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Applied suggestions from review
This commit is contained in:
parent
602e52127b
commit
264f5c91e8
@ -41,7 +41,7 @@ static std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
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}
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BattleActionsController::BattleActionsController(BattleInterface * owner):
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BattleActionsController::BattleActionsController(BattleInterface & owner):
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owner(owner),
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creatureCasting(false),
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spellDestSelectMode(false),
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@ -62,17 +62,17 @@ void BattleActionsController::endCastingSpell()
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spellDestSelectMode = false;
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CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
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if(owner->stacksController->getActiveStack())
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if(owner.stacksController->getActiveStack())
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{
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possibleActions = getPossibleActionsForStack(owner->stacksController->getActiveStack()); //restore actions after they were cleared
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owner->myTurn = true;
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possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack()); //restore actions after they were cleared
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owner.myTurn = true;
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}
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}
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else
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{
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if(owner->stacksController->getActiveStack())
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if(owner.stacksController->getActiveStack())
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{
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possibleActions = getPossibleActionsForStack(owner->stacksController->getActiveStack());
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possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
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GH.fakeMouseMove();
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}
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}
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@ -81,35 +81,35 @@ void BattleActionsController::endCastingSpell()
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void BattleActionsController::enterCreatureCastingMode()
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{
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//silently check for possible errors
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if (!owner->myTurn)
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if (!owner.myTurn)
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return;
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if (owner->tacticsMode)
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if (owner.tacticsMode)
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return;
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//hero is casting a spell
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if (spellDestSelectMode)
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return;
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if (!owner->stacksController->getActiveStack())
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if (!owner.stacksController->getActiveStack())
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return;
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if (!owner->stacksController->activeStackSpellcaster())
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if (!owner.stacksController->activeStackSpellcaster())
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return;
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//random spellcaster
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if (owner->stacksController->activeStackSpellToCast() == SpellID::NONE)
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if (owner.stacksController->activeStackSpellToCast() == SpellID::NONE)
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return;
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if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
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{
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const spells::Caster * caster = owner->stacksController->getActiveStack();
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const CSpell * spell = owner->stacksController->activeStackSpellToCast().toSpell();
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const spells::Caster * caster = owner.stacksController->getActiveStack();
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const CSpell * spell = owner.stacksController->activeStackSpellToCast().toSpell();
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spells::Target target;
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target.emplace_back();
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spells::BattleCast cast(owner->curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
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spells::BattleCast cast(owner.curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
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auto m = spell->battleMechanics(&cast);
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spells::detail::ProblemImpl ignored;
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@ -118,16 +118,16 @@ void BattleActionsController::enterCreatureCastingMode()
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if (isCastingPossible)
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{
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owner->myTurn = false;
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owner->giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, owner->stacksController->activeStackSpellToCast());
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owner->stacksController->setSelectedStack(nullptr);
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owner.myTurn = false;
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owner.giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, owner.stacksController->activeStackSpellToCast());
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owner.stacksController->setSelectedStack(nullptr);
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CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
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}
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}
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else
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{
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possibleActions = getPossibleActionsForStack(owner->stacksController->getActiveStack());
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possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
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auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
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{
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@ -144,16 +144,16 @@ void BattleActionsController::enterCreatureCastingMode()
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std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack) const
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{
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BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
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data.creatureSpellToCast = owner->stacksController->activeStackSpellToCast();
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data.tacticsMode = owner->tacticsMode;
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auto allActions = owner->curInt->cb->getClientActionsForStack(stack, data);
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data.creatureSpellToCast = owner.stacksController->activeStackSpellToCast();
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data.tacticsMode = owner.tacticsMode;
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auto allActions = owner.curInt->cb->getClientActionsForStack(stack, data);
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return std::vector<PossiblePlayerBattleAction>(allActions);
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}
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void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
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{
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if(owner->tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
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if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
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auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
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{
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@ -205,21 +205,21 @@ void BattleActionsController::castThisSpell(SpellID spellID)
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spellToCast = std::make_shared<BattleAction>();
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spellToCast->actionType = EActionType::HERO_SPELL;
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spellToCast->actionSubtype = spellID; //spell number
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spellToCast->stackNumber = (owner->attackingHeroInstance->tempOwner == owner->curInt->playerID) ? -1 : -2;
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spellToCast->side = owner->defendingHeroInstance ? (owner->curInt->playerID == owner->defendingHeroInstance->tempOwner) : false;
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spellToCast->stackNumber = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? -1 : -2;
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spellToCast->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
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spellDestSelectMode = true;
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creatureCasting = false;
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//choosing possible targets
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const CGHeroInstance *castingHero = (owner->attackingHeroInstance->tempOwner == owner->curInt->playerID) ? owner->attackingHeroInstance : owner->defendingHeroInstance;
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const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
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assert(castingHero); // code below assumes non-null hero
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currentSpell = spellID.toSpell();
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PossiblePlayerBattleAction spellSelMode = owner->curInt->cb->getCasterAction(currentSpell, castingHero, spells::Mode::HERO);
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PossiblePlayerBattleAction spellSelMode = owner.curInt->cb->getCasterAction(currentSpell, castingHero, spells::Mode::HERO);
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if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
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{
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spellToCast->aimToHex(BattleHex::INVALID);
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owner->curInt->cb->battleMakeAction(spellToCast.get());
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owner.curInt->cb->battleMakeAction(spellToCast.get());
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endCastingSpell();
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}
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else
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@ -233,7 +233,7 @@ void BattleActionsController::castThisSpell(SpellID spellID)
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void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
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{
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if (!owner->myTurn || !owner->battleActionsStarted) //we are not permit to do anything
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if (!owner.myTurn || !owner.battleActionsStarted) //we are not permit to do anything
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return;
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// This function handles mouse move over hexes and l-clicking on them.
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@ -252,24 +252,24 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
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std::function<void()> realizeAction;
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//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
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const CStack * shere = owner->curInt->cb->battleGetStackByPos(myNumber, true);
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const CStack * shere = owner.curInt->cb->battleGetStackByPos(myNumber, true);
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if(!shere)
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shere = owner->curInt->cb->battleGetStackByPos(myNumber, false);
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shere = owner.curInt->cb->battleGetStackByPos(myNumber, false);
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if(!owner->stacksController->getActiveStack())
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if(!owner.stacksController->getActiveStack())
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return;
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bool ourStack = false;
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if (shere)
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ourStack = shere->owner == owner->curInt->playerID;
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ourStack = shere->owner == owner.curInt->playerID;
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//stack may have changed, update selection border
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owner->stacksController->setHoveredStack(shere);
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owner.stacksController->setHoveredStack(shere);
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localActions.clear();
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illegalActions.clear();
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reorderPossibleActionsPriority(owner->stacksController->getActiveStack(), shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
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reorderPossibleActionsPriority(owner.stacksController->getActiveStack(), shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
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const bool forcedAction = possibleActions.size() == 1;
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for (PossiblePlayerBattleAction action : possibleActions)
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@ -288,7 +288,7 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
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{
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if (!(shere && shere->alive())) //we can walk on dead stacks
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{
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if(canStackMoveHere(owner->stacksController->getActiveStack(), myNumber))
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if(canStackMoveHere(owner.stacksController->getActiveStack(), myNumber))
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legalAction = true;
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}
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break;
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@ -297,12 +297,12 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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{
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if(owner->curInt->cb->battleCanAttack(owner->stacksController->getActiveStack(), shere, myNumber))
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if(owner.curInt->cb->battleCanAttack(owner.stacksController->getActiveStack(), shere, myNumber))
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{
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if (owner->fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
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if (owner.fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
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{
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owner->fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
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BattleHex attackFromHex = owner->fieldController->fromWhichHexAttack(myNumber);
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owner.fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
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BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(myNumber);
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if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
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legalAction = true;
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@ -311,25 +311,25 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
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}
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break;
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case PossiblePlayerBattleAction::SHOOT:
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if(owner->curInt->cb->battleCanShoot(owner->stacksController->getActiveStack(), myNumber))
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if(owner.curInt->cb->battleCanShoot(owner.stacksController->getActiveStack(), myNumber))
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::ANY_LOCATION:
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if (myNumber > -1) //TODO: this should be checked for all actions
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{
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if(isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
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if(isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
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legalAction = true;
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}
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break;
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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if(shere && isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
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if(shere && isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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{
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if(shere && ourStack && shere != owner->stacksController->getActiveStack() && shere->alive()) //only positive spells for other allied creatures
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if(shere && ourStack && shere != owner.stacksController->getActiveStack() && shere->alive()) //only positive spells for other allied creatures
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{
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int spellID = owner->curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
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int spellID = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
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if(spellID > -1)
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{
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legalAction = true;
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@ -338,7 +338,7 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
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}
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break;
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case PossiblePlayerBattleAction::OBSTACLE:
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if(isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
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if(isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::TELEPORT:
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@ -346,32 +346,32 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
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//todo: move to mechanics
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ui8 skill = 0;
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if (creatureCasting)
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skill = owner->stacksController->getActiveStack()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
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skill = owner.stacksController->getActiveStack()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
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else
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skill = owner->getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
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skill = owner.getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
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//TODO: explicitely save power, skill
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if (owner->curInt->cb->battleCanTeleportTo(owner->stacksController->getSelectedStack(), myNumber, skill))
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if (owner.curInt->cb->battleCanTeleportTo(owner.stacksController->getSelectedStack(), myNumber, skill))
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legalAction = true;
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else
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notLegal = true;
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}
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break;
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case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
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if (shere && shere != owner->stacksController->getSelectedStack() && ourStack && shere->alive())
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if (shere && shere != owner.stacksController->getSelectedStack() && ourStack && shere->alive())
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legalAction = true;
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else
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notLegal = true;
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break;
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case PossiblePlayerBattleAction::FREE_LOCATION:
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legalAction = true;
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if(!isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
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if(!isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
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{
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legalAction = false;
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notLegal = true;
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}
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break;
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case PossiblePlayerBattleAction::CATAPULT:
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if (owner->siegeController && owner->siegeController->isAttackableByCatapult(myNumber))
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if (owner.siegeController && owner.siegeController->isAttackableByCatapult(myNumber))
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::HEAL:
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@ -428,35 +428,35 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
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{
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case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
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realizeAction = [=](){ owner->stackActivated(shere); };
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realizeAction = [=](){ owner.stackActivated(shere); };
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break;
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case PossiblePlayerBattleAction::MOVE_TACTICS:
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case PossiblePlayerBattleAction::MOVE_STACK:
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if (owner->stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
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if (owner.stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
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{
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cursorFrame = ECursor::COMBAT_FLY;
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newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % owner->stacksController->getActiveStack()->getName()).str(); //Fly %s here
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newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % owner.stacksController->getActiveStack()->getName()).str(); //Fly %s here
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}
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else
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{
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cursorFrame = ECursor::COMBAT_MOVE;
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newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % owner->stacksController->getActiveStack()->getName()).str(); //Move %s here
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newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % owner.stacksController->getActiveStack()->getName()).str(); //Move %s here
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}
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realizeAction = [=]()
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{
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if(owner->stacksController->getActiveStack()->doubleWide())
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if(owner.stacksController->getActiveStack()->doubleWide())
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{
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std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->stacksController->getActiveStack());
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BattleHex shiftedDest = myNumber.cloneInDirection(owner->stacksController->getActiveStack()->destShiftDir(), false);
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std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
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BattleHex shiftedDest = myNumber.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
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if(vstd::contains(acc, myNumber))
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owner->giveCommand(EActionType::WALK, myNumber);
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owner.giveCommand(EActionType::WALK, myNumber);
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else if(vstd::contains(acc, shiftedDest))
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owner->giveCommand(EActionType::WALK, shiftedDest);
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owner.giveCommand(EActionType::WALK, shiftedDest);
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}
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else
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{
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owner->giveCommand(EActionType::WALK, myNumber);
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owner.giveCommand(EActionType::WALK, myNumber);
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}
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};
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break;
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@ -464,55 +464,55 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
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{
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owner->fieldController->setBattleCursor(myNumber); //handle direction of cursor and attackable tile
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owner.fieldController->setBattleCursor(myNumber); //handle direction of cursor and attackable tile
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setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
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bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
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realizeAction = [=]()
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{
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BattleHex attackFromHex = owner->fieldController->fromWhichHexAttack(myNumber);
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BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(myNumber);
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if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
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{
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auto command = new BattleAction(BattleAction::makeMeleeAttack(owner->stacksController->getActiveStack(), myNumber, attackFromHex, returnAfterAttack));
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owner->sendCommand(command, owner->stacksController->getActiveStack());
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auto command = new BattleAction(BattleAction::makeMeleeAttack(owner.stacksController->getActiveStack(), myNumber, attackFromHex, returnAfterAttack));
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owner.sendCommand(command, owner.stacksController->getActiveStack());
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}
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};
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TDmgRange damage = owner->curInt->cb->battleEstimateDamage(owner->stacksController->getActiveStack(), shere);
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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))
|
||||
if (owner.curInt->cb->battleHasShootingPenalty(owner.stacksController->getActiveStack(), myNumber))
|
||||
cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
|
||||
else
|
||||
cursorFrame = ECursor::COMBAT_SHOOT;
|
||||
|
||||
realizeAction = [=](){owner->giveCommand(EActionType::SHOOT, myNumber);};
|
||||
TDmgRange damage = owner->curInt->cb->battleEstimateDamage(owner->stacksController->getActiveStack(), shere);
|
||||
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();
|
||||
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
|
||||
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
|
||||
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
|
||||
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;
|
||||
@ -544,18 +544,18 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
case PossiblePlayerBattleAction::HEAL:
|
||||
cursorFrame = ECursor::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
|
||||
realizeAction = [=](){ owner.giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
|
||||
break;
|
||||
case PossiblePlayerBattleAction::RISE_DEMONS:
|
||||
cursorType = ECursor::SPELLBOOK;
|
||||
realizeAction = [=]()
|
||||
{
|
||||
owner->giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
|
||||
owner.giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
|
||||
};
|
||||
break;
|
||||
case PossiblePlayerBattleAction::CATAPULT:
|
||||
cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
|
||||
realizeAction = [=](){ owner->giveCommand(EActionType::CATAPULT, myNumber); };
|
||||
realizeAction = [=](){ owner.giveCommand(EActionType::CATAPULT, myNumber); };
|
||||
break;
|
||||
case PossiblePlayerBattleAction::CREATURE_INFO:
|
||||
{
|
||||
@ -634,11 +634,11 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
{
|
||||
if (currentSpell)
|
||||
{
|
||||
owner->giveCommand(EActionType::MONSTER_SPELL, myNumber, owner->stacksController->activeStackSpellToCast());
|
||||
owner.giveCommand(EActionType::MONSTER_SPELL, myNumber, owner.stacksController->activeStackSpellToCast());
|
||||
}
|
||||
else //unknown random spell
|
||||
{
|
||||
owner->giveCommand(EActionType::MONSTER_SPELL, myNumber);
|
||||
owner.giveCommand(EActionType::MONSTER_SPELL, myNumber);
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -653,10 +653,10 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
spellToCast->aimToHex(myNumber);
|
||||
break;
|
||||
}
|
||||
owner->curInt->cb->battleMakeAction(spellToCast.get());
|
||||
owner.curInt->cb->battleMakeAction(spellToCast.get());
|
||||
endCastingSpell();
|
||||
}
|
||||
owner->stacksController->setSelectedStack(nullptr);
|
||||
owner.stacksController->setSelectedStack(nullptr);
|
||||
}
|
||||
};
|
||||
}
|
||||
@ -668,9 +668,9 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
CCS->curh->changeGraphic(cursorType, cursorFrame);
|
||||
|
||||
if (!currentConsoleMsg.empty())
|
||||
owner->controlPanel->console->clearIfMatching(currentConsoleMsg);
|
||||
owner.controlPanel->console->clearIfMatching(currentConsoleMsg);
|
||||
if (!newConsoleMsg.empty())
|
||||
owner->controlPanel->console->write(newConsoleMsg);
|
||||
owner.controlPanel->console->write(newConsoleMsg);
|
||||
|
||||
currentConsoleMsg = newConsoleMsg;
|
||||
}
|
||||
@ -679,12 +679,12 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
//opening creature window shouldn't affect myTurn...
|
||||
if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget)
|
||||
{
|
||||
owner->myTurn = false; //tends to crash with empty calls
|
||||
owner.myTurn = false; //tends to crash with empty calls
|
||||
}
|
||||
realizeAction();
|
||||
if (!secondaryTarget) //do not replace teleport or sacrifice cursor
|
||||
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
||||
owner->controlPanel->console->clear();
|
||||
owner.controlPanel->console->clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -692,15 +692,15 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
|
||||
|
||||
bool BattleActionsController::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
|
||||
{
|
||||
creatureCasting = owner->stacksController->activeStackSpellcaster() && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
|
||||
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?
|
||||
if (owner.stacksController->activeStackSpellToCast() != SpellID::NONE && (shere != sactive)) //can't cast on itself
|
||||
spellID = owner.stacksController->activeStackSpellToCast(); //TODO: merge with SpellTocast?
|
||||
}
|
||||
else //hero casting
|
||||
{
|
||||
@ -714,7 +714,7 @@ bool BattleActionsController::isCastingPossibleHere(const CStack *sactive, const
|
||||
|
||||
if (currentSpell)
|
||||
{
|
||||
const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(owner->curInt->cb->battleGetMyHero());
|
||||
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
|
||||
@ -726,7 +726,7 @@ bool BattleActionsController::isCastingPossibleHere(const CStack *sactive, const
|
||||
spells::Target target;
|
||||
target.emplace_back(myNumber);
|
||||
|
||||
spells::BattleCast cast(owner->curInt->cb.get(), caster, mode, currentSpell);
|
||||
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
|
||||
@ -744,7 +744,7 @@ bool BattleActionsController::isCastingPossibleHere(const CStack *sactive, const
|
||||
|
||||
bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber) const
|
||||
{
|
||||
std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(stackToMove);
|
||||
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(stackToMove);
|
||||
BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
|
||||
|
||||
if (vstd::contains(acc, myNumber))
|
||||
@ -757,7 +757,7 @@ bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, Battl
|
||||
|
||||
void BattleActionsController::activateStack()
|
||||
{
|
||||
const CStack * s = owner->stacksController->getActiveStack();
|
||||
const CStack * s = owner.stacksController->getActiveStack();
|
||||
if(s)
|
||||
possibleActions = getPossibleActionsForStack(s);
|
||||
}
|
||||
|
@ -29,7 +29,7 @@ enum class MouseHoveredHexContext
|
||||
/// As well as all relevant feedback for these actions in user interface
|
||||
class BattleActionsController
|
||||
{
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
/// all actions possible to call at the moment by player
|
||||
std::vector<PossiblePlayerBattleAction> possibleActions;
|
||||
@ -70,7 +70,7 @@ class BattleActionsController
|
||||
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
|
||||
|
||||
public:
|
||||
BattleActionsController(BattleInterface * owner);
|
||||
BattleActionsController(BattleInterface & owner);
|
||||
|
||||
/// initialize list of potential actions for new active stack
|
||||
void activateStack();
|
||||
|
@ -34,9 +34,9 @@
|
||||
#include "../../lib/CTownHandler.h"
|
||||
#include "../../lib/mapObjects/CGTownInstance.h"
|
||||
|
||||
CBattleAnimation::CBattleAnimation(BattleInterface * _owner)
|
||||
: owner(_owner),
|
||||
ID(_owner->stacksController->animIDhelper++),
|
||||
CBattleAnimation::CBattleAnimation(BattleInterface & owner)
|
||||
: owner(owner),
|
||||
ID(owner.stacksController->animIDhelper++),
|
||||
initialized(false)
|
||||
{
|
||||
logAnim->trace("Animation #%d created", ID);
|
||||
@ -72,22 +72,22 @@ CBattleAnimation::~CBattleAnimation()
|
||||
|
||||
std::vector<CBattleAnimation *> & CBattleAnimation::pendingAnimations()
|
||||
{
|
||||
return owner->stacksController->currentAnimations;
|
||||
return owner.stacksController->currentAnimations;
|
||||
}
|
||||
|
||||
std::shared_ptr<CreatureAnimation> CBattleAnimation::stackAnimation(const CStack * stack) const
|
||||
{
|
||||
return owner->stacksController->stackAnimation[stack->ID];
|
||||
return owner.stacksController->stackAnimation[stack->ID];
|
||||
}
|
||||
|
||||
bool CBattleAnimation::stackFacingRight(const CStack * stack)
|
||||
{
|
||||
return owner->stacksController->stackFacingRight[stack->ID];
|
||||
return owner.stacksController->stackFacingRight[stack->ID];
|
||||
}
|
||||
|
||||
void CBattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
|
||||
{
|
||||
owner->stacksController->stackFacingRight[stack->ID] = facingRight;
|
||||
owner.stacksController->stackFacingRight[stack->ID] = facingRight;
|
||||
}
|
||||
|
||||
bool CBattleAnimation::checkInitialConditions()
|
||||
@ -116,7 +116,7 @@ bool CBattleAnimation::checkInitialConditions()
|
||||
return ID == lowestMoveID;
|
||||
}
|
||||
|
||||
CBattleStackAnimation::CBattleStackAnimation(BattleInterface * owner, const CStack * stack)
|
||||
CBattleStackAnimation::CBattleStackAnimation(BattleInterface & owner, const CStack * stack)
|
||||
: CBattleAnimation(owner),
|
||||
myAnim(stackAnimation(stack)),
|
||||
stack(stack)
|
||||
@ -172,13 +172,13 @@ bool CAttackAnimation::checkInitialConditions()
|
||||
const CCreature * CAttackAnimation::getCreature() const
|
||||
{
|
||||
if (attackingStack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
|
||||
return owner->siegeController->getTurretCreature();
|
||||
return owner.siegeController->getTurretCreature();
|
||||
else
|
||||
return attackingStack->getCreature();
|
||||
}
|
||||
|
||||
CAttackAnimation::CAttackAnimation(BattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
|
||||
: CBattleStackAnimation(_owner, attacker),
|
||||
CAttackAnimation::CAttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
|
||||
: CBattleStackAnimation(owner, attacker),
|
||||
shooting(false),
|
||||
group(CCreatureAnim::SHOOT_FRONT),
|
||||
soundPlayed(false),
|
||||
@ -190,8 +190,8 @@ CAttackAnimation::CAttackAnimation(BattleInterface *_owner, const CStack *attack
|
||||
attackingStackPosBeforeReturn = attackingStack->getPosition();
|
||||
}
|
||||
|
||||
CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface * _owner)
|
||||
: CBattleStackAnimation(_owner, _attackedInfo.defender),
|
||||
CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface & owner)
|
||||
: CBattleStackAnimation(owner, _attackedInfo.defender),
|
||||
attacker(_attackedInfo.attacker),
|
||||
rangedAttack(_attackedInfo.indirectAttack),
|
||||
killed(_attackedInfo.killed),
|
||||
@ -235,14 +235,14 @@ bool CDefenceAnimation::init()
|
||||
|
||||
|
||||
//reverse unit if necessary
|
||||
if(attacker && owner->getCurrentPlayerInterface()->cb->isToReverse(stack->getPosition(), attacker->getPosition(), stackFacingRight(stack), attacker->doubleWide(), stackFacingRight(attacker)))
|
||||
if(attacker && owner.getCurrentPlayerInterface()->cb->isToReverse(stack->getPosition(), attacker->getPosition(), stackFacingRight(stack), attacker->doubleWide(), stackFacingRight(attacker)))
|
||||
{
|
||||
owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true));
|
||||
owner.stacksController->addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true));
|
||||
return false;
|
||||
}
|
||||
//unit reversed
|
||||
|
||||
if(rangedAttack && attacker != nullptr && owner->projectilesController->hasActiveProjectile(attacker)) //delay hit animation
|
||||
if(rangedAttack && attacker != nullptr && owner.projectilesController->hasActiveProjectile(attacker)) //delay hit animation
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@ -327,8 +327,8 @@ CDefenceAnimation::~CDefenceAnimation()
|
||||
}
|
||||
}
|
||||
|
||||
CDummyAnimation::CDummyAnimation(BattleInterface * _owner, int howManyFrames)
|
||||
: CBattleAnimation(_owner),
|
||||
CDummyAnimation::CDummyAnimation(BattleInterface & owner, int howManyFrames)
|
||||
: CBattleAnimation(owner),
|
||||
counter(0),
|
||||
howMany(howManyFrames)
|
||||
{
|
||||
@ -358,11 +358,11 @@ bool CMeleeAttackAnimation::init()
|
||||
return false;
|
||||
}
|
||||
|
||||
bool toReverse = owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStackPosBeforeReturn, attackedStack->getPosition(), stackFacingRight(stack), attackedStack->doubleWide(), stackFacingRight(attackedStack));
|
||||
bool toReverse = owner.getCurrentPlayerInterface()->cb->isToReverse(attackingStackPosBeforeReturn, attackedStack->getPosition(), stackFacingRight(stack), attackedStack->doubleWide(), stackFacingRight(attackedStack));
|
||||
|
||||
if(toReverse)
|
||||
{
|
||||
owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
|
||||
owner.stacksController->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -438,14 +438,14 @@ bool CMeleeAttackAnimation::init()
|
||||
return true;
|
||||
}
|
||||
|
||||
CMeleeAttackAnimation::CMeleeAttackAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
|
||||
: CAttackAnimation(_owner, attacker, _dest, _attacked)
|
||||
CMeleeAttackAnimation::CMeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
|
||||
: CAttackAnimation(owner, attacker, _dest, _attacked)
|
||||
{
|
||||
logAnim->debug("Created melee attack anim for %s", attacker->getName());
|
||||
}
|
||||
|
||||
CStackMoveAnimation::CStackMoveAnimation(BattleInterface * _owner, const CStack * _stack, BattleHex _currentHex):
|
||||
CBattleStackAnimation(_owner, _stack),
|
||||
CStackMoveAnimation::CStackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex):
|
||||
CBattleStackAnimation(owner, _stack),
|
||||
currentHex(_currentHex)
|
||||
{
|
||||
|
||||
@ -471,13 +471,13 @@ bool CMovementAnimation::init()
|
||||
}
|
||||
|
||||
//reverse unit if necessary
|
||||
if(owner->stacksController->shouldRotate(stack, oldPos, currentHex))
|
||||
if(owner.stacksController->shouldRotate(stack, oldPos, currentHex))
|
||||
{
|
||||
// it seems that H3 does NOT plays full rotation animation here in most situations
|
||||
// Logical since it takes quite a lot of time
|
||||
if (curentMoveIndex == 0) // full rotation only for moving towards first tile.
|
||||
{
|
||||
owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, oldPos, true));
|
||||
owner.stacksController->addNewAnim(new CReverseAnimation(owner, stack, oldPos, true));
|
||||
return false;
|
||||
}
|
||||
else
|
||||
@ -491,13 +491,13 @@ bool CMovementAnimation::init()
|
||||
myAnim->setType(CCreatureAnim::MOVING);
|
||||
}
|
||||
|
||||
if (owner->moveSoundHander == -1)
|
||||
if (owner.moveSoundHander == -1)
|
||||
{
|
||||
owner->moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1);
|
||||
owner.moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1);
|
||||
}
|
||||
|
||||
Point begPosition = owner->stacksController->getStackPositionAtHex(oldPos, stack);
|
||||
Point endPosition = owner->stacksController->getStackPositionAtHex(currentHex, stack);
|
||||
Point begPosition = owner.stacksController->getStackPositionAtHex(oldPos, stack);
|
||||
Point endPosition = owner.stacksController->getStackPositionAtHex(currentHex, stack);
|
||||
|
||||
timeToMove = AnimationControls::getMovementDuration(stack->getCreature());
|
||||
|
||||
@ -530,7 +530,7 @@ void CMovementAnimation::nextFrame()
|
||||
if(progress >= 1.0)
|
||||
{
|
||||
// Sets the position of the creature animation sprites
|
||||
Point coords = owner->stacksController->getStackPositionAtHex(currentHex, stack);
|
||||
Point coords = owner.stacksController->getStackPositionAtHex(currentHex, stack);
|
||||
myAnim->pos = coords;
|
||||
|
||||
// true if creature haven't reached the final destination hex
|
||||
@ -553,18 +553,18 @@ CMovementAnimation::~CMovementAnimation()
|
||||
{
|
||||
assert(stack);
|
||||
|
||||
myAnim->pos = owner->stacksController->getStackPositionAtHex(currentHex, stack);
|
||||
owner->stacksController->addNewAnim(new CMovementEndAnimation(owner, stack, currentHex));
|
||||
myAnim->pos = owner.stacksController->getStackPositionAtHex(currentHex, stack);
|
||||
owner.stacksController->addNewAnim(new CMovementEndAnimation(owner, stack, currentHex));
|
||||
|
||||
if(owner->moveSoundHander != -1)
|
||||
if(owner.moveSoundHander != -1)
|
||||
{
|
||||
CCS->soundh->stopSound(owner->moveSoundHander);
|
||||
owner->moveSoundHander = -1;
|
||||
CCS->soundh->stopSound(owner.moveSoundHander);
|
||||
owner.moveSoundHander = -1;
|
||||
}
|
||||
}
|
||||
|
||||
CMovementAnimation::CMovementAnimation(BattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
|
||||
: CStackMoveAnimation(_owner, _stack, _destTiles.front()),
|
||||
CMovementAnimation::CMovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
|
||||
: CStackMoveAnimation(owner, _stack, _destTiles.front()),
|
||||
destTiles(_destTiles),
|
||||
curentMoveIndex(0),
|
||||
oldPos(stack->getPosition()),
|
||||
@ -576,8 +576,8 @@ CMovementAnimation::CMovementAnimation(BattleInterface *_owner, const CStack *_s
|
||||
logAnim->debug("Created movement anim for %s", stack->getName());
|
||||
}
|
||||
|
||||
CMovementEndAnimation::CMovementEndAnimation(BattleInterface * _owner, const CStack * _stack, BattleHex destTile)
|
||||
: CStackMoveAnimation(_owner, _stack, destTile)
|
||||
CMovementEndAnimation::CMovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile)
|
||||
: CStackMoveAnimation(owner, _stack, destTile)
|
||||
{
|
||||
logAnim->debug("Created movement end anim for %s", stack->getName());
|
||||
}
|
||||
@ -611,8 +611,8 @@ CMovementEndAnimation::~CMovementEndAnimation()
|
||||
CCS->curh->show();
|
||||
}
|
||||
|
||||
CMovementStartAnimation::CMovementStartAnimation(BattleInterface * _owner, const CStack * _stack)
|
||||
: CStackMoveAnimation(_owner, _stack, _stack->getPosition())
|
||||
CMovementStartAnimation::CMovementStartAnimation(BattleInterface & owner, const CStack * _stack)
|
||||
: CStackMoveAnimation(owner, _stack, _stack->getPosition())
|
||||
{
|
||||
logAnim->debug("Created movement start anim for %s", stack->getName());
|
||||
}
|
||||
@ -636,8 +636,8 @@ bool CMovementStartAnimation::init()
|
||||
return true;
|
||||
}
|
||||
|
||||
CReverseAnimation::CReverseAnimation(BattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority)
|
||||
: CStackMoveAnimation(_owner, stack, dest),
|
||||
CReverseAnimation::CReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest, bool _priority)
|
||||
: CStackMoveAnimation(owner, stack, dest),
|
||||
priority(_priority)
|
||||
{
|
||||
logAnim->debug("Created reverse anim for %s", stack->getName());
|
||||
@ -676,7 +676,7 @@ void CBattleStackAnimation::rotateStack(BattleHex hex)
|
||||
{
|
||||
setStackFacingRight(stack, !stackFacingRight(stack));
|
||||
|
||||
stackAnimation(stack)->pos = owner->stacksController->getStackPositionAtHex(hex, stack);
|
||||
stackAnimation(stack)->pos = owner.stacksController->getStackPositionAtHex(hex, stack);
|
||||
}
|
||||
|
||||
void CReverseAnimation::setupSecondPart()
|
||||
@ -698,8 +698,8 @@ void CReverseAnimation::setupSecondPart()
|
||||
delete this;
|
||||
}
|
||||
|
||||
CRangedAttackAnimation::CRangedAttackAnimation(BattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
|
||||
: CAttackAnimation(owner_, attacker, dest_, defender),
|
||||
CRangedAttackAnimation::CRangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender)
|
||||
: CAttackAnimation(owner, attacker, dest_, defender),
|
||||
projectileEmitted(false)
|
||||
{
|
||||
logAnim->info("Ranged attack animation created");
|
||||
@ -722,9 +722,9 @@ bool CRangedAttackAnimation::init()
|
||||
}
|
||||
|
||||
//reverse unit if necessary
|
||||
if (attackingStack && attackedStack && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), stackFacingRight(attackingStack), attackingStack->doubleWide(), stackFacingRight(attackedStack)))
|
||||
if (attackingStack && attackedStack && owner.getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), stackFacingRight(attackingStack), attackingStack->doubleWide(), stackFacingRight(attackedStack)))
|
||||
{
|
||||
owner->stacksController->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
|
||||
owner.stacksController->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -738,7 +738,7 @@ bool CRangedAttackAnimation::init()
|
||||
void CRangedAttackAnimation::setAnimationGroup()
|
||||
{
|
||||
Point shooterPos = stackAnimation(attackingStack)->pos.topLeft();
|
||||
Point shotTarget = owner->stacksController->getStackPositionAtHex(dest, attackedStack);
|
||||
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, attackedStack);
|
||||
|
||||
//maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
|
||||
static const double straightAngle = 0.2;
|
||||
@ -757,7 +757,7 @@ void CRangedAttackAnimation::setAnimationGroup()
|
||||
void CRangedAttackAnimation::initializeProjectile()
|
||||
{
|
||||
const CCreature *shooterInfo = getCreature();
|
||||
Point shotTarget = owner->stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225);
|
||||
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225);
|
||||
Point shotOrigin = stackAnimation(attackingStack)->pos.topLeft() + Point(222, 265);
|
||||
int multiplier = stackFacingRight(attackingStack) ? 1 : -1;
|
||||
|
||||
@ -787,7 +787,7 @@ void CRangedAttackAnimation::initializeProjectile()
|
||||
void CRangedAttackAnimation::emitProjectile()
|
||||
{
|
||||
logAnim->info("Ranged attack projectile emitted");
|
||||
owner->projectilesController->emitStackProjectile(attackingStack);
|
||||
owner.projectilesController->emitStackProjectile(attackingStack);
|
||||
projectileEmitted = true;
|
||||
}
|
||||
|
||||
@ -807,7 +807,7 @@ void CRangedAttackAnimation::nextFrame()
|
||||
// animation should be paused if there is an active projectile
|
||||
if (projectileEmitted)
|
||||
{
|
||||
if (owner->projectilesController->hasActiveProjectile(attackingStack))
|
||||
if (owner.projectilesController->hasActiveProjectile(attackingStack))
|
||||
stackAnimation(attackingStack)->pause();
|
||||
else
|
||||
stackAnimation(attackingStack)->play();
|
||||
@ -836,7 +836,7 @@ CRangedAttackAnimation::~CRangedAttackAnimation()
|
||||
{
|
||||
logAnim->info("Ranged attack animation is over");
|
||||
//FIXME: this assert triggers under some unclear, rare conditions. Possibly - if game window is inactive and/or in foreground/minimized?
|
||||
assert(!owner->projectilesController->hasActiveProjectile(attackingStack));
|
||||
assert(!owner.projectilesController->hasActiveProjectile(attackingStack));
|
||||
assert(projectileEmitted);
|
||||
|
||||
// FIXME: is this possible? Animation is over but we're yet to fire projectile?
|
||||
@ -847,15 +847,15 @@ CRangedAttackAnimation::~CRangedAttackAnimation()
|
||||
}
|
||||
}
|
||||
|
||||
CShootingAnimation::CShootingAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
|
||||
: CRangedAttackAnimation(_owner, attacker, _dest, _attacked)
|
||||
CShootingAnimation::CShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
|
||||
: CRangedAttackAnimation(owner, attacker, _dest, _attacked)
|
||||
{
|
||||
logAnim->debug("Created shooting anim for %s", stack->getName());
|
||||
}
|
||||
|
||||
void CShootingAnimation::createProjectile(const Point & from, const Point & dest) const
|
||||
{
|
||||
owner->projectilesController->createProjectile(attackingStack, from, dest);
|
||||
owner.projectilesController->createProjectile(attackingStack, from, dest);
|
||||
}
|
||||
|
||||
uint32_t CShootingAnimation::getAttackClimaxFrame() const
|
||||
@ -879,8 +879,8 @@ CCreatureAnim::EAnimType CShootingAnimation::getDownwardsGroup() const
|
||||
return CCreatureAnim::SHOOT_DOWN;
|
||||
}
|
||||
|
||||
CCatapultAnimation::CCatapultAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, int _catapultDmg)
|
||||
: CShootingAnimation(_owner, attacker, _dest, _attacked),
|
||||
CCatapultAnimation::CCatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, int _catapultDmg)
|
||||
: CShootingAnimation(owner, attacker, _dest, _attacked),
|
||||
catapultDamage(_catapultDmg),
|
||||
explosionEmitted(false)
|
||||
{
|
||||
@ -897,26 +897,26 @@ void CCatapultAnimation::nextFrame()
|
||||
if ( !projectileEmitted)
|
||||
return;
|
||||
|
||||
if (owner->projectilesController->hasActiveProjectile(attackingStack))
|
||||
if (owner.projectilesController->hasActiveProjectile(attackingStack))
|
||||
return;
|
||||
|
||||
explosionEmitted = true;
|
||||
Point shotTarget = owner->stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225) - Point(126, 105);
|
||||
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225) - Point(126, 105);
|
||||
|
||||
if(catapultDamage > 0)
|
||||
owner->stacksController->addNewAnim( new CPointEffectAnimation(owner, soundBase::WALLHIT, "SGEXPL.DEF", shotTarget));
|
||||
owner.stacksController->addNewAnim( new CPointEffectAnimation(owner, soundBase::WALLHIT, "SGEXPL.DEF", shotTarget));
|
||||
else
|
||||
owner->stacksController->addNewAnim( new CPointEffectAnimation(owner, soundBase::WALLMISS, "CSGRCK.DEF", shotTarget));
|
||||
owner.stacksController->addNewAnim( new CPointEffectAnimation(owner, soundBase::WALLMISS, "CSGRCK.DEF", shotTarget));
|
||||
}
|
||||
|
||||
void CCatapultAnimation::createProjectile(const Point & from, const Point & dest) const
|
||||
{
|
||||
owner->projectilesController->createCatapultProjectile(attackingStack, from, dest);
|
||||
owner.projectilesController->createCatapultProjectile(attackingStack, from, dest);
|
||||
}
|
||||
|
||||
|
||||
CCastAnimation::CCastAnimation(BattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell)
|
||||
: CRangedAttackAnimation(owner_, attacker, dest_, defender),
|
||||
CCastAnimation::CCastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell)
|
||||
: CRangedAttackAnimation(owner, attacker, dest_, defender),
|
||||
spell(spell)
|
||||
{
|
||||
assert(dest.isValid());// FIXME: when?
|
||||
@ -970,7 +970,7 @@ CCreatureAnim::EAnimType CCastAnimation::getDownwardsGroup() const
|
||||
void CCastAnimation::createProjectile(const Point & from, const Point & dest) const
|
||||
{
|
||||
if (!spell->animationInfo.projectile.empty())
|
||||
owner->projectilesController->createSpellProjectile(attackingStack, from, dest, spell);
|
||||
owner.projectilesController->createSpellProjectile(attackingStack, from, dest, spell);
|
||||
}
|
||||
|
||||
uint32_t CCastAnimation::getAttackClimaxFrame() const
|
||||
@ -983,8 +983,8 @@ uint32_t CCastAnimation::getAttackClimaxFrame() const
|
||||
return 0;
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, int effects):
|
||||
CBattleAnimation(_owner),
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, int effects):
|
||||
CBattleAnimation(owner),
|
||||
animation(std::make_shared<CAnimation>(animationName)),
|
||||
sound(sound),
|
||||
effectFlags(effects),
|
||||
@ -994,33 +994,33 @@ CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase
|
||||
{
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects):
|
||||
CPointEffectAnimation(_owner, sound, animationName, effects)
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects):
|
||||
CPointEffectAnimation(owner, sound, animationName, effects)
|
||||
{
|
||||
battlehexes = hex;
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, BattleHex hex, int effects):
|
||||
CPointEffectAnimation(_owner, sound, animationName, effects)
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, BattleHex hex, int effects):
|
||||
CPointEffectAnimation(owner, sound, animationName, effects)
|
||||
{
|
||||
assert(hex.isValid());
|
||||
battlehexes.push_back(hex);
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos, int effects):
|
||||
CPointEffectAnimation(_owner, sound, animationName, effects)
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos, int effects):
|
||||
CPointEffectAnimation(owner, sound, animationName, effects)
|
||||
{
|
||||
positions = pos;
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos, int effects):
|
||||
CPointEffectAnimation(_owner, sound, animationName, effects)
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, Point pos, int effects):
|
||||
CPointEffectAnimation(owner, sound, animationName, effects)
|
||||
{
|
||||
positions.push_back(pos);
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex, int effects):
|
||||
CPointEffectAnimation(_owner, sound, animationName, effects)
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex, int effects):
|
||||
CPointEffectAnimation(owner, sound, animationName, effects)
|
||||
{
|
||||
assert(hex.isValid());
|
||||
battlehexes.push_back(hex);
|
||||
@ -1043,9 +1043,9 @@ bool CPointEffectAnimation::init()
|
||||
|
||||
if (screenFill())
|
||||
{
|
||||
for(int i=0; i * first->width() < owner->pos.w ; ++i)
|
||||
for(int j=0; j * first->height() < owner->pos.h ; ++j)
|
||||
positions.push_back(Point( owner->pos.x + i * first->width(), owner->pos.y + j * first->height()));
|
||||
for(int i=0; i * first->width() < owner.pos.w ; ++i)
|
||||
for(int j=0; j * first->height() < owner.pos.h ; ++j)
|
||||
positions.push_back(Point( owner.pos.x + i * first->width(), owner.pos.y + j * first->height()));
|
||||
}
|
||||
|
||||
BattleEffect be;
|
||||
@ -1070,8 +1070,8 @@ bool CPointEffectAnimation::init()
|
||||
}
|
||||
else
|
||||
{
|
||||
const CStack * destStack = owner->getCurrentPlayerInterface()->cb->battleGetStackByPos(battlehexes[i], false);
|
||||
Rect tilePos = owner->fieldController->hexPositionAbsolute(battlehexes[i]);
|
||||
const CStack * destStack = owner.getCurrentPlayerInterface()->cb->battleGetStackByPos(battlehexes[i], false);
|
||||
Rect tilePos = owner.fieldController->hexPositionAbsolute(battlehexes[i]);
|
||||
|
||||
be.x = tilePos.x + tilePos.w/2 - first->width()/2;
|
||||
|
||||
@ -1083,7 +1083,7 @@ bool CPointEffectAnimation::init()
|
||||
else
|
||||
be.y = tilePos.y - first->height()/2;
|
||||
}
|
||||
owner->effectsController->battleEffects.push_back(be);
|
||||
owner.effectsController->battleEffects.push_back(be);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@ -1156,7 +1156,7 @@ void CPointEffectAnimation::playEffect()
|
||||
if ( effectFinished )
|
||||
return;
|
||||
|
||||
for(auto & elem : owner->effectsController->battleEffects)
|
||||
for(auto & elem : owner.effectsController->battleEffects)
|
||||
{
|
||||
if(elem.effectID == ID)
|
||||
{
|
||||
@ -1174,7 +1174,7 @@ void CPointEffectAnimation::playEffect()
|
||||
|
||||
void CPointEffectAnimation::clearEffect()
|
||||
{
|
||||
auto & effects = owner->effectsController->battleEffects;
|
||||
auto & effects = owner.effectsController->battleEffects;
|
||||
|
||||
for ( auto it = effects.begin(); it != effects.end(); )
|
||||
{
|
||||
@ -1191,8 +1191,8 @@ CPointEffectAnimation::~CPointEffectAnimation()
|
||||
assert(soundFinished);
|
||||
}
|
||||
|
||||
CWaitingAnimation::CWaitingAnimation(BattleInterface * owner_):
|
||||
CBattleAnimation(owner_)
|
||||
CWaitingAnimation::CWaitingAnimation(BattleInterface & owner):
|
||||
CBattleAnimation(owner)
|
||||
{}
|
||||
|
||||
void CWaitingAnimation::nextFrame()
|
||||
@ -1201,8 +1201,8 @@ void CWaitingAnimation::nextFrame()
|
||||
delete this;
|
||||
}
|
||||
|
||||
CWaitingProjectileAnimation::CWaitingProjectileAnimation(BattleInterface * owner_, const CStack * shooter):
|
||||
CWaitingAnimation(owner_),
|
||||
CWaitingProjectileAnimation::CWaitingProjectileAnimation(BattleInterface & owner, const CStack * shooter):
|
||||
CWaitingAnimation(owner),
|
||||
shooter(shooter)
|
||||
{}
|
||||
|
||||
@ -1219,7 +1219,7 @@ bool CWaitingProjectileAnimation::init()
|
||||
}
|
||||
}
|
||||
|
||||
if(owner->projectilesController->hasActiveProjectile(shooter))
|
||||
if(owner.projectilesController->hasActiveProjectile(shooter))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
|
@ -30,7 +30,7 @@ class CBattleAnimation
|
||||
{
|
||||
|
||||
protected:
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
bool initialized;
|
||||
|
||||
std::vector<CBattleAnimation *> & pendingAnimations();
|
||||
@ -49,7 +49,7 @@ public:
|
||||
virtual void nextFrame() {} //call every new frame
|
||||
virtual ~CBattleAnimation();
|
||||
|
||||
CBattleAnimation(BattleInterface * _owner);
|
||||
CBattleAnimation(BattleInterface & owner);
|
||||
};
|
||||
|
||||
/// Sub-class which is responsible for managing the battle stack animation.
|
||||
@ -59,7 +59,7 @@ public:
|
||||
std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by CBattleInterface
|
||||
const CStack * stack; //id of stack whose animation it is
|
||||
|
||||
CBattleStackAnimation(BattleInterface * _owner, const CStack * _stack);
|
||||
CBattleStackAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
|
||||
void shiftColor(const ColorShifter * shifter);
|
||||
void rotateStack(BattleHex hex);
|
||||
@ -83,7 +83,7 @@ public:
|
||||
void nextFrame() override;
|
||||
bool checkInitialConditions();
|
||||
|
||||
CAttackAnimation(BattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
|
||||
CAttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
|
||||
~CAttackAnimation();
|
||||
};
|
||||
|
||||
@ -104,7 +104,7 @@ public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface * _owner);
|
||||
CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface & owner);
|
||||
~CDefenceAnimation();
|
||||
};
|
||||
|
||||
@ -117,7 +117,7 @@ public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
CDummyAnimation(BattleInterface * _owner, int howManyFrames);
|
||||
CDummyAnimation(BattleInterface & owner, int howManyFrames);
|
||||
};
|
||||
|
||||
/// Hand-to-hand attack
|
||||
@ -126,7 +126,7 @@ class CMeleeAttackAnimation : public CAttackAnimation
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CMeleeAttackAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
|
||||
CMeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
|
||||
};
|
||||
|
||||
/// Base class for all animations that play during stack movement
|
||||
@ -136,7 +136,7 @@ public:
|
||||
BattleHex currentHex;
|
||||
|
||||
protected:
|
||||
CStackMoveAnimation(BattleInterface * _owner, const CStack * _stack, BattleHex _currentHex);
|
||||
CStackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex);
|
||||
};
|
||||
|
||||
/// Move animation of a creature
|
||||
@ -158,7 +158,7 @@ public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
CMovementAnimation(BattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
|
||||
CMovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
|
||||
~CMovementAnimation();
|
||||
};
|
||||
|
||||
@ -168,7 +168,7 @@ class CMovementEndAnimation : public CStackMoveAnimation
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CMovementEndAnimation(BattleInterface * _owner, const CStack * _stack, BattleHex destTile);
|
||||
CMovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
|
||||
~CMovementEndAnimation();
|
||||
};
|
||||
|
||||
@ -178,7 +178,7 @@ class CMovementStartAnimation : public CStackMoveAnimation
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CMovementStartAnimation(BattleInterface * _owner, const CStack * _stack);
|
||||
CMovementStartAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
};
|
||||
|
||||
/// Class responsible for animation of stack chaning direction (left <-> right)
|
||||
@ -190,7 +190,7 @@ public:
|
||||
|
||||
void setupSecondPart();
|
||||
|
||||
CReverseAnimation(BattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority);
|
||||
CReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest, bool _priority);
|
||||
~CReverseAnimation();
|
||||
};
|
||||
|
||||
@ -213,7 +213,7 @@ protected:
|
||||
virtual uint32_t getAttackClimaxFrame() const = 0;
|
||||
|
||||
public:
|
||||
CRangedAttackAnimation(BattleInterface * owner_, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
CRangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
~CRangedAttackAnimation();
|
||||
|
||||
bool init() override;
|
||||
@ -231,7 +231,7 @@ class CShootingAnimation : public CRangedAttackAnimation
|
||||
uint32_t getAttackClimaxFrame() const override;
|
||||
|
||||
public:
|
||||
CShootingAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
CShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
|
||||
};
|
||||
|
||||
@ -243,7 +243,7 @@ private:
|
||||
int catapultDamage;
|
||||
|
||||
public:
|
||||
CCatapultAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
|
||||
CCatapultAnimation(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;
|
||||
@ -262,7 +262,7 @@ class CCastAnimation : public CRangedAttackAnimation
|
||||
uint32_t getAttackClimaxFrame() const override;
|
||||
|
||||
public:
|
||||
CCastAnimation(BattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
|
||||
CCastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
|
||||
};
|
||||
|
||||
struct CPointEffectParameters
|
||||
@ -313,17 +313,17 @@ public:
|
||||
};
|
||||
|
||||
/// Create animation with screen-wide effect
|
||||
CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, int effects = 0);
|
||||
|
||||
/// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset
|
||||
CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos , int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos , int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, Point pos , int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos , int effects = 0);
|
||||
|
||||
/// Create animation positioned at certain hex(es)
|
||||
CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, BattleHex hex , int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, BattleHex hex , int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
|
||||
|
||||
CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex, int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex, int effects = 0);
|
||||
~CPointEffectAnimation();
|
||||
|
||||
bool init() override;
|
||||
@ -334,7 +334,7 @@ public:
|
||||
class CWaitingAnimation : public CBattleAnimation
|
||||
{
|
||||
protected:
|
||||
CWaitingAnimation(BattleInterface * owner_);
|
||||
CWaitingAnimation(BattleInterface & owner);
|
||||
public:
|
||||
void nextFrame() override;
|
||||
};
|
||||
@ -344,7 +344,7 @@ class CWaitingProjectileAnimation : public CWaitingAnimation
|
||||
{
|
||||
const CStack * shooter;
|
||||
public:
|
||||
CWaitingProjectileAnimation(BattleInterface * owner_, const CStack * shooter);
|
||||
CWaitingProjectileAnimation(BattleInterface & owner, const CStack * shooter);
|
||||
|
||||
bool init() override;
|
||||
};
|
||||
|
@ -29,7 +29,7 @@
|
||||
#include "../../lib/CStack.h"
|
||||
#include "../../lib/CConfigHandler.h"
|
||||
|
||||
BattleControlPanel::BattleControlPanel(BattleInterface * owner, const Point & position):
|
||||
BattleControlPanel::BattleControlPanel(BattleInterface & owner, const Point & position):
|
||||
owner(owner)
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
@ -53,7 +53,7 @@ BattleControlPanel::BattleControlPanel(BattleInterface * owner, const Point & po
|
||||
console = std::make_shared<BattleConsole>(Rect(211, 4, 406,38));
|
||||
GH.statusbar = console;
|
||||
|
||||
if ( owner->tacticsMode )
|
||||
if ( owner.tacticsMode )
|
||||
tacticPhaseStarted();
|
||||
else
|
||||
tacticPhaseEnded();
|
||||
@ -81,7 +81,7 @@ void BattleControlPanel::tacticPhaseStarted()
|
||||
btactNext = std::make_shared<CButton>(Point(213, 4), "icm011.def", std::make_pair("", ""), [&]() { bTacticNextStack();}, SDLK_SPACE);
|
||||
btactEnd = std::make_shared<CButton>(Point(419, 4), "icm012.def", std::make_pair("", ""), [&](){ bTacticPhaseEnd();}, SDLK_RETURN);
|
||||
menu = std::make_shared<CPicture>("COPLACBR.BMP", 0, 0);
|
||||
menu->colorize(owner->curInt->playerID);
|
||||
menu->colorize(owner.curInt->playerID);
|
||||
menu->recActions &= ~(SHOWALL | UPDATE);
|
||||
}
|
||||
void BattleControlPanel::tacticPhaseEnded()
|
||||
@ -92,13 +92,13 @@ void BattleControlPanel::tacticPhaseEnded()
|
||||
btactEnd.reset();
|
||||
|
||||
menu = std::make_shared<CPicture>("CBAR.BMP", 0, 0);
|
||||
menu->colorize(owner->curInt->playerID);
|
||||
menu->colorize(owner.curInt->playerID);
|
||||
menu->recActions &= ~(SHOWALL | UPDATE);
|
||||
}
|
||||
|
||||
void BattleControlPanel::bOptionsf()
|
||||
{
|
||||
if (owner->actionsController->spellcastingModeActive())
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
||||
@ -108,13 +108,13 @@ void BattleControlPanel::bOptionsf()
|
||||
|
||||
void BattleControlPanel::bSurrenderf()
|
||||
{
|
||||
if (owner->actionsController->spellcastingModeActive())
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
int cost = owner->curInt->cb->battleGetSurrenderCost();
|
||||
int cost = owner.curInt->cb->battleGetSurrenderCost();
|
||||
if(cost >= 0)
|
||||
{
|
||||
std::string enemyHeroName = owner->curInt->cb->battleGetEnemyHero().name;
|
||||
std::string enemyHeroName = owner.curInt->cb->battleGetEnemyHero().name;
|
||||
if(enemyHeroName.empty())
|
||||
{
|
||||
logGlobal->warn("Surrender performed without enemy hero, should not happen!");
|
||||
@ -122,110 +122,110 @@ void BattleControlPanel::bSurrenderf()
|
||||
}
|
||||
|
||||
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);
|
||||
owner.curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleControlPanel::bFleef()
|
||||
{
|
||||
if (owner->actionsController->spellcastingModeActive())
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if ( owner->curInt->cb->battleCanFlee() )
|
||||
if ( owner.curInt->cb->battleCanFlee() )
|
||||
{
|
||||
CFunctionList<void()> ony = std::bind(&BattleControlPanel::reallyFlee,this);
|
||||
owner->curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
|
||||
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;
|
||||
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);
|
||||
owner.curInt->showInfoDialog(boost::to_string(txt), comps);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleControlPanel::reallyFlee()
|
||||
{
|
||||
owner->giveCommand(EActionType::RETREAT);
|
||||
owner.giveCommand(EActionType::RETREAT);
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
||||
}
|
||||
|
||||
void BattleControlPanel::reallySurrender()
|
||||
{
|
||||
if (owner->curInt->cb->getResourceAmount(Res::GOLD) < owner->curInt->cb->battleGetSurrenderCost())
|
||||
if (owner.curInt->cb->getResourceAmount(Res::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
|
||||
{
|
||||
owner->curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
|
||||
owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
|
||||
}
|
||||
else
|
||||
{
|
||||
owner->giveCommand(EActionType::SURRENDER);
|
||||
owner.giveCommand(EActionType::SURRENDER);
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleControlPanel::bAutofightf()
|
||||
{
|
||||
if (owner->actionsController->spellcastingModeActive())
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
//Stop auto-fight mode
|
||||
if(owner->curInt->isAutoFightOn)
|
||||
if(owner.curInt->isAutoFightOn)
|
||||
{
|
||||
assert(owner->curInt->autofightingAI);
|
||||
owner->curInt->isAutoFightOn = false;
|
||||
assert(owner.curInt->autofightingAI);
|
||||
owner.curInt->isAutoFightOn = false;
|
||||
logGlobal->trace("Stopping the autofight...");
|
||||
}
|
||||
else if(!owner->curInt->autofightingAI)
|
||||
else if(!owner.curInt->autofightingAI)
|
||||
{
|
||||
owner->curInt->isAutoFightOn = true;
|
||||
owner.curInt->isAutoFightOn = true;
|
||||
blockUI(true);
|
||||
|
||||
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
||||
ai->init(owner->curInt->env, owner->curInt->cb);
|
||||
ai->battleStart(owner->army1, owner->army2, int3(0,0,0), owner->attackingHeroInstance, owner->defendingHeroInstance, owner->curInt->cb->battleGetMySide());
|
||||
owner->curInt->autofightingAI = ai;
|
||||
owner->curInt->cb->registerBattleInterface(ai);
|
||||
ai->init(owner.curInt->env, owner.curInt->cb);
|
||||
ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide());
|
||||
owner.curInt->autofightingAI = ai;
|
||||
owner.curInt->cb->registerBattleInterface(ai);
|
||||
|
||||
owner->requestAutofightingAIToTakeAction();
|
||||
owner.requestAutofightingAIToTakeAction();
|
||||
}
|
||||
}
|
||||
|
||||
void BattleControlPanel::bSpellf()
|
||||
{
|
||||
if (owner->actionsController->spellcastingModeActive())
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if (!owner->myTurn)
|
||||
if (!owner.myTurn)
|
||||
return;
|
||||
|
||||
auto myHero = owner->currentHero();
|
||||
auto myHero = owner.currentHero();
|
||||
if(!myHero)
|
||||
return;
|
||||
|
||||
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
||||
|
||||
ESpellCastProblem::ESpellCastProblem spellCastProblem = owner->curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
|
||||
ESpellCastProblem::ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
|
||||
|
||||
if(spellCastProblem == ESpellCastProblem::OK)
|
||||
{
|
||||
GH.pushIntT<CSpellWindow>(myHero, owner->curInt.get());
|
||||
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));
|
||||
auto blockingBonus = owner.currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
|
||||
if (!blockingBonus)
|
||||
return;
|
||||
|
||||
@ -234,7 +234,7 @@ void BattleControlPanel::bSpellf()
|
||||
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;
|
||||
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])
|
||||
@ -245,25 +245,25 @@ void BattleControlPanel::bSpellf()
|
||||
|
||||
void BattleControlPanel::bWaitf()
|
||||
{
|
||||
if (owner->actionsController->spellcastingModeActive())
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if (owner->stacksController->getActiveStack() != nullptr)
|
||||
owner->giveCommand(EActionType::WAIT);
|
||||
if (owner.stacksController->getActiveStack() != nullptr)
|
||||
owner.giveCommand(EActionType::WAIT);
|
||||
}
|
||||
|
||||
void BattleControlPanel::bDefencef()
|
||||
{
|
||||
if (owner->actionsController->spellcastingModeActive())
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if (owner->stacksController->getActiveStack() != nullptr)
|
||||
owner->giveCommand(EActionType::DEFEND);
|
||||
if (owner.stacksController->getActiveStack() != nullptr)
|
||||
owner.giveCommand(EActionType::DEFEND);
|
||||
}
|
||||
|
||||
void BattleControlPanel::bConsoleUpf()
|
||||
{
|
||||
if (owner->actionsController->spellcastingModeActive())
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
console->scrollUp();
|
||||
@ -271,7 +271,7 @@ void BattleControlPanel::bConsoleUpf()
|
||||
|
||||
void BattleControlPanel::bConsoleDownf()
|
||||
{
|
||||
if (owner->actionsController->spellcastingModeActive())
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
console->scrollDown();
|
||||
@ -279,38 +279,38 @@ void BattleControlPanel::bConsoleDownf()
|
||||
|
||||
void BattleControlPanel::bTacticNextStack()
|
||||
{
|
||||
owner->tacticNextStack(nullptr);
|
||||
owner.tacticNextStack(nullptr);
|
||||
}
|
||||
|
||||
void BattleControlPanel::bTacticPhaseEnd()
|
||||
{
|
||||
owner->tacticPhaseEnd();
|
||||
owner.tacticPhaseEnd();
|
||||
}
|
||||
|
||||
void BattleControlPanel::blockUI(bool on)
|
||||
{
|
||||
bool canCastSpells = false;
|
||||
auto hero = owner->curInt->cb->battleGetMyHero();
|
||||
auto hero = owner.curInt->cb->battleGetMyHero();
|
||||
|
||||
if(hero)
|
||||
{
|
||||
ESpellCastProblem::ESpellCastProblem spellcastingProblem = owner->curInt->cb->battleCanCastSpell(hero, spells::Mode::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;
|
||||
bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
|
||||
|
||||
bOptions->block(on);
|
||||
bFlee->block(on || !owner->curInt->cb->battleCanFlee());
|
||||
bSurrender->block(on || owner->curInt->cb->battleGetSurrenderCost() < 0);
|
||||
bFlee->block(on || !owner.curInt->cb->battleCanFlee());
|
||||
bSurrender->block(on || owner.curInt->cb->battleGetSurrenderCost() < 0);
|
||||
|
||||
// block only if during enemy turn and auto-fight is off
|
||||
// otherwise - crash on accessing non-exisiting active stack
|
||||
bAutofight->block(!owner->curInt->isAutoFightOn && !owner->stacksController->getActiveStack());
|
||||
bAutofight->block(!owner.curInt->isAutoFightOn && !owner.stacksController->getActiveStack());
|
||||
|
||||
if (owner->tacticsMode && btactEnd && btactNext)
|
||||
if (owner.tacticsMode && btactEnd && btactNext)
|
||||
{
|
||||
btactNext->block(on);
|
||||
btactEnd->block(on);
|
||||
@ -322,7 +322,7 @@ void BattleControlPanel::blockUI(bool on)
|
||||
}
|
||||
|
||||
|
||||
bSpell->block(on || owner->tacticsMode || !canCastSpells);
|
||||
bWait->block(on || owner->tacticsMode || !canWait);
|
||||
bDefence->block(on || owner->tacticsMode);
|
||||
bSpell->block(on || owner.tacticsMode || !canCastSpells);
|
||||
bWait->block(on || owner.tacticsMode || !canWait);
|
||||
bDefence->block(on || owner.tacticsMode);
|
||||
}
|
||||
|
@ -23,7 +23,7 @@ class BattleConsole;
|
||||
/// GUI object that handles functionality of panel at the bottom of combat screen
|
||||
class BattleControlPanel : public CIntObject
|
||||
{
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
std::shared_ptr<CPicture> menu;
|
||||
|
||||
@ -71,6 +71,6 @@ public:
|
||||
/// Toggle UI to displaying battle log in place of tactics UI
|
||||
void tacticPhaseEnded();
|
||||
|
||||
BattleControlPanel(BattleInterface * owner, const Point & position);
|
||||
BattleControlPanel(BattleInterface & owner, const Point & position);
|
||||
};
|
||||
|
||||
|
@ -31,7 +31,7 @@
|
||||
#include "../../lib/IGameEventsReceiver.h"
|
||||
#include "../../lib/CGeneralTextHandler.h"
|
||||
|
||||
BattleEffectsController::BattleEffectsController(BattleInterface * owner):
|
||||
BattleEffectsController::BattleEffectsController(BattleInterface & owner):
|
||||
owner(owner)
|
||||
{}
|
||||
|
||||
@ -44,14 +44,14 @@ void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect,
|
||||
{
|
||||
std::string customAnim = graphics->battleACToDef[effect][0];
|
||||
|
||||
owner->stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::soundID(soundID), customAnim, destTile));
|
||||
owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::soundID(soundID), customAnim, destTile));
|
||||
}
|
||||
|
||||
void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
|
||||
{
|
||||
for(const CustomEffectInfo & one : customEffects)
|
||||
{
|
||||
const CStack * s = owner->curInt->cb->battleGetStackByID(one.stack, false);
|
||||
const CStack * s = owner.curInt->cb->battleGetStackByID(one.stack, false);
|
||||
|
||||
assert(s);
|
||||
assert(one.effect != 0);
|
||||
@ -62,7 +62,7 @@ void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffec
|
||||
|
||||
void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
|
||||
{
|
||||
const CStack * stack = owner->curInt->cb->battleGetStackByID(bte.stackID);
|
||||
const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
|
||||
if(!stack)
|
||||
{
|
||||
logGlobal->error("Invalid stack ID %d", bte.stackID);
|
||||
@ -89,7 +89,7 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
|
||||
std::string hlp = CGI->generaltexth->allTexts[33];
|
||||
boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
|
||||
displayEffect(EBattleEffect::GOOD_MORALE, soundBase::GOODMRLE, stack->getPosition());
|
||||
owner->controlPanel->console->addText(hlp);
|
||||
owner.controlPanel->console->addText(hlp);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
@ -100,21 +100,21 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
|
||||
|
||||
void BattleEffectsController::startAction(const BattleAction* action)
|
||||
{
|
||||
const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
|
||||
|
||||
switch(action->actionType)
|
||||
{
|
||||
case EActionType::WAIT:
|
||||
owner->controlPanel->console->addText(stack->formatGeneralMessage(136));
|
||||
owner.controlPanel->console->addText(stack->formatGeneralMessage(136));
|
||||
break;
|
||||
case EActionType::BAD_MORALE:
|
||||
owner->controlPanel->console->addText(stack->formatGeneralMessage(-34));
|
||||
owner.controlPanel->console->addText(stack->formatGeneralMessage(-34));
|
||||
displayEffect(EBattleEffect::BAD_MORALE, soundBase::BADMRLE, stack->getPosition());
|
||||
break;
|
||||
}
|
||||
|
||||
//displaying special abilities
|
||||
auto actionTarget = action->getTarget(owner->curInt->cb.get());
|
||||
auto actionTarget = action->getTarget(owner.curInt->cb.get());
|
||||
switch(action->actionType)
|
||||
{
|
||||
case EActionType::STACK_HEAL:
|
||||
|
@ -59,13 +59,13 @@ struct BattleEffect
|
||||
/// Controls rendering of effects in battle, e.g. from spells, abilities and various other actions like morale
|
||||
class BattleEffectsController
|
||||
{
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
/// list of current effects that are being displayed on screen (spells & creature abilities)
|
||||
std::vector<BattleEffect> battleEffects;
|
||||
|
||||
public:
|
||||
BattleEffectsController(BattleInterface * owner);
|
||||
BattleEffectsController(BattleInterface & owner);
|
||||
|
||||
void startAction(const BattleAction* action);
|
||||
|
||||
|
@ -33,21 +33,21 @@
|
||||
#include "../../lib/CStack.h"
|
||||
#include "../../lib/spells/ISpellMechanics.h"
|
||||
|
||||
BattleFieldController::BattleFieldController(BattleInterface * owner):
|
||||
BattleFieldController::BattleFieldController(BattleInterface & owner):
|
||||
owner(owner),
|
||||
attackingHex(BattleHex::INVALID)
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
pos.w = owner->pos.w;
|
||||
pos.h = owner->pos.h;
|
||||
pos.w = owner.pos.w;
|
||||
pos.h = owner.pos.h;
|
||||
|
||||
//preparing cells and hexes
|
||||
cellBorder = IImage::createFromFile("CCELLGRD.BMP");
|
||||
cellShade = IImage::createFromFile("CCELLSHD.BMP");
|
||||
|
||||
if(!owner->siegeController)
|
||||
if(!owner.siegeController)
|
||||
{
|
||||
auto bfieldType = owner->curInt->cb->battleGetBattlefieldType();
|
||||
auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
|
||||
|
||||
if(bfieldType == BattleField::NONE)
|
||||
logGlobal->error("Invalid battlefield returned for current battle");
|
||||
@ -56,7 +56,7 @@ BattleFieldController::BattleFieldController(BattleInterface * owner):
|
||||
}
|
||||
else
|
||||
{
|
||||
std::string backgroundName = owner->siegeController->getBattleBackgroundName();
|
||||
std::string backgroundName = owner.siegeController->getBattleBackgroundName();
|
||||
background = IImage::createFromFile(backgroundName);
|
||||
}
|
||||
|
||||
@ -80,11 +80,11 @@ BattleFieldController::BattleFieldController(BattleInterface * owner):
|
||||
auto hex = std::make_shared<ClickableHex>();
|
||||
hex->myNumber = h;
|
||||
hex->pos = hexPositionAbsolute(h);
|
||||
hex->myInterface = owner;
|
||||
hex->myInterface = &owner;
|
||||
bfield.push_back(hex);
|
||||
}
|
||||
|
||||
auto accessibility = owner->curInt->cb->getAccesibility();
|
||||
auto accessibility = owner.curInt->cb->getAccesibility();
|
||||
for(int i = 0; i < accessibility.size(); i++)
|
||||
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
|
||||
}
|
||||
@ -97,12 +97,12 @@ void BattleFieldController::renderBattlefield(Canvas & canvas)
|
||||
|
||||
renderer.execute(canvas);
|
||||
|
||||
owner->projectilesController->showProjectiles(canvas);
|
||||
owner.projectilesController->showProjectiles(canvas);
|
||||
}
|
||||
|
||||
void BattleFieldController::showBackground(Canvas & canvas)
|
||||
{
|
||||
if (owner->stacksController->getActiveStack() != nullptr ) //&& creAnims[stacksController->getActiveStack()->ID]->isIdle() //show everything with range
|
||||
if (owner.stacksController->getActiveStack() != nullptr ) //&& creAnims[stacksController->getActiveStack()->ID]->isIdle() //show everything with range
|
||||
showBackgroundImageWithHexes(canvas);
|
||||
else
|
||||
showBackgroundImage(canvas);
|
||||
@ -113,38 +113,38 @@ void BattleFieldController::showBackground(Canvas & canvas)
|
||||
|
||||
void BattleFieldController::showBackgroundImage(Canvas & canvas)
|
||||
{
|
||||
canvas.draw(background, owner->pos.topLeft());
|
||||
canvas.draw(background, owner.pos.topLeft());
|
||||
|
||||
owner->obstacleController->showAbsoluteObstacles(canvas, pos.topLeft());
|
||||
if ( owner->siegeController )
|
||||
owner->siegeController->showAbsoluteObstacles(canvas, pos.topLeft());
|
||||
owner.obstacleController->showAbsoluteObstacles(canvas, pos.topLeft());
|
||||
if ( owner.siegeController )
|
||||
owner.siegeController->showAbsoluteObstacles(canvas, pos.topLeft());
|
||||
|
||||
if (settings["battle"]["cellBorders"].Bool())
|
||||
canvas.draw(*cellBorders, owner->pos.topLeft());
|
||||
canvas.draw(*cellBorders, owner.pos.topLeft());
|
||||
}
|
||||
|
||||
void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
|
||||
{
|
||||
canvas.draw(*backgroundWithHexes.get(), owner->pos.topLeft());
|
||||
canvas.draw(*backgroundWithHexes.get(), owner.pos.topLeft());
|
||||
}
|
||||
|
||||
void BattleFieldController::redrawBackgroundWithHexes()
|
||||
{
|
||||
const CStack *activeStack = owner->stacksController->getActiveStack();
|
||||
const CStack *activeStack = owner.stacksController->getActiveStack();
|
||||
std::vector<BattleHex> attackableHexes;
|
||||
if (activeStack)
|
||||
occupyableHexes = owner->curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
|
||||
occupyableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
|
||||
|
||||
auto accessibility = owner->curInt->cb->getAccesibility();
|
||||
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, Point(0,0));
|
||||
if ( owner->siegeController )
|
||||
owner->siegeController->showAbsoluteObstacles(*backgroundWithHexes, Point(0,0));
|
||||
owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes, Point(0,0));
|
||||
if ( owner.siegeController )
|
||||
owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes, Point(0,0));
|
||||
|
||||
if (settings["battle"]["stackRange"].Bool())
|
||||
{
|
||||
@ -173,7 +173,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
|
||||
{
|
||||
std::set<BattleHex> result;
|
||||
|
||||
if ( !owner->stacksController->getActiveStack())
|
||||
if ( !owner.stacksController->getActiveStack())
|
||||
return result;
|
||||
|
||||
if ( !settings["battle"]["stackRange"].Bool())
|
||||
@ -181,15 +181,15 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
|
||||
|
||||
auto hoveredHex = getHoveredHex();
|
||||
|
||||
std::set<BattleHex> set = owner->curInt->cb->battleGetAttackedHexes(owner->stacksController->getActiveStack(), hoveredHex, attackingHex);
|
||||
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())
|
||||
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);
|
||||
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
|
||||
for(BattleHex hex : v)
|
||||
result.insert(hex);
|
||||
}
|
||||
@ -209,22 +209,22 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
|
||||
|
||||
spells::Mode mode = spells::Mode::HERO;
|
||||
|
||||
if(owner->actionsController->spellcastingModeActive())//hero casts spell
|
||||
if(owner.actionsController->spellcastingModeActive())//hero casts spell
|
||||
{
|
||||
spell = owner->actionsController->selectedSpell().toSpell();
|
||||
caster = owner->getActiveHero();
|
||||
spell = owner.actionsController->selectedSpell().toSpell();
|
||||
caster = owner.getActiveHero();
|
||||
}
|
||||
else if(owner->stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
|
||||
else if(owner.stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
|
||||
{
|
||||
spell = SpellID(owner->stacksController->activeStackSpellToCast()).toSpell();
|
||||
caster = owner->stacksController->getActiveStack();
|
||||
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);
|
||||
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
|
||||
auto shaded = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
|
||||
|
||||
for(BattleHex shadedHex : shaded)
|
||||
@ -233,7 +233,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
|
||||
result.insert(shadedHex);
|
||||
}
|
||||
}
|
||||
else if(owner->active) //always highlight pointed hex
|
||||
else if(owner.active) //always highlight pointed hex
|
||||
{
|
||||
if(hoveredHex.getX() != 0 && hoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
|
||||
result.insert(hoveredHex);
|
||||
@ -280,7 +280,7 @@ Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
|
||||
|
||||
Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
|
||||
{
|
||||
return hexPositionLocal(hex) + owner->pos.topLeft();
|
||||
return hexPositionLocal(hex) + owner.pos.topLeft();
|
||||
}
|
||||
|
||||
bool BattleFieldController::isPixelInHex(Point const & position)
|
||||
@ -317,7 +317,7 @@ void BattleFieldController::setBattleCursor(BattleHex myNumber)
|
||||
sectorCursor.push_back(12);
|
||||
sectorCursor.push_back(7);
|
||||
|
||||
const bool doubleWide = owner->stacksController->getActiveStack()->doubleWide();
|
||||
const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
|
||||
bool aboveAttackable = true, belowAttackable = true;
|
||||
|
||||
// Exclude directions which cannot be attacked from.
|
||||
@ -478,12 +478,12 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||||
{
|
||||
case 12: //from bottom right
|
||||
{
|
||||
bool doubleWide = owner->stacksController->getActiveStack()->doubleWide();
|
||||
bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
|
||||
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
|
||||
(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
||||
(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
||||
if(vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if (vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
@ -500,7 +500,7 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||||
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
|
||||
if (vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
@ -514,9 +514,9 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||||
}
|
||||
case 8: //from left
|
||||
{
|
||||
if(owner->stacksController->getActiveStack()->doubleWide() && owner->stacksController->getActiveStack()->side == BattleSide::DEFENDER)
|
||||
if(owner.stacksController->getActiveStack()->doubleWide() && owner.stacksController->getActiveStack()->side == BattleSide::DEFENDER)
|
||||
{
|
||||
std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->stacksController->getActiveStack());
|
||||
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
|
||||
if (vstd::contains(acc, myNumber))
|
||||
return myNumber - 1;
|
||||
else
|
||||
@ -533,7 +533,7 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||||
destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
|
||||
if(vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
@ -547,12 +547,12 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||||
}
|
||||
case 10: //from top right
|
||||
{
|
||||
bool doubleWide = owner->stacksController->getActiveStack()->doubleWide();
|
||||
bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
|
||||
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
|
||||
(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
||||
(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
||||
if(vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
@ -566,9 +566,9 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||||
}
|
||||
case 11: //from right
|
||||
{
|
||||
if(owner->stacksController->getActiveStack()->doubleWide() && owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
if(owner.stacksController->getActiveStack()->doubleWide() && owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->stacksController->getActiveStack());
|
||||
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
|
||||
if(vstd::contains(acc, myNumber))
|
||||
return myNumber + 1;
|
||||
else
|
||||
@ -585,7 +585,7 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||||
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
|
||||
if(vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
@ -602,7 +602,7 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||||
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
|
||||
if (vstd::contains(occupyableHexes, destHex))
|
||||
return destHex;
|
||||
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
else if(owner.stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
||||
{
|
||||
if(vstd::contains(occupyableHexes, destHex+1))
|
||||
return destHex+1;
|
||||
|
@ -29,7 +29,7 @@ class BattleInterface;
|
||||
/// Handles battlefield grid as well as rendering of background layer of battle interface
|
||||
class BattleFieldController : public CIntObject
|
||||
{
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
std::shared_ptr<IImage> background;
|
||||
std::shared_ptr<IImage> cellBorder;
|
||||
@ -63,7 +63,7 @@ class BattleFieldController : public CIntObject
|
||||
void showHighlightedHexes(Canvas & canvas);
|
||||
|
||||
public:
|
||||
BattleFieldController(BattleInterface * owner);
|
||||
BattleFieldController(BattleInterface & owner);
|
||||
|
||||
void redrawBackgroundWithHexes();
|
||||
void renderBattlefield(Canvas & canvas);
|
||||
|
@ -55,8 +55,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
{
|
||||
OBJ_CONSTRUCTION;
|
||||
|
||||
projectilesController.reset(new BattleProjectileController(this));
|
||||
|
||||
if(spectatorInt)
|
||||
{
|
||||
curInt = spectatorInt;
|
||||
@ -90,7 +88,7 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
else
|
||||
embedQueue = screen->h < 700 || queueSize == "small";
|
||||
|
||||
queue = std::make_shared<StackQueue>(embedQueue, this);
|
||||
queue = std::make_shared<StackQueue>(embedQueue, *this);
|
||||
if(!embedQueue)
|
||||
{
|
||||
if (settings["battle"]["showQueue"].Bool())
|
||||
@ -99,10 +97,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
|
||||
}
|
||||
|
||||
//preparing siege info
|
||||
const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
|
||||
if(town && town->hasFort())
|
||||
siegeController.reset(new BattleSiegeController(this, town));
|
||||
|
||||
CPlayerInterface::battleInt = this;
|
||||
|
||||
@ -110,13 +104,16 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
this->army1 = army1;
|
||||
this->army2 = army2;
|
||||
|
||||
controlPanel = std::make_shared<BattleControlPanel>(this, Point(0, 556));
|
||||
const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
|
||||
if(town && town->hasFort())
|
||||
siegeController.reset(new BattleSiegeController(*this, town));
|
||||
|
||||
//preparing menu background and terrain
|
||||
fieldController.reset( new BattleFieldController(this));
|
||||
stacksController.reset( new BattleStacksController(this));
|
||||
actionsController.reset( new BattleActionsController(this));
|
||||
effectsController.reset(new BattleEffectsController(this));
|
||||
controlPanel = std::make_shared<BattleControlPanel>(*this, Point(0, 556));
|
||||
projectilesController.reset(new BattleProjectileController(*this));
|
||||
fieldController.reset( new BattleFieldController(*this));
|
||||
stacksController.reset( new BattleStacksController(*this));
|
||||
actionsController.reset( new BattleActionsController(*this));
|
||||
effectsController.reset(new BattleEffectsController(*this));
|
||||
|
||||
//loading hero animations
|
||||
if(hero1) // attacking hero
|
||||
@ -134,7 +131,7 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
battleImage = hero1->type->heroClass->imageBattleMale;
|
||||
}
|
||||
|
||||
attackingHero = std::make_shared<BattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
|
||||
attackingHero = std::make_shared<BattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, *this);
|
||||
|
||||
auto img = attackingHero->animation->getImage(0, 0, true);
|
||||
if(img)
|
||||
@ -158,14 +155,14 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
battleImage = hero2->type->heroClass->imageBattleMale;
|
||||
}
|
||||
|
||||
defendingHero = std::make_shared<BattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
|
||||
defendingHero = std::make_shared<BattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, *this);
|
||||
|
||||
auto img = defendingHero->animation->getImage(0, 0, true);
|
||||
if(img)
|
||||
defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
|
||||
}
|
||||
|
||||
obstacleController.reset(new BattleObstacleController(this));
|
||||
obstacleController.reset(new BattleObstacleController(*this));
|
||||
|
||||
if(tacticsMode)
|
||||
tacticNextStack(nullptr);
|
||||
@ -502,7 +499,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
{
|
||||
displaySpellCast(spellID, casterStack->getPosition());
|
||||
|
||||
stacksController->addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile), spell));
|
||||
stacksController->addNewAnim(new CCastAnimation(*this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile), spell));
|
||||
}
|
||||
else
|
||||
if (sc->tile.isValid() && !spell->animationInfo.projectile.empty())
|
||||
@ -518,7 +515,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
projectilesController->emitStackProjectile( nullptr );
|
||||
|
||||
// wait fo projectile to end
|
||||
stacksController->addNewAnim(new CWaitingProjectileAnimation(this, nullptr));
|
||||
stacksController->addNewAnim(new CWaitingProjectileAnimation(*this, nullptr));
|
||||
}
|
||||
}
|
||||
|
||||
@ -548,8 +545,8 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
{
|
||||
Point leftHero = Point(15, 30) + pos;
|
||||
Point rightHero = Point(755, 30) + pos;
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(this, soundBase::invalid, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(this, soundBase::invalid, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
|
||||
}
|
||||
}
|
||||
|
||||
@ -589,7 +586,7 @@ void BattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue &
|
||||
for(const CSpell::TAnimation & animation : q)
|
||||
{
|
||||
if(animation.pause > 0)
|
||||
stacksController->addNewAnim(new CDummyAnimation(this, animation.pause));
|
||||
stacksController->addNewAnim(new CDummyAnimation(*this, animation.pause));
|
||||
else
|
||||
{
|
||||
int flags = 0;
|
||||
@ -604,9 +601,9 @@ void BattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue &
|
||||
flags |= CPointEffectAnimation::SCREEN_FILL;
|
||||
|
||||
if (!destinationTile.isValid())
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(this, soundBase::invalid, animation.resourceName, flags));
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, animation.resourceName, flags));
|
||||
else
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(this, soundBase::invalid, animation.resourceName, destinationTile, flags));
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, animation.resourceName, destinationTile, flags));
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -827,10 +824,13 @@ void BattleInterface::obstaclePlaced(const std::vector<std::shared_ptr<const COb
|
||||
|
||||
const CGHeroInstance *BattleInterface::currentHero() const
|
||||
{
|
||||
if (attackingHeroInstance->tempOwner == curInt->playerID)
|
||||
if (attackingHeroInstance && attackingHeroInstance->tempOwner == curInt->playerID)
|
||||
return attackingHeroInstance;
|
||||
else
|
||||
|
||||
if (defendingHeroInstance && defendingHeroInstance->tempOwner == curInt->playerID)
|
||||
return defendingHeroInstance;
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
InfoAboutHero BattleInterface::enemyHero() const
|
||||
|
@ -262,10 +262,10 @@ void BattleHero::switchToNextPhase()
|
||||
currentFrame = firstFrame;
|
||||
}
|
||||
|
||||
BattleHero::BattleHero(const std::string & animationPath, bool flipG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface * owner):
|
||||
BattleHero::BattleHero(const std::string & animationPath, bool flipG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface & owner):
|
||||
flip(flipG),
|
||||
myHero(hero),
|
||||
myOwner(owner),
|
||||
myOwner(&owner),
|
||||
phase(1),
|
||||
nextPhase(0),
|
||||
flagAnim(0),
|
||||
@ -331,24 +331,24 @@ HeroInfoWindow::HeroInfoWindow(const InfoAboutHero & hero, Point * position)
|
||||
labels.push_back(std::make_shared<CLabel>(39, 186, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints)));
|
||||
}
|
||||
|
||||
BattleOptionsWindow::BattleOptionsWindow(BattleInterface *owner):
|
||||
BattleOptionsWindow::BattleOptionsWindow(BattleInterface & owner):
|
||||
CWindowObject(PLAYER_COLORED, "comopbck.bmp")
|
||||
{
|
||||
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
|
||||
|
||||
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]);
|
||||
@ -360,7 +360,7 @@ BattleOptionsWindow::BattleOptionsWindow(BattleInterface *owner):
|
||||
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);
|
||||
@ -648,9 +648,9 @@ void ClickableHex::clickRight(tribool down, bool previousState)
|
||||
}
|
||||
}
|
||||
|
||||
StackQueue::StackQueue(bool Embedded, BattleInterface * _owner)
|
||||
StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
|
||||
: embedded(Embedded),
|
||||
owner(_owner)
|
||||
owner(owner)
|
||||
{
|
||||
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
|
||||
if(embedded)
|
||||
@ -689,7 +689,7 @@ 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;
|
||||
|
||||
@ -705,7 +705,7 @@ void StackQueue::update()
|
||||
|
||||
int32_t StackQueue::getSiegeShooterIconID()
|
||||
{
|
||||
return owner->siegeController->getSiegedTown()->town->faction->index;
|
||||
return owner.siegeController->getSiegedTown()->town->faction->index;
|
||||
}
|
||||
|
||||
StackQueue::StackBox::StackBox(StackQueue * owner):
|
||||
|
@ -97,7 +97,7 @@ public:
|
||||
void hover(bool on) override;
|
||||
void clickLeft(tribool down, bool previousState) override; //call-in
|
||||
void clickRight(tribool down, bool previousState) override; //call-in
|
||||
BattleHero(const std::string & animationPath, bool filpG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface * owner);
|
||||
BattleHero(const std::string & animationPath, bool filpG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface & owner);
|
||||
};
|
||||
|
||||
class HeroInfoWindow : public CWindowObject
|
||||
@ -119,7 +119,7 @@ private:
|
||||
std::vector<std::shared_ptr<CLabel>> labels;
|
||||
std::vector<std::shared_ptr<CToggleButton>> toggles;
|
||||
public:
|
||||
BattleOptionsWindow(BattleInterface * owner);
|
||||
BattleOptionsWindow(BattleInterface & owner);
|
||||
|
||||
void bDefaultf(); //default button callback
|
||||
void bExitf(); //exit button callback
|
||||
@ -151,8 +151,6 @@ 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)
|
||||
BattleInterface * myInterface; //interface that owns me
|
||||
|
||||
@ -183,7 +181,7 @@ class StackQueue : public CIntObject
|
||||
static const int QUEUE_SIZE = 10;
|
||||
std::shared_ptr<CFilledTexture> background;
|
||||
std::vector<std::shared_ptr<StackBox>> stackBoxes;
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
std::shared_ptr<CAnimation> icons;
|
||||
std::shared_ptr<CAnimation> stateIcons;
|
||||
@ -192,6 +190,6 @@ class StackQueue : public CIntObject
|
||||
public:
|
||||
const bool embedded;
|
||||
|
||||
StackQueue(bool Embedded, BattleInterface * _owner);
|
||||
StackQueue(bool Embedded, BattleInterface & owner);
|
||||
void update();
|
||||
};
|
||||
|
@ -24,10 +24,10 @@
|
||||
#include "../../lib/battle/CObstacleInstance.h"
|
||||
#include "../../lib/ObstacleHandler.h"
|
||||
|
||||
BattleObstacleController::BattleObstacleController(BattleInterface * owner):
|
||||
BattleObstacleController::BattleObstacleController(BattleInterface & owner):
|
||||
owner(owner)
|
||||
{
|
||||
auto obst = owner->curInt->cb->battleGetAllObstacles();
|
||||
auto obst = owner.curInt->cb->battleGetAllObstacles();
|
||||
for(auto & elem : obst)
|
||||
{
|
||||
if ( elem->obstacleType == CObstacleInstance::MOAT )
|
||||
@ -104,10 +104,10 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
|
||||
//we assume here that effect graphics have the same size as the usual obstacle image
|
||||
// -> if we know how to blit obstacle, let's blit the effect in the same place
|
||||
Point whereTo = getObstaclePosition(first, *oi);
|
||||
owner->stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::invalid, spellObstacle->appearAnimation, whereTo, oi->pos, CPointEffectAnimation::WAIT_FOR_SOUND));
|
||||
owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::invalid, spellObstacle->appearAnimation, whereTo, oi->pos, CPointEffectAnimation::WAIT_FOR_SOUND));
|
||||
|
||||
//so when multiple obstacles are added, they show up one after another
|
||||
owner->waitForAnims();
|
||||
owner.waitForAnims();
|
||||
|
||||
obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());
|
||||
loadObstacleImage(*spellObstacle);
|
||||
@ -117,7 +117,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
|
||||
void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas, const Point & offset)
|
||||
{
|
||||
//Blit absolute obstacles
|
||||
for(auto & oi : owner->curInt->cb->battleGetAllObstacles())
|
||||
for(auto & oi : owner.curInt->cb->battleGetAllObstacles())
|
||||
{
|
||||
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
||||
{
|
||||
@ -130,7 +130,7 @@ void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas, const Poin
|
||||
|
||||
void BattleObstacleController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
{
|
||||
for (auto obstacle : owner->curInt->cb->battleGetAllObstacles())
|
||||
for (auto obstacle : owner.curInt->cb->battleGetAllObstacles())
|
||||
{
|
||||
if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
||||
continue;
|
||||
@ -151,7 +151,7 @@ void BattleObstacleController::collectRenderableObjects(BattleRenderer & rendere
|
||||
|
||||
std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
|
||||
{
|
||||
int frameIndex = (owner->animCount+1) *25 / owner->getAnimSpeed();
|
||||
int frameIndex = (owner.animCount+1) *25 / owner.getAnimSpeed();
|
||||
std::shared_ptr<CAnimation> animation;
|
||||
|
||||
if (obstacleAnimations.count(oi.uniqueID) == 0)
|
||||
@ -183,7 +183,7 @@ Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> imag
|
||||
{
|
||||
int offset = obstacle.getAnimationYOffset(image->height());
|
||||
|
||||
Rect r = owner->fieldController->hexPositionAbsolute(obstacle.pos);
|
||||
Rect r = owner.fieldController->hexPositionAbsolute(obstacle.pos);
|
||||
r.y += 42 - image->height() + offset;
|
||||
|
||||
return r.topLeft();
|
||||
|
@ -27,7 +27,7 @@ struct Point;
|
||||
/// (with exception of moat, which is apparently handled by siege controller)
|
||||
class BattleObstacleController
|
||||
{
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
/// cached animations of all obstacles in current battle
|
||||
std::map<std::string, std::shared_ptr<CAnimation>> animationsCache;
|
||||
@ -45,7 +45,7 @@ class BattleObstacleController
|
||||
Point getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle);
|
||||
|
||||
public:
|
||||
BattleObstacleController(BattleInterface * owner);
|
||||
BattleObstacleController(BattleInterface & owner);
|
||||
|
||||
/// call-in from network pack, add newly placed obstacles with any required animations
|
||||
void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & oi);
|
||||
|
@ -146,16 +146,16 @@ void ProjectileRay::show(Canvas & canvas)
|
||||
++step;
|
||||
}
|
||||
|
||||
BattleProjectileController::BattleProjectileController(BattleInterface * owner):
|
||||
BattleProjectileController::BattleProjectileController(BattleInterface & owner):
|
||||
owner(owner)
|
||||
{}
|
||||
|
||||
const CCreature * BattleProjectileController::getShooter(const CStack * stack)
|
||||
const CCreature & BattleProjectileController::getShooter(const CStack * stack) const
|
||||
{
|
||||
const CCreature * creature = stack->getCreature();
|
||||
|
||||
if(creature->idNumber == CreatureID::ARROW_TOWERS)
|
||||
creature = owner->siegeController->getTurretCreature();
|
||||
creature = owner.siegeController->getTurretCreature();
|
||||
|
||||
if(creature->animation.missleFrameAngles.empty())
|
||||
{
|
||||
@ -163,17 +163,17 @@ const CCreature * BattleProjectileController::getShooter(const CStack * stack)
|
||||
creature = CGI->creh->objects[CreatureID::ARCHER];
|
||||
}
|
||||
|
||||
return creature;
|
||||
return *creature;
|
||||
}
|
||||
|
||||
bool BattleProjectileController::stackUsesRayProjectile(const CStack * stack)
|
||||
bool BattleProjectileController::stackUsesRayProjectile(const CStack * stack) const
|
||||
{
|
||||
return !getShooter(stack)->animation.projectileRay.empty();
|
||||
return !getShooter(stack).animation.projectileRay.empty();
|
||||
}
|
||||
|
||||
bool BattleProjectileController::stackUsesMissileProjectile(const CStack * stack)
|
||||
bool BattleProjectileController::stackUsesMissileProjectile(const CStack * stack) const
|
||||
{
|
||||
return !getShooter(stack)->animation.projectileImageName.empty();
|
||||
return !getShooter(stack).animation.projectileImageName.empty();
|
||||
}
|
||||
|
||||
void BattleProjectileController::initStackProjectile(const CStack * stack)
|
||||
@ -181,8 +181,8 @@ void BattleProjectileController::initStackProjectile(const CStack * stack)
|
||||
if (!stackUsesMissileProjectile(stack))
|
||||
return;
|
||||
|
||||
const CCreature * creature = getShooter(stack);
|
||||
projectilesCache[creature->animation.projectileImageName] = createProjectileImage(creature->animation.projectileImageName);
|
||||
const CCreature & creature = getShooter(stack);
|
||||
projectilesCache[creature.animation.projectileImageName] = createProjectileImage(creature.animation.projectileImageName);
|
||||
}
|
||||
|
||||
std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(const std::string & path )
|
||||
@ -200,8 +200,8 @@ std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(co
|
||||
|
||||
std::shared_ptr<CAnimation> BattleProjectileController::getProjectileImage(const CStack * stack)
|
||||
{
|
||||
const CCreature * creature = getShooter(stack);
|
||||
std::string imageName = creature->animation.projectileImageName;
|
||||
const CCreature & creature = getShooter(stack);
|
||||
std::string imageName = creature.animation.projectileImageName;
|
||||
|
||||
if (!projectilesCache.count(imageName))
|
||||
initStackProjectile(stack);
|
||||
@ -266,9 +266,9 @@ int BattleProjectileController::computeProjectileFlightTime( Point from, Point d
|
||||
|
||||
int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
|
||||
{
|
||||
const CCreature * creature = getShooter(stack);
|
||||
const CCreature & creature = getShooter(stack);
|
||||
|
||||
auto & angles = creature->animation.missleFrameAngles;
|
||||
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
|
||||
@ -314,12 +314,12 @@ void BattleProjectileController::createCatapultProjectile(const CStack * shooter
|
||||
|
||||
void BattleProjectileController::createProjectile(const CStack * shooter, Point from, Point dest)
|
||||
{
|
||||
const CCreature *shooterInfo = getShooter(shooter);
|
||||
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);
|
||||
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))
|
||||
@ -327,7 +327,7 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
|
||||
auto rayProjectile = new ProjectileRay();
|
||||
projectile.reset(rayProjectile);
|
||||
|
||||
rayProjectile->rayConfig = shooterInfo->animation.projectileRay;
|
||||
rayProjectile->rayConfig = shooterInfo.animation.projectileRay;
|
||||
}
|
||||
else if (stackUsesMissileProjectile(shooter))
|
||||
{
|
||||
@ -335,7 +335,7 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
|
||||
projectile.reset(missileProjectile);
|
||||
|
||||
missileProjectile->animation = getProjectileImage(shooter);
|
||||
missileProjectile->reverse = !owner->stacksController->facingRight(shooter);
|
||||
missileProjectile->reverse = !owner.stacksController->facingRight(shooter);
|
||||
missileProjectile->frameNum = computeProjectileFrameID(from, dest, shooter);
|
||||
}
|
||||
|
||||
|
@ -77,7 +77,7 @@ struct ProjectileRay : ProjectileBase
|
||||
/// ... even though in H3 only 1 projectile can be on screen at any point of time
|
||||
class BattleProjectileController
|
||||
{
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
/// all projectiles loaded during current battle
|
||||
std::map<std::string, std::shared_ptr<CAnimation>> projectilesCache;
|
||||
@ -89,18 +89,18 @@ class BattleProjectileController
|
||||
std::shared_ptr<CAnimation> createProjectileImage(const std::string & path );
|
||||
void initStackProjectile(const CStack * stack);
|
||||
|
||||
bool stackUsesRayProjectile(const CStack * stack);
|
||||
bool stackUsesMissileProjectile(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 CCreature & getShooter(const CStack * stack) const;
|
||||
|
||||
int computeProjectileFrameID( Point from, Point dest, const CStack * stack);
|
||||
int computeProjectileFlightTime( Point from, Point dest, double speed);
|
||||
|
||||
public:
|
||||
BattleProjectileController(BattleInterface * owner);
|
||||
BattleProjectileController(BattleInterface & owner);
|
||||
|
||||
/// renders all currently active projectiles
|
||||
void showProjectiles(Canvas & canvas);
|
||||
|
@ -18,12 +18,12 @@
|
||||
|
||||
void BattleRenderer::collectObjects()
|
||||
{
|
||||
owner->collectRenderableObjects(*this);
|
||||
owner->effectsController->collectRenderableObjects(*this);
|
||||
owner->obstacleController->collectRenderableObjects(*this);
|
||||
owner->stacksController->collectRenderableObjects(*this);
|
||||
if (owner->siegeController)
|
||||
owner->siegeController->collectRenderableObjects(*this);
|
||||
owner.collectRenderableObjects(*this);
|
||||
owner.effectsController->collectRenderableObjects(*this);
|
||||
owner.obstacleController->collectRenderableObjects(*this);
|
||||
owner.stacksController->collectRenderableObjects(*this);
|
||||
if (owner.siegeController)
|
||||
owner.siegeController->collectRenderableObjects(*this);
|
||||
}
|
||||
|
||||
void BattleRenderer::sortObjects()
|
||||
@ -36,13 +36,7 @@ void BattleRenderer::sortObjects()
|
||||
if ( object.tile == BattleHex::HEX_BEFORE_ALL )
|
||||
return -1;
|
||||
|
||||
if ( object.tile == BattleHex::HEX_AFTER_ALL )
|
||||
return GameConstants::BFIELD_HEIGHT;
|
||||
|
||||
if ( object.tile == BattleHex::INVALID )
|
||||
return GameConstants::BFIELD_HEIGHT;
|
||||
|
||||
assert(0);
|
||||
assert( object.tile == BattleHex::HEX_AFTER_ALL || object.tile == BattleHex::INVALID);
|
||||
return GameConstants::BFIELD_HEIGHT;
|
||||
};
|
||||
|
||||
@ -59,14 +53,14 @@ void BattleRenderer::renderObjects(BattleRenderer::RendererPtr targetCanvas)
|
||||
object.functor(targetCanvas);
|
||||
}
|
||||
|
||||
BattleRenderer::BattleRenderer(BattleInterface * owner):
|
||||
BattleRenderer::BattleRenderer(BattleInterface & owner):
|
||||
owner(owner)
|
||||
{
|
||||
}
|
||||
|
||||
void BattleRenderer::insert(EBattleFieldLayer layer, BattleHex tile, BattleRenderer::RenderFunctor functor)
|
||||
{
|
||||
objects.push_back({ functor, layer, tile });
|
||||
objects.push_back({functor, layer, tile});
|
||||
}
|
||||
|
||||
void BattleRenderer::execute(BattleRenderer::RendererPtr targetCanvas)
|
||||
|
@ -33,7 +33,7 @@ public:
|
||||
using RenderFunctor = std::function<void(RendererPtr)>;
|
||||
|
||||
private:
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
struct RenderableInstance
|
||||
{
|
||||
@ -47,7 +47,7 @@ private:
|
||||
void sortObjects();
|
||||
void renderObjects(RendererPtr targetCanvas);
|
||||
public:
|
||||
BattleRenderer(BattleInterface * owner);
|
||||
BattleRenderer(BattleInterface & owner);
|
||||
|
||||
void insert(EBattleFieldLayer layer, BattleHex tile, RenderFunctor functor);
|
||||
void execute(RendererPtr targetCanvas);
|
||||
|
@ -124,15 +124,15 @@ std::string BattleSiegeController::getBattleBackgroundName() const
|
||||
bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
|
||||
{
|
||||
//FIXME: use this instead of buildings test?
|
||||
//ui8 siegeLevel = owner->curInt->cb->battleGetSiegeLevel();
|
||||
//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;
|
||||
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;
|
||||
}
|
||||
}
|
||||
@ -163,11 +163,11 @@ BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual w
|
||||
return wallsPositions[what];
|
||||
}
|
||||
|
||||
BattleSiegeController::BattleSiegeController(BattleInterface * owner, const CGTownInstance *siegeTown):
|
||||
BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown):
|
||||
owner(owner),
|
||||
town(siegeTown)
|
||||
{
|
||||
assert(owner->fieldController.get() == nullptr); // must be created after this
|
||||
assert(owner.fieldController.get() == nullptr); // must be created after this
|
||||
|
||||
for (int g = 0; g < wallPieceImages.size(); ++g)
|
||||
{
|
||||
@ -205,7 +205,7 @@ Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) con
|
||||
|
||||
if (posID != 0)
|
||||
{
|
||||
Point result = owner->pos.topLeft();
|
||||
Point result = owner.pos.topLeft();
|
||||
result.x += town->town->clientInfo.siegePositions[posID].x;
|
||||
result.y += town->town->clientInfo.siegePositions[posID].y;
|
||||
return result;
|
||||
@ -217,7 +217,7 @@ Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) con
|
||||
|
||||
void BattleSiegeController::gateStateChanged(const EGateState state)
|
||||
{
|
||||
auto oldState = owner->curInt->cb->battleGetGateState();
|
||||
auto oldState = owner.curInt->cb->battleGetGateState();
|
||||
bool playSound = false;
|
||||
auto stateId = EWallState::NONE;
|
||||
switch(state)
|
||||
@ -272,7 +272,7 @@ BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wal
|
||||
|
||||
const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
|
||||
{
|
||||
for (auto & stack : owner->curInt->cb->battleGetAllStacks(true))
|
||||
for (auto & stack : owner.curInt->cb->battleGetAllStacks(true))
|
||||
{
|
||||
if ( stack->initialPosition == getTurretBattleHex(wallPiece))
|
||||
return stack;
|
||||
@ -298,14 +298,14 @@ void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
wallPiece == EWallVisual::UPPER_BATTLEMENT)
|
||||
{
|
||||
renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererPtr canvas){
|
||||
owner->stacksController->showStack(canvas, getTurretStack(wallPiece));
|
||||
owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
|
||||
});
|
||||
renderer.insert( EBattleFieldLayer::BATTLEMENTS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererPtr canvas){
|
||||
showWallPiece(canvas, wallPiece, owner->pos.topLeft());
|
||||
showWallPiece(canvas, wallPiece, owner.pos.topLeft());
|
||||
});
|
||||
}
|
||||
renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererPtr canvas){
|
||||
showWallPiece(canvas, wallPiece, owner->pos.topLeft());
|
||||
showWallPiece(canvas, wallPiece, owner.pos.topLeft());
|
||||
});
|
||||
|
||||
|
||||
@ -314,14 +314,14 @@ void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
|
||||
bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
|
||||
{
|
||||
if (owner->tacticsMode)
|
||||
if (owner.tacticsMode)
|
||||
return false;
|
||||
|
||||
auto wallPart = owner->curInt->cb->battleHexToWallPart(hex);
|
||||
if (!owner->curInt->cb->isWallPartPotentiallyAttackable(wallPart))
|
||||
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));
|
||||
auto state = owner.curInt->cb->battleGetWallState(static_cast<int>(wallPart));
|
||||
return state != EWallState::DESTROYED && state != EWallState::NONE;
|
||||
}
|
||||
|
||||
@ -329,10 +329,10 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
{
|
||||
if (ca.attacker != -1)
|
||||
{
|
||||
const CStack *stack = owner->curInt->cb->battleGetStackByID(ca.attacker);
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
|
||||
for (auto attackInfo : ca.attackedParts)
|
||||
{
|
||||
owner->stacksController->addNewAnim(new CCatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
|
||||
owner.stacksController->addNewAnim(new CCatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -341,13 +341,13 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
|
||||
//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));
|
||||
positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
|
||||
|
||||
|
||||
owner->stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::WALLHIT, "SGEXPL.DEF", positions));
|
||||
owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::WALLHIT, "SGEXPL.DEF", positions));
|
||||
}
|
||||
|
||||
owner->waitForAnims();
|
||||
owner.waitForAnims();
|
||||
|
||||
for (auto attackInfo : ca.attackedParts)
|
||||
{
|
||||
@ -356,7 +356,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
if (wallId == EWallVisual::GATE)
|
||||
continue;
|
||||
|
||||
auto wallState = EWallState::EWallState(owner->curInt->cb->battleGetWallState(attackInfo.attackedPart));
|
||||
auto wallState = EWallState::EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
|
||||
|
||||
wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
|
||||
}
|
||||
|
@ -67,7 +67,7 @@ namespace EWallVisual
|
||||
|
||||
class BattleSiegeController
|
||||
{
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
/// besieged town
|
||||
const CGTownInstance *town;
|
||||
@ -90,7 +90,7 @@ class BattleSiegeController
|
||||
const CStack * getTurretStack(EWallVisual::EWallVisual wallPiece) const;
|
||||
|
||||
public:
|
||||
BattleSiegeController(BattleInterface * owner, const CGTownInstance *siegeTown);
|
||||
BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown);
|
||||
|
||||
/// call-ins from server
|
||||
void gateStateChanged(const EGateState state);
|
||||
|
@ -60,7 +60,7 @@ static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnima
|
||||
animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
|
||||
}
|
||||
|
||||
BattleStacksController::BattleStacksController(BattleInterface * owner):
|
||||
BattleStacksController::BattleStacksController(BattleInterface & owner):
|
||||
owner(owner),
|
||||
activeStack(nullptr),
|
||||
mouseHoveredStack(nullptr),
|
||||
@ -86,7 +86,7 @@ BattleStacksController::BattleStacksController(BattleInterface * owner):
|
||||
amountNegative->adjustPalette(&shifterNegative);
|
||||
amountEffNeutral->adjustPalette(&shifterNeutral);
|
||||
|
||||
std::vector<const CStack*> stacks = owner->curInt->cb->battleGetAllStacks(true);
|
||||
std::vector<const CStack*> stacks = owner.curInt->cb->battleGetAllStacks(true);
|
||||
for(const CStack * s : stacks)
|
||||
{
|
||||
stackAdded(s);
|
||||
@ -118,7 +118,7 @@ BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
|
||||
|
||||
void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
{
|
||||
auto stacks = owner->curInt->cb->battleGetAllStacks(false);
|
||||
auto stacks = owner.curInt->cb->battleGetAllStacks(false);
|
||||
|
||||
for (auto stack : stacks)
|
||||
{
|
||||
@ -178,14 +178,14 @@ void BattleStacksController::stackAdded(const CStack * stack)
|
||||
|
||||
if(stack->initialPosition < 0) //turret
|
||||
{
|
||||
assert(owner->siegeController);
|
||||
assert(owner.siegeController);
|
||||
|
||||
const CCreature *turretCreature = owner->siegeController->getTurretCreature();
|
||||
const CCreature *turretCreature = owner.siegeController->getTurretCreature();
|
||||
|
||||
stackAnimation[stack->ID] = AnimationControls::getAnimation(turretCreature);
|
||||
stackAnimation[stack->ID]->pos.h = 235;
|
||||
|
||||
coords = owner->siegeController->getTurretCreaturePosition(stack->initialPosition);
|
||||
coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -209,7 +209,7 @@ void BattleStacksController::setActiveStack(const CStack *stack)
|
||||
if (activeStack) // update UI
|
||||
stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
|
||||
|
||||
owner->controlPanel->blockUI(activeStack == nullptr);
|
||||
owner.controlPanel->blockUI(activeStack == nullptr);
|
||||
}
|
||||
|
||||
void BattleStacksController::setHoveredStack(const CStack *stack)
|
||||
@ -239,9 +239,9 @@ void BattleStacksController::setHoveredStack(const CStack *stack)
|
||||
bool BattleStacksController::stackNeedsAmountBox(const CStack * stack)
|
||||
{
|
||||
BattleHex currentActionTarget;
|
||||
if(owner->curInt->curAction)
|
||||
if(owner.curInt->curAction)
|
||||
{
|
||||
auto target = owner->curInt->curAction->getTarget(owner->curInt->cb.get());
|
||||
auto target = owner.curInt->curAction->getTarget(owner.curInt->cb.get());
|
||||
if(!target.empty())
|
||||
currentActionTarget = target.at(0).hexValue;
|
||||
}
|
||||
@ -249,7 +249,7 @@ bool BattleStacksController::stackNeedsAmountBox(const CStack * stack)
|
||||
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
|
||||
return false;
|
||||
|
||||
if (!owner->battleActionsStarted) // do not perform any further checks since they are related to actions that will only occur after intro music
|
||||
if (!owner.battleActionsStarted) // do not perform any further checks since they are related to actions that will only occur after intro music
|
||||
return true;
|
||||
|
||||
if(!stack->alive())
|
||||
@ -265,18 +265,18 @@ bool BattleStacksController::stackNeedsAmountBox(const CStack * stack)
|
||||
return false;
|
||||
}
|
||||
|
||||
if(owner->curInt->curAction)
|
||||
if(owner.curInt->curAction)
|
||||
{
|
||||
if(owner->curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
|
||||
if(owner.curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
|
||||
{
|
||||
if(owner->curInt->curAction->actionType == EActionType::WALK || owner->curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
|
||||
if(owner.curInt->curAction->actionType == EActionType::WALK || owner.curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
|
||||
return false;
|
||||
|
||||
else if(owner->curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
|
||||
else if(owner.curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
|
||||
return false;
|
||||
}
|
||||
|
||||
if(owner->curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
|
||||
if(owner.curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
@ -312,7 +312,7 @@ void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack *
|
||||
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);
|
||||
const bool moveInside = !edge && !owner.fieldController->stackCountOutsideHex(nextPos);
|
||||
|
||||
int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
|
||||
(stack->doubleWide() ? 44 : 0) * sideShift +
|
||||
@ -358,23 +358,23 @@ void BattleStacksController::updateBattleAnimations()
|
||||
if (hadAnimations && currentAnimations.empty())
|
||||
{
|
||||
//anims ended
|
||||
owner->controlPanel->blockUI(activeStack == nullptr);
|
||||
owner->animsAreDisplayed.setn(false);
|
||||
owner.controlPanel->blockUI(activeStack == nullptr);
|
||||
owner.animsAreDisplayed.setn(false);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleStacksController::addNewAnim(CBattleAnimation *anim)
|
||||
{
|
||||
currentAnimations.push_back(anim);
|
||||
owner->animsAreDisplayed.setn(true);
|
||||
owner.animsAreDisplayed.setn(true);
|
||||
}
|
||||
|
||||
void BattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
|
||||
{
|
||||
stackToActivate = stack;
|
||||
owner->waitForAnims();
|
||||
owner.waitForAnims();
|
||||
if (stackToActivate) //during waiting stack may have gotten activated through show
|
||||
owner->activateStack();
|
||||
owner.activateStack();
|
||||
}
|
||||
|
||||
void BattleStacksController::stackRemoved(uint32_t stackID)
|
||||
@ -384,10 +384,10 @@ void BattleStacksController::stackRemoved(uint32_t stackID)
|
||||
if (getActiveStack()->ID == stackID)
|
||||
{
|
||||
BattleAction *action = new BattleAction();
|
||||
action->side = owner->defendingHeroInstance ? (owner->curInt->playerID == owner->defendingHeroInstance->tempOwner) : false;
|
||||
action->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
|
||||
action->actionType = EActionType::CANCEL;
|
||||
action->stackNumber = getActiveStack()->ID;
|
||||
owner->givenCommand.setn(action);
|
||||
owner.givenCommand.setn(action);
|
||||
setActiveStack(nullptr);
|
||||
}
|
||||
}
|
||||
@ -403,10 +403,10 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
|
||||
|
||||
if(attackedInfo.rebirth)
|
||||
{
|
||||
owner->effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
|
||||
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
|
||||
}
|
||||
}
|
||||
owner->waitForAnims();
|
||||
owner.waitForAnims();
|
||||
|
||||
for (auto & attackedInfo : attackedInfos)
|
||||
{
|
||||
@ -420,7 +420,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
|
||||
void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
||||
{
|
||||
addNewAnim(new CMovementAnimation(owner, stack, destHex, distance));
|
||||
owner->waitForAnims();
|
||||
owner.waitForAnims();
|
||||
}
|
||||
|
||||
void BattleStacksController::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
|
||||
@ -454,7 +454,7 @@ void BattleStacksController::endAction(const BattleAction* action)
|
||||
{
|
||||
//check if we should reverse stacks
|
||||
//for some strange reason, it's not enough
|
||||
TStacks stacks = owner->curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
|
||||
TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
|
||||
|
||||
for (const CStack *s : stacks)
|
||||
{
|
||||
@ -469,16 +469,16 @@ void BattleStacksController::endAction(const BattleAction* action)
|
||||
|
||||
void BattleStacksController::startAction(const BattleAction* action)
|
||||
{
|
||||
const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
|
||||
setHoveredStack(nullptr);
|
||||
|
||||
auto actionTarget = action->getTarget(owner->curInt->cb.get());
|
||||
auto actionTarget = action->getTarget(owner.curInt->cb.get());
|
||||
|
||||
if(action->actionType == EActionType::WALK
|
||||
|| (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
|
||||
{
|
||||
assert(stack);
|
||||
owner->moveStarted = true;
|
||||
owner.moveStarted = true;
|
||||
if (stackAnimation[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
|
||||
addNewAnim(new CMovementStartAnimation(owner, stack));
|
||||
|
||||
@ -495,7 +495,7 @@ void BattleStacksController::activateStack()
|
||||
if ( !stackToActivate)
|
||||
return;
|
||||
|
||||
owner->trySetActivePlayer(stackToActivate->owner);
|
||||
owner.trySetActivePlayer(stackToActivate->owner);
|
||||
|
||||
setActiveStack(stackToActivate);
|
||||
stackToActivate = nullptr;
|
||||
@ -513,7 +513,7 @@ void BattleStacksController::activateStack()
|
||||
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
|
||||
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
|
||||
}
|
||||
@ -560,7 +560,7 @@ Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CSta
|
||||
{
|
||||
Point ret(-500, -500); //returned value
|
||||
if(stack && stack->initialPosition < 0) //creatures in turrets
|
||||
return owner->siegeController->getTurretCreaturePosition(stack->initialPosition);
|
||||
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
|
||||
@ -591,6 +591,6 @@ Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CSta
|
||||
}
|
||||
}
|
||||
//returning
|
||||
return ret + owner->pos.topLeft();
|
||||
return ret + owner.pos.topLeft();
|
||||
|
||||
}
|
||||
|
@ -36,7 +36,7 @@ class IImage;
|
||||
/// And any other effect applied to stacks
|
||||
class BattleStacksController
|
||||
{
|
||||
BattleInterface * owner;
|
||||
BattleInterface & owner;
|
||||
|
||||
std::shared_ptr<IImage> amountNormal;
|
||||
std::shared_ptr<IImage> amountNegative;
|
||||
@ -78,7 +78,7 @@ class BattleStacksController
|
||||
std::shared_ptr<IImage> getStackAmountBox(const CStack * stack);
|
||||
|
||||
public:
|
||||
BattleStacksController(BattleInterface * owner);
|
||||
BattleStacksController(BattleInterface & owner);
|
||||
|
||||
bool shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const;
|
||||
bool facingRight(const CStack * stack) const;
|
||||
|
Loading…
Reference in New Issue
Block a user