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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Merged vcmi/beta with vcmi/develop

This commit is contained in:
Ivan Savenko 2023-01-15 17:46:42 +02:00
commit 246281e62a
344 changed files with 17776 additions and 9562 deletions

40
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file
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@ -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.

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@ -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.

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@ -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
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@ -60,3 +60,6 @@ CMakeUserPresets.json
/AI/FuzzyLite.lib
/deps
.vs/
# CLion
.idea/

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@ -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());

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@ -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;

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@ -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;

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@ -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
{

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@ -40,4 +40,6 @@ add_subdirectory(BattleAI)
add_subdirectory(StupidAI)
add_subdirectory(EmptyAI)
add_subdirectory(VCAI)
add_subdirectory(Nullkiller)
if(ENABLE_NULLKILLER_AI)
add_subdirectory(Nullkiller)
endif()

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@ -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;

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@ -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;

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@ -4,4 +4,6 @@
// This header should be treated as a pre compiled header file(PCH) in the compiler building settings.
// Here you can add specific libraries and macros which are specific to this project.
// Here you can add specific libraries and macros which are specific to this project.
VCMI_LIB_USING_NAMESPACE

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@ -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);

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@ -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

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@ -329,7 +329,7 @@ public:
if(!poolIsEmpty) pool.pop_back();
return std::move(tmp);
return tmp;
}
bool empty() const

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@ -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)

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@ -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:

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@ -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));

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@ -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())
{

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@ -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)
{

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@ -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");
}

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@ -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;

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@ -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)

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@ -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;
}

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@ -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);
}

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@ -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);

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@ -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

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@ -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);
}
}

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@ -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);

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@ -8,4 +8,4 @@ sudo apt-get install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf
sudo apt-get install qtbase5-dev
sudo apt-get install ninja-build zlib1g-dev libavformat-dev libswscale-dev libtbb-dev libluajit-5.1-dev
# Optional dependencies
sudo apt-get install libminizip-dev libfuzzylite-dev
sudo apt-get install libminizip-dev libfuzzylite-dev qttools5-dev

View File

@ -1,5 +1,14 @@
#!/bin/sh
# steps to upgrade MXE dependencies:
# 1) Use Debian/Ubuntu system or install one (virtual machines will work too)
# 2) update following script to include any new dependencies
# You can also run it to upgrade existing ones, but don't expect much
# MXE repository only provides ancient versions for the sake of "stability"
# https://github.com/vcmi/vcmi-deps-mxe/blob/master/mirror-mxe.sh
# 3) make release in vcmi-deps-mxe repository using resulting tar archive
# 4) update paths to tar archive in this script
# Install nsis for installer creation
sudo add-apt-repository 'deb http://security.ubuntu.com/ubuntu bionic-security main'
sudo apt-get install -qq nsis ninja-build libssl1.0.0

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@ -33,10 +33,6 @@ if(APPLE)
endif()
endif()
if(APPLE_IOS)
set(BUILD_SINGLE_APP 1)
endif()
############################################
# User-provided options #
############################################
@ -52,6 +48,9 @@ option(ENABLE_ERM "Enable compilation of ERM scripting module" OFF)
option(ENABLE_LUA "Enable compilation of LUA scripting module" OFF)
option(ENABLE_LAUNCHER "Enable compilation of launcher" ON)
option(ENABLE_EDITOR "Enable compilation of map editor" ON)
option(ENABLE_TRANSLATIONS "Enable generation of translations for launcher and editor" ON)
option(ENABLE_NULLKILLER_AI "Enable compilation of Nullkiller AI library" ON)
if(APPLE_IOS)
set(BUNDLE_IDENTIFIER_PREFIX "" CACHE STRING "Bundle identifier prefix")
set(APP_DISPLAY_NAME "VCMI" CACHE STRING "App name on the home screen")
@ -63,7 +62,10 @@ 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)
# Used for Snap packages and also useful for debugging
if(NOT APPLE_IOS)
@ -74,11 +76,20 @@ endif()
set(PACKAGE_NAME_SUFFIX "" CACHE STRING "Suffix for CPack package name")
set(PACKAGE_FILE_NAME "" CACHE STRING "Override for CPack package filename")
if(APPLE_IOS AND NOT ENABLE_SINGLE_APP_BUILD)
set(ENABLE_SINGLE_APP_BUILD ON)
endif()
# ERM depends on LUA implicitly
if(ENABLE_ERM AND NOT ENABLE_LUA)
set(ENABLE_LUA ON)
endif()
# We don't want to deploy assets into build directory for iOS build
if(APPLE_IOS AND COPY_CONFIG_ON_BUILD)
set(COPY_CONFIG_ON_BUILD OFF)
endif()
############################################
# Miscellaneous options #
############################################
@ -118,14 +129,22 @@ else()
endif(ENABLE_GITVERSION)
# Precompiled header configuration
if(ENABLE_PCH AND NOT ${CMAKE_VERSION} VERSION_LESS "3.16.0")
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" AND CMAKE_CXX_COMPILER_VERSION VERSION_LESS 6.0 )
set(ENABLE_PCH OFF) # broken
endif()
if( ${CMAKE_VERSION} VERSION_LESS "3.16.0")
set(ENABLE_PCH OFF) #not supported
endif()
if(ENABLE_PCH)
macro(enable_pch name)
target_precompile_headers(${name} PRIVATE $<$<COMPILE_LANGUAGE:CXX>:<StdInc.h$<ANGLE-R>>)
endmacro(enable_pch)
else(ENABLE_PCH AND NOT ${CMAKE_VERSION} VERSION_LESS "3.16.0")
else()
macro(enable_pch ignore)
endmacro(enable_pch)
endif(ENABLE_PCH AND NOT ${CMAKE_VERSION} VERSION_LESS "3.16.0")
endif()
############################################
# Documentation section #
@ -162,8 +181,8 @@ set(CMAKE_XCODE_ATTRIBUTE_MARKETING_VERSION ${APP_SHORT_VERSION})
set(CMAKE_XCODE_ATTRIBUTE_ONLY_ACTIVE_ARCH NO)
set(CMAKE_XCODE_ATTRIBUTE_ONLY_ACTIVE_ARCH[variant=Debug] YES)
if(BUILD_SINGLE_APP)
add_compile_definitions(SINGLE_PROCESS_APP=1)
if(ENABLE_SINGLE_APP_BUILD)
add_definitions(-DSINGLE_PROCESS_APP=1)
endif()
if(APPLE_IOS)
@ -203,10 +222,18 @@ if(MINGW OR MSVC)
# Suppress warnings
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
add_definitions(-D_SCL_SECURE_NO_WARNINGS)
# 4250: 'class1' : inherits 'class2::member' via dominance
# 4251: class 'xxx' needs to have dll-interface to be used by clients of class 'yyy'
# 4275: non dll-interface class 'xxx' used as base for dll-interface class
set(CMAKE_CXX_FLAGS "${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 "${CMAKE_CXX_FLAGS} /MP")
@ -241,15 +268,30 @@ if(MINGW OR MSVC)
endif(MINGW)
endif(MINGW OR MSVC)
if(CMAKE_COMPILER_IS_GNUCXX OR NOT WIN32) #so far all *nix compilers support such parameters
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -Wpointer-arith -Wuninitialized")
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
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_ID}" STREQUAL "Clang")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-mismatched-tags -Wno-unknown-warning-option -Wno-missing-braces")
if (CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL 10.0 OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang" )
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wmismatched-tags")
endif()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-parameter") # low chance of valid reports, a lot of emitted warnings
set(CMAKE_CXX_FLAGS "${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 "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 "${CMAKE_CXX_FLAGS} -Wno-error=array-bounds") # false positives in boost::multiarray during release build, keep as warning-only
endif()
if(UNIX)
@ -270,7 +312,7 @@ if(NOT WIN32 AND NOT APPLE_IOS)
endif()
if(ENABLE_LUA)
add_compile_definitions(SCRIPTING_ENABLED=1)
add_definitions(-DSCRIPTING_ENABLED=1)
endif()
############################################
@ -312,12 +354,24 @@ find_package(SDL2_ttf REQUIRED)
if(TARGET SDL2_ttf::SDL2_ttf)
add_library(SDL2::TTF ALIAS SDL2_ttf::SDL2_ttf)
endif()
find_package(TBB REQUIRED)
if(ENABLE_LAUNCHER OR ENABLE_EDITOR)
# Widgets finds its own dependencies (QtGui and QtCore).
find_package(QT NAMES Qt6 Qt5 REQUIRED COMPONENTS Widgets Network)
find_package(Qt${QT_VERSION_MAJOR} REQUIRED COMPONENTS Widgets Network)
find_package(QT NAMES Qt6 Qt5 COMPONENTS LinguistTools)
find_package(Qt${QT_VERSION_MAJOR} COMPONENTS LinguistTools)
if(NOT Qt${QT_VERSION_MAJOR}LinguistTools_DIR)
set(ENABLE_TRANSLATIONS OFF)
endif()
if(ENABLE_TRANSLATIONS)
add_definitions(-DENABLE_QT_TRANSLATIONS)
endif()
endif()
if(ENABLE_NULLKILLER_AI)
find_package(TBB REQUIRED)
endif()
if(ENABLE_LUA)
@ -385,6 +439,12 @@ else()
set(BIN_DIR "." CACHE STRING "Where to install binaries")
set(LIB_DIR "." CACHE STRING "Where to install main library")
set(DATA_DIR "." CACHE STRING "Where to install data files")
# following constants only used for platforms using XDG (Linux, BSD, etc)
add_definitions(-DM_DATA_DIR="${DATA_DIR}")
add_definitions(-DM_BIN_DIR="${BIN_DIR}")
add_definitions(-DM_LIB_DIR="${LIB_DIR}")
set(CMAKE_INSTALL_RPATH "$ORIGIN/")
else()
if(NOT BIN_DIR)
@ -396,14 +456,14 @@ else()
if(NOT DATA_DIR)
set(DATA_DIR "${CMAKE_INSTALL_DATAROOTDIR}/vcmi" CACHE STRING "Where to install data files")
endif()
# following constants only used for platforms using XDG (Linux, BSD, etc)
add_definitions(-DM_DATA_DIR="${CMAKE_INSTALL_PREFIX}/${DATA_DIR}")
add_definitions(-DM_BIN_DIR="${CMAKE_INSTALL_PREFIX}/${BIN_DIR}")
add_definitions(-DM_LIB_DIR="${CMAKE_INSTALL_PREFIX}/${LIB_DIR}")
set(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/${LIB_DIR}")
endif()
# following constants only used for platforms using XDG (Linux, BSD, etc)
add_definitions(-DM_DATA_DIR="${CMAKE_INSTALL_PREFIX}/${DATA_DIR}")
add_definitions(-DM_BIN_DIR="${CMAKE_INSTALL_PREFIX}/${BIN_DIR}")
add_definitions(-DM_LIB_DIR="${CMAKE_INSTALL_PREFIX}/${LIB_DIR}")
endif()
# iOS has flat libs directory structure
@ -424,13 +484,10 @@ if(APPLE_IOS)
endif()
include(VCMI_lib)
if(BUILD_SINGLE_APP)
add_subdirectory(lib_client)
add_subdirectory(lib)
set(VCMI_LIB_TARGET vcmi)
if(ENABLE_SINGLE_APP_BUILD)
add_subdirectory(lib_server)
set(VCMI_LIB_TARGET vcmi_lib_client)
else()
add_subdirectory(lib)
set(VCMI_LIB_TARGET vcmi)
endif()
if(ENABLE_ERM)

View File

@ -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}"
}
},

View File

@ -15,25 +15,6 @@
// Fixed width bool data type is important for serialization
static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
#ifdef __GNUC__
# define GCC_VERSION (__GNUC__ * 100 + __GNUC_MINOR__ * 10 + __GNUC_PATCHLEVEL__)
#endif
#if !defined(__clang__) && defined(__GNUC__) && (GCC_VERSION < 470)
# error VCMI requires at least gcc-4.7.2 for successful compilation or clang-3.1. Please update your compiler
#endif
#if defined(__GNUC__) && (GCC_VERSION == 470 || GCC_VERSION == 471)
# error This GCC version has buggy std::array::at version and should not be used. Please update to 4.7.2 or later
#endif
/* ---------------------------------------------------------------------------- */
/* 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. */
/* ---------------------------------------------------------------------------- */
@ -83,6 +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]];
@ -101,9 +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
@ -122,10 +110,6 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
# define STRONG_INLINE inline
#endif
#define TO_STRING_HELPER(x) #x
#define TO_STRING(x) TO_STRING_HELPER(x)
#define LINE_IN_FILE __FILE__ ":" TO_STRING(__LINE__)
#define _USE_MATH_DEFINES
#include <cstdio>
@ -233,7 +217,10 @@ typedef boost::lock_guard<boost::recursive_mutex> TLockGuardRec;
/* ---------------------------------------------------------------------------- */
// Import + Export macro declarations
#ifdef VCMI_WINDOWS
# ifdef __GNUC__
#ifdef VCMI_DLL_STATIC
# define DLL_IMPORT
# define DLL_EXPORT
#elif defined(__GNUC__)
# define DLL_IMPORT __attribute__((dllimport))
# define DLL_EXPORT __attribute__((dllexport))
# else
@ -262,7 +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
@ -503,36 +491,6 @@ namespace vstd
ptr = nullptr;
}
#if _MSC_VER >= 1800
using std::make_unique;
#else
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)));
}
#endif
template <typename Container>
typename Container::const_reference circularAt(const Container &r, size_t index)
{
@ -543,6 +501,12 @@ namespace vstd
return *itr;
}
template <typename Container, typename Item>
void erase(Container &c, const Item &item)
{
c.erase(boost::remove(c, item), c.end());
}
template<typename Range, typename Predicate>
void erase_if(Range &vec, Predicate pred)
{
@ -704,12 +668,6 @@ namespace vstd
return false;
}
template <typename Container, typename Pred>
void erase(Container &c, Pred pred)
{
c.erase(boost::remove_if(c, pred), c.end());
}
template<typename T>
void removeDuplicates(std::vector<T> &vec)
{
@ -760,10 +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

View File

@ -1,7 +1,8 @@
[![GitHub](https://github.com/vcmi/vcmi/actions/workflows/github.yml/badge.svg)](https://github.com/vcmi/vcmi/actions/workflows/github.yml)
[![AppVeyor Build status](https://ci.appveyor.com/api/projects/status/github/vcmi/vcmi?branch=develop&svg=true)](https://ci.appveyor.com/project/vcmi/vcmi)
[![Coverity Scan Build Status](https://scan.coverity.com/projects/vcmi/badge.svg)](https://scan.coverity.com/projects/vcmi)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.0.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.0.0)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.1.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.1.0)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/total)](https://github.com/vcmi/vcmi/releases)
# VCMI Project
VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities.

View File

@ -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;
}
@ -161,7 +155,26 @@ SDL_Surface * BitmapHandler::loadBitmapFromDir(std::string path, std::string fna
// 1) Vampire mansion in Necropolis (not 1st color is transparent)
// 2) Battle background when fighting on grass/dirt, topmost sky part (NO transparent color)
// 3) New objects that may use 24-bit images for icons (e.g. witchking arts)
if (ret->format->palette)
// 4) special case - there are 2 .bmp images that have semi-transparency (CCELLGRD.BMP & CCELLSHD.BMP)
if (ret->format->palette &&
ret->format->palette->colors[0].r == 255 &&
ret->format->palette->colors[0].g == 0 &&
ret->format->palette->colors[0].b == 255 )
{
static SDL_Color shadow[3] =
{
{ 0, 0, 0, 0},// 100% - transparency
{ 0, 0, 0, 32},// 75% - shadow border,
{ 0, 0, 0, 128},// 50% - shadow body
};
CSDL_Ext::setColorKey(ret, ret->format->palette->colors[0]);
ret->format->palette->colors[0] = shadow[0];
ret->format->palette->colors[1] = shadow[1];
ret->format->palette->colors[4] = shadow[2];
}
else if (ret->format->palette)
{
CSDL_Ext::setDefaultColorKeyPresize(ret);
}
@ -173,15 +186,16 @@ SDL_Surface * BitmapHandler::loadBitmapFromDir(std::string path, std::string fna
{
CSDL_Ext::setDefaultColorKey(ret);
}
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);
}

View File

@ -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);
}

View File

@ -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());
}
@ -1086,7 +1057,6 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIn
if(!checkVideoMode(displayIndex, w, h))
{
logGlobal->error("Error: SDL says that %dx%d resolution is not available!", w, h);
return false;
}
#endif
@ -1508,80 +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
{

View File

@ -2,19 +2,31 @@ set(client_SRCS
StdInc.cpp
../CCallback.cpp
battle/CBattleAnimations.cpp
battle/CBattleInterfaceClasses.cpp
battle/CBattleInterface.cpp
battle/CCreatureAnimation.cpp
battle/BattleActionsController.cpp
battle/BattleAnimationClasses.cpp
battle/BattleEffectsController.cpp
battle/BattleFieldController.cpp
battle/BattleInterfaceClasses.cpp
battle/BattleInterface.cpp
battle/BattleObstacleController.cpp
battle/BattleProjectileController.cpp
battle/BattleRenderer.cpp
battle/BattleSiegeController.cpp
battle/BattleStacksController.cpp
battle/BattleWindow.cpp
battle/CreatureAnimation.cpp
gui/CAnimation.cpp
gui/Canvas.cpp
gui/CCursorHandler.cpp
gui/CGuiHandler.cpp
gui/CIntObject.cpp
gui/ColorFilter.cpp
gui/Fonts.cpp
gui/Geometries.cpp
gui/SDL_Extensions.cpp
gui/NotificationHandler.cpp
gui/InterfaceObjectConfigurable.cpp
widgets/AdventureMapClasses.cpp
widgets/Buttons.cpp
@ -75,14 +87,26 @@ set(client_SRCS
set(client_HEADERS
StdInc.h
battle/CBattleAnimations.h
battle/CBattleInterfaceClasses.h
battle/CBattleInterface.h
battle/CCreatureAnimation.h
battle/BattleActionsController.h
battle/BattleAnimationClasses.h
battle/BattleEffectsController.h
battle/BattleFieldController.h
battle/BattleInterfaceClasses.h
battle/BattleInterface.h
battle/BattleObstacleController.h
battle/BattleProjectileController.h
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
@ -90,6 +114,7 @@ set(client_HEADERS
gui/SDL_Extensions.h
gui/SDL_Pixels.h
gui/NotificationHandler.h
gui/InterfaceObjectConfigurable.h
widgets/AdventureMapClasses.h
widgets/Buttons.h
@ -177,7 +202,10 @@ else()
add_executable(vcmiclient WIN32 ${client_SRCS} ${client_HEADERS} ${client_ICON})
endif(ENABLE_DEBUG_CONSOLE)
add_dependencies(vcmiclient vcmiserver BattleAI StupidAI VCAI Nullkiller)
add_dependencies(vcmiclient vcmiserver BattleAI StupidAI VCAI)
if(ENABLE_NULLKILLER_AI)
add_dependencies(vcmiclient Nullkiller)
endif()
if(APPLE_IOS)
if(ENABLE_ERM)
add_dependencies(vcmiclient vcmiERM)
@ -243,7 +271,7 @@ elseif(APPLE_IOS)
set(CMAKE_EXE_LINKER_FLAGS "-Wl,-e,_client_main")
endif()
if(BUILD_SINGLE_APP)
if(ENABLE_SINGLE_APP_BUILD)
target_link_libraries(vcmiclient PRIVATE vcmiserver)
if(ENABLE_LAUNCHER)
target_link_libraries(vcmiclient PRIVATE vcmilauncher)

View File

@ -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++)

View File

@ -458,7 +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)
{

View File

@ -12,8 +12,11 @@
#include <vcmi/Artifact.h>
#include "windows/CAdvmapInterface.h"
#include "battle/CBattleInterface.h"
#include "battle/CBattleInterfaceClasses.h"
#include "battle/BattleInterface.h"
#include "battle/BattleEffectsController.h"
#include "battle/BattleFieldController.h"
#include "battle/BattleInterfaceClasses.h"
#include "battle/BattleWindow.h"
#include "../CCallback.h"
#include "windows/CCastleInterface.h"
#include "gui/CCursorHandler.h"
@ -29,7 +32,6 @@
#include "windows/CTradeWindow.h"
#include "windows/CSpellWindow.h"
#include "../lib/CConfigHandler.h"
#include "battle/CCreatureAnimation.h"
#include "Graphics.h"
#include "windows/GUIClasses.h"
#include "../lib/CArtHandler.h"
@ -55,6 +57,7 @@
#include "../lib/CPlayerState.h"
#include "../lib/GameConstants.h"
#include "gui/CGuiHandler.h"
#include "gui/CAnimation.h"
#include "windows/InfoWindows.h"
#include "../lib/UnlockGuard.h"
#include "../lib/CPathfinder.h"
@ -90,7 +93,7 @@ boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
CPlayerInterface * LOCPLINT;
CBattleInterface * 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
@ -139,14 +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;
@ -264,8 +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);
@ -689,7 +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);
@ -704,7 +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;
@ -715,34 +720,14 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
{
case UnitChanges::EOperation::RESET_STATE:
{
const battle::Unit * unit = cb->battleGetUnitByID(info.id);
const CStack * stack = cb->battleGetStackByID(info.id );
if(!unit)
if(!stack)
{
logGlobal->error("Invalid unit ID %d", info.id);
continue;
}
auto iter = battleInt->creAnims.find(info.id);
if(iter == battleInt->creAnims.end())
{
logGlobal->error("Unit %d have no animation", info.id);
continue;
}
auto animation = iter->second;
if(unit->alive() && animation->isDead())
animation->setType(CCreatureAnim::HOLDING);
if (unit->isClone())
{
std::unique_ptr<ColorShifterDeepBlue> shifter(new ColorShifterDeepBlue());
animation->shiftColor(shifter.get());
}
//TODO: handle more cases
battleInt->stackReset(stack);
}
break;
case UnitChanges::EOperation::REMOVE:
@ -756,7 +741,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
logGlobal->error("Invalid unit ID %d", info.id);
continue;
}
battleInt->unitAdded(unit);
battleInt->stackAdded(unit);
}
break;
default:
@ -764,8 +749,6 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
break;
}
}
battleInt->displayCustomEffects(customEffects);
}
void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
@ -773,7 +756,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
bool needUpdate = false;
std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
for(auto & change : obstacles)
{
@ -781,19 +764,16 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
{
auto instance = cb->battleGetObstacleByID(change.id);
if(instance)
battleInt->obstaclePlaced(*instance);
newObstacles.push_back(instance);
else
logNetwork->error("Invalid obstacle instance %d", change.id);
}
else
{
needUpdate = true;
}
}
if(needUpdate)
//update accessible hexes
battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
if (!newObstacles.empty())
battleInt->obstaclePlaced(newObstacles);
battleInt->fieldController->redrawBackgroundWithHexes();
}
void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
@ -858,36 +838,36 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
autofightingAI.reset();
}
CBattleInterface *b = battleInt;
assert(battleInt);
if(!b)
if(!battleInt)
{
return BattleAction::makeDefend(stack); // probably battle is finished already
}
if(CBattleInterface::givenCommand.get())
if(BattleInterface::givenCommand.get())
{
logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
vstd::clear_pointer(CBattleInterface::givenCommand.data);
vstd::clear_pointer(BattleInterface::givenCommand.data);
}
{
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
boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
while(!CBattleInterface::givenCommand.data)
boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
while(!BattleInterface::givenCommand.data)
{
CBattleInterface::givenCommand.cond.wait(lock);
BattleInterface::givenCommand.cond.wait(lock);
if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
throw boost::thread_interrupted(); //will shut the thread peacefully
}
//tidy up
BattleAction ret = *(CBattleInterface::givenCommand.data);
vstd::clear_pointer(CBattleInterface::givenCommand.data);
BattleAction ret = *(BattleInterface::givenCommand.data);
vstd::clear_pointer(BattleInterface::givenCommand.data);
if(ret.actionType == EActionType::CANCEL)
{
@ -912,7 +892,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
if(!battleInt)
{
GH.pushIntT<CBattleResultWindow>(*br, *this);
GH.pushIntT<BattleResultWindow>(*br, *this);
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
// Otherwise NewTurn causes freeze.
waitWhileDialog();
@ -935,12 +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 )
{
@ -962,9 +942,9 @@ void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
//TODO why is this different (no return on LOPLINT != this) ?
RETURN_IF_QUICK_COMBAT;
battleInt->battleTriggerEffect(bte);
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;
@ -974,24 +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->displayEffect(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);
}
@ -1002,96 +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->console->addText(attacker->formatGeneralMessage(-45));
battleInt->displayEffect(18, attacker->getPosition());
CCS->soundh->playSound(soundBase::GOODLUCK);
}
if(ba->unlucky()) //unlucky hit
{
battleInt->console->addText(attacker->formatGeneralMessage(-44));
battleInt->displayEffect(48, attacker->getPosition());
CCS->soundh->playSound(soundBase::BADLUCK);
}
if(ba->deathBlow())
{
battleInt->console->addText(attacker->formatGeneralMessage(365));
for(auto & elem : ba->bsa)
if(!elem.isSecondary())
{
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
battleInt->displayEffect(73, attacked->getPosition());
assert(info.defender == nullptr);
info.defender = cb->battleGetStackByID(elem.stackAttacked);
}
CCS->soundh->playSound(soundBase::deathBlow);
}
battleInt->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)
@ -1573,7 +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);
@ -1625,7 +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));
@ -2008,7 +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;
@ -2112,7 +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
@ -2409,7 +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
@ -2448,7 +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;
@ -2505,7 +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);

View File

@ -40,9 +40,8 @@ class CButton;
class CToggleGroup;
class CAdvMapInt;
class CCastleInterface;
class CBattleInterface;
class BattleInterface;
class CComponent;
class CCreatureAnimation;
class CSelectableComponent;
class CSlider;
class CInGameConsole;
@ -85,7 +84,7 @@ public:
static const int SAVES_COUNT = 5;
CCastleInterface * castleInt; //nullptr if castle window isn't opened
static CBattleInterface * 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
@ -194,14 +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;
@ -221,7 +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

View File

@ -25,12 +25,15 @@
#include "../lib/CAndroidVMHelper.h"
#elif defined(VCMI_IOS)
#include "ios/utils.h"
#include "../server/CVCMIServer.h"
#include <dispatch/dispatch.h>
#else
#include "../lib/Interprocess.h"
#endif
#ifdef SINGLE_PROCESS_APP
#include "../server/CVCMIServer.h"
#endif
#include "../lib/CConfigHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CThreadHelper.h"
@ -129,7 +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>();
@ -142,7 +145,7 @@ void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::
else
myNames.push_back(settings["general"]["playerName"].String());
#if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
#if !defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
shm.reset();
if(!settings["session"]["disable-shm"].Bool())
@ -173,7 +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);
@ -715,7 +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)

View File

@ -30,8 +30,6 @@ template<typename T> class CApplier;
VCMI_LIB_NAMESPACE_END
struct SharedMemory;
class CClient;
class CBaseForLobbyApply;

View File

@ -42,7 +42,7 @@
#include "mainmenu/CMainMenu.h"
#include "mainmenu/CCampaignScreen.h"
#include "lobby/CBonusSelection.h"
#include "battle/CBattleInterface.h"
#include "battle/BattleInterface.h"
#include "../lib/CThreadHelper.h"
#include "../lib/registerTypes/RegisterTypes.h"
#include "gui/CGuiHandler.h"
@ -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<CBattleInterface>(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<CBattleInterface>(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

View File

@ -18,9 +18,9 @@ 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, CENTER, Colors::WHITE, titleText);
title = std::make_shared<CLabel>(pos.w/2, 10, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, titleText);
}
void CreatureCostBox::set(TResources res)
@ -39,7 +39,7 @@ void CreatureCostBox::createItems(TResources res)
while(iter.valid())
{
ImagePtr image = std::make_shared<CAnimImage>("RESOURCE", iter->resType);
LabelPtr text = std::make_shared<CLabel>(15, 43, FONT_SMALL, CENTER, Colors::WHITE, "0");
LabelPtr text = std::make_shared<CLabel>(15, 43, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, "0");
resources.insert(std::make_pair(iter->resType, std::make_pair(text, image)));
iter++;

View File

@ -29,7 +29,6 @@
#include "../lib/VCMI_Lib.h"
#include "../CCallback.h"
#include "../lib/CGeneralTextHandler.h"
#include "CBitmapHandler.h"
#include "../lib/CGameState.h"
#include "../lib/JsonNode.h"
#include "../lib/vcmi_endian.h"

View File

@ -30,7 +30,7 @@ struct SDL_Surface;
struct SDL_Color;
class CAnimation;
enum EFonts
enum EFonts : int
{
FONT_BIG, FONT_CALLI, FONT_CREDITS, FONT_HIGH_SCORE, FONT_MEDIUM, FONT_SMALL, FONT_TIMES, FONT_TINY, FONT_VERD
};

View File

@ -30,7 +30,7 @@
#include "windows/GUIClasses.h"
#include "../lib/CConfigHandler.h"
#include "gui/SDL_Extensions.h"
#include "battle/CBattleInterface.h"
#include "battle/BattleInterface.h"
#include "../lib/mapping/CCampaignHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CStack.h"
@ -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)

View File

@ -0,0 +1,791 @@
/*
* BattleActionsController.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 "BattleActionsController.h"
#include "BattleWindow.h"
#include "BattleStacksController.h"
#include "BattleInterface.h"
#include "BattleFieldController.h"
#include "BattleSiegeController.h"
#include "BattleInterfaceClasses.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CIntObject.h"
#include "../windows/CCreatureWindow.h"
#include "../../CCallback.h"
#include "../../lib/CStack.h"
#include "../../lib/battle/BattleAction.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/spells/Problem.h"
#include "../../lib/CGeneralTextHandler.h"
static std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
{
if (dmgRange.first != dmgRange.second)
return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
else
return (boost::format("%d") % dmgRange.first).str();
}
BattleActionsController::BattleActionsController(BattleInterface & owner):
owner(owner),
creatureCasting(false),
spellDestSelectMode(false),
spellToCast(nullptr),
currentSpell(nullptr)
{
currentAction = PossiblePlayerBattleAction::INVALID;
selectedAction = PossiblePlayerBattleAction::INVALID;
}
void BattleActionsController::endCastingSpell()
{
if(spellDestSelectMode)
{
spellToCast.reset();
currentSpell = nullptr;
spellDestSelectMode = false;
CCS->curh->set(Cursor::Combat::POINTER);
if(owner.stacksController->getActiveStack())
{
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack()); //restore actions after they were cleared
owner.myTurn = true;
}
}
else
{
if(owner.stacksController->getActiveStack())
{
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
GH.fakeMouseMove();
}
}
}
void BattleActionsController::enterCreatureCastingMode()
{
//silently check for possible errors
if (!owner.myTurn)
return;
if (owner.tacticsMode)
return;
//hero is casting a spell
if (spellDestSelectMode)
return;
if (!owner.stacksController->getActiveStack())
return;
if (!owner.stacksController->activeStackSpellcaster())
return;
//random spellcaster
if (owner.stacksController->activeStackSpellToCast() == SpellID::NONE)
return;
if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
{
const spells::Caster * caster = owner.stacksController->getActiveStack();
const CSpell * spell = owner.stacksController->activeStackSpellToCast().toSpell();
spells::Target target;
target.emplace_back();
spells::BattleCast cast(owner.curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
auto m = spell->battleMechanics(&cast);
spells::detail::ProblemImpl ignored;
const bool isCastingPossible = m->canBeCastAt(target, ignored);
if (isCastingPossible)
{
owner.myTurn = false;
owner.giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, owner.stacksController->activeStackSpellToCast());
owner.stacksController->setSelectedStack(nullptr);
CCS->curh->set(Cursor::Combat::POINTER);
}
}
else
{
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
{
return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
(x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
(x != PossiblePlayerBattleAction::OBSTACLE);
};
vstd::erase_if(possibleActions, actionFilterPredicate);
GH.fakeMouseMove();
}
}
std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack) const
{
BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
data.creatureSpellToCast = owner.stacksController->activeStackSpellToCast();
data.tacticsMode = owner.tacticsMode;
auto allActions = owner.curInt->cb->getClientActionsForStack(stack, data);
return std::vector<PossiblePlayerBattleAction>(allActions);
}
void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
{
if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
{
switch(item)
{
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
case PossiblePlayerBattleAction::ANY_LOCATION:
case PossiblePlayerBattleAction::NO_LOCATION:
case PossiblePlayerBattleAction::FREE_LOCATION:
case PossiblePlayerBattleAction::OBSTACLE:
if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
return 1;
else
return 100;//bottom priority
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
return 2; break;
case PossiblePlayerBattleAction::SHOOT:
return 4; break;
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
return 5; break;
case PossiblePlayerBattleAction::ATTACK:
return 6; break;
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
return 7; break;
case PossiblePlayerBattleAction::MOVE_STACK:
return 8; break;
case PossiblePlayerBattleAction::CATAPULT:
return 9; break;
case PossiblePlayerBattleAction::HEAL:
return 10; break;
default:
return 200; break;
}
};
auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
{
return assignPriority(lhs) > assignPriority(rhs);
};
std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
}
void BattleActionsController::castThisSpell(SpellID spellID)
{
spellToCast = std::make_shared<BattleAction>();
spellToCast->actionType = EActionType::HERO_SPELL;
spellToCast->actionSubtype = spellID; //spell number
spellToCast->stackNumber = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? -1 : -2;
spellToCast->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
spellDestSelectMode = true;
creatureCasting = false;
//choosing possible targets
const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
assert(castingHero); // code below assumes non-null hero
currentSpell = spellID.toSpell();
PossiblePlayerBattleAction spellSelMode = owner.curInt->cb->getCasterAction(currentSpell, castingHero, spells::Mode::HERO);
if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
{
spellToCast->aimToHex(BattleHex::INVALID);
owner.curInt->cb->battleMakeAction(spellToCast.get());
endCastingSpell();
}
else
{
possibleActions.clear();
possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
GH.fakeMouseMove();//update cursor
}
}
void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
{
if (!owner.myTurn) //we are not permit to do anything
return;
// This function handles mouse move over hexes and l-clicking on them.
// First we decide what happens if player clicks on this hex and set appropriately
// consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
//
// Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
std::string newConsoleMsg;
//used when hovering -> tooltip message and cursor to be set
bool setCursor = true; //if we want to suppress setting cursor
bool spellcastingCursor = false;
auto cursorFrame = Cursor::Combat::POINTER;
//used when l-clicking -> action to be called upon the click
std::function<void()> realizeAction;
//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
const CStack * shere = owner.curInt->cb->battleGetStackByPos(myNumber, true);
if(!shere)
shere = owner.curInt->cb->battleGetStackByPos(myNumber, false);
if(!owner.stacksController->getActiveStack())
return;
bool ourStack = false;
if (shere)
ourStack = shere->owner == owner.curInt->playerID;
localActions.clear();
illegalActions.clear();
reorderPossibleActionsPriority(owner.stacksController->getActiveStack(), shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
const bool forcedAction = possibleActions.size() == 1;
for (PossiblePlayerBattleAction action : possibleActions)
{
bool legalAction = false; //this action is legal and can be performed
bool notLegal = false; //this action is not legal and should display message
switch (action)
{
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
if (shere && ourStack)
legalAction = true;
break;
case PossiblePlayerBattleAction::MOVE_TACTICS:
case PossiblePlayerBattleAction::MOVE_STACK:
{
if (!(shere && shere->alive())) //we can walk on dead stacks
{
if(canStackMoveHere(owner.stacksController->getActiveStack(), myNumber))
legalAction = true;
}
break;
}
case PossiblePlayerBattleAction::ATTACK:
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
{
if(owner.curInt->cb->battleCanAttack(owner.stacksController->getActiveStack(), shere, myNumber))
{
if (owner.fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
{
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)
legalAction = true;
}
}
}
break;
case PossiblePlayerBattleAction::SHOOT:
if(owner.curInt->cb->battleCanShoot(owner.stacksController->getActiveStack(), myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::ANY_LOCATION:
if (myNumber > -1) //TODO: this should be checked for all actions
{
if(isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
legalAction = true;
}
break;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
if(shere && isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
{
if(shere && ourStack && shere != owner.stacksController->getActiveStack() && shere->alive()) //only positive spells for other allied creatures
{
int spellID = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
if(spellID > -1)
{
legalAction = true;
}
}
}
break;
case PossiblePlayerBattleAction::OBSTACLE:
if(isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::TELEPORT:
{
//todo: move to mechanics
ui8 skill = 0;
if (creatureCasting)
skill = owner.stacksController->getActiveStack()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
else
skill = owner.getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
//TODO: explicitely save power, skill
if (owner.curInt->cb->battleCanTeleportTo(owner.stacksController->getSelectedStack(), myNumber, skill))
legalAction = true;
else
notLegal = true;
}
break;
case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
if (shere && shere != owner.stacksController->getSelectedStack() && ourStack && shere->alive())
legalAction = true;
else
notLegal = true;
break;
case PossiblePlayerBattleAction::FREE_LOCATION:
legalAction = true;
if(!isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
{
legalAction = false;
notLegal = true;
}
break;
case PossiblePlayerBattleAction::CATAPULT:
if (owner.siegeController && owner.siegeController->isAttackableByCatapult(myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::HEAL:
if (shere && ourStack && shere->canBeHealed())
legalAction = true;
break;
}
if (legalAction)
localActions.push_back (action);
else if (notLegal || forcedAction)
illegalActions.push_back (action);
}
illegalAction = PossiblePlayerBattleAction::INVALID; //clear it in first place
if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
currentAction = selectedAction;
else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
currentAction = localActions.front();
else //no legal action possible
{
currentAction = PossiblePlayerBattleAction::INVALID; //don't allow to do anything
if (vstd::contains(illegalActions, selectedAction))
illegalAction = selectedAction;
else if (illegalActions.size())
illegalAction = illegalActions.front();
else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
{
currentAction = PossiblePlayerBattleAction::CREATURE_INFO;
}
else
illegalAction = PossiblePlayerBattleAction::INVALID; //we should never be here
}
bool isCastingPossible = false;
bool secondaryTarget = false;
if (currentAction > PossiblePlayerBattleAction::INVALID)
{
switch (currentAction) //display console message, realize selected action
{
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
realizeAction = [=](){ owner.stackActivated(shere); };
break;
case PossiblePlayerBattleAction::MOVE_TACTICS:
case PossiblePlayerBattleAction::MOVE_STACK:
if (owner.stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
{
cursorFrame = Cursor::Combat::FLY;
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % owner.stacksController->getActiveStack()->getName()).str(); //Fly %s here
}
else
{
cursorFrame = Cursor::Combat::MOVE;
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % owner.stacksController->getActiveStack()->getName()).str(); //Move %s here
}
realizeAction = [=]()
{
if(owner.stacksController->getActiveStack()->doubleWide())
{
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
BattleHex shiftedDest = myNumber.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
if(vstd::contains(acc, myNumber))
owner.giveCommand(EActionType::WALK, myNumber);
else if(vstd::contains(acc, shiftedDest))
owner.giveCommand(EActionType::WALK, shiftedDest);
}
else
{
owner.giveCommand(EActionType::WALK, myNumber);
}
};
break;
case PossiblePlayerBattleAction::ATTACK:
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
{
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;
realizeAction = [=]()
{
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(myNumber);
if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
{
auto command = new BattleAction(BattleAction::makeMeleeAttack(owner.stacksController->getActiveStack(), myNumber, attackFromHex, returnAfterAttack));
owner.sendCommand(command, owner.stacksController->getActiveStack());
}
};
TDmgRange damage = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), shere);
std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
}
break;
case PossiblePlayerBattleAction::SHOOT:
{
if (owner.curInt->cb->battleHasShootingPenalty(owner.stacksController->getActiveStack(), myNumber))
cursorFrame = Cursor::Combat::SHOOT_PENALTY;
else
cursorFrame = Cursor::Combat::SHOOT;
realizeAction = [=](){owner.giveCommand(EActionType::SHOOT, myNumber);};
TDmgRange damage = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), shere);
std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
//printing - Shoot %s (%d shots left, %s damage)
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % owner.stacksController->getActiveStack()->shots.available() % estDmgText).str();
}
break;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
currentSpell = CGI->spellh->objects[creatureCasting ? owner.stacksController->activeStackSpellToCast() : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
newConsoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % currentSpell->name % shere->getName()); //Cast %s on %s
switch (currentSpell->id)
{
case SpellID::SACRIFICE:
case SpellID::TELEPORT:
owner.stacksController->setSelectedStack(shere); //remember first target
secondaryTarget = true;
break;
}
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::ANY_LOCATION:
currentSpell = CGI->spellh->objects[creatureCasting ? owner.stacksController->activeStackSpellToCast() : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
newConsoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % currentSpell->name); //Cast %s
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
currentSpell = nullptr;
newConsoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
creatureCasting = true;
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::TELEPORT:
newConsoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
cursorFrame = Cursor::Combat::TELEPORT;
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::OBSTACLE:
newConsoleMsg = CGI->generaltexth->allTexts[550];
//TODO: remove obstacle cursor
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::SACRIFICE:
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
cursorFrame = Cursor::Combat::SACRIFICE;
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::FREE_LOCATION:
newConsoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % currentSpell->name); //Cast %s
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::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::CATAPULT:
cursorFrame = Cursor::Combat::SHOOT_CATAPULT;
realizeAction = [=](){ owner.giveCommand(EActionType::CATAPULT, myNumber); };
break;
case PossiblePlayerBattleAction::CREATURE_INFO:
{
cursorFrame = Cursor::Combat::QUERY;
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
break;
}
}
}
else //no possible valid action, display message
{
switch (illegalAction)
{
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
cursorFrame = Cursor::Combat::BLOCKED;
newConsoleMsg = CGI->generaltexth->allTexts[23];
break;
case PossiblePlayerBattleAction::TELEPORT:
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 = 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->set(Cursor::Combat::POINTER);
else
cursorFrame = Cursor::Combat::BLOCKED;
break;
}
}
if (isCastingPossible) //common part
{
switch (currentAction) //don't use that with teleport / sacrifice
{
case PossiblePlayerBattleAction::TELEPORT: //FIXME: more generic solution?
case PossiblePlayerBattleAction::SACRIFICE:
break;
default:
spellcastingCursor = true;
if (newConsoleMsg.empty() && currentSpell)
newConsoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % currentSpell->name); //Cast %s
break;
}
realizeAction = [=]()
{
if(secondaryTarget) //select that target now
{
possibleActions.clear();
switch (currentSpell->id.toEnum())
{
case SpellID::TELEPORT: //don't cast spell yet, only select target
spellToCast->aimToUnit(shere);
possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT);
break;
case SpellID::SACRIFICE:
spellToCast->aimToHex(myNumber);
possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE);
break;
}
}
else
{
if (creatureCasting)
{
if (currentSpell)
{
owner.giveCommand(EActionType::MONSTER_SPELL, myNumber, owner.stacksController->activeStackSpellToCast());
}
else //unknown random spell
{
owner.giveCommand(EActionType::MONSTER_SPELL, myNumber);
}
}
else
{
assert(currentSpell);
switch (currentSpell->id.toEnum())
{
case SpellID::SACRIFICE:
spellToCast->aimToUnit(shere);//victim
break;
default:
spellToCast->aimToHex(myNumber);
break;
}
owner.curInt->cb->battleMakeAction(spellToCast.get());
endCastingSpell();
}
owner.stacksController->setSelectedStack(nullptr);
}
};
}
{
if (eventType == CIntObject::MOVE)
{
if (setCursor)
{
if (spellcastingCursor)
CCS->curh->set(Cursor::Spellcast::SPELL);
else
CCS->curh->set(cursorFrame);
}
if (!currentConsoleMsg.empty())
GH.statusbar->clearIfMatching(currentConsoleMsg);
if (!newConsoleMsg.empty())
GH.statusbar->write(newConsoleMsg);
currentConsoleMsg = newConsoleMsg;
}
if (eventType == CIntObject::LCLICK && realizeAction)
{
//opening creature window shouldn't affect myTurn...
if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget)
{
owner.myTurn = false; //tends to crash with empty calls
}
realizeAction();
if (!secondaryTarget) //do not replace teleport or sacrifice cursor
CCS->curh->set(Cursor::Combat::POINTER);
GH.statusbar->clear();
}
}
}
bool BattleActionsController::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
{
creatureCasting = owner.stacksController->activeStackSpellcaster() && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
bool isCastingPossible = true;
int spellID = -1;
if (creatureCasting)
{
if (owner.stacksController->activeStackSpellToCast() != SpellID::NONE && (shere != sactive)) //can't cast on itself
spellID = owner.stacksController->activeStackSpellToCast(); //TODO: merge with SpellTocast?
}
else //hero casting
{
spellID = spellToCast->actionSubtype;
}
currentSpell = nullptr;
if (spellID >= 0)
currentSpell = CGI->spellh->objects[spellID];
if (currentSpell)
{
const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(owner.curInt->cb->battleGetMyHero());
if (caster == nullptr)
{
isCastingPossible = false;//just in case
}
else
{
const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
spells::Target target;
target.emplace_back(myNumber);
spells::BattleCast cast(owner.curInt->cb.get(), caster, mode, currentSpell);
auto m = currentSpell->battleMechanics(&cast);
spells::detail::ProblemImpl problem; //todo: display problem in status bar
isCastingPossible = m->canBeCastAt(target, problem);
}
}
else
isCastingPossible = false;
if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
isCastingPossible = false;
return isCastingPossible;
}
bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber) const
{
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(stackToMove);
BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
if (vstd::contains(acc, myNumber))
return true;
else if (stackToMove->doubleWide() && vstd::contains(acc, shiftedDest))
return true;
else
return false;
}
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
{
return spellDestSelectMode;
}
SpellID BattleActionsController::selectedSpell() const
{
if (!spellToCast)
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);
}

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/*
* BattleActionsController.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 "../../lib/battle/CBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
class BattleAction;
VCMI_LIB_NAMESPACE_END
class BattleInterface;
enum class MouseHoveredHexContext
{
UNOCCUPIED_HEX,
OCCUPIED_HEX
};
/// Class that controls actions that can be performed by player, e.g. moving stacks, attacking, etc
/// As well as all relevant feedback for these actions in user interface
class BattleActionsController
{
BattleInterface & owner;
/// all actions possible to call at the moment by player
std::vector<PossiblePlayerBattleAction> possibleActions;
/// actions possible to take on hovered hex
std::vector<PossiblePlayerBattleAction> localActions;
/// these actions display message in case of illegal target
std::vector<PossiblePlayerBattleAction> illegalActions;
/// action that will be performed on l-click
PossiblePlayerBattleAction currentAction;
/// last action chosen (and saved) by player
PossiblePlayerBattleAction selectedAction;
/// if there are not possible actions to choose from, this action should be show as "illegal" in UI
PossiblePlayerBattleAction illegalAction;
/// if true, stack currently aims to cats a spell
bool creatureCasting;
/// if true, player is choosing destination for his spell - only for GUI / console
bool spellDestSelectMode;
/// spell for which player is choosing destination
std::shared_ptr<BattleAction> spellToCast;
/// spell for which player is choosing destination, pointer for convenience
const CSpell *currentSpell;
/// cached message that was set by this class in status bar
std::string currentConsoleMsg;
bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
public:
BattleActionsController(BattleInterface & owner);
/// initialize list of potential actions for new active stack
void activateStack();
/// initialize potential actions for spells that can be cast by active stack
void enterCreatureCastingMode();
/// initialize potential actions for selected spell
void castThisSpell(SpellID spellID);
/// ends casting spell (eg. when spell has been cast or canceled)
void endCastingSpell();
/// update UI (e.g. status bar/cursor) according to new active hex
void handleHex(BattleHex myNumber, int eventType);
/// returns currently selected spell or SpellID::NONE on error
SpellID selectedSpell() const;
/// 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);
};

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/*
* BattleAnimations.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 "../../lib/battle/BattleHex.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;
struct StackAttackedInfo;
struct Point;
/// Base class of battle animations
class BattleAnimation
{
protected:
BattleInterface & owner;
bool initialized;
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
public:
ui32 ID; //unique identifier
bool isInitialized();
bool tryInitialize();
virtual void nextFrame() {} //call every new frame
virtual ~BattleAnimation();
BattleAnimation(BattleInterface & owner);
};
/// Sub-class which is responsible for managing the battle stack animation.
class BattleStackAnimation : public BattleAnimation
{
public:
std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by BattleInterface
const CStack * stack; //id of stack whose animation it is
BattleStackAnimation(BattleInterface & owner, const CStack * _stack);
void rotateStack(BattleHex hex);
};
class StackActionAnimation : public BattleStackAnimation
{
ECreatureAnimType nextGroup;
ECreatureAnimType currGroup;
std::string sound;
public:
void setNextGroup( ECreatureAnimType group );
void setGroup( ECreatureAnimType group );
void setSound( std::string sound );
ECreatureAnimType getGroup() const;
StackActionAnimation(BattleInterface & owner, const CStack * _stack);
~StackActionAnimation();
bool init() override;
};
/// Animation of a defending unit
class DefenceAnimation : public StackActionAnimation
{
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;
public:
ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const std::string & colorFilterName, const CSpell * spell);
};
/// Base class for all animations that play during stack movement
class StackMoveAnimation : public BattleStackAnimation
{
public:
BattleHex nextHex;
BattleHex prevHex;
protected:
StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex prevHex, BattleHex nextHex);
};
/// Move animation of a creature
class MovementAnimation : public StackMoveAnimation
{
private:
std::vector<BattleHex> destTiles; //full path, includes already passed hexes
ui32 curentMoveIndex; // index of nextHex in destTiles
double begX, begY; // starting position
double distanceX, distanceY; // full movement distance, may be negative if creture moves topleft
double timeToMove; // full length of movement animation
double progress; // range 0 -> 1, indicates move progrees. 0 = movement starts, 1 = move ends
public:
bool init() override;
void nextFrame() override;
MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
~MovementAnimation();
};
/// Move end animation of a creature
class MovementEndAnimation : public StackMoveAnimation
{
public:
bool init() override;
MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
~MovementEndAnimation();
};
/// Move start animation of a creature
class MovementStartAnimation : public StackMoveAnimation
{
public:
bool init() override;
MovementStartAnimation(BattleInterface & owner, const CStack * _stack);
};
/// Class responsible for animation of stack chaning direction (left <-> right)
class ReverseAnimation : public StackMoveAnimation
{
void setupSecondPart();
public:
bool init() override;
ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest);
};
/// 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();
void emitExplosion();
protected:
bool projectileEmitted;
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:
RangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
~RangedAttackAnimation();
bool init() override;
void nextFrame() override;
};
/// Shooting attack
class ShootingAnimation : public RangedAttackAnimation
{
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:
ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
};
/// Catapult attack
class CatapultAnimation : public ShootingAnimation
{
private:
bool explosionEmitted;
int catapultDamage;
public:
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 CastAnimation : public RangedAttackAnimation
{
const CSpell * spell;
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:
CastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
};
class DummyAnimation : public BattleAnimation
{
private:
int counter;
int howMany;
public:
bool init() override;
void nextFrame() override;
DummyAnimation(BattleInterface & owner, int howManyFrames);
};
/// Class that plays effect at one or more positions along with (single) sound effect
class EffectAnimation : public BattleAnimation
{
std::string soundName;
bool effectFinished;
int effectFlags;
std::shared_ptr<CAnimation> animation;
std::vector<Point> positions;
std::vector<BattleHex> battlehexes;
bool alignToBottom() const;
bool waitForSound() const;
bool forceOnTop() const;
bool screenFill() const;
void onEffectFinished();
void clearEffect();
void playEffect();
public:
enum EEffectFlags
{
ALIGN_TO_BOTTOM = 1,
FORCE_ON_TOP = 2,
SCREEN_FILL = 4,
};
/// Create animation with screen-wide effect
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
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)
EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex , int effects = 0);
EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects = 0);
~EffectAnimation();
bool init() override;
void nextFrame() override;
};
class HeroCastAnimation : public BattleAnimation
{
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;
bool init() override;
};

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/*
* 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
};

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/*
* BattleEffectsController.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 "BattleEffectsController.h"
#include "BattleAnimationClasses.h"
#include "BattleWindow.h"
#include "BattleInterface.h"
#include "BattleInterfaceClasses.h"
#include "BattleFieldController.h"
#include "BattleStacksController.h"
#include "BattleRenderer.h"
#include "../CMusicHandler.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CAnimation.h"
#include "../gui/Canvas.h"
#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"
#include "../../lib/CGeneralTextHandler.h"
BattleEffectsController::BattleEffectsController(BattleInterface & owner):
owner(owner)
{
loadColorMuxers();
}
void BattleEffectsController::displayEffect(EBattleEffect effect, const BattleHex & destTile)
{
displayEffect(effect, "", destTile);
}
void BattleEffectsController::displayEffect(EBattleEffect effect, std::string soundFile, const BattleHex & destTile)
{
size_t effectID = static_cast<size_t>(effect);
std::string customAnim = graphics->battleACToDef[effectID][0];
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)
{
logGlobal->error("Invalid stack ID %d", bte.stackID);
return;
}
//don't show animation when no HP is regenerated
switch(bte.effect)
{
case Bonus::HP_REGENERATION:
displayEffect(EBattleEffect::REGENERATION, "REGENER", stack->getPosition());
break;
case Bonus::MANA_DRAIN:
displayEffect(EBattleEffect::MANA_DRAIN, "MANADRAI", stack->getPosition());
break;
case Bonus::POISON:
displayEffect(EBattleEffect::POISON, "POISON", stack->getPosition());
break;
case Bonus::FEAR:
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, "GOODMRLE", stack->getPosition());
owner.appendBattleLog(hlp);
break;
}
default:
return;
}
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.appendBattleLog(stack->formatGeneralMessage(136));
break;
case EActionType::BAD_MORALE:
owner.appendBattleLog(stack->formatGeneralMessage(-34));
displayEffect(EBattleEffect::BAD_MORALE, "BADMRLE", stack->getPosition());
break;
}
//displaying special abilities
auto actionTarget = action->getTarget(owner.curInt->cb.get());
switch(action->actionType)
{
case EActionType::STACK_HEAL:
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.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, 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;
}

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/*
* BattleEffectsController.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 "../../lib/battle/BattleHex.h"
#include "../gui/Geometries.h"
#include "BattleConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class BattleAction;
struct BattleTriggerEffect;
VCMI_LIB_NAMESPACE_END
struct ColorMuxerEffect;
class CAnimation;
class Canvas;
class BattleInterface;
class BattleRenderer;
class EffectAnimation;
/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
struct BattleEffect
{
Point pos; //position on the screen
float currentFrame;
std::shared_ptr<CAnimation> animation;
int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
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
class BattleEffectsController
{
BattleInterface & owner;
/// 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);
//displays custom effect on the battlefield
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 EffectAnimation;
};

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/*
* BattleFieldController.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 "BattleFieldController.h"
#include "BattleInterface.h"
#include "BattleActionsController.h"
#include "BattleInterfaceClasses.h"
#include "BattleEffectsController.h"
#include "BattleSiegeController.h"
#include "BattleStacksController.h"
#include "BattleObstacleController.h"
#include "BattleProjectileController.h"
#include "BattleRenderer.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../widgets/AdventureMapClasses.h"
#include "../gui/CAnimation.h"
#include "../gui/Canvas.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CCursorHandler.h"
#include "../../CCallback.h"
#include "../../lib/BattleFieldHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CStack.h"
#include "../../lib/spells/ISpellMechanics.h"
BattleFieldController::BattleFieldController(BattleInterface & owner):
owner(owner)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
strongInterest = true;
//preparing cells and hexes
cellBorder = IImage::createFromFile("CCELLGRD.BMP");
cellShade = IImage::createFromFile("CCELLSHD.BMP");
if(!owner.siegeController)
{
auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
if(bfieldType == BattleField::NONE)
logGlobal->error("Invalid battlefield returned for current battle");
else
background = IImage::createFromFile(bfieldType.getInfo()->graphics);
}
else
{
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()));
for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
{
if ( i % GameConstants::BFIELD_WIDTH == 0)
continue;
if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
continue;
cellBorders->draw(cellBorder, hexPositionLocal(i).topLeft());
}
backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
{
auto hex = std::make_shared<ClickableHex>();
hex->myNumber = h;
hex->pos = hexPositionAbsolute(h);
hex->myInterface = &owner;
bfield.push_back(hex);
}
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)
{
Canvas clippedCanvas(canvas, pos);
showBackground(clippedCanvas);
BattleRenderer renderer(owner);
renderer.execute(clippedCanvas);
owner.projectilesController->showProjectiles(clippedCanvas);
}
void BattleFieldController::showBackground(Canvas & canvas)
{
if (owner.stacksController->getActiveStack() != nullptr ) //&& creAnims[stacksController->getActiveStack()->ID]->isIdle() //show everything with range
showBackgroundImageWithHexes(canvas);
else
showBackgroundImage(canvas);
showHighlightedHexes(canvas);
}
void BattleFieldController::showBackgroundImage(Canvas & canvas)
{
canvas.draw(background, Point(0, 0));
owner.obstacleController->showAbsoluteObstacles(canvas);
if ( owner.siegeController )
owner.siegeController->showAbsoluteObstacles(canvas);
if (settings["battle"]["cellBorders"].Bool())
canvas.draw(*cellBorders, Point(0, 0));
}
void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
{
canvas.draw(*backgroundWithHexes.get(), Point(0, 0));
}
void BattleFieldController::redrawBackgroundWithHexes()
{
const CStack *activeStack = owner.stacksController->getActiveStack();
std::vector<BattleHex> attackableHexes;
if (activeStack)
occupyableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
auto accessibility = owner.curInt->cb->getAccesibility();
for(int i = 0; i < accessibility.size(); i++)
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
//prepare background graphic with hexes and shaded hexes
backgroundWithHexes->draw(background, Point(0,0));
owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
if ( owner.siegeController )
owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
if (settings["battle"]["stackRange"].Bool())
{
std::vector<BattleHex> hexesToShade = occupyableHexes;
hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
for (BattleHex hex : hexesToShade)
{
backgroundWithHexes->draw(cellShade, hexPositionLocal(hex).topLeft());
}
}
if(settings["battle"]["cellBorders"].Bool())
backgroundWithHexes->draw(*cellBorders, Point(0, 0));
}
void BattleFieldController::showHighlightedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
{
Point hexPos = hexPositionLocal(hex).topLeft();
canvas.draw(cellShade, hexPos);
if(!darkBorder && settings["battle"]["cellBorders"].Bool())
canvas.draw(cellBorder, hexPos);
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
{
std::set<BattleHex> result;
if ( !owner.stacksController->getActiveStack())
return result;
if ( !settings["battle"]["stackRange"].Bool())
return result;
auto hoveredHex = getHoveredHex();
std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex, attackingHex);
for(BattleHex hex : set)
result.insert(hex);
// display the movement shadow of the stack at b (i.e. stack under mouse)
const CStack * const shere = owner.curInt->cb->battleGetStackByPos(hoveredHex, false);
if(shere && shere != owner.stacksController->getActiveStack() && shere->alive())
{
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
for(BattleHex hex : v)
result.insert(hex);
}
return result;
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
{
std::set<BattleHex> result;
auto hoveredHex = getHoveredHex();
if(!settings["battle"]["mouseShadow"].Bool())
return result;
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
{
// printing shaded hex(es)
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
auto shaded = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
for(BattleHex shadedHex : shaded)
{
if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
result.insert(shadedHex);
}
}
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> hoveredSpell = getHighlightedHexesSpellRange();
std::set<BattleHex> hoveredMove = getHighlightedHexesMovementTarget();
auto const & hoveredMouse = owner.actionsController->spellcastingModeActive() ? hoveredSpell : hoveredMove;
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
bool stack = hoveredStack.count(b);
bool mouse = hoveredMouse.count(b);
if ( stack && mouse )
{
// area where enemy stack can move AND affected by mouse cursor - create darker highlight by blitting twice
showHighlightedHex(canvas, b, true);
showHighlightedHex(canvas, b, true);
}
if ( !stack && mouse )
{
showHighlightedHex(canvas, b, true);
}
if ( stack && !mouse )
{
showHighlightedHex(canvas, b, false);
}
}
}
Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
{
int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
int y = 86 + 42 *hex.getY();
int w = cellShade->width();
int h = cellShade->height();
return Rect(x, y, w, h);
}
Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
{
return hexPositionLocal(hex) + pos.topLeft();
}
bool BattleFieldController::isPixelInHex(Point const & position)
{
return !cellShade->isTransparent(position);
}
BattleHex BattleFieldController::getHoveredHex()
{
for ( auto const & hex : bfield)
if (hex->hovered && hex->strictHovered)
return hex->myNumber;
return BattleHex::INVALID;
}
void BattleFieldController::setBattleCursor(BattleHex myNumber)
{
Point cursorPos = CCS->curh->position();
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,
};
auto direction = static_cast<size_t>(selectAttackDirection(myNumber, cursorPos));
assert(direction != -1);
if (direction != -1)
CCS->curh->set(sectorCursor[direction]);
}
BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber, const Point & cursorPos)
{
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)
{
// 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)
{
case BattleHex::TOP_LEFT:
case BattleHex::LEFT:
case BattleHex::BOTTOM_LEFT:
{
if ( attacker->side == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(direction);
else
return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
}
case BattleHex::TOP_RIGHT:
case BattleHex::RIGHT:
case BattleHex::BOTTOM_RIGHT:
{
if ( attacker->side == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
else
return attackTarget.cloneInDirection(direction);
}
case BattleHex::TOP:
{
if ( attacker->side == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
else
return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
}
case BattleHex::BOTTOM:
{
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);
}
}
}
bool BattleFieldController::isTileAttackable(const BattleHex & number) const
{
for (auto & elem : occupyableHexes)
{
if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
return true;
}
return false;
}
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);
}

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/*
* BattleFieldController.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 "../../lib/battle/BattleHex.h"
#include "../gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
VCMI_LIB_NAMESPACE_END
struct Rect;
struct Point;
class ClickableHex;
class BattleHero;
class Canvas;
class IImage;
class BattleInterface;
/// Handles battlefield grid as well as rendering of background layer of battle interface
class BattleFieldController : public CIntObject
{
BattleInterface & owner;
std::shared_ptr<IImage> background;
std::shared_ptr<IImage> cellBorder;
std::shared_ptr<IImage> cellShade;
/// Canvas that contains background, hex grid (if enabled), absolute obstacles and movement range of active stack
std::unique_ptr<Canvas> backgroundWithHexes;
/// Canvas that contains cell borders of all tiles in the battlefield
std::unique_ptr<Canvas> cellBorders;
/// hex from which the stack would perform attack with current cursor
BattleHex attackingHex;
/// hexes to which currently active stack can move
std::vector<BattleHex> occupyableHexes;
/// hexes that when in front of a unit cause it's amount box to move back
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes;
std::vector<std::shared_ptr<ClickableHex>> bfield;
void showHighlightedHex(Canvas & to, BattleHex hex, bool darkBorder);
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);
/// Returns position of hex relative to owner (BattleInterface)
Rect hexPositionLocal(BattleHex hex) const;
/// Returns position of hex relative to game window
Rect hexPositionAbsolute(BattleHex hex) const;
/// Checks whether selected pixel is transparent, uses local coordinates of a hex
bool isPixelInHex(Point const & position);
/// Returns ID of currently hovered hex or BattleHex::INVALID if none
BattleHex getHoveredHex();
/// returns true if selected tile can be attacked in melee by current stack
bool isTileAttackable(const BattleHex & number) const;
/// returns true if stack should render its stack count image in default position - outside own hex
bool stackCountOutsideHex(const BattleHex & number) const;
void setBattleCursor(BattleHex myNumber);
BattleHex fromWhichHexAttack(BattleHex myNumber);
};

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/*
* BattleInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleInterface.h"
#include "BattleAnimationClasses.h"
#include "BattleActionsController.h"
#include "BattleInterfaceClasses.h"
#include "CreatureAnimation.h"
#include "BattleProjectileController.h"
#include "BattleEffectsController.h"
#include "BattleObstacleController.h"
#include "BattleSiegeController.h"
#include "BattleFieldController.h"
#include "BattleWindow.h"
#include "BattleStacksController.h"
#include "BattleRenderer.h"
#include "../CGameInfo.h"
#include "../CMessage.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../gui/Canvas.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../windows/CAdvmapInterface.h"
#include "../../CCallback.h"
#include "../../lib/CStack.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/CondSh.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/NetPacks.h"
#include "../../lib/UnlockGuard.h"
CondSh<BattleAction *> BattleInterface::givenCommand(nullptr);
BattleInterface::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)
: attackingHeroInstance(hero1)
, defendingHeroInstance(hero2)
, attackerInt(att)
, defenderInt(defen)
, curInt(att)
, myTurn(false)
, moveSoundHander(-1)
{
for ( auto & event : animationEvents)
event.setn(false);
if(spectatorInt)
{
curInt = spectatorInt;
}
else if(!curInt)
{
//May happen when we are defending during network MP game -> attacker interface is just not present
curInt = defenderInt;
}
givenCommand.setn(nullptr);
//hot-seat -> check tactics for both players (defender may be local human)
if(attackerInt && attackerInt->cb->battleGetTacticDist())
tacticianInterface = attackerInt;
else if(defenderInt && defenderInt->cb->battleGetTacticDist())
tacticianInterface = defenderInt;
//if we found interface of player with tactics, then enter tactics mode
tacticsMode = static_cast<bool>(tacticianInterface);
//initializing armies
this->army1 = army1;
this->army2 = army2;
const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
if(town && town->hasFort())
siegeController.reset(new BattleSiegeController(*this, town));
windowObject = std::make_shared<BattleWindow>(*this);
projectilesController.reset(new BattleProjectileController(*this));
stacksController.reset( new BattleStacksController(*this));
actionsController.reset( new BattleActionsController(*this));
effectsController.reset(new BattleEffectsController(*this));
obstacleController.reset(new BattleObstacleController(*this));
CCS->musich->stopMusic();
setAnimationCondition(EAnimationEvents::OPENING, true);
battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
auto onIntroPlayed = [this]()
{
if(LOCPLINT->battleInt)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
onIntroSoundPlayed();
}
};
GH.pushInt(windowObject);
windowObject->blockUI(true);
windowObject->updateQueue();
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()
{
CPlayerInterface::battleInt = nullptr;
givenCommand.cond.notify_all(); //that two lines should make any stacksController->getActiveStack() waiting thread to finish
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);
}
// 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)
{
Settings cellBorders = settings.write["battle"]["cellBorders"];
cellBorders->Bool() = set;
fieldController->redrawBackgroundWithHexes();
GH.totalRedraw();
}
void BattleInterface::setPrintStackRange(bool set)
{
Settings stackRange = settings.write["battle"]["stackRange"];
stackRange->Bool() = set;
fieldController->redrawBackgroundWithHexes();
GH.totalRedraw();
}
void BattleInterface::setPrintMouseShadow(bool set)
{
Settings shadow = settings.write["battle"]["mouseShadow"];
shadow->Bool() = set;
}
void BattleInterface::stackReset(const CStack * stack)
{
stacksController->stackReset(stack);
}
void BattleInterface::stackAdded(const CStack * stack)
{
stacksController->stackAdded(stack, false);
}
void BattleInterface::stackRemoved(uint32_t stackID)
{
stacksController->stackRemoved(stackID);
fieldController->redrawBackgroundWithHexes();
windowObject->updateQueue();
}
void BattleInterface::stackActivated(const CStack *stack)
{
stacksController->stackActivated(stack);
}
void BattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport)
{
if (teleport)
stacksController->stackTeleported(stack, destHex, distance);
else
stacksController->stackMoved(stack, destHex, distance);
}
void BattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
{
stacksController->stacksAreAttacked(attackedInfos);
std::array<int, 2> killedBySide = {0, 0};
int targets = 0;
for(const StackAttackedInfo & attackedInfo : attackedInfos)
{
++targets;
ui8 side = attackedInfo.defender->side;
killedBySide.at(side) += attackedInfo.amountKilled;
}
for(ui8 side = 0; side < 2; side++)
{
if(killedBySide.at(side) > killedBySide.at(1-side))
setHeroAnimation(side, EHeroAnimType::DEFEAT);
else if(killedBySide.at(side) < killedBySide.at(1-side))
setHeroAnimation(side, EHeroAnimType::VICTORY);
}
}
void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
{
stacksController->stackAttacking(attackInfo);
}
void BattleInterface::newRoundFirst( int round )
{
waitForAnimationCondition(EAnimationEvents::OPENING, false);
}
void BattleInterface::newRound(int number)
{
console->addText(CGI->generaltexth->allTexts[412]);
}
void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
{
const CStack * actor = nullptr;
if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
{
actor = stacksController->getActiveStack();
}
auto side = curInt->cb->playerToSide(curInt->playerID);
if(!side)
{
logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
return;
}
auto ba = new BattleAction(); //is deleted in CPlayerInterface::stacksController->getActiveStack()()
ba->side = side.get();
ba->actionType = action;
ba->aimToHex(tile);
ba->actionSubtype = additional;
sendCommand(ba, actor);
}
void BattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
{
command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
if(!tacticsMode)
{
logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
myTurn = false;
stacksController->setActiveStack(nullptr);
givenCommand.setn(command);
}
else
{
curInt->cb->battleMakeTacticAction(command);
vstd::clear_pointer(command);
stacksController->setActiveStack(nullptr);
//next stack will be activated when action ends
}
}
const CGHeroInstance * BattleInterface::getActiveHero()
{
const CStack *attacker = stacksController->getActiveStack();
if(!attacker)
{
return nullptr;
}
if(attacker->side == BattleSide::ATTACKER)
{
return attackingHeroInstance;
}
return defendingHeroInstance;
}
void BattleInterface::stackIsCatapulting(const CatapultAttack & ca)
{
if (siegeController)
siegeController->stackIsCatapulting(ca);
}
void BattleInterface::gateStateChanged(const EGateState state)
{
if (siegeController)
siegeController->gateStateChanged(state);
}
void BattleInterface::battleFinished(const BattleResult& br)
{
assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
waitForAnimationCondition(EAnimationEvents::ACTION, false);
stacksController->setActiveStack(nullptr);
CCS->curh->set(Cursor::Map::POINTER);
curInt->waitWhileDialog();
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
{
windowObject->close();
return;
}
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)
return;
const std::string & castSoundPath = spell->getCastSound();
if (!castSoundPath.empty())
{
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 )
{
const CStack * casterStack = curInt->cb->battleGetStackByID(sc->casterStack);
if(casterStack != nullptr )
{
executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
{
stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
displaySpellCast(spell, casterStack->getPosition());
});
}
else
{
auto hero = sc->side ? defendingHero : attackingHero;
assert(hero);
executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
{
stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
});
}
}
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)
{
executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
displaySpellEffect(spell, stack->getPosition());
});
}
}
for(auto & elem : sc->reflectedCres)
{
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());
});
}
//mana absorption
if (sc->manaGained > 0)
{
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));
});
}
}
void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
{
if(stacksController->getActiveStack() != nullptr)
fieldController->redrawBackgroundWithHexes();
}
void BattleInterface::setHeroAnimation(ui8 side, EHeroAnimType phase)
{
if(side == BattleSide::ATTACKER)
{
if(attackingHero)
attackingHero->setPhase(phase);
}
else
{
if(defendingHero)
defendingHero->setPhase(phase);
}
}
void BattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
{
for(const auto & line : battleLog)
{
std::string formatted = line.toString();
boost::algorithm::trim(formatted);
appendBattleLog(formatted);
}
}
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 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 |= EffectAnimation::FORCE_ON_TOP;
if (animation.verticalPosition == VerticalPosition::BOTTOM)
flags |= EffectAnimation::ALIGN_TO_BOTTOM;
if (!destinationTile.isValid())
flags |= EffectAnimation::SCREEN_FILL;
if (!destinationTile.isValid())
stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, flags));
else
stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, destinationTile, flags));
}
}
}
void BattleInterface::displaySpellCast(const CSpell * spell, BattleHex destinationTile)
{
if(spell)
displaySpellAnimationQueue(spell, spell->animationInfo.cast, destinationTile, false);
}
void BattleInterface::displaySpellEffect(const CSpell * spell, BattleHex destinationTile)
{
if(spell)
displaySpellAnimationQueue(spell, spell->animationInfo.affect, destinationTile, false);
}
void BattleInterface::displaySpellHit(const CSpell * spell, BattleHex destinationTile)
{
if(spell)
displaySpellAnimationQueue(spell, spell->animationInfo.hit, destinationTile, true);
}
void BattleInterface::setAnimSpeed(int set)
{
Settings speed = settings.write["battle"]["animationSpeed"];
speed->Float() = float(set) / 100;
}
int BattleInterface::getAnimSpeed() const
{
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
}
CPlayerInterface *BattleInterface::getCurrentPlayerInterface() const
{
return curInt.get();
}
void BattleInterface::trySetActivePlayer( PlayerColor player )
{
if ( attackerInt && attackerInt->playerID == player )
curInt = attackerInt;
if ( defenderInt && defenderInt->playerID == player )
curInt = defenderInt;
}
void BattleInterface::activateStack()
{
stacksController->activateStack();
const CStack * s = stacksController->getActiveStack();
if(!s)
return;
myTurn = true;
windowObject->updateQueue();
windowObject->blockUI(false);
fieldController->redrawBackgroundWithHexes();
actionsController->activateStack();
GH.fakeMouseMove();
}
void BattleInterface::endAction(const BattleAction* action)
{
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
stacksController->endAction(action);
windowObject->updateQueue();
//stack ended movement in tactics phase -> select the next one
if (tacticsMode)
tacticNextStack(stack);
//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();
}
void BattleInterface::appendBattleLog(const std::string & newEntry)
{
console->addText(newEntry);
}
void BattleInterface::startAction(const BattleAction* action)
{
if(action->actionType == EActionType::END_TACTIC_PHASE)
{
windowObject->tacticPhaseEnded();
return;
}
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
if (stack)
{
windowObject->updateQueue();
}
else
{
assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
}
stacksController->startAction(action);
if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
return;
if (!stack)
{
logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
return;
}
effectsController->startAction(action);
}
void BattleInterface::tacticPhaseEnd()
{
stacksController->setActiveStack(nullptr);
tacticsMode = false;
}
static bool immobile(const CStack *s)
{
return !s->Speed(0, true); //should bound stacks be immobile?
}
void BattleInterface::tacticNextStack(const CStack * current)
{
if (!current)
current = stacksController->getActiveStack();
//no switching stacks when the current one is moving
assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
waitForAnimationCondition(EAnimationEvents::ACTION, false);
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
vstd::erase_if (stacksOfMine, &immobile);
if (stacksOfMine.empty())
{
tacticPhaseEnd();
return;
}
auto it = vstd::find(stacksOfMine, current);
if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
stackActivated(*it);
else
stackActivated(stacksOfMine.front());
}
void BattleInterface::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi)
{
obstacleController->obstaclePlaced(oi);
}
const CGHeroInstance *BattleInterface::currentHero() const
{
if (attackingHeroInstance && attackingHeroInstance->tempOwner == curInt->playerID)
return attackingHeroInstance;
if (defendingHeroInstance && defendingHeroInstance->tempOwner == curInt->playerID)
return defendingHeroInstance;
return nullptr;
}
InfoAboutHero BattleInterface::enemyHero() const
{
InfoAboutHero ret;
if (attackingHeroInstance->tempOwner == curInt->playerID)
curInt->cb->getHeroInfo(defendingHeroInstance, ret);
else
curInt->cb->getHeroInfo(attackingHeroInstance, ret);
return ret;
}
void BattleInterface::requestAutofightingAIToTakeAction()
{
assert(curInt->isAutoFightOn);
boost::thread aiThread([&]()
{
auto ba = std::make_unique<BattleAction>(curInt->autofightingAI->activeStack(stacksController->getActiveStack()));
if(curInt->cb->battleIsFinished())
{
return; // battle finished with spellcast
}
if (curInt->isAutoFightOn)
{
if (tacticsMode)
{
// Always end tactics mode. Player interface is blocked currently, so it's not possible that
// the AI can take any action except end tactics phase (AI actions won't be triggered)
//TODO implement the possibility that the AI will be triggered for further actions
//TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
stacksController->setActiveStack(nullptr);
tacticsMode = false;
}
else
{
givenCommand.setn(ba.release());
}
}
else
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
activateStack();
}
});
aiThread.detach();
}
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});
}

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@ -0,0 +1,226 @@
/*
* BattleInterface.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 "BattleConstants.h"
#include "../gui/CIntObject.h"
#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
#include "../../lib/CondSh.h"
VCMI_LIB_NAMESPACE_BEGIN
class CCreatureSet;
class CGHeroInstance;
class CStack;
struct BattleResult;
struct BattleSpellCast;
struct CObstacleInstance;
struct SetStackEffect;
class BattleAction;
class CGTownInstance;
struct CatapultAttack;
struct BattleTriggerEffect;
struct BattleHex;
struct InfoAboutHero;
VCMI_LIB_NAMESPACE_END
class BattleHero;
class Canvas;
class BattleResultWindow;
class StackQueue;
class CPlayerInterface;
class ClickableHex;
class CAnimation;
struct BattleEffect;
class IImage;
class StackQueue;
class BattleProjectileController;
class BattleSiegeController;
class BattleObstacleController;
class BattleFieldController;
class BattleRenderer;
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;
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;
};
struct StackAttackInfo
{
const CStack *attacker;
const CStack *defender;
std::vector< const CStack *> secondaryDefender;
SpellID spellEffect;
BattleHex tile;
bool indirectAttack;
bool lucky;
bool unlucky;
bool deathBlow;
bool lifeDrain;
};
/// 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;
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
void requestAutofightingAIToTakeAction();
void giveCommand(EActionType action, BattleHex tile = BattleHex(), si32 additional = -1);
void sendCommand(BattleAction *& command, const CStack * actor = nullptr);
const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
void showInterface(SDL_Surface * to);
void setHeroAnimation(ui8 side, EHeroAnimType phase);
void executeSpellCast(); //called when a hero casts a spell
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
void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
void setAnimSpeed(int set); //speed of animation; range 1..100
int getAnimSpeed() const; //speed of animation; range 1..100
CPlayerInterface *getCurrentPlayerInterface() const;
void tacticNextStack(const CStack *current);
void tacticPhaseEnd();
/// sets condition to targeted state and executes any awaiting actions
void setAnimationCondition( EAnimationEvents event, bool state);
/// returns current state of condition
bool getAnimationCondition( EAnimationEvents event);
/// 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);
void stackReset(const CStack * stack);
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, 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 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 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 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 * 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 obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
void gateStateChanged(const EGateState state);
const CGHeroInstance *currentHero() const;
InfoAboutHero enemyHero() const;
};

View File

@ -1,5 +1,5 @@
/*
* CBattleInterfaceClasses.cpp, part of VCMI engine
* BattleInterfaceClasses.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -8,11 +8,16 @@
*
*/
#include "StdInc.h"
#include "CBattleInterfaceClasses.h"
#include "BattleInterfaceClasses.h"
#include "CBattleInterface.h"
#include "BattleInterface.h"
#include "BattleActionsController.h"
#include "BattleRenderer.h"
#include "BattleSiegeController.h"
#include "BattleFieldController.h"
#include "BattleStacksController.h"
#include "BattleWindow.h"
#include "../CBitmapHandler.h"
#include "../CGameInfo.h"
#include "../CMessage.h"
#include "../CMusicHandler.h"
@ -20,10 +25,12 @@
#include "../CVideoHandler.h"
#include "../Graphics.h"
#include "../gui/CAnimation.h"
#include "../gui/Canvas.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/SDL_Extensions.h"
#include "../widgets/AdventureMapClasses.h"
#include "../widgets/Buttons.h"
#include "../widgets/Images.h"
#include "../widgets/TextControls.h"
#include "../windows/CCreatureWindow.h"
#include "../windows/CSpellWindow.h"
@ -35,249 +42,340 @@
#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"
#include "../../lib/mapObjects/CGTownInstance.h"
void CBattleConsole::showAll(SDL_Surface * to)
void BattleConsole::showAll(SDL_Surface * to)
{
Point textPos(pos.x + pos.w/2, pos.y + 17);
CIntObject::showAll(to);
if(ingcAlter.size())
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]->renderTextLinesCenter(to, CMessage::breakText(ingcAlter, pos.w, FONT_SMALL), Colors::WHITE, textPos);
if (text.empty())
continue;
auto result = CMessage::breakText(text, pos.w, FONT_SMALL);
if(result.size() > 2)
result.resize(2);
return result;
}
else if(alterTxt.size())
// 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(alterTxt, pos.w, FONT_SMALL), Colors::WHITE, textPos);
}
else if(texts.size())
{
if(texts.size()==1)
if (graphics->fonts[FONT_SMALL]->getStringWidth(text) < pos.w)
{
graphics->fonts[FONT_SMALL]->renderTextLinesCenter(to, CMessage::breakText(texts[0], pos.w, FONT_SMALL), Colors::WHITE, textPos);
output.push_back(line);
}
else
{
graphics->fonts[FONT_SMALL]->renderTextLinesCenter(to, CMessage::breakText(texts[lastShown - 1], pos.w, FONT_SMALL), Colors::WHITE, textPos);
textPos.y += 16;
graphics->fonts[FONT_SMALL]->renderTextLinesCenter(to, CMessage::breakText(texts[lastShown], 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 CBattleConsole::addText(const std::string & text)
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)
{
texts.push_back( text.substr(firstInToken, i-firstInToken) );
firstInToken = (int)i+1;
}
}
texts.push_back( text.substr(firstInToken, text.size()) );
lastShown = (int)texts.size()-1;
auto newLines = splitText(text);
logEntries.insert(logEntries.end(), newLines.begin(), newLines.end());
scrollPosition = (int)logEntries.size()-1;
redraw();
return true;
}
void CBattleConsole::alterText(const std::string &text)
void BattleConsole::scrollUp(ui32 by)
{
//char buf[500];
//sprintf(buf, text.c_str());
//alterTxt = buf;
alterTxt = text;
if(scrollPosition > static_cast<int>(by))
scrollPosition -= by;
redraw();
}
void CBattleConsole::eraseText(ui32 pos)
void BattleConsole::scrollDown(ui32 by)
{
if(pos < texts.size())
if(scrollPosition + by < logEntries.size())
scrollPosition += by;
redraw();
}
BattleConsole::BattleConsole(std::shared_ptr<CPicture> backgroundSource, const Point & objectPos, const Point & imagePos, const Point &size)
: scrollPosition(-1)
, enteringText(false)
{
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()
{
if (enteringText)
LOCPLINT->cingconsole->endEnteringText(false);
CIntObject::deactivate();
}
void BattleConsole::setEnteringMode(bool on)
{
consoleText.clear();
if (on)
{
texts.erase(texts.begin() + pos);
if(lastShown == texts.size())
--lastShown;
}
}
void CBattleConsole::changeTextAt(const std::string & text, ui32 pos)
{
if(pos >= texts.size()) //no such pos
return;
texts[pos] = text;
}
void CBattleConsole::scrollUp(ui32 by)
{
if(lastShown > static_cast<int>(by))
lastShown -= by;
}
void CBattleConsole::scrollDown(ui32 by)
{
if(lastShown + by < texts.size())
lastShown += by;
}
CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0)
{}
void CBattleHero::show(SDL_Surface * to)
{
auto flagFrame = flagAnimation->getImage(flagAnim, 0, true);
if(!flagFrame)
return;
//animation of flag
SDL_Rect temp_rect;
if(flip)
{
temp_rect = genRect(
flagFrame->height(),
flagFrame->width(),
pos.x + 61,
pos.y + 39);
assert(enteringText == false);
CSDL_Ext::startTextInput(&pos);
}
else
{
temp_rect = genRect(
flagFrame->height(),
flagFrame->width(),
pos.x + 72,
pos.y + 39);
assert(enteringText == true);
CSDL_Ext::stopTextInput();
}
enteringText = on;
redraw();
}
flagFrame->draw(screen, &temp_rect, nullptr); //FIXME: why screen?
void BattleConsole::setEnteredText(const std::string & text)
{
assert(enteringText == true);
consoleText = text;
redraw();
}
//animation of hero
SDL_Rect rect = pos;
void BattleConsole::write(const std::string & Text)
{
hoverText = Text;
redraw();
}
auto heroFrame = animation->getImage(currentFrame, phase, true);
if(!heroFrame)
return;
void BattleConsole::clearIfMatching(const std::string & Text)
{
if (hoverText == Text)
clear();
}
heroFrame->draw(to, &rect, nullptr);
void BattleConsole::clear()
{
write({});
}
if(++animCount >= 4)
const CGHeroInstance * BattleHero::instance()
{
return hero;
}
void BattleHero::render(Canvas & canvas)
{
size_t groupIndex = static_cast<size_t>(phase);
auto flagFrame = flagAnimation->getImage(flagCurrentFrame, 0, true);
auto heroFrame = animation->getImage(currentFrame, groupIndex, true);
Point heroPosition = pos.center() - parent->pos.topLeft() - heroFrame->dimensions() / 2;
Point flagPosition = pos.center() - parent->pos.topLeft() - flagFrame->dimensions() / 2;
if(defender)
flagPosition += Point(-4, -41);
else
flagPosition += Point(4, -41);
canvas.draw(flagFrame, flagPosition);
canvas.draw(heroFrame, heroPosition);
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 CBattleHero::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 CBattleHero::hover(bool on)
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 CBattleHero::clickLeft(tribool down, bool previousState)
void BattleHero::clickLeft(tribool down, bool previousState)
{
if(myOwner->spellDestSelectMode) //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
{
for(int it=0; it<GameConstants::BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
{
if(myOwner->bfield[it]->hovered && myOwner->bfield[it]->strictHovered)
return;
}
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
BattleHex hoveredHex = owner.fieldController->getHoveredHex();
//do nothing when any hex is hovered - hero's animation overlaps battlefield
if ( hoveredHex != BattleHex::INVALID )
return;
GH.pushIntT<CSpellWindow>(myHero, myOwner->getCurrentPlayerInterface());
CCS->curh->set(Cursor::Map::POINTER);
GH.pushIntT<CSpellWindow>(hero, owner.getCurrentPlayerInterface());
}
}
void CBattleHero::clickRight(tribool down, bool previousState)
void BattleHero::clickRight(tribool down, bool previousState)
{
if(boost::logic::indeterminate(down))
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<CHeroInfoWindow>(targetHero, &windowPosition);
GH.pushIntT<HeroInfoWindow>(targetHero, &windowPosition);
}
}
void CBattleHero::switchToNextPhase()
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();
}
CBattleHero::CBattleHero(const std::string & animationPath, bool flipG, PlayerColor player, const CGHeroInstance * hero, const CBattleInterface * 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();
}
CBattleHero::~CBattleHero() = default;
CHeroInfoWindow::CHeroInfoWindow(const InfoAboutHero & hero, Point * position)
HeroInfoWindow::HeroInfoWindow(const InfoAboutHero & hero, Point * position)
: CWindowObject(RCLICK_POPUP | SHADOW_DISABLED, "CHRPOP")
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@ -297,49 +395,46 @@ CHeroInfoWindow::CHeroInfoWindow(const InfoAboutHero & hero, Point * position)
icons.push_back(std::make_shared<CAnimImage>("PortraitsLarge", hero.portrait, 0, 10, 6));
//primary stats
labels.push_back(std::make_shared<CLabel>(9, 75, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[380] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 87, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[381] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 99, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[382] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 111, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[383] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 75, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[380] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 87, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[381] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 99, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[382] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 111, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[383] + ":"));
labels.push_back(std::make_shared<CLabel>(69, 87, EFonts::FONT_TINY, EAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(attack)));
labels.push_back(std::make_shared<CLabel>(69, 99, EFonts::FONT_TINY, EAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(defense)));
labels.push_back(std::make_shared<CLabel>(69, 111, EFonts::FONT_TINY, EAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(power)));
labels.push_back(std::make_shared<CLabel>(69, 123, EFonts::FONT_TINY, EAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(knowledge)));
labels.push_back(std::make_shared<CLabel>(69, 87, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(attack)));
labels.push_back(std::make_shared<CLabel>(69, 99, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(defense)));
labels.push_back(std::make_shared<CLabel>(69, 111, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(power)));
labels.push_back(std::make_shared<CLabel>(69, 123, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(knowledge)));
//morale+luck
labels.push_back(std::make_shared<CLabel>(9, 131, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[384] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 143, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[385] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 131, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[384] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 143, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[385] + ":"));
icons.push_back(std::make_shared<CAnimImage>("IMRL22", morale + 3, 0, 47, 131));
icons.push_back(std::make_shared<CAnimImage>("ILCK22", luck + 3, 0, 47, 143));
//spell points
labels.push_back(std::make_shared<CLabel>(39, 174, EFonts::FONT_TINY, EAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[387]));
labels.push_back(std::make_shared<CLabel>(39, 186, EFonts::FONT_TINY, EAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints)));
labels.push_back(std::make_shared<CLabel>(39, 174, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[387]));
labels.push_back(std::make_shared<CLabel>(39, 186, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints)));
}
CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner)
BattleOptionsWindow::BattleOptionsWindow(BattleInterface & owner):
CWindowObject(PLAYER_COLORED, "comopbck.bmp")
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
pos = position;
background = std::make_shared<CPicture>("comopbck.bmp");
background->colorize(owner->getCurrentPlayerInterface()->playerID);
auto viewGrid = std::make_shared<CToggleButton>(Point(25, 56), "sysopchk.def", CGI->generaltexth->zelp[427], [=](bool on){owner->setPrintCellBorders(on);} );
auto viewGrid = std::make_shared<CToggleButton>(Point(25, 56), "sysopchk.def", CGI->generaltexth->zelp[427], [&](bool on){owner.setPrintCellBorders(on);} );
viewGrid->setSelected(settings["battle"]["cellBorders"].Bool());
toggles.push_back(viewGrid);
auto movementShadow = std::make_shared<CToggleButton>(Point(25, 89), "sysopchk.def", CGI->generaltexth->zelp[428], [=](bool on){owner->setPrintStackRange(on);});
auto movementShadow = std::make_shared<CToggleButton>(Point(25, 89), "sysopchk.def", CGI->generaltexth->zelp[428], [&](bool on){owner.setPrintStackRange(on);});
movementShadow->setSelected(settings["battle"]["stackRange"].Bool());
toggles.push_back(movementShadow);
auto mouseShadow = std::make_shared<CToggleButton>(Point(25, 122), "sysopchk.def", CGI->generaltexth->zelp[429], [=](bool on){owner->setPrintMouseShadow(on);});
auto mouseShadow = std::make_shared<CToggleButton>(Point(25, 122), "sysopchk.def", CGI->generaltexth->zelp[429], [&](bool on){owner.setPrintMouseShadow(on);});
mouseShadow->setSelected(settings["battle"]["mouseShadow"].Bool());
toggles.push_back(mouseShadow);
animSpeeds = std::make_shared<CToggleGroup>([=](int value){ owner->setAnimSpeed(value);});
animSpeeds = std::make_shared<CToggleGroup>([&](int value){ owner.setAnimSpeed(value);});
std::shared_ptr<CToggleButton> toggle;
toggle = std::make_shared<CToggleButton>(Point( 28, 225), "sysopb9.def", CGI->generaltexth->zelp[422]);
@ -351,7 +446,7 @@ CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInt
toggle = std::make_shared<CToggleButton>(Point(156, 225), "sysob11.def", CGI->generaltexth->zelp[424]);
animSpeeds->addToggle(100, toggle);
animSpeeds->setSelected(owner->getAnimSpeed());
animSpeeds->setSelected(owner.getAnimSpeed());
setToDefault = std::make_shared<CButton>(Point(246, 359), "codefaul.def", CGI->generaltexth->zelp[393], [&](){ bDefaultf(); });
setToDefault->setImageOrder(1, 0, 2, 3);
@ -359,42 +454,42 @@ CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInt
exit->setImageOrder(1, 0, 2, 3);
//creating labels
labels.push_back(std::make_shared<CLabel>(242, 32, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[392]));//window title
labels.push_back(std::make_shared<CLabel>(122, 214, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[393]));//animation speed
labels.push_back(std::make_shared<CLabel>(122, 293, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[394]));//music volume
labels.push_back(std::make_shared<CLabel>(122, 359, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[395]));//effects' volume
labels.push_back(std::make_shared<CLabel>(353, 66, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[396]));//auto - combat options
labels.push_back(std::make_shared<CLabel>(353, 265, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[397]));//creature info
labels.push_back(std::make_shared<CLabel>(242, 32, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[392]));//window title
labels.push_back(std::make_shared<CLabel>(122, 214, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[393]));//animation speed
labels.push_back(std::make_shared<CLabel>(122, 293, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[394]));//music volume
labels.push_back(std::make_shared<CLabel>(122, 359, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[395]));//effects' volume
labels.push_back(std::make_shared<CLabel>(353, 66, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[396]));//auto - combat options
labels.push_back(std::make_shared<CLabel>(353, 265, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[397]));//creature info
//auto - combat options
labels.push_back(std::make_shared<CLabel>(283, 86, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[398]));//creatures
labels.push_back(std::make_shared<CLabel>(283, 116, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[399]));//spells
labels.push_back(std::make_shared<CLabel>(283, 146, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[400]));//catapult
labels.push_back(std::make_shared<CLabel>(283, 176, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[151]));//ballista
labels.push_back(std::make_shared<CLabel>(283, 206, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[401]));//first aid tent
labels.push_back(std::make_shared<CLabel>(283, 86, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[398]));//creatures
labels.push_back(std::make_shared<CLabel>(283, 116, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[399]));//spells
labels.push_back(std::make_shared<CLabel>(283, 146, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[400]));//catapult
labels.push_back(std::make_shared<CLabel>(283, 176, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[151]));//ballista
labels.push_back(std::make_shared<CLabel>(283, 206, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[401]));//first aid tent
//creature info
labels.push_back(std::make_shared<CLabel>(283, 285, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[402]));//all stats
labels.push_back(std::make_shared<CLabel>(283, 315, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[403]));//spells only
labels.push_back(std::make_shared<CLabel>(283, 285, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[402]));//all stats
labels.push_back(std::make_shared<CLabel>(283, 315, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[403]));//spells only
//general options
labels.push_back(std::make_shared<CLabel>(61, 57, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[404]));
labels.push_back(std::make_shared<CLabel>(61, 90, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[405]));
labels.push_back(std::make_shared<CLabel>(61, 123, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[406]));
labels.push_back(std::make_shared<CLabel>(61, 156, FONT_MEDIUM, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[407]));
labels.push_back(std::make_shared<CLabel>(61, 57, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[404]));
labels.push_back(std::make_shared<CLabel>(61, 90, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[405]));
labels.push_back(std::make_shared<CLabel>(61, 123, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[406]));
labels.push_back(std::make_shared<CLabel>(61, 156, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[407]));
}
void CBattleOptionsWindow::bDefaultf()
void BattleOptionsWindow::bDefaultf()
{
//TODO: implement
}
void CBattleOptionsWindow::bExitf()
void BattleOptionsWindow::bExitf()
{
close();
}
CBattleResultWindow::CBattleResultWindow(const BattleResult & br, CPlayerInterface & _owner)
BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner)
: owner(_owner)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@ -408,25 +503,25 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult & br, CPlayerInterfa
if(br.winner == 0) //attacker won
{
labels.push_back(std::make_shared<CLabel>(59, 124, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410]));
labels.push_back(std::make_shared<CLabel>(59, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410]));
}
else
{
labels.push_back(std::make_shared<CLabel>(59, 124, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[411]));
labels.push_back(std::make_shared<CLabel>(59, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[411]));
}
if(br.winner == 1)
{
labels.push_back(std::make_shared<CLabel>(412, 124, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410]));
labels.push_back(std::make_shared<CLabel>(412, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410]));
}
else
{
labels.push_back(std::make_shared<CLabel>(408, 124, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[411]));
labels.push_back(std::make_shared<CLabel>(408, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[411]));
}
labels.push_back(std::make_shared<CLabel>(232, 302, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[407]));
labels.push_back(std::make_shared<CLabel>(232, 332, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[408]));
labels.push_back(std::make_shared<CLabel>(232, 428, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[409]));
labels.push_back(std::make_shared<CLabel>(232, 302, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[407]));
labels.push_back(std::make_shared<CLabel>(232, 332, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[408]));
labels.push_back(std::make_shared<CLabel>(232, 428, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[409]));
std::string sideNames[2] = {"N/A", "N/A"};
@ -462,15 +557,15 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult & br, CPlayerInterfa
}
//printing attacker and defender's names
labels.push_back(std::make_shared<CLabel>(89, 37, FONT_SMALL, TOPLEFT, Colors::WHITE, sideNames[0]));
labels.push_back(std::make_shared<CLabel>(381, 53, FONT_SMALL, BOTTOMRIGHT, Colors::WHITE, sideNames[1]));
labels.push_back(std::make_shared<CLabel>(89, 37, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, sideNames[0]));
labels.push_back(std::make_shared<CLabel>(381, 53, FONT_SMALL, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, sideNames[1]));
//printing casualties
for(int step = 0; step < 2; ++step)
{
if(br.casualties[step].size()==0)
{
labels.push_back(std::make_shared<CLabel>(235, 360 + 97 * step, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[523]));
labels.push_back(std::make_shared<CLabel>(235, 360 + 97 * step, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[523]));
}
else
{
@ -485,7 +580,7 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult & br, CPlayerInterfa
icons.push_back(std::make_shared<CAnimImage>("CPRSMALL", creature->getIconIndex(), 0, xPos, yPos));
std::ostringstream amount;
amount<<elem.second;
labels.push_back(std::make_shared<CLabel>(xPos + 16, yPos + 42, FONT_SMALL, CENTER, Colors::WHITE, amount.str()));
labels.push_back(std::make_shared<CLabel>(xPos + 16, yPos + 42, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, amount.str()));
xPos += 42;
}
}
@ -522,7 +617,7 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult & br, CPlayerInterfa
boost::algorithm::replace_first(str, "%d", boost::lexical_cast<std::string>(br.exp[weAreAttacker ? 0 : 1]));
}
description = std::make_shared<CTextBox>(str, Rect(69, 203, 330, 68), 0, FONT_SMALL, CENTER, Colors::WHITE);
description = std::make_shared<CTextBox>(str, Rect(69, 203, 330, 68), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
}
else // we lose
{
@ -550,31 +645,29 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult & br, CPlayerInterfa
CCS->musich->playMusic(musicName, false, true);
CCS->videoh->open(videoName);
labels.push_back(std::make_shared<CLabel>(235, 235, FONT_SMALL, CENTER, Colors::WHITE, CGI->generaltexth->allTexts[text]));
labels.push_back(std::make_shared<CLabel>(235, 235, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[text]));
}
}
CBattleResultWindow::~CBattleResultWindow() = default;
void CBattleResultWindow::activate()
void BattleResultWindow::activate()
{
owner.showingDialog->set(true);
CIntObject::activate();
}
void CBattleResultWindow::show(SDL_Surface * to)
void BattleResultWindow::show(SDL_Surface * to)
{
CIntObject::show(to);
CCS->videoh->update(pos.x + 107, pos.y + 70, screen, true, false);
}
void CBattleResultWindow::bExitf()
void BattleResultWindow::bExitf()
{
CPlayerInterface &intTmp = owner; //copy reference because "this" will be destructed soon
close();
if(dynamic_cast<CBattleInterface*>(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,
@ -583,121 +676,56 @@ void CBattleResultWindow::bExitf()
CCS->videoh->close();
}
Point CClickableHex::getXYUnitAnim(BattleHex hexNum, const CStack * stack, CBattleInterface * cbi)
{
assert(cbi);
Point ret(-500, -500); //returned value
if(stack && stack->initialPosition < 0) //creatures in turrets
{
switch(stack->initialPosition)
{
case -2: //keep
ret = cbi->siegeH->town->town->clientInfo.siegePositions[18];
break;
case -3: //lower turret
ret = cbi->siegeH->town->town->clientInfo.siegePositions[19];
break;
case -4: //upper turret
ret = cbi->siegeH->town->town->clientInfo.siegePositions[20];
break;
}
}
else
{
static const Point basePos(-190, -139); // position of creature in topleft corner
static const int imageShiftX = 30; // X offset to base pos for facing right stacks, negative for facing left
ret.x = basePos.x + 22 * ( (hexNum.getY() + 1)%2 ) + 44 * hexNum.getX();
ret.y = basePos.y + 42 * hexNum.getY();
if (stack)
{
if(cbi->creDir[stack->ID])
ret.x += imageShiftX;
else
ret.x -= imageShiftX;
//shifting position for double - hex creatures
if(stack->doubleWide())
{
if(stack->side == BattleSide::ATTACKER)
{
if(cbi->creDir[stack->ID])
ret.x -= 44;
}
else
{
if(!cbi->creDir[stack->ID])
ret.x += 44;
}
}
}
}
//returning
return ret + CPlayerInterface::battleInt->pos;
}
void CClickableHex::hover(bool on)
void ClickableHex::hover(bool on)
{
hovered = on;
//Hoverable::hover(on);
if(!on && setAlterText)
{
myInterface->console->alterTxt = std::string();
GH.statusbar->clear();
setAlterText = false;
}
}
CClickableHex::CClickableHex() : setAlterText(false), myNumber(-1), accessible(true), strictHovered(false), myInterface(nullptr)
ClickableHex::ClickableHex() : setAlterText(false), myNumber(-1), strictHovered(false), myInterface(nullptr)
{
addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
}
void CClickableHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
void ClickableHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
{
if(myInterface->cellShade)
{
if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex
{
strictHovered = false;
}
else //hovered pixel is inside hex
{
strictHovered = true;
}
}
strictHovered = myInterface->fieldController->isPixelInHex(Point(sEvent.x-pos.x, sEvent.y-pos.y));
if(hovered && strictHovered) //print attacked creature to console
{
const CStack * attackedStack = myInterface->getCurrentPlayerInterface()->cb->battleGetStackByPos(myNumber);
if(myInterface->console->alterTxt.size() == 0 &&attackedStack != nullptr &&
if( attackedStack != nullptr &&
attackedStack->owner != myInterface->getCurrentPlayerInterface()->playerID &&
attackedStack->alive())
{
MetaString text;
text.addTxt(MetaString::GENERAL_TXT, 220);
attackedStack->addNameReplacement(text);
myInterface->console->alterTxt = text.toString();
GH.statusbar->write(text.toString());
setAlterText = true;
}
}
else if(setAlterText)
{
myInterface->console->alterTxt = std::string();
GH.statusbar->clear();
setAlterText = false;
}
}
void CClickableHex::clickLeft(tribool down, bool previousState)
void ClickableHex::clickLeft(tribool down, bool previousState)
{
if(!down && hovered && strictHovered) //we've been really clicked!
{
myInterface->hexLclicked(myNumber);
myInterface->actionsController->handleHex(myNumber, LCLICK);
}
}
void CClickableHex::clickRight(tribool down, bool previousState)
void ClickableHex::clickRight(tribool down, bool previousState)
{
const CStack * myst = myInterface->getCurrentPlayerInterface()->cb->battleGetStackByPos(myNumber); //stack info
if(hovered && strictHovered && myst!=nullptr)
@ -710,17 +738,17 @@ void CClickableHex::clickRight(tribool down, bool previousState)
}
}
CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _owner)
StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
: embedded(Embedded),
owner(_owner)
owner(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");
@ -729,6 +757,8 @@ CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _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));
@ -743,17 +773,22 @@ CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _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));
}
}
CStackQueue::~CStackQueue() = default;
void StackQueue::show(SDL_Surface * to)
{
if (embedded)
showAll(to);
CIntObject::show(to);
}
void CStackQueue::update()
void StackQueue::update()
{
std::vector<battle::Units> queueData;
owner->getCurrentPlayerInterface()->cb->battleGetTurnOrder(queueData, stackBoxes.size(), 0);
owner.getCurrentPlayerInterface()->cb->battleGetTurnOrder(queueData, stackBoxes.size(), 0);
size_t boxIndex = 0;
@ -767,12 +802,12 @@ void CStackQueue::update()
stackBoxes[boxIndex]->setUnit(nullptr);
}
int32_t CStackQueue::getSiegeShooterIconID()
int32_t StackQueue::getSiegeShooterIconID()
{
return owner->siegeH->town->town->faction->index;
return owner.siegeController->getSiegedTown()->town->faction->index;
}
CStackQueue::StackBox::StackBox(CStackQueue * owner):
StackQueue::StackBox::StackBox(StackQueue * owner):
owner(owner)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@ -784,12 +819,12 @@ CStackQueue::StackBox::StackBox(CStackQueue * owner):
if(owner->embedded)
{
icon = std::make_shared<CAnimImage>(owner->icons, 0, 0, 5, 2);
amount = std::make_shared<CLabel>(pos.w/2, pos.h - 7, FONT_SMALL, CENTER, Colors::WHITE);
amount = std::make_shared<CLabel>(pos.w/2, pos.h - 7, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
}
else
{
icon = std::make_shared<CAnimImage>(owner->icons, 0, 0, 9, 1);
amount = std::make_shared<CLabel>(pos.w/2, pos.h - 8, FONT_MEDIUM, CENTER, Colors::WHITE);
amount = std::make_shared<CLabel>(pos.w/2, pos.h - 8, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE);
int icon_x = pos.w - 17;
int icon_y = pos.h - 18;
@ -799,7 +834,7 @@ CStackQueue::StackBox::StackBox(CStackQueue * owner):
}
}
void CStackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
{
if(unit)
{

View File

@ -1,5 +1,5 @@
/*
* CBattleInterfaceClasses.h, part of VCMI engine
* BattleInterfaceClasses.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -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"
@ -26,8 +28,9 @@ class Unit;
VCMI_LIB_NAMESPACE_END
class Canvas;
struct SDL_Surface;
class CBattleInterface;
class BattleInterface;
class CPicture;
class CFilledTexture;
class CButton;
@ -37,82 +40,121 @@ 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 CBattleConsole : public CIntObject
class BattleConsole : public CIntObject, public IStatusBar
{
private:
std::vector< std::string > texts; //a place where texts are stored
int lastShown; //last shown line of text
std::shared_ptr<CPicture> background;
/// List of all texts added during battle, essentially - log of entire battle
std::vector< std::string > logEntries;
/// Current scrolling position, to allow showing older entries via scroll buttons
int scrollPosition;
/// current hover text set on mouse move, takes priority over log entries
std::string hoverText;
/// current text entered via in-game console, takes priority over both log entries and hover text
std::string consoleText;
/// 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:
std::string alterTxt; //if it's not empty, this text is displayed
std::string ingcAlter; //alternative text set by in-game console - very important!
int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
CBattleConsole();
void showAll(SDL_Surface * to = 0) override;
BattleConsole(std::shared_ptr<CPicture> backgroundSource, const Point & objectPos, const Point & imagePos, const Point &size);
void showAll(SDL_Surface * to) override;
void deactivate() override;
bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
void alterText(const std::string &text); //place string at alterTxt
void eraseText(ui32 pos); //erases added text at position pos
void changeTextAt(const std::string &text, ui32 pos); //if we have more than pos texts, pos-th is changed to given one
void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
// IStatusBar interface
void write(const std::string & Text) override;
void clearIfMatching(const std::string & Text) override;
void clear() override;
void setEnteringMode(bool on) override;
void setEnteredText(const std::string & text) override;
};
/// Hero battle animation
class CBattleHero : public CIntObject
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 CBattleInterface * 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();
void render(Canvas & canvas); //prints next frame of animation to to
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();
size_t flagAnim;
ui8 animCount; //for flag animation
void show(SDL_Surface * to) override; //prints next frame of animation to to
void setPhase(int newPhase); //sets phase of hero animation
void hover(bool on) override;
void clickLeft(tribool down, bool previousState) override; //call-in
void clickRight(tribool down, bool previousState) override; //call-in
CBattleHero(const std::string & animationPath, bool filpG, PlayerColor player, const CGHeroInstance * hero, const CBattleInterface * owner);
~CBattleHero();
BattleHero(const BattleInterface & owner, const CGHeroInstance * hero, bool defender);
};
class CHeroInfoWindow : public CWindowObject
class HeroInfoWindow : public CWindowObject
{
private:
std::vector<std::shared_ptr<CLabel>> labels;
std::vector<std::shared_ptr<CAnimImage>> icons;
public:
CHeroInfoWindow(const InfoAboutHero & hero, Point * position);
HeroInfoWindow(const InfoAboutHero & hero, Point * position);
};
/// Class which manages the battle options window
class CBattleOptionsWindow : public WindowBase
class BattleOptionsWindow : public CWindowObject
{
private:
std::shared_ptr<CPicture> background;
std::shared_ptr<CButton> setToDefault;
std::shared_ptr<CButton> exit;
std::shared_ptr<CToggleGroup> animSpeeds;
std::vector<std::shared_ptr<CLabel>> labels;
std::vector<std::shared_ptr<CToggleButton>> toggles;
public:
CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner);
BattleOptionsWindow(BattleInterface & owner);
void bDefaultf(); //default button callback
void bExitf(); //exit button callback
};
/// Class which is responsible for showing the battle result window
class CBattleResultWindow : public WindowBase
class BattleResultWindow : public WindowBase
{
private:
std::shared_ptr<CPicture> background;
@ -122,8 +164,7 @@ private:
std::shared_ptr<CTextBox> description;
CPlayerInterface & owner;
public:
CBattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
~CBattleResultWindow();
BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
void bExitf(); //exit button callback
@ -132,32 +173,29 @@ public:
};
/// Class which stands for a single hex field on a battlefield
class CClickableHex : public CIntObject
class ClickableHex : public CIntObject
{
private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
ui32 myNumber; //number of hex in commonly used format
bool accessible; //if true, this hex is accessible for units
//CStack * ourStack;
bool strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
CBattleInterface * myInterface; //interface that owns me
static Point getXYUnitAnim(BattleHex hexNum, const CStack * creature, CBattleInterface * cbi); //returns (x, y) of left top corner of animation
BattleInterface * myInterface; //interface that owns me
//for user interactions
void hover (bool on) override;
void mouseMoved (const SDL_MouseMotionEvent &sEvent) override;
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
CClickableHex();
ClickableHex();
};
/// Shows the stack queue
class CStackQueue : public CIntObject
class StackQueue : public CIntObject
{
class StackBox : public CIntObject
{
CStackQueue * owner;
StackQueue * owner;
public:
std::shared_ptr<CPicture> background;
std::shared_ptr<CAnimImage> icon;
@ -165,13 +203,13 @@ class CStackQueue : public CIntObject
std::shared_ptr<CAnimImage> stateIcon;
void setUnit(const battle::Unit * unit, size_t turn = 0);
StackBox(CStackQueue * owner);
StackBox(StackQueue * owner);
};
static const int QUEUE_SIZE = 10;
std::shared_ptr<CFilledTexture> background;
std::vector<std::shared_ptr<StackBox>> stackBoxes;
CBattleInterface * owner;
BattleInterface & owner;
std::shared_ptr<CAnimation> icons;
std::shared_ptr<CAnimation> stateIcons;
@ -180,7 +218,8 @@ class CStackQueue : public CIntObject
public:
const bool embedded;
CStackQueue(bool Embedded, CBattleInterface * _owner);
~CStackQueue();
StackQueue(bool Embedded, BattleInterface & owner);
void update();
void show(SDL_Surface * to) override;
};

View File

@ -0,0 +1,178 @@
/*
* BattleObstacleController.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 "BattleObstacleController.h"
#include "BattleInterface.h"
#include "BattleFieldController.h"
#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),
timePassed(0.f)
{
auto obst = owner.curInt->cb->battleGetAllObstacles();
for(auto & elem : obst)
{
if ( elem->obstacleType == CObstacleInstance::MOAT )
continue; // handled by siege controller;
loadObstacleImage(*elem);
}
}
void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
{
std::string animationName;
if (auto spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&oi))
{
animationName = spellObstacle->animation;
}
else
{
assert( oi.obstacleType == CObstacleInstance::USUAL || oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE);
animationName = oi.getInfo().animation;
}
if (animationsCache.count(animationName) == 0)
{
if (oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
// obstacle uses single bitmap image for animations
auto animation = std::make_shared<CAnimation>();
animation->setCustom(animationName, 0, 0);
animationsCache[animationName] = animation;
animation->preload();
}
else
{
auto animation = std::make_shared<CAnimation>(animationName);
animationsCache[animationName] = animation;
animation->preload();
}
}
obstacleAnimations[oi.uniqueID] = animationsCache[animationName];
}
void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
{
for (auto const & oi : obstacles)
{
auto spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(oi.get());
if (!spellObstacle)
{
logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi->obstacleType);
continue;
}
auto animation = std::make_shared<CAnimation>(spellObstacle->appearAnimation);
animation->preload();
auto first = animation->getImage(0, 0);
if(!first)
continue;
//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);
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.waitForAnimationCondition(EAnimationEvents::ACTION, false);
loadObstacleImage(*spellObstacle);
}
}
void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
{
//Blit absolute obstacles
for(auto & oi : owner.curInt->cb->battleGetAllObstacles())
{
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
auto img = getObstacleImage(*oi);
if(img)
canvas.draw(img, Point(oi->getInfo().width, oi->getInfo().height));
}
}
}
void BattleObstacleController::collectRenderableObjects(BattleRenderer & renderer)
{
for (auto obstacle : owner.curInt->cb->battleGetAllObstacles())
{
if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
continue;
if (obstacle->obstacleType == CObstacleInstance::MOAT)
continue;
renderer.insert(EBattleFieldLayer::OBSTACLES, obstacle->pos, [this, obstacle]( BattleRenderer::RendererRef canvas ){
auto img = getObstacleImage(*obstacle);
if(img)
{
Point p = getObstaclePosition(img, *obstacle);
canvas.draw(img, p);
}
});
}
}
void BattleObstacleController::update()
{
timePassed += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
}
std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
{
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)
return nullptr;
animation = obstacleAnimations[oi.uniqueID];
assert(animation);
if(animation)
{
int frameIndex = framesCount % animation->size(0);
return animation->getImage(frameIndex, 0);
}
return nullptr;
}
Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
{
int offset = obstacle.getAnimationYOffset(image->height());
Rect r = owner.fieldController->hexPositionLocal(obstacle.pos);
r.y += 42 - image->height() + offset;
return r.topLeft();
}

View File

@ -0,0 +1,60 @@
/*
* BattleObstacleController.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
VCMI_LIB_NAMESPACE_BEGIN
struct BattleHex;
struct CObstacleInstance;
VCMI_LIB_NAMESPACE_END
class IImage;
class Canvas;
class CAnimation;
class BattleInterface;
class BattleRenderer;
struct Point;
/// Controls all currently active projectiles on the battlefield
/// (with exception of moat, which is apparently handled by siege controller)
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;
void loadObstacleImage(const CObstacleInstance & oi);
std::shared_ptr<IImage> getObstacleImage(const CObstacleInstance & oi);
Point getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle);
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);
/// adds all non-"absolute" visible obstacles for rendering
void collectRenderableObjects(BattleRenderer & renderer);
};

View File

@ -0,0 +1,370 @@
/*
* BattleProjectileController.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 "BattleProjectileController.h"
#include "BattleInterface.h"
#include "BattleSiegeController.h"
#include "BattleStacksController.h"
#include "CreatureAnimation.h"
#include "../gui/Geometries.h"
#include "../gui/CAnimation.h"
#include "../gui/Canvas.h"
#include "../gui/CGuiHandler.h"
#include "../CGameInfo.h"
#include "../../lib/CStack.h"
#include "../../lib/mapObjects/CGTownInstance.h"
static double calculateCatapultParabolaY(const Point & from, const Point & dest, int x)
{
double facA = 0.005; // seems to be constant
// system of 2 linear equations, solutions of which are missing coefficients
// for quadratic equation a*x*x + b*x + c
double eq[2][3] = {
{ static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
{ static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
};
// solve system via determinants
double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
double facB = detB / det;
double facC = detC / det;
return facA *pow(x, 2.0) + facB *x + facC;
}
void ProjectileMissile::show(Canvas & canvas)
{
size_t group = reverse ? 1 : 0;
auto image = animation->getImage(frameNum, group, true);
if(image)
{
Point pos {
vstd::lerp(from.x, dest.x, progress) - image->width() / 2,
vstd::lerp(from.y, dest.y, progress) - image->height() / 2,
};
canvas.draw(image, pos);
}
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
progress += timePassed * speed;
}
void ProjectileAnimatedMissile::show(Canvas & canvas)
{
ProjectileMissile::show(canvas);
frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
size_t animationSize = animation->size(reverse ? 1 : 0);
while (frameProgress > animationSize)
frameProgress -= animationSize;
frameNum = std::floor(frameProgress);
}
void ProjectileCatapult::show(Canvas & canvas)
{
auto image = animation->getImage(frameNum, 0, true);
if(image)
{
int posX = vstd::lerp(from.x, dest.x, progress);
int posY = calculateCatapultParabolaY(from, dest, posX);
Point pos(posX, posY);
canvas.draw(image, pos);
frameNum = (frameNum + 1) % animation->size(0);
}
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
progress += timePassed * speed;
}
void ProjectileRay::show(Canvas & canvas)
{
Point curr {
vstd::lerp(from.x, dest.x, progress),
vstd::lerp(from.y, dest.y, progress),
};
Point length = curr - from;
//select axis to draw ray on, we want angle to be less than 45 degrees so individual sub-rays won't overlap each other
if (std::abs(length.x) > std::abs(length.y)) // draw in horizontal axis
{
int y1 = from.y - rayConfig.size() / 2;
int y2 = curr.y - rayConfig.size() / 2;
int x1 = from.x;
int x2 = curr.x;
for (size_t i = 0; i < rayConfig.size(); ++i)
{
auto ray = rayConfig[i];
SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
canvas.drawLine(Point(x1, y1 + i), Point(x2, y2+i), beginColor, endColor);
}
}
else // draw in vertical axis
{
int x1 = from.x - rayConfig.size() / 2;
int x2 = curr.x - rayConfig.size() / 2;
int y1 = from.y;
int y2 = curr.y;
for (size_t i = 0; i < rayConfig.size(); ++i)
{
auto ray = rayConfig[i];
SDL_Color beginColor{ ray.r1, ray.g1, ray.b1, ray.a1};
SDL_Color endColor { ray.r2, ray.g2, ray.b2, ray.a2};
canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), beginColor, endColor);
}
}
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
progress += timePassed * speed;
}
BattleProjectileController::BattleProjectileController(BattleInterface & owner):
owner(owner)
{}
const CCreature & BattleProjectileController::getShooter(const CStack * stack) const
{
const CCreature * creature = stack->getCreature();
if(creature->idNumber == CreatureID::ARROW_TOWERS)
creature = owner.siegeController->getTurretCreature();
if(creature->animation.missleFrameAngles.empty())
{
logAnim->error("Mod error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Trying to use archer's data instead...", creature->nameSing);
creature = CGI->creh->objects[CreatureID::ARCHER];
}
return *creature;
}
bool BattleProjectileController::stackUsesRayProjectile(const CStack * stack) const
{
return !getShooter(stack).animation.projectileRay.empty();
}
bool BattleProjectileController::stackUsesMissileProjectile(const CStack * stack) const
{
return !getShooter(stack).animation.projectileImageName.empty();
}
void BattleProjectileController::initStackProjectile(const CStack * stack)
{
if (!stackUsesMissileProjectile(stack))
return;
const CCreature & creature = getShooter(stack);
projectilesCache[creature.animation.projectileImageName] = createProjectileImage(creature.animation.projectileImageName);
}
std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(const std::string & path )
{
std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(path);
projectile->preload();
if(projectile->size(1) != 0)
logAnim->error("Expected empty group 1 in stack projectile");
else
projectile->createFlippedGroup(0, 1);
return projectile;
}
std::shared_ptr<CAnimation> BattleProjectileController::getProjectileImage(const CStack * stack)
{
const CCreature & creature = getShooter(stack);
std::string imageName = creature.animation.projectileImageName;
if (!projectilesCache.count(imageName))
initStackProjectile(stack);
return projectilesCache[imageName];
}
void BattleProjectileController::emitStackProjectile(const CStack * stack)
{
int stackID = stack ? stack->ID : -1;
for (auto projectile : projectiles)
{
if ( !projectile->playing && projectile->shooterID == stackID)
{
projectile->playing = true;
return;
}
}
}
void BattleProjectileController::showProjectiles(Canvas & canvas)
{
for ( auto projectile: projectiles)
{
if ( projectile->playing )
projectile->show(canvas);
}
vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
return projectile->progress > 1.0f;
});
}
bool BattleProjectileController::hasActiveProjectile(const CStack * stack, bool emittedOnly) const
{
int stackID = stack ? stack->ID : -1;
for(auto const & instance : projectiles)
{
if(instance->shooterID == stackID && (instance->playing || !emittedOnly))
{
return true;
}
}
return false;
}
float BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
{
float distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
float distance = sqrt(distanceSquared);
assert(distance > 1.f);
return animSpeed / std::max( 1.f, distance);
}
int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
{
const CCreature & creature = getShooter(stack);
auto & angles = creature.animation.missleFrameAngles;
auto animation = getProjectileImage(stack);
// only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
size_t maxFrame = std::min<size_t>(angles.size(), animation->size(0));
assert(maxFrame > 0);
double projectileAngle = -atan2(dest.y - from.y, std::abs(dest.x - from.x));
// values in angles array indicate position from which this frame was rendered, in degrees.
// possible range is 90 ... -90, where projectile for +90 will be used for shooting upwards, +0 for shots towards right and -90 for downwards shots
// find frame that has closest angle to one that we need for this shot
int bestID = 0;
double bestDiff = fabs( angles[0] / 180 * M_PI - projectileAngle );
for (int i=1; i<maxFrame; i++)
{
double currentDiff = fabs( angles[i] / 180 * M_PI - projectileAngle );
if (currentDiff < bestDiff)
{
bestID = i;
bestDiff = currentDiff;
}
}
return bestID;
}
void BattleProjectileController::createCatapultProjectile(const CStack * shooter, Point from, Point dest)
{
auto catapultProjectile = new ProjectileCatapult();
catapultProjectile->animation = getProjectileImage(shooter);
catapultProjectile->frameNum = 0;
catapultProjectile->progress = 0;
catapultProjectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getCatapultSpeed());
catapultProjectile->from = from;
catapultProjectile->dest = dest;
catapultProjectile->shooterID = shooter->ID;
catapultProjectile->playing = false;
projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
}
void BattleProjectileController::createProjectile(const CStack * shooter, Point from, Point dest)
{
const CCreature & shooterInfo = getShooter(shooter);
std::shared_ptr<ProjectileBase> projectile;
if (stackUsesRayProjectile(shooter) && stackUsesMissileProjectile(shooter))
{
logAnim->error("Mod error: Creature '%s' has both missile and ray projectiles configured. Mod should be fixed. Using ray projectile configuration...", shooterInfo.nameSing);
}
if (stackUsesRayProjectile(shooter))
{
auto rayProjectile = new ProjectileRay();
projectile.reset(rayProjectile);
rayProjectile->rayConfig = shooterInfo.animation.projectileRay;
}
else if (stackUsesMissileProjectile(shooter))
{
auto missileProjectile = new ProjectileMissile();
projectile.reset(missileProjectile);
missileProjectile->animation = getProjectileImage(shooter);
missileProjectile->reverse = !owner.stacksController->facingRight(shooter);
missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
}
projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
projectile->from = from;
projectile->dest = dest;
projectile->shooterID = shooter->ID;
projectile->progress = 0;
projectile->playing = false;
projectiles.push_back(projectile);
}
void BattleProjectileController::createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell)
{
double projectileAngle = std::abs(atan2(dest.x - from.x, dest.y - from.y));
std::string animToDisplay = spell->animationInfo.selectProjectile(projectileAngle);
assert(!animToDisplay.empty());
if(!animToDisplay.empty())
{
auto projectile = new ProjectileAnimatedMissile();
projectile->animation = createProjectileImage(animToDisplay);
projectile->frameProgress = 0;
projectile->frameNum = 0;
projectile->reverse = from.x > dest.x;
projectile->from = from;
projectile->dest = dest;
projectile->shooterID = shooter ? shooter->ID : -1;
projectile->progress = 0;
projectile->speed = computeProjectileFlightTime(from, dest, AnimationControls::getProjectileSpeed());
projectile->playing = false;
projectiles.push_back(std::shared_ptr<ProjectileBase>(projectile));
}
}

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/*
* BattleSiegeController.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 "../../lib/CCreatureHandler.h"
#include "../gui/Geometries.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
class CSpell;
VCMI_LIB_NAMESPACE_END
struct Point;
class CAnimation;
class Canvas;
class BattleInterface;
/// Base class for projectiles
struct ProjectileBase
{
virtual ~ProjectileBase() = default;
virtual void show(Canvas & canvas) = 0;
Point from; // initial position on the screen
Point dest; // target position on the screen
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
struct ProjectileMissile : ProjectileBase
{
void show(Canvas & canvas) override;
std::shared_ptr<CAnimation> animation;
int frameNum; // frame to display from projectile animation
bool reverse; // if true, projectile will be flipped by vertical axis
};
/// Projectile for spell - render animation moving in straight line from origin to destination
struct ProjectileAnimatedMissile : ProjectileMissile
{
void show(Canvas & canvas) override;
float frameProgress;
};
/// Projectile for catapult - render spinning projectile moving at parabolic trajectory to its destination
struct ProjectileCatapult : ProjectileBase
{
void show(Canvas & canvas) override;
std::shared_ptr<CAnimation> animation;
int frameNum; // frame to display from projectile animation
};
/// Projectile for mages/evil eye - render ray expanding from origin position to destination
struct ProjectileRay : ProjectileBase
{
void show(Canvas & canvas) override;
std::vector<CCreature::CreatureAnimation::RayColor> rayConfig;
};
/// Class that manages all ongoing projectiles in the game
/// ... even though in H3 only 1 projectile can be on screen at any point of time
class BattleProjectileController
{
BattleInterface & owner;
/// all projectiles loaded during current battle
std::map<std::string, std::shared_ptr<CAnimation>> projectilesCache;
/// projectiles currently flying on battlefield
std::vector<std::shared_ptr<ProjectileBase>> projectiles;
std::shared_ptr<CAnimation> getProjectileImage(const CStack * stack);
std::shared_ptr<CAnimation> createProjectileImage(const std::string & path );
void initStackProjectile(const CStack * stack);
bool stackUsesRayProjectile(const CStack * stack) const;
bool stackUsesMissileProjectile(const CStack * stack) const;
void showProjectile(Canvas & canvas, std::shared_ptr<ProjectileBase> projectile);
const CCreature & getShooter(const CStack * stack) const;
int computeProjectileFrameID( Point from, Point dest, const CStack * stack);
float computeProjectileFlightTime( Point from, Point dest, double speed);
public:
BattleProjectileController(BattleInterface & owner);
/// renders all currently active projectiles
void showProjectiles(Canvas & canvas);
/// returns true if stack has projectile that is yet to hit target
bool hasActiveProjectile(const CStack * stack, bool emittedOnly) const;
/// starts rendering previously created projectile
void emitStackProjectile(const CStack * stack);
/// creates (but not emits!) projectile and initializes it based on parameters
void createProjectile(const CStack * shooter, Point from, Point dest);
void createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell);
void createCatapultProjectile(const CStack * shooter, Point from, Point dest);
};

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/*
* BattleFieldController.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 "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.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()
{
auto getRow = [](const RenderableInstance & object) -> int
{
if (object.tile.isValid())
return object.tile.getY();
if ( object.tile == BattleHex::HEX_BEFORE_ALL )
return -1;
assert( object.tile == BattleHex::HEX_AFTER_ALL || object.tile == BattleHex::INVALID);
return GameConstants::BFIELD_HEIGHT;
};
std::stable_sort(objects.begin(), objects.end(), [&](const RenderableInstance & left, const RenderableInstance & right){
if ( getRow(left) != getRow(right))
return getRow(left) < getRow(right);
return left.layer < right.layer;
});
}
void BattleRenderer::renderObjects(BattleRenderer::RendererRef targetCanvas)
{
for (auto const & object : objects)
object.functor(targetCanvas);
}
BattleRenderer::BattleRenderer(BattleInterface & owner):
owner(owner)
{
}
void BattleRenderer::insert(EBattleFieldLayer layer, BattleHex tile, BattleRenderer::RenderFunctor functor)
{
objects.push_back({functor, layer, tile});
}
void BattleRenderer::execute(BattleRenderer::RendererRef targetCanvas)
{
collectObjects();
sortObjects();
renderObjects(targetCanvas);
}

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/*
* BattleFieldController.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 "../../lib/battle/BattleHex.h"
class Canvas;
class BattleInterface;
enum class EBattleFieldLayer {
// confirmed ordering requirements:
OBSTACLES = 0,
CORPSES = 0,
WALLS = 1,
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
{
public:
using RendererRef = Canvas &;
using RenderFunctor = std::function<void(RendererRef)>;
private:
BattleInterface & owner;
struct RenderableInstance
{
RenderFunctor functor;
EBattleFieldLayer layer;
BattleHex tile;
};
std::vector<RenderableInstance> objects;
void collectObjects();
void sortObjects();
void renderObjects(RendererRef targetCanvas);
public:
BattleRenderer(BattleInterface & owner);
void insert(EBattleFieldLayer layer, BattleHex tile, RenderFunctor functor);
void execute(RendererRef targetCanvas);
};

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/*
* BattleSiegeController.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 "BattleSiegeController.h"
#include "BattleAnimationClasses.h"
#include "BattleInterface.h"
#include "BattleInterfaceClasses.h"
#include "BattleStacksController.h"
#include "BattleFieldController.h"
#include "BattleRenderer.h"
#include "../CMusicHandler.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CAnimation.h"
#include "../gui/Canvas.h"
#include "../../CCallback.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CStack.h"
#include "../../lib/mapObjects/CGTownInstance.h"
std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const
{
auto getImageIndex = [&]() -> int
{
switch (state)
{
case EWallState::INTACT :
return 1;
case EWallState::DAMAGED :
// towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
if(what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
return 1;
else
return 2;
case EWallState::DESTROYED :
if (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
return 2;
else
return 3;
}
return 1;
};
const std::string & prefix = town->town->clientInfo.siegePrefix;
std::string addit = boost::lexical_cast<std::string>(getImageIndex());
switch(what)
{
case EWallVisual::BACKGROUND_WALL:
{
switch(town->town->faction->index)
{
case ETownType::RAMPART:
case ETownType::NECROPOLIS:
case ETownType::DUNGEON:
case ETownType::STRONGHOLD:
return prefix + "TPW1.BMP";
default:
return prefix + "TPWL.BMP";
}
}
case EWallVisual::KEEP:
return prefix + "MAN" + addit + ".BMP";
case EWallVisual::BOTTOM_TOWER:
return prefix + "TW1" + addit + ".BMP";
case EWallVisual::BOTTOM_WALL:
return prefix + "WA1" + addit + ".BMP";
case EWallVisual::WALL_BELLOW_GATE:
return prefix + "WA3" + addit + ".BMP";
case EWallVisual::WALL_OVER_GATE:
return prefix + "WA4" + addit + ".BMP";
case EWallVisual::UPPER_WALL:
return prefix + "WA6" + addit + ".BMP";
case EWallVisual::UPPER_TOWER:
return prefix + "TW2" + addit + ".BMP";
case EWallVisual::GATE:
return prefix + "DRW" + addit + ".BMP";
case EWallVisual::GATE_ARCH:
return prefix + "ARCH.BMP";
case EWallVisual::BOTTOM_STATIC_WALL:
return prefix + "WA2.BMP";
case EWallVisual::UPPER_STATIC_WALL:
return prefix + "WA5.BMP";
case EWallVisual::MOAT:
return prefix + "MOAT.BMP";
case EWallVisual::MOAT_BANK:
return prefix + "MLIP.BMP";
case EWallVisual::KEEP_BATTLEMENT:
return prefix + "MANC.BMP";
case EWallVisual::BOTTOM_BATTLEMENT:
return prefix + "TW1C.BMP";
case EWallVisual::UPPER_BATTLEMENT:
return prefix + "TW2C.BMP";
default:
return "";
}
}
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], Point(pos.x, pos.y));
}
std::string BattleSiegeController::getBattleBackgroundName() const
{
const std::string & prefix = town->town->clientInfo.siegePrefix;
return prefix + "BACK.BMP";
}
bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
{
//FIXME: use this instead of buildings test?
//ui8 siegeLevel = owner.curInt->cb->battleGetSiegeLevel();
switch (what)
{
case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER;
case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER && town->town->faction->index != ETownType::NECROPOLIS;
case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::KEEP)) != EWallState::DESTROYED;
case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER)) != EWallState::DESTROYED;
case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER)) != EWallState::DESTROYED;
default: return true;
}
}
BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
{
static const std::array<BattleHex, 18> wallsPositions = {
BattleHex::INVALID, // BACKGROUND, // handled separately
BattleHex::HEX_BEFORE_ALL, // BACKGROUND_WALL,
135, // KEEP,
BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
182, // BOTTOM_WALL,
130, // WALL_BELLOW_GATE,
62, // WALL_OVER_GATE,
12, // UPPER_WALL,
BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
BattleHex::HEX_BEFORE_ALL, // GATE, // 94
112, // GATE_ARCH,
165, // BOTTOM_STATIC_WALL,
45, // UPPER_STATIC_WALL,
BattleHex::INVALID, // MOAT, // printed as absolute obstacle
BattleHex::INVALID, // MOAT_BANK, // printed as absolute obstacle
135, // KEEP_BATTLEMENT,
BattleHex::HEX_AFTER_ALL, // BOTTOM_BATTLEMENT,
BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
};
return wallsPositions[what];
}
BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown):
owner(owner),
town(siegeTown)
{
assert(owner.fieldController.get() == nullptr); // must be created after this
for (int g = 0; g < wallPieceImages.size(); ++g)
{
if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
continue;
if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
continue;
wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::INTACT));
}
}
const CCreature *BattleSiegeController::getTurretCreature() const
{
return CGI->creh->objects[town->town->clientInfo.siegeShooter];
}
Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
{
// Turret positions are read out of the config/wall_pos.txt
int posID = 0;
switch (position)
{
case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
posID = EWallVisual::CREATURE_KEEP;
break;
case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
posID = EWallVisual::CREATURE_BOTTOM_TOWER;
break;
case BattleHex::CASTLE_UPPER_TOWER: // upper creature
posID = EWallVisual::CREATURE_UPPER_TOWER;
break;
}
if (posID != 0)
{
return {
town->town->clientInfo.siegePositions[posID].x,
town->town->clientInfo.siegePositions[posID].y
};
}
assert(0);
return Point(0,0);
}
void BattleSiegeController::gateStateChanged(const EGateState state)
{
auto oldState = owner.curInt->cb->battleGetGateState();
bool playSound = false;
auto stateId = EWallState::NONE;
switch(state)
{
case EGateState::CLOSED:
if (oldState != EGateState::BLOCKED)
playSound = true;
break;
case EGateState::BLOCKED:
if (oldState != EGateState::CLOSED)
playSound = true;
break;
case EGateState::OPENED:
playSound = true;
stateId = EWallState::DAMAGED;
break;
case EGateState::DESTROYED:
stateId = EWallState::DESTROYED;
break;
}
if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
wallPieceImages[EWallVisual::GATE] = nullptr;
if (stateId != EWallState::NONE)
wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE, stateId));
if (playSound)
CCS->soundh->playSound(soundBase::DRAWBRG);
}
void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
{
if (getWallPieceExistance(EWallVisual::MOAT))
showWallPiece(canvas, EWallVisual::MOAT);
if (getWallPieceExistance(EWallVisual::MOAT_BANK))
showWallPiece(canvas, EWallVisual::MOAT_BANK);
}
BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
{
switch(wallPiece)
{
case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
}
assert(0);
return BattleHex::INVALID;
}
const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
{
for (auto & stack : owner.curInt->cb->battleGetAllStacks(true))
{
if ( stack->initialPosition == getTurretBattleHex(wallPiece))
return stack;
}
assert(0);
return nullptr;
}
void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
{
for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
{
auto wallPiece = EWallVisual::EWallVisual(i);
if ( !getWallPieceExistance(wallPiece))
continue;
if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
continue;
if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
wallPiece == EWallVisual::UPPER_BATTLEMENT)
{
renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
});
renderer.insert( EBattleFieldLayer::BATTLEMENTS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
showWallPiece(canvas, wallPiece);
});
}
renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
showWallPiece(canvas, wallPiece);
});
}
}
bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
{
if (owner.tacticsMode)
return false;
auto wallPart = owner.curInt->cb->battleHexToWallPart(hex);
if (!owner.curInt->cb->isWallPartPotentiallyAttackable(wallPart))
return false;
auto state = owner.curInt->cb->battleGetWallState(static_cast<int>(wallPart));
return state != EWallState::DESTROYED && state != EWallState::NONE;
}
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 CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
}
}
else
{
std::vector<Point> positions;
//no attacker stack, assume spell-related (earthquake) - only hit animation
for (auto attackInfo : ca.attackedParts)
positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
CCS->soundh->playSound( "WALLHIT" );
owner.stacksController->addNewAnim(new EffectAnimation(owner, "SGEXPL.DEF", positions));
}
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
owner.setAnimationCondition(EAnimationEvents::HIT, false);
for (auto attackInfo : ca.attackedParts)
{
int wallId = attackInfo.attackedPart + EWallVisual::DESTRUCTIBLE_FIRST;
//gate state changing handled separately
if (wallId == EWallVisual::GATE)
continue;
auto wallState = EWallState::EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
}
}
const CGTownInstance *BattleSiegeController::getSiegedTown() const
{
return town;
}

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/*
* BattleObstacleController.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 "../../lib/GameConstants.h"
#include "../../lib/battle/BattleHex.h"
VCMI_LIB_NAMESPACE_BEGIN
struct CatapultAttack;
class CCreature;
class CStack;
class CGTownInstance;
VCMI_LIB_NAMESPACE_END
struct Point;
class Canvas;
class BattleInterface;
class BattleRenderer;
class IImage;
namespace EWallVisual
{
enum EWallVisual
{
BACKGROUND,
BACKGROUND_WALL,
KEEP,
BOTTOM_TOWER,
BOTTOM_WALL,
WALL_BELLOW_GATE,
WALL_OVER_GATE,
UPPER_WALL,
UPPER_TOWER,
GATE,
GATE_ARCH,
BOTTOM_STATIC_WALL,
UPPER_STATIC_WALL,
MOAT,
MOAT_BANK,
KEEP_BATTLEMENT,
BOTTOM_BATTLEMENT,
UPPER_BATTLEMENT,
CREATURE_KEEP,
CREATURE_BOTTOM_TOWER,
CREATURE_UPPER_TOWER,
WALL_FIRST = BACKGROUND_WALL,
WALL_LAST = UPPER_BATTLEMENT,
// these entries are mapped to EWallPart enum
DESTRUCTIBLE_FIRST = KEEP,
DESTRUCTIBLE_LAST = GATE,
};
}
class BattleSiegeController
{
BattleInterface & owner;
/// besieged town
const CGTownInstance *town;
/// sections of castle walls, in their currently visible state
std::array<std::shared_ptr<IImage>, EWallVisual::WALL_LAST + 1> wallPieceImages;
/// return URI for image for a wall piece
std::string getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const;
/// returns BattleHex to which chosen wall piece is bound
BattleHex getWallPiecePosition(EWallVisual::EWallVisual what) const;
/// 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);
BattleHex getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const;
const CStack * getTurretStack(EWallVisual::EWallVisual wallPiece) const;
public:
BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown);
/// call-ins from server
void gateStateChanged(const EGateState state);
void stackIsCatapulting(const CatapultAttack & ca);
/// call-ins from other battle controllers
void showAbsoluteObstacles(Canvas & canvas);
void collectRenderableObjects(BattleRenderer & renderer);
/// queries from other battle controllers
bool isAttackableByCatapult(BattleHex hex) const;
std::string getBattleBackgroundName() const;
const CCreature *getTurretCreature() const;
Point getTurretCreaturePosition( BattleHex position ) const;
const CGTownInstance *getSiegedTown() const;
};

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/*
* BattleStacksController.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 "BattleStacksController.h"
#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 "BattleWindow.h"
#include "BattleRenderer.h"
#include "CreatureAnimation.h"
#include "../CPlayerInterface.h"
#include "../CMusicHandler.h"
#include "../CGameInfo.h"
#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"
#include "../../lib/CGameState.h"
#include "../../lib/CStack.h"
#include "../../lib/CondSh.h"
static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnimation> anim)
{
std::shared_ptr<CreatureAnimation> animation = anim.lock();
if(!animation)
return;
if (!stack->isFrozen() && animation->getType() == ECreatureAnimType::FROZEN)
animation->setType(ECreatureAnimType::HOLDING);
if (animation->isIdle())
{
const CCreature *creature = stack->getCreature();
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(ECreatureAnimType::MOUSEON);
else
animation->setType(ECreatureAnimType::HOLDING);
}
else
{
animation->setType(ECreatureAnimType::HOLDING);
}
}
// always reset callback
animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
}
BattleStacksController::BattleStacksController(BattleInterface & owner):
owner(owner),
activeStack(nullptr),
stackToActivate(nullptr),
selectedStack(nullptr),
stackCanCastSpell(false),
creatureSpellToCast(uint32_t(-1)),
animIDhelper(0)
{
//preparing graphics for displaying amounts of creatures
amountNormal = IImage::createFromFile("CMNUMWIN.BMP");
amountPositive = IImage::createFromFile("CMNUMWIN.BMP");
amountNegative = IImage::createFromFile("CMNUMWIN.BMP");
amountEffNeutral = IImage::createFromFile("CMNUMWIN.BMP");
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);
//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, true);
}
}
BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const
{
if ( !stackAnimation.at(stack->ID)->isMoving())
return stack->getPosition();
if (stack->hasBonusOfType(Bonus::FLYING) && stackAnimation.at(stack->ID)->getType() == ECreatureAnimType::MOVING )
return BattleHex::HEX_AFTER_ALL;
for (auto & anim : currentAnimations)
{
// certainly ugly workaround but fixes quite annoying bug
// stack position will be updated only *after* movement is finished
// before this - stack is always at its initial position. Thus we need to find
// its current position. Which can be found only in this class
if (StackMoveAnimation *move = dynamic_cast<StackMoveAnimation*>(anim))
{
if (move->stack == stack)
return std::max(move->prevHex, move->nextHex);
}
}
return stack->getPosition();
}
void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
{
auto stacks = owner.curInt->cb->battleGetAllStacks(false);
for (auto stack : stacks)
{
if (stackAnimation.find(stack->ID) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
continue;
//FIXME: hack to ignore ghost stacks
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;
auto location = getStackCurrentPosition(stack);
renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererRef renderer ){
showStack(renderer, stack);
});
if (stackNeedsAmountBox(stack))
{
renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererRef renderer ){
showStackAmountBox(renderer, stack);
});
}
}
}
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())
{
logGlobal->error("Unit %d have no animation", stack->ID);
return;
}
auto animation = iter->second;
if(stack->alive() && animation->isDeadOrDying())
{
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
{
addNewAnim(new ResurrectionAnimation(owner, stack));
});
}
}
void BattleStacksController::stackAdded(const CStack * stack, bool instant)
{
// Tower shooters have only their upper half visible
static const int turretCreatureAnimationHeight = 225;
stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
Point coords = getStackPositionAtHex(stack->getPosition(), stack);
if(stack->initialPosition < 0) //turret
{
assert(owner.siegeController);
const CCreature *turretCreature = owner.siegeController->getTurretCreature();
stackAnimation[stack->ID] = AnimationControls::getAnimation(turretCreature);
stackAnimation[stack->ID]->pos.h = turretCreatureAnimationHeight;
coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
}
else
{
stackAnimation[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
stackAnimation[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->ID]);
stackAnimation[stack->ID]->pos.h = stackAnimation[stack->ID]->getHeight();
}
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(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)
{
if (activeStack) // update UI
stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
activeStack = stack;
if (activeStack) // update UI
stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
owner.windowObject->blockUI(activeStack == nullptr);
}
bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
{
BattleHex currentActionTarget;
if(owner.curInt->curAction)
{
auto target = owner.curInt->curAction->getTarget(owner.curInt->cb.get());
if(!target.empty())
currentActionTarget = target.at(0).hexValue;
}
//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(!stack->alive())
return false;
//hide box when target is going to die anyway - do not display "0 creatures"
if(stack->getCount() == 0)
return false;
// if stack has any ongoing animation - hide the box
for(auto anim : currentAnimations)
{
auto stackAnimation = dynamic_cast<BattleStackAnimation*>(anim);
if(stackAnimation && (stackAnimation->stack->ID == stack->ID))
return false;
}
return true;
}
std::shared_ptr<IImage> BattleStacksController::getStackAmountBox(const CStack * stack)
{
std::vector<si32> activeSpells = stack->activeSpells();
if ( activeSpells.empty())
return amountNormal;
int effectsPositivness = 0;
for ( auto const & spellID : activeSpells)
effectsPositivness += CGI->spellh->objects.at(spellID)->positiveness;
if (effectsPositivness > 0)
return amountPositive;
if (effectsPositivness < 0)
return amountNegative;
return amountEffNeutral;
}
void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack * stack)
{
//blitting amount background box
auto amountBG = getStackAmountBox(stack);
const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
const BattleHex nextPos = stack->getPosition() + sideShift;
const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
const bool moveInside = !edge && !owner.fieldController->stackCountOutsideHex(nextPos);
int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
(stack->doubleWide() ? 44 : 0) * sideShift +
(moveInside ? amountBG->width() + 10 : 0) * reverseSideShift;
int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
canvas.draw(amountBG, stackAnimation[stack->ID]->pos.topLeft() + Point(xAdd, yAdd));
//blitting amount
Point textPos = stackAnimation[stack->ID]->pos.topLeft() + amountBG->dimensions()/2 + Point(xAdd, yAdd);
canvas.drawText(textPos, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, makeNumberShort(stack->getCount()));
}
void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
{
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()
{
bool hadAnimations = !currentAnimations.empty();
initializeBattleAnimations();
stepFrameBattleAnimations();
vstd::erase(currentAnimations, nullptr);
if (hadAnimations && currentAnimations.empty())
owner.setAnimationCondition(EAnimationEvents::ACTION, false);
initializeBattleAnimations();
}
void BattleStacksController::addNewAnim(BattleAnimation *anim)
{
currentAnimations.push_back(anim);
owner.setAnimationCondition(EAnimationEvents::ACTION, true);
}
void BattleStacksController::stackRemoved(uint32_t stackID)
{
if (getActiveStack() && getActiveStack()->ID == stackID)
{
BattleAction *action = new BattleAction();
action->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
action->actionType = EActionType::CANCEL;
action->stackNumber = getActiveStack()->ID;
owner.givenCommand.setn(action);
setActiveStack(nullptr);
}
}
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.attacker)
continue;
// 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.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
{
addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition()));
});
}
}
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)
{
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)
{
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);
}
bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
{
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)
{
needsReverse = shouldRotate(attacker, attacker->position, info.tile);
}
else
{
needsReverse = shouldAttackFacingRight(attacker, defender) != facingRight(attacker);
}
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
{
Point begPosition = getStackPositionAtHex(oldPos,stack);
Point endPosition = getStackPositionAtHex(nextHex, stack);
if((begPosition.x > endPosition.x) && facingRight(stack))
return true;
else if((begPosition.x < endPosition.x) && !facingRight(stack))
return true;
return false;
}
void BattleStacksController::endAction(const BattleAction* action)
{
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
//check if we should reverse stacks
TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
for (const CStack *s : stacks)
{
bool shouldFaceRight = s && s->side == BattleSide::ATTACKER;
if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->ID]->isIdle())
{
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)
{
removeExpiredColorFilters();
}
void BattleStacksController::stackActivated(const CStack *stack)
{
stackToActivate = stack;
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
owner.activateStack();
}
void BattleStacksController::activateStack()
{
if ( !currentAnimations.empty())
return;
if ( !stackToActivate)
return;
owner.trySetActivePlayer(stackToActivate->owner);
setActiveStack(stackToActivate);
stackToActivate = nullptr;
const CStack * s = getActiveStack();
if(!s)
return;
//set casting flag to true if creature can use it to not check it every time
const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER));
const auto randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
if(s->canCast() && (spellcaster || randomSpellcaster))
{
stackCanCastSpell = true;
if(randomSpellcaster)
creatureSpellToCast = -1; //spell will be set later on cast
else
creatureSpellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
//TODO: what if creature can cast BOTH random genie spell and aimed spell?
//TODO: faerie dragon type spell should be selected by server
}
else
{
stackCanCastSpell = false;
creatureSpellToCast = -1;
}
}
void BattleStacksController::setSelectedStack(const CStack *stack)
{
selectedStack = stack;
}
const CStack* BattleStacksController::getSelectedStack() const
{
return selectedStack;
}
const CStack* BattleStacksController::getActiveStack() const
{
return activeStack;
}
bool BattleStacksController::facingRight(const CStack * stack) const
{
return stackFacingRight.at(stack->ID);
}
bool BattleStacksController::activeStackSpellcaster()
{
return stackCanCastSpell;
}
SpellID BattleStacksController::activeStackSpellToCast()
{
if (!stackCanCastSpell)
return SpellID::NONE;
return SpellID(creatureSpellToCast);
}
Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack) const
{
Point ret(-500, -500); //returned value
if(stack && stack->initialPosition < 0) //creatures in turrets
return owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
static const Point basePos(-190, -139); // position of creature in topleft corner
static const int imageShiftX = 30; // X offset to base pos for facing right stacks, negative for facing left
ret.x = basePos.x + 22 * ( (hexNum.getY() + 1)%2 ) + 44 * hexNum.getX();
ret.y = basePos.y + 42 * hexNum.getY();
if (stack)
{
if(facingRight(stack))
ret.x += imageShiftX;
else
ret.x -= imageShiftX;
//shifting position for double - hex creatures
if(stack->doubleWide())
{
if(stack->side == BattleSide::ATTACKER)
{
if(facingRight(stack))
ret.x -= 44;
}
else
{
if(!facingRight(stack))
ret.x += 44;
}
}
}
//returning
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 {};
}

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/*
* BattleStacksController.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/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 BattleAnimation;
class CreatureAnimation;
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
/// And any other effect applied to stacks
class BattleStacksController
{
BattleInterface & owner;
std::shared_ptr<IImage> amountNormal;
std::shared_ptr<IImage> amountNegative;
std::shared_ptr<IImage> amountPositive;
std::shared_ptr<IImage> amountEffNeutral;
/// currently displayed animations <anim, initialized>
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;
/// <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
std::map<int, bool> stackFacingRight;
/// currently active stack; nullptr - no one
const CStack *activeStack;
/// 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;
/// stack that was selected for multi-target spells - Teleport / Sacrifice
const CStack *selectedStack;
/// if true, active stack could possibly cast some target spell
bool stackCanCastSpell;
si32 creatureSpellToCast;
/// for giving IDs for animations
ui32 animIDhelper;
bool stackNeedsAmountBox(const CStack * stack) const;
void showStackAmountBox(Canvas & canvas, const CStack * stack);
BattleHex getStackCurrentPosition(const CStack * stack) const;
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);
bool shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const;
bool facingRight(const CStack * stack) const;
void stackReset(const CStack * stack);
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 StackAttackInfo & info); //called when stack with id ID is attacking something on hex dest
void startAction(const BattleAction* action);
void endAction(const BattleAction* action);
bool activeStackSpellcaster();
SpellID activeStackSpellToCast();
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
void setActiveStack(const CStack *stack);
void setSelectedStack(const CStack *stack);
void showAliveStack(Canvas & canvas, const CStack * stack);
void showStack(Canvas & canvas, const CStack * stack);
void collectRenderableObjects(BattleRenderer & renderer);
/// 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 BattleAnimation; // for exposing pendingAnims/creAnims/creDir to animations
};

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/*
* 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);
}

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/*
* 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> &);
};

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/*
* CBattleAnimations.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 "../../lib/battle/BattleHex.h"
#include "../widgets/Images.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
VCMI_LIB_NAMESPACE_END
class CBattleInterface;
class CCreatureAnimation;
struct CatapultProjectileInfo;
struct StackAttackedInfo;
/// Base class of battle animations
class CBattleAnimation
{
protected:
CBattleInterface * owner;
public:
virtual bool init() = 0; //to be called - if returned false, call again until returns true
virtual void nextFrame() {} //call every new frame
virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
virtual ~CBattleAnimation();
bool isEarliest(bool perStackConcurrency); //determines if this animation is earliest of all
ui32 ID; //unique identifier
CBattleAnimation(CBattleInterface * _owner);
};
/// Sub-class which is responsible for managing the battle stack animation.
class CBattleStackAnimation : public CBattleAnimation
{
public:
std::shared_ptr<CCreatureAnimation> myAnim; //animation for our stack, managed by CBattleInterface
const CStack * stack; //id of stack whose animation it is
CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
void shiftColor(const ColorShifter * shifter);
};
/// This class is responsible for managing the battle attack animation
class CAttackAnimation : public CBattleStackAnimation
{
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
public:
void nextFrame() override;
void endAnim() override;
bool checkInitialConditions();
CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
};
/// Animation of a defending unit
class CDefenceAnimation : public CBattleStackAnimation
{
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:
bool init() override;
void nextFrame() override;
void endAnim() override;
CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner);
virtual ~CDefenceAnimation(){};
};
class CDummyAnimation : public CBattleAnimation
{
private:
int counter;
int howMany;
public:
bool init() override;
void nextFrame() override;
void endAnim() override;
CDummyAnimation(CBattleInterface * _owner, int howManyFrames);
virtual ~CDummyAnimation(){}
};
/// Hand-to-hand attack
class CMeleeAttackAnimation : public CAttackAnimation
{
public:
bool init() override;
void endAnim() override;
CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
virtual ~CMeleeAttackAnimation(){};
};
/// Move animation of a creature
class CMovementAnimation : public CBattleStackAnimation
{
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
double timeToMove; // full length of movement animation
double progress; // range 0 -> 1, indicates move progrees. 0 = movement starts, 1 = move ends
public:
BattleHex nextHex; // next hex, to which creature move right now
bool init() override;
void nextFrame() override;
void endAnim() override;
CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
virtual ~CMovementAnimation(){};
};
/// Move end animation of a creature
class CMovementEndAnimation : public CBattleStackAnimation
{
private:
BattleHex destinationTile;
public:
bool init() override;
void endAnim() override;
CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile);
virtual ~CMovementEndAnimation(){};
};
/// Move start animation of a creature
class CMovementStartAnimation : public CBattleStackAnimation
{
public:
bool init() override;
void endAnim() override;
CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack);
virtual ~CMovementStartAnimation(){};
};
/// Class responsible for animation of stack chaning direction (left <-> right)
class CReverseAnimation : public CBattleStackAnimation
{
BattleHex hex;
public:
bool priority; //true - high, false - low
bool init() override;
static void rotateStack(CBattleInterface * owner, const CStack * stack, BattleHex hex);
void setupSecondPart();
void endAnim() override;
CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority);
virtual ~CReverseAnimation(){};
};
/// Small struct which contains information about the position and the velocity of a projectile
struct ProjectileInfo
{
double x0, y0; //initial position on the screen
double x, y; //position on the screen
double dx, dy; //change in position in one step
int step, lastStep; //to know when finish showing this projectile
int creID; //ID of creature that shot this projectile
int stackID; //ID of stack
int frameNum; //frame to display form projectile animation
//bool spin; //if true, frameNum will be increased
int animStartDelay; //frame of shooter animation when projectile should appear
bool shotDone; // actual shot already done, projectile is flying
bool reverse; //if true, projectile will be flipped by vertical asix
std::shared_ptr<CatapultProjectileInfo> catapultInfo; // holds info about the parabolic trajectory of the cannon
};
class CRangedAttackAnimation : public CAttackAnimation
{
public:
CRangedAttackAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender);
protected:
};
/// Shooting attack
class CShootingAnimation : public CRangedAttackAnimation
{
private:
int catapultDamage;
public:
bool init() override;
void nextFrame() override;
void endAnim() override;
//last two params only for catapult attacks
CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest,
const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0);
virtual ~CShootingAnimation(){};
};
class CCastAnimation : public CRangedAttackAnimation
{
public:
CCastAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender);
bool init() override;
void nextFrame() override;
void endAnim() override;
};
/// This class manages effect animation
class CEffectAnimation : public CBattleAnimation
{
private:
BattleHex destTile;
std::shared_ptr<CAnimation> customAnim;
int x, y, dx, dy;
bool Vflip;
bool alignToBottom;
public:
bool init() override;
void nextFrame() override;
void endAnim() override;
CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false, bool _alignToBottom = false);
CEffectAnimation(CBattleInterface * _owner, std::shared_ptr<CAnimation> _customAnim, int _x, int _y, int _dx = 0, int _dy = 0);
CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, BattleHex _destTile, bool _Vflip = false, bool _alignToBottom = false);
virtual ~CEffectAnimation(){};
};

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/*
* CBattleInterface.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 <vcmi/spells/Magic.h>
#include "../../lib/ConstTransitivePtr.h" //may be redundant
#include "../../lib/GameConstants.h"
#include "CBattleAnimations.h"
#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
#include "../../lib/CCreatureHandler.h"
#include "../../lib/battle/CBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
class CCreatureSet;
class CGHeroInstance;
class CStack;
struct BattleResult;
struct BattleSpellCast;
struct CObstacleInstance;
template <typename T> struct CondSh;
struct SetStackEffect;
class BattleAction;
class CGTownInstance;
struct CatapultAttack;
struct BattleTriggerEffect;
struct BattleHex;
struct InfoAboutHero;
class CBattleGameInterface;
struct CustomEffectInfo;
class CSpell;
VCMI_LIB_NAMESPACE_END
class CLabel;
class CCallback;
class CButton;
class CToggleButton;
class CToggleGroup;
struct CatapultProjectileInfo;
class CBattleAnimation;
class CBattleHero;
class CBattleConsole;
class CBattleResultWindow;
class CStackQueue;
class CPlayerInterface;
class CCreatureAnimation;
struct ProjectileInfo;
class CClickableHex;
class CAnimation;
class IImage;
class CStackQueue;
/// 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
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;
};
/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
struct BattleEffect
{
int x, y; //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
};
struct BattleObjectsByHex
{
typedef std::vector<int> TWallList;
typedef std::vector<const CStack *> TStackList;
typedef std::vector<const BattleEffect *> TEffectList;
typedef std::vector<std::shared_ptr<const CObstacleInstance>> TObstacleList;
struct HexData
{
TWallList walls;
TStackList dead;
TStackList alive;
TEffectList effects;
TObstacleList obstacles;
};
HexData beforeAll;
HexData afterAll;
std::array<HexData, GameConstants::BFIELD_SIZE> hex;
};
/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
struct CatapultProjectileInfo
{
CatapultProjectileInfo(Point from, Point dest);
double facA, facB, facC;
double calculateY(double x);
};
enum class MouseHoveredHexContext
{
UNOCCUPIED_HEX,
OCCUPIED_HEX
};
/// Big class which handles the overall battle interface actions and it is also responsible for
/// drawing everything correctly.
class CBattleInterface : public WindowBase
{
private:
SDL_Surface *background, *menu, *amountNormal, *amountNegative, *amountPositive, *amountEffNeutral, *cellBorders, *backgroundWithHexes;
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;
std::shared_ptr<CBattleConsole> console;
std::shared_ptr<CBattleHero> attackingHero;
std::shared_ptr<CBattleHero> defendingHero;
std::shared_ptr<CStackQueue> queue;
const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
std::map<int32_t, std::shared_ptr<CCreatureAnimation>> creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
std::map<int, std::shared_ptr<CAnimation>> idToProjectile;
std::map<int, std::vector<CCreature::CreatureAnimation::RayColor>> idToRay;
std::map<std::string, std::shared_ptr<CAnimation>> animationsCache;
std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
std::map<int, bool> creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
ui8 animCount;
const CStack *activeStack; //number of active stack; nullptr - no one
const CStack *mouseHoveredStack; // stack below mouse pointer, used for border animation
const CStack *stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
const CStack *selectedStack; //for Teleport / Sacrifice
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
std::vector<BattleHex> occupyableHexes, //hexes available for active stack
attackableHexes; //hexes attackable by active stack
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes; // hexes that when in front of a unit cause it's amount box to move back
BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
BattleHex currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
int attackingHex; //hex from which the stack would perform attack with current cursor
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
bool tacticsMode;
bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
bool creatureCasting; //if true, stack currently aims to cats a spell
bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
std::shared_ptr<BattleAction> spellToCast; //spell for which player is choosing destination
const CSpell *sp; //spell pointer for convenience
si32 creatureSpellToCast;
std::vector<PossiblePlayerBattleAction> possibleActions; //all actions possible to call at the moment by player
std::vector<PossiblePlayerBattleAction> localActions; //actions possible to take on hovered hex
std::vector<PossiblePlayerBattleAction> illegalActions; //these actions display message in case of illegal target
PossiblePlayerBattleAction currentAction; //action that will be performed on l-click
PossiblePlayerBattleAction selectedAction; //last action chosen (and saved) by player
PossiblePlayerBattleAction illegalAction; //most likely action that can't be performed here
bool battleActionsStarted; //used for delaying battle actions until intro sound stops
int battleIntroSoundChannel; //required as variable for disabling it via ESC key
void setActiveStack(const CStack *stack);
void setHoveredStack(const CStack *stack);
void requestAutofightingAIToTakeAction();
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack); //called when stack gets its turn
void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
//force active stack to cast a spell if possible
void enterCreatureCastingMode();
std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
void giveCommand(EActionType action, BattleHex tile = BattleHex(), si32 additional = -1);
void sendCommand(BattleAction *& command, const CStack * actor = nullptr);
bool isTileAttackable(const BattleHex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
/// Class which is responsible for drawing the wall of a siege during battle
class SiegeHelper
{
private:
SDL_Surface* walls[18];
const CBattleInterface *owner;
public:
const CGTownInstance *town; //besieged town
SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner);
~SiegeHelper();
std::string getSiegeName(ui16 what) const;
std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
void printPartOfWall(SDL_Surface *to, int what);
enum EWallVisual
{
BACKGROUND = 0,
BACKGROUND_WALL = 1,
KEEP,
BOTTOM_TOWER,
BOTTOM_WALL,
WALL_BELLOW_GATE,
WALL_OVER_GATE,
UPPER_WALL,
UPPER_TOWER,
GATE,
GATE_ARCH,
BOTTOM_STATIC_WALL,
UPPER_STATIC_WALL,
MOAT,
BACKGROUND_MOAT,
KEEP_BATTLEMENT,
BOTTOM_BATTLEMENT,
UPPER_BATTLEMENT
};
friend class CBattleInterface;
} *siegeH;
std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
std::shared_ptr<CPlayerInterface> curInt; //current player interface
const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
/** Methods for displaying battle screen */
void showBackground(SDL_Surface *to);
void showBackgroundImage(SDL_Surface *to);
void showAbsoluteObstacles(SDL_Surface *to);
void showHighlightedHexes(SDL_Surface *to);
void showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder = false);
void showInterface(SDL_Surface *to);
void showBattlefieldObjects(SDL_Surface *to);
void showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
void showStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
void showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance>> &obstacles);
void showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces);
void showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects);
void showProjectiles(SDL_Surface *to);
BattleObjectsByHex sortObjectsByHex();
void updateBattleAnimations();
std::shared_ptr<IImage> getObstacleImage(const CObstacleInstance & oi);
Point getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle);
void redrawBackgroundWithHexes(const CStack *activeStack);
/** End of battle screen blitting methods */
void setHeroAnimation(ui8 side, int phase);
public:
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
std::list<std::pair<CBattleAnimation *, bool>> pendingAnims; //currently displayed animations <anim, initialized>
void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
ui32 animIDhelper; //for giving IDs for animations
CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
virtual ~CBattleInterface();
//std::vector<TimeInterested*> timeinterested; //animation handling
void setPrintCellBorders(bool set); //if true, cell borders will be printed
void setPrintStackRange(bool set); //if true,range of active stack will be printed
void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
void setAnimSpeed(int set); //speed of animation; range 1..100
int getAnimSpeed() const; //speed of animation; range 1..100
CPlayerInterface *getCurrentPlayerInterface() const;
bool shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex);
std::vector<std::shared_ptr<CClickableHex>> bfield; //11 lines, 17 hexes on each
SDL_Surface *cellBorder, *cellShade;
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
// block all UI elements, e.g. during enemy turn
// unlike activate/deactivate this method will correctly grey-out all elements
void blockUI(bool on);
//button handle funcs:
void bOptionsf();
void bSurrenderf();
void bFleef();
void reallyFlee(); //performs fleeing without asking player
void reallySurrender(); //performs surrendering without asking player
void bAutofightf();
void bSpellf();
void bWaitf();
void bDefencef();
void bConsoleUpf();
void bConsoleDownf();
void bTacticNextStack(const CStack *current = nullptr);
void bEndTacticPhase();
//end of button handle funcs
//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;
void show(SDL_Surface *to) override;
void showAll(SDL_Surface *to) override;
//call-ins
void startAction(const BattleAction* action);
void unitAdded(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 waitForAnims();
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 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 displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects);
void displayEffect(ui32 effect, BattleHex destTile); //displays custom effect on the battlefield
void displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile);
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 battleTriggerEffect(const BattleTriggerEffect & bte);
void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
void endAction(const BattleAction* action);
void hideQueue();
void showQueue();
Rect hexPosition(BattleHex hex) const;
void handleHex(BattleHex myNumber, int eventType);
bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
BattleHex fromWhichHexAttack(BattleHex myNumber);
void obstaclePlaced(const CObstacleInstance & oi);
void gateStateChanged(const EGateState state);
void initStackProjectile(const CStack * stack);
const CGHeroInstance *currentHero() const;
InfoAboutHero enemyHero() const;
friend class CPlayerInterface;
friend class CButton;
friend class CInGameConsole;
friend class CStackQueue;
friend class CBattleResultWindow;
friend class CBattleHero;
friend class CEffectAnimation;
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 CClickableHex;
};

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/*
* CCreatureAnimation.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 "CCreatureAnimation.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../gui/SDL_Extensions.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 };
SDL_Color AnimationControls::getBlueBorder()
{
return creatureBlueBorder;
}
SDL_Color AnimationControls::getGoldBorder()
{
return creatureGoldBorder;
}
SDL_Color AnimationControls::getNoBorder()
{
return creatureNoBorder;
}
std::shared_ptr<CCreatureAnimation> AnimationControls::getAnimation(const CCreature * creature)
{
auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
return std::make_shared<CCreatureAnimation>(creature->animDefName, func);
}
float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CCreatureAnimation * anim, size_t group)
{
CCreatureAnim::EAnimType type = CCreatureAnim::EAnimType(group);
assert(creature->animation.walkAnimationTime != 0);
assert(creature->animation.attackAnimationTime != 0);
assert(anim->framesInGroup(type) != 0);
// possible new fields for creature format:
//split "Attack time" into "Shoot Time" and "Cast Time"
// a lot of arbitrary multipliers, mostly to make animation speed closer to H3
const float baseSpeed = 0.1f;
const float speedMult = static_cast<float>(settings["battle"]["animationSpeed"].Float());
const float speed = baseSpeed / speedMult;
switch (type)
{
case CCreatureAnim::MOVING:
return static_cast<float>(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type));
case CCreatureAnim::MOUSEON:
return baseSpeed;
case CCreatureAnim::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:
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:
return speed * 3 / anim->framesInGroup(type);
case CCreatureAnim::TURN_L:
case CCreatureAnim::TURN_R:
return speed / 3;
case CCreatureAnim::MOVE_START:
case CCreatureAnim::MOVE_END:
return speed / 3;
case CCreatureAnim::DEAD:
case CCreatureAnim::DEAD_RANGED:
return speed;
default:
return speed;
}
}
float AnimationControls::getProjectileSpeed()
{
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 100);
}
float AnimationControls::getSpellEffectSpeed()
{
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 30);
}
float AnimationControls::getMovementDuration(const CCreature * creature)
{
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime);
}
float AnimationControls::getFlightDistance(const CCreature * creature)
{
return static_cast<float>(creature->animation.flightAnimationDistance * 200);
}
CCreatureAnim::EAnimType CCreatureAnimation::getType() const
{
return type;
}
void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
{
this->type = type;
currentFrame = 0;
once = false;
play();
}
void CCreatureAnimation::shiftColor(const ColorShifter* shifter)
{
if(forward)
forward->shiftColor(shifter);
if(reverse)
reverse->shiftColor(shifter);
}
CCreatureAnimation::CCreatureAnimation(const std::string & name_, TSpeedController controller)
: name(name_),
speed(0.1f),
currentFrame(0),
elapsedTime(0),
type(CCreatureAnim::HOLDING),
border(CSDL_Ext::makeColor(0, 0, 0, 0)),
speedController(controller),
once(false)
{
forward = std::make_shared<CAnimation>(name_);
reverse = std::make_shared<CAnimation>(name_);
//todo: optimize
forward->preload();
reverse->preload();
// if necessary, add one frame into vcmi-only group DEAD
if(forward->size(CCreatureAnim::DEAD) == 0)
{
forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
}
if(forward->size(CCreatureAnim::DEAD_RANGED) == 0 && forward->size(CCreatureAnim::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);
}
//TODO: get dimensions form CAnimation
auto first = forward->getImage(0, type, true);
if(!first)
{
fullWidth = 0;
fullHeight = 0;
return;
}
fullWidth = first->width();
fullHeight = first->height();
reverse->verticalFlip();
play();
}
void CCreatureAnimation::endAnimation()
{
once = false;
auto copy = onAnimationReset;
onAnimationReset.clear();
copy();
}
bool CCreatureAnimation::incrementFrame(float timePassed)
{
elapsedTime += timePassed;
currentFrame += timePassed * speed;
const auto framesNumber = framesInGroup(type);
if(framesNumber <= 0)
{
endAnimation();
}
else if(currentFrame >= float(framesNumber))
{
// just in case of extremely low fps (or insanely high speed)
while(currentFrame >= float(framesNumber))
currentFrame -= framesNumber;
if(once)
setType(CCreatureAnim::HOLDING);
endAnimation();
return true;
}
return false;
}
void CCreatureAnimation::setBorderColor(SDL_Color palette)
{
border = palette;
}
int CCreatureAnimation::getWidth() const
{
return fullWidth;
}
int CCreatureAnimation::getHeight() const
{
return fullHeight;
}
float CCreatureAnimation::getCurrentFrame() const
{
return currentFrame;
}
void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
{
setType(type);
once = true;
}
inline int getBorderStrength(float time)
{
float borderStrength = fabs(vstd::round(time) - time) * 2; // generate value in range 0-1
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));
}
static ui8 mixChannels(ui8 c1, ui8 c2, ui8 a1, ui8 a2)
{
return c1*a1 / 256 + c2*a2*(255 - a1) / 256 / 256;
}
static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
{
return CSDL_Ext::makeColor(
mixChannels(over.r, base.r, over.a, base.a),
mixChannels(over.g, base.g, over.a, base.a),
mixChannels(over.b, base.b, over.a, base.a),
ui8(over.a + base.a * (255 - over.a) / 256)
);
}
void CCreatureAnimation::genBorderPalette(IImage::BorderPallete & 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));
}
void CCreatureAnimation::nextFrame(SDL_Surface * dest, bool attacker)
{
size_t frame = static_cast<size_t>(floor(currentFrame));
std::shared_ptr<IImage> image;
if(attacker)
image = forward->getImage(frame, type);
else
image = reverse->getImage(frame, type);
if(image)
{
IImage::BorderPallete borderPallete;
genBorderPalette(borderPallete);
image->setBorderPallete(borderPallete);
image->draw(dest, pos.x, pos.y);
}
}
int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
{
return static_cast<int>(forward->size(group));
}
bool CCreatureAnimation::isDead() const
{
return getType() == CCreatureAnim::DEAD
|| getType() == CCreatureAnim::DEATH
|| getType() == CCreatureAnim::DEAD_RANGED
|| getType() == CCreatureAnim::DEATH_RANGED;
}
bool CCreatureAnimation::isIdle() const
{
return getType() == CCreatureAnim::HOLDING
|| getType() == CCreatureAnim::MOUSEON;
}
bool CCreatureAnimation::isMoving() const
{
return getType() == CCreatureAnim::MOVE_START
|| getType() == CCreatureAnim::MOVING
|| getType() == CCreatureAnim::MOVE_END;
}
bool CCreatureAnimation::isShooting() const
{
return getType() == CCreatureAnim::SHOOT_UP
|| getType() == CCreatureAnim::SHOOT_FRONT
|| getType() == CCreatureAnim::SHOOT_DOWN;
}
void CCreatureAnimation::pause()
{
speed = 0;
}
void CCreatureAnimation::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);
}

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/*
* CCreatureAnimation.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 "../../lib/FunctionList.h"
#include "../widgets/Images.h"
#include "../gui/CAnimation.h"
class CIntObject;
class CCreatureAnimation;
/// Namespace for some common controls of animations
namespace AnimationControls
{
/// get SDL_Color for creature selection borders
SDL_Color getBlueBorder();
SDL_Color getGoldBorder();
SDL_Color getNoBorder();
/// creates animation object with preset speed control
std::shared_ptr<CCreatureAnimation> 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 CCreatureAnimation * anim, size_t groupID);
/// returns how far projectile should move each frame
/// TODO: make it time-based
float getProjectileSpeed();
/// returns speed of any spell effects, including any special effects like morale (in frames per second)
float getSpellEffectSpeed();
/// returns duration of full movement animation, in seconds. Needed to move animation on screen
float getMovementDuration(const CCreature * creature);
/// Returns distance on which flying creatures should during one animation loop
float getFlightDistance(const CCreature * creature);
}
/// Class which manages animations of creatures/units inside battles
/// TODO: split into constant image container and class that does *control* of animation
class CCreatureAnimation : public CIntObject
{
public:
typedef std::function<float(CCreatureAnimation *, size_t)> TSpeedController;
private:
std::string name;
std::shared_ptr<CAnimation> forward;
std::shared_ptr<CAnimation> reverse;
int fullWidth;
int fullHeight;
// speed of animation, measure in frames per second
float speed;
// currently displayed frame. Float to allow H3-style animations where frames
// don't display for integer number of frames
float currentFrame;
// cumulative, real-time duration of animation. Used for effects like selection border
float elapsedTime;
CCreatureAnim::EAnimType type; //type of animation being displayed
// border color, disabled if alpha = 0
SDL_Color border;
TSpeedController speedController;
bool once; // animation will be played once and the reset to idling
void endAnimation();
void genBorderPalette(IImage::BorderPallete & target);
public:
// function(s) that will be called when animation ends, after reset to 1st frame
// NOTE that these function will be fired only once
CFunctionList<void()> onAnimationReset;
int getWidth() const;
int getHeight() const;
/// Constructor
/// name - path to .def file, relative to SPRITES/ directory
/// controller - function that will return for how long *each* frame
/// in specified group of animation should be played, measured in seconds
CCreatureAnimation(const std::string & name_, TSpeedController speedController);
void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount
CCreatureAnim::EAnimType getType() const; //returns type of animation
void nextFrame(SDL_Surface * dest, bool attacker);
// should be called every frame, return true when animation was reset to beginning
bool incrementFrame(float timePassed);
void setBorderColor(SDL_Color palette);
// tint color effect
void shiftColor(const ColorShifter * shifter);
float getCurrentFrame() const; // Gets the current frame ID relative to frame group.
void playOnce(CCreatureAnim::EAnimType type); //plays once given stage of animation, then resets to 2
int framesInGroup(CCreatureAnim::EAnimType group) const;
void pause();
void play();
//helpers. TODO: move them somewhere else
bool isDead() const;
bool isIdle() const;
bool isMoving() const;
bool isShooting() const;
};

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/*
* CCreatureAnimation.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 "CreatureAnimation.h"
#include "../../lib/CConfigHandler.h"
#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;
}
SDL_Color AnimationControls::getGoldBorder()
{
return creatureGoldBorder;
}
SDL_Color AnimationControls::getNoBorder()
{
return creatureNoBorder;
}
std::shared_ptr<CreatureAnimation> AnimationControls::getAnimation(const CCreature * creature)
{
auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
return std::make_shared<CreatureAnimation>(creature->animDefName, func);
}
float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType type)
{
assert(creature->animation.walkAnimationTime != 0);
assert(creature->animation.attackAnimationTime != 0);
assert(anim->framesInGroup(type) != 0);
// possible new fields for creature format:
//split "Attack time" into "Shoot Time" and "Cast Time"
// a lot of arbitrary multipliers, mostly to make animation speed closer to H3
const float baseSpeed = 0.1f;
const float speedMult = static_cast<float>(settings["battle"]["animationSpeed"].Float());
const float speed = baseSpeed / speedMult;
switch (type)
{
case ECreatureAnimType::MOVING:
return static_cast<float>(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type));
case ECreatureAnimType::MOUSEON:
return baseSpeed;
case ECreatureAnimType::HOLDING:
return static_cast<float>(baseSpeed * creature->animation.idleAnimationTime / anim->framesInGroup(type));
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 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 ECreatureAnimType::TURN_L:
case ECreatureAnimType::TURN_R:
return speed / 3;
case ECreatureAnimType::MOVE_START:
case ECreatureAnimType::MOVE_END:
return speed / 3;
case ECreatureAnimType::DEAD:
case ECreatureAnimType::DEAD_RANGED:
return speed;
default:
return speed;
}
}
float AnimationControls::getProjectileSpeed()
{
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4000);
}
float AnimationControls::getCatapultSpeed()
{
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 1000);
}
float AnimationControls::getSpellEffectSpeed()
{
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 30);
}
float AnimationControls::getMovementDuration(const CCreature * creature)
{
return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime);
}
float AnimationControls::getFlightDistance(const CCreature * creature)
{
return static_cast<float>(creature->animation.flightAnimationDistance * 200);
}
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(ECreatureAnimType type)
{
this->type = type;
currentFrame = 0;
once = false;
play();
}
CreatureAnimation::CreatureAnimation(const std::string & name_, TSpeedController controller)
: name(name_),
speed(0.1f),
shadowAlpha(128),
currentFrame(0),
elapsedTime(0),
type(ECreatureAnimType::HOLDING),
border(CSDL_Ext::makeColor(0, 0, 0, 0)),
speedController(controller),
once(false)
{
forward = std::make_shared<CAnimation>(name_);
reverse = std::make_shared<CAnimation>(name_);
//todo: optimize
forward->preload();
reverse->preload();
// if necessary, add one frame into vcmi-only group DEAD
if(forward->size(size_t(ECreatureAnimType::DEAD)) == 0)
{
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(size_t(ECreatureAnimType::DEAD_RANGED)) == 0 && forward->size(size_t(ECreatureAnimType::DEATH_RANGED)) != 0)
{
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, size_t(type), true);
if(!first)
{
fullWidth = 0;
fullHeight = 0;
return;
}
fullWidth = first->width();
fullHeight = first->height();
reverse->verticalFlip();
play();
}
void CreatureAnimation::endAnimation()
{
once = false;
auto copy = onAnimationReset;
onAnimationReset.clear();
copy();
}
bool CreatureAnimation::incrementFrame(float timePassed)
{
elapsedTime += timePassed;
currentFrame += timePassed * speed;
const auto framesNumber = framesInGroup(type);
if(framesNumber <= 0)
{
endAnimation();
}
else if(currentFrame >= float(framesNumber))
{
// just in case of extremely low fps (or insanely high speed)
while(currentFrame >= float(framesNumber))
currentFrame -= framesNumber;
if(once)
setType(ECreatureAnimType::HOLDING);
endAnimation();
return true;
}
return false;
}
void CreatureAnimation::setBorderColor(SDL_Color palette)
{
border = palette;
}
int CreatureAnimation::getWidth() const
{
return fullWidth;
}
int CreatureAnimation::getHeight() const
{
return fullHeight;
}
float CreatureAnimation::getCurrentFrame() const
{
return currentFrame;
}
void CreatureAnimation::playOnce( ECreatureAnimType type )
{
setType(type);
once = true;
}
inline int getBorderStrength(float time)
{
float borderStrength = fabs(vstd::round(time) - time) * 2; // generate value in range 0-1
return static_cast<int>(borderStrength * 155 + 100); // scale to 0-255
}
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));
}
static ui8 mixChannels(ui8 c1, ui8 c2, ui8 a1, ui8 a2)
{
return c1*a1 / 256 + c2*a2*(255 - a1) / 256 / 256;
}
static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
{
return CSDL_Ext::makeColor(
mixChannels(over.r, base.r, over.a, base.a),
mixChannels(over.g, base.g, over.a, base.a),
mixChannels(over.b, base.b, over.a, base.a),
ui8(over.a + base.a * (255 - over.a) / 256)
);
}
void CreatureAnimation::genSpecialPalette(IImage::SpecialPalette & target)
{
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, 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, size_t(type));
else
image = reverse->getImage(frame, size_t(type));
if(image)
{
IImage::SpecialPalette SpecialPalette;
genSpecialPalette(SpecialPalette);
image->setSpecialPallete(SpecialPalette);
image->adjustPalette(shifter);
canvas.draw(image, pos.topLeft(), Rect(0, 0, pos.w, pos.h));
}
}
int CreatureAnimation::framesInGroup(ECreatureAnimType group) const
{
return static_cast<int>(forward->size(size_t(group)));
}
bool CreatureAnimation::isDead() const
{
return getType() == ECreatureAnimType::DEAD
|| getType() == ECreatureAnimType::DEAD_RANGED;
}
bool CreatureAnimation::isDying() const
{
return getType() == ECreatureAnimType::DEATH
|| getType() == ECreatureAnimType::DEATH_RANGED;
}
bool CreatureAnimation::isDeadOrDying() const
{
return getType() == ECreatureAnimType::DEAD
|| getType() == ECreatureAnimType::DEATH
|| getType() == ECreatureAnimType::DEAD_RANGED
|| getType() == ECreatureAnimType::DEATH_RANGED;
}
bool CreatureAnimation::isIdle() const
{
return getType() == ECreatureAnimType::HOLDING
|| getType() == ECreatureAnimType::MOUSEON;
}
bool CreatureAnimation::isMoving() const
{
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() == ECreatureAnimType::SHOOT_UP
|| getType() == ECreatureAnimType::SHOOT_FRONT
|| getType() == ECreatureAnimType::SHOOT_DOWN;
}
void CreatureAnimation::pause()
{
speed = 0;
}
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);
}

View File

@ -0,0 +1,149 @@
/*
* CCreatureAnimation.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 "../../lib/FunctionList.h"
#include "../widgets/Images.h"
#include "../gui/CAnimation.h"
class CIntObject;
class CreatureAnimation;
class Canvas;
/// Namespace for some common controls of animations
namespace AnimationControls
{
/// get SDL_Color for creature selection borders
SDL_Color getBlueBorder();
SDL_Color getGoldBorder();
SDL_Color getNoBorder();
/// creates animation object with preset speed control
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, ECreatureAnimType groupID);
/// returns how far projectile should move per second
float getProjectileSpeed();
/// 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)
float getSpellEffectSpeed();
/// returns duration of full movement animation, in seconds. Needed to move animation on screen
float getMovementDuration(const CCreature * creature);
/// 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
/// TODO: split into constant image container and class that does *control* of animation
class CreatureAnimation : public CIntObject
{
public:
typedef std::function<float(CreatureAnimation *, ECreatureAnimType)> TSpeedController;
private:
std::string name;
/// animation for rendering stack in default orientation - facing right
std::shared_ptr<CAnimation> forward;
/// animation that has all its frames flipped for rendering stack facing left
std::shared_ptr<CAnimation> reverse;
int fullWidth;
int fullHeight;
/// speed of animation, measure in frames per second
float speed;
/// currently displayed frame. Float to allow H3-style animations where frames
/// don't display for integer number of frames
float currentFrame;
/// cumulative, real-time duration of animation. Used for effects like selection border
float elapsedTime;
///type of animation being displayed
ECreatureAnimType type;
/// current value of shadow transparency
uint8_t shadowAlpha;
/// border color, disabled if alpha = 0
SDL_Color border;
TSpeedController speedController;
/// animation will be played once and the reset to idling
bool once;
void endAnimation();
void genSpecialPalette(IImage::SpecialPalette & target);
public:
/// function(s) that will be called when animation ends, after reset to 1st frame
/// NOTE that these functions will be fired only once
CFunctionList<void()> onAnimationReset;
int getWidth() const;
int getHeight() const;
/// Constructor
/// name - path to .def file, relative to SPRITES/ directory
/// controller - function that will return for how long *each* frame
/// in specified group of animation should be played, measured in seconds
CreatureAnimation(const std::string & name_, TSpeedController speedController);
/// sets type of animation and resets framecount
void setType(ECreatureAnimType type);
/// returns currently rendered type of animation
ECreatureAnimType getType() const;
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);
/// Gets the current frame ID within current group.
float getCurrentFrame() const;
/// plays once given type of animation, then resets to idle
void playOnce(ECreatureAnimType type);
/// returns number of frames in selected animation type
int framesInGroup(ECreatureAnimType group) const;
void pause();
void play();
/// helpers to classify current type of animation
bool isDead() const;
bool isDying() const;
bool isDeadOrDying() const;
bool isIdle() const;
bool isMoving() const;
bool isShooting() const;
};

View File

@ -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;
@ -92,23 +94,24 @@ public:
// Keep the original palette, in order to do color switching operation
void savePalette();
void draw(SDL_Surface * where, int posX=0, int posY=0, Rect *src=nullptr, ui8 alpha=255) const override;
void draw(SDL_Surface * where, SDL_Rect * dest, SDL_Rect * src, ui8 alpha=255) const override;
void draw(SDL_Surface * where, int posX=0, int posY=0, const Rect *src=nullptr) const override;
void draw(SDL_Surface * where, const SDL_Rect * dest, const SDL_Rect * src) const override;
std::shared_ptr<IImage> scaleFast(float scale) const override;
void exportBitmap(const boost::filesystem::path & path) const override;
void playerColored(PlayerColor player) override;
void setFlagColor(PlayerColor player) override;
int width() const override;
int height() const override;
bool isTransparent(const Point & coords) const override;
Point dimensions() const override;
void horizontalFlip() override;
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;
@ -134,6 +137,11 @@ public:
~SDLImageLoader();
};
std::shared_ptr<IImage> IImage::createFromFile( const std::string & path )
{
return std::shared_ptr<IImage>(new SDLImage(path));
}
// Extremely simple file cache. TODO: smarter, more general solution
class CFileCache
{
@ -207,32 +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));
@ -554,6 +547,15 @@ SDLImageLoader::~SDLImageLoader()
IImage::IImage() = default;
IImage::~IImage() = default;
int IImage::width() const
{
return dimensions().x;
}
int IImage::height() const
{
return dimensions().y;
}
SDLImage::SDLImage(CDefFile * data, size_t frame, size_t group)
: surf(nullptr),
@ -640,17 +642,16 @@ SDLImage::SDLImage(std::string filename)
}
}
void SDLImage::draw(SDL_Surface *where, int posX, int posY, Rect *src, ui8 alpha) const
void SDLImage::draw(SDL_Surface *where, int posX, int posY, const Rect *src) const
{
if(!surf)
return;
Rect destRect(posX, posY, surf->w, surf->h);
draw(where, &destRect, src);
}
void SDLImage::draw(SDL_Surface* where, SDL_Rect* dest, SDL_Rect* src, ui8 alpha) const
void SDLImage::draw(SDL_Surface* where, const SDL_Rect* dest, const SDL_Rect* src) const
{
if (!surf)
return;
@ -730,14 +731,14 @@ void SDLImage::setFlagColor(PlayerColor player)
CSDL_Ext::setPlayerColor(surf, player);
}
int SDLImage::width() const
bool SDLImage::isTransparent(const Point & coords) const
{
return fullSize.x;
return CSDL_Ext::isTransparent(surf, coords.x, coords.y);
}
int SDLImage::height() const
Point SDLImage::dimensions() const
{
return fullSize.y;
return fullSize;
}
void SDLImage::horizontalFlip()
@ -790,7 +791,7 @@ void SDLImage::shiftPalette(int from, int howMany)
}
}
void SDLImage::adjustPalette(const ColorShifter * shifter)
void SDLImage::adjustPalette(const ColorFilter & shifter)
{
if(originalPalette == nullptr)
return;
@ -800,7 +801,7 @@ 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]);
}
}
@ -813,11 +814,20 @@ 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);
}
}
@ -1080,18 +1090,6 @@ 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)

View File

@ -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
@ -37,11 +37,11 @@ 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, Rect * src = nullptr, ui8 alpha = 255) const=0;
virtual void draw(SDL_Surface * where, SDL_Rect * dest, SDL_Rect * src, ui8 alpha = 255) const = 0;
virtual void draw(SDL_Surface * where, int posX = 0, int posY = 0, const Rect * src = nullptr) const = 0;
virtual void draw(SDL_Surface * where, const SDL_Rect * dest, const SDL_Rect * src) const = 0;
virtual std::shared_ptr<IImage> scaleFast(float scale) const = 0;
@ -53,22 +53,30 @@ public:
//set special color for flag
virtual void setFlagColor(PlayerColor player)=0;
virtual int width() const=0;
virtual int height() const=0;
//test transparency of specific pixel
virtual bool isTransparent(const Point & coords) const = 0;
virtual Point dimensions() const = 0;
int width() const;
int height() const;
//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;
IImage();
virtual ~IImage();
/// loads image from specified file. Returns 0-sized images on failure
static std::shared_ptr<IImage> createFromFile( const std::string & path );
};
/// Class for handling animation
@ -114,9 +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);

View File

@ -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)

View File

@ -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();
};

View File

@ -21,7 +21,7 @@
#include "../../lib/CConfigHandler.h"
#include "../CMT.h"
#include "../CPlayerInterface.h"
#include "../battle/CBattleInterface.h"
#include "../battle/BattleInterface.h"
extern std::queue<SDL_Event> SDLEventsQueue;
extern boost::mutex eventsM;
@ -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();

View File

@ -20,7 +20,7 @@ template <typename T> struct CondSh;
VCMI_LIB_NAMESPACE_END
class CFramerateManager;
class CGStatusBar;
class IStatusBar;
class CIntObject;
class IUpdateable;
class IShowActivatable;
@ -65,7 +65,7 @@ class CGuiHandler
public:
CFramerateManager * mainFPSmng; //to keep const framerate
std::list<std::shared_ptr<IShowActivatable>> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
std::shared_ptr<CGStatusBar> statusbar;
std::shared_ptr<IStatusBar> statusbar;
private:
std::vector<std::shared_ptr<IShowActivatable>> disposed;
@ -165,6 +165,7 @@ struct SSetCaptureState
};
#define OBJ_CONSTRUCTION SObjectConstruction obj__i(this)
#define OBJ_CONSTRUCTION_TARGETED(obj) SObjectConstruction obj__i(obj)
#define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
#define OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(actions) SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)

View File

@ -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()
@ -373,3 +373,6 @@ void WindowBase::close()
logGlobal->error("Only top interface must be closed");
GH.popInts(1);
}
IStatusBar::~IStatusBar()
{}

View File

@ -165,8 +165,6 @@ public:
//request complete redraw of this object
void redraw() override;
enum EAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
bool isItInLoc(const SDL_Rect &rect, int x, int y);
bool isItInLoc(const SDL_Rect &rect, const Point &p);
const Rect & center(const Rect &r, bool propagate = true); //sets pos so that r will be in the center of screen, assigns sizes of r to pos, returns new position
@ -217,3 +215,25 @@ public:
protected:
void close();
};
class IStatusBar
{
public:
virtual ~IStatusBar();
/// set current text for the status bar
virtual void write(const std::string & text) = 0;
/// remove any current text from the status bar
virtual void clear() = 0;
/// remove text from status bar if current text matches tested text
virtual void clearIfMatching(const std::string & testedText) = 0;
/// enables mode for entering text instead of showing hover text
virtual void setEnteringMode(bool on) = 0;
/// overrides hover text from controls with text entered into in-game console (for chat/cheats)
virtual void setEnteredText(const std::string & text) = 0;
};

102
client/gui/Canvas.cpp Normal file
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@ -0,0 +1,102 @@
/*
* 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 "Canvas.h"
#include "SDL_Extensions.h"
#include "Geometries.h"
#include "CAnimation.h"
#include "../Graphics.h"
Canvas::Canvas(SDL_Surface * surface):
surface(surface),
renderOffset(0,0)
{
surface->refcount++;
}
Canvas::Canvas(Canvas & other):
surface(other.surface),
renderOffset(other.renderOffset)
{
surface->refcount++;
}
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);
}
void Canvas::draw(std::shared_ptr<IImage> image, const Point & pos)
{
assert(image);
if (image)
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, renderOffset.x + pos.x, renderOffset.y + pos.y, &sourceRect);
}
void Canvas::draw(Canvas & image, const Point & pos)
{
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, 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, 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);
}
}
void Canvas::drawText(const Point & position, const EFonts & font, const SDL_Color & colorDest, ETextAlignment alignment, const std::vector<std::string> & text )
{
switch (alignment)
{
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);
}
}

65
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@ -0,0 +1,65 @@
/*
* Canvas.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 "Geometries.h"
struct SDL_Color;
struct SDL_Surface;
class IImage;
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:
/// constructs canvas using existing surface. Caller maintains ownership on the surface
Canvas(SDL_Surface * surface);
/// 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);
~Canvas();
/// renders image onto this canvas at specified position
void draw(std::shared_ptr<IImage> image, const Point & pos);
/// renders section of image bounded by sourceRect at specified position
void draw(std::shared_ptr<IImage> image, const Point & pos, const Rect & sourceRect);
/// renders another canvas onto this canvas
void draw(Canvas & image, const Point & pos);
/// renders continuous, 1-pixel wide line with color gradient
void drawLine(const Point & from, const Point & dest, const SDL_Color & colorFrom, const SDL_Color & colorDest);
/// renders single line of text with specified parameters
void drawText(const Point & position, const EFonts & font, const SDL_Color & colorDest, ETextAlignment alignment, const std::string & text );
/// renders multiple lines of text with specified parameters
void drawText(const Point & position, const EFonts & font, const SDL_Color & colorDest, ETextAlignment alignment, const std::vector<std::string> & text );
};

162
client/gui/ColorFilter.cpp Normal file
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@ -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
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@ -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;
};

View File

@ -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);
}

View File

@ -9,11 +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
{
@ -24,13 +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
@ -71,10 +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;
@ -94,7 +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;
}
@ -119,60 +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;
@ -180,34 +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;

View File

@ -0,0 +1,425 @@
/*
* InterfaceBuilder.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 "InterfaceObjectConfigurable.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CAnimation.h"
#include "../gui/CGuiHandler.h"
#include "../widgets/CComponent.h"
#include "../widgets/Buttons.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/ObjectLists.h"
#include "../widgets/TextControls.h"
#include "../windows/GUIClasses.h"
#include "../windows/InfoWindows.h"
#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)
{
build(config);
}
InterfaceObjectConfigurable::InterfaceObjectConfigurable(int used, Point offset):
CIntObject(used, offset)
{
REGISTER_BUILDER("picture", &InterfaceObjectConfigurable::buildPicture);
REGISTER_BUILDER("image", &InterfaceObjectConfigurable::buildImage);
REGISTER_BUILDER("texture", &InterfaceObjectConfigurable::buildTexture);
REGISTER_BUILDER("animation", &InterfaceObjectConfigurable::buildAnimation);
REGISTER_BUILDER("label", &InterfaceObjectConfigurable::buildLabel);
REGISTER_BUILDER("toggleGroup", &InterfaceObjectConfigurable::buildToggleGroup);
REGISTER_BUILDER("toggleButton", &InterfaceObjectConfigurable::buildToggleButton);
REGISTER_BUILDER("button", &InterfaceObjectConfigurable::buildButton);
REGISTER_BUILDER("labelGroup", &InterfaceObjectConfigurable::buildLabelGroup);
REGISTER_BUILDER("slider", &InterfaceObjectConfigurable::buildSlider);
}
void InterfaceObjectConfigurable::registerBuilder(const std::string & type, BuilderFunction f)
{
builders[type] = f;
}
void InterfaceObjectConfigurable::addCallback(const std::string & callbackName, std::function<void(int)> callback)
{
callbacks[callbackName] = callback;
}
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");
auto * items = &config;
if(config.getType() == JsonNode::JsonType::DATA_STRUCT)
{
for(auto & item : config["variables"].Struct())
{
logGlobal->debug("Read variable named %s", item.first);
variables[item.first] = item.second;
}
items = &config["items"];
}
const std::string unnamedObjectPrefix = "__widget_";
for(const auto & item : items->Vector())
{
std::string name = item["name"].isNull()
? unnamedObjectPrefix + std::to_string(unnamedObjectId++)
: item["name"].String();
logGlobal->debug("Building widget with name %s", name);
widgets[name] = buildWidget(item);
}
}
std::string InterfaceObjectConfigurable::readText(const JsonNode & config) const
{
if(config.isNull())
return "";
std::string s = config.String();
logGlobal->debug("Reading text from translations by key: %s", s);
return CGI->generaltexth->translate(s);
}
Point InterfaceObjectConfigurable::readPosition(const JsonNode & config) const
{
Point p;
logGlobal->debug("Reading point");
p.x = config["x"].Integer();
p.y = config["y"].Integer();
return p;
}
Rect InterfaceObjectConfigurable::readRect(const JsonNode & config) const
{
Rect p;
logGlobal->debug("Reading rect");
p.x = config["x"].Integer();
p.y = config["y"].Integer();
p.w = config["w"].Integer();
p.h = config["h"].Integer();
return p;
}
ETextAlignment InterfaceObjectConfigurable::readTextAlignment(const JsonNode & config) const
{
logGlobal->debug("Reading text alignment");
if(!config.isNull())
{
if(config.String() == "center")
return ETextAlignment::CENTER;
if(config.String() == "left")
return ETextAlignment::TOPLEFT;
if(config.String() == "right")
return ETextAlignment::BOTTOMRIGHT;
}
logGlobal->debug("Uknown text alignment attribute");
return ETextAlignment::CENTER;
}
SDL_Color InterfaceObjectConfigurable::readColor(const JsonNode & config) const
{
logGlobal->debug("Reading color");
if(!config.isNull())
{
if(config.String() == "yellow")
return Colors::YELLOW;
if(config.String() == "white")
return Colors::WHITE;
if(config.String() == "gold")
return Colors::METALLIC_GOLD;
if(config.String() == "green")
return Colors::GREEN;
if(config.String() == "orange")
return Colors::ORANGE;
if(config.String() == "bright-yellow")
return Colors::BRIGHT_YELLOW;
}
logGlobal->debug("Uknown color attribute");
return Colors::DEFAULT_KEY_COLOR;
}
EFonts InterfaceObjectConfigurable::readFont(const JsonNode & config) const
{
logGlobal->debug("Reading font");
if(!config.isNull())
{
if(config.String() == "big")
return EFonts::FONT_BIG;
if(config.String() == "medium")
return EFonts::FONT_MEDIUM;
if(config.String() == "small")
return EFonts::FONT_SMALL;
if(config.String() == "tiny")
return EFonts::FONT_TINY;
}
logGlobal->debug("Uknown font attribute");
return EFonts::FONT_TIMES;
}
std::pair<std::string, std::string> InterfaceObjectConfigurable::readHintText(const JsonNode & config) const
{
logGlobal->debug("Reading hint text");
std::pair<std::string, std::string> result;
if(!config.isNull())
{
if(config.getType() == JsonNode::JsonType::DATA_STRUCT)
{
result.first = readText(config["hover"]);
result.second = readText(config["help"]);
return result;
}
if(config.getType() == JsonNode::JsonType::DATA_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");
auto image = config["image"].String();
auto position = readPosition(config["position"]);
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;
}
std::shared_ptr<CLabel> InterfaceObjectConfigurable::buildLabel(const JsonNode & config) const
{
logGlobal->debug("Building widget CLabel");
auto font = readFont(config["font"]);
auto alignment = readTextAlignment(config["alignment"]);
auto color = readColor(config["color"]);
auto text = readText(config["text"]);
auto position = readPosition(config["position"]);
return std::make_shared<CLabel>(position.x, position.y, font, alignment, color, text);
}
std::shared_ptr<CToggleGroup> InterfaceObjectConfigurable::buildToggleGroup(const JsonNode & config) const
{
logGlobal->debug("Building widget CToggleGroup");
auto position = readPosition(config["position"]);
auto group = std::make_shared<CToggleGroup>(0);
group->pos += position;
if(!config["items"].isNull())
{
OBJ_CONSTRUCTION_TARGETED(group.get());
int itemIdx = -1;
for(const auto & item : config["items"].Vector())
{
itemIdx = item["index"].isNull() ? itemIdx + 1 : item["index"].Integer();
group->addToggle(itemIdx, std::dynamic_pointer_cast<CToggleBase>(buildWidget(item)));
}
}
if(!config["selected"].isNull())
group->setSelected(config["selected"].Integer());
if(!config["callback"].isNull())
group->addCallback(callbacks.at(config["callback"].String()));
return group;
}
std::shared_ptr<CToggleButton> InterfaceObjectConfigurable::buildToggleButton(const JsonNode & config) const
{
logGlobal->debug("Building widget CToggleButton");
auto position = readPosition(config["position"]);
auto image = config["image"].String();
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())
{
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(callbacks.at(config["callback"].String()));
return button;
}
std::shared_ptr<CButton> InterfaceObjectConfigurable::buildButton(const JsonNode & config) const
{
logGlobal->debug("Building widget CButton");
auto position = readPosition(config["position"]);
auto image = config["image"].String();
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())
{
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;
}
std::shared_ptr<CLabelGroup> InterfaceObjectConfigurable::buildLabelGroup(const JsonNode & config) const
{
logGlobal->debug("Building widget CLabelGroup");
auto font = readFont(config["font"]);
auto alignment = readTextAlignment(config["alignment"]);
auto color = readColor(config["color"]);
auto group = std::make_shared<CLabelGroup>(font, alignment, color);
if(!config["items"].isNull())
{
for(const auto & item : config["items"].Vector())
{
auto position = readPosition(item["position"]);
auto text = readText(item["text"]);
group->add(position.x, position.y, text);
}
}
return group;
}
std::shared_ptr<CSlider> InterfaceObjectConfigurable::buildSlider(const JsonNode & config) const
{
logGlobal->debug("Building widget CSlider");
auto position = readPosition(config["position"]);
int length = config["size"].Integer();
auto style = config["style"].String() == "brown" ? CSlider::BROWN : CSlider::BLUE;
auto itemsVisible = config["itemsVisible"].Integer();
auto itemsTotal = config["itemsTotal"].Integer();
auto value = config["selected"].Integer();
bool horizontal = config["orientation"].String() == "horizontal";
return std::make_shared<CSlider>(position, length, callbacks.at(config["callback"].String()), itemsVisible, itemsTotal, value, horizontal, style);
}
std::shared_ptr<CAnimImage> InterfaceObjectConfigurable::buildImage(const JsonNode & config) const
{
logGlobal->debug("Building widget CAnimImage");
auto position = readPosition(config["position"]);
auto image = config["image"].String();
int group = config["group"].isNull() ? 0 : config["group"].Integer();
int frame = config["frame"].isNull() ? 0 : config["frame"].Integer();
return std::make_shared<CAnimImage>(image, frame, group, position.x, position.y);
}
std::shared_ptr<CFilledTexture> InterfaceObjectConfigurable::buildTexture(const JsonNode & config) const
{
logGlobal->debug("Building widget CFilledTexture");
auto image = config["image"].String();
auto rect = readRect(config["rect"]);
return std::make_shared<CFilledTexture>(image, rect);
}
std::shared_ptr<CShowableAnim> InterfaceObjectConfigurable::buildAnimation(const JsonNode & config) const
{
logGlobal->debug("Building widget CShowableAnim");
auto position = readPosition(config["position"]);
auto image = config["image"].String();
ui8 flags = 0;
if(!config["repeat"].Bool())
flags |= CShowableAnim::EFlags::PLAY_ONCE;
int group = config["group"].isNull() ? 0 : config["group"].Integer();
auto anim = std::make_shared<CShowableAnim>(position.x, position.y, image, flags, 4, group);
if(!config["alpha"].isNull())
anim->setAlpha(config["alpha"].Integer());
if(!config["callback"].isNull())
anim->callback = std::bind(callbacks.at(config["callback"].String()), 0);
if(!config["frames"].isNull())
{
auto b = config["frames"]["start"].Integer();
auto e = config["frames"]["end"].Integer();
anim->set(group, b, e);
}
return anim;
}
std::shared_ptr<CIntObject> InterfaceObjectConfigurable::buildWidget(JsonNode config) const
{
assert(!config.isNull());
logGlobal->debug("Building widget from config");
//overrides from variables
for(auto & item : config["overrides"].Struct())
{
logGlobal->debug("Config attribute %s was overriden by variable %s", item.first, item.second.String());
config[item.first] = variables[item.second.String()];
}
auto type = config["type"].String();
auto buildIterator = builders.find(type);
if(buildIterator != builders.end())
return (buildIterator->second)(config);
logGlobal->error("Builder with type %s is not registered", type);
return nullptr;
}

View File

@ -0,0 +1,89 @@
/*
* InterfaceBuilder.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 "CIntObject.h"
#include "../../lib/JsonNode.h"
class CPicture;
class CLabel;
class CToggleGroup;
class CToggleButton;
class CButton;
class CLabelGroup;
class CSlider;
class CAnimImage;
class CShowableAnim;
class CFilledTexture;
#define REGISTER_BUILDER(type, method) registerBuilder(type, std::bind(method, this, std::placeholders::_1))
class InterfaceObjectConfigurable: public CIntObject
{
public:
InterfaceObjectConfigurable(int used=0, Point offset=Point());
InterfaceObjectConfigurable(const JsonNode & config, int used=0, Point offset=Point());
protected:
using BuilderFunction = std::function<std::shared_ptr<CIntObject>(const JsonNode &)>;
void registerBuilder(const std::string &, BuilderFunction);
//must be called after adding callbacks
void build(const JsonNode & config);
void addCallback(const std::string & callbackName, std::function<void(int)> callback);
JsonNode variables;
template<class T>
const std::shared_ptr<T> widget(const std::string & name) const
{
auto iter = widgets.find(name);
if(iter == widgets.end())
return nullptr;
return std::dynamic_pointer_cast<T>(iter->second);
}
void deleteWidget(const std::string & name);
//basic serializers
Point readPosition(const JsonNode &) const;
Rect readRect(const JsonNode &) const;
ETextAlignment readTextAlignment(const JsonNode &) const;
SDL_Color readColor(const JsonNode &) const;
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;
std::shared_ptr<CLabel> buildLabel(const JsonNode &) const;
std::shared_ptr<CToggleGroup> buildToggleGroup(const JsonNode &) const;
std::shared_ptr<CToggleButton> buildToggleButton(const JsonNode &) const;
std::shared_ptr<CButton> buildButton(const JsonNode &) const;
std::shared_ptr<CLabelGroup> buildLabelGroup(const JsonNode &) const;
std::shared_ptr<CSlider> buildSlider(const JsonNode &) const;
std::shared_ptr<CAnimImage> buildImage(const JsonNode &) const;
std::shared_ptr<CShowableAnim> buildAnimation(const JsonNode &) const;
std::shared_ptr<CFilledTexture> buildTexture(const JsonNode &) const;
//composite widgets
std::shared_ptr<CIntObject> buildWidget(JsonNode config) const;
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;
};

View File

@ -1,5 +1,5 @@
/*
* NotificationHandler.cpp, part of VCMI engine
* NotificationHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*

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