHex nextHex;
|
||||
BattleHex prevHex;
|
||||
|
||||
protected:
|
||||
CStackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex);
|
||||
StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex prevHex, BattleHex nextHex);
|
||||
};
|
||||
|
||||
/// Move animation of a creature
|
||||
class CMovementAnimation : public CStackMoveAnimation
|
||||
class MovementAnimation : public StackMoveAnimation
|
||||
{
|
||||
private:
|
||||
std::vector<BattleHex> destTiles; //full path, includes already passed hexes
|
||||
ui32 curentMoveIndex; // index of nextHex in destTiles
|
||||
|
||||
BattleHex oldPos; //position of stack before move
|
||||
|
||||
double begX, begY; // starting position
|
||||
double distanceX, distanceY; // full movement distance, may be negative if creture moves topleft
|
||||
|
||||
@ -158,45 +155,73 @@ public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
CMovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
|
||||
~CMovementAnimation();
|
||||
MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
|
||||
~MovementAnimation();
|
||||
};
|
||||
|
||||
/// Move end animation of a creature
|
||||
class CMovementEndAnimation : public CStackMoveAnimation
|
||||
class MovementEndAnimation : public StackMoveAnimation
|
||||
{
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CMovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
|
||||
~CMovementEndAnimation();
|
||||
MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
|
||||
~MovementEndAnimation();
|
||||
};
|
||||
|
||||
/// Move start animation of a creature
|
||||
class CMovementStartAnimation : public CStackMoveAnimation
|
||||
class MovementStartAnimation : public StackMoveAnimation
|
||||
{
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CMovementStartAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
MovementStartAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
};
|
||||
|
||||
/// Class responsible for animation of stack chaning direction (left <-> right)
|
||||
class CReverseAnimation : public CStackMoveAnimation
|
||||
class ReverseAnimation : public StackMoveAnimation
|
||||
{
|
||||
void setupSecondPart();
|
||||
public:
|
||||
bool priority; //true - high, false - low
|
||||
bool init() override;
|
||||
|
||||
void setupSecondPart();
|
||||
|
||||
CReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest, bool _priority);
|
||||
~CReverseAnimation();
|
||||
ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest);
|
||||
};
|
||||
|
||||
class CRangedAttackAnimation : public CAttackAnimation
|
||||
/// This class is responsible for managing the battle attack animation
|
||||
class AttackAnimation : public StackActionAnimation
|
||||
{
|
||||
protected:
|
||||
BattleHex dest; //attacked hex
|
||||
const CStack *defendingStack;
|
||||
const CStack *attackingStack;
|
||||
int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
|
||||
|
||||
const CCreature * getCreature() const;
|
||||
ECreatureAnimType findValidGroup( const std::vector<ECreatureAnimType> candidates ) const;
|
||||
|
||||
public:
|
||||
AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
|
||||
};
|
||||
|
||||
/// Hand-to-hand attack
|
||||
class MeleeAttackAnimation : public AttackAnimation
|
||||
{
|
||||
ECreatureAnimType getUpwardsGroup(bool multiAttack) const;
|
||||
ECreatureAnimType getForwardGroup(bool multiAttack) const;
|
||||
ECreatureAnimType getDownwardsGroup(bool multiAttack) const;
|
||||
|
||||
ECreatureAnimType selectGroup(bool multiAttack);
|
||||
|
||||
public:
|
||||
MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack);
|
||||
|
||||
void nextFrame() override;
|
||||
};
|
||||
|
||||
|
||||
class RangedAttackAnimation : public AttackAnimation
|
||||
{
|
||||
void setAnimationGroup();
|
||||
void initializeProjectile();
|
||||
void emitProjectile();
|
||||
@ -205,85 +230,81 @@ class CRangedAttackAnimation : public CAttackAnimation
|
||||
protected:
|
||||
bool projectileEmitted;
|
||||
|
||||
virtual CCreatureAnim::EAnimType getUpwardsGroup() const = 0;
|
||||
virtual CCreatureAnim::EAnimType getForwardGroup() const = 0;
|
||||
virtual CCreatureAnim::EAnimType getDownwardsGroup() const = 0;
|
||||
virtual ECreatureAnimType getUpwardsGroup() const = 0;
|
||||
virtual ECreatureAnimType getForwardGroup() const = 0;
|
||||
virtual ECreatureAnimType getDownwardsGroup() const = 0;
|
||||
|
||||
virtual void createProjectile(const Point & from, const Point & dest) const = 0;
|
||||
virtual uint32_t getAttackClimaxFrame() const = 0;
|
||||
|
||||
public:
|
||||
CRangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
~CRangedAttackAnimation();
|
||||
RangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
~RangedAttackAnimation();
|
||||
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
};
|
||||
|
||||
/// Shooting attack
|
||||
class CShootingAnimation : public CRangedAttackAnimation
|
||||
class ShootingAnimation : public RangedAttackAnimation
|
||||
{
|
||||
CCreatureAnim::EAnimType getUpwardsGroup() const override;
|
||||
CCreatureAnim::EAnimType getForwardGroup() const override;
|
||||
CCreatureAnim::EAnimType getDownwardsGroup() const override;
|
||||
ECreatureAnimType getUpwardsGroup() const override;
|
||||
ECreatureAnimType getForwardGroup() const override;
|
||||
ECreatureAnimType getDownwardsGroup() const override;
|
||||
|
||||
void createProjectile(const Point & from, const Point & dest) const override;
|
||||
uint32_t getAttackClimaxFrame() const override;
|
||||
|
||||
public:
|
||||
CShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
|
||||
};
|
||||
|
||||
/// Catapult attack
|
||||
class CCatapultAnimation : public CShootingAnimation
|
||||
class CatapultAnimation : public ShootingAnimation
|
||||
{
|
||||
private:
|
||||
bool explosionEmitted;
|
||||
int catapultDamage;
|
||||
|
||||
public:
|
||||
CCatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
|
||||
CatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
|
||||
|
||||
void createProjectile(const Point & from, const Point & dest) const override;
|
||||
void nextFrame() override;
|
||||
};
|
||||
|
||||
class CCastAnimation : public CRangedAttackAnimation
|
||||
class CastAnimation : public RangedAttackAnimation
|
||||
{
|
||||
const CSpell * spell;
|
||||
|
||||
CCreatureAnim::EAnimType findValidGroup( const std::vector<CCreatureAnim::EAnimType> candidates ) const;
|
||||
CCreatureAnim::EAnimType getUpwardsGroup() const override;
|
||||
CCreatureAnim::EAnimType getForwardGroup() const override;
|
||||
CCreatureAnim::EAnimType getDownwardsGroup() const override;
|
||||
ECreatureAnimType getUpwardsGroup() const override;
|
||||
ECreatureAnimType getForwardGroup() const override;
|
||||
ECreatureAnimType getDownwardsGroup() const override;
|
||||
|
||||
void createProjectile(const Point & from, const Point & dest) const override;
|
||||
uint32_t getAttackClimaxFrame() const override;
|
||||
|
||||
public:
|
||||
CCastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
|
||||
CastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
|
||||
};
|
||||
|
||||
struct CPointEffectParameters
|
||||
class DummyAnimation : public BattleAnimation
|
||||
{
|
||||
std::vector<Point> positions;
|
||||
std::vector<BattleHex> tiles;
|
||||
std::string animation;
|
||||
private:
|
||||
int counter;
|
||||
int howMany;
|
||||
public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
soundBase::soundID sound = soundBase::invalid;
|
||||
BattleHex boundHex = BattleHex::INVALID;
|
||||
bool aligntoBottom = false;
|
||||
bool waitForSound = false;
|
||||
bool screenFill = false;
|
||||
DummyAnimation(BattleInterface & owner, int howManyFrames);
|
||||
};
|
||||
|
||||
/// Class that plays effect at one or more positions along with (single) sound effect
|
||||
class CPointEffectAnimation : public CBattleAnimation
|
||||
class EffectAnimation : public BattleAnimation
|
||||
{
|
||||
soundBase::soundID sound;
|
||||
bool soundPlayed;
|
||||
bool soundFinished;
|
||||
std::string soundName;
|
||||
bool effectFinished;
|
||||
int effectFlags;
|
||||
|
||||
@ -297,54 +318,50 @@ class CPointEffectAnimation : public CBattleAnimation
|
||||
bool screenFill() const;
|
||||
|
||||
void onEffectFinished();
|
||||
void onSoundFinished();
|
||||
void clearEffect();
|
||||
|
||||
void playSound();
|
||||
void playEffect();
|
||||
|
||||
public:
|
||||
enum EEffectFlags
|
||||
{
|
||||
ALIGN_TO_BOTTOM = 1,
|
||||
WAIT_FOR_SOUND = 2,
|
||||
FORCE_ON_TOP = 4,
|
||||
SCREEN_FILL = 8,
|
||||
FORCE_ON_TOP = 2,
|
||||
SCREEN_FILL = 4,
|
||||
};
|
||||
|
||||
/// Create animation with screen-wide effect
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, int effects = 0);
|
||||
EffectAnimation(BattleInterface & owner, std::string animationName, int effects = 0);
|
||||
|
||||
/// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, Point pos , int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos , int effects = 0);
|
||||
EffectAnimation(BattleInterface & owner, std::string animationName, Point pos , int effects = 0);
|
||||
EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos , int effects = 0);
|
||||
|
||||
/// Create animation positioned at certain hex(es)
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, BattleHex hex , int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
|
||||
EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex , int effects = 0);
|
||||
EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
|
||||
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex, int effects = 0);
|
||||
~CPointEffectAnimation();
|
||||
EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects = 0);
|
||||
~EffectAnimation();
|
||||
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
};
|
||||
|
||||
/// Base class (e.g. for use in dynamic_cast's) for "animations" that wait for certain event
|
||||
class CWaitingAnimation : public CBattleAnimation
|
||||
class HeroCastAnimation : public BattleAnimation
|
||||
{
|
||||
protected:
|
||||
CWaitingAnimation(BattleInterface & owner);
|
||||
std::shared_ptr<BattleHero> hero;
|
||||
const CStack * target;
|
||||
const CSpell * spell;
|
||||
BattleHex tile;
|
||||
bool projectileEmitted;
|
||||
|
||||
void initializeProjectile();
|
||||
void emitProjectile();
|
||||
void emitAnimationEvent();
|
||||
|
||||
public:
|
||||
HeroCastAnimation(BattleInterface & owner, std::shared_ptr<BattleHero> hero, BattleHex dest, const CStack * defender, const CSpell * spell);
|
||||
|
||||
void nextFrame() override;
|
||||
};
|
||||
|
||||
/// Class that waits till projectile of certain shooter hits a target
|
||||
class CWaitingProjectileAnimation : public CWaitingAnimation
|
||||
{
|
||||
const CStack * shooter;
|
||||
public:
|
||||
CWaitingProjectileAnimation(BattleInterface & owner, const CStack * shooter);
|
||||
|
||||
bool init() override;
|
||||
};
|
||||
|
92
client/battle/BattleConstants.h
Normal file
92
client/battle/BattleConstants.h
Normal file
@ -0,0 +1,92 @@
|
||||
/*
|
||||
* BattleConstants.h, 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
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
enum class EBattleEffect
|
||||
{
|
||||
// list of battle effects that have hardcoded triggers
|
||||
MAGIC_MIRROR = 3,
|
||||
FIRE_SHIELD = 11,
|
||||
FEAR = 15,
|
||||
GOOD_LUCK = 18,
|
||||
GOOD_MORALE = 20,
|
||||
BAD_MORALE = 30,
|
||||
BAD_LUCK = 48,
|
||||
RESURRECT = 50,
|
||||
DRAIN_LIFE = 52,
|
||||
POISON = 67,
|
||||
DEATH_BLOW = 73,
|
||||
REGENERATION = 74,
|
||||
MANA_DRAIN = 77,
|
||||
RESISTANCE = 78,
|
||||
|
||||
INVALID = -1,
|
||||
};
|
||||
|
||||
enum class EAnimationEvents {
|
||||
OPENING = 0, // battle opening sound is playing
|
||||
ACTION = 1, // there are any ongoing animations
|
||||
MOVEMENT = 2, // stacks are moving or turning around
|
||||
BEFORE_HIT = 3, // effects played before all attack/defence/hit animations
|
||||
ATTACK = 4, // attack and defence animations are playing
|
||||
HIT = 5, // hit & death animations are playing
|
||||
AFTER_HIT = 6, // after all hit & death animations are over
|
||||
COUNT
|
||||
};
|
||||
|
||||
enum class EHeroAnimType
|
||||
{
|
||||
HOLDING = 0,
|
||||
IDLE = 1, // idling movement that happens from time to time
|
||||
DEFEAT = 2, // played when army loses stack or on friendly fire
|
||||
VICTORY = 3, // when enemy stack killed or huge damage is dealt
|
||||
CAST_SPELL = 4 // spellcasting
|
||||
};
|
||||
|
||||
enum class ECreatureAnimType
|
||||
{
|
||||
INVALID = -1,
|
||||
|
||||
MOVING = 0,
|
||||
MOUSEON = 1,
|
||||
HOLDING = 2, // base idling animation
|
||||
HITTED = 3, // base animation for when stack is taking damage
|
||||
DEFENCE = 4, // alternative animation for defending in melee if stack spent its action on defending
|
||||
DEATH = 5,
|
||||
DEATH_RANGED = 6, // Optional, alternative animation for when stack is killed by ranged attack
|
||||
TURN_L = 7,
|
||||
TURN_R = 8,
|
||||
//TURN_L2 = 9, //unused - identical to TURN_L
|
||||
//TURN_R2 = 10, //unused - identical to TURN_R
|
||||
ATTACK_UP = 11,
|
||||
ATTACK_FRONT = 12,
|
||||
ATTACK_DOWN = 13,
|
||||
SHOOT_UP = 14, // Shooters only
|
||||
SHOOT_FRONT = 15, // Shooters only
|
||||
SHOOT_DOWN = 16, // Shooters only
|
||||
SPECIAL_UP = 17, // If empty, fallback to SPECIAL_FRONT
|
||||
SPECIAL_FRONT = 18, // Used for any special moves - dragon breath, spellcasting, Pit Lord/Ogre Mage ability
|
||||
SPECIAL_DOWN = 19, // If empty, fallback to SPECIAL_FRONT
|
||||
MOVE_START = 20, // small animation to be played before MOVING
|
||||
MOVE_END = 21, // small animation to be played after MOVING
|
||||
|
||||
DEAD = 22, // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here
|
||||
DEAD_RANGED = 23, // new group, used to show dead stacks (if DEATH_RANGED was used). If empty - last frame from "DEATH_RANGED" will be copied here
|
||||
RESURRECTION = 24, // new group, used for animating resurrection, if empty - reversed "DEATH" animation will be copiend here
|
||||
FROZEN = 25, // new group, used when stack animation is paused (e.g. petrified). If empty - consist of first frame from HOLDING animation
|
||||
|
||||
CAST_UP = 30,
|
||||
CAST_FRONT = 31,
|
||||
CAST_DOWN = 32,
|
||||
|
||||
GROUP_ATTACK_UP = 40,
|
||||
GROUP_ATTACK_FRONT = 41,
|
||||
GROUP_ATTACK_DOWN = 42
|
||||
};
|
@ -1,328 +0,0 @@
|
||||
/*
|
||||
* BattleControlPanel.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 "BattleControlPanel.h"
|
||||
|
||||
#include "BattleInterface.h"
|
||||
#include "BattleInterfaceClasses.h"
|
||||
#include "BattleStacksController.h"
|
||||
#include "BattleActionsController.h"
|
||||
|
||||
#include "../CGameInfo.h"
|
||||
#include "../CPlayerInterface.h"
|
||||
#include "../gui/CCursorHandler.h"
|
||||
#include "../gui/CGuiHandler.h"
|
||||
#include "../windows/CSpellWindow.h"
|
||||
#include "../widgets/Buttons.h"
|
||||
#include "../widgets/Images.h"
|
||||
|
||||
#include "../../CCallback.h"
|
||||
#include "../../lib/CGeneralTextHandler.h"
|
||||
#include "../../lib/mapObjects/CGHeroInstance.h"
|
||||
#include "../../lib/CStack.h"
|
||||
#include "../../lib/CConfigHandler.h"
|
||||
|
||||
BattleControlPanel::BattleControlPanel(BattleInterface & owner, const Point & position):
|
||||
owner(owner)
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
pos += position;
|
||||
|
||||
//preparing buttons and console
|
||||
bOptions = std::make_shared<CButton> (Point( 3, 5), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&BattleControlPanel::bOptionsf,this), SDLK_o);
|
||||
bSurrender = std::make_shared<CButton> (Point( 54, 5), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&BattleControlPanel::bSurrenderf,this), SDLK_s);
|
||||
bFlee = std::make_shared<CButton> (Point(105, 5), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&BattleControlPanel::bFleef,this), SDLK_r);
|
||||
bAutofight = std::make_shared<CButton> (Point(157, 5), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&BattleControlPanel::bAutofightf,this), SDLK_a);
|
||||
bSpell = std::make_shared<CButton> (Point(645, 5), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&BattleControlPanel::bSpellf,this), SDLK_c);
|
||||
bWait = std::make_shared<CButton> (Point(696, 5), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&BattleControlPanel::bWaitf,this), SDLK_w);
|
||||
bDefence = std::make_shared<CButton> (Point(747, 5), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&BattleControlPanel::bDefencef,this), SDLK_d);
|
||||
bConsoleUp = std::make_shared<CButton> (Point(624, 5), "ComSlide.def", std::make_pair("", ""), std::bind(&BattleControlPanel::bConsoleUpf,this), SDLK_UP);
|
||||
bConsoleDown = std::make_shared<CButton>(Point(624, 24), "ComSlide.def", std::make_pair("", ""), std::bind(&BattleControlPanel::bConsoleDownf,this), SDLK_DOWN);
|
||||
|
||||
bDefence->assignedKeys.insert(SDLK_SPACE);
|
||||
bConsoleUp->setImageOrder(0, 1, 0, 0);
|
||||
bConsoleDown->setImageOrder(2, 3, 2, 2);
|
||||
|
||||
console = std::make_shared<BattleConsole>(Rect(211, 4, 406,38));
|
||||
GH.statusbar = console;
|
||||
|
||||
if ( owner.tacticsMode )
|
||||
tacticPhaseStarted();
|
||||
else
|
||||
tacticPhaseEnded();
|
||||
}
|
||||
|
||||
void BattleControlPanel::show(SDL_Surface * to)
|
||||
{
|
||||
//show menu before all other elements to keep it in background
|
||||
menu->show(to);
|
||||
CIntObject::show(to);
|
||||
}
|
||||
|
||||
void BattleControlPanel::showAll(SDL_Surface * to)
|
||||
{
|
||||
//show menu before all other elements to keep it in background
|
||||
menu->showAll(to);
|
||||
CIntObject::showAll(to);
|
||||
}
|
||||
|
||||
|
||||
void BattleControlPanel::tacticPhaseStarted()
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
|
||||
btactNext = std::make_shared<CButton>(Point(213, 4), "icm011.def", std::make_pair("", ""), [&]() { bTacticNextStack();}, SDLK_SPACE);
|
||||
btactEnd = std::make_shared<CButton>(Point(419, 4), "icm012.def", std::make_pair("", ""), [&](){ bTacticPhaseEnd();}, SDLK_RETURN);
|
||||
menu = std::make_shared<CPicture>("COPLACBR.BMP", 0, 0);
|
||||
menu->colorize(owner.curInt->playerID);
|
||||
menu->recActions &= ~(SHOWALL | UPDATE);
|
||||
}
|
||||
void BattleControlPanel::tacticPhaseEnded()
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
|
||||
btactNext.reset();
|
||||
btactEnd.reset();
|
||||
|
||||
menu = std::make_shared<CPicture>("CBAR.BMP", 0, 0);
|
||||
menu->colorize(owner.curInt->playerID);
|
||||
menu->recActions &= ~(SHOWALL | UPDATE);
|
||||
}
|
||||
|
||||
void BattleControlPanel::bOptionsf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
||||
|
||||
GH.pushIntT<BattleOptionsWindow>(owner);
|
||||
}
|
||||
|
||||
void BattleControlPanel::bSurrenderf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
int cost = owner.curInt->cb->battleGetSurrenderCost();
|
||||
if(cost >= 0)
|
||||
{
|
||||
std::string enemyHeroName = owner.curInt->cb->battleGetEnemyHero().name;
|
||||
if(enemyHeroName.empty())
|
||||
{
|
||||
logGlobal->warn("Surrender performed without enemy hero, should not happen!");
|
||||
enemyHeroName = "#ENEMY#";
|
||||
}
|
||||
|
||||
std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
|
||||
owner.curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleControlPanel::bFleef()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if ( owner.curInt->cb->battleCanFlee() )
|
||||
{
|
||||
CFunctionList<void()> ony = std::bind(&BattleControlPanel::reallyFlee,this);
|
||||
owner.curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
|
||||
}
|
||||
else
|
||||
{
|
||||
std::vector<std::shared_ptr<CComponent>> comps;
|
||||
std::string heroName;
|
||||
//calculating fleeing hero's name
|
||||
if (owner.attackingHeroInstance)
|
||||
if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
|
||||
heroName = owner.attackingHeroInstance->name;
|
||||
if (owner.defendingHeroInstance)
|
||||
if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
|
||||
heroName = owner.defendingHeroInstance->name;
|
||||
//calculating text
|
||||
auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
|
||||
|
||||
//printing message
|
||||
owner.curInt->showInfoDialog(boost::to_string(txt), comps);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleControlPanel::reallyFlee()
|
||||
{
|
||||
owner.giveCommand(EActionType::RETREAT);
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
||||
}
|
||||
|
||||
void BattleControlPanel::reallySurrender()
|
||||
{
|
||||
if (owner.curInt->cb->getResourceAmount(Res::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
|
||||
{
|
||||
owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
|
||||
}
|
||||
else
|
||||
{
|
||||
owner.giveCommand(EActionType::SURRENDER);
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleControlPanel::bAutofightf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
//Stop auto-fight mode
|
||||
if(owner.curInt->isAutoFightOn)
|
||||
{
|
||||
assert(owner.curInt->autofightingAI);
|
||||
owner.curInt->isAutoFightOn = false;
|
||||
logGlobal->trace("Stopping the autofight...");
|
||||
}
|
||||
else if(!owner.curInt->autofightingAI)
|
||||
{
|
||||
owner.curInt->isAutoFightOn = true;
|
||||
blockUI(true);
|
||||
|
||||
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
||||
ai->init(owner.curInt->env, owner.curInt->cb);
|
||||
ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide());
|
||||
owner.curInt->autofightingAI = ai;
|
||||
owner.curInt->cb->registerBattleInterface(ai);
|
||||
|
||||
owner.requestAutofightingAIToTakeAction();
|
||||
}
|
||||
}
|
||||
|
||||
void BattleControlPanel::bSpellf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if (!owner.myTurn)
|
||||
return;
|
||||
|
||||
auto myHero = owner.currentHero();
|
||||
if(!myHero)
|
||||
return;
|
||||
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
||||
|
||||
ESpellCastProblem::ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
|
||||
|
||||
if(spellCastProblem == ESpellCastProblem::OK)
|
||||
{
|
||||
GH.pushIntT<CSpellWindow>(myHero, owner.curInt.get());
|
||||
}
|
||||
else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
|
||||
{
|
||||
//TODO: move to spell mechanics, add more information to spell cast problem
|
||||
//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
|
||||
auto blockingBonus = owner.currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
|
||||
if (!blockingBonus)
|
||||
return;
|
||||
|
||||
if (blockingBonus->source == Bonus::ARTIFACT)
|
||||
{
|
||||
const auto artID = ArtifactID(blockingBonus->sid);
|
||||
//If we have artifact, put name of our hero. Otherwise assume it's the enemy.
|
||||
//TODO check who *really* is source of bonus
|
||||
std::string heroName = myHero->hasArt(artID) ? myHero->name : owner.enemyHero().name;
|
||||
|
||||
//%s wields the %s, an ancient artifact which creates a p dead to all magic.
|
||||
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
|
||||
% heroName % CGI->artifacts()->getByIndex(artID)->getName()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BattleControlPanel::bWaitf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if (owner.stacksController->getActiveStack() != nullptr)
|
||||
owner.giveCommand(EActionType::WAIT);
|
||||
}
|
||||
|
||||
void BattleControlPanel::bDefencef()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if (owner.stacksController->getActiveStack() != nullptr)
|
||||
owner.giveCommand(EActionType::DEFEND);
|
||||
}
|
||||
|
||||
void BattleControlPanel::bConsoleUpf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
console->scrollUp();
|
||||
}
|
||||
|
||||
void BattleControlPanel::bConsoleDownf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
console->scrollDown();
|
||||
}
|
||||
|
||||
void BattleControlPanel::bTacticNextStack()
|
||||
{
|
||||
owner.tacticNextStack(nullptr);
|
||||
}
|
||||
|
||||
void BattleControlPanel::bTacticPhaseEnd()
|
||||
{
|
||||
owner.tacticPhaseEnd();
|
||||
}
|
||||
|
||||
void BattleControlPanel::blockUI(bool on)
|
||||
{
|
||||
bool canCastSpells = false;
|
||||
auto hero = owner.curInt->cb->battleGetMyHero();
|
||||
|
||||
if(hero)
|
||||
{
|
||||
ESpellCastProblem::ESpellCastProblem spellcastingProblem = owner.curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
|
||||
|
||||
//if magic is blocked, we leave button active, so the message can be displayed after button click
|
||||
canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
|
||||
}
|
||||
|
||||
bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
|
||||
|
||||
bOptions->block(on);
|
||||
bFlee->block(on || !owner.curInt->cb->battleCanFlee());
|
||||
bSurrender->block(on || owner.curInt->cb->battleGetSurrenderCost() < 0);
|
||||
|
||||
// block only if during enemy turn and auto-fight is off
|
||||
// otherwise - crash on accessing non-exisiting active stack
|
||||
bAutofight->block(!owner.curInt->isAutoFightOn && !owner.stacksController->getActiveStack());
|
||||
|
||||
if (owner.tacticsMode && btactEnd && btactNext)
|
||||
{
|
||||
btactNext->block(on);
|
||||
btactEnd->block(on);
|
||||
}
|
||||
else
|
||||
{
|
||||
bConsoleUp->block(on);
|
||||
bConsoleDown->block(on);
|
||||
}
|
||||
|
||||
|
||||
bSpell->block(on || owner.tacticsMode || !canCastSpells);
|
||||
bWait->block(on || owner.tacticsMode || !canWait);
|
||||
bDefence->block(on || owner.tacticsMode);
|
||||
}
|
@ -1,76 +0,0 @@
|
||||
/*
|
||||
* BattleControlPanel.h, 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
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "../gui/CIntObject.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
class CStack;
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
class CButton;
|
||||
class BattleInterface;
|
||||
class BattleConsole;
|
||||
|
||||
/// GUI object that handles functionality of panel at the bottom of combat screen
|
||||
class BattleControlPanel : public CIntObject
|
||||
{
|
||||
BattleInterface & owner;
|
||||
|
||||
std::shared_ptr<CPicture> menu;
|
||||
|
||||
std::shared_ptr<CButton> bOptions;
|
||||
std::shared_ptr<CButton> bSurrender;
|
||||
std::shared_ptr<CButton> bFlee;
|
||||
std::shared_ptr<CButton> bAutofight;
|
||||
std::shared_ptr<CButton> bSpell;
|
||||
std::shared_ptr<CButton> bWait;
|
||||
std::shared_ptr<CButton> bDefence;
|
||||
std::shared_ptr<CButton> bConsoleUp;
|
||||
std::shared_ptr<CButton> bConsoleDown;
|
||||
std::shared_ptr<CButton> btactNext;
|
||||
std::shared_ptr<CButton> btactEnd;
|
||||
|
||||
/// button press handling functions
|
||||
void bOptionsf();
|
||||
void bSurrenderf();
|
||||
void bFleef();
|
||||
void bAutofightf();
|
||||
void bSpellf();
|
||||
void bWaitf();
|
||||
void bDefencef();
|
||||
void bConsoleUpf();
|
||||
void bConsoleDownf();
|
||||
void bTacticNextStack();
|
||||
void bTacticPhaseEnd();
|
||||
|
||||
/// functions for handling actions after they were confirmed by popup window
|
||||
void reallyFlee();
|
||||
void reallySurrender();
|
||||
|
||||
public:
|
||||
std::shared_ptr<BattleConsole> console;
|
||||
|
||||
/// block all UI elements when player is not allowed to act, e.g. during enemy turn
|
||||
void blockUI(bool on);
|
||||
|
||||
void show(SDL_Surface * to) override;
|
||||
void showAll(SDL_Surface * to) override;
|
||||
|
||||
/// Toggle UI to displaying tactics phase
|
||||
void tacticPhaseStarted();
|
||||
|
||||
/// Toggle UI to displaying battle log in place of tactics UI
|
||||
void tacticPhaseEnded();
|
||||
|
||||
BattleControlPanel(BattleInterface & owner, const Point & position);
|
||||
};
|
||||
|
@ -11,7 +11,7 @@
|
||||
#include "BattleEffectsController.h"
|
||||
|
||||
#include "BattleAnimationClasses.h"
|
||||
#include "BattleControlPanel.h"
|
||||
#include "BattleWindow.h"
|
||||
#include "BattleInterface.h"
|
||||
#include "BattleInterfaceClasses.h"
|
||||
#include "BattleFieldController.h"
|
||||
@ -26,6 +26,7 @@
|
||||
|
||||
#include "../../CCallback.h"
|
||||
#include "../../lib/battle/BattleAction.h"
|
||||
#include "../../lib/filesystem/ResourceID.h"
|
||||
#include "../../lib/NetPacks.h"
|
||||
#include "../../lib/CStack.h"
|
||||
#include "../../lib/IGameEventsReceiver.h"
|
||||
@ -33,35 +34,30 @@
|
||||
|
||||
BattleEffectsController::BattleEffectsController(BattleInterface & owner):
|
||||
owner(owner)
|
||||
{}
|
||||
|
||||
void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
|
||||
{
|
||||
displayEffect(effect, soundBase::invalid, destTile);
|
||||
loadColorMuxers();
|
||||
}
|
||||
|
||||
void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
|
||||
void BattleEffectsController::displayEffect(EBattleEffect effect, const BattleHex & destTile)
|
||||
{
|
||||
std::string customAnim = graphics->battleACToDef[effect][0];
|
||||
|
||||
owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::soundID(soundID), customAnim, destTile));
|
||||
displayEffect(effect, "", destTile);
|
||||
}
|
||||
|
||||
void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
|
||||
void BattleEffectsController::displayEffect(EBattleEffect effect, std::string soundFile, const BattleHex & destTile)
|
||||
{
|
||||
for(const CustomEffectInfo & one : customEffects)
|
||||
{
|
||||
const CStack * s = owner.curInt->cb->battleGetStackByID(one.stack, false);
|
||||
size_t effectID = static_cast<size_t>(effect);
|
||||
|
||||
assert(s);
|
||||
assert(one.effect != 0);
|
||||
std::string customAnim = graphics->battleACToDef[effectID][0];
|
||||
|
||||
displayEffect(EBattleEffect::EBattleEffect(one.effect), soundBase::soundID(one.sound), s->getPosition());
|
||||
}
|
||||
CCS->soundh->playSound( soundFile );
|
||||
|
||||
owner.stacksController->addNewAnim(new EffectAnimation(owner, customAnim, destTile));
|
||||
}
|
||||
|
||||
void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
|
||||
{
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
|
||||
if(!stack)
|
||||
{
|
||||
@ -71,45 +67,46 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
|
||||
//don't show animation when no HP is regenerated
|
||||
switch(bte.effect)
|
||||
{
|
||||
//TODO: move to bonus type handler
|
||||
case Bonus::HP_REGENERATION:
|
||||
displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, stack->getPosition());
|
||||
displayEffect(EBattleEffect::REGENERATION, "REGENER", stack->getPosition());
|
||||
break;
|
||||
case Bonus::MANA_DRAIN:
|
||||
displayEffect(EBattleEffect::MANA_DRAIN, soundBase::MANADRAI, stack->getPosition());
|
||||
displayEffect(EBattleEffect::MANA_DRAIN, "MANADRAI", stack->getPosition());
|
||||
break;
|
||||
case Bonus::POISON:
|
||||
displayEffect(EBattleEffect::POISON, soundBase::POISON, stack->getPosition());
|
||||
displayEffect(EBattleEffect::POISON, "POISON", stack->getPosition());
|
||||
break;
|
||||
case Bonus::FEAR:
|
||||
displayEffect(EBattleEffect::FEAR, soundBase::FEAR, stack->getPosition());
|
||||
displayEffect(EBattleEffect::FEAR, "FEAR", stack->getPosition());
|
||||
break;
|
||||
case Bonus::MORALE:
|
||||
{
|
||||
std::string hlp = CGI->generaltexth->allTexts[33];
|
||||
boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
|
||||
displayEffect(EBattleEffect::GOOD_MORALE, soundBase::GOODMRLE, stack->getPosition());
|
||||
owner.controlPanel->console->addText(hlp);
|
||||
displayEffect(EBattleEffect::GOOD_MORALE, "GOODMRLE", stack->getPosition());
|
||||
owner.appendBattleLog(hlp);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
return;
|
||||
}
|
||||
//waitForAnims(); //fixme: freezes game :?
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
}
|
||||
|
||||
void BattleEffectsController::startAction(const BattleAction* action)
|
||||
{
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
|
||||
|
||||
switch(action->actionType)
|
||||
{
|
||||
case EActionType::WAIT:
|
||||
owner.controlPanel->console->addText(stack->formatGeneralMessage(136));
|
||||
owner.appendBattleLog(stack->formatGeneralMessage(136));
|
||||
break;
|
||||
case EActionType::BAD_MORALE:
|
||||
owner.controlPanel->console->addText(stack->formatGeneralMessage(-34));
|
||||
displayEffect(EBattleEffect::BAD_MORALE, soundBase::BADMRLE, stack->getPosition());
|
||||
owner.appendBattleLog(stack->formatGeneralMessage(-34));
|
||||
displayEffect(EBattleEffect::BAD_MORALE, "BADMRLE", stack->getPosition());
|
||||
break;
|
||||
}
|
||||
|
||||
@ -118,23 +115,54 @@ void BattleEffectsController::startAction(const BattleAction* action)
|
||||
switch(action->actionType)
|
||||
{
|
||||
case EActionType::STACK_HEAL:
|
||||
displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, actionTarget.at(0).hexValue);
|
||||
displayEffect(EBattleEffect::REGENERATION, "REGENER", actionTarget.at(0).hexValue);
|
||||
break;
|
||||
}
|
||||
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
}
|
||||
|
||||
void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
{
|
||||
for (auto & elem : battleEffects)
|
||||
{
|
||||
renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](BattleRenderer::RendererRef canvas)
|
||||
renderer.insert( EBattleFieldLayer::EFFECTS, elem.tile, [&elem](BattleRenderer::RendererRef canvas)
|
||||
{
|
||||
int currentFrame = static_cast<int>(floor(elem.currentFrame));
|
||||
currentFrame %= elem.animation->size();
|
||||
|
||||
auto img = elem.animation->getImage(currentFrame);
|
||||
|
||||
canvas.draw(img, Point(elem.x, elem.y));
|
||||
canvas.draw(img, elem.pos);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void BattleEffectsController::loadColorMuxers()
|
||||
{
|
||||
const JsonNode config(ResourceID("config/battleEffects.json"));
|
||||
|
||||
for(auto & muxer : config["colorMuxers"].Struct())
|
||||
{
|
||||
ColorMuxerEffect effect;
|
||||
std::string identifier = muxer.first;
|
||||
|
||||
for (const JsonNode & entry : muxer.second.Vector() )
|
||||
{
|
||||
effect.timePoints.push_back(entry["time"].Float());
|
||||
effect.filters.push_back(ColorFilter::genFromJson(entry));
|
||||
}
|
||||
colorMuxerEffects[identifier] = effect;
|
||||
}
|
||||
}
|
||||
|
||||
const ColorMuxerEffect & BattleEffectsController::getMuxerEffect(const std::string & name)
|
||||
{
|
||||
static const ColorMuxerEffect emptyEffect;
|
||||
|
||||
if (colorMuxerEffects.count(name))
|
||||
return colorMuxerEffects[name];
|
||||
|
||||
logAnim->error("Failed to find color muxer effect named '%s'!", name);
|
||||
return emptyEffect;
|
||||
}
|
||||
|
@ -10,50 +10,31 @@
|
||||
#pragma once
|
||||
|
||||
#include "../../lib/battle/BattleHex.h"
|
||||
#include "../gui/Geometries.h"
|
||||
#include "BattleConstants.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class BattleAction;
|
||||
struct CustomEffectInfo;
|
||||
struct BattleTriggerEffect;
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
struct ColorMuxerEffect;
|
||||
class CAnimation;
|
||||
class Canvas;
|
||||
class BattleInterface;
|
||||
class BattleRenderer;
|
||||
class CPointEffectAnimation;
|
||||
|
||||
namespace EBattleEffect
|
||||
{
|
||||
enum EBattleEffect
|
||||
{
|
||||
// list of battle effects that have hardcoded triggers
|
||||
FEAR = 15,
|
||||
GOOD_LUCK = 18,
|
||||
GOOD_MORALE = 20,
|
||||
BAD_MORALE = 30,
|
||||
BAD_LUCK = 48,
|
||||
RESURRECT = 50,
|
||||
DRAIN_LIFE = 52, // hardcoded constant in CGameHandler
|
||||
POISON = 67,
|
||||
DEATH_BLOW = 73,
|
||||
REGENERATION = 74,
|
||||
MANA_DRAIN = 77,
|
||||
|
||||
INVALID = -1,
|
||||
};
|
||||
}
|
||||
class EffectAnimation;
|
||||
|
||||
/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
|
||||
struct BattleEffect
|
||||
{
|
||||
int x, y; //position on the screen
|
||||
Point pos; //position on the screen
|
||||
float currentFrame;
|
||||
std::shared_ptr<CAnimation> animation;
|
||||
int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
|
||||
BattleHex position; //Indicates if effect which hex the effect is drawn on
|
||||
BattleHex tile; //Indicates if effect which hex the effect is drawn on
|
||||
};
|
||||
|
||||
/// Controls rendering of effects in battle, e.g. from spells, abilities and various other actions like morale
|
||||
@ -64,21 +45,23 @@ class BattleEffectsController
|
||||
/// list of current effects that are being displayed on screen (spells & creature abilities)
|
||||
std::vector<BattleEffect> battleEffects;
|
||||
|
||||
std::map<std::string, ColorMuxerEffect> colorMuxerEffects;
|
||||
|
||||
void loadColorMuxers();
|
||||
public:
|
||||
const ColorMuxerEffect &getMuxerEffect(const std::string & name);
|
||||
|
||||
BattleEffectsController(BattleInterface & owner);
|
||||
|
||||
void startAction(const BattleAction* action);
|
||||
|
||||
void displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects);
|
||||
|
||||
//displays custom effect on the battlefield
|
||||
void displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile);
|
||||
void displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile);
|
||||
//void displayEffects(EBattleEffect::EBattleEffect effect, uint32_t soundID, const std::vector<BattleHex> & destTiles);
|
||||
void displayEffect(EBattleEffect effect, const BattleHex & destTile);
|
||||
void displayEffect(EBattleEffect effect, std::string soundFile, const BattleHex & destTile);
|
||||
|
||||
void battleTriggerEffect(const BattleTriggerEffect & bte);
|
||||
|
||||
void collectRenderableObjects(BattleRenderer & renderer);
|
||||
|
||||
friend class CPointEffectAnimation;
|
||||
friend class EffectAnimation;
|
||||
};
|
||||
|
@ -22,6 +22,7 @@
|
||||
|
||||
#include "../CGameInfo.h"
|
||||
#include "../CPlayerInterface.h"
|
||||
#include "../widgets/AdventureMapClasses.h"
|
||||
#include "../gui/CAnimation.h"
|
||||
#include "../gui/Canvas.h"
|
||||
#include "../gui/CGuiHandler.h"
|
||||
@ -34,12 +35,10 @@
|
||||
#include "../../lib/spells/ISpellMechanics.h"
|
||||
|
||||
BattleFieldController::BattleFieldController(BattleInterface & owner):
|
||||
owner(owner),
|
||||
attackingHex(BattleHex::INVALID)
|
||||
owner(owner)
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
pos.w = owner.pos.w;
|
||||
pos.h = owner.pos.h;
|
||||
strongInterest = true;
|
||||
|
||||
//preparing cells and hexes
|
||||
cellBorder = IImage::createFromFile("CCELLGRD.BMP");
|
||||
@ -59,6 +58,8 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
|
||||
std::string backgroundName = owner.siegeController->getBattleBackgroundName();
|
||||
background = IImage::createFromFile(backgroundName);
|
||||
}
|
||||
pos.w = background->width();
|
||||
pos.h = background->height();
|
||||
|
||||
//preparing graphic with cell borders
|
||||
cellBorders = std::make_unique<Canvas>(Point(background->width(), background->height()));
|
||||
@ -87,17 +88,42 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
|
||||
auto accessibility = owner.curInt->cb->getAccesibility();
|
||||
for(int i = 0; i < accessibility.size(); i++)
|
||||
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
|
||||
|
||||
addUsedEvents(MOVE);
|
||||
LOCPLINT->cingconsole->pos = this->pos;
|
||||
}
|
||||
|
||||
void BattleFieldController::createHeroes()
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
|
||||
// create heroes as part of our constructor for correct positioning inside battlefield
|
||||
if(owner.attackingHeroInstance)
|
||||
owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
|
||||
|
||||
if(owner.defendingHeroInstance)
|
||||
owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
|
||||
}
|
||||
|
||||
void BattleFieldController::mouseMoved(const SDL_MouseMotionEvent &event)
|
||||
{
|
||||
BattleHex selectedHex = getHoveredHex();
|
||||
|
||||
owner.actionsController->handleHex(selectedHex, MOVE);
|
||||
}
|
||||
|
||||
|
||||
void BattleFieldController::renderBattlefield(Canvas & canvas)
|
||||
{
|
||||
showBackground(canvas);
|
||||
Canvas clippedCanvas(canvas, pos);
|
||||
|
||||
showBackground(clippedCanvas);
|
||||
|
||||
BattleRenderer renderer(owner);
|
||||
|
||||
renderer.execute(canvas);
|
||||
renderer.execute(clippedCanvas);
|
||||
|
||||
owner.projectilesController->showProjectiles(canvas);
|
||||
owner.projectilesController->showProjectiles(clippedCanvas);
|
||||
}
|
||||
|
||||
void BattleFieldController::showBackground(Canvas & canvas)
|
||||
@ -113,19 +139,19 @@ void BattleFieldController::showBackground(Canvas & canvas)
|
||||
|
||||
void BattleFieldController::showBackgroundImage(Canvas & canvas)
|
||||
{
|
||||
canvas.draw(background, owner.pos.topLeft());
|
||||
canvas.draw(background, Point(0, 0));
|
||||
|
||||
owner.obstacleController->showAbsoluteObstacles(canvas, pos.topLeft());
|
||||
owner.obstacleController->showAbsoluteObstacles(canvas);
|
||||
if ( owner.siegeController )
|
||||
owner.siegeController->showAbsoluteObstacles(canvas, pos.topLeft());
|
||||
owner.siegeController->showAbsoluteObstacles(canvas);
|
||||
|
||||
if (settings["battle"]["cellBorders"].Bool())
|
||||
canvas.draw(*cellBorders, owner.pos.topLeft());
|
||||
canvas.draw(*cellBorders, Point(0, 0));
|
||||
}
|
||||
|
||||
void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
|
||||
{
|
||||
canvas.draw(*backgroundWithHexes.get(), owner.pos.topLeft());
|
||||
canvas.draw(*backgroundWithHexes.get(), Point(0, 0));
|
||||
}
|
||||
|
||||
void BattleFieldController::redrawBackgroundWithHexes()
|
||||
@ -142,9 +168,9 @@ void BattleFieldController::redrawBackgroundWithHexes()
|
||||
|
||||
//prepare background graphic with hexes and shaded hexes
|
||||
backgroundWithHexes->draw(background, Point(0,0));
|
||||
owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes, Point(0,0));
|
||||
owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
|
||||
if ( owner.siegeController )
|
||||
owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes, Point(0,0));
|
||||
owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
|
||||
|
||||
if (settings["battle"]["stackRange"].Bool())
|
||||
{
|
||||
@ -162,7 +188,7 @@ void BattleFieldController::redrawBackgroundWithHexes()
|
||||
|
||||
void BattleFieldController::showHighlightedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
|
||||
{
|
||||
Point hexPos = hexPositionAbsolute(hex).topLeft();
|
||||
Point hexPos = hexPositionLocal(hex).topLeft();
|
||||
|
||||
canvas.draw(cellShade, hexPos);
|
||||
if(!darkBorder && settings["battle"]["cellBorders"].Bool())
|
||||
@ -233,19 +259,58 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
|
||||
result.insert(shadedHex);
|
||||
}
|
||||
}
|
||||
else if(owner.active) //always highlight pointed hex
|
||||
{
|
||||
if(hoveredHex.getX() != 0 && hoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
|
||||
result.insert(hoveredHex);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
|
||||
{
|
||||
const CStack * stack = owner.stacksController->getActiveStack();
|
||||
auto hoveredHex = getHoveredHex();
|
||||
|
||||
if (stack)
|
||||
{
|
||||
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(stack, false, nullptr);
|
||||
|
||||
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
||||
if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
|
||||
{
|
||||
if (isTileAttackable(hoveredHex))
|
||||
{
|
||||
BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
|
||||
|
||||
if (stack->doubleWide())
|
||||
return {attackFromHex, stack->occupiedHex(attackFromHex)};
|
||||
else
|
||||
return {attackFromHex};
|
||||
}
|
||||
}
|
||||
|
||||
if (vstd::contains(v,hoveredHex))
|
||||
{
|
||||
if (stack->doubleWide())
|
||||
return {hoveredHex, stack->occupiedHex(hoveredHex)};
|
||||
else
|
||||
return {hoveredHex};
|
||||
}
|
||||
if (stack->doubleWide())
|
||||
{
|
||||
for (auto const & hex : v)
|
||||
{
|
||||
if (stack->occupiedHex(hex) == hoveredHex)
|
||||
return { hoveredHex, hex };
|
||||
}
|
||||
}
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
void BattleFieldController::showHighlightedHexes(Canvas & canvas)
|
||||
{
|
||||
std::set<BattleHex> hoveredStack = getHighlightedHexesStackRange();
|
||||
std::set<BattleHex> hoveredMouse = getHighlightedHexesSpellRange();
|
||||
std::set<BattleHex> hoveredSpell = getHighlightedHexesSpellRange();
|
||||
std::set<BattleHex> hoveredMove = getHighlightedHexesMovementTarget();
|
||||
|
||||
auto const & hoveredMouse = owner.actionsController->spellcastingModeActive() ? hoveredSpell : hoveredMove;
|
||||
|
||||
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
|
||||
{
|
||||
@ -280,7 +345,7 @@ Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
|
||||
|
||||
Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
|
||||
{
|
||||
return hexPositionLocal(hex) + owner.pos.topLeft();
|
||||
return hexPositionLocal(hex) + pos.topLeft();
|
||||
}
|
||||
|
||||
bool BattleFieldController::isPixelInHex(Point const & position)
|
||||
@ -299,323 +364,165 @@ BattleHex BattleFieldController::getHoveredHex()
|
||||
|
||||
void BattleFieldController::setBattleCursor(BattleHex myNumber)
|
||||
{
|
||||
Rect hoveredHexPos = hexPositionAbsolute(myNumber);
|
||||
CCursorHandler *cursor = CCS->curh;
|
||||
Point cursorPos = CCS->curh->position();
|
||||
|
||||
const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
|
||||
const double hexMidX = hoveredHexPos.x + hoveredHexPos.w/2.0;
|
||||
const double hexMidY = hoveredHexPos.y + hoveredHexPos.h/2.0;
|
||||
const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
|
||||
const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
|
||||
const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
|
||||
std::vector<Cursor::Combat> sectorCursor = {
|
||||
Cursor::Combat::HIT_SOUTHEAST,
|
||||
Cursor::Combat::HIT_SOUTHWEST,
|
||||
Cursor::Combat::HIT_WEST,
|
||||
Cursor::Combat::HIT_NORTHWEST,
|
||||
Cursor::Combat::HIT_NORTHEAST,
|
||||
Cursor::Combat::HIT_EAST,
|
||||
Cursor::Combat::HIT_SOUTH,
|
||||
Cursor::Combat::HIT_NORTH,
|
||||
};
|
||||
|
||||
std::vector<int> sectorCursor; // From left to bottom left.
|
||||
sectorCursor.push_back(8);
|
||||
sectorCursor.push_back(9);
|
||||
sectorCursor.push_back(10);
|
||||
sectorCursor.push_back(11);
|
||||
sectorCursor.push_back(12);
|
||||
sectorCursor.push_back(7);
|
||||
auto direction = static_cast<size_t>(selectAttackDirection(myNumber, cursorPos));
|
||||
|
||||
const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
|
||||
bool aboveAttackable = true, belowAttackable = true;
|
||||
|
||||
// Exclude directions which cannot be attacked from.
|
||||
// Check to the left.
|
||||
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
|
||||
{
|
||||
sectorCursor[0] = -1;
|
||||
}
|
||||
// Check top left, top right as well as above for 2-hex creatures.
|
||||
if (myNumber/GameConstants::BFIELD_WIDTH == 0)
|
||||
{
|
||||
sectorCursor[1] = -1;
|
||||
sectorCursor[2] = -1;
|
||||
aboveAttackable = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (doubleWide)
|
||||
{
|
||||
bool attackRow[4] = {true, true, true, true};
|
||||
|
||||
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
|
||||
attackRow[0] = false;
|
||||
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
||||
attackRow[1] = false;
|
||||
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
||||
attackRow[2] = false;
|
||||
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
|
||||
attackRow[3] = false;
|
||||
|
||||
if (!(attackRow[0] && attackRow[1]))
|
||||
sectorCursor[1] = -1;
|
||||
if (!(attackRow[1] && attackRow[2]))
|
||||
aboveAttackable = false;
|
||||
if (!(attackRow[2] && attackRow[3]))
|
||||
sectorCursor[2] = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
||||
sectorCursor[1] = -1;
|
||||
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
||||
sectorCursor[2] = -1;
|
||||
}
|
||||
}
|
||||
// Check to the right.
|
||||
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
|
||||
{
|
||||
sectorCursor[3] = -1;
|
||||
}
|
||||
// Check bottom right, bottom left as well as below for 2-hex creatures.
|
||||
if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
|
||||
{
|
||||
sectorCursor[4] = -1;
|
||||
sectorCursor[5] = -1;
|
||||
belowAttackable = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (doubleWide)
|
||||
{
|
||||
bool attackRow[4] = {true, true, true, true};
|
||||
|
||||
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
|
||||
attackRow[0] = false;
|
||||
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
||||
attackRow[1] = false;
|
||||
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
||||
attackRow[2] = false;
|
||||
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
|
||||
attackRow[3] = false;
|
||||
|
||||
if (!(attackRow[0] && attackRow[1]))
|
||||
sectorCursor[5] = -1;
|
||||
if (!(attackRow[1] && attackRow[2]))
|
||||
belowAttackable = false;
|
||||
if (!(attackRow[2] && attackRow[3]))
|
||||
sectorCursor[4] = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
||||
sectorCursor[4] = -1;
|
||||
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
||||
sectorCursor[5] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
// Determine index from sector.
|
||||
int cursorIndex;
|
||||
if (doubleWide)
|
||||
{
|
||||
sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
|
||||
sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
|
||||
|
||||
if (sector < 1.5)
|
||||
cursorIndex = static_cast<int>(sector);
|
||||
else if (sector >= 1.5 && sector < 2.5)
|
||||
cursorIndex = 2;
|
||||
else if (sector >= 2.5 && sector < 4.5)
|
||||
cursorIndex = (int) sector + 1;
|
||||
else if (sector >= 4.5 && sector < 5.5)
|
||||
cursorIndex = 6;
|
||||
else
|
||||
cursorIndex = (int) sector + 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
cursorIndex = static_cast<int>(sector);
|
||||
}
|
||||
|
||||
// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
|
||||
if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
|
||||
{
|
||||
logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
|
||||
attackingHex = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the closest direction attackable, starting with the right one.
|
||||
// FIXME: Is this really how the original H3 client does it?
|
||||
int i = 0;
|
||||
while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
|
||||
i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
|
||||
int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
|
||||
cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
attackingHex = myNumber - 1; //left
|
||||
break;
|
||||
case 1:
|
||||
attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
|
||||
break;
|
||||
case 2:
|
||||
attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
|
||||
break;
|
||||
case 3:
|
||||
attackingHex = myNumber + 1; //right
|
||||
break;
|
||||
case 4:
|
||||
attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
|
||||
break;
|
||||
case 5:
|
||||
attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
|
||||
break;
|
||||
}
|
||||
BattleHex hex(attackingHex);
|
||||
if (!hex.isValid())
|
||||
attackingHex = -1;
|
||||
assert(direction != -1);
|
||||
if (direction != -1)
|
||||
CCS->curh->set(sectorCursor[direction]);
|
||||
}
|
||||
|
||||
BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||||
BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber, const Point & cursorPos)
|
||||
{
|
||||
//TODO far too much repeating code
|
||||
BattleHex destHex;
|
||||
switch(CCS->curh->frame)
|
||||
const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
|
||||
auto neighbours = myNumber.allNeighbouringTiles();
|
||||
// 0 1
|
||||
// 5 x 2
|
||||
// 4 3
|
||||
|
||||
// if true - our current stack can move into this hex (and attack)
|
||||
std::array<bool, 8> attackAvailability;
|
||||
|
||||
if (doubleWide)
|
||||
{
|
||||
case 12: //from bottom right
|
||||
// For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
|
||||
// | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
|
||||
// | o o - | - o o | - - | - - | - - | - - | o o | - -
|
||||
// | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
|
||||
// | - - | - - | - - | - o o | o o - | - - | - - | o o
|
||||
|
||||
for (size_t i : { 1, 2, 3})
|
||||
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
|
||||
|
||||
for (size_t i : { 4, 5, 0})
|
||||
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
|
||||
|
||||
attackAvailability[6] = vstd::contains(occupyableHexes, neighbours[0]) && vstd::contains(occupyableHexes, neighbours[1]);
|
||||
attackAvailability[7] = vstd::contains(occupyableHexes, neighbours[3]) && vstd::contains(occupyableHexes, neighbours[4]);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (size_t i = 0; i < 6; ++i)
|
||||
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]);
|
||||
|
||||
attackAvailability[6] = false;
|
||||
attackAvailability[7] = false;
|
||||
}
|
||||
|
||||
// Zero available tiles to attack from
|
||||
if ( vstd::find(attackAvailability, true) == attackAvailability.end())
|
||||
{
|
||||
logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
|
||||
return BattleHex::NONE;
|
||||
}
|
||||
|
||||
// For each valid direction, select position to test against
|
||||
std::array<Point, 8> testPoint;
|
||||
|
||||
for (size_t i = 0; i < 6; ++i)
|
||||
if (attackAvailability[i])
|
||||
testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
|
||||
|
||||
// For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
|
||||
if (attackAvailability[6])
|
||||
testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
|
||||
|
||||
if (attackAvailability[7])
|
||||
testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
|
||||
|
||||
// Compute distance between tested position & cursor position and pick nearest
|
||||
std::array<int, 8> distance2;
|
||||
|
||||
for (size_t i = 0; i < 8; ++i)
|
||||
if (attackAvailability[i])
|
||||
distance2[i] = (testPoint[i].y - cursorPos.y)*(testPoint[i].y - cursorPos.y) + (testPoint[i].x - cursorPos.x)*(testPoint[i].x - cursorPos.x);
|
||||
|
||||
size_t nearest = -1;
|
||||
for (size_t i = 0; i < 8; ++i)
|
||||
if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
|
||||
nearest = i;
|
||||
|
||||
assert(nearest != -1);
|
||||
return BattleHex::EDir(nearest);
|
||||
}
|
||||
|
||||
BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
|
||||
{
|
||||
BattleHex::EDir direction = selectAttackDirection(attackTarget, CCS->curh->position());
|
||||
|
||||
const CStack * attacker = owner.stacksController->getActiveStack();
|
||||
|
||||
assert(direction != BattleHex::NONE);
|
||||
assert(attacker);
|
||||
|
||||
if (!attacker->doubleWide())
|
||||
{
|
||||
assert(direction != BattleHex::BOTTOM);
|
||||
assert(direction != BattleHex::TOP);
|
||||
return attackTarget.cloneInDirection(direction);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We need to find position of right hex of double-hex creature (or left for defending side)
|
||||
// | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
|
||||
// | o o - | - o o | - - | - - | - - | - - | o o | - -
|
||||
// | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
|
||||
// | - - | - - | - - | - o o | o o - | - - | - - | o o
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
|
||||
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
|
||||
(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
||||
if(vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if (vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
}
|
||||
else //if we are defender
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex-1))
|
||||
return destHex-1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 7: //from bottom left
|
||||
case BattleHex::TOP_LEFT:
|
||||
case BattleHex::LEFT:
|
||||
case BattleHex::BOTTOM_LEFT:
|
||||
{
|
||||
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
|
||||
if (vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
}
|
||||
else //we are defender
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex-1))
|
||||
return destHex-1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 8: //from left
|
||||
{
|
||||
if(owner.stacksController->getActiveStack()->doubleWide() && owner.stacksController->getActiveStack()->side == BattleSide::DEFENDER)
|
||||
{
|
||||
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
|
||||
if (vstd::contains(acc, myNumber))
|
||||
return myNumber - 1;
|
||||
else
|
||||
return myNumber - 2;
|
||||
}
|
||||
if ( attacker->side == BattleSide::ATTACKER )
|
||||
return attackTarget.cloneInDirection(direction);
|
||||
else
|
||||
{
|
||||
return myNumber - 1;
|
||||
}
|
||||
break;
|
||||
return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
|
||||
}
|
||||
case 9: //from top left
|
||||
|
||||
case BattleHex::TOP_RIGHT:
|
||||
case BattleHex::RIGHT:
|
||||
case BattleHex::BOTTOM_RIGHT:
|
||||
{
|
||||
destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
|
||||
if(vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
}
|
||||
else //if we are defender
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex-1))
|
||||
return destHex-1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 10: //from top right
|
||||
{
|
||||
bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
|
||||
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
|
||||
(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
||||
if(vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
}
|
||||
else //if we are defender
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex-1))
|
||||
return destHex-1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 11: //from right
|
||||
{
|
||||
if(owner.stacksController->getActiveStack()->doubleWide() && owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
|
||||
if(vstd::contains(acc, myNumber))
|
||||
return myNumber + 1;
|
||||
else
|
||||
return myNumber + 2;
|
||||
}
|
||||
if ( attacker->side == BattleSide::ATTACKER )
|
||||
return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
|
||||
else
|
||||
{
|
||||
return myNumber + 1;
|
||||
}
|
||||
break;
|
||||
return attackTarget.cloneInDirection(direction);
|
||||
}
|
||||
case 13: //from bottom
|
||||
|
||||
case BattleHex::TOP:
|
||||
{
|
||||
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
|
||||
if(vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
}
|
||||
else //if we are defender
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex-1))
|
||||
return destHex-1;
|
||||
}
|
||||
break;
|
||||
if ( attacker->side == BattleSide::ATTACKER )
|
||||
return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
|
||||
else
|
||||
return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
|
||||
}
|
||||
case 14: //from top
|
||||
|
||||
case BattleHex::BOTTOM:
|
||||
{
|
||||
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
|
||||
if (vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
}
|
||||
else //if we are defender
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex-1))
|
||||
return destHex-1;
|
||||
}
|
||||
break;
|
||||
if ( attacker->side == BattleSide::ATTACKER )
|
||||
return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
|
||||
else
|
||||
return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
|
||||
}
|
||||
default:
|
||||
assert(0);
|
||||
return attackTarget.cloneInDirection(BattleHex::LEFT);
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
bool BattleFieldController::isTileAttackable(const BattleHex & number) const
|
||||
@ -632,3 +539,18 @@ bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
|
||||
{
|
||||
return stackCountOutsideHexes[number];
|
||||
}
|
||||
|
||||
void BattleFieldController::showAll(SDL_Surface * to)
|
||||
{
|
||||
show(to);
|
||||
}
|
||||
|
||||
void BattleFieldController::show(SDL_Surface * to)
|
||||
{
|
||||
owner.stacksController->update();
|
||||
owner.obstacleController->update();
|
||||
|
||||
Canvas canvas(to);
|
||||
|
||||
renderBattlefield(canvas);
|
||||
}
|
||||
|
@ -22,6 +22,7 @@ struct Rect;
|
||||
struct Point;
|
||||
|
||||
class ClickableHex;
|
||||
class BattleHero;
|
||||
class Canvas;
|
||||
class IImage;
|
||||
class BattleInterface;
|
||||
@ -56,15 +57,24 @@ class BattleFieldController : public CIntObject
|
||||
|
||||
std::set<BattleHex> getHighlightedHexesStackRange();
|
||||
std::set<BattleHex> getHighlightedHexesSpellRange();
|
||||
std::set<BattleHex> getHighlightedHexesMovementTarget();
|
||||
|
||||
void showBackground(Canvas & canvas);
|
||||
void showBackgroundImage(Canvas & canvas);
|
||||
void showBackgroundImageWithHexes(Canvas & canvas);
|
||||
void showHighlightedHexes(Canvas & canvas);
|
||||
|
||||
BattleHex::EDir selectAttackDirection(BattleHex myNumber, const Point & point);
|
||||
|
||||
void mouseMoved(const SDL_MouseMotionEvent &event) override;
|
||||
void showAll(SDL_Surface * to) override;
|
||||
void show(SDL_Surface * to) override;
|
||||
|
||||
public:
|
||||
BattleFieldController(BattleInterface & owner);
|
||||
|
||||
void createHeroes();
|
||||
|
||||
void redrawBackgroundWithHexes();
|
||||
void renderBattlefield(Canvas & canvas);
|
||||
|
||||
|
@ -19,7 +19,7 @@
|
||||
#include "BattleObstacleController.h"
|
||||
#include "BattleSiegeController.h"
|
||||
#include "BattleFieldController.h"
|
||||
#include "BattleControlPanel.h"
|
||||
#include "BattleWindow.h"
|
||||
#include "BattleStacksController.h"
|
||||
#include "BattleRenderer.h"
|
||||
|
||||
@ -42,18 +42,23 @@
|
||||
#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)
|
||||
std::shared_ptr<CPlayerInterface> att,
|
||||
std::shared_ptr<CPlayerInterface> defen,
|
||||
std::shared_ptr<CPlayerInterface> spectatorInt)
|
||||
: attackingHeroInstance(hero1)
|
||||
, defendingHeroInstance(hero2)
|
||||
, attackerInt(att)
|
||||
, defenderInt(defen)
|
||||
, curInt(att)
|
||||
, myTurn(false)
|
||||
, moveSoundHander(-1)
|
||||
{
|
||||
OBJ_CONSTRUCTION;
|
||||
for ( auto & event : animationEvents)
|
||||
event.setn(false);
|
||||
|
||||
if(spectatorInt)
|
||||
{
|
||||
@ -65,9 +70,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
curInt = defenderInt;
|
||||
}
|
||||
|
||||
animsAreDisplayed.setn(false);
|
||||
pos = myRect;
|
||||
strongInterest = true;
|
||||
givenCommand.setn(nullptr);
|
||||
|
||||
//hot-seat -> check tactics for both players (defender may be local human)
|
||||
@ -79,27 +81,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
//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;
|
||||
@ -108,84 +89,43 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
if(town && town->hasFort())
|
||||
siegeController.reset(new BattleSiegeController(*this, town));
|
||||
|
||||
controlPanel = std::make_shared<BattleControlPanel>(*this, Point(0, 556));
|
||||
windowObject = std::make_shared<BattleWindow>(*this);
|
||||
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();
|
||||
setAnimationCondition(EAnimationEvents::OPENING, true);
|
||||
battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
|
||||
auto onIntroPlayed = [&]()
|
||||
auto onIntroPlayed = [this]()
|
||||
{
|
||||
if(LOCPLINT->battleInt)
|
||||
{
|
||||
CCS->musich->playMusicFromSet("battle", true, true);
|
||||
battleActionsStarted = true;
|
||||
activateStack();
|
||||
controlPanel->blockUI(settings["session"]["spectate"].Bool() || stacksController->getActiveStack() == nullptr);
|
||||
battleIntroSoundChannel = -1;
|
||||
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
|
||||
onIntroSoundPlayed();
|
||||
}
|
||||
};
|
||||
|
||||
CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
|
||||
GH.pushInt(windowObject);
|
||||
windowObject->blockUI(true);
|
||||
windowObject->updateQueue();
|
||||
|
||||
addUsedEvents(RCLICK | MOVE | KEYBOARD);
|
||||
controlPanel->blockUI(true);
|
||||
queue->update();
|
||||
if (battleIntroSoundChannel != -1)
|
||||
CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
|
||||
else
|
||||
onIntroSoundPlayed();
|
||||
}
|
||||
|
||||
void BattleInterface::onIntroSoundPlayed()
|
||||
{
|
||||
setAnimationCondition(EAnimationEvents::OPENING, false);
|
||||
CCS->musich->playMusicFromSet("battle", true, true);
|
||||
if(tacticsMode)
|
||||
tacticNextStack(nullptr);
|
||||
activateStack();
|
||||
battleIntroSoundChannel = -1;
|
||||
}
|
||||
|
||||
BattleInterface::~BattleInterface()
|
||||
@ -193,18 +133,17 @@ 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);
|
||||
|
||||
// may happen if user decided to close game while in battle
|
||||
if (getAnimationCondition(EAnimationEvents::ACTION) == true)
|
||||
logGlobal->error("Shutting down BattleInterface during animation playback!");
|
||||
setAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
}
|
||||
|
||||
void BattleInterface::setPrintCellBorders(bool set)
|
||||
@ -231,84 +170,6 @@ void BattleInterface::setPrintMouseShadow(bool set)
|
||||
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);
|
||||
@ -316,24 +177,27 @@ void BattleInterface::stackReset(const CStack * stack)
|
||||
|
||||
void BattleInterface::stackAdded(const CStack * stack)
|
||||
{
|
||||
stacksController->stackAdded(stack);
|
||||
stacksController->stackAdded(stack, false);
|
||||
}
|
||||
|
||||
void BattleInterface::stackRemoved(uint32_t stackID)
|
||||
{
|
||||
stacksController->stackRemoved(stackID);
|
||||
fieldController->redrawBackgroundWithHexes();
|
||||
queue->update();
|
||||
windowObject->updateQueue();
|
||||
}
|
||||
|
||||
void BattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
|
||||
void BattleInterface::stackActivated(const CStack *stack)
|
||||
{
|
||||
stacksController->stackActivated(stack);
|
||||
}
|
||||
|
||||
void BattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
||||
void BattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport)
|
||||
{
|
||||
stacksController->stackMoved(stack, destHex, distance);
|
||||
if (teleport)
|
||||
stacksController->stackTeleported(stack, destHex, distance);
|
||||
else
|
||||
stacksController->stackMoved(stack, destHex, distance);
|
||||
}
|
||||
|
||||
void BattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
|
||||
@ -354,25 +218,25 @@ void BattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedI
|
||||
for(ui8 side = 0; side < 2; side++)
|
||||
{
|
||||
if(killedBySide.at(side) > killedBySide.at(1-side))
|
||||
setHeroAnimation(side, CCreatureAnim::HERO_DEFEAT);
|
||||
setHeroAnimation(side, EHeroAnimType::DEFEAT);
|
||||
else if(killedBySide.at(side) < killedBySide.at(1-side))
|
||||
setHeroAnimation(side, CCreatureAnim::HERO_VICTORY);
|
||||
setHeroAnimation(side, EHeroAnimType::VICTORY);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
|
||||
void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
|
||||
{
|
||||
stacksController->stackAttacking(attacker, dest, attacked, shooting);
|
||||
stacksController->stackAttacking(attackInfo);
|
||||
}
|
||||
|
||||
void BattleInterface::newRoundFirst( int round )
|
||||
{
|
||||
waitForAnims();
|
||||
waitForAnimationCondition(EAnimationEvents::OPENING, false);
|
||||
}
|
||||
|
||||
void BattleInterface::newRound(int number)
|
||||
{
|
||||
controlPanel->console->addText(CGI->generaltexth->allTexts[412]);
|
||||
console->addText(CGI->generaltexth->allTexts[412]);
|
||||
}
|
||||
|
||||
void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
|
||||
@ -435,11 +299,6 @@ const CGHeroInstance * BattleInterface::getActiveHero()
|
||||
return defendingHeroInstance;
|
||||
}
|
||||
|
||||
void BattleInterface::hexLclicked(int whichOne)
|
||||
{
|
||||
actionsController->handleHex(whichOne, LCLICK);
|
||||
}
|
||||
|
||||
void BattleInterface::stackIsCatapulting(const CatapultAttack & ca)
|
||||
{
|
||||
if (siegeController)
|
||||
@ -454,33 +313,31 @@ void BattleInterface::gateStateChanged(const EGateState state)
|
||||
|
||||
void BattleInterface::battleFinished(const BattleResult& br)
|
||||
{
|
||||
bresult = &br;
|
||||
{
|
||||
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
|
||||
animsAreDisplayed.waitUntil(false);
|
||||
}
|
||||
assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
stacksController->setActiveStack(nullptr);
|
||||
displayBattleFinished();
|
||||
}
|
||||
|
||||
void BattleInterface::displayBattleFinished()
|
||||
{
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
curInt->waitWhileDialog();
|
||||
|
||||
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
|
||||
{
|
||||
close();
|
||||
windowObject->close();
|
||||
return;
|
||||
}
|
||||
|
||||
GH.pushInt(std::make_shared<BattleResultWindow>(*bresult, *(this->curInt)));
|
||||
GH.pushInt(std::make_shared<BattleResultWindow>(br, *(this->curInt)));
|
||||
curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
|
||||
CPlayerInterface::battleInt = nullptr;
|
||||
}
|
||||
|
||||
void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
{
|
||||
windowObject->blockUI(true);
|
||||
|
||||
const SpellID spellID = sc->spellID;
|
||||
const CSpell * spell = spellID.toSpell();
|
||||
auto targetedTile = sc->tile;
|
||||
|
||||
assert(spell);
|
||||
if(!spell)
|
||||
@ -489,7 +346,15 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
const std::string & castSoundPath = spell->getCastSound();
|
||||
|
||||
if (!castSoundPath.empty())
|
||||
CCS->soundh->playSound(castSoundPath);
|
||||
{
|
||||
auto group = spell->animationInfo.projectile.empty() ?
|
||||
EAnimationEvents::HIT:
|
||||
EAnimationEvents::BEFORE_HIT;//FIXME: recheck whether this should be on projectile spawning
|
||||
|
||||
executeOnAnimationCondition(group, true, [=]() {
|
||||
CCS->soundh->playSound(castSoundPath);
|
||||
});
|
||||
}
|
||||
|
||||
if ( sc->activeCast )
|
||||
{
|
||||
@ -497,56 +362,77 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
|
||||
if(casterStack != nullptr )
|
||||
{
|
||||
displaySpellCast(spellID, casterStack->getPosition());
|
||||
|
||||
stacksController->addNewAnim(new CCastAnimation(*this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile), spell));
|
||||
executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
|
||||
{
|
||||
stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
|
||||
displaySpellCast(spell, casterStack->getPosition());
|
||||
});
|
||||
}
|
||||
else
|
||||
if (sc->tile.isValid() && !spell->animationInfo.projectile.empty())
|
||||
{
|
||||
// this is spell cast by hero with valid destination & valid projectile -> play animation
|
||||
auto hero = sc->side ? defendingHero : attackingHero;
|
||||
assert(hero);
|
||||
|
||||
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));
|
||||
executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
|
||||
{
|
||||
stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
waitForAnims(); //wait for projectile animation
|
||||
|
||||
displaySpellHit(spellID, sc->tile);
|
||||
executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
||||
displaySpellHit(spell, targetedTile);
|
||||
});
|
||||
|
||||
//queuing affect animation
|
||||
for(auto & elem : sc->affectedCres)
|
||||
{
|
||||
auto stack = curInt->cb->battleGetStackByID(elem, false);
|
||||
assert(stack);
|
||||
if(stack)
|
||||
displaySpellEffect(spellID, stack->getPosition());
|
||||
{
|
||||
executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
||||
displaySpellEffect(spell, stack->getPosition());
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
//queuing additional animation
|
||||
for(auto & elem : sc->customEffects)
|
||||
for(auto & elem : sc->reflectedCres)
|
||||
{
|
||||
auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
|
||||
if(stack)
|
||||
effectsController->displayEffect(EBattleEffect::EBattleEffect(elem.effect), stack->getPosition());
|
||||
auto stack = curInt->cb->battleGetStackByID(elem, false);
|
||||
assert(stack);
|
||||
executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
||||
effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition());
|
||||
});
|
||||
}
|
||||
|
||||
if (!sc->resistedCres.empty())
|
||||
{
|
||||
executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
||||
CCS->soundh->playSound("MAGICRES");
|
||||
});
|
||||
}
|
||||
|
||||
for(auto & elem : sc->resistedCres)
|
||||
{
|
||||
auto stack = curInt->cb->battleGetStackByID(elem, false);
|
||||
assert(stack);
|
||||
executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
||||
effectsController->displayEffect(EBattleEffect::RESISTANCE, 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));
|
||||
Point leftHero = Point(15, 30);
|
||||
Point rightHero = Point(755, 30);
|
||||
bool side = sc->side;
|
||||
|
||||
executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
||||
stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
|
||||
stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@ -556,7 +442,7 @@ void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
|
||||
fieldController->redrawBackgroundWithHexes();
|
||||
}
|
||||
|
||||
void BattleInterface::setHeroAnimation(ui8 side, int phase)
|
||||
void BattleInterface::setHeroAnimation(ui8 side, EHeroAnimType phase)
|
||||
{
|
||||
if(side == BattleSide::ATTACKER)
|
||||
{
|
||||
@ -576,60 +462,62 @@ void BattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog
|
||||
{
|
||||
std::string formatted = line.toString();
|
||||
boost::algorithm::trim(formatted);
|
||||
if(!controlPanel->console->addText(formatted))
|
||||
logGlobal->warn("Too long battle log line");
|
||||
appendBattleLog(formatted);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit)
|
||||
void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, 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
|
||||
stacksController->addNewAnim(new DummyAnimation(*this, animation.pause));
|
||||
|
||||
if (!animation.effectName.empty())
|
||||
{
|
||||
const CStack * destStack = getCurrentPlayerInterface()->cb->battleGetStackByPos(destinationTile, false);
|
||||
|
||||
if (destStack)
|
||||
stacksController->addNewAnim(new ColorTransformAnimation(*this, destStack, animation.effectName, spell ));
|
||||
}
|
||||
|
||||
if(!animation.resourceName.empty())
|
||||
{
|
||||
int flags = 0;
|
||||
|
||||
if (isHit)
|
||||
flags |= CPointEffectAnimation::FORCE_ON_TOP;
|
||||
flags |= EffectAnimation::FORCE_ON_TOP;
|
||||
|
||||
if (animation.verticalPosition == VerticalPosition::BOTTOM)
|
||||
flags |= CPointEffectAnimation::ALIGN_TO_BOTTOM;
|
||||
flags |= EffectAnimation::ALIGN_TO_BOTTOM;
|
||||
|
||||
if (!destinationTile.isValid())
|
||||
flags |= CPointEffectAnimation::SCREEN_FILL;
|
||||
flags |= EffectAnimation::SCREEN_FILL;
|
||||
|
||||
if (!destinationTile.isValid())
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, animation.resourceName, flags));
|
||||
stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, flags));
|
||||
else
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, animation.resourceName, destinationTile, flags));
|
||||
stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, destinationTile, flags));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
|
||||
void BattleInterface::displaySpellCast(const CSpell * spell, BattleHex destinationTile)
|
||||
{
|
||||
const CSpell * spell = spellID.toSpell();
|
||||
|
||||
if(spell)
|
||||
displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile, false);
|
||||
displaySpellAnimationQueue(spell, spell->animationInfo.cast, destinationTile, false);
|
||||
}
|
||||
|
||||
void BattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
|
||||
void BattleInterface::displaySpellEffect(const CSpell * spell, BattleHex destinationTile)
|
||||
{
|
||||
const CSpell *spell = spellID.toSpell();
|
||||
|
||||
if(spell)
|
||||
displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile, false);
|
||||
displaySpellAnimationQueue(spell, spell->animationInfo.affect, destinationTile, false);
|
||||
}
|
||||
|
||||
void BattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
|
||||
void BattleInterface::displaySpellHit(const CSpell * spell, BattleHex destinationTile)
|
||||
{
|
||||
const CSpell * spell = spellID.toSpell();
|
||||
|
||||
if(spell)
|
||||
displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile, true);
|
||||
displaySpellAnimationQueue(spell, spell->animationInfo.hit, destinationTile, true);
|
||||
}
|
||||
|
||||
void BattleInterface::setAnimSpeed(int set)
|
||||
@ -662,9 +550,6 @@ void BattleInterface::trySetActivePlayer( PlayerColor player )
|
||||
|
||||
void BattleInterface::activateStack()
|
||||
{
|
||||
if(!battleActionsStarted)
|
||||
return; //"show" function should re-call this function
|
||||
|
||||
stacksController->activateStack();
|
||||
|
||||
const CStack * s = stacksController->getActiveStack();
|
||||
@ -672,7 +557,8 @@ void BattleInterface::activateStack()
|
||||
return;
|
||||
|
||||
myTurn = true;
|
||||
queue->update();
|
||||
windowObject->updateQueue();
|
||||
windowObject->blockUI(false);
|
||||
fieldController->redrawBackgroundWithHexes();
|
||||
actionsController->activateStack();
|
||||
GH.fakeMouseMove();
|
||||
@ -682,66 +568,28 @@ 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);
|
||||
windowObject->updateQueue();
|
||||
|
||||
queue->update();
|
||||
|
||||
if (tacticsMode) //stack ended movement in tactics phase -> select the next one
|
||||
//stack ended movement in tactics phase -> select the next one
|
||||
if (tacticsMode)
|
||||
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
|
||||
//we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
|
||||
if(action->actionType == EActionType::HERO_SPELL)
|
||||
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()
|
||||
void BattleInterface::appendBattleLog(const std::string & newEntry)
|
||||
{
|
||||
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();
|
||||
}
|
||||
console->addText(newEntry);
|
||||
}
|
||||
|
||||
void BattleInterface::startAction(const BattleAction* action)
|
||||
{
|
||||
controlPanel->blockUI(true);
|
||||
|
||||
if(action->actionType == EActionType::END_TACTIC_PHASE)
|
||||
{
|
||||
controlPanel->tacticPhaseEnded();
|
||||
windowObject->tacticPhaseEnded();
|
||||
return;
|
||||
}
|
||||
|
||||
@ -749,7 +597,7 @@ void BattleInterface::startAction(const BattleAction* action)
|
||||
|
||||
if (stack)
|
||||
{
|
||||
queue->update();
|
||||
windowObject->updateQueue();
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -758,13 +606,8 @@ void BattleInterface::startAction(const BattleAction* action)
|
||||
|
||||
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)
|
||||
{
|
||||
@ -775,16 +618,9 @@ void BattleInterface::startAction(const BattleAction* action)
|
||||
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;
|
||||
}
|
||||
|
||||
@ -799,7 +635,8 @@ void BattleInterface::tacticNextStack(const CStack * current)
|
||||
current = stacksController->getActiveStack();
|
||||
|
||||
//no switching stacks when the current one is moving
|
||||
waitForAnims();
|
||||
assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
||||
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
|
||||
vstd::erase_if (stacksOfMine, &immobile);
|
||||
@ -850,7 +687,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
|
||||
|
||||
boost::thread aiThread([&]()
|
||||
{
|
||||
auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(stacksController->getActiveStack()));
|
||||
auto ba = std::make_unique<BattleAction>(curInt->autofightingAI->activeStack(stacksController->getActiveStack()));
|
||||
|
||||
if(curInt->cb->battleIsFinished())
|
||||
{
|
||||
@ -866,7 +703,6 @@ void BattleInterface::requestAutofightingAIToTakeAction()
|
||||
//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
|
||||
@ -884,81 +720,49 @@ void BattleInterface::requestAutofightingAIToTakeAction()
|
||||
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);
|
||||
}
|
||||
|
||||
void BattleInterface::setAnimationCondition( EAnimationEvents event, bool state)
|
||||
{
|
||||
logAnim->debug("setAnimationCondition: %d -> %s", static_cast<int>(event), state ? "ON" : "OFF");
|
||||
|
||||
size_t index = static_cast<size_t>(event);
|
||||
animationEvents[index].setn(state);
|
||||
|
||||
decltype(awaitingEvents) executingEvents;
|
||||
|
||||
for (auto it = awaitingEvents.begin(); it != awaitingEvents.end();)
|
||||
{
|
||||
if (it->event == event && it->eventState == state)
|
||||
{
|
||||
executingEvents.push_back(*it);
|
||||
it = awaitingEvents.erase(it);
|
||||
}
|
||||
else
|
||||
++it;
|
||||
}
|
||||
|
||||
for (auto const & event : executingEvents)
|
||||
event.action();
|
||||
}
|
||||
|
||||
bool BattleInterface::getAnimationCondition( EAnimationEvents event)
|
||||
{
|
||||
size_t index = static_cast<size_t>(event);
|
||||
return animationEvents[index].get();
|
||||
}
|
||||
|
||||
void BattleInterface::waitForAnimationCondition( EAnimationEvents event, bool state)
|
||||
{
|
||||
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
|
||||
size_t index = static_cast<size_t>(event);
|
||||
animationEvents[index].waitUntil(state);
|
||||
}
|
||||
|
||||
void BattleInterface::executeOnAnimationCondition( EAnimationEvents event, bool state, const AwaitingAnimationAction & action)
|
||||
{
|
||||
awaitingEvents.push_back({action, event, state});
|
||||
}
|
||||
|
@ -9,8 +9,10 @@
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "BattleConstants.h"
|
||||
#include "../gui/CIntObject.h"
|
||||
#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
|
||||
#include "../../lib/CondSh.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
@ -20,7 +22,6 @@ class CStack;
|
||||
struct BattleResult;
|
||||
struct BattleSpellCast;
|
||||
struct CObstacleInstance;
|
||||
template <typename T> struct CondSh;
|
||||
struct SetStackEffect;
|
||||
class BattleAction;
|
||||
class CGTownInstance;
|
||||
@ -28,7 +29,6 @@ struct CatapultAttack;
|
||||
struct BattleTriggerEffect;
|
||||
struct BattleHex;
|
||||
struct InfoAboutHero;
|
||||
struct CustomEffectInfo;
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
@ -48,46 +48,109 @@ class BattleSiegeController;
|
||||
class BattleObstacleController;
|
||||
class BattleFieldController;
|
||||
class BattleRenderer;
|
||||
class BattleControlPanel;
|
||||
class BattleWindow;
|
||||
class BattleStacksController;
|
||||
class BattleActionsController;
|
||||
class BattleEffectsController;
|
||||
class BattleConsole;
|
||||
|
||||
/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
|
||||
struct StackAttackedInfo
|
||||
{
|
||||
const CStack *defender; //attacked stack
|
||||
int64_t dmg; //damage dealt
|
||||
unsigned int amountKilled; //how many creatures in stack has been killed
|
||||
const CStack *attacker; //attacking stack
|
||||
const CStack *defender;
|
||||
const CStack *attacker;
|
||||
|
||||
int64_t damageDealt;
|
||||
uint32_t amountKilled;
|
||||
SpellID spellEffect;
|
||||
|
||||
bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
|
||||
bool killed; //if true, stack has been killed
|
||||
bool rebirth; //if true, play rebirth animation after all
|
||||
bool cloneKilled;
|
||||
bool fireShield;
|
||||
};
|
||||
|
||||
/// Big class which handles the overall battle interface actions and it is also responsible for
|
||||
/// drawing everything correctly.
|
||||
class BattleInterface : public WindowBase
|
||||
struct StackAttackInfo
|
||||
{
|
||||
private:
|
||||
std::shared_ptr<BattleHero> attackingHero;
|
||||
std::shared_ptr<BattleHero> defendingHero;
|
||||
std::shared_ptr<StackQueue> queue;
|
||||
std::shared_ptr<BattleControlPanel> controlPanel;
|
||||
const CStack *attacker;
|
||||
const CStack *defender;
|
||||
std::vector< const CStack *> secondaryDefender;
|
||||
|
||||
std::shared_ptr<CPlayerInterface> tacticianInterface; //used during tactics mode, points to the interface of player with higher tactics (can be either attacker or defender in hot-seat), valid onloy for human players
|
||||
std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
|
||||
std::shared_ptr<CPlayerInterface> curInt; //current player interface
|
||||
SpellID spellEffect;
|
||||
BattleHex tile;
|
||||
|
||||
const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
|
||||
const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
|
||||
bool indirectAttack;
|
||||
bool lucky;
|
||||
bool unlucky;
|
||||
bool deathBlow;
|
||||
bool lifeDrain;
|
||||
};
|
||||
|
||||
ui8 animCount;
|
||||
/// Main class for battles, responsible for relaying information from server to various battle entities
|
||||
class BattleInterface
|
||||
{
|
||||
using AwaitingAnimationAction = std::function<void()>;
|
||||
|
||||
struct AwaitingAnimationEvents {
|
||||
AwaitingAnimationAction action;
|
||||
EAnimationEvents event;
|
||||
bool eventState;
|
||||
};
|
||||
|
||||
/// Conditional variables that are set depending on ongoing animations on the battlefield
|
||||
std::array< CondSh<bool>, static_cast<size_t>(EAnimationEvents::COUNT)> animationEvents;
|
||||
|
||||
/// List of events that are waiting to be triggered
|
||||
std::vector<AwaitingAnimationEvents> awaitingEvents;
|
||||
|
||||
/// used during tactics mode, points to the interface of player with higher tactics (can be either attacker or defender in hot-seat), valid onloy for human players
|
||||
std::shared_ptr<CPlayerInterface> tacticianInterface;
|
||||
|
||||
/// attacker interface, not null if attacker is human in our vcmiclient
|
||||
std::shared_ptr<CPlayerInterface> attackerInt;
|
||||
|
||||
/// defender interface, not null if attacker is human in our vcmiclient
|
||||
std::shared_ptr<CPlayerInterface> defenderInt;
|
||||
|
||||
void onIntroSoundPlayed();
|
||||
public:
|
||||
/// copy of initial armies (for result window)
|
||||
const CCreatureSet *army1;
|
||||
const CCreatureSet *army2;
|
||||
|
||||
/// ID of channel on which battle opening sound is playing, or -1 if none
|
||||
int battleIntroSoundChannel;
|
||||
|
||||
std::shared_ptr<BattleWindow> windowObject;
|
||||
std::shared_ptr<BattleConsole> console;
|
||||
|
||||
/// currently active player interface
|
||||
std::shared_ptr<CPlayerInterface> curInt;
|
||||
|
||||
const CGHeroInstance *attackingHeroInstance;
|
||||
const CGHeroInstance *defendingHeroInstance;
|
||||
|
||||
bool tacticsMode;
|
||||
bool battleActionsStarted; //used for delaying battle actions until intro sound stops
|
||||
int battleIntroSoundChannel; //required as variable for disabling it via ESC key
|
||||
|
||||
std::unique_ptr<BattleProjectileController> projectilesController;
|
||||
std::unique_ptr<BattleSiegeController> siegeController;
|
||||
std::unique_ptr<BattleObstacleController> obstacleController;
|
||||
std::unique_ptr<BattleFieldController> fieldController;
|
||||
std::unique_ptr<BattleStacksController> stacksController;
|
||||
std::unique_ptr<BattleActionsController> actionsController;
|
||||
std::unique_ptr<BattleEffectsController> effectsController;
|
||||
|
||||
std::shared_ptr<BattleHero> attackingHero;
|
||||
std::shared_ptr<BattleHero> defendingHero;
|
||||
|
||||
static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
|
||||
|
||||
bool myTurn; //if true, interface is active (commands can be ordered)
|
||||
int moveSoundHander; // sound handler used when moving a unit
|
||||
|
||||
BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
|
||||
~BattleInterface();
|
||||
|
||||
void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
|
||||
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
|
||||
@ -100,27 +163,11 @@ private:
|
||||
|
||||
void showInterface(SDL_Surface * to);
|
||||
|
||||
void setHeroAnimation(ui8 side, int phase);
|
||||
public:
|
||||
std::unique_ptr<BattleProjectileController> projectilesController;
|
||||
std::unique_ptr<BattleSiegeController> siegeController;
|
||||
std::unique_ptr<BattleObstacleController> obstacleController;
|
||||
std::unique_ptr<BattleFieldController> fieldController;
|
||||
std::unique_ptr<BattleStacksController> stacksController;
|
||||
std::unique_ptr<BattleActionsController> actionsController;
|
||||
std::unique_ptr<BattleEffectsController> effectsController;
|
||||
void setHeroAnimation(ui8 side, EHeroAnimType phase);
|
||||
|
||||
static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
|
||||
static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
|
||||
void executeSpellCast(); //called when a hero casts a spell
|
||||
|
||||
bool myTurn; //if true, interface is active (commands can be ordered)
|
||||
bool moveStarted; //if true, the creature that is already moving is going to make its first step
|
||||
int moveSoundHander; // sound handler used when moving a unit
|
||||
|
||||
const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end
|
||||
|
||||
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 = nullptr);
|
||||
virtual ~BattleInterface();
|
||||
void appendBattleLog(const std::string & newEntry);
|
||||
|
||||
void setPrintCellBorders(bool set); //if true, cell borders will be printed
|
||||
void setPrintStackRange(bool set); //if true,range of active stack will be printed
|
||||
@ -131,19 +178,18 @@ public:
|
||||
|
||||
void tacticNextStack(const CStack *current);
|
||||
void tacticPhaseEnd();
|
||||
void waitForAnims();
|
||||
|
||||
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
|
||||
void activate() override;
|
||||
void deactivate() override;
|
||||
void keyPressed(const SDL_KeyboardEvent & key) override;
|
||||
void mouseMoved(const SDL_MouseMotionEvent &sEvent) override;
|
||||
void clickRight(tribool down, bool previousState) override;
|
||||
/// sets condition to targeted state and executes any awaiting actions
|
||||
void setAnimationCondition( EAnimationEvents event, bool state);
|
||||
|
||||
void show(SDL_Surface *to) override;
|
||||
void showAll(SDL_Surface *to) override;
|
||||
/// returns current state of condition
|
||||
bool getAnimationCondition( EAnimationEvents event);
|
||||
|
||||
void collectRenderableObjects(BattleRenderer & renderer);
|
||||
/// locks execution until selected condition reached targeted state
|
||||
void waitForAnimationCondition( EAnimationEvents event, bool state);
|
||||
|
||||
/// adds action that will be executed one selected condition reached targeted state
|
||||
void executeOnAnimationCondition( EAnimationEvents event, bool state, const AwaitingAnimationAction & action);
|
||||
|
||||
//call-ins
|
||||
void startAction(const BattleAction* action);
|
||||
@ -151,29 +197,25 @@ public:
|
||||
void stackAdded(const CStack * stack); //new stack appeared on battlefield
|
||||
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
|
||||
void stackActivated(const CStack *stack); //active stack has been changed
|
||||
void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
|
||||
void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport); //stack with id number moved to destHex
|
||||
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
|
||||
void stackAttacking(const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
|
||||
void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
|
||||
void newRoundFirst( int round );
|
||||
void newRound(int number); //caled when round is ended; number is the number of round
|
||||
void hexLclicked(int whichOne); //hex only call-in
|
||||
void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
|
||||
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
|
||||
void displayBattleFinished(); //displays battle result
|
||||
void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
|
||||
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
|
||||
void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
|
||||
|
||||
void displayBattleLog(const std::vector<MetaString> & battleLog);
|
||||
|
||||
void displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit);
|
||||
void displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation
|
||||
void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
|
||||
void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
|
||||
void displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit);
|
||||
void displaySpellCast(const CSpell * spell, BattleHex destinationTile); //displays spell`s cast animation
|
||||
void displaySpellEffect(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
|
||||
void displaySpellHit(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
|
||||
|
||||
void endAction(const BattleAction* action);
|
||||
void hideQueue();
|
||||
void showQueue();
|
||||
|
||||
void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
|
||||
|
||||
@ -181,29 +223,4 @@ public:
|
||||
|
||||
const CGHeroInstance *currentHero() const;
|
||||
InfoAboutHero enemyHero() const;
|
||||
|
||||
// TODO: cleanup this list
|
||||
friend class CPlayerInterface;
|
||||
friend class CInGameConsole;
|
||||
friend class StackQueue;
|
||||
friend class BattleResultWindow;
|
||||
friend class BattleHero;
|
||||
friend class CBattleStackAnimation;
|
||||
friend class CReverseAnimation;
|
||||
friend class CDefenceAnimation;
|
||||
friend class CMovementAnimation;
|
||||
friend class CMovementStartAnimation;
|
||||
friend class CAttackAnimation;
|
||||
friend class CMeleeAttackAnimation;
|
||||
friend class CShootingAnimation;
|
||||
friend class CCastAnimation;
|
||||
friend class ClickableHex;
|
||||
friend class BattleProjectileController;
|
||||
friend class BattleSiegeController;
|
||||
friend class BattleObstacleController;
|
||||
friend class BattleFieldController;
|
||||
friend class BattleControlPanel;
|
||||
friend class BattleStacksController;
|
||||
friend class BattleActionsController;
|
||||
friend class BattleEffectsController;
|
||||
};
|
||||
|
@ -12,10 +12,11 @@
|
||||
|
||||
#include "BattleInterface.h"
|
||||
#include "BattleActionsController.h"
|
||||
#include "BattleRenderer.h"
|
||||
#include "BattleSiegeController.h"
|
||||
#include "BattleFieldController.h"
|
||||
#include "BattleStacksController.h"
|
||||
#include "BattleControlPanel.h"
|
||||
#include "BattleWindow.h"
|
||||
|
||||
#include "../CGameInfo.h"
|
||||
#include "../CMessage.h"
|
||||
@ -41,6 +42,7 @@
|
||||
#include "../../lib/CGameState.h"
|
||||
#include "../../lib/CGeneralTextHandler.h"
|
||||
#include "../../lib/CTownHandler.h"
|
||||
#include "../../lib/CHeroHandler.h"
|
||||
#include "../../lib/NetPacks.h"
|
||||
#include "../../lib/StartInfo.h"
|
||||
#include "../../lib/CondSh.h"
|
||||
@ -48,70 +50,99 @@
|
||||
|
||||
void BattleConsole::showAll(SDL_Surface * to)
|
||||
{
|
||||
Point consolePos(pos.x + 10, pos.y + 17);
|
||||
Point textPos (pos.x + pos.w/2, pos.y + 17);
|
||||
CIntObject::showAll(to);
|
||||
|
||||
if (!consoleText.empty())
|
||||
Point line1 (pos.x + pos.w/2, pos.y + 8);
|
||||
Point line2 (pos.x + pos.w/2, pos.y + 24);
|
||||
|
||||
auto visibleText = getVisibleText();
|
||||
|
||||
if(visibleText.size() > 0)
|
||||
graphics->fonts[FONT_SMALL]->renderTextCenter(to, visibleText[0], Colors::WHITE, line1);
|
||||
|
||||
if(visibleText.size() > 1)
|
||||
graphics->fonts[FONT_SMALL]->renderTextCenter(to, visibleText[1], Colors::WHITE, line2);
|
||||
}
|
||||
|
||||
std::vector<std::string> BattleConsole::getVisibleText()
|
||||
{
|
||||
// high priority texts that hide battle log entries
|
||||
for (auto const & text : {consoleText, hoverText} )
|
||||
{
|
||||
graphics->fonts[FONT_SMALL]->renderTextLinesLeft(to, CMessage::breakText(consoleText, pos.w, FONT_SMALL), Colors::WHITE, consolePos);
|
||||
if (text.empty())
|
||||
continue;
|
||||
|
||||
auto result = CMessage::breakText(text, pos.w, FONT_SMALL);
|
||||
|
||||
if(result.size() > 2)
|
||||
result.resize(2);
|
||||
return result;
|
||||
}
|
||||
else if(!hoverText.empty())
|
||||
|
||||
// log is small enough to fit entirely - display it as such
|
||||
if (logEntries.size() < 3)
|
||||
return logEntries;
|
||||
|
||||
return { logEntries[scrollPosition - 1], logEntries[scrollPosition] };
|
||||
}
|
||||
|
||||
std::vector<std::string> BattleConsole::splitText(const std::string &text)
|
||||
{
|
||||
std::vector<std::string> lines;
|
||||
std::vector<std::string> output;
|
||||
|
||||
boost::split(lines, text, boost::is_any_of("\n"));
|
||||
|
||||
for (auto const & line : lines)
|
||||
{
|
||||
graphics->fonts[FONT_SMALL]->renderTextLinesCenter(to, CMessage::breakText(hoverText, pos.w, FONT_SMALL), Colors::WHITE, textPos);
|
||||
}
|
||||
else if(logEntries.size())
|
||||
{
|
||||
if(logEntries.size()==1)
|
||||
if (graphics->fonts[FONT_SMALL]->getStringWidth(text) < pos.w)
|
||||
{
|
||||
graphics->fonts[FONT_SMALL]->renderTextLinesCenter(to, CMessage::breakText(logEntries[0], pos.w, FONT_SMALL), Colors::WHITE, textPos);
|
||||
output.push_back(line);
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics->fonts[FONT_SMALL]->renderTextLinesCenter(to, CMessage::breakText(logEntries[scrollPosition - 1], pos.w, FONT_SMALL), Colors::WHITE, textPos);
|
||||
textPos.y += 16;
|
||||
graphics->fonts[FONT_SMALL]->renderTextLinesCenter(to, CMessage::breakText(logEntries[scrollPosition], pos.w, FONT_SMALL), Colors::WHITE, textPos);
|
||||
std::vector<std::string> substrings = CMessage::breakText(line, pos.w, FONT_SMALL);
|
||||
output.insert(output.end(), substrings.begin(), substrings.end());
|
||||
}
|
||||
}
|
||||
return output;
|
||||
}
|
||||
|
||||
bool BattleConsole::addText(const std::string & text)
|
||||
{
|
||||
logGlobal->trace("CBattleConsole message: %s", text);
|
||||
if(text.size()>70)
|
||||
return false; //text too long!
|
||||
int firstInToken = 0;
|
||||
for(size_t i = 0; i < text.size(); ++i) //tokenize
|
||||
{
|
||||
if(text[i] == 10)
|
||||
{
|
||||
logEntries.push_back( text.substr(firstInToken, i-firstInToken) );
|
||||
firstInToken = (int)i+1;
|
||||
}
|
||||
}
|
||||
|
||||
logEntries.push_back( text.substr(firstInToken, text.size()) );
|
||||
auto newLines = splitText(text);
|
||||
|
||||
logEntries.insert(logEntries.end(), newLines.begin(), newLines.end());
|
||||
scrollPosition = (int)logEntries.size()-1;
|
||||
redraw();
|
||||
return true;
|
||||
}
|
||||
void BattleConsole::scrollUp(ui32 by)
|
||||
{
|
||||
if(scrollPosition > static_cast<int>(by))
|
||||
scrollPosition -= by;
|
||||
redraw();
|
||||
}
|
||||
|
||||
void BattleConsole::scrollDown(ui32 by)
|
||||
{
|
||||
if(scrollPosition + by < logEntries.size())
|
||||
scrollPosition += by;
|
||||
redraw();
|
||||
}
|
||||
|
||||
BattleConsole::BattleConsole(const Rect & position)
|
||||
BattleConsole::BattleConsole(std::shared_ptr<CPicture> backgroundSource, const Point & objectPos, const Point & imagePos, const Point &size)
|
||||
: scrollPosition(-1)
|
||||
, enteringText(false)
|
||||
{
|
||||
pos += position.topLeft();
|
||||
pos.w = position.w;
|
||||
pos.h = position.h;
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
pos += objectPos;
|
||||
pos.w = size.x;
|
||||
pos.h = size.y;
|
||||
|
||||
background = std::make_shared<CPicture>(backgroundSource->getSurface(), Rect(imagePos, size), 0, 0 );
|
||||
}
|
||||
|
||||
void BattleConsole::deactivate()
|
||||
@ -137,17 +168,20 @@ void BattleConsole::setEnteringMode(bool on)
|
||||
CSDL_Ext::stopTextInput();
|
||||
}
|
||||
enteringText = on;
|
||||
redraw();
|
||||
}
|
||||
|
||||
void BattleConsole::setEnteredText(const std::string & text)
|
||||
{
|
||||
assert(enteringText == true);
|
||||
consoleText = text;
|
||||
redraw();
|
||||
}
|
||||
|
||||
void BattleConsole::write(const std::string & Text)
|
||||
{
|
||||
hoverText = Text;
|
||||
redraw();
|
||||
}
|
||||
|
||||
void BattleConsole::clearIfMatching(const std::string & Text)
|
||||
@ -161,75 +195,110 @@ void BattleConsole::clear()
|
||||
write({});
|
||||
}
|
||||
|
||||
const CGHeroInstance * BattleHero::instance()
|
||||
{
|
||||
return hero;
|
||||
}
|
||||
|
||||
void BattleHero::render(Canvas & canvas)
|
||||
{
|
||||
auto flagFrame = flagAnimation->getImage(flagAnim, 0, true);
|
||||
size_t groupIndex = static_cast<size_t>(phase);
|
||||
|
||||
if(!flagFrame)
|
||||
return;
|
||||
auto flagFrame = flagAnimation->getImage(flagCurrentFrame, 0, true);
|
||||
auto heroFrame = animation->getImage(currentFrame, groupIndex, true);
|
||||
|
||||
//animation of flag
|
||||
Point flagPosition = pos.topLeft();
|
||||
Point heroPosition = pos.center() - parent->pos.topLeft() - heroFrame->dimensions() / 2;
|
||||
Point flagPosition = pos.center() - parent->pos.topLeft() - flagFrame->dimensions() / 2;
|
||||
|
||||
if(flip)
|
||||
flagPosition += Point(61, 39);
|
||||
if(defender)
|
||||
flagPosition += Point(-4, -41);
|
||||
else
|
||||
flagPosition += Point(72, 39);
|
||||
|
||||
|
||||
auto heroFrame = animation->getImage(currentFrame, phase, true);
|
||||
flagPosition += Point(4, -41);
|
||||
|
||||
canvas.draw(flagFrame, flagPosition);
|
||||
canvas.draw(heroFrame, pos.topLeft());
|
||||
canvas.draw(heroFrame, heroPosition);
|
||||
|
||||
if(++animCount >= 4)
|
||||
flagCurrentFrame += currentSpeed;
|
||||
currentFrame += currentSpeed;
|
||||
|
||||
if(flagCurrentFrame >= flagAnimation->size(0))
|
||||
flagCurrentFrame -= flagAnimation->size(0);
|
||||
|
||||
if(currentFrame >= animation->size(groupIndex))
|
||||
{
|
||||
animCount = 0;
|
||||
if(++flagAnim >= flagAnimation->size(0))
|
||||
flagAnim = 0;
|
||||
|
||||
if(++currentFrame >= lastFrame)
|
||||
switchToNextPhase();
|
||||
currentFrame -= animation->size(groupIndex);
|
||||
switchToNextPhase();
|
||||
}
|
||||
}
|
||||
|
||||
void BattleHero::setPhase(int newPhase)
|
||||
void BattleHero::pause()
|
||||
{
|
||||
currentSpeed = 0.f;
|
||||
}
|
||||
|
||||
void BattleHero::play()
|
||||
{
|
||||
//FIXME: un-hardcode speed
|
||||
currentSpeed = 0.25f;
|
||||
}
|
||||
|
||||
float BattleHero::getFrame() const
|
||||
{
|
||||
return currentFrame;
|
||||
}
|
||||
|
||||
void BattleHero::collectRenderableObjects(BattleRenderer & renderer)
|
||||
{
|
||||
auto hex = defender ? BattleHex(GameConstants::BFIELD_WIDTH-1) : BattleHex(0);
|
||||
|
||||
renderer.insert(EBattleFieldLayer::HEROES, hex, [this](BattleRenderer::RendererRef canvas)
|
||||
{
|
||||
render(canvas);
|
||||
});
|
||||
}
|
||||
|
||||
void BattleHero::onPhaseFinished(const std::function<void()> & callback)
|
||||
{
|
||||
phaseFinishedCallback = callback;
|
||||
}
|
||||
|
||||
void BattleHero::setPhase(EHeroAnimType newPhase)
|
||||
{
|
||||
nextPhase = newPhase;
|
||||
switchToNextPhase(); //immediately switch to next phase and then restore idling phase
|
||||
nextPhase = 0;
|
||||
nextPhase = EHeroAnimType::HOLDING;
|
||||
}
|
||||
|
||||
void BattleHero::hover(bool on)
|
||||
{
|
||||
//TODO: Make lines below work properly
|
||||
//TODO: BROKEN CODE
|
||||
if (on)
|
||||
CCS->curh->changeGraphic(ECursor::COMBAT, 5);
|
||||
CCS->curh->set(Cursor::Combat::HERO);
|
||||
else
|
||||
CCS->curh->changeGraphic(ECursor::COMBAT, 0);
|
||||
CCS->curh->set(Cursor::Combat::POINTER);
|
||||
}
|
||||
|
||||
void BattleHero::clickLeft(tribool down, bool previousState)
|
||||
{
|
||||
if(myOwner->actionsController->spellcastingModeActive()) //we are casting a spell
|
||||
if(owner.actionsController->spellcastingModeActive()) //we are casting a spell
|
||||
return;
|
||||
|
||||
if(boost::logic::indeterminate(down))
|
||||
return;
|
||||
|
||||
if(!myHero || down || !myOwner->myTurn)
|
||||
if(!hero || down || !owner.myTurn)
|
||||
return;
|
||||
|
||||
if(myOwner->getCurrentPlayerInterface()->cb->battleCanCastSpell(myHero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
|
||||
if(owner.getCurrentPlayerInterface()->cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
|
||||
{
|
||||
BattleHex hoveredHex = myOwner->fieldController->getHoveredHex();
|
||||
BattleHex hoveredHex = owner.fieldController->getHoveredHex();
|
||||
//do nothing when any hex is hovered - hero's animation overlaps battlefield
|
||||
if ( hoveredHex != BattleHex::INVALID )
|
||||
return;
|
||||
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
|
||||
GH.pushIntT<CSpellWindow>(myHero, myOwner->getCurrentPlayerInterface());
|
||||
GH.pushIntT<CSpellWindow>(hero, owner.getCurrentPlayerInterface());
|
||||
}
|
||||
}
|
||||
|
||||
@ -239,13 +308,13 @@ void BattleHero::clickRight(tribool down, bool previousState)
|
||||
return;
|
||||
|
||||
Point windowPosition;
|
||||
windowPosition.x = (!flip) ? myOwner->pos.topLeft().x + 1 : myOwner->pos.topRight().x - 79;
|
||||
windowPosition.y = myOwner->pos.y + 135;
|
||||
windowPosition.x = (!defender) ? owner.fieldController->pos.topLeft().x + 1 : owner.fieldController->pos.topRight().x - 79;
|
||||
windowPosition.y = owner.fieldController->pos.y + 135;
|
||||
|
||||
InfoAboutHero targetHero;
|
||||
if(down && (myOwner->myTurn || settings["session"]["spectate"].Bool()))
|
||||
if(down && (owner.myTurn || settings["session"]["spectate"].Bool()))
|
||||
{
|
||||
auto h = flip ? myOwner->defendingHeroInstance : myOwner->attackingHeroInstance;
|
||||
auto h = defender ? owner.defendingHeroInstance : owner.attackingHeroInstance;
|
||||
targetHero.initFromHero(h, InfoAboutHero::EInfoLevel::INBATTLE);
|
||||
GH.pushIntT<HeroInfoWindow>(targetHero, &windowPosition);
|
||||
}
|
||||
@ -253,43 +322,57 @@ void BattleHero::clickRight(tribool down, bool previousState)
|
||||
|
||||
void BattleHero::switchToNextPhase()
|
||||
{
|
||||
if(phase != nextPhase)
|
||||
{
|
||||
phase = nextPhase;
|
||||
phase = nextPhase;
|
||||
currentFrame = 0.f;
|
||||
|
||||
firstFrame = 0;
|
||||
|
||||
lastFrame = static_cast<int>(animation->size(phase));
|
||||
}
|
||||
|
||||
currentFrame = firstFrame;
|
||||
auto copy = phaseFinishedCallback;
|
||||
phaseFinishedCallback.clear();
|
||||
copy();
|
||||
}
|
||||
|
||||
BattleHero::BattleHero(const std::string & animationPath, bool flipG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface & owner):
|
||||
flip(flipG),
|
||||
myHero(hero),
|
||||
myOwner(&owner),
|
||||
phase(1),
|
||||
nextPhase(0),
|
||||
flagAnim(0),
|
||||
animCount(0)
|
||||
BattleHero::BattleHero(const BattleInterface & owner, const CGHeroInstance * hero, bool defender):
|
||||
defender(defender),
|
||||
hero(hero),
|
||||
owner(owner),
|
||||
phase(EHeroAnimType::HOLDING),
|
||||
nextPhase(EHeroAnimType::HOLDING),
|
||||
currentSpeed(0.f),
|
||||
currentFrame(0.f),
|
||||
flagCurrentFrame(0.f)
|
||||
{
|
||||
std::string animationPath;
|
||||
|
||||
if(!hero->type->battleImage.empty())
|
||||
animationPath = hero->type->battleImage;
|
||||
else
|
||||
if(hero->sex)
|
||||
animationPath = hero->type->heroClass->imageBattleFemale;
|
||||
else
|
||||
animationPath = hero->type->heroClass->imageBattleMale;
|
||||
|
||||
animation = std::make_shared<CAnimation>(animationPath);
|
||||
animation->preload();
|
||||
if(flipG)
|
||||
|
||||
pos.w = 64;
|
||||
pos.h = 136;
|
||||
pos.x = owner.fieldController->pos.x + (defender ? (owner.fieldController->pos.w - pos.w) : 0);
|
||||
pos.y = owner.fieldController->pos.y;
|
||||
|
||||
if(defender)
|
||||
animation->verticalFlip();
|
||||
|
||||
if(flip)
|
||||
if(defender)
|
||||
flagAnimation = std::make_shared<CAnimation>("CMFLAGR");
|
||||
else
|
||||
flagAnimation = std::make_shared<CAnimation>("CMFLAGL");
|
||||
|
||||
flagAnimation->preload();
|
||||
flagAnimation->playerColored(player);
|
||||
flagAnimation->playerColored(hero->tempOwner);
|
||||
|
||||
addUsedEvents(LCLICK | RCLICK | HOVER);
|
||||
|
||||
switchToNextPhase();
|
||||
play();
|
||||
}
|
||||
|
||||
HeroInfoWindow::HeroInfoWindow(const InfoAboutHero & hero, Point * position)
|
||||
@ -584,7 +667,7 @@ void BattleResultWindow::bExitf()
|
||||
|
||||
close();
|
||||
|
||||
if(dynamic_cast<BattleInterface*>(GH.topInt().get()))
|
||||
if(dynamic_cast<BattleWindow*>(GH.topInt().get()))
|
||||
GH.popInts(1); //pop battle interface if present
|
||||
|
||||
//Result window and battle interface are gone. We requested all dialogs to be closed before opening the battle,
|
||||
@ -599,7 +682,7 @@ void ClickableHex::hover(bool on)
|
||||
//Hoverable::hover(on);
|
||||
if(!on && setAlterText)
|
||||
{
|
||||
myInterface->controlPanel->console->clear();
|
||||
GH.statusbar->clear();
|
||||
setAlterText = false;
|
||||
}
|
||||
}
|
||||
@ -623,13 +706,13 @@ void ClickableHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
|
||||
MetaString text;
|
||||
text.addTxt(MetaString::GENERAL_TXT, 220);
|
||||
attackedStack->addNameReplacement(text);
|
||||
myInterface->controlPanel->console->write(text.toString());
|
||||
GH.statusbar->write(text.toString());
|
||||
setAlterText = true;
|
||||
}
|
||||
}
|
||||
else if(setAlterText)
|
||||
{
|
||||
myInterface->controlPanel->console->clear();
|
||||
GH.statusbar->clear();
|
||||
setAlterText = false;
|
||||
}
|
||||
}
|
||||
@ -638,7 +721,7 @@ void ClickableHex::clickLeft(tribool down, bool previousState)
|
||||
{
|
||||
if(!down && hovered && strictHovered) //we've been really clicked!
|
||||
{
|
||||
myInterface->hexLclicked(myNumber);
|
||||
myInterface->actionsController->handleHex(myNumber, LCLICK);
|
||||
}
|
||||
}
|
||||
|
||||
@ -662,10 +745,10 @@ StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
|
||||
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
|
||||
if(embedded)
|
||||
{
|
||||
pos.w = QUEUE_SIZE * 37;
|
||||
pos.h = 46;
|
||||
pos.x = screen->w/2 - pos.w/2;
|
||||
pos.y = (screen->h - 600)/2 + 10;
|
||||
pos.w = QUEUE_SIZE * 41;
|
||||
pos.h = 49;
|
||||
pos.x += parent->pos.w/2 - pos.w/2;
|
||||
pos.y += 10;
|
||||
|
||||
icons = std::make_shared<CAnimation>("CPRSMALL");
|
||||
stateIcons = std::make_shared<CAnimation>("VCMI/BATTLEQUEUE/STATESSMALL");
|
||||
@ -674,6 +757,8 @@ StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
|
||||
{
|
||||
pos.w = 800;
|
||||
pos.h = 85;
|
||||
pos.x += 0;
|
||||
pos.y -= pos.h;
|
||||
|
||||
background = std::make_shared<CFilledTexture>("DIBOXBCK", Rect(0, 0, pos.w, pos.h));
|
||||
|
||||
@ -688,10 +773,17 @@ StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
|
||||
for (int i = 0; i < stackBoxes.size(); i++)
|
||||
{
|
||||
stackBoxes[i] = std::make_shared<StackBox>(this);
|
||||
stackBoxes[i]->moveBy(Point(1 + (embedded ? 36 : 80) * i, 0));
|
||||
stackBoxes[i]->moveBy(Point(1 + (embedded ? 41 : 80) * i, 0));
|
||||
}
|
||||
}
|
||||
|
||||
void StackQueue::show(SDL_Surface * to)
|
||||
{
|
||||
if (embedded)
|
||||
showAll(to);
|
||||
CIntObject::show(to);
|
||||
}
|
||||
|
||||
void StackQueue::update()
|
||||
{
|
||||
std::vector<battle::Units> queueData;
|
||||
|
@ -9,7 +9,9 @@
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "BattleConstants.h"
|
||||
#include "../gui/CIntObject.h"
|
||||
#include "../../lib/FunctionList.h"
|
||||
#include "../../lib/battle/BattleHex.h"
|
||||
#include "../windows/CWindowObject.h"
|
||||
|
||||
@ -38,11 +40,14 @@ class CLabel;
|
||||
class CTextBox;
|
||||
class CAnimImage;
|
||||
class CPlayerInterface;
|
||||
class BattleRenderer;
|
||||
|
||||
/// Class which shows the console at the bottom of the battle screen and manages the text of the console
|
||||
class BattleConsole : public CIntObject, public IStatusBar
|
||||
{
|
||||
private:
|
||||
std::shared_ptr<CPicture> background;
|
||||
|
||||
/// List of all texts added during battle, essentially - log of entire battle
|
||||
std::vector< std::string > logEntries;
|
||||
|
||||
@ -57,8 +62,14 @@ private:
|
||||
|
||||
/// if true then we are currently entering console text
|
||||
bool enteringText;
|
||||
|
||||
/// splits text into individual strings for battle log
|
||||
std::vector<std::string> splitText(const std::string &text);
|
||||
|
||||
/// select line(s) that will be visible in UI
|
||||
std::vector<std::string> getVisibleText();
|
||||
public:
|
||||
BattleConsole(const Rect & position);
|
||||
BattleConsole(std::shared_ptr<CPicture> backgroundSource, const Point & objectPos, const Point & imagePos, const Point &size);
|
||||
|
||||
void showAll(SDL_Surface * to) override;
|
||||
void deactivate() override;
|
||||
@ -78,27 +89,43 @@ public:
|
||||
/// Hero battle animation
|
||||
class BattleHero : public CIntObject
|
||||
{
|
||||
void switchToNextPhase();
|
||||
public:
|
||||
bool flip; //false if it's attacking hero, true otherwise
|
||||
bool defender;
|
||||
|
||||
CFunctionList<void()> phaseFinishedCallback;
|
||||
|
||||
std::shared_ptr<CAnimation> animation;
|
||||
std::shared_ptr<CAnimation> flagAnimation;
|
||||
|
||||
const CGHeroInstance * myHero; //this animation's hero instance
|
||||
const BattleInterface * myOwner; //battle interface to which this animation is assigned
|
||||
int phase; //stage of animation
|
||||
int nextPhase; //stage of animation to be set after current phase is fully displayed
|
||||
int currentFrame, firstFrame, lastFrame; //frame of animation
|
||||
const CGHeroInstance * hero; //this animation's hero instance
|
||||
const BattleInterface & owner; //battle interface to which this animation is assigned
|
||||
|
||||
EHeroAnimType phase; //stage of animation
|
||||
EHeroAnimType nextPhase; //stage of animation to be set after current phase is fully displayed
|
||||
|
||||
float currentSpeed;
|
||||
float currentFrame; //frame of animation
|
||||
float flagCurrentFrame;
|
||||
|
||||
void switchToNextPhase();
|
||||
|
||||
size_t flagAnim;
|
||||
ui8 animCount; //for flag animation
|
||||
void render(Canvas & canvas); //prints next frame of animation to to
|
||||
void setPhase(int newPhase); //sets phase of hero animation
|
||||
public:
|
||||
const CGHeroInstance * instance();
|
||||
|
||||
void setPhase(EHeroAnimType newPhase); //sets phase of hero animation
|
||||
|
||||
void collectRenderableObjects(BattleRenderer & renderer);
|
||||
|
||||
float getFrame() const;
|
||||
void onPhaseFinished(const std::function<void()> &);
|
||||
|
||||
void pause();
|
||||
void play();
|
||||
|
||||
void hover(bool on) override;
|
||||
void clickLeft(tribool down, bool previousState) override; //call-in
|
||||
void clickRight(tribool down, bool previousState) override; //call-in
|
||||
BattleHero(const std::string & animationPath, bool filpG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface & owner);
|
||||
BattleHero(const BattleInterface & owner, const CGHeroInstance * hero, bool defender);
|
||||
};
|
||||
|
||||
class HeroInfoWindow : public CWindowObject
|
||||
@ -193,4 +220,6 @@ public:
|
||||
|
||||
StackQueue(bool Embedded, BattleInterface & owner);
|
||||
void update();
|
||||
|
||||
void show(SDL_Surface * to) override;
|
||||
};
|
||||
|
@ -15,17 +15,22 @@
|
||||
#include "BattleAnimationClasses.h"
|
||||
#include "BattleStacksController.h"
|
||||
#include "BattleRenderer.h"
|
||||
#include "CreatureAnimation.h"
|
||||
|
||||
#include "../CMusicHandler.h"
|
||||
#include "../CGameInfo.h"
|
||||
#include "../CPlayerInterface.h"
|
||||
#include "../gui/CAnimation.h"
|
||||
#include "../gui/Canvas.h"
|
||||
#include "../gui/CGuiHandler.h"
|
||||
|
||||
#include "../../CCallback.h"
|
||||
#include "../../lib/battle/CObstacleInstance.h"
|
||||
#include "../../lib/ObstacleHandler.h"
|
||||
|
||||
BattleObstacleController::BattleObstacleController(BattleInterface & owner):
|
||||
owner(owner)
|
||||
owner(owner),
|
||||
timePassed(0.f)
|
||||
{
|
||||
auto obst = owner.curInt->cb->battleGetAllObstacles();
|
||||
for(auto & elem : obst)
|
||||
@ -72,10 +77,6 @@ void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
|
||||
|
||||
void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
|
||||
{
|
||||
assert(obstaclesBeingPlaced.empty());
|
||||
for (auto const & oi : obstacles)
|
||||
obstaclesBeingPlaced.push_back(oi->uniqueID);
|
||||
|
||||
for (auto const & oi : obstacles)
|
||||
{
|
||||
auto spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(oi.get());
|
||||
@ -83,7 +84,6 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
|
||||
if (!spellObstacle)
|
||||
{
|
||||
logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi->obstacleType);
|
||||
obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -92,29 +92,22 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
|
||||
|
||||
auto first = animation->getImage(0, 0);
|
||||
if(!first)
|
||||
{
|
||||
obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());
|
||||
continue;
|
||||
}
|
||||
|
||||
//TODO: sound
|
||||
//soundBase::QUIKSAND
|
||||
//soundBase::LANDMINE
|
||||
|
||||
//we assume here that effect graphics have the same size as the usual obstacle image
|
||||
// -> if we know how to blit obstacle, let's blit the effect in the same place
|
||||
Point whereTo = getObstaclePosition(first, *oi);
|
||||
owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::invalid, spellObstacle->appearAnimation, whereTo, oi->pos, CPointEffectAnimation::WAIT_FOR_SOUND));
|
||||
CCS->soundh->playSound( spellObstacle->appearSound );
|
||||
owner.stacksController->addNewAnim(new EffectAnimation(owner, spellObstacle->appearAnimation, whereTo, oi->pos));
|
||||
|
||||
//so when multiple obstacles are added, they show up one after another
|
||||
owner.waitForAnims();
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
||||
obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());
|
||||
loadObstacleImage(*spellObstacle);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas, const Point & offset)
|
||||
void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
|
||||
{
|
||||
//Blit absolute obstacles
|
||||
for(auto & oi : owner.curInt->cb->battleGetAllObstacles())
|
||||
@ -123,7 +116,7 @@ void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas, const Poin
|
||||
{
|
||||
auto img = getObstacleImage(*oi);
|
||||
if(img)
|
||||
canvas.draw(img, Point(offset.x + oi->getInfo().width, offset.y + oi->getInfo().height));
|
||||
canvas.draw(img, Point(oi->getInfo().width, oi->getInfo().height));
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -149,31 +142,26 @@ void BattleObstacleController::collectRenderableObjects(BattleRenderer & rendere
|
||||
}
|
||||
}
|
||||
|
||||
void BattleObstacleController::update()
|
||||
{
|
||||
timePassed += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
}
|
||||
|
||||
std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
|
||||
{
|
||||
int frameIndex = (owner.animCount+1) *25 / owner.getAnimSpeed();
|
||||
int framesCount = timePassed * AnimationControls::getObstaclesSpeed();
|
||||
std::shared_ptr<CAnimation> animation;
|
||||
|
||||
// obstacle is not loaded yet, don't show anything
|
||||
if (obstacleAnimations.count(oi.uniqueID) == 0)
|
||||
{
|
||||
if (boost::range::find(obstaclesBeingPlaced, oi.uniqueID) != obstaclesBeingPlaced.end())
|
||||
{
|
||||
// obstacle is not loaded yet, don't show anything
|
||||
return nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(0); // how?
|
||||
loadObstacleImage(oi);
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
|
||||
animation = obstacleAnimations[oi.uniqueID];
|
||||
assert(animation);
|
||||
|
||||
if(animation)
|
||||
{
|
||||
frameIndex %= animation->size(0);
|
||||
int frameIndex = framesCount % animation->size(0);
|
||||
return animation->getImage(frameIndex, 0);
|
||||
}
|
||||
return nullptr;
|
||||
@ -183,7 +171,7 @@ Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> imag
|
||||
{
|
||||
int offset = obstacle.getAnimationYOffset(image->height());
|
||||
|
||||
Rect r = owner.fieldController->hexPositionAbsolute(obstacle.pos);
|
||||
Rect r = owner.fieldController->hexPositionLocal(obstacle.pos);
|
||||
r.y += 42 - image->height() + offset;
|
||||
|
||||
return r.topLeft();
|
||||
|
@ -29,16 +29,15 @@ class BattleObstacleController
|
||||
{
|
||||
BattleInterface & owner;
|
||||
|
||||
/// total time, in seconds, since start of battle. Used for animating obstacles
|
||||
float timePassed;
|
||||
|
||||
/// cached animations of all obstacles in current battle
|
||||
std::map<std::string, std::shared_ptr<CAnimation>> animationsCache;
|
||||
|
||||
/// list of all obstacles that are currently being rendered
|
||||
std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
|
||||
|
||||
/// semi-debug member, contains obstacles that should not yet be visible due to ongoing placement animation
|
||||
/// used only for sanity checks to ensure that there are no invisible obstacles
|
||||
std::vector<si32> obstaclesBeingPlaced;
|
||||
|
||||
void loadObstacleImage(const CObstacleInstance & oi);
|
||||
|
||||
std::shared_ptr<IImage> getObstacleImage(const CObstacleInstance & oi);
|
||||
@ -47,11 +46,14 @@ class BattleObstacleController
|
||||
public:
|
||||
BattleObstacleController(BattleInterface & owner);
|
||||
|
||||
/// called every frame
|
||||
void update();
|
||||
|
||||
/// call-in from network pack, add newly placed obstacles with any required animations
|
||||
void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & oi);
|
||||
|
||||
/// renders all "absolute" obstacles
|
||||
void showAbsoluteObstacles(Canvas & canvas, const Point & offset);
|
||||
void showAbsoluteObstacles(Canvas & canvas);
|
||||
|
||||
/// adds all non-"absolute" visible obstacles for rendering
|
||||
void collectRenderableObjects(BattleRenderer & renderer);
|
||||
|
@ -48,22 +48,21 @@ static double calculateCatapultParabolaY(const Point & from, const Point & dest,
|
||||
|
||||
void ProjectileMissile::show(Canvas & canvas)
|
||||
{
|
||||
logAnim->info("Projectile rendering, %d / %d", step, steps);
|
||||
size_t group = reverse ? 1 : 0;
|
||||
auto image = animation->getImage(frameNum, group, true);
|
||||
|
||||
if(image)
|
||||
{
|
||||
float progress = float(step) / steps;
|
||||
|
||||
Point pos {
|
||||
CSDL_Ext::lerp(from.x, dest.x, progress) - image->width() / 2,
|
||||
CSDL_Ext::lerp(from.y, dest.y, progress) - image->height() / 2,
|
||||
vstd::lerp(from.x, dest.x, progress) - image->width() / 2,
|
||||
vstd::lerp(from.y, dest.y, progress) - image->height() / 2,
|
||||
};
|
||||
|
||||
canvas.draw(image, pos);
|
||||
}
|
||||
++step;
|
||||
|
||||
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
progress += timePassed * speed;
|
||||
}
|
||||
|
||||
void ProjectileAnimatedMissile::show(Canvas & canvas)
|
||||
@ -83,9 +82,7 @@ void ProjectileCatapult::show(Canvas & canvas)
|
||||
|
||||
if(image)
|
||||
{
|
||||
float progress = float(step) / steps;
|
||||
|
||||
int posX = CSDL_Ext::lerp(from.x, dest.x, progress);
|
||||
int posX = vstd::lerp(from.x, dest.x, progress);
|
||||
int posY = calculateCatapultParabolaY(from, dest, posX);
|
||||
Point pos(posX, posY);
|
||||
|
||||
@ -93,16 +90,16 @@ void ProjectileCatapult::show(Canvas & canvas)
|
||||
|
||||
frameNum = (frameNum + 1) % animation->size(0);
|
||||
}
|
||||
++step;
|
||||
|
||||
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
progress += timePassed * speed;
|
||||
}
|
||||
|
||||
void ProjectileRay::show(Canvas & canvas)
|
||||
{
|
||||
float progress = float(step) / steps;
|
||||
|
||||
Point curr {
|
||||
CSDL_Ext::lerp(from.x, dest.x, progress),
|
||||
CSDL_Ext::lerp(from.y, dest.y, progress),
|
||||
vstd::lerp(from.x, dest.x, progress),
|
||||
vstd::lerp(from.y, dest.y, progress),
|
||||
};
|
||||
|
||||
Point length = curr - from;
|
||||
@ -143,7 +140,9 @@ void ProjectileRay::show(Canvas & canvas)
|
||||
canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), beginColor, endColor);
|
||||
}
|
||||
}
|
||||
++step;
|
||||
|
||||
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
progress += timePassed * speed;
|
||||
}
|
||||
|
||||
BattleProjectileController::BattleProjectileController(BattleInterface & owner):
|
||||
@ -232,17 +231,17 @@ void BattleProjectileController::showProjectiles(Canvas & canvas)
|
||||
}
|
||||
|
||||
vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
|
||||
return projectile->step > projectile->steps;
|
||||
return projectile->progress > 1.0f;
|
||||
});
|
||||
}
|
||||
|
||||
bool BattleProjectileController::hasActiveProjectile(const CStack * stack) const
|
||||
bool BattleProjectileController::hasActiveProjectile(const CStack * stack, bool emittedOnly) const
|
||||
{
|
||||
int stackID = stack ? stack->ID : -1;
|
||||
|
||||
for(auto const & instance : projectiles)
|
||||
{
|
||||
if(instance->shooterID == stackID)
|
||||
if(instance->shooterID == stackID && (instance->playing || !emittedOnly))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@ -250,15 +249,14 @@ bool BattleProjectileController::hasActiveProjectile(const CStack * stack) const
|
||||
return false;
|
||||
}
|
||||
|
||||
int BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
|
||||
float BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
|
||||
{
|
||||
double distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
|
||||
double distance = sqrt(distanceSquared);
|
||||
int steps = std::round(distance / animSpeed);
|
||||
float distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
|
||||
float distance = sqrt(distanceSquared);
|
||||
|
||||
if (steps > 0)
|
||||
return steps;
|
||||
return 1;
|
||||
assert(distance > 1.f);
|
||||
|
||||
return animSpeed / std::max( 1.f, distance);
|
||||
}
|
||||
|
||||
int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
|
||||
@ -298,12 +296,11 @@ void BattleProjectileController::createCatapultProjectile(const CStack * shooter
|
||||
|
||||
catapultProjectile->animation = getProjectileImage(shooter);
|
||||
catapultProjectile->frameNum = 0;
|
||||
catapultProjectile->step = 0;
|
||||
catapultProjectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
|
||||
catapultProjectile->progress = 0;
|
||||
catapultProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
|
||||
catapultProjectile->from = from;
|
||||
catapultProjectile->dest = dest;
|
||||
catapultProjectile->shooterID = shooter->ID;
|
||||
catapultProjectile->step = 0;
|
||||
catapultProjectile->playing = false;
|
||||
|
||||
projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
|
||||
@ -336,11 +333,11 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
|
||||
missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
|
||||
}
|
||||
|
||||
projectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
|
||||
projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
|
||||
projectile->from = from;
|
||||
projectile->dest = dest;
|
||||
projectile->shooterID = shooter->ID;
|
||||
projectile->step = 0;
|
||||
projectile->progress = 0;
|
||||
projectile->playing = false;
|
||||
|
||||
projectiles.push_back(projectile);
|
||||
@ -364,8 +361,8 @@ void BattleProjectileController::createSpellProjectile(const CStack * shooter, P
|
||||
projectile->from = from;
|
||||
projectile->dest = dest;
|
||||
projectile->shooterID = shooter ? shooter->ID : -1;
|
||||
projectile->step = 0;
|
||||
projectile->steps = computeProjectileFlightTime(from, dest, AnimationControls::getSpellEffectSpeed());
|
||||
projectile->progress = 0;
|
||||
projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
|
||||
projectile->playing = false;
|
||||
|
||||
projectiles.push_back(std::shared_ptr<ProjectileBase>(projectile));
|
||||
|
@ -33,10 +33,10 @@ struct ProjectileBase
|
||||
Point from; // initial position on the screen
|
||||
Point dest; // target position on the screen
|
||||
|
||||
int step; // current step counter
|
||||
int steps; // total number of steps/frames to show
|
||||
int shooterID; // ID of shooter stack
|
||||
bool playing; // if set to true, projectile animation is playing, e.g. flying to target
|
||||
float progress; // current position of projectile on from->dest line
|
||||
float speed; // how much progress is gained per second
|
||||
int shooterID; // ID of shooter stack
|
||||
bool playing; // if set to true, projectile animation is playing, e.g. flying to target
|
||||
};
|
||||
|
||||
/// Projectile for most shooters - render pre-selected frame moving in straight line from origin to destination
|
||||
@ -97,7 +97,7 @@ class BattleProjectileController
|
||||
const CCreature & getShooter(const CStack * stack) const;
|
||||
|
||||
int computeProjectileFrameID( Point from, Point dest, const CStack * stack);
|
||||
int computeProjectileFlightTime( Point from, Point dest, double speed);
|
||||
float computeProjectileFlightTime( Point from, Point dest, double speed);
|
||||
|
||||
public:
|
||||
BattleProjectileController(BattleInterface & owner);
|
||||
@ -106,7 +106,7 @@ public:
|
||||
void showProjectiles(Canvas & canvas);
|
||||
|
||||
/// returns true if stack has projectile that is yet to hit target
|
||||
bool hasActiveProjectile(const CStack * stack) const;
|
||||
bool hasActiveProjectile(const CStack * stack, bool emittedOnly) const;
|
||||
|
||||
/// starts rendering previously created projectile
|
||||
void emitStackProjectile(const CStack * stack);
|
||||
|
@ -11,19 +11,24 @@
|
||||
#include "BattleRenderer.h"
|
||||
|
||||
#include "BattleInterface.h"
|
||||
#include "BattleInterfaceClasses.h"
|
||||
#include "BattleEffectsController.h"
|
||||
#include "BattleWindow.h"
|
||||
#include "BattleSiegeController.h"
|
||||
#include "BattleStacksController.h"
|
||||
#include "BattleObstacleController.h"
|
||||
|
||||
void BattleRenderer::collectObjects()
|
||||
{
|
||||
owner.collectRenderableObjects(*this);
|
||||
owner.effectsController->collectRenderableObjects(*this);
|
||||
owner.obstacleController->collectRenderableObjects(*this);
|
||||
owner.stacksController->collectRenderableObjects(*this);
|
||||
if (owner.siegeController)
|
||||
owner.siegeController->collectRenderableObjects(*this);
|
||||
if (owner.defendingHero)
|
||||
owner.defendingHero->collectRenderableObjects(*this);
|
||||
if (owner.attackingHero)
|
||||
owner.attackingHero->collectRenderableObjects(*this);
|
||||
}
|
||||
|
||||
void BattleRenderer::sortObjects()
|
||||
|
@ -19,11 +19,11 @@ enum class EBattleFieldLayer {
|
||||
OBSTACLES = 0,
|
||||
CORPSES = 0,
|
||||
WALLS = 1,
|
||||
HEROES = 1,
|
||||
STACKS = 1, // after corpses, obstacles
|
||||
BATTLEMENTS = 2, // after stacks
|
||||
STACK_AMOUNTS = 2, // after stacks, obstacles, corpses
|
||||
EFFECTS = 3, // after obstacles, battlements
|
||||
HEROES = 2,
|
||||
STACKS = 2, // after corpses, obstacles, walls
|
||||
BATTLEMENTS = 3, // after stacks
|
||||
STACK_AMOUNTS = 3, // after stacks, obstacles, corpses
|
||||
EFFECTS = 4, // after obstacles, battlements
|
||||
};
|
||||
|
||||
class BattleRenderer
|
||||
|
@ -106,13 +106,13 @@ std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisua
|
||||
}
|
||||
}
|
||||
|
||||
void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what, const Point & offset)
|
||||
void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
|
||||
{
|
||||
auto & ci = town->town->clientInfo;
|
||||
auto const & pos = ci.siegePositions[what];
|
||||
|
||||
if ( wallPieceImages[what])
|
||||
canvas.draw(wallPieceImages[what], offset + Point(pos.x, pos.y));
|
||||
canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
|
||||
}
|
||||
|
||||
std::string BattleSiegeController::getBattleBackgroundName() const
|
||||
@ -146,7 +146,7 @@ BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual w
|
||||
BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
|
||||
182, // BOTTOM_WALL,
|
||||
130, // WALL_BELLOW_GATE,
|
||||
78, // WALL_OVER_GATE,
|
||||
62, // WALL_OVER_GATE,
|
||||
12, // UPPER_WALL,
|
||||
BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
|
||||
BattleHex::HEX_BEFORE_ALL, // GATE, // 94
|
||||
@ -205,10 +205,10 @@ Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) con
|
||||
|
||||
if (posID != 0)
|
||||
{
|
||||
Point result = owner.pos.topLeft();
|
||||
result.x += town->town->clientInfo.siegePositions[posID].x;
|
||||
result.y += town->town->clientInfo.siegePositions[posID].y;
|
||||
return result;
|
||||
return {
|
||||
town->town->clientInfo.siegePositions[posID].x,
|
||||
town->town->clientInfo.siegePositions[posID].y
|
||||
};
|
||||
}
|
||||
|
||||
assert(0);
|
||||
@ -249,13 +249,13 @@ void BattleSiegeController::gateStateChanged(const EGateState state)
|
||||
CCS->soundh->playSound(soundBase::DRAWBRG);
|
||||
}
|
||||
|
||||
void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas, const Point & offset)
|
||||
void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
|
||||
{
|
||||
if (getWallPieceExistance(EWallVisual::MOAT))
|
||||
showWallPiece(canvas, EWallVisual::MOAT, offset);
|
||||
showWallPiece(canvas, EWallVisual::MOAT);
|
||||
|
||||
if (getWallPieceExistance(EWallVisual::MOAT_BANK))
|
||||
showWallPiece(canvas, EWallVisual::MOAT_BANK, offset);
|
||||
showWallPiece(canvas, EWallVisual::MOAT_BANK);
|
||||
}
|
||||
|
||||
BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
|
||||
@ -301,11 +301,11 @@ void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
|
||||
});
|
||||
renderer.insert( EBattleFieldLayer::BATTLEMENTS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
|
||||
showWallPiece(canvas, wallPiece, owner.pos.topLeft());
|
||||
showWallPiece(canvas, wallPiece);
|
||||
});
|
||||
}
|
||||
renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
|
||||
showWallPiece(canvas, wallPiece, owner.pos.topLeft());
|
||||
showWallPiece(canvas, wallPiece);
|
||||
});
|
||||
|
||||
|
||||
@ -327,12 +327,14 @@ bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
|
||||
|
||||
void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
{
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
if (ca.attacker != -1)
|
||||
{
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
|
||||
for (auto attackInfo : ca.attackedParts)
|
||||
{
|
||||
owner.stacksController->addNewAnim(new CCatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
|
||||
owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -343,11 +345,12 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
for (auto attackInfo : ca.attackedParts)
|
||||
positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
|
||||
|
||||
|
||||
owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::WALLHIT, "SGEXPL.DEF", positions));
|
||||
CCS->soundh->playSound( "WALLHIT" );
|
||||
owner.stacksController->addNewAnim(new EffectAnimation(owner, "SGEXPL.DEF", positions));
|
||||
}
|
||||
|
||||
owner.waitForAnims();
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::HIT, false);
|
||||
|
||||
for (auto attackInfo : ca.attackedParts)
|
||||
{
|
||||
|
@ -84,7 +84,7 @@ class BattleSiegeController
|
||||
/// returns true if chosen wall piece should be present in current battle
|
||||
bool getWallPieceExistance(EWallVisual::EWallVisual what) const;
|
||||
|
||||
void showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what, const Point & offset);
|
||||
void showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what);
|
||||
|
||||
BattleHex getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const;
|
||||
const CStack * getTurretStack(EWallVisual::EWallVisual wallPiece) const;
|
||||
@ -97,7 +97,7 @@ public:
|
||||
void stackIsCatapulting(const CatapultAttack & ca);
|
||||
|
||||
/// call-ins from other battle controllers
|
||||
void showAbsoluteObstacles(Canvas & canvas, const Point & offset);
|
||||
void showAbsoluteObstacles(Canvas & canvas);
|
||||
void collectRenderableObjects(BattleRenderer & renderer);
|
||||
|
||||
/// queries from other battle controllers
|
||||
|
@ -13,11 +13,12 @@
|
||||
#include "BattleSiegeController.h"
|
||||
#include "BattleInterfaceClasses.h"
|
||||
#include "BattleInterface.h"
|
||||
#include "BattleActionsController.h"
|
||||
#include "BattleAnimationClasses.h"
|
||||
#include "BattleFieldController.h"
|
||||
#include "BattleEffectsController.h"
|
||||
#include "BattleProjectileController.h"
|
||||
#include "BattleControlPanel.h"
|
||||
#include "BattleWindow.h"
|
||||
#include "BattleRenderer.h"
|
||||
#include "CreatureAnimation.h"
|
||||
|
||||
@ -27,6 +28,7 @@
|
||||
#include "../gui/CAnimation.h"
|
||||
#include "../gui/CGuiHandler.h"
|
||||
#include "../gui/Canvas.h"
|
||||
#include "../../lib/spells/ISpellMechanics.h"
|
||||
|
||||
#include "../../CCallback.h"
|
||||
#include "../../lib/battle/BattleHex.h"
|
||||
@ -40,20 +42,26 @@ static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnima
|
||||
if(!animation)
|
||||
return;
|
||||
|
||||
if (!stack->isFrozen() && animation->getType() == ECreatureAnimType::FROZEN)
|
||||
animation->setType(ECreatureAnimType::HOLDING);
|
||||
|
||||
if (animation->isIdle())
|
||||
{
|
||||
const CCreature *creature = stack->getCreature();
|
||||
|
||||
if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)
|
||||
if (stack->isFrozen())
|
||||
animation->setType(ECreatureAnimType::FROZEN);
|
||||
else
|
||||
if (animation->framesInGroup(ECreatureAnimType::MOUSEON) > 0)
|
||||
{
|
||||
if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
|
||||
animation->playOnce(CCreatureAnim::MOUSEON);
|
||||
animation->playOnce(ECreatureAnimType::MOUSEON);
|
||||
else
|
||||
animation->setType(CCreatureAnim::HOLDING);
|
||||
animation->setType(ECreatureAnimType::HOLDING);
|
||||
}
|
||||
else
|
||||
{
|
||||
animation->setType(CCreatureAnim::HOLDING);
|
||||
animation->setType(ECreatureAnimType::HOLDING);
|
||||
}
|
||||
}
|
||||
// always reset callback
|
||||
@ -63,7 +71,6 @@ static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnima
|
||||
BattleStacksController::BattleStacksController(BattleInterface & owner):
|
||||
owner(owner),
|
||||
activeStack(nullptr),
|
||||
mouseHoveredStack(nullptr),
|
||||
stackToActivate(nullptr),
|
||||
selectedStack(nullptr),
|
||||
stackCanCastSpell(false),
|
||||
@ -76,20 +83,26 @@ BattleStacksController::BattleStacksController(BattleInterface & owner):
|
||||
amountNegative = IImage::createFromFile("CMNUMWIN.BMP");
|
||||
amountEffNeutral = IImage::createFromFile("CMNUMWIN.BMP");
|
||||
|
||||
static const ColorShifterMultiplyAndAddExcept shifterNormal ({150, 50, 255, 255}, {0,0,0,0}, {255, 231, 132, 255});
|
||||
static const ColorShifterMultiplyAndAddExcept shifterPositive({ 50, 255, 50, 255}, {0,0,0,0}, {255, 231, 132, 255});
|
||||
static const ColorShifterMultiplyAndAddExcept shifterNegative({255, 50, 50, 255}, {0,0,0,0}, {255, 231, 132, 255});
|
||||
static const ColorShifterMultiplyAndAddExcept shifterNeutral ({255, 255, 50, 255}, {0,0,0,0}, {255, 231, 132, 255});
|
||||
static const auto shifterNormal = ColorFilter::genRangeShifter( 0,0,0, 0.6, 0.2, 1.0 );
|
||||
static const auto shifterPositive = ColorFilter::genRangeShifter( 0,0,0, 0.2, 1.0, 0.2 );
|
||||
static const auto shifterNegative = ColorFilter::genRangeShifter( 0,0,0, 1.0, 0.2, 0.2 );
|
||||
static const auto shifterNeutral = ColorFilter::genRangeShifter( 0,0,0, 1.0, 1.0, 0.2 );
|
||||
|
||||
amountNormal->adjustPalette(&shifterNormal);
|
||||
amountPositive->adjustPalette(&shifterPositive);
|
||||
amountNegative->adjustPalette(&shifterNegative);
|
||||
amountEffNeutral->adjustPalette(&shifterNeutral);
|
||||
amountNormal->adjustPalette(shifterNormal);
|
||||
amountPositive->adjustPalette(shifterPositive);
|
||||
amountNegative->adjustPalette(shifterNegative);
|
||||
amountEffNeutral->adjustPalette(shifterNeutral);
|
||||
|
||||
//Restore border color {255, 231, 132, 255} to its original state
|
||||
amountNormal->resetPalette(26);
|
||||
amountPositive->resetPalette(26);
|
||||
amountNegative->resetPalette(26);
|
||||
amountEffNeutral->resetPalette(26);
|
||||
|
||||
std::vector<const CStack*> stacks = owner.curInt->cb->battleGetAllStacks(true);
|
||||
for(const CStack * s : stacks)
|
||||
{
|
||||
stackAdded(s);
|
||||
stackAdded(s, true);
|
||||
}
|
||||
}
|
||||
|
||||
@ -98,7 +111,7 @@ BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
|
||||
if ( !stackAnimation.at(stack->ID)->isMoving())
|
||||
return stack->getPosition();
|
||||
|
||||
if (stack->hasBonusOfType(Bonus::FLYING))
|
||||
if (stack->hasBonusOfType(Bonus::FLYING) && stackAnimation.at(stack->ID)->getType() == ECreatureAnimType::MOVING )
|
||||
return BattleHex::HEX_AFTER_ALL;
|
||||
|
||||
for (auto & anim : currentAnimations)
|
||||
@ -107,10 +120,10 @@ BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
|
||||
// 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 (CStackMoveAnimation *move = dynamic_cast<CStackMoveAnimation*>(anim))
|
||||
if (StackMoveAnimation *move = dynamic_cast<StackMoveAnimation*>(anim))
|
||||
{
|
||||
if (move->stack == stack)
|
||||
return move->currentHex;
|
||||
return std::max(move->prevHex, move->nextHex);
|
||||
}
|
||||
}
|
||||
return stack->getPosition();
|
||||
@ -126,7 +139,7 @@ void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
continue;
|
||||
|
||||
//FIXME: hack to ignore ghost stacks
|
||||
if ((stackAnimation[stack->ID]->getType() == CCreatureAnim::DEAD || stackAnimation[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
|
||||
if ((stackAnimation[stack->ID]->getType() == ECreatureAnimType::DEAD || stackAnimation[stack->ID]->getType() == ECreatureAnimType::HOLDING) && stack->isGhost())
|
||||
continue;
|
||||
|
||||
auto layer = stackAnimation[stack->ID]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS;
|
||||
@ -147,6 +160,11 @@ void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
|
||||
void BattleStacksController::stackReset(const CStack * stack)
|
||||
{
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
//reset orientation?
|
||||
//stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER;
|
||||
|
||||
auto iter = stackAnimation.find(stack->ID);
|
||||
|
||||
if(iter == stackAnimation.end())
|
||||
@ -158,22 +176,18 @@ void BattleStacksController::stackReset(const CStack * stack)
|
||||
auto animation = iter->second;
|
||||
|
||||
if(stack->alive() && animation->isDeadOrDying())
|
||||
animation->setType(CCreatureAnim::HOLDING);
|
||||
|
||||
static const ColorShifterMultiplyAndAdd shifterClone ({255, 255, 0, 255}, {0, 0, 255, 0});
|
||||
|
||||
if (stack->isClone())
|
||||
{
|
||||
animation->shiftColor(&shifterClone);
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
|
||||
{
|
||||
addNewAnim(new ResurrectionAnimation(owner, stack));
|
||||
});
|
||||
}
|
||||
|
||||
//TODO: handle more cases
|
||||
}
|
||||
|
||||
void BattleStacksController::stackAdded(const CStack * stack)
|
||||
void BattleStacksController::stackAdded(const CStack * stack, bool instant)
|
||||
{
|
||||
// Tower shooters have only their upper half visible
|
||||
static const int turretCreatureAnimationHeight = 235;
|
||||
static const int turretCreatureAnimationHeight = 225;
|
||||
|
||||
stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
|
||||
|
||||
@ -199,7 +213,21 @@ void BattleStacksController::stackAdded(const CStack * stack)
|
||||
stackAnimation[stack->ID]->pos.x = coords.x;
|
||||
stackAnimation[stack->ID]->pos.y = coords.y;
|
||||
stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();
|
||||
stackAnimation[stack->ID]->setType(CCreatureAnim::HOLDING);
|
||||
stackAnimation[stack->ID]->setType(ECreatureAnimType::HOLDING);
|
||||
|
||||
if (!instant)
|
||||
{
|
||||
// immediately make stack transparent, giving correct shifter time to start
|
||||
auto shifterFade = ColorFilter::genAlphaShifter(0);
|
||||
setStackColorFilter(shifterFade, stack, nullptr, true);
|
||||
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
|
||||
{
|
||||
addNewAnim(new ColorTransformAnimation(owner, stack, "summonFadeIn", nullptr));
|
||||
if (stack->isClone())
|
||||
addNewAnim(new ColorTransformAnimation(owner, stack, "cloning", SpellID(SpellID::CLONE).toSpell() ));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void BattleStacksController::setActiveStack(const CStack *stack)
|
||||
@ -212,31 +240,7 @@ void BattleStacksController::setActiveStack(const CStack *stack)
|
||||
if (activeStack) // update UI
|
||||
stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
|
||||
|
||||
owner.controlPanel->blockUI(activeStack == nullptr);
|
||||
}
|
||||
|
||||
void BattleStacksController::setHoveredStack(const CStack *stack)
|
||||
{
|
||||
if ( stack == mouseHoveredStack )
|
||||
return;
|
||||
|
||||
if (mouseHoveredStack)
|
||||
stackAnimation[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)
|
||||
{
|
||||
stackAnimation[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
|
||||
if (stackAnimation[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
|
||||
stackAnimation[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
|
||||
}
|
||||
}
|
||||
else
|
||||
mouseHoveredStack = nullptr;
|
||||
owner.windowObject->blockUI(activeStack == nullptr);
|
||||
}
|
||||
|
||||
bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
|
||||
@ -249,39 +253,25 @@ bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
|
||||
currentActionTarget = target.at(0).hexValue;
|
||||
}
|
||||
|
||||
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
|
||||
//do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
|
||||
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1)
|
||||
return false;
|
||||
|
||||
if (!owner.battleActionsStarted) // do not perform any further checks since they are related to actions that will only occur after intro music
|
||||
return true;
|
||||
|
||||
if(!stack->alive())
|
||||
return false;
|
||||
|
||||
if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
|
||||
//hide box when target is going to die anyway - do not display "0 creatures"
|
||||
if(stack->getCount() == 0)
|
||||
return false;
|
||||
|
||||
for(auto anim : currentAnimations) //no matter what other conditions below are, hide box when creature is playing hit animation
|
||||
// if stack has any ongoing animation - hide the box
|
||||
for(auto anim : currentAnimations)
|
||||
{
|
||||
auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim);
|
||||
if(hitAnimation && (hitAnimation->stack->ID == stack->ID))
|
||||
auto stackAnimation = dynamic_cast<BattleStackAnimation*>(anim);
|
||||
if(stackAnimation && (stackAnimation->stack->ID == stack->ID))
|
||||
return false;
|
||||
}
|
||||
|
||||
if(owner.curInt->curAction)
|
||||
{
|
||||
if(owner.curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
|
||||
{
|
||||
if(owner.curInt->curAction->actionType == EActionType::WALK || owner.curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
|
||||
return false;
|
||||
|
||||
else if(owner.curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
|
||||
return false;
|
||||
}
|
||||
|
||||
if(owner.curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -332,46 +322,65 @@ void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack *
|
||||
|
||||
void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
|
||||
{
|
||||
stackAnimation[stack->ID]->nextFrame(canvas, facingRight(stack)); // do actual blit
|
||||
ColorFilter fullFilter = ColorFilter::genEmptyShifter();
|
||||
for (auto const & filter : stackFilterEffects)
|
||||
{
|
||||
if (filter.target == stack)
|
||||
fullFilter = ColorFilter::genCombined(fullFilter, filter.effect);
|
||||
}
|
||||
|
||||
bool stackHasProjectile = owner.projectilesController->hasActiveProjectile(stack, true);
|
||||
|
||||
if (stackHasProjectile)
|
||||
stackAnimation[stack->ID]->pause();
|
||||
else
|
||||
stackAnimation[stack->ID]->play();
|
||||
|
||||
stackAnimation[stack->ID]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit
|
||||
stackAnimation[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
|
||||
}
|
||||
|
||||
void BattleStacksController::update()
|
||||
{
|
||||
updateHoveredStacks();
|
||||
updateBattleAnimations();
|
||||
}
|
||||
|
||||
void BattleStacksController::initializeBattleAnimations()
|
||||
{
|
||||
auto copiedVector = currentAnimations;
|
||||
for (auto & elem : copiedVector)
|
||||
if (elem && !elem->isInitialized())
|
||||
elem->tryInitialize();
|
||||
}
|
||||
|
||||
void BattleStacksController::stepFrameBattleAnimations()
|
||||
{
|
||||
// operate on copy - to prevent potential iterator invalidation due to push_back's
|
||||
// FIXME? : remove remaining calls to addNewAnim from BattleAnimation::nextFrame (only Catapult explosion at the time of writing)
|
||||
auto copiedVector = currentAnimations;
|
||||
for (auto & elem : copiedVector)
|
||||
if (elem && elem->isInitialized())
|
||||
elem->nextFrame();
|
||||
}
|
||||
|
||||
void BattleStacksController::updateBattleAnimations()
|
||||
{
|
||||
for (auto & elem : currentAnimations)
|
||||
{
|
||||
if (!elem)
|
||||
continue;
|
||||
|
||||
if (elem->isInitialized())
|
||||
elem->nextFrame();
|
||||
else
|
||||
elem->tryInitialize();
|
||||
}
|
||||
|
||||
bool hadAnimations = !currentAnimations.empty();
|
||||
initializeBattleAnimations();
|
||||
stepFrameBattleAnimations();
|
||||
vstd::erase(currentAnimations, nullptr);
|
||||
|
||||
if (hadAnimations && currentAnimations.empty())
|
||||
{
|
||||
//anims ended
|
||||
owner.controlPanel->blockUI(activeStack == nullptr);
|
||||
owner.animsAreDisplayed.setn(false);
|
||||
}
|
||||
owner.setAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
||||
initializeBattleAnimations();
|
||||
}
|
||||
|
||||
void BattleStacksController::addNewAnim(CBattleAnimation *anim)
|
||||
void BattleStacksController::addNewAnim(BattleAnimation *anim)
|
||||
{
|
||||
currentAnimations.push_back(anim);
|
||||
owner.animsAreDisplayed.setn(true);
|
||||
}
|
||||
|
||||
void BattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
|
||||
{
|
||||
stackToActivate = stack;
|
||||
owner.waitForAnims();
|
||||
if (stackToActivate) //during waiting stack may have gotten activated through show
|
||||
owner.activateStack();
|
||||
owner.setAnimationCondition(EAnimationEvents::ACTION, true);
|
||||
}
|
||||
|
||||
void BattleStacksController::stackRemoved(uint32_t stackID)
|
||||
@ -389,44 +398,275 @@ void BattleStacksController::stackRemoved(uint32_t stackID)
|
||||
|
||||
void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
||||
// remove any potentially erased petrification effect
|
||||
removeExpiredColorFilters();
|
||||
});
|
||||
|
||||
for(auto & attackedInfo : attackedInfos)
|
||||
{
|
||||
//if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
|
||||
addNewAnim(new CDefenceAnimation(attackedInfo, owner));
|
||||
if (!attackedInfo.attacker)
|
||||
continue;
|
||||
|
||||
if(attackedInfo.rebirth)
|
||||
// In H3, attacked stack will not reverse on ranged attack
|
||||
if (attackedInfo.indirectAttack)
|
||||
continue;
|
||||
|
||||
// Another type of indirect attack - dragon breath
|
||||
if (!CStack::isMeleeAttackPossible(attackedInfo.attacker, attackedInfo.defender))
|
||||
continue;
|
||||
|
||||
// defender need to face in direction opposited to out attacker
|
||||
bool needsReverse = shouldAttackFacingRight(attackedInfo.attacker, attackedInfo.defender) == facingRight(attackedInfo.defender);
|
||||
|
||||
// FIXME: this check is better, however not usable since stacksAreAttacked is called after net pack is applyed - petrification is already removed
|
||||
// if (needsReverse && !attackedInfo.defender->isFrozen())
|
||||
if (needsReverse && stackAnimation[attackedInfo.defender->ID]->getType() != ECreatureAnimType::FROZEN)
|
||||
{
|
||||
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
|
||||
{
|
||||
addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition()));
|
||||
});
|
||||
}
|
||||
}
|
||||
owner.waitForAnims();
|
||||
|
||||
for(auto & attackedInfo : attackedInfos)
|
||||
{
|
||||
bool useDeathAnim = attackedInfo.killed;
|
||||
bool useDefenceAnim = attackedInfo.defender->defendingAnim && !attackedInfo.indirectAttack && !attackedInfo.killed;
|
||||
|
||||
EAnimationEvents usedEvent = useDefenceAnim ? EAnimationEvents::ATTACK : EAnimationEvents::HIT;
|
||||
|
||||
owner.executeOnAnimationCondition(usedEvent, true, [=]()
|
||||
{
|
||||
if (useDeathAnim)
|
||||
addNewAnim(new DeathAnimation(owner, attackedInfo.defender, attackedInfo.indirectAttack));
|
||||
else if(useDefenceAnim)
|
||||
addNewAnim(new DefenceAnimation(owner, attackedInfo.defender));
|
||||
else
|
||||
addNewAnim(new HittedAnimation(owner, attackedInfo.defender));
|
||||
|
||||
if (attackedInfo.fireShield)
|
||||
owner.effectsController->displayEffect(EBattleEffect::FIRE_SHIELD, "FIRESHIE", attackedInfo.attacker->getPosition());
|
||||
|
||||
if (attackedInfo.spellEffect != SpellID::NONE)
|
||||
{
|
||||
auto spell = attackedInfo.spellEffect.toSpell();
|
||||
if (!spell->getCastSound().empty())
|
||||
CCS->soundh->playSound(spell->getCastSound());
|
||||
|
||||
|
||||
owner.displaySpellEffect(spell, attackedInfo.defender->getPosition());
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
for (auto & attackedInfo : attackedInfos)
|
||||
{
|
||||
if (attackedInfo.rebirth)
|
||||
stackAnimation[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
|
||||
if (attackedInfo.cloneKilled)
|
||||
stackRemoved(attackedInfo.defender->ID);
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
||||
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, "RESURECT", attackedInfo.defender->getPosition());
|
||||
addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender));
|
||||
});
|
||||
}
|
||||
|
||||
if (attackedInfo.killed && attackedInfo.defender->summoned)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
||||
addNewAnim(new ColorTransformAnimation(owner, attackedInfo.defender, "summonFadeOut", nullptr));
|
||||
stackRemoved(attackedInfo.defender->ID);
|
||||
});
|
||||
}
|
||||
}
|
||||
executeAttackAnimations();
|
||||
}
|
||||
|
||||
void BattleStacksController::stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
||||
{
|
||||
assert(destHex.size() > 0);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
||||
addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeOut", nullptr) );
|
||||
});
|
||||
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
||||
stackAnimation[stack->ID]->pos.moveTo(getStackPositionAtHex(destHex.back(), stack));
|
||||
addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeIn", nullptr) );
|
||||
});
|
||||
|
||||
// animations will be executed by spell
|
||||
}
|
||||
|
||||
void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
||||
{
|
||||
addNewAnim(new CMovementAnimation(owner, stack, destHex, distance));
|
||||
owner.waitForAnims();
|
||||
assert(destHex.size() > 0);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
bool stackTeleports = stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1));
|
||||
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, true);
|
||||
|
||||
auto enqueMoveEnd = [&](){
|
||||
addNewAnim(new MovementEndAnimation(owner, stack, destHex.back()));
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ACTION, false, [&](){
|
||||
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, false);
|
||||
});
|
||||
};
|
||||
|
||||
auto enqueMove = [&](){
|
||||
if (!stackTeleports)
|
||||
{
|
||||
addNewAnim(new MovementAnimation(owner, stack, destHex, distance));
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ACTION, false, enqueMoveEnd);
|
||||
}
|
||||
else
|
||||
enqueMoveEnd();
|
||||
};
|
||||
|
||||
auto enqueMoveStart = [&](){
|
||||
addNewAnim(new MovementStartAnimation(owner, stack));
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ACTION, false, enqueMove);
|
||||
};
|
||||
|
||||
if(shouldRotate(stack, stack->getPosition(), destHex[0]))
|
||||
{
|
||||
addNewAnim(new ReverseAnimation(owner, stack, stack->getPosition()));
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ACTION, false, enqueMoveStart);
|
||||
}
|
||||
else
|
||||
enqueMoveStart();
|
||||
|
||||
owner.waitForAnimationCondition(EAnimationEvents::MOVEMENT, false);
|
||||
}
|
||||
|
||||
void BattleStacksController::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
|
||||
bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
|
||||
{
|
||||
if (shooting)
|
||||
bool mustReverse = owner.curInt->cb->isToReverse(
|
||||
attacker->getPosition(),
|
||||
attacker,
|
||||
defender);
|
||||
|
||||
if (attacker->side == BattleSide::ATTACKER)
|
||||
return !mustReverse;
|
||||
else
|
||||
return mustReverse;
|
||||
}
|
||||
|
||||
void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
{
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
auto attacker = info.attacker;
|
||||
auto defender = info.defender;
|
||||
auto tile = info.tile;
|
||||
auto spellEffect = info.spellEffect;
|
||||
auto multiAttack = !info.secondaryDefender.empty();
|
||||
bool needsReverse = false;
|
||||
|
||||
if (info.indirectAttack)
|
||||
{
|
||||
addNewAnim(new CShootingAnimation(owner, attacker, dest, attacked));
|
||||
needsReverse = shouldRotate(attacker, attacker->position, info.tile);
|
||||
}
|
||||
else
|
||||
{
|
||||
addNewAnim(new CMeleeAttackAnimation(owner, attacker, dest, attacked));
|
||||
needsReverse = shouldAttackFacingRight(attacker, defender) != facingRight(attacker);
|
||||
}
|
||||
//waitForAnims();
|
||||
|
||||
if (needsReverse)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
|
||||
{
|
||||
addNewAnim(new ReverseAnimation(owner, attacker, attacker->getPosition()));
|
||||
});
|
||||
}
|
||||
|
||||
if(info.lucky)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
||||
owner.appendBattleLog(info.attacker->formatGeneralMessage(-45));
|
||||
owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, "GOODLUCK", attacker->getPosition());
|
||||
});
|
||||
}
|
||||
|
||||
if(info.unlucky)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
||||
owner.appendBattleLog(info.attacker->formatGeneralMessage(-44));
|
||||
owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, "BADLUCK", attacker->getPosition());
|
||||
});
|
||||
}
|
||||
|
||||
if(info.deathBlow)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
||||
owner.appendBattleLog(info.attacker->formatGeneralMessage(365));
|
||||
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, "DEATHBLO", defender->getPosition());
|
||||
});
|
||||
|
||||
for(auto elem : info.secondaryDefender)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
||||
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, elem->getPosition());
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ATTACK, true, [=]()
|
||||
{
|
||||
if (info.indirectAttack)
|
||||
{
|
||||
addNewAnim(new ShootingAnimation(owner, attacker, tile, defender));
|
||||
}
|
||||
else
|
||||
{
|
||||
addNewAnim(new MeleeAttackAnimation(owner, attacker, tile, defender, multiAttack));
|
||||
}
|
||||
});
|
||||
|
||||
if (info.spellEffect != SpellID::NONE)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
|
||||
{
|
||||
owner.displaySpellHit(spellEffect.toSpell(), tile);
|
||||
});
|
||||
}
|
||||
|
||||
if (info.lifeDrain)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=]()
|
||||
{
|
||||
owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, "DRAINLIF", attacker->getPosition());
|
||||
});
|
||||
}
|
||||
|
||||
//return, animation playback will be handled by stacksAreAttacked
|
||||
}
|
||||
|
||||
void BattleStacksController::executeAttackAnimations()
|
||||
{
|
||||
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, false);
|
||||
|
||||
owner.setAnimationCondition(EAnimationEvents::BEFORE_HIT, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::BEFORE_HIT, false);
|
||||
|
||||
owner.setAnimationCondition(EAnimationEvents::ATTACK, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::ATTACK, false);
|
||||
|
||||
// Note that HIT event can also be emitted by attack animation
|
||||
owner.setAnimationCondition(EAnimationEvents::HIT, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::HIT, false);
|
||||
|
||||
owner.setAnimationCondition(EAnimationEvents::AFTER_HIT, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::AFTER_HIT, false);
|
||||
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
}
|
||||
|
||||
bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const
|
||||
@ -442,11 +682,11 @@ bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void BattleStacksController::endAction(const BattleAction* action)
|
||||
{
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
//check if we should reverse stacks
|
||||
//for some strange reason, it's not enough
|
||||
TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
|
||||
|
||||
for (const CStack *s : stacks)
|
||||
@ -455,29 +695,32 @@ void BattleStacksController::endAction(const BattleAction* action)
|
||||
|
||||
if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->ID]->isIdle())
|
||||
{
|
||||
addNewAnim(new CReverseAnimation(owner, s, s->getPosition(), false));
|
||||
addNewAnim(new ReverseAnimation(owner, s, s->getPosition()));
|
||||
}
|
||||
}
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
||||
//Ensure that all animation flags were reset
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::OPENING) == false);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::MOVEMENT) == false);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ATTACK) == false);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::HIT) == false);
|
||||
|
||||
owner.windowObject->blockUI(activeStack == nullptr);
|
||||
removeExpiredColorFilters();
|
||||
}
|
||||
|
||||
void BattleStacksController::startAction(const BattleAction* action)
|
||||
{
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
|
||||
setHoveredStack(nullptr);
|
||||
removeExpiredColorFilters();
|
||||
}
|
||||
|
||||
auto actionTarget = action->getTarget(owner.curInt->cb.get());
|
||||
|
||||
if(action->actionType == EActionType::WALK
|
||||
|| (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
|
||||
{
|
||||
assert(stack);
|
||||
owner.moveStarted = true;
|
||||
if (stackAnimation[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
|
||||
addNewAnim(new CMovementStartAnimation(owner, stack));
|
||||
|
||||
//if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue))
|
||||
// addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true));
|
||||
}
|
||||
void BattleStacksController::stackActivated(const CStack *stack)
|
||||
{
|
||||
stackToActivate = stack;
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.activateStack();
|
||||
}
|
||||
|
||||
void BattleStacksController::activateStack()
|
||||
@ -584,6 +827,115 @@ Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CSta
|
||||
}
|
||||
}
|
||||
//returning
|
||||
return ret + owner.pos.topLeft();
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void BattleStacksController::setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell * source, bool persistent)
|
||||
{
|
||||
for (auto & filter : stackFilterEffects)
|
||||
{
|
||||
if (filter.target == target && filter.source == source)
|
||||
{
|
||||
filter.effect = effect;
|
||||
filter.persistent = persistent;
|
||||
return;
|
||||
}
|
||||
}
|
||||
stackFilterEffects.push_back({ effect, target, source, persistent });
|
||||
}
|
||||
|
||||
void BattleStacksController::removeExpiredColorFilters()
|
||||
{
|
||||
vstd::erase_if(stackFilterEffects, [&](const BattleStackFilterEffect & filter)
|
||||
{
|
||||
if (!filter.persistent)
|
||||
{
|
||||
if (filter.source && !filter.target->hasBonus(Selector::source(Bonus::SPELL_EFFECT, filter.source->id), Selector::all))
|
||||
return true;
|
||||
if (filter.effect == ColorFilter::genEmptyShifter())
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
});
|
||||
}
|
||||
|
||||
void BattleStacksController::updateHoveredStacks()
|
||||
{
|
||||
auto newStacks = selectHoveredStacks();
|
||||
|
||||
for (auto const * stack : mouseHoveredStacks)
|
||||
{
|
||||
if (vstd::contains(newStacks, stack))
|
||||
continue;
|
||||
|
||||
if (stack == activeStack)
|
||||
stackAnimation[stack->ID]->setBorderColor(AnimationControls::getGoldBorder());
|
||||
else
|
||||
stackAnimation[stack->ID]->setBorderColor(AnimationControls::getNoBorder());
|
||||
}
|
||||
|
||||
for (auto const * stack : newStacks)
|
||||
{
|
||||
if (vstd::contains(mouseHoveredStacks, stack))
|
||||
continue;
|
||||
|
||||
stackAnimation[stack->ID]->setBorderColor(AnimationControls::getBlueBorder());
|
||||
if (stackAnimation[stack->ID]->framesInGroup(ECreatureAnimType::MOUSEON) > 0 && stack->alive() && !stack->isFrozen())
|
||||
stackAnimation[stack->ID]->playOnce(ECreatureAnimType::MOUSEON);
|
||||
|
||||
}
|
||||
|
||||
mouseHoveredStacks = newStacks;
|
||||
}
|
||||
|
||||
std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
|
||||
{
|
||||
// only allow during our turn - do not try to highlight creatures while they are in the middle of actions
|
||||
if (!activeStack)
|
||||
return {};
|
||||
|
||||
if(owner.getAnimationCondition(EAnimationEvents::ACTION) == true)
|
||||
return {};
|
||||
|
||||
auto hoveredHex = owner.fieldController->getHoveredHex();
|
||||
|
||||
if (!hoveredHex.isValid())
|
||||
return {};
|
||||
|
||||
const spells::Caster *caster = nullptr;
|
||||
const CSpell *spell = nullptr;
|
||||
|
||||
spells::Mode mode = spells::Mode::HERO;
|
||||
|
||||
if(owner.actionsController->spellcastingModeActive())//hero casts spell
|
||||
{
|
||||
spell = owner.actionsController->selectedSpell().toSpell();
|
||||
caster = owner.getActiveHero();
|
||||
}
|
||||
else if(owner.stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
|
||||
{
|
||||
spell = SpellID(owner.stacksController->activeStackSpellToCast()).toSpell();
|
||||
caster = owner.stacksController->getActiveStack();
|
||||
mode = spells::Mode::CREATURE_ACTIVE;
|
||||
}
|
||||
|
||||
if(caster && spell) //when casting spell
|
||||
{
|
||||
spells::Target target;
|
||||
target.emplace_back(hoveredHex);
|
||||
|
||||
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
|
||||
auto mechanics = spell->battleMechanics(&event);
|
||||
return mechanics->getAffectedStacks(target);
|
||||
}
|
||||
|
||||
if(hoveredHex.isValid())
|
||||
{
|
||||
const CStack * const stack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
||||
|
||||
if (stack)
|
||||
return {stack};
|
||||
}
|
||||
|
||||
return {};
|
||||
}
|
||||
|
@ -10,26 +10,38 @@
|
||||
#pragma once
|
||||
|
||||
#include "../gui/Geometries.h"
|
||||
#include "../gui/ColorFilter.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
struct BattleHex;
|
||||
class BattleAction;
|
||||
class CStack;
|
||||
class CSpell;
|
||||
class SpellID;
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
struct StackAttackedInfo;
|
||||
struct StackAttackInfo;
|
||||
|
||||
class ColorFilter;
|
||||
class Canvas;
|
||||
class BattleInterface;
|
||||
class CBattleAnimation;
|
||||
class BattleAnimation;
|
||||
class CreatureAnimation;
|
||||
class CBattleAnimation;
|
||||
class BattleAnimation;
|
||||
class BattleRenderer;
|
||||
class IImage;
|
||||
|
||||
struct BattleStackFilterEffect
|
||||
{
|
||||
ColorFilter effect;
|
||||
const CStack * target;
|
||||
const CSpell * source;
|
||||
bool persistent;
|
||||
};
|
||||
|
||||
/// Class responsible for handling stacks in battle
|
||||
/// Handles ordering of stacks animation
|
||||
/// As well as rendering of stacks, their amount boxes
|
||||
@ -44,7 +56,10 @@ class BattleStacksController
|
||||
std::shared_ptr<IImage> amountEffNeutral;
|
||||
|
||||
/// currently displayed animations <anim, initialized>
|
||||
std::vector<CBattleAnimation *> currentAnimations;
|
||||
std::vector<BattleAnimation *> currentAnimations;
|
||||
|
||||
/// currently active color effects on stacks, in order of their addition (which corresponds to their apply order)
|
||||
std::vector<BattleStackFilterEffect> stackFilterEffects;
|
||||
|
||||
/// animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
|
||||
std::map<int32_t, std::shared_ptr<CreatureAnimation>> stackAnimation;
|
||||
@ -52,11 +67,11 @@ class BattleStacksController
|
||||
/// <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
|
||||
std::map<int, bool> stackFacingRight;
|
||||
|
||||
/// number of active stack; nullptr - no one
|
||||
/// currently active stack; nullptr - no one
|
||||
const CStack *activeStack;
|
||||
|
||||
/// stack below mouse pointer, used for border animation
|
||||
const CStack *mouseHoveredStack;
|
||||
/// stacks below mouse pointer (multiple stacks possible while spellcasting), used for border animation
|
||||
std::vector<const CStack *> mouseHoveredStacks;
|
||||
|
||||
///when animation is playing, we should wait till the end to make the next stack active; nullptr of none
|
||||
const CStack *stackToActivate;
|
||||
@ -77,6 +92,19 @@ class BattleStacksController
|
||||
|
||||
std::shared_ptr<IImage> getStackAmountBox(const CStack * stack);
|
||||
|
||||
void executeAttackAnimations();
|
||||
void removeExpiredColorFilters();
|
||||
|
||||
void initializeBattleAnimations();
|
||||
void stepFrameBattleAnimations();
|
||||
|
||||
void updateBattleAnimations();
|
||||
void updateHoveredStacks();
|
||||
|
||||
std::vector<const CStack *> selectHoveredStacks();
|
||||
|
||||
bool shouldAttackFacingRight(const CStack * attacker, const CStack * defender);
|
||||
|
||||
public:
|
||||
BattleStacksController(BattleInterface & owner);
|
||||
|
||||
@ -84,12 +112,13 @@ public:
|
||||
bool facingRight(const CStack * stack) const;
|
||||
|
||||
void stackReset(const CStack * stack);
|
||||
void stackAdded(const CStack * stack); //new stack appeared on battlefield
|
||||
void stackAdded(const CStack * stack, bool instant); //new stack appeared on battlefield
|
||||
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
|
||||
void stackActivated(const CStack *stack); //active stack has been changed
|
||||
void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
|
||||
void stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
|
||||
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
|
||||
void stackAttacking(const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
|
||||
void stackAttacking(const StackAttackInfo & info); //called when stack with id ID is attacking something on hex dest
|
||||
|
||||
void startAction(const BattleAction* action);
|
||||
void endAction(const BattleAction* action);
|
||||
@ -100,7 +129,6 @@ public:
|
||||
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
|
||||
|
||||
void setActiveStack(const CStack *stack);
|
||||
void setHoveredStack(const CStack *stack);
|
||||
void setSelectedStack(const CStack *stack);
|
||||
|
||||
void showAliveStack(Canvas & canvas, const CStack * stack);
|
||||
@ -108,14 +136,19 @@ public:
|
||||
|
||||
void collectRenderableObjects(BattleRenderer & renderer);
|
||||
|
||||
void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
|
||||
void updateBattleAnimations();
|
||||
/// Adds new color filter effect targeting stack
|
||||
/// Effect will last as long as stack is affected by specified spell (unless effect is persistent)
|
||||
/// If effect from same (target, source) already exists, it will be updated
|
||||
void setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell *source, bool persistent);
|
||||
void addNewAnim(BattleAnimation *anim); //adds new anim to pendingAnims
|
||||
|
||||
const CStack* getActiveStack() const;
|
||||
const CStack* getSelectedStack() const;
|
||||
|
||||
void update();
|
||||
|
||||
/// returns position of animation needed to place stack in specific hex
|
||||
Point getStackPositionAtHex(BattleHex hexNum, const CStack * creature) const;
|
||||
|
||||
friend class CBattleAnimation; // for exposing pendingAnims/creAnims/creDir to animations
|
||||
friend class BattleAnimation; // for exposing pendingAnims/creAnims/creDir to animations
|
||||
};
|
||||
|
572
client/battle/BattleWindow.cpp
Normal file
572
client/battle/BattleWindow.cpp
Normal file
@ -0,0 +1,572 @@
|
||||
/*
|
||||
* BattleWindow.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 "BattleWindow.h"
|
||||
|
||||
#include "BattleInterface.h"
|
||||
#include "BattleInterfaceClasses.h"
|
||||
#include "BattleFieldController.h"
|
||||
#include "BattleStacksController.h"
|
||||
#include "BattleActionsController.h"
|
||||
|
||||
#include "../CGameInfo.h"
|
||||
#include "../CMessage.h"
|
||||
#include "../CPlayerInterface.h"
|
||||
#include "../CMusicHandler.h"
|
||||
#include "../gui/Canvas.h"
|
||||
#include "../gui/CCursorHandler.h"
|
||||
#include "../gui/CGuiHandler.h"
|
||||
#include "../gui/CAnimation.h"
|
||||
#include "../windows/CSpellWindow.h"
|
||||
#include "../widgets/AdventureMapClasses.h"
|
||||
#include "../widgets/Buttons.h"
|
||||
#include "../widgets/Images.h"
|
||||
|
||||
#include "../../CCallback.h"
|
||||
#include "../../lib/CGeneralTextHandler.h"
|
||||
#include "../../lib/mapObjects/CGHeroInstance.h"
|
||||
#include "../../lib/CStack.h"
|
||||
#include "../../lib/CConfigHandler.h"
|
||||
#include "../../lib/filesystem/ResourceID.h"
|
||||
|
||||
BattleWindow::BattleWindow(BattleInterface & owner):
|
||||
owner(owner)
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
pos.w = 800;
|
||||
pos.h = 600;
|
||||
pos = center();
|
||||
|
||||
REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
|
||||
|
||||
const JsonNode config(ResourceID("config/widgets/BattleWindow.json"));
|
||||
|
||||
addCallback("options", std::bind(&BattleWindow::bOptionsf, this));
|
||||
addCallback("surrender", std::bind(&BattleWindow::bSurrenderf, this));
|
||||
addCallback("flee", std::bind(&BattleWindow::bFleef, this));
|
||||
addCallback("autofight", std::bind(&BattleWindow::bAutofightf, this));
|
||||
addCallback("spellbook", std::bind(&BattleWindow::bSpellf, this));
|
||||
addCallback("wait", std::bind(&BattleWindow::bWaitf, this));
|
||||
addCallback("defence", std::bind(&BattleWindow::bDefencef, this));
|
||||
addCallback("consoleUp", std::bind(&BattleWindow::bConsoleUpf, this));
|
||||
addCallback("consoleDown", std::bind(&BattleWindow::bConsoleDownf, this));
|
||||
addCallback("tacticNext", std::bind(&BattleWindow::bTacticNextStack, this));
|
||||
addCallback("tacticEnd", std::bind(&BattleWindow::bTacticPhaseEnd, this));
|
||||
addCallback("alternativeAction", std::bind(&BattleWindow::bSwitchActionf, this));
|
||||
|
||||
build(config);
|
||||
|
||||
console = widget<BattleConsole>("console");
|
||||
|
||||
GH.statusbar = console;
|
||||
owner.console = console;
|
||||
|
||||
owner.fieldController.reset( new BattleFieldController(owner));
|
||||
owner.fieldController->createHeroes();
|
||||
|
||||
//create stack queue and adjust our own position
|
||||
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, owner);
|
||||
if(!embedQueue && settings["battle"]["showQueue"].Bool())
|
||||
{
|
||||
//re-center, taking into account stack queue position
|
||||
pos.y -= queue->pos.h;
|
||||
pos.h += queue->pos.h;
|
||||
pos = center();
|
||||
}
|
||||
|
||||
if ( owner.tacticsMode )
|
||||
tacticPhaseStarted();
|
||||
else
|
||||
tacticPhaseEnded();
|
||||
|
||||
addUsedEvents(RCLICK | KEYBOARD);
|
||||
}
|
||||
|
||||
BattleWindow::~BattleWindow()
|
||||
{
|
||||
CPlayerInterface::battleInt = nullptr;
|
||||
}
|
||||
|
||||
std::shared_ptr<BattleConsole> BattleWindow::buildBattleConsole(const JsonNode & config) const
|
||||
{
|
||||
auto rect = readRect(config["rect"]);
|
||||
auto offset = readPosition(config["imagePosition"]);
|
||||
auto background = widget<CPicture>("menuBattle");
|
||||
return std::make_shared<BattleConsole>(background, rect.topLeft(), offset, rect.dimensions() );
|
||||
}
|
||||
|
||||
void BattleWindow::hideQueue()
|
||||
{
|
||||
Settings showQueue = settings.write["battle"]["showQueue"];
|
||||
showQueue->Bool() = false;
|
||||
|
||||
queue->disable();
|
||||
|
||||
if (!queue->embedded)
|
||||
{
|
||||
//re-center, taking into account stack queue position
|
||||
pos.y += queue->pos.h;
|
||||
pos.h -= queue->pos.h;
|
||||
pos = center();
|
||||
GH.totalRedraw();
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::showQueue()
|
||||
{
|
||||
Settings showQueue = settings.write["battle"]["showQueue"];
|
||||
showQueue->Bool() = true;
|
||||
|
||||
queue->enable();
|
||||
|
||||
if (!queue->embedded)
|
||||
{
|
||||
//re-center, taking into account stack queue position
|
||||
pos.y -= queue->pos.h;
|
||||
pos.h += queue->pos.h;
|
||||
pos = center();
|
||||
GH.totalRedraw();
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::updateQueue()
|
||||
{
|
||||
queue->update();
|
||||
}
|
||||
|
||||
void BattleWindow::activate()
|
||||
{
|
||||
GH.statusbar = console;
|
||||
CIntObject::activate();
|
||||
LOCPLINT->cingconsole->activate();
|
||||
}
|
||||
|
||||
void BattleWindow::deactivate()
|
||||
{
|
||||
CIntObject::deactivate();
|
||||
LOCPLINT->cingconsole->deactivate();
|
||||
}
|
||||
|
||||
void BattleWindow::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)
|
||||
{
|
||||
owner.actionsController->enterCreatureCastingMode();
|
||||
}
|
||||
else if(key.keysym.sym == SDLK_ESCAPE)
|
||||
{
|
||||
if(owner.getAnimationCondition(EAnimationEvents::OPENING) == true)
|
||||
CCS->soundh->stopSound(owner.battleIntroSoundChannel);
|
||||
else
|
||||
owner.actionsController->endCastingSpell();
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::clickRight(tribool down, bool previousState)
|
||||
{
|
||||
if (!down)
|
||||
owner.actionsController->endCastingSpell();
|
||||
}
|
||||
|
||||
void BattleWindow::tacticPhaseStarted()
|
||||
{
|
||||
auto menuBattle = widget<CIntObject>("menuBattle");
|
||||
auto console = widget<CIntObject>("console");
|
||||
auto menuTactics = widget<CIntObject>("menuTactics");
|
||||
auto tacticNext = widget<CIntObject>("tacticNext");
|
||||
auto tacticEnd = widget<CIntObject>("tacticEnd");
|
||||
|
||||
menuBattle->disable();
|
||||
console->disable();
|
||||
|
||||
menuTactics->enable();
|
||||
tacticNext->enable();
|
||||
tacticEnd->enable();
|
||||
|
||||
redraw();
|
||||
}
|
||||
|
||||
void BattleWindow::tacticPhaseEnded()
|
||||
{
|
||||
auto menuBattle = widget<CIntObject>("menuBattle");
|
||||
auto console = widget<CIntObject>("console");
|
||||
auto menuTactics = widget<CIntObject>("menuTactics");
|
||||
auto tacticNext = widget<CIntObject>("tacticNext");
|
||||
auto tacticEnd = widget<CIntObject>("tacticEnd");
|
||||
|
||||
menuBattle->enable();
|
||||
console->enable();
|
||||
|
||||
menuTactics->disable();
|
||||
tacticNext->disable();
|
||||
tacticEnd->disable();
|
||||
|
||||
redraw();
|
||||
}
|
||||
|
||||
void BattleWindow::bOptionsf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
|
||||
GH.pushIntT<BattleOptionsWindow>(owner);
|
||||
}
|
||||
|
||||
void BattleWindow::bSurrenderf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
int cost = owner.curInt->cb->battleGetSurrenderCost();
|
||||
if(cost >= 0)
|
||||
{
|
||||
std::string enemyHeroName = owner.curInt->cb->battleGetEnemyHero().name;
|
||||
if(enemyHeroName.empty())
|
||||
{
|
||||
logGlobal->warn("Surrender performed without enemy hero, should not happen!");
|
||||
enemyHeroName = "#ENEMY#";
|
||||
}
|
||||
|
||||
std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
|
||||
owner.curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::bFleef()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if ( owner.curInt->cb->battleCanFlee() )
|
||||
{
|
||||
CFunctionList<void()> ony = std::bind(&BattleWindow::reallyFlee,this);
|
||||
owner.curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
|
||||
}
|
||||
else
|
||||
{
|
||||
std::vector<std::shared_ptr<CComponent>> comps;
|
||||
std::string heroName;
|
||||
//calculating fleeing hero's name
|
||||
if (owner.attackingHeroInstance)
|
||||
if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
|
||||
heroName = owner.attackingHeroInstance->name;
|
||||
if (owner.defendingHeroInstance)
|
||||
if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
|
||||
heroName = owner.defendingHeroInstance->name;
|
||||
//calculating text
|
||||
auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
|
||||
|
||||
//printing message
|
||||
owner.curInt->showInfoDialog(boost::to_string(txt), comps);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::reallyFlee()
|
||||
{
|
||||
owner.giveCommand(EActionType::RETREAT);
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
}
|
||||
|
||||
void BattleWindow::reallySurrender()
|
||||
{
|
||||
if (owner.curInt->cb->getResourceAmount(Res::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
|
||||
{
|
||||
owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
|
||||
}
|
||||
else
|
||||
{
|
||||
owner.giveCommand(EActionType::SURRENDER);
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
|
||||
{
|
||||
auto w = widget<CButton>("alternativeAction");
|
||||
if(!w)
|
||||
return;
|
||||
|
||||
std::string iconName = variables["actionIconDefault"].String();
|
||||
switch(action)
|
||||
{
|
||||
case PossiblePlayerBattleAction::ATTACK:
|
||||
iconName = variables["actionIconAttack"].String();
|
||||
break;
|
||||
|
||||
case PossiblePlayerBattleAction::SHOOT:
|
||||
iconName = variables["actionIconShoot"].String();
|
||||
break;
|
||||
|
||||
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
||||
iconName = variables["actionIconSpell"].String();
|
||||
break;
|
||||
|
||||
//TODO: figure out purpose of this icon
|
||||
//case PossiblePlayerBattleAction::???:
|
||||
//iconName = variables["actionIconWalk"].String();
|
||||
//break;
|
||||
|
||||
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
|
||||
iconName = variables["actionIconReturn"].String();
|
||||
break;
|
||||
|
||||
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
||||
iconName = variables["actionIconNoReturn"].String();
|
||||
break;
|
||||
}
|
||||
|
||||
auto anim = std::make_shared<CAnimation>(iconName);
|
||||
w->setImage(anim, false);
|
||||
}
|
||||
|
||||
void BattleWindow::setAlternativeActions(const std::list<PossiblePlayerBattleAction> & actions)
|
||||
{
|
||||
alternativeActions = actions;
|
||||
defaultAction = PossiblePlayerBattleAction::INVALID;
|
||||
if(alternativeActions.size() > 1)
|
||||
defaultAction = alternativeActions.back();
|
||||
if(!alternativeActions.empty())
|
||||
showAlternativeActionIcon(alternativeActions.front());
|
||||
else
|
||||
showAlternativeActionIcon(defaultAction);
|
||||
}
|
||||
|
||||
void BattleWindow::bAutofightf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
//Stop auto-fight mode
|
||||
if(owner.curInt->isAutoFightOn)
|
||||
{
|
||||
assert(owner.curInt->autofightingAI);
|
||||
owner.curInt->isAutoFightOn = false;
|
||||
logGlobal->trace("Stopping the autofight...");
|
||||
}
|
||||
else if(!owner.curInt->autofightingAI)
|
||||
{
|
||||
owner.curInt->isAutoFightOn = true;
|
||||
blockUI(true);
|
||||
|
||||
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
||||
ai->initBattleInterface(owner.curInt->env, owner.curInt->cb);
|
||||
ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide());
|
||||
owner.curInt->autofightingAI = ai;
|
||||
owner.curInt->cb->registerBattleInterface(ai);
|
||||
|
||||
owner.requestAutofightingAIToTakeAction();
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::bSpellf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if (!owner.myTurn)
|
||||
return;
|
||||
|
||||
auto myHero = owner.currentHero();
|
||||
if(!myHero)
|
||||
return;
|
||||
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
|
||||
ESpellCastProblem::ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
|
||||
|
||||
if(spellCastProblem == ESpellCastProblem::OK)
|
||||
{
|
||||
GH.pushIntT<CSpellWindow>(myHero, owner.curInt.get());
|
||||
}
|
||||
else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
|
||||
{
|
||||
//TODO: move to spell mechanics, add more information to spell cast problem
|
||||
//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
|
||||
auto blockingBonus = owner.currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
|
||||
if (!blockingBonus)
|
||||
return;
|
||||
|
||||
if (blockingBonus->source == Bonus::ARTIFACT)
|
||||
{
|
||||
const auto artID = ArtifactID(blockingBonus->sid);
|
||||
//If we have artifact, put name of our hero. Otherwise assume it's the enemy.
|
||||
//TODO check who *really* is source of bonus
|
||||
std::string heroName = myHero->hasArt(artID) ? myHero->name : owner.enemyHero().name;
|
||||
|
||||
//%s wields the %s, an ancient artifact which creates a p dead to all magic.
|
||||
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
|
||||
% heroName % CGI->artifacts()->getByIndex(artID)->getName()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::bSwitchActionf()
|
||||
{
|
||||
if(alternativeActions.empty())
|
||||
return;
|
||||
|
||||
if(alternativeActions.front() == defaultAction)
|
||||
{
|
||||
alternativeActions.push_back(alternativeActions.front());
|
||||
alternativeActions.pop_front();
|
||||
}
|
||||
|
||||
auto actions = owner.actionsController->getPossibleActions();
|
||||
if(!actions.empty() && actions.front() == alternativeActions.front())
|
||||
{
|
||||
owner.actionsController->removePossibleAction(alternativeActions.front());
|
||||
showAlternativeActionIcon(defaultAction);
|
||||
}
|
||||
else
|
||||
{
|
||||
owner.actionsController->pushFrontPossibleAction(alternativeActions.front());
|
||||
showAlternativeActionIcon(alternativeActions.front());
|
||||
}
|
||||
|
||||
alternativeActions.push_back(alternativeActions.front());
|
||||
alternativeActions.pop_front();
|
||||
}
|
||||
|
||||
void BattleWindow::bWaitf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if (owner.stacksController->getActiveStack() != nullptr)
|
||||
owner.giveCommand(EActionType::WAIT);
|
||||
}
|
||||
|
||||
void BattleWindow::bDefencef()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if (owner.stacksController->getActiveStack() != nullptr)
|
||||
owner.giveCommand(EActionType::DEFEND);
|
||||
}
|
||||
|
||||
void BattleWindow::bConsoleUpf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
console->scrollUp();
|
||||
}
|
||||
|
||||
void BattleWindow::bConsoleDownf()
|
||||
{
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
console->scrollDown();
|
||||
}
|
||||
|
||||
void BattleWindow::bTacticNextStack()
|
||||
{
|
||||
owner.tacticNextStack(nullptr);
|
||||
}
|
||||
|
||||
void BattleWindow::bTacticPhaseEnd()
|
||||
{
|
||||
owner.tacticPhaseEnd();
|
||||
}
|
||||
|
||||
void BattleWindow::blockUI(bool on)
|
||||
{
|
||||
bool canCastSpells = false;
|
||||
auto hero = owner.curInt->cb->battleGetMyHero();
|
||||
|
||||
if(hero)
|
||||
{
|
||||
ESpellCastProblem::ESpellCastProblem spellcastingProblem = owner.curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
|
||||
|
||||
//if magic is blocked, we leave button active, so the message can be displayed after button click
|
||||
canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
|
||||
}
|
||||
|
||||
bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
|
||||
|
||||
if(auto w = widget<CButton>("options"))
|
||||
w->block(on);
|
||||
if(auto w = widget<CButton>("flee"))
|
||||
w->block(on || !owner.curInt->cb->battleCanFlee());
|
||||
if(auto w = widget<CButton>("surrender"))
|
||||
w->block(on || owner.curInt->cb->battleGetSurrenderCost() < 0);
|
||||
if(auto w = widget<CButton>("cast"))
|
||||
w->block(on || owner.tacticsMode || !canCastSpells);
|
||||
if(auto w = widget<CButton>("wait"))
|
||||
w->block(on || owner.tacticsMode || !canWait);
|
||||
if(auto w = widget<CButton>("defence"))
|
||||
w->block(on || owner.tacticsMode);
|
||||
if(auto w = widget<CButton>("alternativeAction"))
|
||||
w->block(on || owner.tacticsMode);
|
||||
|
||||
// block only if during enemy turn and auto-fight is off
|
||||
// otherwise - crash on accessing non-exisiting active stack
|
||||
if(auto w = widget<CButton>("options"))
|
||||
w->block(!owner.curInt->isAutoFightOn && !owner.stacksController->getActiveStack());
|
||||
|
||||
auto btactEnd = widget<CButton>("tacticEnd");
|
||||
auto btactNext = widget<CButton>("tacticNext");
|
||||
if(owner.tacticsMode && btactEnd && btactNext)
|
||||
{
|
||||
btactNext->block(on);
|
||||
btactEnd->block(on);
|
||||
}
|
||||
else
|
||||
{
|
||||
auto bConsoleUp = widget<CButton>("consoleUp");
|
||||
auto bConsoleDown = widget<CButton>("consoleDown");
|
||||
if(bConsoleUp && bConsoleDown)
|
||||
{
|
||||
bConsoleUp->block(on);
|
||||
bConsoleDown->block(on);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::showAll(SDL_Surface *to)
|
||||
{
|
||||
CIntObject::showAll(to);
|
||||
|
||||
if (screen->w != 800 || screen->h !=600)
|
||||
CMessage::drawBorder(owner.curInt->playerID, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
|
||||
}
|
||||
|
||||
void BattleWindow::show(SDL_Surface *to)
|
||||
{
|
||||
CIntObject::show(to);
|
||||
LOCPLINT->cingconsole->show(to);
|
||||
}
|
||||
|
||||
void BattleWindow::close()
|
||||
{
|
||||
if(GH.topInt().get() != this)
|
||||
logGlobal->error("Only top interface must be closed");
|
||||
GH.popInts(1);
|
||||
}
|
94
client/battle/BattleWindow.h
Normal file
94
client/battle/BattleWindow.h
Normal file
@ -0,0 +1,94 @@
|
||||
/*
|
||||
* BattleWindow.h, 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
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "../gui/CIntObject.h"
|
||||
#include "../gui/InterfaceObjectConfigurable.h"
|
||||
#include "../../lib/battle/CBattleInfoCallback.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
class CStack;
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
class CButton;
|
||||
class BattleInterface;
|
||||
class BattleConsole;
|
||||
class BattleRenderer;
|
||||
class StackQueue;
|
||||
|
||||
/// GUI object that handles functionality of panel at the bottom of combat screen
|
||||
class BattleWindow : public InterfaceObjectConfigurable
|
||||
{
|
||||
BattleInterface & owner;
|
||||
|
||||
std::shared_ptr<StackQueue> queue;
|
||||
std::shared_ptr<BattleConsole> console;
|
||||
|
||||
/// button press handling functions
|
||||
void bOptionsf();
|
||||
void bSurrenderf();
|
||||
void bFleef();
|
||||
void bAutofightf();
|
||||
void bSpellf();
|
||||
void bWaitf();
|
||||
void bSwitchActionf();
|
||||
void bDefencef();
|
||||
void bConsoleUpf();
|
||||
void bConsoleDownf();
|
||||
void bTacticNextStack();
|
||||
void bTacticPhaseEnd();
|
||||
|
||||
/// functions for handling actions after they were confirmed by popup window
|
||||
void reallyFlee();
|
||||
void reallySurrender();
|
||||
|
||||
/// management of alternative actions
|
||||
std::list<PossiblePlayerBattleAction> alternativeActions;
|
||||
PossiblePlayerBattleAction defaultAction;
|
||||
void showAlternativeActionIcon(PossiblePlayerBattleAction);
|
||||
|
||||
/// Toggle StackQueue visibility
|
||||
void hideQueue();
|
||||
void showQueue();
|
||||
|
||||
std::shared_ptr<BattleConsole> buildBattleConsole(const JsonNode &) const;
|
||||
|
||||
public:
|
||||
BattleWindow(BattleInterface & owner );
|
||||
~BattleWindow();
|
||||
|
||||
/// Closes window once battle finished
|
||||
void close();
|
||||
|
||||
/// block all UI elements when player is not allowed to act, e.g. during enemy turn
|
||||
void blockUI(bool on);
|
||||
|
||||
/// Refresh queue after turn order changes
|
||||
void updateQueue();
|
||||
|
||||
void activate() override;
|
||||
void deactivate() override;
|
||||
void keyPressed(const SDL_KeyboardEvent & key) override;
|
||||
void clickRight(tribool down, bool previousState) override;
|
||||
void show(SDL_Surface *to) override;
|
||||
void showAll(SDL_Surface *to) override;
|
||||
|
||||
/// Toggle UI to displaying tactics phase
|
||||
void tacticPhaseStarted();
|
||||
|
||||
/// Toggle UI to displaying battle log in place of tactics UI
|
||||
void tacticPhaseEnded();
|
||||
|
||||
/// Set possible alternative options. If more than 1 - the last will be considered as default option
|
||||
void setAlternativeActions(const std::list<PossiblePlayerBattleAction> &);
|
||||
|
||||
};
|
||||
|
@ -14,11 +14,17 @@
|
||||
#include "../../lib/CCreatureHandler.h"
|
||||
|
||||
#include "../gui/Canvas.h"
|
||||
#include "../gui/ColorFilter.h"
|
||||
|
||||
static const SDL_Color creatureBlueBorder = { 0, 255, 255, 255 };
|
||||
static const SDL_Color creatureGoldBorder = { 255, 255, 0, 255 };
|
||||
static const SDL_Color creatureNoBorder = { 0, 0, 0, 0 };
|
||||
|
||||
static SDL_Color genShadow(ui8 alpha)
|
||||
{
|
||||
return CSDL_Ext::makeColor(0, 0, 0, alpha);
|
||||
}
|
||||
|
||||
SDL_Color AnimationControls::getBlueBorder()
|
||||
{
|
||||
return creatureBlueBorder;
|
||||
@ -40,10 +46,8 @@ std::shared_ptr<CreatureAnimation> AnimationControls::getAnimation(const CCreatu
|
||||
return std::make_shared<CreatureAnimation>(creature->animDefName, func);
|
||||
}
|
||||
|
||||
float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, size_t group)
|
||||
float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType type)
|
||||
{
|
||||
CCreatureAnim::EAnimType type = CCreatureAnim::EAnimType(group);
|
||||
|
||||
assert(creature->animation.walkAnimationTime != 0);
|
||||
assert(creature->animation.attackAnimationTime != 0);
|
||||
assert(anim->framesInGroup(type) != 0);
|
||||
@ -58,49 +62,50 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case CCreatureAnim::MOVING:
|
||||
case ECreatureAnimType::MOVING:
|
||||
return static_cast<float>(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type));
|
||||
|
||||
case CCreatureAnim::MOUSEON:
|
||||
case ECreatureAnimType::MOUSEON:
|
||||
return baseSpeed;
|
||||
case CCreatureAnim::HOLDING:
|
||||
case ECreatureAnimType::HOLDING:
|
||||
return static_cast<float>(baseSpeed * creature->animation.idleAnimationTime / anim->framesInGroup(type));
|
||||
|
||||
case CCreatureAnim::SHOOT_UP:
|
||||
case CCreatureAnim::SHOOT_FRONT:
|
||||
case CCreatureAnim::SHOOT_DOWN:
|
||||
case CCreatureAnim::CAST_UP:
|
||||
case CCreatureAnim::CAST_FRONT:
|
||||
case CCreatureAnim::CAST_DOWN:
|
||||
case CCreatureAnim::VCMI_CAST_DOWN:
|
||||
case CCreatureAnim::VCMI_CAST_FRONT:
|
||||
case CCreatureAnim::VCMI_CAST_UP:
|
||||
case ECreatureAnimType::SHOOT_UP:
|
||||
case ECreatureAnimType::SHOOT_FRONT:
|
||||
case ECreatureAnimType::SHOOT_DOWN:
|
||||
case ECreatureAnimType::SPECIAL_UP:
|
||||
case ECreatureAnimType::SPECIAL_FRONT:
|
||||
case ECreatureAnimType::SPECIAL_DOWN:
|
||||
case ECreatureAnimType::CAST_DOWN:
|
||||
case ECreatureAnimType::CAST_FRONT:
|
||||
case ECreatureAnimType::CAST_UP:
|
||||
return static_cast<float>(speed * 4 * creature->animation.attackAnimationTime / anim->framesInGroup(type));
|
||||
|
||||
// as strange as it looks like "attackAnimationTime" does not affects melee attacks
|
||||
// necessary because length of these animations must be same for all creatures for synchronization
|
||||
case CCreatureAnim::ATTACK_UP:
|
||||
case CCreatureAnim::ATTACK_FRONT:
|
||||
case CCreatureAnim::ATTACK_DOWN:
|
||||
case CCreatureAnim::HITTED:
|
||||
case CCreatureAnim::DEFENCE:
|
||||
case CCreatureAnim::DEATH:
|
||||
case CCreatureAnim::DEATH_RANGED:
|
||||
case CCreatureAnim::VCMI_2HEX_DOWN:
|
||||
case CCreatureAnim::VCMI_2HEX_FRONT:
|
||||
case CCreatureAnim::VCMI_2HEX_UP:
|
||||
case ECreatureAnimType::ATTACK_UP:
|
||||
case ECreatureAnimType::ATTACK_FRONT:
|
||||
case ECreatureAnimType::ATTACK_DOWN:
|
||||
case ECreatureAnimType::HITTED:
|
||||
case ECreatureAnimType::DEFENCE:
|
||||
case ECreatureAnimType::DEATH:
|
||||
case ECreatureAnimType::DEATH_RANGED:
|
||||
case ECreatureAnimType::RESURRECTION:
|
||||
case ECreatureAnimType::GROUP_ATTACK_DOWN:
|
||||
case ECreatureAnimType::GROUP_ATTACK_FRONT:
|
||||
case ECreatureAnimType::GROUP_ATTACK_UP:
|
||||
return speed * 3 / anim->framesInGroup(type);
|
||||
|
||||
case CCreatureAnim::TURN_L:
|
||||
case CCreatureAnim::TURN_R:
|
||||
case ECreatureAnimType::TURN_L:
|
||||
case ECreatureAnimType::TURN_R:
|
||||
return speed / 3;
|
||||
|
||||
case CCreatureAnim::MOVE_START:
|
||||
case CCreatureAnim::MOVE_END:
|
||||
case ECreatureAnimType::MOVE_START:
|
||||
case ECreatureAnimType::MOVE_END:
|
||||
return speed / 3;
|
||||
|
||||
case CCreatureAnim::DEAD:
|
||||
case CCreatureAnim::DEAD_RANGED:
|
||||
case ECreatureAnimType::DEAD:
|
||||
case ECreatureAnimType::DEAD_RANGED:
|
||||
return speed;
|
||||
|
||||
default:
|
||||
@ -110,12 +115,12 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
|
||||
|
||||
float AnimationControls::getProjectileSpeed()
|
||||
{
|
||||
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 100);
|
||||
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4000);
|
||||
}
|
||||
|
||||
float AnimationControls::getCatapultSpeed()
|
||||
{
|
||||
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 20);
|
||||
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 1000);
|
||||
}
|
||||
|
||||
float AnimationControls::getSpellEffectSpeed()
|
||||
@ -133,12 +138,22 @@ float AnimationControls::getFlightDistance(const CCreature * creature)
|
||||
return static_cast<float>(creature->animation.flightAnimationDistance * 200);
|
||||
}
|
||||
|
||||
CCreatureAnim::EAnimType CreatureAnimation::getType() const
|
||||
float AnimationControls::getFadeInDuration()
|
||||
{
|
||||
return 1.0f / settings["battle"]["animationSpeed"].Float();
|
||||
}
|
||||
|
||||
float AnimationControls::getObstaclesSpeed()
|
||||
{
|
||||
return 10.0;// does not seems to be affected by animaiton speed settings
|
||||
}
|
||||
|
||||
ECreatureAnimType CreatureAnimation::getType() const
|
||||
{
|
||||
return type;
|
||||
}
|
||||
|
||||
void CreatureAnimation::setType(CCreatureAnim::EAnimType type)
|
||||
void CreatureAnimation::setType(ECreatureAnimType type)
|
||||
{
|
||||
this->type = type;
|
||||
currentFrame = 0;
|
||||
@ -147,21 +162,13 @@ void CreatureAnimation::setType(CCreatureAnim::EAnimType type)
|
||||
play();
|
||||
}
|
||||
|
||||
void CreatureAnimation::shiftColor(const ColorShifter* shifter)
|
||||
{
|
||||
if(forward)
|
||||
forward->shiftColor(shifter);
|
||||
|
||||
if(reverse)
|
||||
reverse->shiftColor(shifter);
|
||||
}
|
||||
|
||||
CreatureAnimation::CreatureAnimation(const std::string & name_, TSpeedController controller)
|
||||
: name(name_),
|
||||
speed(0.1f),
|
||||
shadowAlpha(128),
|
||||
currentFrame(0),
|
||||
elapsedTime(0),
|
||||
type(CCreatureAnim::HOLDING),
|
||||
type(ECreatureAnimType::HOLDING),
|
||||
border(CSDL_Ext::makeColor(0, 0, 0, 0)),
|
||||
speedController(controller),
|
||||
once(false)
|
||||
@ -174,20 +181,37 @@ CreatureAnimation::CreatureAnimation(const std::string & name_, TSpeedController
|
||||
reverse->preload();
|
||||
|
||||
// if necessary, add one frame into vcmi-only group DEAD
|
||||
if(forward->size(CCreatureAnim::DEAD) == 0)
|
||||
if(forward->size(size_t(ECreatureAnimType::DEAD)) == 0)
|
||||
{
|
||||
forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
|
||||
reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
|
||||
forward->duplicateImage(size_t(ECreatureAnimType::DEATH), forward->size(size_t(ECreatureAnimType::DEATH))-1, size_t(ECreatureAnimType::DEAD));
|
||||
reverse->duplicateImage(size_t(ECreatureAnimType::DEATH), reverse->size(size_t(ECreatureAnimType::DEATH))-1, size_t(ECreatureAnimType::DEAD));
|
||||
}
|
||||
|
||||
if(forward->size(CCreatureAnim::DEAD_RANGED) == 0 && forward->size(CCreatureAnim::DEATH_RANGED) != 0)
|
||||
if(forward->size(size_t(ECreatureAnimType::DEAD_RANGED)) == 0 && forward->size(size_t(ECreatureAnimType::DEATH_RANGED)) != 0)
|
||||
{
|
||||
forward->duplicateImage(CCreatureAnim::DEATH_RANGED, forward->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
|
||||
reverse->duplicateImage(CCreatureAnim::DEATH_RANGED, reverse->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
|
||||
forward->duplicateImage(size_t(ECreatureAnimType::DEATH_RANGED), forward->size(size_t(ECreatureAnimType::DEATH_RANGED))-1, size_t(ECreatureAnimType::DEAD_RANGED));
|
||||
reverse->duplicateImage(size_t(ECreatureAnimType::DEATH_RANGED), reverse->size(size_t(ECreatureAnimType::DEATH_RANGED))-1, size_t(ECreatureAnimType::DEAD_RANGED));
|
||||
}
|
||||
|
||||
if(forward->size(size_t(ECreatureAnimType::FROZEN)) == 0)
|
||||
{
|
||||
forward->duplicateImage(size_t(ECreatureAnimType::HOLDING), 0, size_t(ECreatureAnimType::FROZEN));
|
||||
reverse->duplicateImage(size_t(ECreatureAnimType::HOLDING), 0, size_t(ECreatureAnimType::FROZEN));
|
||||
}
|
||||
|
||||
if(forward->size(size_t(ECreatureAnimType::RESURRECTION)) == 0)
|
||||
{
|
||||
for (size_t i = 0; i < forward->size(size_t(ECreatureAnimType::DEATH)); ++i)
|
||||
{
|
||||
size_t current = forward->size(size_t(ECreatureAnimType::DEATH)) - 1 - i;
|
||||
|
||||
forward->duplicateImage(size_t(ECreatureAnimType::DEATH), current, size_t(ECreatureAnimType::RESURRECTION));
|
||||
reverse->duplicateImage(size_t(ECreatureAnimType::DEATH), current, size_t(ECreatureAnimType::RESURRECTION));
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: get dimensions form CAnimation
|
||||
auto first = forward->getImage(0, type, true);
|
||||
auto first = forward->getImage(0, size_t(type), true);
|
||||
|
||||
if(!first)
|
||||
{
|
||||
@ -228,7 +252,7 @@ bool CreatureAnimation::incrementFrame(float timePassed)
|
||||
currentFrame -= framesNumber;
|
||||
|
||||
if(once)
|
||||
setType(CCreatureAnim::HOLDING);
|
||||
setType(ECreatureAnimType::HOLDING);
|
||||
|
||||
endAnimation();
|
||||
return true;
|
||||
@ -256,7 +280,7 @@ float CreatureAnimation::getCurrentFrame() const
|
||||
return currentFrame;
|
||||
}
|
||||
|
||||
void CreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
|
||||
void CreatureAnimation::playOnce( ECreatureAnimType type )
|
||||
{
|
||||
setType(type);
|
||||
once = true;
|
||||
@ -269,11 +293,6 @@ inline int getBorderStrength(float time)
|
||||
return static_cast<int>(borderStrength * 155 + 100); // scale to 0-255
|
||||
}
|
||||
|
||||
static SDL_Color genShadow(ui8 alpha)
|
||||
{
|
||||
return CSDL_Ext::makeColor(0, 0, 0, alpha);
|
||||
}
|
||||
|
||||
static SDL_Color genBorderColor(ui8 alpha, const SDL_Color & base)
|
||||
{
|
||||
return CSDL_Ext::makeColor(base.r, base.g, base.b, ui8(base.a * alpha / 256));
|
||||
@ -294,80 +313,89 @@ static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
|
||||
);
|
||||
}
|
||||
|
||||
void CreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
|
||||
void CreatureAnimation::genSpecialPalette(IImage::SpecialPalette & target)
|
||||
{
|
||||
target[0] = genBorderColor(getBorderStrength(elapsedTime), border);
|
||||
target[1] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
|
||||
target[2] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
|
||||
target[0] = genShadow(shadowAlpha / 2);
|
||||
target[1] = genShadow(shadowAlpha / 2);
|
||||
target[2] = genShadow(shadowAlpha);
|
||||
target[3] = genShadow(shadowAlpha);
|
||||
target[4] = genBorderColor(getBorderStrength(elapsedTime), border);
|
||||
target[5] = addColors(genShadow(shadowAlpha), genBorderColor(getBorderStrength(elapsedTime), border));
|
||||
target[6] = addColors(genShadow(shadowAlpha / 2), genBorderColor(getBorderStrength(elapsedTime), border));
|
||||
}
|
||||
|
||||
void CreatureAnimation::nextFrame(Canvas & canvas, bool facingRight)
|
||||
void CreatureAnimation::nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight)
|
||||
{
|
||||
SDL_Color shadowTest = shifter.shiftColor(genShadow(128));
|
||||
shadowAlpha = shadowTest.a;
|
||||
|
||||
size_t frame = static_cast<size_t>(floor(currentFrame));
|
||||
|
||||
std::shared_ptr<IImage> image;
|
||||
|
||||
if(facingRight)
|
||||
image = forward->getImage(frame, type);
|
||||
image = forward->getImage(frame, size_t(type));
|
||||
else
|
||||
image = reverse->getImage(frame, type);
|
||||
image = reverse->getImage(frame, size_t(type));
|
||||
|
||||
if(image)
|
||||
{
|
||||
IImage::BorderPallete borderPallete;
|
||||
genBorderPalette(borderPallete);
|
||||
IImage::SpecialPalette SpecialPalette;
|
||||
genSpecialPalette(SpecialPalette);
|
||||
|
||||
image->setBorderPallete(borderPallete);
|
||||
image->setSpecialPallete(SpecialPalette);
|
||||
image->adjustPalette(shifter);
|
||||
|
||||
canvas.draw(image, pos.topLeft(), Rect(0, 0, pos.w, pos.h));
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
int CreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
|
||||
int CreatureAnimation::framesInGroup(ECreatureAnimType group) const
|
||||
{
|
||||
return static_cast<int>(forward->size(group));
|
||||
return static_cast<int>(forward->size(size_t(group)));
|
||||
}
|
||||
|
||||
bool CreatureAnimation::isDead() const
|
||||
{
|
||||
return getType() == CCreatureAnim::DEAD
|
||||
|| getType() == CCreatureAnim::DEAD_RANGED;
|
||||
return getType() == ECreatureAnimType::DEAD
|
||||
|| getType() == ECreatureAnimType::DEAD_RANGED;
|
||||
}
|
||||
|
||||
bool CreatureAnimation::isDying() const
|
||||
{
|
||||
return getType() == CCreatureAnim::DEATH
|
||||
|| getType() == CCreatureAnim::DEATH_RANGED;
|
||||
return getType() == ECreatureAnimType::DEATH
|
||||
|| getType() == ECreatureAnimType::DEATH_RANGED;
|
||||
}
|
||||
|
||||
bool CreatureAnimation::isDeadOrDying() const
|
||||
{
|
||||
return getType() == CCreatureAnim::DEAD
|
||||
|| getType() == CCreatureAnim::DEATH
|
||||
|| getType() == CCreatureAnim::DEAD_RANGED
|
||||
|| getType() == CCreatureAnim::DEATH_RANGED;
|
||||
return getType() == ECreatureAnimType::DEAD
|
||||
|| getType() == ECreatureAnimType::DEATH
|
||||
|| getType() == ECreatureAnimType::DEAD_RANGED
|
||||
|| getType() == ECreatureAnimType::DEATH_RANGED;
|
||||
}
|
||||
|
||||
bool CreatureAnimation::isIdle() const
|
||||
{
|
||||
return getType() == CCreatureAnim::HOLDING
|
||||
|| getType() == CCreatureAnim::MOUSEON;
|
||||
return getType() == ECreatureAnimType::HOLDING
|
||||
|| getType() == ECreatureAnimType::MOUSEON;
|
||||
}
|
||||
|
||||
bool CreatureAnimation::isMoving() const
|
||||
{
|
||||
return getType() == CCreatureAnim::MOVE_START
|
||||
|| getType() == CCreatureAnim::MOVING
|
||||
|| getType() == CCreatureAnim::MOVE_END
|
||||
|| getType() == CCreatureAnim::TURN_L
|
||||
|| getType() == CCreatureAnim::TURN_R;
|
||||
return getType() == ECreatureAnimType::MOVE_START
|
||||
|| getType() == ECreatureAnimType::MOVING
|
||||
|| getType() == ECreatureAnimType::MOVE_END
|
||||
|| getType() == ECreatureAnimType::TURN_L
|
||||
|| getType() == ECreatureAnimType::TURN_R;
|
||||
}
|
||||
|
||||
bool CreatureAnimation::isShooting() const
|
||||
{
|
||||
return getType() == CCreatureAnim::SHOOT_UP
|
||||
|| getType() == CCreatureAnim::SHOOT_FRONT
|
||||
|| getType() == CCreatureAnim::SHOOT_DOWN;
|
||||
return getType() == ECreatureAnimType::SHOOT_UP
|
||||
|| getType() == ECreatureAnimType::SHOOT_FRONT
|
||||
|| getType() == ECreatureAnimType::SHOOT_DOWN;
|
||||
}
|
||||
|
||||
void CreatureAnimation::pause()
|
||||
@ -379,6 +407,6 @@ void CreatureAnimation::play()
|
||||
{
|
||||
//logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
|
||||
speed = 0;
|
||||
if(speedController(this, type) != 0)
|
||||
speed = 1 / speedController(this, type);
|
||||
if(speedController(this, type) != 0)
|
||||
speed = 1 / speedController(this, type);
|
||||
}
|
||||
|
@ -29,13 +29,12 @@ namespace AnimationControls
|
||||
std::shared_ptr<CreatureAnimation> getAnimation(const CCreature * creature);
|
||||
|
||||
/// returns animation speed of specific group, taking in mind game setting (in frames per second)
|
||||
float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, size_t groupID);
|
||||
float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType groupID);
|
||||
|
||||
/// returns how far projectile should move each frame
|
||||
/// TODO: make it time-based
|
||||
/// returns how far projectile should move per second
|
||||
float getProjectileSpeed();
|
||||
|
||||
/// returns speed of catapult projectile
|
||||
/// returns speed of catapult projectile, in pixels per second (horizontal axis only)
|
||||
float getCatapultSpeed();
|
||||
|
||||
/// returns speed of any spell effects, including any special effects like morale (in frames per second)
|
||||
@ -46,6 +45,12 @@ namespace AnimationControls
|
||||
|
||||
/// Returns distance on which flying creatures should during one animation loop
|
||||
float getFlightDistance(const CCreature * creature);
|
||||
|
||||
/// Returns total time for full fade-in effect on newly summoned creatures, in seconds
|
||||
float getFadeInDuration();
|
||||
|
||||
/// Returns animation speed for obstacles, in frames per second
|
||||
float getObstaclesSpeed();
|
||||
}
|
||||
|
||||
/// Class which manages animations of creatures/units inside battles
|
||||
@ -53,7 +58,7 @@ namespace AnimationControls
|
||||
class CreatureAnimation : public CIntObject
|
||||
{
|
||||
public:
|
||||
typedef std::function<float(CreatureAnimation *, size_t)> TSpeedController;
|
||||
typedef std::function<float(CreatureAnimation *, ECreatureAnimType)> TSpeedController;
|
||||
|
||||
private:
|
||||
std::string name;
|
||||
@ -78,7 +83,10 @@ private:
|
||||
float elapsedTime;
|
||||
|
||||
///type of animation being displayed
|
||||
CCreatureAnim::EAnimType type;
|
||||
ECreatureAnimType type;
|
||||
|
||||
/// current value of shadow transparency
|
||||
uint8_t shadowAlpha;
|
||||
|
||||
/// border color, disabled if alpha = 0
|
||||
SDL_Color border;
|
||||
@ -90,7 +98,7 @@ private:
|
||||
|
||||
void endAnimation();
|
||||
|
||||
void genBorderPalette(IImage::BorderPallete & target);
|
||||
void genSpecialPalette(IImage::SpecialPalette & target);
|
||||
public:
|
||||
|
||||
/// function(s) that will be called when animation ends, after reset to 1st frame
|
||||
@ -107,29 +115,26 @@ public:
|
||||
CreatureAnimation(const std::string & name_, TSpeedController speedController);
|
||||
|
||||
/// sets type of animation and resets framecount
|
||||
void setType(CCreatureAnim::EAnimType type);
|
||||
void setType(ECreatureAnimType type);
|
||||
|
||||
/// returns currently rendered type of animation
|
||||
CCreatureAnim::EAnimType getType() const;
|
||||
ECreatureAnimType getType() const;
|
||||
|
||||
void nextFrame(Canvas & canvas, bool facingRight);
|
||||
void nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight);
|
||||
|
||||
/// should be called every frame, return true when animation was reset to beginning
|
||||
bool incrementFrame(float timePassed);
|
||||
|
||||
void setBorderColor(SDL_Color palette);
|
||||
|
||||
/// apply color tint effect
|
||||
void shiftColor(const ColorShifter * shifter);
|
||||
|
||||
/// Gets the current frame ID within current group.
|
||||
float getCurrentFrame() const;
|
||||
|
||||
/// plays once given type of animation, then resets to idle
|
||||
void playOnce(CCreatureAnim::EAnimType type);
|
||||
void playOnce(ECreatureAnimType type);
|
||||
|
||||
/// returns number of frames in selected animation type
|
||||
int framesInGroup(CCreatureAnim::EAnimType type) const;
|
||||
int framesInGroup(ECreatureAnimType group) const;
|
||||
|
||||
void pause();
|
||||
void play();
|
||||
|
@ -12,6 +12,7 @@
|
||||
|
||||
#include "SDL_Extensions.h"
|
||||
#include "SDL_Pixels.h"
|
||||
#include "ColorFilter.h"
|
||||
|
||||
#include "../CBitmapHandler.h"
|
||||
#include "../Graphics.h"
|
||||
@ -33,6 +34,7 @@ class CDefFile
|
||||
{
|
||||
private:
|
||||
|
||||
PACKED_STRUCT_BEGIN
|
||||
struct SSpriteDef
|
||||
{
|
||||
ui32 size;
|
||||
@ -43,7 +45,7 @@ private:
|
||||
ui32 height;
|
||||
si32 leftMargin;
|
||||
si32 topMargin;
|
||||
} PACKED_STRUCT;
|
||||
} PACKED_STRUCT_END;
|
||||
//offset[group][frame] - offset of frame data in file
|
||||
std::map<size_t, std::vector <size_t> > offset;
|
||||
|
||||
@ -105,10 +107,11 @@ public:
|
||||
void verticalFlip() override;
|
||||
|
||||
void shiftPalette(int from, int howMany) override;
|
||||
void adjustPalette(const ColorShifter * shifter) override;
|
||||
void adjustPalette(const ColorFilter & shifter) override;
|
||||
void resetPalette(int colorID) override;
|
||||
void resetPalette() override;
|
||||
|
||||
void setBorderPallete(const BorderPallete & borderPallete) override;
|
||||
void setSpecialPallete(const SpecialPalette & SpecialPalette) override;
|
||||
|
||||
friend class SDLImageLoader;
|
||||
|
||||
@ -212,32 +215,17 @@ CDefFile::CDefFile(std::string Name):
|
||||
data(nullptr),
|
||||
palette(nullptr)
|
||||
{
|
||||
|
||||
#if 0
|
||||
static SDL_Color H3_ORIG_PALETTE[8] =
|
||||
{
|
||||
{ 0, 255, 255, SDL_ALPHA_OPAQUE},
|
||||
{255, 150, 255, SDL_ALPHA_OPAQUE},
|
||||
{255, 100, 255, SDL_ALPHA_OPAQUE},
|
||||
{255, 50, 255, SDL_ALPHA_OPAQUE},
|
||||
{255, 0, 255, SDL_ALPHA_OPAQUE},
|
||||
{255, 255, 0, SDL_ALPHA_OPAQUE},
|
||||
{180, 0, 255, SDL_ALPHA_OPAQUE},
|
||||
{ 0, 255, 0, SDL_ALPHA_OPAQUE}
|
||||
};
|
||||
#endif // 0
|
||||
|
||||
//First 8 colors in def palette used for transparency
|
||||
static SDL_Color H3Palette[8] =
|
||||
{
|
||||
{ 0, 0, 0, 0},// 100% - transparency
|
||||
{ 0, 0, 0, 32},// 75% - shadow border,
|
||||
{ 0, 0, 0, 64},// TODO: find exact value
|
||||
{ 0, 0, 0, 128},// TODO: for transparency
|
||||
{ 0, 0, 0, 128},// 50% - shadow body
|
||||
{ 0, 0, 0, 0},// 100% - selection highlight
|
||||
{ 0, 0, 0, 128},// 50% - shadow body below selection
|
||||
{ 0, 0, 0, 64} // 75% - shadow border below selection
|
||||
{ 0, 0, 0, 0},// transparency ( used in most images )
|
||||
{ 0, 0, 0, 64},// shadow border ( used in battle, adventure map def's )
|
||||
{ 0, 0, 0, 64},// shadow border ( used in fog-of-war def's )
|
||||
{ 0, 0, 0, 128},// shadow body ( used in fog-of-war def's )
|
||||
{ 0, 0, 0, 128},// shadow body ( used in battle, adventure map def's )
|
||||
{ 0, 0, 0, 0},// selection ( used in battle def's )
|
||||
{ 0, 0, 0, 128},// shadow body below selection ( used in battle def's )
|
||||
{ 0, 0, 0, 64} // shadow border below selection ( used in battle def's )
|
||||
};
|
||||
data = animationCache.getCachedFile(ResourceID(std::string("SPRITES/") + Name, EResType::ANIMATION));
|
||||
|
||||
@ -804,7 +792,7 @@ void SDLImage::shiftPalette(int from, int howMany)
|
||||
}
|
||||
}
|
||||
|
||||
void SDLImage::adjustPalette(const ColorShifter * shifter)
|
||||
void SDLImage::adjustPalette(const ColorFilter & shifter)
|
||||
{
|
||||
if(originalPalette == nullptr)
|
||||
return;
|
||||
@ -814,7 +802,7 @@ void SDLImage::adjustPalette(const ColorShifter * shifter)
|
||||
// Note: here we skip the first 8 colors in the palette that predefined in H3Palette
|
||||
for(int i = 8; i < palette->ncolors; i++)
|
||||
{
|
||||
palette->colors[i] = shifter->shiftColor(originalPalette->colors[i]);
|
||||
palette->colors[i] = shifter.shiftColor(originalPalette->colors[i]);
|
||||
}
|
||||
}
|
||||
|
||||
@ -827,11 +815,20 @@ void SDLImage::resetPalette()
|
||||
SDL_SetPaletteColors(surf->format->palette, originalPalette->colors, 0, originalPalette->ncolors);
|
||||
}
|
||||
|
||||
void SDLImage::setBorderPallete(const IImage::BorderPallete & borderPallete)
|
||||
void SDLImage::resetPalette( int colorID )
|
||||
{
|
||||
if(originalPalette == nullptr)
|
||||
return;
|
||||
|
||||
// Always keept the original palette not changed, copy a new palette to assign to surface
|
||||
SDL_SetPaletteColors(surf->format->palette, originalPalette->colors + colorID, colorID, 1);
|
||||
}
|
||||
|
||||
void SDLImage::setSpecialPallete(const IImage::SpecialPalette & SpecialPalette)
|
||||
{
|
||||
if(surf->format->palette)
|
||||
{
|
||||
SDL_SetColors(surf, const_cast<SDL_Color *>(borderPallete.data()), 5, 3);
|
||||
SDL_SetColors(surf, const_cast<SDL_Color *>(SpecialPalette.data()), 1, 7);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1094,18 +1091,6 @@ void CAnimation::duplicateImage(const size_t sourceGroup, const size_t sourceFra
|
||||
load(index, targetGroup);
|
||||
}
|
||||
|
||||
void CAnimation::shiftColor(const ColorShifter * shifter)
|
||||
{
|
||||
for(auto groupIter = images.begin(); groupIter != images.end(); groupIter++)
|
||||
{
|
||||
for(auto frameIter = groupIter->second.begin(); frameIter != groupIter->second.end(); frameIter++)
|
||||
{
|
||||
std::shared_ptr<IImage> image = frameIter->second;
|
||||
image->adjustPalette(shifter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CAnimation::setCustom(std::string filename, size_t frame, size_t group)
|
||||
{
|
||||
if (source[group].size() <= frame)
|
||||
|
@ -29,7 +29,7 @@ VCMI_LIB_NAMESPACE_END
|
||||
|
||||
struct SDL_Surface;
|
||||
class CDefFile;
|
||||
class ColorShifter;
|
||||
class ColorFilter;
|
||||
|
||||
/*
|
||||
* Base class for images, can be used for non-animation pictures as well
|
||||
@ -37,7 +37,7 @@ class ColorShifter;
|
||||
class IImage
|
||||
{
|
||||
public:
|
||||
using BorderPallete = std::array<SDL_Color, 3>;
|
||||
using SpecialPalette = std::array<SDL_Color, 7>;
|
||||
|
||||
//draws image on surface "where" at position
|
||||
virtual void draw(SDL_Surface * where, int posX = 0, int posY = 0, const Rect * src = nullptr, ui8 alpha = 255) const=0;
|
||||
@ -62,11 +62,12 @@ public:
|
||||
|
||||
//only indexed bitmaps, 16 colors maximum
|
||||
virtual void shiftPalette(int from, int howMany) = 0;
|
||||
virtual void adjustPalette(const ColorShifter * shifter) = 0;
|
||||
virtual void adjustPalette(const ColorFilter & shifter) = 0;
|
||||
virtual void resetPalette(int colorID) = 0;
|
||||
virtual void resetPalette() = 0;
|
||||
|
||||
//only indexed bitmaps, colors 5,6,7 must be special
|
||||
virtual void setBorderPallete(const BorderPallete & borderPallete) = 0;
|
||||
//only indexed bitmaps with 7 special colors
|
||||
virtual void setSpecialPallete(const SpecialPalette & SpecialPalette) = 0;
|
||||
|
||||
virtual void horizontalFlip() = 0;
|
||||
virtual void verticalFlip() = 0;
|
||||
@ -121,9 +122,6 @@ public:
|
||||
//and loads it if animation is preloaded
|
||||
void duplicateImage(const size_t sourceGroup, const size_t sourceFrame, const size_t targetGroup);
|
||||
|
||||
// adjust the color of the animation, used in battle spell effects, e.g. Cloned objects
|
||||
void shiftColor(const ColorShifter * shifter);
|
||||
|
||||
//add custom surface to the selected position.
|
||||
void setCustom(std::string filename, size_t frame, size_t group=0);
|
||||
|
||||
|
@ -38,34 +38,44 @@ void CCursorHandler::replaceBuffer(CIntObject * payload)
|
||||
updateBuffer(payload);
|
||||
}
|
||||
|
||||
void CCursorHandler::initCursor()
|
||||
CCursorHandler::CCursorHandler()
|
||||
: needUpdate(true)
|
||||
, buffer(nullptr)
|
||||
, cursorLayer(nullptr)
|
||||
, frameTime(0.f)
|
||||
, showing(false)
|
||||
{
|
||||
cursorLayer = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 40, 40);
|
||||
SDL_SetTextureBlendMode(cursorLayer, SDL_BLENDMODE_BLEND);
|
||||
|
||||
xpos = ypos = 0;
|
||||
type = ECursor::DEFAULT;
|
||||
type = Cursor::Type::DEFAULT;
|
||||
dndObject = nullptr;
|
||||
|
||||
cursors =
|
||||
{
|
||||
make_unique<CAnimImage>("CRADVNTR", 0),
|
||||
make_unique<CAnimImage>("CRCOMBAT", 0),
|
||||
make_unique<CAnimImage>("CRDEFLT", 0),
|
||||
make_unique<CAnimImage>("CRSPELL", 0)
|
||||
std::make_unique<CAnimImage>("CRADVNTR", 0),
|
||||
std::make_unique<CAnimImage>("CRCOMBAT", 0),
|
||||
std::make_unique<CAnimImage>("CRDEFLT", 0),
|
||||
std::make_unique<CAnimImage>("CRSPELL", 0)
|
||||
};
|
||||
|
||||
currentCursor = cursors.at(int(ECursor::DEFAULT)).get();
|
||||
currentCursor = cursors.at(static_cast<size_t>(Cursor::Type::DEFAULT)).get();
|
||||
|
||||
buffer = CSDL_Ext::newSurface(40,40);
|
||||
|
||||
SDL_SetSurfaceBlendMode(buffer, SDL_BLENDMODE_NONE);
|
||||
SDL_ShowCursor(SDL_DISABLE);
|
||||
|
||||
changeGraphic(ECursor::ADVENTURE, 0);
|
||||
set(Cursor::Map::POINTER);
|
||||
}
|
||||
|
||||
void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
|
||||
Point CCursorHandler::position() const
|
||||
{
|
||||
return Point(xpos, ypos);
|
||||
}
|
||||
|
||||
void CCursorHandler::changeGraphic(Cursor::Type type, size_t index)
|
||||
{
|
||||
assert(dndObject == nullptr);
|
||||
|
||||
@ -73,7 +83,7 @@ void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
|
||||
{
|
||||
this->type = type;
|
||||
this->frame = index;
|
||||
currentCursor = cursors.at(int(type)).get();
|
||||
currentCursor = cursors.at(static_cast<size_t>(type)).get();
|
||||
currentCursor->setFrame(index);
|
||||
}
|
||||
else if(index != this->frame)
|
||||
@ -85,6 +95,27 @@ void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
|
||||
replaceBuffer(currentCursor);
|
||||
}
|
||||
|
||||
void CCursorHandler::set(Cursor::Default index)
|
||||
{
|
||||
changeGraphic(Cursor::Type::DEFAULT, static_cast<size_t>(index));
|
||||
}
|
||||
|
||||
void CCursorHandler::set(Cursor::Map index)
|
||||
{
|
||||
changeGraphic(Cursor::Type::ADVENTURE, static_cast<size_t>(index));
|
||||
}
|
||||
|
||||
void CCursorHandler::set(Cursor::Combat index)
|
||||
{
|
||||
changeGraphic(Cursor::Type::COMBAT, static_cast<size_t>(index));
|
||||
}
|
||||
|
||||
void CCursorHandler::set(Cursor::Spellcast index)
|
||||
{
|
||||
//Note: this is animated cursor, ignore specified frame and only change type
|
||||
changeGraphic(Cursor::Type::SPELLBOOK, frame);
|
||||
}
|
||||
|
||||
void CCursorHandler::dragAndDropCursor(std::unique_ptr<CAnimImage> object)
|
||||
{
|
||||
dndObject = std::move(object);
|
||||
@ -102,54 +133,57 @@ void CCursorHandler::cursorMove(const int & x, const int & y)
|
||||
|
||||
void CCursorHandler::shiftPos( int &x, int &y )
|
||||
{
|
||||
if(( type == ECursor::COMBAT && frame != ECursor::COMBAT_POINTER) || type == ECursor::SPELLBOOK)
|
||||
if(( type == Cursor::Type::COMBAT && frame != static_cast<size_t>(Cursor::Combat::POINTER)) || type == Cursor::Type::SPELLBOOK)
|
||||
{
|
||||
x-=16;
|
||||
y-=16;
|
||||
|
||||
// Properly align the melee attack cursors.
|
||||
if (type == ECursor::COMBAT)
|
||||
if (type == Cursor::Type::COMBAT)
|
||||
{
|
||||
switch (frame)
|
||||
switch (static_cast<Cursor::Combat>(frame))
|
||||
{
|
||||
case 7: // Bottom left
|
||||
case Cursor::Combat::HIT_NORTHEAST:
|
||||
x -= 6;
|
||||
y += 16;
|
||||
break;
|
||||
case 8: // Left
|
||||
case Cursor::Combat::HIT_EAST:
|
||||
x -= 16;
|
||||
y += 10;
|
||||
break;
|
||||
case 9: // Top left
|
||||
case Cursor::Combat::HIT_SOUTHEAST:
|
||||
x -= 6;
|
||||
y -= 6;
|
||||
break;
|
||||
case 10: // Top right
|
||||
case Cursor::Combat::HIT_SOUTHWEST:
|
||||
x += 16;
|
||||
y -= 6;
|
||||
break;
|
||||
case 11: // Right
|
||||
case Cursor::Combat::HIT_WEST:
|
||||
x += 16;
|
||||
y += 11;
|
||||
break;
|
||||
case 12: // Bottom right
|
||||
case Cursor::Combat::HIT_NORTHWEST:
|
||||
x += 16;
|
||||
y += 16;
|
||||
break;
|
||||
case 13: // Below
|
||||
case Cursor::Combat::HIT_NORTH:
|
||||
x += 9;
|
||||
y += 16;
|
||||
break;
|
||||
case 14: // Above
|
||||
case Cursor::Combat::HIT_SOUTH:
|
||||
x += 9;
|
||||
y -= 15;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(type == ECursor::ADVENTURE)
|
||||
else if(type == Cursor::Type::ADVENTURE)
|
||||
{
|
||||
if (frame == 0); //to exclude
|
||||
if (frame == 0)
|
||||
{
|
||||
//no-op
|
||||
}
|
||||
else if(frame == 2)
|
||||
{
|
||||
x -= 12;
|
||||
@ -221,6 +255,27 @@ void CCursorHandler::render()
|
||||
if(!showing)
|
||||
return;
|
||||
|
||||
if (type == Cursor::Type::SPELLBOOK)
|
||||
{
|
||||
static const float frameDisplayDuration = 0.1f;
|
||||
|
||||
frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
size_t newFrame = frame;
|
||||
|
||||
while (frameTime > frameDisplayDuration)
|
||||
{
|
||||
frameTime -= frameDisplayDuration;
|
||||
newFrame++;
|
||||
}
|
||||
|
||||
auto & animation = cursors.at(static_cast<size_t>(type));
|
||||
|
||||
while (newFrame > animation->size())
|
||||
newFrame -= animation->size();
|
||||
|
||||
changeGraphic(Cursor::Type::SPELLBOOK, newFrame);
|
||||
}
|
||||
|
||||
//the must update texture in the main (renderer) thread, but changes to cursor type may come from other threads
|
||||
updateTexture();
|
||||
|
||||
@ -252,15 +307,6 @@ void CCursorHandler::updateTexture()
|
||||
}
|
||||
}
|
||||
|
||||
CCursorHandler::CCursorHandler()
|
||||
: needUpdate(true),
|
||||
buffer(nullptr),
|
||||
cursorLayer(nullptr),
|
||||
showing(false)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
CCursorHandler::~CCursorHandler()
|
||||
{
|
||||
if(buffer)
|
||||
|
@ -12,16 +12,97 @@ class CIntObject;
|
||||
class CAnimImage;
|
||||
struct SDL_Surface;
|
||||
struct SDL_Texture;
|
||||
struct Point;
|
||||
|
||||
namespace ECursor
|
||||
namespace Cursor
|
||||
{
|
||||
enum ECursorTypes { ADVENTURE, COMBAT, DEFAULT, SPELLBOOK };
|
||||
enum class Type {
|
||||
ADVENTURE, // set of various cursors for adventure map
|
||||
COMBAT, // set of various cursors for combat
|
||||
DEFAULT, // default arrow and hourglass cursors
|
||||
SPELLBOOK // animated cursor for spellcasting
|
||||
};
|
||||
|
||||
enum EBattleCursors { COMBAT_BLOCKED, COMBAT_MOVE, COMBAT_FLY, COMBAT_SHOOT,
|
||||
COMBAT_HERO, COMBAT_QUERY, COMBAT_POINTER,
|
||||
//various attack frames
|
||||
COMBAT_SHOOT_PENALTY = 15, COMBAT_SHOOT_CATAPULT, COMBAT_HEAL,
|
||||
COMBAT_SACRIFICE, COMBAT_TELEPORT};
|
||||
enum class Default {
|
||||
POINTER = 0,
|
||||
//ARROW_COPY = 1, // probably unused
|
||||
HOURGLASS = 2,
|
||||
};
|
||||
|
||||
enum class Combat {
|
||||
INVALID = -1,
|
||||
|
||||
BLOCKED = 0,
|
||||
MOVE = 1,
|
||||
FLY = 2,
|
||||
SHOOT = 3,
|
||||
HERO = 4,
|
||||
QUERY = 5,
|
||||
POINTER = 6,
|
||||
HIT_NORTHEAST = 7,
|
||||
HIT_EAST = 8,
|
||||
HIT_SOUTHEAST = 9,
|
||||
HIT_SOUTHWEST = 10,
|
||||
HIT_WEST = 11,
|
||||
HIT_NORTHWEST = 12,
|
||||
HIT_NORTH = 13,
|
||||
HIT_SOUTH = 14,
|
||||
SHOOT_PENALTY = 15,
|
||||
SHOOT_CATAPULT = 16,
|
||||
HEAL = 17,
|
||||
SACRIFICE = 18,
|
||||
TELEPORT = 19
|
||||
};
|
||||
|
||||
enum class Map {
|
||||
POINTER = 0,
|
||||
HOURGLASS = 1,
|
||||
HERO = 2,
|
||||
TOWN = 3,
|
||||
T1_MOVE = 4,
|
||||
T1_ATTACK = 5,
|
||||
T1_SAIL = 6,
|
||||
T1_DISEMBARK = 7,
|
||||
T1_EXCHANGE = 8,
|
||||
T1_VISIT = 9,
|
||||
T2_MOVE = 10,
|
||||
T2_ATTACK = 11,
|
||||
T2_SAIL = 12,
|
||||
T2_DISEMBARK = 13,
|
||||
T2_EXCHANGE = 14,
|
||||
T2_VISIT = 15,
|
||||
T3_MOVE = 16,
|
||||
T3_ATTACK = 17,
|
||||
T3_SAIL = 18,
|
||||
T3_DISEMBARK = 19,
|
||||
T3_EXCHANGE = 20,
|
||||
T3_VISIT = 21,
|
||||
T4_MOVE = 22,
|
||||
T4_ATTACK = 23,
|
||||
T4_SAIL = 24,
|
||||
T4_DISEMBARK = 25,
|
||||
T4_EXCHANGE = 26,
|
||||
T4_VISIT = 27,
|
||||
T1_SAIL_VISIT = 28,
|
||||
T2_SAIL_VISIT = 29,
|
||||
T3_SAIL_VISIT = 30,
|
||||
T4_SAIL_VISIT = 31,
|
||||
SCROLL_NORTH = 32,
|
||||
SCROLL_NORTHEAST = 33,
|
||||
SCROLL_EAST = 34,
|
||||
SCROLL_SOUTHEAST = 35,
|
||||
SCROLL_SOUTH = 36,
|
||||
SCROLL_SOUTHWEST = 37,
|
||||
SCROLL_WEST = 38,
|
||||
SCROLL_NORTHWEST = 39,
|
||||
//POINTER_COPY = 40, // probably unused
|
||||
TELEPORT = 41,
|
||||
SCUTTLE_BOAT = 42
|
||||
};
|
||||
|
||||
enum class Spellcast {
|
||||
SPELL = 0,
|
||||
};
|
||||
}
|
||||
|
||||
/// handles mouse cursor
|
||||
@ -45,19 +126,20 @@ class CCursorHandler final
|
||||
void shiftPos( int &x, int &y );
|
||||
|
||||
void updateTexture();
|
||||
public:
|
||||
|
||||
/// Current cursor
|
||||
Cursor::Type type;
|
||||
size_t frame;
|
||||
float frameTime;
|
||||
|
||||
void changeGraphic(Cursor::Type type, size_t index);
|
||||
|
||||
/// position of cursor
|
||||
int xpos, ypos;
|
||||
|
||||
/// Current cursor
|
||||
ECursor::ECursorTypes type;
|
||||
size_t frame;
|
||||
|
||||
/// inits cursorHandler - run only once, it's not memleak-proof (rev 1333)
|
||||
void initCursor();
|
||||
|
||||
/// changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame index (not used for type 3)
|
||||
void changeGraphic(ECursor::ECursorTypes type, int index);
|
||||
public:
|
||||
CCursorHandler();
|
||||
~CCursorHandler();
|
||||
|
||||
/**
|
||||
* Replaces the cursor with a custom image.
|
||||
@ -67,6 +149,27 @@ public:
|
||||
*/
|
||||
void dragAndDropCursor (std::unique_ptr<CAnimImage> image);
|
||||
|
||||
/// Returns current position of the cursor
|
||||
Point position() const;
|
||||
|
||||
/// Changes cursor to specified index
|
||||
void set(Cursor::Default index);
|
||||
void set(Cursor::Map index);
|
||||
void set(Cursor::Combat index);
|
||||
void set(Cursor::Spellcast index);
|
||||
|
||||
/// Returns current index of cursor
|
||||
template<typename Index>
|
||||
Index get()
|
||||
{
|
||||
assert((std::is_same<Index, Cursor::Default>::value )|| type != Cursor::Type::DEFAULT );
|
||||
assert((std::is_same<Index, Cursor::Map>::value )|| type != Cursor::Type::ADVENTURE );
|
||||
assert((std::is_same<Index, Cursor::Combat>::value )|| type != Cursor::Type::COMBAT );
|
||||
assert((std::is_same<Index, Cursor::Spellcast>::value )|| type != Cursor::Type::SPELLBOOK );
|
||||
|
||||
return static_cast<Index>(frame);
|
||||
}
|
||||
|
||||
void render();
|
||||
|
||||
void hide() { showing=false; };
|
||||
@ -77,6 +180,4 @@ public:
|
||||
/// Move cursor to screen center
|
||||
void centerCursor();
|
||||
|
||||
CCursorHandler();
|
||||
~CCursorHandler();
|
||||
};
|
||||
|
@ -121,7 +121,7 @@ void CGuiHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
|
||||
if(!listInt.empty())
|
||||
listInt.front()->deactivate();
|
||||
listInt.push_front(newInt);
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
newInt->activate();
|
||||
objsToBlit.push_back(newInt);
|
||||
totalRedraw();
|
||||
@ -238,7 +238,7 @@ void CGuiHandler::handleCurrentEvent()
|
||||
break;
|
||||
|
||||
case SDLK_F9:
|
||||
//not working yet since CClient::run remain locked after CBattleInterface removal
|
||||
//not working yet since CClient::run remain locked after BattleInterface removal
|
||||
// if(LOCPLINT->battleInt)
|
||||
// {
|
||||
// GH.popInts(1);
|
||||
@ -451,7 +451,7 @@ void CGuiHandler::renderFrame()
|
||||
|
||||
bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
|
||||
while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(15));
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(1));
|
||||
|
||||
if(acquiredTheLockOnPim)
|
||||
{
|
||||
@ -489,7 +489,7 @@ CGuiHandler::CGuiHandler()
|
||||
statusbar = nullptr;
|
||||
|
||||
// Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
|
||||
mainFPSmng = new CFramerateManager(48);
|
||||
mainFPSmng = new CFramerateManager(60);
|
||||
//do not init CFramerateManager here --AVS
|
||||
|
||||
terminate_cond = new CondSh<bool>(false);
|
||||
@ -623,8 +623,8 @@ void CFramerateManager::framerateDelay()
|
||||
|
||||
currentTicks = SDL_GetTicks();
|
||||
// recalculate timeElapsed for external calls via getElapsed()
|
||||
// limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
|
||||
timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
|
||||
// limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
|
||||
timeElapsed = std::min<ui32>(currentTicks - lastticks, 100);
|
||||
|
||||
lastticks = SDL_GetTicks();
|
||||
|
||||
|
@ -267,7 +267,7 @@ void CIntObject::addChild(CIntObject * child, bool adjustPosition)
|
||||
children.push_back(child);
|
||||
child->parent_m = this;
|
||||
if(adjustPosition)
|
||||
child->pos += pos;
|
||||
child->pos += pos.topLeft();
|
||||
|
||||
if (!active && child->active)
|
||||
child->deactivate();
|
||||
@ -289,7 +289,7 @@ void CIntObject::removeChild(CIntObject * child, bool adjustPosition)
|
||||
children -= child;
|
||||
child->parent_m = nullptr;
|
||||
if(adjustPosition)
|
||||
child->pos -= pos;
|
||||
child->pos -= pos.topLeft();
|
||||
}
|
||||
|
||||
void CIntObject::redraw()
|
||||
|
@ -17,24 +17,42 @@
|
||||
#include "../Graphics.h"
|
||||
|
||||
Canvas::Canvas(SDL_Surface * surface):
|
||||
surface(surface)
|
||||
surface(surface),
|
||||
renderOffset(0,0)
|
||||
{
|
||||
surface->refcount++;
|
||||
}
|
||||
|
||||
Canvas::Canvas(Canvas & other):
|
||||
surface(other.surface)
|
||||
surface(other.surface),
|
||||
renderOffset(other.renderOffset)
|
||||
{
|
||||
surface->refcount++;
|
||||
}
|
||||
|
||||
Canvas::Canvas(const Point & size)
|
||||
Canvas::Canvas(Canvas & other, const Rect & newClipRect):
|
||||
Canvas(other)
|
||||
{
|
||||
clipRect.emplace();
|
||||
SDL_GetClipRect(surface, clipRect.get_ptr());
|
||||
|
||||
Rect currClipRect = newClipRect + renderOffset;
|
||||
SDL_SetClipRect(surface, &currClipRect);
|
||||
|
||||
renderOffset += newClipRect.topLeft();
|
||||
}
|
||||
|
||||
Canvas::Canvas(const Point & size):
|
||||
renderOffset(0,0)
|
||||
{
|
||||
surface = CSDL_Ext::newSurface(size.x, size.y);
|
||||
}
|
||||
|
||||
Canvas::~Canvas()
|
||||
{
|
||||
if (clipRect)
|
||||
SDL_SetClipRect(surface, clipRect.get_ptr());
|
||||
|
||||
SDL_FreeSurface(surface);
|
||||
}
|
||||
|
||||
@ -42,33 +60,40 @@ void Canvas::draw(std::shared_ptr<IImage> image, const Point & pos)
|
||||
{
|
||||
assert(image);
|
||||
if (image)
|
||||
image->draw(surface, pos.x, pos.y);
|
||||
image->draw(surface, renderOffset.x + pos.x, renderOffset.y + pos.y);
|
||||
}
|
||||
|
||||
void Canvas::draw(std::shared_ptr<IImage> image, const Point & pos, const Rect & sourceRect)
|
||||
{
|
||||
assert(image);
|
||||
if (image)
|
||||
image->draw(surface, pos.x, pos.y, &sourceRect);
|
||||
image->draw(surface, renderOffset.x + pos.x, renderOffset.y + pos.y, &sourceRect);
|
||||
}
|
||||
|
||||
void Canvas::draw(std::shared_ptr<IImage> image, const Point & pos, const Rect & sourceRect, uint8_t alpha)
|
||||
{
|
||||
assert(image);
|
||||
if (image)
|
||||
image->draw(surface, renderOffset.x + pos.x, renderOffset.y + pos.y, &sourceRect, alpha);
|
||||
}
|
||||
|
||||
void Canvas::draw(Canvas & image, const Point & pos)
|
||||
{
|
||||
blitAt(image.surface, pos.x, pos.y, surface);
|
||||
blitAt(image.surface, renderOffset.x + pos.x, renderOffset.y + pos.y, surface);
|
||||
}
|
||||
|
||||
void Canvas::drawLine(const Point & from, const Point & dest, const SDL_Color & colorFrom, const SDL_Color & colorDest)
|
||||
{
|
||||
CSDL_Ext::drawLine(surface, from.x, from.y, dest.x, dest.y, colorFrom, colorDest);
|
||||
CSDL_Ext::drawLine(surface, renderOffset.x + from.x, renderOffset.y + from.y, renderOffset.x + dest.x, renderOffset.y + dest.y, colorFrom, colorDest);
|
||||
}
|
||||
|
||||
void Canvas::drawText(const Point & position, const EFonts & font, const SDL_Color & colorDest, ETextAlignment alignment, const std::string & text )
|
||||
{
|
||||
switch (alignment)
|
||||
{
|
||||
case ETextAlignment::TOPLEFT: return graphics->fonts[font]->renderTextLeft (surface, text, colorDest, position);
|
||||
case ETextAlignment::CENTER: return graphics->fonts[font]->renderTextCenter(surface, text, colorDest, position);
|
||||
case ETextAlignment::BOTTOMRIGHT: return graphics->fonts[font]->renderTextRight (surface, text, colorDest, position);
|
||||
case ETextAlignment::TOPLEFT: return graphics->fonts[font]->renderTextLeft (surface, text, colorDest, renderOffset + position);
|
||||
case ETextAlignment::CENTER: return graphics->fonts[font]->renderTextCenter(surface, text, colorDest, renderOffset + position);
|
||||
case ETextAlignment::BOTTOMRIGHT: return graphics->fonts[font]->renderTextRight (surface, text, colorDest, renderOffset + position);
|
||||
}
|
||||
}
|
||||
|
||||
@ -76,9 +101,9 @@ void Canvas::drawText(const Point & position, const EFonts & font, const SDL_Col
|
||||
{
|
||||
switch (alignment)
|
||||
{
|
||||
case ETextAlignment::TOPLEFT: return graphics->fonts[font]->renderTextLinesLeft (surface, text, colorDest, position);
|
||||
case ETextAlignment::CENTER: return graphics->fonts[font]->renderTextLinesCenter(surface, text, colorDest, position);
|
||||
case ETextAlignment::BOTTOMRIGHT: return graphics->fonts[font]->renderTextLinesRight (surface, text, colorDest, position);
|
||||
case ETextAlignment::TOPLEFT: return graphics->fonts[font]->renderTextLinesLeft (surface, text, colorDest, renderOffset + position);
|
||||
case ETextAlignment::CENTER: return graphics->fonts[font]->renderTextLinesCenter(surface, text, colorDest, renderOffset + position);
|
||||
case ETextAlignment::BOTTOMRIGHT: return graphics->fonts[font]->renderTextLinesRight (surface, text, colorDest, renderOffset + position);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -19,8 +19,15 @@ enum EFonts : int;
|
||||
/// Class that represents surface for drawing on
|
||||
class Canvas
|
||||
{
|
||||
/// Target surface
|
||||
SDL_Surface * surface;
|
||||
|
||||
/// Clip rect that was in use on surface originally and needs to be restored on destruction
|
||||
boost::optional<Rect> clipRect;
|
||||
|
||||
/// Current rendering area offset, all rendering operations will be moved into selected area
|
||||
Point renderOffset;
|
||||
|
||||
Canvas & operator = (Canvas & other) = delete;
|
||||
public:
|
||||
|
||||
@ -30,6 +37,9 @@ public:
|
||||
/// copy contructor
|
||||
Canvas(Canvas & other);
|
||||
|
||||
/// creates canvas that only covers specified subsection of a surface
|
||||
Canvas(Canvas & other, const Rect & clipRect);
|
||||
|
||||
/// constructs canvas of specified size
|
||||
Canvas(const Point & size);
|
||||
|
||||
@ -41,6 +51,10 @@ public:
|
||||
/// renders section of image bounded by sourceRect at specified position
|
||||
void draw(std::shared_ptr<IImage> image, const Point & pos, const Rect & sourceRect);
|
||||
|
||||
/// renders section of image bounded by sourceRect at specified position at specific transparency value
|
||||
void draw(std::shared_ptr<IImage> image, const Point & pos, const Rect & sourceRect, uint8_t alpha);
|
||||
|
||||
|
||||
/// renders another canvas onto this canvas
|
||||
void draw(Canvas & image, const Point & pos);
|
||||
|
||||
|
162
client/gui/ColorFilter.cpp
Normal file
162
client/gui/ColorFilter.cpp
Normal file
@ -0,0 +1,162 @@
|
||||
/*
|
||||
* Canvas.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 "ColorFilter.h"
|
||||
|
||||
#include <SDL2/SDL_pixels.h>
|
||||
|
||||
#include "../../lib/JsonNode.h"
|
||||
|
||||
SDL_Color ColorFilter::shiftColor(const SDL_Color & in) const
|
||||
{
|
||||
int r_out = in.r * r.r + in.g * r.g + in.b * r.b + 255 * r.a;
|
||||
int g_out = in.r * g.r + in.g * g.g + in.b * g.b + 255 * g.a;
|
||||
int b_out = in.r * b.r + in.g * b.g + in.b * b.b + 255 * b.a;
|
||||
int a_out = in.a * a;
|
||||
|
||||
vstd::abetween(r_out, 0, 255);
|
||||
vstd::abetween(g_out, 0, 255);
|
||||
vstd::abetween(b_out, 0, 255);
|
||||
vstd::abetween(a_out, 0, 255);
|
||||
|
||||
return {
|
||||
static_cast<uint8_t>(r_out),
|
||||
static_cast<uint8_t>(g_out),
|
||||
static_cast<uint8_t>(b_out),
|
||||
static_cast<uint8_t>(a_out)
|
||||
};
|
||||
}
|
||||
|
||||
bool ColorFilter::operator != (const ColorFilter & other) const
|
||||
{
|
||||
return !(this->operator==(other));
|
||||
}
|
||||
|
||||
bool ColorFilter::operator == (const ColorFilter & other) const
|
||||
{
|
||||
return
|
||||
r.r == other.r.r && r.g && other.r.g && r.b == other.r.b && r.a == other.r.a &&
|
||||
g.r == other.g.r && g.g && other.g.g && g.b == other.g.b && g.a == other.g.a &&
|
||||
b.r == other.b.r && b.g && other.b.g && b.b == other.b.b && b.a == other.b.a &&
|
||||
a == other.a;
|
||||
}
|
||||
|
||||
ColorFilter ColorFilter::genEmptyShifter( )
|
||||
{
|
||||
return genAlphaShifter( 1.f);
|
||||
}
|
||||
|
||||
ColorFilter ColorFilter::genAlphaShifter( float alpha )
|
||||
{
|
||||
return genMuxerShifter(
|
||||
{ 1.f, 0.f, 0.f, 0.f },
|
||||
{ 0.f, 1.f, 0.f, 0.f },
|
||||
{ 0.f, 0.f, 1.f, 0.f },
|
||||
alpha);
|
||||
}
|
||||
|
||||
ColorFilter ColorFilter::genRangeShifter( float minR, float minG, float minB, float maxR, float maxG, float maxB )
|
||||
{
|
||||
return genMuxerShifter(
|
||||
{ maxR - minR, 0.f, 0.f, minR },
|
||||
{ 0.f, maxG - minG, 0.f, minG },
|
||||
{ 0.f, 0.f, maxB - minB, minB },
|
||||
1.f);
|
||||
}
|
||||
|
||||
ColorFilter ColorFilter::genMuxerShifter( ChannelMuxer r, ChannelMuxer g, ChannelMuxer b, float a )
|
||||
{
|
||||
return ColorFilter(r, g, b, a);
|
||||
}
|
||||
|
||||
ColorFilter ColorFilter::genInterpolated(const ColorFilter & left, const ColorFilter & right, float power)
|
||||
{
|
||||
auto lerpMuxer = [=]( const ChannelMuxer & left, const ChannelMuxer & right ) -> ChannelMuxer
|
||||
{
|
||||
return {
|
||||
vstd::lerp(left.r, right.r, power),
|
||||
vstd::lerp(left.g, right.g, power),
|
||||
vstd::lerp(left.b, right.b, power),
|
||||
vstd::lerp(left.a, right.a, power)
|
||||
};
|
||||
};
|
||||
|
||||
return genMuxerShifter(
|
||||
lerpMuxer(left.r, right.r),
|
||||
lerpMuxer(left.g, right.g),
|
||||
lerpMuxer(left.b, right.b),
|
||||
vstd::lerp(left.a, right.a, power)
|
||||
);
|
||||
}
|
||||
|
||||
ColorFilter ColorFilter::genCombined(const ColorFilter & left, const ColorFilter & right)
|
||||
{
|
||||
// matrix multiplication
|
||||
ChannelMuxer r{
|
||||
left.r.r * right.r.r + left.g.r * right.r.g + left.b.r * right.r.b,
|
||||
left.r.g * right.r.r + left.g.g * right.r.g + left.b.g * right.r.b,
|
||||
left.r.b * right.r.r + left.g.b * right.r.g + left.b.b * right.r.b,
|
||||
left.r.a * right.r.r + left.g.a * right.r.g + left.b.a * right.r.b + 1.f * right.r.a,
|
||||
};
|
||||
|
||||
ChannelMuxer g{
|
||||
left.r.r * right.g.r + left.g.r * right.g.g + left.b.r * right.g.b,
|
||||
left.r.g * right.g.r + left.g.g * right.g.g + left.b.g * right.g.b,
|
||||
left.r.b * right.g.r + left.g.b * right.g.g + left.b.b * right.g.b,
|
||||
left.r.a * right.g.r + left.g.a * right.g.g + left.b.a * right.g.b + 1.f * right.g.a,
|
||||
};
|
||||
|
||||
ChannelMuxer b{
|
||||
left.r.r * right.b.r + left.g.r * right.b.g + left.b.r * right.b.b,
|
||||
left.r.g * right.b.r + left.g.g * right.b.g + left.b.g * right.b.b,
|
||||
left.r.b * right.b.r + left.g.b * right.b.g + left.b.b * right.b.b,
|
||||
left.r.a * right.b.r + left.g.a * right.b.g + left.b.a * right.b.b + 1.f * right.b.a,
|
||||
};
|
||||
|
||||
float a = left.a * right.a;
|
||||
return genMuxerShifter(r,g,b,a);
|
||||
}
|
||||
|
||||
ColorFilter ColorFilter::genFromJson(const JsonNode & entry)
|
||||
{
|
||||
ChannelMuxer r{ 1.f, 0.f, 0.f, 0.f };
|
||||
ChannelMuxer g{ 0.f, 1.f, 0.f, 0.f };
|
||||
ChannelMuxer b{ 0.f, 0.f, 1.f, 0.f };
|
||||
float a{ 1.0};
|
||||
|
||||
if (!entry["red"].isNull())
|
||||
{
|
||||
r.r = entry["red"].Vector()[0].Float();
|
||||
r.g = entry["red"].Vector()[1].Float();
|
||||
r.b = entry["red"].Vector()[2].Float();
|
||||
r.a = entry["red"].Vector()[3].Float();
|
||||
}
|
||||
|
||||
if (!entry["red"].isNull())
|
||||
{
|
||||
g.r = entry["green"].Vector()[0].Float();
|
||||
g.g = entry["green"].Vector()[1].Float();
|
||||
g.b = entry["green"].Vector()[2].Float();
|
||||
g.a = entry["green"].Vector()[3].Float();
|
||||
}
|
||||
|
||||
if (!entry["red"].isNull())
|
||||
{
|
||||
b.r = entry["blue"].Vector()[0].Float();
|
||||
b.g = entry["blue"].Vector()[1].Float();
|
||||
b.b = entry["blue"].Vector()[2].Float();
|
||||
b.a = entry["blue"].Vector()[3].Float();
|
||||
}
|
||||
|
||||
if (!entry["alpha"].isNull())
|
||||
a = entry["alpha"].Float();
|
||||
|
||||
return genMuxerShifter(r,g,b,a);
|
||||
}
|
66
client/gui/ColorFilter.h
Normal file
66
client/gui/ColorFilter.h
Normal file
@ -0,0 +1,66 @@
|
||||
/*
|
||||
* ColorFilter.h, 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
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
struct SDL_Color;
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
class JsonNode;
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
/// Base class for applying palette transformation on images
|
||||
class ColorFilter
|
||||
{
|
||||
struct ChannelMuxer {
|
||||
float r, g, b, a;
|
||||
};
|
||||
|
||||
ChannelMuxer r;
|
||||
ChannelMuxer g;
|
||||
ChannelMuxer b;
|
||||
float a;
|
||||
|
||||
ColorFilter(ChannelMuxer r, ChannelMuxer g, ChannelMuxer b, float a):
|
||||
r(r), g(g), b(b), a(a)
|
||||
{}
|
||||
public:
|
||||
SDL_Color shiftColor(const SDL_Color & in) const;
|
||||
|
||||
bool operator == (const ColorFilter & other) const;
|
||||
bool operator != (const ColorFilter & other) const;
|
||||
|
||||
/// Generates empty object that has no effect on image
|
||||
static ColorFilter genEmptyShifter();
|
||||
|
||||
/// Generates object that changes alpha (transparency) of the image
|
||||
static ColorFilter genAlphaShifter( float alpha );
|
||||
|
||||
/// Generates object that transforms each channel independently
|
||||
static ColorFilter genRangeShifter( float minR, float minG, float minB, float maxR, float maxG, float maxB );
|
||||
|
||||
/// Generates object that performs arbitrary mixing between any channels
|
||||
static ColorFilter genMuxerShifter( ChannelMuxer r, ChannelMuxer g, ChannelMuxer b, float a );
|
||||
|
||||
/// Combines 2 mixers into a single object
|
||||
static ColorFilter genCombined(const ColorFilter & left, const ColorFilter & right);
|
||||
|
||||
/// Scales down strength of a shifter to a specified factor
|
||||
static ColorFilter genInterpolated(const ColorFilter & left, const ColorFilter & right, float power);
|
||||
|
||||
/// Generates object using supplied Json config
|
||||
static ColorFilter genFromJson(const JsonNode & entry);
|
||||
};
|
||||
|
||||
struct ColorMuxerEffect
|
||||
{
|
||||
std::vector<ColorFilter> filters;
|
||||
std::vector<float> timePoints;
|
||||
};
|
@ -11,6 +11,11 @@
|
||||
#include "Geometries.h"
|
||||
#include "../CMT.h"
|
||||
#include <SDL_events.h>
|
||||
#include "../../lib/int3.h"
|
||||
|
||||
Point::Point(const int3 &a)
|
||||
:x(a.x),y(a.y)
|
||||
{}
|
||||
|
||||
Point::Point(const SDL_MouseMotionEvent &a)
|
||||
:x(a.x),y(a.y)
|
||||
@ -21,7 +26,7 @@ Rect Rect::createCentered( int w, int h )
|
||||
return Rect(screen->w/2 - w/2, screen->h/2 - h/2, w, h);
|
||||
}
|
||||
|
||||
Rect Rect::around(const Rect &r, int width) /*creates rect around another */
|
||||
Rect Rect::around(const Rect &r, int width)
|
||||
{
|
||||
return Rect(r.x - width, r.y - width, r.w + width * 2, r.h + width * 2);
|
||||
}
|
||||
@ -30,3 +35,4 @@ Rect Rect::centerIn(const Rect &r)
|
||||
{
|
||||
return Rect(r.x + (r.w - w) / 2, r.y + (r.h - h) / 2, w, h);
|
||||
}
|
||||
|
||||
|
@ -9,13 +9,16 @@
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include <SDL_video.h>
|
||||
#include "../../lib/int3.h"
|
||||
#include <SDL2/SDL_rect.h>
|
||||
|
||||
enum class ETextAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
|
||||
|
||||
struct SDL_MouseMotionEvent;
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
class int3;
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
// A point with x/y coordinate, used mostly for graphic rendering
|
||||
struct Point
|
||||
{
|
||||
@ -26,13 +29,14 @@ struct Point
|
||||
{
|
||||
x = y = 0;
|
||||
};
|
||||
|
||||
Point(int X, int Y)
|
||||
:x(X),y(Y)
|
||||
{};
|
||||
Point(const int3 &a)
|
||||
:x(a.x),y(a.y)
|
||||
{}
|
||||
Point(const SDL_MouseMotionEvent &a);
|
||||
|
||||
Point(const int3 &a);
|
||||
|
||||
explicit Point(const SDL_MouseMotionEvent &a);
|
||||
|
||||
template<typename T>
|
||||
Point operator+(const T &b) const
|
||||
@ -73,10 +77,7 @@ struct Point
|
||||
y -= b.y;
|
||||
return *this;
|
||||
}
|
||||
bool operator<(const Point &b) const //product order
|
||||
{
|
||||
return x < b.x && y < b.y;
|
||||
}
|
||||
|
||||
template<typename T> Point& operator=(const T &t)
|
||||
{
|
||||
x = t.x;
|
||||
@ -96,7 +97,7 @@ struct Point
|
||||
/// Rectangle class, which have a position and a size
|
||||
struct Rect : public SDL_Rect
|
||||
{
|
||||
Rect()//default c-tor
|
||||
Rect()
|
||||
{
|
||||
x = y = w = h = -1;
|
||||
}
|
||||
@ -121,60 +122,59 @@ struct Rect : public SDL_Rect
|
||||
w = r.w;
|
||||
h = r.h;
|
||||
}
|
||||
Rect(const Rect& r) : Rect(static_cast<const SDL_Rect&>(r))
|
||||
{}
|
||||
explicit Rect(const SDL_Surface * const &surf)
|
||||
{
|
||||
x = y = 0;
|
||||
w = surf->w;
|
||||
h = surf->h;
|
||||
}
|
||||
Rect(const Rect& r) = default;
|
||||
|
||||
Rect centerIn(const Rect &r);
|
||||
static Rect createCentered(int w, int h);
|
||||
static Rect around(const Rect &r, int width = 1); //creates rect around another
|
||||
static Rect around(const Rect &r, int width = 1);
|
||||
|
||||
bool isIn(int qx, int qy) const //determines if given point lies inside rect
|
||||
bool isIn(int qx, int qy) const
|
||||
{
|
||||
if (qx > x && qx<x+w && qy>y && qy<y+h)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
bool isIn(const Point & q) const //determines if given point lies inside rect
|
||||
bool isIn(const Point & q) const
|
||||
{
|
||||
return isIn(q.x,q.y);
|
||||
}
|
||||
Point topLeft() const //top left corner of this rect
|
||||
Point topLeft() const
|
||||
{
|
||||
return Point(x,y);
|
||||
}
|
||||
Point topRight() const //top right corner of this rect
|
||||
Point topRight() const
|
||||
{
|
||||
return Point(x+w,y);
|
||||
}
|
||||
Point bottomLeft() const //bottom left corner of this rect
|
||||
Point bottomLeft() const
|
||||
{
|
||||
return Point(x,y+h);
|
||||
}
|
||||
Point bottomRight() const //bottom right corner of this rect
|
||||
Point bottomRight() const
|
||||
{
|
||||
return Point(x+w,y+h);
|
||||
}
|
||||
Rect operator+(const Rect &p) const //moves this rect by p's rect position
|
||||
Point center() const
|
||||
{
|
||||
return Point(x+w/2,y+h/2);
|
||||
}
|
||||
Point dimensions() const
|
||||
{
|
||||
return Point(w,h);
|
||||
}
|
||||
|
||||
void moveTo(const Point & dest)
|
||||
{
|
||||
x = dest.x;
|
||||
y = dest.y;
|
||||
}
|
||||
|
||||
Rect operator+(const Point &p) const
|
||||
{
|
||||
return Rect(x+p.x,y+p.y,w,h);
|
||||
}
|
||||
Rect operator+(const Point &p) const //moves this rect by p's point position
|
||||
{
|
||||
return Rect(x+p.x,y+p.y,w,h);
|
||||
}
|
||||
Rect& operator=(const Point &p) //assignment operator
|
||||
{
|
||||
x = p.x;
|
||||
y = p.y;
|
||||
return *this;
|
||||
}
|
||||
Rect& operator=(const Rect &p) //assignment operator
|
||||
|
||||
Rect& operator=(const Rect &p)
|
||||
{
|
||||
x = p.x;
|
||||
y = p.y;
|
||||
@ -182,34 +182,21 @@ struct Rect : public SDL_Rect
|
||||
h = p.h;
|
||||
return *this;
|
||||
}
|
||||
Rect& operator+=(const Rect &p) //works as operator+
|
||||
|
||||
Rect& operator+=(const Point &p)
|
||||
{
|
||||
x += p.x;
|
||||
y += p.y;
|
||||
return *this;
|
||||
}
|
||||
Rect& operator+=(const Point &p) //works as operator+
|
||||
{
|
||||
x += p.x;
|
||||
y += p.y;
|
||||
return *this;
|
||||
}
|
||||
Rect& operator-=(const Rect &p) //works as operator+
|
||||
|
||||
Rect& operator-=(const Point &p)
|
||||
{
|
||||
x -= p.x;
|
||||
y -= p.y;
|
||||
return *this;
|
||||
}
|
||||
Rect& operator-=(const Point &p) //works as operator+
|
||||
{
|
||||
x -= p.x;
|
||||
y -= p.y;
|
||||
return *this;
|
||||
}
|
||||
template<typename T> Rect operator-(const T &t)
|
||||
{
|
||||
return Rect(x - t.x, y - t.y, w, h);
|
||||
}
|
||||
|
||||
Rect operator&(const Rect &p) const //rect intersection
|
||||
{
|
||||
bool intersect = true;
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include "InterfaceObjectConfigurable.h"
|
||||
|
||||
#include "../CGameInfo.h"
|
||||
#include "../CPlayerInterface.h"
|
||||
#include "../gui/CAnimation.h"
|
||||
#include "../gui/CGuiHandler.h"
|
||||
#include "../widgets/CComponent.h"
|
||||
@ -25,11 +26,20 @@
|
||||
|
||||
#include "../../lib/CGeneralTextHandler.h"
|
||||
|
||||
static std::map<std::string, int> KeycodeMap{
|
||||
{"up", SDLK_UP},
|
||||
{"down", SDLK_DOWN},
|
||||
{"left", SDLK_LEFT},
|
||||
{"right", SDLK_RIGHT},
|
||||
{"space", SDLK_SPACE},
|
||||
{"enter", SDLK_RETURN}
|
||||
};
|
||||
|
||||
|
||||
InterfaceObjectConfigurable::InterfaceObjectConfigurable(const JsonNode & config, int used, Point offset):
|
||||
InterfaceObjectConfigurable(used, offset)
|
||||
{
|
||||
init(config);
|
||||
build(config);
|
||||
}
|
||||
|
||||
InterfaceObjectConfigurable::InterfaceObjectConfigurable(int used, Point offset):
|
||||
@ -57,19 +67,32 @@ void InterfaceObjectConfigurable::addCallback(const std::string & callbackName,
|
||||
callbacks[callbackName] = callback;
|
||||
}
|
||||
|
||||
void InterfaceObjectConfigurable::init(const JsonNode &config)
|
||||
void InterfaceObjectConfigurable::deleteWidget(const std::string & name)
|
||||
{
|
||||
auto iter = widgets.find(name);
|
||||
if(iter != widgets.end())
|
||||
widgets.erase(iter);
|
||||
}
|
||||
|
||||
void InterfaceObjectConfigurable::build(const JsonNode &config)
|
||||
{
|
||||
OBJ_CONSTRUCTION;
|
||||
logGlobal->debug("Building configurable interface object");
|
||||
for(auto & item : config["variables"].Struct())
|
||||
auto * items = &config;
|
||||
|
||||
if(config.getType() == JsonNode::JsonType::DATA_STRUCT)
|
||||
{
|
||||
logGlobal->debug("Read variable named %s", item.first);
|
||||
variables[item.first] = item.second;
|
||||
for(auto & item : config["variables"].Struct())
|
||||
{
|
||||
logGlobal->debug("Read variable named %s", item.first);
|
||||
variables[item.first] = item.second;
|
||||
}
|
||||
|
||||
items = &config["items"];
|
||||
}
|
||||
|
||||
int unnamedObjectId = 0;
|
||||
const std::string unnamedObjectPrefix = "__widget_";
|
||||
for(const auto & item : config["items"].Vector())
|
||||
for(const auto & item : items->Vector())
|
||||
{
|
||||
std::string name = item["name"].isNull()
|
||||
? unnamedObjectPrefix + std::to_string(unnamedObjectId++)
|
||||
@ -84,27 +107,9 @@ std::string InterfaceObjectConfigurable::readText(const JsonNode & config) const
|
||||
if(config.isNull())
|
||||
return "";
|
||||
|
||||
if(config.isNumber())
|
||||
{
|
||||
logGlobal->debug("Reading text from generaltext handler id:%d", config.Integer());
|
||||
return CGI->generaltexth->allTexts[config.Integer()];
|
||||
}
|
||||
|
||||
const std::string delimiter = "/";
|
||||
std::string s = config.String();
|
||||
logGlobal->debug("Reading text from translations by key: %s", s);
|
||||
JsonNode translated = CGI->generaltexth->localizedTexts;
|
||||
for(size_t p = s.find(delimiter); p != std::string::npos; p = s.find(delimiter))
|
||||
{
|
||||
translated = translated[s.substr(0, p)];
|
||||
s.erase(0, p + delimiter.length());
|
||||
}
|
||||
if(s == config.String())
|
||||
{
|
||||
logGlobal->warn("Reading non-translated text: %s", s);
|
||||
return s;
|
||||
}
|
||||
return translated[s].String();
|
||||
return CGI->generaltexth->translate(s);
|
||||
}
|
||||
|
||||
Point InterfaceObjectConfigurable::readPosition(const JsonNode & config) const
|
||||
@ -189,12 +194,6 @@ std::pair<std::string, std::string> InterfaceObjectConfigurable::readHintText(co
|
||||
std::pair<std::string, std::string> result;
|
||||
if(!config.isNull())
|
||||
{
|
||||
if(config.isNumber())
|
||||
{
|
||||
logGlobal->debug("Reading hint text (zelp) from generaltext handler id:%d", config.Integer());
|
||||
return CGI->generaltexth->zelp[config.Integer()];
|
||||
}
|
||||
|
||||
if(config.getType() == JsonNode::JsonType::DATA_STRUCT)
|
||||
{
|
||||
result.first = readText(config["hover"]);
|
||||
@ -203,13 +202,31 @@ std::pair<std::string, std::string> InterfaceObjectConfigurable::readHintText(co
|
||||
}
|
||||
if(config.getType() == JsonNode::JsonType::DATA_STRING)
|
||||
{
|
||||
logGlobal->debug("Reading non-translated hint: %s", config.String());
|
||||
result.first = result.second = config.String();
|
||||
logGlobal->debug("Reading hint text (help) from generaltext handler:%sd", config.String());
|
||||
result.first = CGI->generaltexth->translate( config.String(), "hover");
|
||||
result.second = CGI->generaltexth->translate( config.String(), "help");
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
int InterfaceObjectConfigurable::readKeycode(const JsonNode & config) const
|
||||
{
|
||||
logGlobal->debug("Reading keycode");
|
||||
if(config.getType() == JsonNode::JsonType::DATA_INTEGER)
|
||||
return config.Integer();
|
||||
|
||||
if(config.getType() == JsonNode::JsonType::DATA_STRING)
|
||||
{
|
||||
auto s = config.String();
|
||||
if(s.size() == 1) //keyboard symbol
|
||||
return s[0];
|
||||
return KeycodeMap[s];
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
std::shared_ptr<CPicture> InterfaceObjectConfigurable::buildPicture(const JsonNode & config) const
|
||||
{
|
||||
logGlobal->debug("Building widget CPicture");
|
||||
@ -218,6 +235,9 @@ std::shared_ptr<CPicture> InterfaceObjectConfigurable::buildPicture(const JsonNo
|
||||
auto pic = std::make_shared<CPicture>(image, position.x, position.y);
|
||||
if(!config["visible"].isNull())
|
||||
pic->visible = config["visible"].Bool();
|
||||
|
||||
if ( config["playerColored"].Bool() && LOCPLINT)
|
||||
pic->colorize(LOCPLINT->playerID);
|
||||
return pic;
|
||||
}
|
||||
|
||||
@ -260,8 +280,8 @@ std::shared_ptr<CToggleButton> InterfaceObjectConfigurable::buildToggleButton(co
|
||||
logGlobal->debug("Building widget CToggleButton");
|
||||
auto position = readPosition(config["position"]);
|
||||
auto image = config["image"].String();
|
||||
auto zelp = readHintText(config["zelp"]);
|
||||
auto button = std::make_shared<CToggleButton>(position, image, zelp);
|
||||
auto help = readHintText(config["help"]);
|
||||
auto button = std::make_shared<CToggleButton>(position, image, help);
|
||||
if(!config["selected"].isNull())
|
||||
button->setSelected(config["selected"].Bool());
|
||||
if(!config["imageOrder"].isNull())
|
||||
@ -280,8 +300,8 @@ std::shared_ptr<CButton> InterfaceObjectConfigurable::buildButton(const JsonNode
|
||||
logGlobal->debug("Building widget CButton");
|
||||
auto position = readPosition(config["position"]);
|
||||
auto image = config["image"].String();
|
||||
auto zelp = readHintText(config["zelp"]);
|
||||
auto button = std::make_shared<CButton>(position, image, zelp);
|
||||
auto help = readHintText(config["help"]);
|
||||
auto button = std::make_shared<CButton>(position, image, help);
|
||||
if(!config["items"].isNull())
|
||||
{
|
||||
for(const auto & item : config["items"].Vector())
|
||||
@ -289,8 +309,24 @@ std::shared_ptr<CButton> InterfaceObjectConfigurable::buildButton(const JsonNode
|
||||
button->addOverlay(buildWidget(item));
|
||||
}
|
||||
}
|
||||
if(!config["imageOrder"].isNull())
|
||||
{
|
||||
auto imgOrder = config["imageOrder"].Vector();
|
||||
assert(imgOrder.size() >= 4);
|
||||
button->setImageOrder(imgOrder[0].Integer(), imgOrder[1].Integer(), imgOrder[2].Integer(), imgOrder[3].Integer());
|
||||
}
|
||||
if(!config["callback"].isNull())
|
||||
button->addCallback(std::bind(callbacks.at(config["callback"].String()), 0));
|
||||
if(!config["hotkey"].isNull())
|
||||
{
|
||||
if(config["hotkey"].getType() == JsonNode::JsonType::DATA_VECTOR)
|
||||
{
|
||||
for(auto k : config["hotkey"].Vector())
|
||||
button->assignedKeys.insert(readKeycode(k));
|
||||
}
|
||||
else
|
||||
button->assignedKeys.insert(readKeycode(config["hotkey"]));
|
||||
}
|
||||
return button;
|
||||
}
|
||||
|
||||
|
@ -39,7 +39,7 @@ protected:
|
||||
void registerBuilder(const std::string &, BuilderFunction);
|
||||
|
||||
//must be called after adding callbacks
|
||||
void init(const JsonNode & config);
|
||||
void build(const JsonNode & config);
|
||||
|
||||
void addCallback(const std::string & callbackName, std::function<void(int)> callback);
|
||||
JsonNode variables;
|
||||
@ -52,6 +52,8 @@ protected:
|
||||
return nullptr;
|
||||
return std::dynamic_pointer_cast<T>(iter->second);
|
||||
}
|
||||
|
||||
void deleteWidget(const std::string & name);
|
||||
|
||||
//basic serializers
|
||||
Point readPosition(const JsonNode &) const;
|
||||
@ -61,6 +63,7 @@ protected:
|
||||
EFonts readFont(const JsonNode &) const;
|
||||
std::string readText(const JsonNode &) const;
|
||||
std::pair<std::string, std::string> readHintText(const JsonNode &) const;
|
||||
int readKeycode(const JsonNode &) const;
|
||||
|
||||
//basic widgets
|
||||
std::shared_ptr<CPicture> buildPicture(const JsonNode &) const;
|
||||
@ -79,6 +82,7 @@ protected:
|
||||
|
||||
private:
|
||||
|
||||
int unnamedObjectId = 0;
|
||||
std::map<std::string, BuilderFunction> builders;
|
||||
std::map<std::string, std::shared_ptr<CIntObject>> widgets;
|
||||
std::map<std::string, std::function<void(int)>> callbacks;
|
||||
|
@ -349,12 +349,12 @@ static void drawLineX(SDL_Surface * sur, int x1, int y1, int x2, int y2, const S
|
||||
for(int x = x1; x <= x2; x++)
|
||||
{
|
||||
float f = float(x - x1) / float(x2 - x1);
|
||||
int y = CSDL_Ext::lerp(y1, y2, f);
|
||||
int y = vstd::lerp(y1, y2, f);
|
||||
|
||||
uint8_t r = CSDL_Ext::lerp(color1.r, color2.r, f);
|
||||
uint8_t g = CSDL_Ext::lerp(color1.g, color2.g, f);
|
||||
uint8_t b = CSDL_Ext::lerp(color1.b, color2.b, f);
|
||||
uint8_t a = CSDL_Ext::lerp(color1.a, color2.a, f);
|
||||
uint8_t r = vstd::lerp(color1.r, color2.r, f);
|
||||
uint8_t g = vstd::lerp(color1.g, color2.g, f);
|
||||
uint8_t b = vstd::lerp(color1.b, color2.b, f);
|
||||
uint8_t a = vstd::lerp(color1.a, color2.a, f);
|
||||
|
||||
Uint8 *p = CSDL_Ext::getPxPtr(sur, x, y);
|
||||
ColorPutter<4, 0>::PutColor(p, r,g,b,a);
|
||||
@ -366,12 +366,12 @@ static void drawLineY(SDL_Surface * sur, int x1, int y1, int x2, int y2, const S
|
||||
for(int y = y1; y <= y2; y++)
|
||||
{
|
||||
float f = float(y - y1) / float(y2 - y1);
|
||||
int x = CSDL_Ext::lerp(x1, x2, f);
|
||||
int x = vstd::lerp(x1, x2, f);
|
||||
|
||||
uint8_t r = CSDL_Ext::lerp(color1.r, color2.r, f);
|
||||
uint8_t g = CSDL_Ext::lerp(color1.g, color2.g, f);
|
||||
uint8_t b = CSDL_Ext::lerp(color1.b, color2.b, f);
|
||||
uint8_t a = CSDL_Ext::lerp(color1.a, color2.a, f);
|
||||
uint8_t r = vstd::lerp(color1.r, color2.r, f);
|
||||
uint8_t g = vstd::lerp(color1.g, color2.g, f);
|
||||
uint8_t b = vstd::lerp(color1.b, color2.b, f);
|
||||
uint8_t a = vstd::lerp(color1.a, color2.a, f);
|
||||
|
||||
Uint8 *p = CSDL_Ext::getPxPtr(sur, x, y);
|
||||
ColorPutter<4, 0>::PutColor(p, r,g,b,a);
|
||||
@ -919,7 +919,6 @@ void CSDL_Ext::setDefaultColorKeyPresize(SDL_Surface * surface)
|
||||
}
|
||||
|
||||
|
||||
|
||||
template SDL_Surface * CSDL_Ext::createSurfaceWithBpp<2>(int, int);
|
||||
template SDL_Surface * CSDL_Ext::createSurfaceWithBpp<3>(int, int);
|
||||
template SDL_Surface * CSDL_Ext::createSurfaceWithBpp<4>(int, int);
|
||||
|
@ -49,12 +49,6 @@ inline bool isShiftKeyDown()
|
||||
}
|
||||
namespace CSDL_Ext
|
||||
{
|
||||
template<typename Int>
|
||||
Int lerp(Int a, Int b, float f)
|
||||
{
|
||||
return a + std::round((b - a) * f);
|
||||
}
|
||||
|
||||
//todo: should this better be assignment operator?
|
||||
STRONG_INLINE void colorAssign(SDL_Color & dest, const SDL_Color & source)
|
||||
{
|
||||
@ -158,57 +152,6 @@ struct ColorPutter
|
||||
|
||||
typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);
|
||||
|
||||
/// Base class for applying palette transformation on images
|
||||
class ColorShifter
|
||||
{
|
||||
public:
|
||||
~ColorShifter() = default;
|
||||
virtual SDL_Color shiftColor(SDL_Color input) const = 0;
|
||||
};
|
||||
|
||||
/// Generic class for palette transformation
|
||||
/// formula:
|
||||
/// result = input * factor + added
|
||||
class ColorShifterMultiplyAndAdd : public ColorShifter
|
||||
{
|
||||
SDL_Color added;
|
||||
SDL_Color factor;
|
||||
|
||||
public:
|
||||
ColorShifterMultiplyAndAdd(SDL_Color factor, SDL_Color added) :
|
||||
factor(factor),
|
||||
added(added)
|
||||
{}
|
||||
|
||||
SDL_Color shiftColor(SDL_Color input) const override
|
||||
{
|
||||
return {
|
||||
uint8_t(std::min(255.f, std::round(input.r * float(factor.r) / 255.f + added.r))),
|
||||
uint8_t(std::min(255.f, std::round(input.g * float(factor.g) / 255.f + added.g))),
|
||||
uint8_t(std::min(255.f, std::round(input.b * float(factor.b) / 255.f + added.b))),
|
||||
uint8_t(std::min(255.f, std::round(input.a * float(factor.a) / 255.f + added.a)))
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
/// Color shifter that allows to specify color to be excempt from changes
|
||||
class ColorShifterMultiplyAndAddExcept : public ColorShifterMultiplyAndAdd
|
||||
{
|
||||
SDL_Color ignored;
|
||||
public:
|
||||
ColorShifterMultiplyAndAddExcept(SDL_Color factor, SDL_Color added, SDL_Color ignored) :
|
||||
ColorShifterMultiplyAndAdd(factor, added),
|
||||
ignored(ignored)
|
||||
{}
|
||||
|
||||
SDL_Color shiftColor(SDL_Color input) const override
|
||||
{
|
||||
if ( input.r == ignored.r && input.g == ignored.g && input.b == ignored.b && input.a == ignored.a)
|
||||
return input;
|
||||
return ColorShifterMultiplyAndAdd::shiftColor(input);
|
||||
}
|
||||
};
|
||||
|
||||
namespace CSDL_Ext
|
||||
{
|
||||
/// helper that will safely set and un-set ClipRect for SDL_Surface
|
||||
|
@ -92,7 +92,8 @@ CBonusSelection::CBonusSelection()
|
||||
flagbox = std::make_shared<CFlagBox>(Rect(486, 407, 335, 23));
|
||||
|
||||
std::vector<std::string> difficulty;
|
||||
boost::split(difficulty, CGI->generaltexth->allTexts[492], boost::is_any_of(" "));
|
||||
std::string difficultyString = CGI->generaltexth->allTexts[492];
|
||||
boost::split(difficulty, difficultyString, boost::is_any_of(" "));
|
||||
labelDifficulty = std::make_shared<CLabel>(689, 432, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, difficulty.back());
|
||||
|
||||
for(size_t b = 0; b < difficultyIcons.size(); ++b)
|
||||
@ -141,8 +142,6 @@ void CBonusSelection::loadPositionsOfGraphics()
|
||||
|
||||
idx++;
|
||||
}
|
||||
|
||||
assert(idx == CGI->generaltexth->campaignMapNames.size());
|
||||
}
|
||||
|
||||
void CBonusSelection::createBonusesIcons()
|
||||
|
@ -136,10 +136,10 @@ void CLobbyScreen::startScenario(bool allowOnlyAI)
|
||||
logGlobal->error("Exception during startScenario: %s", e.what());
|
||||
|
||||
if(std::string(e.what()) == "ExceptionNoHuman")
|
||||
CInfoWindow::showInfoDialog(std::ref(CGI->generaltexth->allTexts[530]), CInfoWindow::TCompsInfo(), PlayerColor(1));
|
||||
CInfoWindow::showInfoDialog(CGI->generaltexth->allTexts[530], CInfoWindow::TCompsInfo(), PlayerColor(1));
|
||||
|
||||
if(std::string(e.what()) == "ExceptionNoTemplate")
|
||||
CInfoWindow::showInfoDialog(std::ref(CGI->generaltexth->allTexts[751]), CInfoWindow::TCompsInfo(), PlayerColor(1));
|
||||
CInfoWindow::showInfoDialog(CGI->generaltexth->allTexts[751], CInfoWindow::TCompsInfo(), PlayerColor(1));
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
|
@ -307,7 +307,7 @@ CChatBox::CChatBox(const Rect & rect)
|
||||
: CIntObject(KEYBOARD | TEXTINPUT)
|
||||
{
|
||||
OBJ_CONSTRUCTION;
|
||||
pos += rect;
|
||||
pos += rect.topLeft();
|
||||
captureAllKeys = true;
|
||||
type |= REDRAW_PARENT;
|
||||
|
||||
@ -341,7 +341,7 @@ void CChatBox::addNewMessage(const std::string & text)
|
||||
CFlagBox::CFlagBox(const Rect & rect)
|
||||
: CIntObject(RCLICK)
|
||||
{
|
||||
pos += rect;
|
||||
pos += rect.topLeft();
|
||||
pos.w = rect.w;
|
||||
pos.h = rect.h;
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
|
@ -119,7 +119,7 @@ RandomMapTab::RandomMapTab():
|
||||
}
|
||||
|
||||
|
||||
init(config);
|
||||
build(config);
|
||||
|
||||
updateMapInfoByHost();
|
||||
}
|
||||
@ -132,7 +132,7 @@ void RandomMapTab::updateMapInfoByHost()
|
||||
// Generate header info
|
||||
mapInfo = std::make_shared<CMapInfo>();
|
||||
mapInfo->isRandomMap = true;
|
||||
mapInfo->mapHeader = make_unique<CMapHeader>();
|
||||
mapInfo->mapHeader = std::make_unique<CMapHeader>();
|
||||
mapInfo->mapHeader->version = EMapFormat::SOD;
|
||||
mapInfo->mapHeader->name = CGI->generaltexth->allTexts[740];
|
||||
mapInfo->mapHeader->description = CGI->generaltexth->allTexts[741];
|
||||
@ -338,7 +338,7 @@ TemplatesDropBox::ListItem::ListItem(const JsonNode & config, TemplatesDropBox &
|
||||
{
|
||||
OBJ_CONSTRUCTION;
|
||||
|
||||
init(config);
|
||||
build(config);
|
||||
|
||||
if(auto w = widget<CPicture>("hoverImage"))
|
||||
{
|
||||
@ -410,11 +410,9 @@ TemplatesDropBox::TemplatesDropBox(RandomMapTab & randomMapTab, int3 size):
|
||||
addCallback("sliderMove", std::bind(&TemplatesDropBox::sliderMove, this, std::placeholders::_1));
|
||||
|
||||
OBJ_CONSTRUCTION;
|
||||
pos = randomMapTab.pos.topLeft();
|
||||
pos.w = randomMapTab.pos.w;
|
||||
pos.h = randomMapTab.pos.h;
|
||||
pos = randomMapTab.pos;
|
||||
|
||||
init(config);
|
||||
build(config);
|
||||
|
||||
if(auto w = widget<CSlider>("slider"))
|
||||
{
|
||||
@ -482,8 +480,7 @@ void TemplatesDropBox::setTemplate(const CRmgTemplate * tmpl)
|
||||
}
|
||||
|
||||
TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
|
||||
InterfaceObjectConfigurable(),
|
||||
randomMapTab(randomMapTab)
|
||||
InterfaceObjectConfigurable()
|
||||
{
|
||||
const JsonNode config(ResourceID("config/widgets/randomMapTeamsWidget.json"));
|
||||
variables = config["variables"];
|
||||
@ -524,7 +521,7 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
|
||||
GH.popInt(GH.topInt());
|
||||
});
|
||||
|
||||
init(config);
|
||||
build(config);
|
||||
|
||||
center(pos);
|
||||
|
||||
|
@ -93,9 +93,6 @@ public:
|
||||
TeamAlignmentsWidget(RandomMapTab & randomMapTab);
|
||||
|
||||
private:
|
||||
|
||||
RandomMapTab & randomMapTab;
|
||||
|
||||
std::shared_ptr<CFilledTexture> background;
|
||||
std::shared_ptr<CLabelGroup> labels;
|
||||
std::shared_ptr<CButton> buttonOk, buttonCancel;
|
||||
|
@ -99,8 +99,8 @@ bool mapSorter::operator()(const std::shared_ptr<CMapInfo> aaa, const std::share
|
||||
switch(sortBy)
|
||||
{
|
||||
case _numOfMaps: //by number of maps in campaign
|
||||
return CGI->generaltexth->campaignRegionNames[aaa->campaignHeader->mapVersion].size() <
|
||||
CGI->generaltexth->campaignRegionNames[bbb->campaignHeader->mapVersion].size();
|
||||
return CGI->generaltexth->getCampaignLength(aaa->campaignHeader->mapVersion) <
|
||||
CGI->generaltexth->getCampaignLength(bbb->campaignHeader->mapVersion);
|
||||
break;
|
||||
case _name: //by name
|
||||
return boost::ilexicographical_compare(aaa->campaignHeader->name, bbb->campaignHeader->name);
|
||||
@ -660,7 +660,7 @@ void SelectionTab::ListItem::updateItem(std::shared_ptr<CMapInfo> info, bool sel
|
||||
iconLossCondition->disable();
|
||||
labelNumberOfCampaignMaps->enable();
|
||||
std::ostringstream ostr(std::ostringstream::out);
|
||||
ostr << CGI->generaltexth->campaignRegionNames[info->campaignHeader->mapVersion].size();
|
||||
ostr << CGI->generaltexth->getCampaignLength(info->campaignHeader->mapVersion);
|
||||
labelNumberOfCampaignMaps->setText(ostr.str());
|
||||
labelNumberOfCampaignMaps->setColor(color);
|
||||
}
|
||||
|
@ -205,7 +205,7 @@ static std::function<void()> genCommand(CMenuScreen * menu, std::vector<std::str
|
||||
break;
|
||||
case 4: //exit
|
||||
{
|
||||
return std::bind(CInfoWindow::showYesNoDialog, std::ref(CGI->generaltexth->allTexts[69]), std::vector<std::shared_ptr<CComponent>>(), do_quit, 0, PlayerColor(1));
|
||||
return std::bind(CInfoWindow::showYesNoDialog, CGI->generaltexth->allTexts[69], std::vector<std::shared_ptr<CComponent>>(), do_quit, 0, PlayerColor(1));
|
||||
}
|
||||
break;
|
||||
case 5: //highscores
|
||||
@ -235,7 +235,11 @@ std::shared_ptr<CButton> CMenuEntry::createButton(CMenuScreen * parent, const Js
|
||||
if(posy < 0)
|
||||
posy = pos.h + posy;
|
||||
|
||||
return std::make_shared<CButton>(Point(posx, posy), button["name"].String(), help, command, (int)button["hotkey"].Float());
|
||||
auto result = std::make_shared<CButton>(Point(posx, posy), button["name"].String(), help, command, (int)button["hotkey"].Float());
|
||||
|
||||
if (button["center"].Bool())
|
||||
result->moveBy(Point(-result->pos.w/2, -result->pos.h/2));
|
||||
return result;
|
||||
}
|
||||
|
||||
CMenuEntry::CMenuEntry(CMenuScreen * parent, const JsonNode & config)
|
||||
|
@ -140,7 +140,7 @@ void CMapHandler::initTerrainGraphics()
|
||||
//no rotation and basic setup
|
||||
for(auto & type : files)
|
||||
{
|
||||
animation[type.first][0] = make_unique<CAnimation>(type.second);
|
||||
animation[type.first][0] = std::make_unique<CAnimation>(type.second);
|
||||
animation[type.first][0]->preload();
|
||||
const size_t views = animation[type.first][0]->size(0);
|
||||
cache[type.first].resize(views);
|
||||
@ -153,7 +153,7 @@ void CMapHandler::initTerrainGraphics()
|
||||
{
|
||||
for(auto & type : files)
|
||||
{
|
||||
animation[type.first][rotation] = make_unique<CAnimation>(type.second);
|
||||
animation[type.first][rotation] = std::make_unique<CAnimation>(type.second);
|
||||
animation[type.first][rotation]->preload();
|
||||
const size_t views = animation[type.first][rotation]->size(0);
|
||||
|
||||
@ -569,7 +569,7 @@ void CMapHandler::CMapWorldViewBlitter::drawOverlayEx(SDL_Surface * targetSurf)
|
||||
continue;
|
||||
|
||||
realPos.x = initPos.x + (iconInfo.pos.x - topTile.x) * tileSize;
|
||||
realPos.y = initPos.x + (iconInfo.pos.y - topTile.y) * tileSize;
|
||||
realPos.y = initPos.y + (iconInfo.pos.y - topTile.y) * tileSize;
|
||||
|
||||
auto wvIcon = this->objectToIcon(iconInfo.id, iconInfo.subId, iconInfo.owner);
|
||||
|
||||
@ -1347,7 +1347,7 @@ CMapHandler::CMapHandler()
|
||||
tilesW = tilesH = 0;
|
||||
offsetX = offsetY = 0;
|
||||
|
||||
egdeAnimation = make_unique<CAnimation>("EDG");
|
||||
egdeAnimation = std::make_unique<CAnimation>("EDG");
|
||||
egdeAnimation->preload();
|
||||
}
|
||||
|
||||
|
@ -236,7 +236,7 @@ void CHeroList::CHeroItem::open()
|
||||
|
||||
void CHeroList::CHeroItem::showTooltip()
|
||||
{
|
||||
CRClickPopup::createAndPush(hero, GH.current->motion);
|
||||
CRClickPopup::createAndPush(hero, Point(GH.current->motion));
|
||||
}
|
||||
|
||||
std::string CHeroList::CHeroItem::getHoverText()
|
||||
@ -328,7 +328,7 @@ void CTownList::CTownItem::open()
|
||||
|
||||
void CTownList::CTownItem::showTooltip()
|
||||
{
|
||||
CRClickPopup::createAndPush(town, GH.current->motion);
|
||||
CRClickPopup::createAndPush(town, Point(GH.current->motion));
|
||||
}
|
||||
|
||||
std::string CTownList::CTownItem::getHoverText()
|
||||
@ -486,7 +486,7 @@ void CMinimapInstance::showAll(SDL_Surface * to)
|
||||
std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false); //TODO: do we really need separate function for drawing heroes?
|
||||
for(auto & hero : heroes)
|
||||
{
|
||||
int3 position = hero->getPosition(false);
|
||||
int3 position = hero->visitablePos();
|
||||
if(position.z == level)
|
||||
{
|
||||
const SDL_Color & color = graphics->playerColors[hero->getOwner().getNum()];
|
||||
@ -974,11 +974,8 @@ void CInGameConsole::show(SDL_Surface * to)
|
||||
boost::unique_lock<boost::mutex> lock(texts_mx);
|
||||
for(auto it = texts.begin(); it != texts.end(); ++it, ++number)
|
||||
{
|
||||
Point leftBottomCorner(0, screen->h);
|
||||
if(LOCPLINT->battleInt)
|
||||
{
|
||||
leftBottomCorner = LOCPLINT->battleInt->pos.bottomLeft();
|
||||
}
|
||||
Point leftBottomCorner(0, pos.h);
|
||||
|
||||
graphics->fonts[FONT_MEDIUM]->renderTextLeft(to, it->first, Colors::GREEN,
|
||||
Point(leftBottomCorner.x + 50, leftBottomCorner.y - (int)texts.size() * 20 - 80 + number*20));
|
||||
|
||||
|
@ -22,6 +22,7 @@
|
||||
#include "../gui/CGuiHandler.h"
|
||||
#include "../windows/InfoWindows.h"
|
||||
#include "../../lib/CConfigHandler.h"
|
||||
#include "../../lib/CGeneralTextHandler.h"
|
||||
|
||||
void CButton::update()
|
||||
{
|
||||
@ -285,9 +286,12 @@ std::pair<std::string, std::string> CButton::tooltip()
|
||||
return std::pair<std::string, std::string>();
|
||||
}
|
||||
|
||||
std::pair<std::string, std::string> CButton::tooltip(const JsonNode & localizedTexts)
|
||||
std::pair<std::string, std::string> CButton::tooltipLocalized(const std::string & key)
|
||||
{
|
||||
return std::make_pair(localizedTexts["label"].String(), localizedTexts["help"].String());
|
||||
return std::make_pair(
|
||||
CGI->generaltexth->translate(key, "hover"),
|
||||
CGI->generaltexth->translate(key, "help")
|
||||
);
|
||||
}
|
||||
|
||||
std::pair<std::string, std::string> CButton::tooltip(const std::string & hover, const std::string & help)
|
||||
@ -457,10 +461,10 @@ int CToggleGroup::getSelected() const
|
||||
return selectedID;
|
||||
}
|
||||
|
||||
CVolumeSlider::CVolumeSlider(const Point & position, const std::string & defName, const int value, const std::pair<std::string, std::string> * const help)
|
||||
CVolumeSlider::CVolumeSlider(const Point & position, const std::string & defName, const int value, ETooltipMode mode)
|
||||
: CIntObject(LCLICK | RCLICK | WHEEL),
|
||||
value(value),
|
||||
helpHandlers(help)
|
||||
mode(mode)
|
||||
{
|
||||
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
|
||||
animImage = std::make_shared<CAnimImage>(std::make_shared<CAnimation>(defName), 0, 0, position.x, position.y),
|
||||
@ -517,8 +521,10 @@ void CVolumeSlider::clickRight(tribool down, bool previousState)
|
||||
{
|
||||
double px = GH.current->motion.x - pos.x;
|
||||
int index = static_cast<int>(px / static_cast<double>(pos.w) * animImage->size());
|
||||
std::string hoverText = helpHandlers[index].first;
|
||||
std::string helpBox = helpHandlers[index].second;
|
||||
|
||||
size_t helpIndex = index + (mode == MUSIC ? 326 : 336);
|
||||
std::string helpBox = CGI->generaltexth->translate("core.help", helpIndex, "help" );
|
||||
|
||||
if(!helpBox.empty())
|
||||
CRClickPopup::createAndPush(helpBox);
|
||||
if(GH.statusbar)
|
||||
|
@ -115,7 +115,7 @@ public:
|
||||
|
||||
/// generates tooltip that can be passed into constructor
|
||||
static std::pair<std::string, std::string> tooltip();
|
||||
static std::pair<std::string, std::string> tooltip(const JsonNode & localizedTexts);
|
||||
static std::pair<std::string, std::string> tooltipLocalized(const std::string & key);
|
||||
static std::pair<std::string, std::string> tooltip(const std::string & hover, const std::string & help = "");
|
||||
};
|
||||
|
||||
@ -191,19 +191,25 @@ public:
|
||||
/// A typical slider for volume with an animated indicator
|
||||
class CVolumeSlider : public CIntObject
|
||||
{
|
||||
public:
|
||||
enum ETooltipMode
|
||||
{
|
||||
MUSIC,
|
||||
SOUND
|
||||
};
|
||||
|
||||
private:
|
||||
int value;
|
||||
CFunctionList<void(int)> onChange;
|
||||
std::shared_ptr<CAnimImage> animImage;
|
||||
const std::pair<std::string, std::string> * const helpHandlers;
|
||||
ETooltipMode mode;
|
||||
void setVolume(const int v);
|
||||
public:
|
||||
|
||||
/// @param position coordinates of slider
|
||||
/// @param defName name of def animation for slider
|
||||
/// @param value initial value for volume
|
||||
/// @param help pointer to first helptext of slider
|
||||
CVolumeSlider(const Point & position, const std::string & defName, const int value,
|
||||
const std::pair<std::string, std::string> * const help);
|
||||
/// @param mode that determines tooltip texts
|
||||
CVolumeSlider(const Point & position, const std::string & defName, const int value, ETooltipMode mode);
|
||||
|
||||
void moveTo(int id);
|
||||
void addCallback(std::function<void(int)> callback);
|
||||
|
@ -126,7 +126,7 @@ void CHeroArtPlace::clickLeft(tribool down, bool previousState)
|
||||
if(ourArt && !down && previousState && !ourOwner->commonInfo->src.AOH)
|
||||
{
|
||||
if(ourArt->artType->id == ArtifactID::SPELLBOOK)
|
||||
GH.pushIntT<CSpellWindow>(ourOwner->curHero, LOCPLINT, LOCPLINT->battleInt);
|
||||
GH.pushIntT<CSpellWindow>(ourOwner->curHero, LOCPLINT, LOCPLINT->battleInt.get());
|
||||
}
|
||||
|
||||
if (!down && previousState)
|
||||
@ -257,7 +257,7 @@ void CHeroArtPlace::clickRight(tribool down, bool previousState)
|
||||
void CArtifactsOfHero::activate()
|
||||
{
|
||||
if (commonInfo->src.AOH == this && commonInfo->src.art)
|
||||
CCS->curh->dragAndDropCursor(make_unique<CAnimImage>("artifact", commonInfo->src.art->artType->getIconIndex()));
|
||||
CCS->curh->dragAndDropCursor(std::make_unique<CAnimImage>("artifact", commonInfo->src.art->artType->getIconIndex()));
|
||||
|
||||
CIntObject::activate();
|
||||
}
|
||||
@ -290,7 +290,7 @@ void CHeroArtPlace::select ()
|
||||
}
|
||||
}
|
||||
|
||||
CCS->curh->dragAndDropCursor(make_unique<CAnimImage>("artifact", ourArt->artType->getIconIndex()));
|
||||
CCS->curh->dragAndDropCursor(std::make_unique<CAnimImage>("artifact", ourArt->artType->getIconIndex()));
|
||||
ourOwner->commonInfo->src.setTo(this, false);
|
||||
ourOwner->markPossibleSlots(ourArt);
|
||||
|
||||
@ -763,7 +763,7 @@ void CArtifactsOfHero::artifactMoved(const ArtifactLocation &src, const Artifact
|
||||
commonInfo->src.art = dst.getArt();
|
||||
commonInfo->src.slotID = dst.slot;
|
||||
assert(commonInfo->src.AOH);
|
||||
CCS->curh->dragAndDropCursor(make_unique<CAnimImage>("artifact", dst.getArt()->artType->getIconIndex()));
|
||||
CCS->curh->dragAndDropCursor(std::make_unique<CAnimImage>("artifact", dst.getArt()->artType->getIconIndex()));
|
||||
markPossibleSlots(dst.getArt());
|
||||
}
|
||||
}
|
||||
@ -1008,7 +1008,7 @@ CCommanderArtPlace::CCommanderArtPlace(Point position, const CGHeroInstance * co
|
||||
void CCommanderArtPlace::clickLeft(tribool down, bool previousState)
|
||||
{
|
||||
if (ourArt && text.size() && down)
|
||||
LOCPLINT->showYesNoDialog(CGI->generaltexth->localizedTexts["commanderWindow"]["artifactMessage"].String(), [this](){ returnArtToHeroCallback(); }, [](){});
|
||||
LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.commanderWindow.artifactMessage"), [this](){ returnArtToHeroCallback(); }, [](){});
|
||||
}
|
||||
|
||||
void CCommanderArtPlace::clickRight(tribool down, bool previousState)
|
||||
|
@ -443,7 +443,7 @@ CComponentBox::CComponentBox(std::vector<std::shared_ptr<CComponent>> _component
|
||||
components(_components)
|
||||
{
|
||||
type |= REDRAW_PARENT;
|
||||
pos = position + pos;
|
||||
pos = position + pos.topLeft();
|
||||
placeComponents(false);
|
||||
}
|
||||
|
||||
@ -452,7 +452,7 @@ CComponentBox::CComponentBox(std::vector<std::shared_ptr<CSelectableComponent>>
|
||||
onSelect(_onSelect)
|
||||
{
|
||||
type |= REDRAW_PARENT;
|
||||
pos = position + pos;
|
||||
pos = position + pos.topLeft();
|
||||
placeComponents(true);
|
||||
|
||||
assert(!components.empty());
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user