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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00

Applied suggestions from review

This commit is contained in:
Ivan Savenko 2022-12-13 13:58:16 +02:00
parent 602e52127b
commit 264f5c91e8
23 changed files with 481 additions and 489 deletions

View File

@ -41,7 +41,7 @@ static std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
}
BattleActionsController::BattleActionsController(BattleInterface * owner):
BattleActionsController::BattleActionsController(BattleInterface & owner):
owner(owner),
creatureCasting(false),
spellDestSelectMode(false),
@ -62,17 +62,17 @@ void BattleActionsController::endCastingSpell()
spellDestSelectMode = false;
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
if(owner->stacksController->getActiveStack())
if(owner.stacksController->getActiveStack())
{
possibleActions = getPossibleActionsForStack(owner->stacksController->getActiveStack()); //restore actions after they were cleared
owner->myTurn = true;
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack()); //restore actions after they were cleared
owner.myTurn = true;
}
}
else
{
if(owner->stacksController->getActiveStack())
if(owner.stacksController->getActiveStack())
{
possibleActions = getPossibleActionsForStack(owner->stacksController->getActiveStack());
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
GH.fakeMouseMove();
}
}
@ -81,35 +81,35 @@ void BattleActionsController::endCastingSpell()
void BattleActionsController::enterCreatureCastingMode()
{
//silently check for possible errors
if (!owner->myTurn)
if (!owner.myTurn)
return;
if (owner->tacticsMode)
if (owner.tacticsMode)
return;
//hero is casting a spell
if (spellDestSelectMode)
return;
if (!owner->stacksController->getActiveStack())
if (!owner.stacksController->getActiveStack())
return;
if (!owner->stacksController->activeStackSpellcaster())
if (!owner.stacksController->activeStackSpellcaster())
return;
//random spellcaster
if (owner->stacksController->activeStackSpellToCast() == SpellID::NONE)
if (owner.stacksController->activeStackSpellToCast() == SpellID::NONE)
return;
if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
{
const spells::Caster * caster = owner->stacksController->getActiveStack();
const CSpell * spell = owner->stacksController->activeStackSpellToCast().toSpell();
const spells::Caster * caster = owner.stacksController->getActiveStack();
const CSpell * spell = owner.stacksController->activeStackSpellToCast().toSpell();
spells::Target target;
target.emplace_back();
spells::BattleCast cast(owner->curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
spells::BattleCast cast(owner.curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
auto m = spell->battleMechanics(&cast);
spells::detail::ProblemImpl ignored;
@ -118,16 +118,16 @@ void BattleActionsController::enterCreatureCastingMode()
if (isCastingPossible)
{
owner->myTurn = false;
owner->giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, owner->stacksController->activeStackSpellToCast());
owner->stacksController->setSelectedStack(nullptr);
owner.myTurn = false;
owner.giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, owner.stacksController->activeStackSpellToCast());
owner.stacksController->setSelectedStack(nullptr);
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
}
}
else
{
possibleActions = getPossibleActionsForStack(owner->stacksController->getActiveStack());
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
{
@ -144,16 +144,16 @@ void BattleActionsController::enterCreatureCastingMode()
std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack) const
{
BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
data.creatureSpellToCast = owner->stacksController->activeStackSpellToCast();
data.tacticsMode = owner->tacticsMode;
auto allActions = owner->curInt->cb->getClientActionsForStack(stack, data);
data.creatureSpellToCast = owner.stacksController->activeStackSpellToCast();
data.tacticsMode = owner.tacticsMode;
auto allActions = owner.curInt->cb->getClientActionsForStack(stack, data);
return std::vector<PossiblePlayerBattleAction>(allActions);
}
void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
{
if(owner->tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
{
@ -205,21 +205,21 @@ void BattleActionsController::castThisSpell(SpellID spellID)
spellToCast = std::make_shared<BattleAction>();
spellToCast->actionType = EActionType::HERO_SPELL;
spellToCast->actionSubtype = spellID; //spell number
spellToCast->stackNumber = (owner->attackingHeroInstance->tempOwner == owner->curInt->playerID) ? -1 : -2;
spellToCast->side = owner->defendingHeroInstance ? (owner->curInt->playerID == owner->defendingHeroInstance->tempOwner) : false;
spellToCast->stackNumber = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? -1 : -2;
spellToCast->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
spellDestSelectMode = true;
creatureCasting = false;
//choosing possible targets
const CGHeroInstance *castingHero = (owner->attackingHeroInstance->tempOwner == owner->curInt->playerID) ? owner->attackingHeroInstance : owner->defendingHeroInstance;
const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
assert(castingHero); // code below assumes non-null hero
currentSpell = spellID.toSpell();
PossiblePlayerBattleAction spellSelMode = owner->curInt->cb->getCasterAction(currentSpell, castingHero, spells::Mode::HERO);
PossiblePlayerBattleAction spellSelMode = owner.curInt->cb->getCasterAction(currentSpell, castingHero, spells::Mode::HERO);
if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
{
spellToCast->aimToHex(BattleHex::INVALID);
owner->curInt->cb->battleMakeAction(spellToCast.get());
owner.curInt->cb->battleMakeAction(spellToCast.get());
endCastingSpell();
}
else
@ -233,7 +233,7 @@ void BattleActionsController::castThisSpell(SpellID spellID)
void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
{
if (!owner->myTurn || !owner->battleActionsStarted) //we are not permit to do anything
if (!owner.myTurn || !owner.battleActionsStarted) //we are not permit to do anything
return;
// This function handles mouse move over hexes and l-clicking on them.
@ -252,24 +252,24 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
std::function<void()> realizeAction;
//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
const CStack * shere = owner->curInt->cb->battleGetStackByPos(myNumber, true);
const CStack * shere = owner.curInt->cb->battleGetStackByPos(myNumber, true);
if(!shere)
shere = owner->curInt->cb->battleGetStackByPos(myNumber, false);
shere = owner.curInt->cb->battleGetStackByPos(myNumber, false);
if(!owner->stacksController->getActiveStack())
if(!owner.stacksController->getActiveStack())
return;
bool ourStack = false;
if (shere)
ourStack = shere->owner == owner->curInt->playerID;
ourStack = shere->owner == owner.curInt->playerID;
//stack may have changed, update selection border
owner->stacksController->setHoveredStack(shere);
owner.stacksController->setHoveredStack(shere);
localActions.clear();
illegalActions.clear();
reorderPossibleActionsPriority(owner->stacksController->getActiveStack(), shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
reorderPossibleActionsPriority(owner.stacksController->getActiveStack(), shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
const bool forcedAction = possibleActions.size() == 1;
for (PossiblePlayerBattleAction action : possibleActions)
@ -288,7 +288,7 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
{
if (!(shere && shere->alive())) //we can walk on dead stacks
{
if(canStackMoveHere(owner->stacksController->getActiveStack(), myNumber))
if(canStackMoveHere(owner.stacksController->getActiveStack(), myNumber))
legalAction = true;
}
break;
@ -297,12 +297,12 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
{
if(owner->curInt->cb->battleCanAttack(owner->stacksController->getActiveStack(), shere, myNumber))
if(owner.curInt->cb->battleCanAttack(owner.stacksController->getActiveStack(), shere, myNumber))
{
if (owner->fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
if (owner.fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
{
owner->fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
BattleHex attackFromHex = owner->fieldController->fromWhichHexAttack(myNumber);
owner.fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(myNumber);
if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
legalAction = true;
@ -311,25 +311,25 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
}
break;
case PossiblePlayerBattleAction::SHOOT:
if(owner->curInt->cb->battleCanShoot(owner->stacksController->getActiveStack(), myNumber))
if(owner.curInt->cb->battleCanShoot(owner.stacksController->getActiveStack(), myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::ANY_LOCATION:
if (myNumber > -1) //TODO: this should be checked for all actions
{
if(isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
if(isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
legalAction = true;
}
break;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
if(shere && isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
if(shere && isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
{
if(shere && ourStack && shere != owner->stacksController->getActiveStack() && shere->alive()) //only positive spells for other allied creatures
if(shere && ourStack && shere != owner.stacksController->getActiveStack() && shere->alive()) //only positive spells for other allied creatures
{
int spellID = owner->curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
int spellID = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
if(spellID > -1)
{
legalAction = true;
@ -338,7 +338,7 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
}
break;
case PossiblePlayerBattleAction::OBSTACLE:
if(isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
if(isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::TELEPORT:
@ -346,32 +346,32 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
//todo: move to mechanics
ui8 skill = 0;
if (creatureCasting)
skill = owner->stacksController->getActiveStack()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
skill = owner.stacksController->getActiveStack()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
else
skill = owner->getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
skill = owner.getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
//TODO: explicitely save power, skill
if (owner->curInt->cb->battleCanTeleportTo(owner->stacksController->getSelectedStack(), myNumber, skill))
if (owner.curInt->cb->battleCanTeleportTo(owner.stacksController->getSelectedStack(), myNumber, skill))
legalAction = true;
else
notLegal = true;
}
break;
case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
if (shere && shere != owner->stacksController->getSelectedStack() && ourStack && shere->alive())
if (shere && shere != owner.stacksController->getSelectedStack() && ourStack && shere->alive())
legalAction = true;
else
notLegal = true;
break;
case PossiblePlayerBattleAction::FREE_LOCATION:
legalAction = true;
if(!isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
if(!isCastingPossibleHere(owner.stacksController->getActiveStack(), shere, myNumber))
{
legalAction = false;
notLegal = true;
}
break;
case PossiblePlayerBattleAction::CATAPULT:
if (owner->siegeController && owner->siegeController->isAttackableByCatapult(myNumber))
if (owner.siegeController && owner.siegeController->isAttackableByCatapult(myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::HEAL:
@ -428,35 +428,35 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
{
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
realizeAction = [=](){ owner->stackActivated(shere); };
realizeAction = [=](){ owner.stackActivated(shere); };
break;
case PossiblePlayerBattleAction::MOVE_TACTICS:
case PossiblePlayerBattleAction::MOVE_STACK:
if (owner->stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
if (owner.stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
{
cursorFrame = ECursor::COMBAT_FLY;
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % owner->stacksController->getActiveStack()->getName()).str(); //Fly %s here
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % owner.stacksController->getActiveStack()->getName()).str(); //Fly %s here
}
else
{
cursorFrame = ECursor::COMBAT_MOVE;
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % owner->stacksController->getActiveStack()->getName()).str(); //Move %s here
newConsoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % owner.stacksController->getActiveStack()->getName()).str(); //Move %s here
}
realizeAction = [=]()
{
if(owner->stacksController->getActiveStack()->doubleWide())
if(owner.stacksController->getActiveStack()->doubleWide())
{
std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->stacksController->getActiveStack());
BattleHex shiftedDest = myNumber.cloneInDirection(owner->stacksController->getActiveStack()->destShiftDir(), false);
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
BattleHex shiftedDest = myNumber.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
if(vstd::contains(acc, myNumber))
owner->giveCommand(EActionType::WALK, myNumber);
owner.giveCommand(EActionType::WALK, myNumber);
else if(vstd::contains(acc, shiftedDest))
owner->giveCommand(EActionType::WALK, shiftedDest);
owner.giveCommand(EActionType::WALK, shiftedDest);
}
else
{
owner->giveCommand(EActionType::WALK, myNumber);
owner.giveCommand(EActionType::WALK, myNumber);
}
};
break;
@ -464,55 +464,55 @@ void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
{
owner->fieldController->setBattleCursor(myNumber); //handle direction of cursor and attackable tile
owner.fieldController->setBattleCursor(myNumber); //handle direction of cursor and attackable tile
setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
realizeAction = [=]()
{
BattleHex attackFromHex = owner->fieldController->fromWhichHexAttack(myNumber);
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(myNumber);
if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
{
auto command = new BattleAction(BattleAction::makeMeleeAttack(owner->stacksController->getActiveStack(), myNumber, attackFromHex, returnAfterAttack));
owner->sendCommand(command, owner->stacksController->getActiveStack());
auto command = new BattleAction(BattleAction::makeMeleeAttack(owner.stacksController->getActiveStack(), myNumber, attackFromHex, returnAfterAttack));
owner.sendCommand(command, owner.stacksController->getActiveStack());
}
};
TDmgRange damage = owner->curInt->cb->battleEstimateDamage(owner->stacksController->getActiveStack(), shere);
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);
}

View File

@ -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();

View File

@ -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;

View File

@ -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;
};

View File

@ -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);
}

View File

@ -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);
};

View File

@ -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:

View File

@ -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);

View File

@ -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;

View File

@ -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);

View File

@ -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

View File

@ -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):

View File

@ -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();
};

View File

@ -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();

View File

@ -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);

View File

@ -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);
}

View File

@ -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);

View File

@ -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)

View File

@ -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);

View File

@ -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));
}

View File

@ -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);

View File

@ -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();
}

View File

@ -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;