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mirror of https://github.com/vcmi/vcmi.git synced 2025-02-03 13:01:33 +02:00

Merge remote-tracking branch 'upstream/develop' into launcher-size-support

This commit is contained in:
nordsoft 2023-09-08 01:51:52 +02:00
commit 8c94d082c8
412 changed files with 4960 additions and 4248 deletions

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@ -52,7 +52,7 @@ void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
setCbc(CB);
env = ENV;
cb = CB;
playerID = *CB->getPlayerID(); //TODO should be sth in callback
playerID = *CB->getPlayerID();
wasWaitingForRealize = CB->waitTillRealize;
wasUnlockingGs = CB->unlockGsWhenWaiting;
CB->waitTillRealize = false;
@ -66,9 +66,9 @@ void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
autobattlePreferences = autocombatPreferences;
}
BattleAction CBattleAI::useHealingTent(const CStack *stack)
BattleAction CBattleAI::useHealingTent(const BattleID & battleID, const CStack *stack)
{
auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
auto healingTargets = cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
std::map<int, const CStack*> woundHpToStack;
for(const auto * stack : healingTargets)
{
@ -82,12 +82,12 @@ BattleAction CBattleAI::useHealingTent(const CStack *stack)
return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
}
void CBattleAI::yourTacticPhase(int distance)
void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance)
{
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
}
float getStrengthRatio(std::shared_ptr<CBattleCallback> cb, int side)
static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, int side)
{
auto stacks = cb->battleGetAllStacks();
auto our = 0, enemy = 0;
@ -108,7 +108,7 @@ float getStrengthRatio(std::shared_ptr<CBattleCallback> cb, int side)
return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
}
void CBattleAI::activeStack(const CStack * stack )
void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
{
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
@ -128,12 +128,12 @@ void CBattleAI::activeStack(const CStack * stack )
{
if(stack->creatureId() == CreatureID::CATAPULT)
{
cb->battleMakeUnitAction(useCatapult(stack));
cb->battleMakeUnitAction(battleID, useCatapult(battleID, stack));
return;
}
if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
{
cb->battleMakeUnitAction(useHealingTent(stack));
cb->battleMakeUnitAction(battleID, useHealingTent(battleID, stack));
return;
}
@ -141,7 +141,7 @@ void CBattleAI::activeStack(const CStack * stack )
logAi->trace("Build evaluator and targets");
#endif
BattleEvaluator evaluator(env, cb, stack, playerID, side, getStrengthRatio(cb, side));
BattleEvaluator evaluator(env, cb, stack, playerID, battleID, side, getStrengthRatio(cb->getBattle(battleID), side));
result = evaluator.selectStackAction(stack);
@ -157,9 +157,9 @@ void CBattleAI::activeStack(const CStack * stack )
logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
if(auto action = considerFleeingOrSurrendering())
if(auto action = considerFleeingOrSurrendering(battleID))
{
cb->battleMakeUnitAction(*action);
cb->battleMakeUnitAction(battleID, *action);
return;
}
}
@ -183,17 +183,17 @@ void CBattleAI::activeStack(const CStack * stack )
logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
cb->battleMakeUnitAction(result);
cb->battleMakeUnitAction(battleID, result);
}
BattleAction CBattleAI::useCatapult(const CStack * stack)
BattleAction CBattleAI::useCatapult(const BattleID & battleID, const CStack * stack)
{
BattleAction attack;
BattleHex targetHex = BattleHex::INVALID;
if(cb->battleGetGateState() == EGateState::CLOSED)
if(cb->getBattle(battleID)->battleGetGateState() == EGateState::CLOSED)
{
targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
targetHex = cb->getBattle(battleID)->wallPartToBattleHex(EWallPart::GATE);
}
else
{
@ -209,11 +209,11 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
for(auto wallPart : wallParts)
{
auto wallState = cb->battleGetWallState(wallPart);
auto wallState = cb->getBattle(battleID)->battleGetWallState(wallPart);
if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
{
targetHex = cb->wallPartToBattleHex(wallPart);
targetHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
break;
}
}
@ -234,7 +234,7 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
return attack;
}
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
{
LOG_TRACE(logAi);
side = Side;
@ -244,20 +244,20 @@ void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2
void CBattleAI::print(const std::string &text) const
{
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
}
std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering(const BattleID & battleID)
{
BattleStateInfoForRetreat bs;
bs.canFlee = cb->battleCanFlee();
bs.canSurrender = cb->battleCanSurrender(playerID);
bs.ourSide = cb->battleGetMySide();
bs.ourHero = cb->battleGetMyHero();
bs.canFlee = cb->getBattle(battleID)->battleCanFlee();
bs.canSurrender = cb->getBattle(battleID)->battleCanSurrender(playerID);
bs.ourSide = cb->getBattle(battleID)->battleGetMySide();
bs.ourHero = cb->getBattle(battleID)->battleGetMyHero();
bs.enemyHero = nullptr;
for(auto stack : cb->battleGetAllStacks(false))
for(auto stack : cb->getBattle(battleID)->battleGetAllStacks(false))
{
if(stack->alive())
{
@ -266,7 +266,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
else
{
bs.enemyStacks.push_back(stack);
bs.enemyHero = cb->battleGetOwnerHero(stack);
bs.enemyHero = cb->getBattle(battleID)->battleGetOwnerHero(stack);
}
}
}
@ -278,7 +278,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
return std::nullopt;
}
auto result = cb->makeSurrenderRetreatDecision(bs);
auto result = cb->makeSurrenderRetreatDecision(battleID, bs);
if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
{

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@ -71,16 +71,16 @@ public:
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
void activeStack(const CStack * stack) override; //called when it's turn of that stack
void yourTacticPhase(int distance) override;
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
void yourTacticPhase(const BattleID & battleID, int distance) override;
std::optional<BattleAction> considerFleeingOrSurrendering();
std::optional<BattleAction> considerFleeingOrSurrendering(const BattleID & battleID);
void print(const std::string &text) const;
BattleAction useCatapult(const CStack *stack);
BattleAction useHealingTent(const CStack *stack);
BattleAction useCatapult(const BattleID & battleID, const CStack *stack);
BattleAction useHealingTent(const BattleID & battleID, const CStack *stack);
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack

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@ -53,12 +53,12 @@ std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
{
auto state = cb->battleGetWallState(wallPart);
auto state = cb->getBattle(battleID)->battleGetWallState(wallPart);
if(state != EWallState::DESTROYED)
continue;
auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
auto wallHex = cb->getBattle(battleID)->wallPartToBattleHex((EWallPart)wallPart);
auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
result.push_back(moatHex);
@ -70,15 +70,15 @@ std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
{
//TODO: faerie dragon type spell should be selected by server
SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
SpellID creatureSpellToCast = cb->getBattle(battleID)->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
{
const CSpell * spell = creatureSpellToCast.toSpell();
if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
if(spell->canBeCast(cb->getBattle(battleID).get(), spells::Mode::CREATURE_ACTIVE, stack))
{
std::vector<PossibleSpellcast> possibleCasts;
spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
spells::BattleCast temp(cb->getBattle(battleID).get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
for(auto & target : temp.findPotentialTargets())
{
PossibleSpellcast ps;
@ -201,7 +201,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
if(score <= EvaluationResult::INEFFECTIVE_SCORE
&& !stack->hasBonusOfType(BonusType::FLYING)
&& stack->unitSide() == BattleSide::ATTACKER
&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
&& cb->getBattle(battleID)->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
{
auto brokenWallMoat = getBrokenWallMoatHexes();
@ -228,8 +228,8 @@ uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock>
BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
{
auto reachability = cb->getReachability(stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
auto reachability = cb->getBattle(battleID)->getReachability(stack);
auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
{
@ -325,16 +325,16 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
bool BattleEvaluator::canCastSpell()
{
auto hero = cb->battleGetMyHero();
auto hero = cb->getBattle(battleID)->battleGetMyHero();
if(!hero)
return false;
return cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
return cb->getBattle(battleID)->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
}
bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
{
auto hero = cb->battleGetMyHero();
auto hero = cb->getBattle(battleID)->battleGetMyHero();
if(!hero)
return false;
@ -343,7 +343,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
std::vector<const CSpell*> possibleSpells;
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
{
return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
return s->canBeCast(cb->getBattle(battleID).get(), spells::Mode::HERO, hero);
});
LOGFL("I can cast %d spells.", possibleSpells.size());
@ -358,7 +358,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
std::vector<PossibleSpellcast> possibleCasts;
for(auto spell : possibleSpells)
{
spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
if(spell->getTargetType() == spells::AimType::LOCATION)
continue;
@ -390,7 +390,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
for(auto & round : queue)
{
if(!firstRound)
state->nextRound(0);//todo: set actual value?
state->nextRound();
for(auto unit : round)
{
if(!vstd::contains(values, unit->unitId()))
@ -468,7 +468,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
ValueMap valueOfStack;
ValueMap healthOfStack;
TStacks all = cb->battleGetAllStacks(false);
TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
size_t ourRemainingTurns = 0;
@ -477,7 +477,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
valueOfStack[unit->unitId()] = 0;
if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
if(cb->getBattle(battleID)->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
ourRemainingTurns++;
}
@ -494,12 +494,12 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
std::vector<battle::Units> turnOrder;
cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
cb->getBattle(battleID)->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
{
bool enemyHadTurn = false;
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
@ -531,7 +531,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
#endif
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
cast.castEval(state->getServerCallback(), ps.dest);
@ -540,7 +540,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
{
auto original = cb->battleGetUnitByID(u->unitId());
auto original = cb->getBattle(battleID)->battleGetUnitByID(u->unitId());
return !original || u->speed() != original->speed();
});
@ -583,7 +583,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
if(oldHealth != newHealth)
{
auto damage = std::abs(oldHealth - newHealth);
auto originalDefender = cb->battleGetUnitByID(unit->unitId());
auto originalDefender = cb->getBattle(battleID)->battleGetUnitByID(unit->unitId());
auto dpsReduce = AttackPossibility::calculateDamageReduce(
nullptr,
@ -639,7 +639,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
spellcast.setTarget(castToPerform.dest);
spellcast.side = side;
spellcast.stackNumber = (!side) ? -1 : -2;
cb->battleMakeSpellAction(spellcast);
cb->battleMakeSpellAction(battleID, spellcast);
activeActionMade = true;
return true;
@ -656,8 +656,8 @@ void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSp
using ValueMap = PossibleSpellcast::ValueMap;
RNGStub rngStub;
HypotheticBattle state(env.get(), cb);
TStacks all = cb->battleGetAllStacks(false);
HypotheticBattle state(env.get(), cb->getBattle(battleID));
TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
ValueMap healthOfStack;
ValueMap newHealthOfStack;
@ -686,7 +686,7 @@ void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSp
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
if(localUnit->unitOwner() != getCbc()->getPlayerID())
if(localUnit->unitOwner() != cb->getBattle(battleID)->getPlayerID())
healthDiff = -healthDiff;
if(healthDiff < 0)
@ -703,7 +703,7 @@ void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSp
void BattleEvaluator::print(const std::string & text) const
{
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
}

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@ -32,6 +32,7 @@ class BattleEvaluator
bool activeActionMade = false;
std::optional<AttackPossibility> cachedAttack;
PlayerColor playerID;
BattleID battleID;
int side;
float cachedScore;
DamageCache damageCache;
@ -52,11 +53,12 @@ public:
std::shared_ptr<CBattleCallback> cb,
const battle::Unit * activeStack,
PlayerColor playerID,
BattleID battleID,
int side,
float strengthRatio)
:scoreEvaluator(cb, env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), strengthRatio(strengthRatio)
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), strengthRatio(strengthRatio), battleID(battleID)
{
hb = std::make_shared<HypotheticBattle>(env.get(), cb);
hb = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
damageCache.buildDamageCache(hb, side);
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
@ -70,9 +72,10 @@ public:
DamageCache & damageCache,
const battle::Unit * activeStack,
PlayerColor playerID,
BattleID battleID,
int side,
float strengthRatio)
:scoreEvaluator(cb, env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache), strengthRatio(strengthRatio)
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID)
{
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;

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@ -133,4 +133,4 @@ public:
float getPositiveEffectMultiplier() { return 1; }
float getNegativeEffectMultiplier() { return negativeEffectMultiplier; }
};
};

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@ -231,7 +231,7 @@ void StackWithBonuses::removeUnitBonus(const CSelector & selector)
std::string StackWithBonuses::getDescription() const
{
std::ostringstream oss;
oss << unitOwner().getStr();
oss << unitOwner().toString();
oss << " battle stack [" << unitId() << "]: " << getCount() << " of ";
if(type)
oss << type->getJsonKey();
@ -320,12 +320,17 @@ battle::Units HypotheticBattle::getUnitsIf(battle::UnitFilter predicate) const
return ret;
}
BattleID HypotheticBattle::getBattleID() const
{
return subject->getBattle()->getBattleID();
}
int32_t HypotheticBattle::getActiveStackID() const
{
return activeUnitId;
}
void HypotheticBattle::nextRound(int32_t roundNr)
void HypotheticBattle::nextRound()
{
//TODO:HypotheticBattle::nextRound
for(auto unit : battleAliveUnits())
@ -462,6 +467,24 @@ int64_t HypotheticBattle::getActualDamage(const DamageRange & damage, int32_t at
return (damage.min + damage.max) / 2;
}
std::vector<SpellID> HypotheticBattle::getUsedSpells(ui8 side) const
{
// TODO
return {};
}
int3 HypotheticBattle::getLocation() const
{
// TODO
return int3(-1, -1, -1);
}
bool HypotheticBattle::isCreatureBank() const
{
// TODO
return false;
}
int64_t HypotheticBattle::getTreeVersion() const
{
return getBonusBearer()->getTreeVersion() + bonusTreeVersion;
@ -552,8 +575,9 @@ const Services * HypotheticBattle::HypotheticEnvironment::services() const
return env->services();
}
const Environment::BattleCb * HypotheticBattle::HypotheticEnvironment::battle() const
const Environment::BattleCb * HypotheticBattle::HypotheticEnvironment::battle(const BattleID & battleID) const
{
assert(battleID == owner->getBattleID());
return owner;
}

View File

@ -110,11 +110,13 @@ public:
std::shared_ptr<StackWithBonuses> getForUpdate(uint32_t id);
BattleID getBattleID() const override;
int32_t getActiveStackID() const override;
battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
void nextRound(int32_t roundNr) override;
void nextRound() override;
void nextTurn(uint32_t unitId) override;
void addUnit(uint32_t id, const JsonNode & data) override;
@ -136,6 +138,9 @@ public:
uint32_t nextUnitId() const override;
int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
std::vector<SpellID> getUsedSpells(ui8 side) const override;
int3 getLocation() const override;
bool isCreatureBank() const override;
int64_t getTreeVersion() const;
@ -177,7 +182,7 @@ private:
HypotheticEnvironment(HypotheticBattle * owner_, const Environment * upperEnvironment);
const Services * services() const override;
const BattleCb * battle() const override;
const BattleCb * battle(const BattleID & battleID) const override;
const GameCb * game() const override;
vstd::CLoggerBase * logger() const override;
events::EventBus * eventBus() const override;

View File

@ -27,7 +27,7 @@ void CEmptyAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_p
cb = CB;
env = ENV;
human=false;
playerID = *cb->getMyColor();
playerID = *cb->getPlayerID();
}
void CEmptyAI::yourTurn(QueryID queryID)
@ -36,14 +36,14 @@ void CEmptyAI::yourTurn(QueryID queryID)
cb->endTurn();
}
void CEmptyAI::activeStack(const CStack * stack)
void CEmptyAI::activeStack(const BattleID & battleID, const CStack * stack)
{
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
}
void CEmptyAI::yourTacticPhase(int distance)
void CEmptyAI::yourTacticPhase(const BattleID & battleID, int distance)
{
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
}
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
@ -76,7 +76,7 @@ void CEmptyAI::showMapObjectSelectDialog(QueryID askID, const Component & icon,
cb->selectionMade(0, askID);
}
std::optional<BattleAction> CEmptyAI::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
std::optional<BattleAction> CEmptyAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
{
return std::nullopt;
}

View File

@ -24,15 +24,15 @@ public:
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
void yourTurn(QueryID queryID) override;
void yourTacticPhase(int distance) override;
void activeStack(const CStack * stack) override;
void yourTacticPhase(const BattleID & battleID, int distance) override;
void activeStack(const BattleID & battleID, const CStack * stack) override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
};
#define NAME "EmptyAI 0.1"

View File

@ -21,6 +21,7 @@
#include "../../lib/serializer/BinarySerializer.h"
#include "../../lib/serializer/BinaryDeserializer.h"
#include "../../lib/battle/BattleStateInfoForRetreat.h"
#include "../../lib/battle/BattleInfo.h"
#include "AIGateway.h"
#include "Goals/Goals.h"
@ -192,7 +193,7 @@ void AIGateway::gameOver(PlayerColor player, const EVictoryLossCheckResult & vic
{
LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf.toString());
NET_EVENT_HANDLER;
logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(), (victoryLossCheckResult.victory() ? "won" : "lost"));
logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.toString(), player, player.toString(), (victoryLossCheckResult.victory() ? "won" : "lost"));
// some whitespace to flush stream
logAi->debug(std::string(200, ' '));
@ -201,12 +202,12 @@ void AIGateway::gameOver(PlayerColor player, const EVictoryLossCheckResult & vic
{
if(victoryLossCheckResult.victory())
{
logAi->debug("AIGateway: Player %d (%s) won. I won! Incredible!", player, player.getStr());
logAi->debug("AIGateway: Player %d (%s) won. I won! Incredible!", player, player.toString());
logAi->debug("Turn nr %d", myCb->getDate());
}
else
{
logAi->debug("AIGateway: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
logAi->debug("AIGateway: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.toString());
}
// some whitespace to flush stream
@ -387,7 +388,7 @@ void AIGateway::heroCreated(const CGHeroInstance * h)
NET_EVENT_HANDLER;
}
void AIGateway::advmapSpellCast(const CGHeroInstance * caster, int spellID)
void AIGateway::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
{
LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
NET_EVENT_HANDLER;
@ -510,7 +511,7 @@ void AIGateway::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositio
NET_EVENT_HANDLER;
}
std::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
std::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
@ -535,7 +536,7 @@ void AIGateway::initGameInterface(std::shared_ptr<Environment> env, std::shared_
cbc = CB;
NET_EVENT_HANDLER;
playerID = *myCb->getMyColor();
playerID = *myCb->getPlayerID();
myCb->waitTillRealize = true;
myCb->unlockGsWhenWaiting = true;
@ -776,7 +777,7 @@ void AIGateway::makeTurn()
MAKING_TURN;
auto day = cb->getDate(Date::DAY);
logAi->info("Player %d (%s) starting turn, day %d", playerID, playerID.getStr(), day);
logAi->info("Player %d (%s) starting turn, day %d", playerID, playerID.toString(), day);
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
setThreadName("AIGateway::makeTurn");
@ -1080,23 +1081,23 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
}
}
void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
void AIGateway::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
{
NET_EVENT_HANDLER;
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);
status.setBattle(ONGOING_BATTLE);
const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
CAdventureAI::battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
}
void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
void AIGateway::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
{
NET_EVENT_HANDLER;
assert(status.getBattle() == ONGOING_BATTLE);
status.setBattle(ENDING_BATTLE);
bool won = br->winner == myCb->battleGetMySide();
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
bool won = br->winner == myCb->getBattle(battleID)->battleGetMySide();
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.toString(), (won ? "won" : "lost"), battlename);
battlename.clear();
if (queryID != QueryID::NONE)
@ -1108,7 +1109,7 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
answerQuery(queryID, confirmAction);
});
}
CAdventureAI::battleEnd(br, queryID);
CAdventureAI::battleEnd(battleID, br, queryID);
}
void AIGateway::waitTillFree()
@ -1421,7 +1422,7 @@ void AIGateway::tryRealize(Goals::Trade & g) //trade
void AIGateway::endTurn()
{
logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
logAi->info("Player %d (%s) ends turn", playerID, playerID.toString());
if(!status.haveTurn())
{
logAi->error("Not having turn at the end of turn???");
@ -1441,7 +1442,7 @@ void AIGateway::endTurn()
}
while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
logGlobal->info("Player %d (%s) ended turn", playerID, playerID.toString());
}
void AIGateway::buildArmyIn(const CGTownInstance * t)

View File

@ -152,7 +152,7 @@ public:
void showHillFortWindow(const CGObjectInstance * object, const CGHeroInstance * visitor) override;
void playerBonusChanged(const Bonus & bonus, bool gain) override;
void heroCreated(const CGHeroInstance *) override;
void advmapSpellCast(const CGHeroInstance * caster, int spellID) override;
void advmapSpellCast(const CGHeroInstance * caster, SpellID spellID) override;
void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID) override;
void requestRealized(PackageApplied * pa) override;
void receivedResource() override;
@ -167,10 +167,10 @@ public:
void heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain) override;
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
void battleEnd(const BattleResult * br, QueryID queryID) override;
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
void makeTurn();

View File

@ -68,7 +68,7 @@ PriorityEvaluator::~PriorityEvaluator()
void PriorityEvaluator::initVisitTile()
{
auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();
auto file = CResourceHandler::get()->load(ResourcePath("config/ai/object-priorities.txt"))->readAll();
std::string str = std::string((char *)file.first.get(), file.second);
engine = fl::FllImporter().fromString(str);
armyLossPersentageVariable = engine->getInputVariable("armyLoss");

View File

@ -1208,7 +1208,7 @@ bool AINodeStorage::hasBetterChain(
"Block ineficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->name,
candidateNode->actor->hero->getNameTranslated(),
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
@ -1232,7 +1232,7 @@ bool AINodeStorage::hasBetterChain(
"Block ineficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->name,
candidateNode->actor->hero->getNameTranslated(),
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
@ -1258,7 +1258,7 @@ bool AINodeStorage::hasBetterChain(
"Block ineficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->name,
candidateNode->actor->hero->getNameTranslated(),
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);

View File

@ -14,6 +14,7 @@
#include "../../CCallback.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/battle/BattleAction.h"
#include "../../lib/battle/BattleInfo.h"
static std::shared_ptr<CBattleCallback> cbc;
@ -53,12 +54,12 @@ void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
initBattleInterface(ENV, CB);
}
void CStupidAI::actionFinished(const BattleAction &action)
void CStupidAI::actionFinished(const BattleID & battleID, const BattleAction &action)
{
print("actionFinished called");
}
void CStupidAI::actionStarted(const BattleAction &action)
void CStupidAI::actionStarted(const BattleID & battleID, const BattleAction &action)
{
print("actionStarted called");
}
@ -71,11 +72,11 @@ public:
std::vector<BattleHex> attackFrom; //for melee fight
EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
{}
void calcDmg(const CStack * ourStack)
void calcDmg(const BattleID & battleID, const CStack * ourStack)
{
// FIXME: provide distance info for Jousting bonus
DamageEstimation retal;
DamageEstimation dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
DamageEstimation dmg = cbc->getBattle(battleID)->battleEstimateDamage(ourStack, s, 0, &retal);
adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
}
@ -91,14 +92,14 @@ bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
}
static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
static bool willSecondHexBlockMoreEnemyShooters(const BattleID & battleID, const BattleHex &h1, const BattleHex &h2)
{
int shooters[2] = {0}; //count of shooters on hexes
for(int i = 0; i < 2; i++)
{
for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
if(const auto * s = cbc->battleGetUnitByPos(neighbour))
if(const auto * s = cbc->getBattle(battleID)->battleGetUnitByPos(neighbour))
if(s->isShooter())
shooters[i]++;
}
@ -106,16 +107,16 @@ static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const Battl
return shooters[0] < shooters[1];
}
void CStupidAI::yourTacticPhase(int distance)
void CStupidAI::yourTacticPhase(const BattleID & battleID, int distance)
{
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
}
void CStupidAI::activeStack( const CStack * stack )
void CStupidAI::activeStack(const BattleID & battleID, const CStack * stack)
{
//boost::this_thread::sleep_for(boost::chrono::seconds(2));
print("activeStack called for " + stack->nodeName());
ReachabilityInfo dists = cb->getReachability(stack);
ReachabilityInfo dists = cb->getBattle(battleID)->getReachability(stack);
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
if(stack->creatureId() == CreatureID::CATAPULT)
@ -128,24 +129,24 @@ void CStupidAI::activeStack( const CStack * stack )
attack.side = side;
attack.stackNumber = stack->unitId();
cb->battleMakeUnitAction(attack);
cb->battleMakeUnitAction(battleID, attack);
return;
}
else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
{
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
return;
}
for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
for (const CStack *s : cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY))
{
if(cb->battleCanShoot(stack, s->getPosition()))
if(cb->getBattle(battleID)->battleCanShoot(stack, s->getPosition()))
{
enemiesShootable.push_back(s);
}
else
{
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
std::vector<BattleHex> avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(stack, false);
for (BattleHex hex : avHexes)
{
@ -168,21 +169,23 @@ void CStupidAI::activeStack( const CStack * stack )
}
for ( auto & enemy : enemiesReachable )
enemy.calcDmg( stack );
enemy.calcDmg(battleID, stack);
for ( auto & enemy : enemiesShootable )
enemy.calcDmg( stack );
enemy.calcDmg(battleID, stack);
if(enemiesShootable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
cb->battleMakeUnitAction(BattleAction::makeShotAttack(stack, ei.s));
cb->battleMakeUnitAction(battleID, BattleAction::makeShotAttack(stack, ei.s));
return;
}
else if(enemiesReachable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
cb->battleMakeUnitAction(BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters)));
BattleHex targetHex = *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), [&](auto a, auto b) { return willSecondHexBlockMoreEnemyShooters(battleID, a, b);});
cb->battleMakeUnitAction(battleID, BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), targetHex));
return;
}
else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
@ -194,26 +197,26 @@ void CStupidAI::activeStack( const CStack * stack )
if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
{
cb->battleMakeUnitAction(goTowards(stack, closestEnemy->s->getAttackableHexes(stack)));
cb->battleMakeUnitAction(battleID, goTowards(battleID, stack, closestEnemy->s->getAttackableHexes(stack)));
return;
}
}
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
return;
}
void CStupidAI::battleAttack(const BattleAttack *ba)
void CStupidAI::battleAttack(const BattleID & battleID, const BattleAttack *ba)
{
print("battleAttack called");
}
void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
void CStupidAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
{
print("battleStacksAttacked called");
}
void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
{
print("battleEnd called");
}
@ -223,38 +226,38 @@ void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
// print("battleResultsApplied called");
// }
void CStupidAI::battleNewRoundFirst(int round)
void CStupidAI::battleNewRoundFirst(const BattleID & battleID)
{
print("battleNewRoundFirst called");
}
void CStupidAI::battleNewRound(int round)
void CStupidAI::battleNewRound(const BattleID & battleID)
{
print("battleNewRound called");
}
void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
void CStupidAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
{
print("battleStackMoved called");
}
void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
void CStupidAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc)
{
print("battleSpellCast called");
}
void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
{
print("battleStacksEffectsSet called");
}
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
{
print("battleStart called");
side = Side;
}
void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
void CStupidAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
{
print("battleCatapultAttacked called");
}
@ -264,10 +267,10 @@ void CStupidAI::print(const std::string &text) const
logAi->trace("CStupidAI [%p]: %s", this, text);
}
BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
BattleAction CStupidAI::goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const
{
auto reachability = cb->getReachability(stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
auto reachability = cb->getBattle(battleID)->getReachability(stack);
auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
{

View File

@ -11,6 +11,7 @@
#include "../../lib/battle/BattleHex.h"
#include "../../lib/battle/ReachabilityInfo.h"
#include "../../lib/CGameInterface.h"
class EnemyInfo;
@ -30,25 +31,26 @@ public:
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
void activeStack(const CStack * stack) override; //called when it's turn of that stack
void yourTacticPhase(int distance) override;
void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
void battleEnd(const BattleResult *br, QueryID queryID) override;
void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
void yourTacticPhase(const BattleID & battleID, int distance) override;
void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //called when stack is performing attack
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
void battleSpellCast(const BattleSpellCast *sc) override;
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied;
void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;//called when a specific effect is set to stacks
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
private:
BattleAction goTowards(const CStack * stack, std::vector<BattleHex> hexes) const;
BattleAction goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const;
};

View File

@ -204,7 +204,7 @@ void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryL
{
LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf.toString());
NET_EVENT_HANDLER;
logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(), (victoryLossCheckResult.victory() ? "won" : "lost"));
logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.toString(), player, player.toString(), (victoryLossCheckResult.victory() ? "won" : "lost"));
if(player == playerID)
{
if(victoryLossCheckResult.victory())
@ -214,7 +214,7 @@ void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryL
}
else
{
logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.toString());
}
finish();
@ -475,7 +475,7 @@ void VCAI::heroCreated(const CGHeroInstance * h)
NET_EVENT_HANDLER;
}
void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
void VCAI::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
{
LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
NET_EVENT_HANDLER;
@ -600,7 +600,7 @@ void VCAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<C
ah->init(CB.get());
NET_EVENT_HANDLER; //sets ah->rm->cb
playerID = *myCb->getMyColor();
playerID = *myCb->getPlayerID();
myCb->waitTillRealize = true;
myCb->unlockGsWhenWaiting = true;
@ -779,7 +779,7 @@ void VCAI::makeTurn()
MAKING_TURN;
auto day = cb->getDate(Date::DAY);
logAi->info("Player %d (%s) starting turn, day %d", playerID, playerID.getStr(), day);
logAi->info("Player %d (%s) starting turn, day %d", playerID, playerID.toString(), day);
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
setThreadName("VCAI::makeTurn");
@ -1577,23 +1577,23 @@ void VCAI::completeGoal(Goals::TSubgoal goal)
}
void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
void VCAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
{
NET_EVENT_HANDLER;
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);
status.setBattle(ONGOING_BATTLE);
const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
CAdventureAI::battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
}
void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
void VCAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
{
NET_EVENT_HANDLER;
assert(status.getBattle() == ONGOING_BATTLE);
status.setBattle(ENDING_BATTLE);
bool won = br->winner == myCb->battleGetMySide();
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
bool won = br->winner == myCb->getBattle(battleID)->battleGetMySide();
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.toString(), (won ? "won" : "lost"), battlename);
battlename.clear();
if (queryID != QueryID::NONE)
@ -1605,7 +1605,7 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
answerQuery(queryID, confirmAction);
});
}
CAdventureAI::battleEnd(br, queryID);
CAdventureAI::battleEnd(battleID, br, queryID);
}
void VCAI::waitTillFree()
@ -2288,7 +2288,7 @@ HeroPtr VCAI::primaryHero() const
void VCAI::endTurn()
{
logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
logAi->info("Player %d (%s) ends turn", playerID, playerID.toString());
if(!status.haveTurn())
{
logAi->error("Not having turn at the end of turn???");
@ -2300,7 +2300,7 @@ void VCAI::endTurn()
}
while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
logGlobal->info("Player %d (%s) ended turn", playerID, playerID.toString());
}
void VCAI::striveToGoal(Goals::TSubgoal basicGoal)
@ -2894,7 +2894,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
return true;
}
std::optional<BattleAction> VCAI::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
std::optional<BattleAction> VCAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
{
return std::nullopt;
}

View File

@ -185,7 +185,7 @@ public:
void showHillFortWindow(const CGObjectInstance * object, const CGHeroInstance * visitor) override;
void playerBonusChanged(const Bonus & bonus, bool gain) override;
void heroCreated(const CGHeroInstance *) override;
void advmapSpellCast(const CGHeroInstance * caster, int spellID) override;
void advmapSpellCast(const CGHeroInstance * caster, SpellID spellID) override;
void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID) override;
void requestRealized(PackageApplied * pa) override;
void receivedResource() override;
@ -201,9 +201,9 @@ public:
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
void battleEnd(const BattleResult * br, QueryID queryID) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
void makeTurn();
void mainLoop();

View File

@ -168,14 +168,10 @@ bool CCallback::swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
* artifact to assemble to. Otherwise it's not used.
*/
bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
void CCallback::assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
{
if (player != hero->tempOwner)
return false;
AssembleArtifacts aa(hero->id, artifactSlot, assemble, assembleTo);
sendRequest(&aa);
return true;
}
void CCallback::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
@ -203,16 +199,17 @@ bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
return true;
}
void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
void CBattleCallback::battleMakeSpellAction(const BattleID & battleID, const BattleAction & action)
{
assert(action.actionType == EActionType::HERO_SPELL);
MakeAction mca(action);
mca.battleID = battleID;
sendRequest(&mca);
}
int CBattleCallback::sendRequest(const CPackForServer * request)
{
int requestID = cl->sendRequest(request, *player);
int requestID = cl->sendRequest(request, *getPlayerID());
if(waitTillRealize)
{
logGlobal->trace("We'll wait till request %d is answered.\n", requestID);
@ -226,8 +223,7 @@ int CBattleCallback::sendRequest(const CPackForServer * request)
void CCallback::swapGarrisonHero( const CGTownInstance *town )
{
if(town->tempOwner == *player
|| (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
if(town->tempOwner == *player || (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
{
GarrisonHeroSwap pack(town->id);
sendRequest(&pack);
@ -236,7 +232,7 @@ void CCallback::swapGarrisonHero( const CGTownInstance *town )
void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
{
if(hero->tempOwner != player) return;
if(hero->tempOwner != *player) return;
BuyArtifact pack(hero->id,aid);
sendRequest(&pack);
@ -297,8 +293,8 @@ void CCallback::buildBoat( const IShipyard *obj )
sendRequest(&bb);
}
CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C):
CBattleCallback(Player, C)
CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C)
: CBattleCallback(Player, C)
{
gs = GS;
@ -306,10 +302,7 @@ CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient
unlockGsWhenWaiting = false;
}
CCallback::~CCallback()
{
//trivial, but required. Don`t remove.
}
CCallback::~CCallback() = default;
bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
{
@ -322,6 +315,11 @@ std::shared_ptr<const CPathsInfo> CCallback::getPathsInfo(const CGHeroInstance *
return cl->getPathsInfo(h);
}
std::optional<PlayerColor> CCallback::getPlayerID() const
{
return CBattleCallback::getPlayerID();
}
int3 CCallback::getGuardingCreaturePosition(int3 tile)
{
if (!gs->map->isInTheMap(tile))
@ -364,36 +362,51 @@ void CCallback::unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver>
cl->additionalBattleInts[*player] -= battleEvents;
}
#if SCRIPTING_ENABLED
scripting::Pool * CBattleCallback::getContextPool() const
CBattleCallback::CBattleCallback(std::optional<PlayerColor> player, CClient * C):
cl(C),
player(player)
{
return cl->getGlobalContextPool();
}
#endif
CBattleCallback::CBattleCallback(std::optional<PlayerColor> Player, CClient * C)
{
player = Player;
cl = C;
}
void CBattleCallback::battleMakeUnitAction(const BattleAction & action)
void CBattleCallback::battleMakeUnitAction(const BattleID & battleID, const BattleAction & action)
{
assert(!cl->gs->curB->tacticDistance);
assert(!cl->gs->getBattle(battleID)->tacticDistance);
MakeAction ma;
ma.ba = action;
ma.battleID = battleID;
sendRequest(&ma);
}
void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
void CBattleCallback::battleMakeTacticAction(const BattleID & battleID, const BattleAction & action )
{
assert(cl->gs->curB->tacticDistance);
assert(cl->gs->getBattle(battleID)->tacticDistance);
MakeAction ma;
ma.ba = action;
ma.battleID = battleID;
sendRequest(&ma);
}
std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
{
return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleState);
return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID, battleState);
}
std::shared_ptr<CPlayerBattleCallback> CBattleCallback::getBattle(const BattleID & battleID)
{
return activeBattles.at(battleID);
}
std::optional<PlayerColor> CBattleCallback::getPlayerID() const
{
return player;
}
void CBattleCallback::onBattleStarted(const IBattleInfo * info)
{
activeBattles[info->getBattleID()] = std::make_shared<CPlayerBattleCallback>(info, *getPlayerID());
}
void CBattleCallback::onBattleEnded(const BattleID & battleID)
{
activeBattles.erase(battleID);
}

View File

@ -53,10 +53,13 @@ public:
bool waitTillRealize = false; //if true, request functions will return after they are realized by server
bool unlockGsWhenWaiting = false;//if true after sending each request, gs mutex will be unlocked so the changes can be applied; NOTICE caller must have gs mx locked prior to any call to actiob callback!
//battle
virtual void battleMakeSpellAction(const BattleAction & action) = 0;
virtual void battleMakeUnitAction(const BattleAction & action) = 0;
virtual void battleMakeTacticAction(const BattleAction & action) = 0;
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
virtual void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) = 0;
virtual void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) = 0;
virtual void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) = 0;
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
virtual std::optional<PlayerColor> getPlayerID() const = 0;
};
class IGameActionCallback
@ -86,7 +89,7 @@ public:
virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
//virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
virtual bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
virtual void assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
virtual void eraseArtifactByClient(const ArtifactLocation & al)=0;
virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
virtual void endTurn()=0;
@ -108,30 +111,34 @@ public:
virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0;
};
class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
class CBattleCallback : public IBattleCallback
{
std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
std::optional<PlayerColor> player;
protected:
int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
CClient *cl;
public:
CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
void battleMakeSpellAction(const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
void battleMakeUnitAction(const BattleAction & action) override;
void battleMakeTacticAction(const BattleAction & action) override; // performs tactic phase actions
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
CBattleCallback(std::optional<PlayerColor> player, CClient * C);
void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
#if SCRIPTING_ENABLED
scripting::Pool * getContextPool() const override;
#endif
std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
std::optional<PlayerColor> getPlayerID() const override;
void onBattleStarted(const IBattleInfo * info);
void onBattleEnded(const BattleID & battleID);
friend class CCallback;
friend class CClient;
};
class CCallback : public CPlayerSpecificInfoCallback,
public IGameActionCallback,
public CBattleCallback
class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback
{
public:
CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C);
@ -142,6 +149,8 @@ public:
virtual int3 getGuardingCreaturePosition(int3 tile);
virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
std::optional<PlayerColor> getPlayerID() const override;
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
@ -161,7 +170,7 @@ public:
int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) override;
bool dismissHero(const CGHeroInstance * hero) override;
bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
void assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) override;
void eraseArtifactByClient(const ArtifactLocation & al) override;
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;

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@ -251,7 +251,7 @@ int main(int argc, char * argv[])
// Some basic data validation to produce better error messages in cases of incorrect install
auto testFile = [](std::string filename, std::string message)
{
if (!CResourceHandler::get()->existsResource(ResourceID(filename)))
if (!CResourceHandler::get()->existsResource(ResourcePath(filename)))
handleFatalError(message, false);
};
@ -423,10 +423,10 @@ int main(int argc, char * argv[])
//plays intro, ends when intro is over or button has been pressed (handles events)
void playIntro()
{
if(CCS->videoh->openAndPlayVideo("3DOLOGO.SMK", 0, 1, true, true))
if(CCS->videoh->openAndPlayVideo(VideoPath::builtin("3DOLOGO.SMK"), 0, 1, true, true))
{
if (CCS->videoh->openAndPlayVideo("NWCLOGO.SMK", 0, 1, true, true))
CCS->videoh->openAndPlayVideo("H3INTRO.SMK", 0, 1, true, true);
if (CCS->videoh->openAndPlayVideo(VideoPath::builtin("NWCLOGO.SMK"), 0, 1, true, true))
CCS->videoh->openAndPlayVideo(VideoPath::builtin("H3INTRO.SMK"), 0, 1, true, true);
}
}

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@ -84,6 +84,7 @@ set(client_SRCS
renderSDL/CTrueTypeFont.cpp
renderSDL/CursorHardware.cpp
renderSDL/CursorSoftware.cpp
renderSDL/RenderHandler.cpp
renderSDL/SDLImage.cpp
renderSDL/SDLImageLoader.cpp
renderSDL/SDLRWwrapper.cpp
@ -235,6 +236,7 @@ set(client_HEADERS
render/IFont.h
render/IImage.h
render/IImageLoader.h
render/IRenderHandler.h
render/IScreenHandler.h
renderSDL/CBitmapFont.h
@ -242,6 +244,7 @@ set(client_HEADERS
renderSDL/CTrueTypeFont.h
renderSDL/CursorHardware.h
renderSDL/CursorSoftware.h
renderSDL/RenderHandler.h
renderSDL/SDLImage.h
renderSDL/SDLImageLoader.h
renderSDL/SDLRWwrapper.h
@ -462,6 +465,7 @@ endif()
if(NOT WIN32 AND NOT APPLE AND NOT ANDROID)
#FIXME: move to client makefile?
install(FILES "${CMAKE_SOURCE_DIR}/client/icons/vcmiclient.16x16.png" DESTINATION share/icons/hicolor/16x16/apps RENAME vcmiclient.png)
install(FILES "${CMAKE_SOURCE_DIR}/client/icons/vcmiclient.22x22.png" DESTINATION share/icons/hicolor/22x22/apps RENAME vcmiclient.png)
install(FILES "${CMAKE_SOURCE_DIR}/client/icons/vcmiclient.32x32.png" DESTINATION share/icons/hicolor/32x32/apps RENAME vcmiclient.png)
install(FILES "${CMAKE_SOURCE_DIR}/client/icons/vcmiclient.48x48.png" DESTINATION share/icons/hicolor/48x48/apps RENAME vcmiclient.png)
install(FILES "${CMAKE_SOURCE_DIR}/client/icons/vcmiclient.64x64.png" DESTINATION share/icons/hicolor/64x64/apps RENAME vcmiclient.png)

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@ -75,7 +75,7 @@ void CSoundHandler::onVolumeChange(const JsonNode &volumeNode)
CSoundHandler::CSoundHandler():
listener(settings.listen["general"]["sound"]),
ambientConfig(JsonNode(ResourceID("config/ambientSounds.json")))
ambientConfig(JsonPath::builtin("config/ambientSounds.json"))
{
listener(std::bind(&CSoundHandler::onVolumeChange, this, _1));
@ -119,25 +119,25 @@ void CSoundHandler::release()
}
// Allocate an SDL chunk and cache it.
Mix_Chunk *CSoundHandler::GetSoundChunk(std::string &sound, bool cache)
Mix_Chunk *CSoundHandler::GetSoundChunk(const AudioPath & sound, bool cache)
{
try
{
if (cache && soundChunks.find(sound) != soundChunks.end())
return soundChunks[sound].first;
auto data = CResourceHandler::get()->load(ResourceID(std::string("SOUNDS/") + sound, EResType::SOUND))->readAll();
auto data = CResourceHandler::get()->load(sound.addPrefix("SOUNDS/"))->readAll();
SDL_RWops *ops = SDL_RWFromMem(data.first.get(), (int)data.second);
Mix_Chunk *chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
if (cache)
soundChunks.insert(std::pair<std::string, CachedChunk>(sound, std::make_pair (chunk, std::move (data.first))));
soundChunks.insert({sound, std::make_pair (chunk, std::move (data.first))});
return chunk;
}
catch(std::exception &e)
{
logGlobal->warn("Cannot get sound %s chunk: %s", sound, e.what());
logGlobal->warn("Cannot get sound %s chunk: %s", sound.getOriginalName(), e.what());
return nullptr;
}
}
@ -153,7 +153,7 @@ int CSoundHandler::ambientDistToVolume(int distance) const
return volume * (int)ambientConfig["volume"].Integer() / 100;
}
void CSoundHandler::ambientStopSound(std::string soundId)
void CSoundHandler::ambientStopSound(const AudioPath & soundId)
{
stopSound(ambientChannels[soundId]);
setChannelVolume(ambientChannels[soundId], volume);
@ -163,13 +163,13 @@ void CSoundHandler::ambientStopSound(std::string soundId)
int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
{
assert(soundID < soundBase::sound_after_last);
auto sound = sounds[soundID];
logGlobal->trace("Attempt to play sound %d with file name %s with cache", soundID, sound);
auto sound = AudioPath::builtin(sounds[soundID]);
logGlobal->trace("Attempt to play sound %d with file name %s with cache", soundID, sound.getOriginalName());
return playSound(sound, repeats, true);
}
int CSoundHandler::playSound(std::string sound, int repeats, bool cache)
int CSoundHandler::playSound(const AudioPath & sound, int repeats, bool cache)
{
if (!initialized || sound.empty())
return -1;
@ -182,7 +182,7 @@ int CSoundHandler::playSound(std::string sound, int repeats, bool cache)
channel = Mix_PlayChannel(-1, chunk, repeats);
if (channel == -1)
{
logGlobal->error("Unable to play sound file %s , error %s", sound, Mix_GetError());
logGlobal->error("Unable to play sound file %s , error %s", sound.getOriginalName(), Mix_GetError());
if (!cache)
Mix_FreeChunk(chunk);
}
@ -290,14 +290,14 @@ int CSoundHandler::ambientGetRange() const
return static_cast<int>(ambientConfig["range"].Integer());
}
void CSoundHandler::ambientUpdateChannels(std::map<std::string, int> soundsArg)
void CSoundHandler::ambientUpdateChannels(std::map<AudioPath, int> soundsArg)
{
boost::mutex::scoped_lock guard(mutex);
std::vector<std::string> stoppedSounds;
std::vector<AudioPath> stoppedSounds;
for(auto & pair : ambientChannels)
{
const std::string & soundId = pair.first;
const auto & soundId = pair.first;
const int channel = pair.second;
if(!vstd::contains(soundsArg, soundId))
@ -320,7 +320,7 @@ void CSoundHandler::ambientUpdateChannels(std::map<std::string, int> soundsArg)
for(auto & pair : soundsArg)
{
const std::string & soundId = pair.first;
const auto & soundId = pair.first;
const int distance = pair.second;
if(!vstd::contains(ambientChannels, soundId))
@ -357,7 +357,7 @@ CMusicHandler::CMusicHandler():
{
listener(std::bind(&CMusicHandler::onVolumeChange, this, _1));
auto mp3files = CResourceHandler::get()->getFilteredFiles([](const ResourceID & id) -> bool
auto mp3files = CResourceHandler::get()->getFilteredFiles([](const ResourcePath & id) -> bool
{
if(id.getType() != EResType::SOUND)
return false;
@ -369,12 +369,12 @@ CMusicHandler::CMusicHandler():
return true;
});
for(const ResourceID & file : mp3files)
for(const ResourcePath & file : mp3files)
{
if(boost::algorithm::istarts_with(file.getName(), "MUSIC/Combat"))
addEntryToSet("battle", file.getName());
addEntryToSet("battle", AudioPath::fromResource(file));
else if(boost::algorithm::istarts_with(file.getName(), "MUSIC/AITheme"))
addEntryToSet("enemy-turn", file.getName());
addEntryToSet("enemy-turn", AudioPath::fromResource(file));
}
}
@ -383,11 +383,11 @@ void CMusicHandler::loadTerrainMusicThemes()
{
for (const auto & terrain : CGI->terrainTypeHandler->objects)
{
addEntryToSet("terrain_" + terrain->getJsonKey(), "Music/" + terrain->musicFilename);
addEntryToSet("terrain_" + terrain->getJsonKey(), terrain->musicFilename);
}
}
void CMusicHandler::addEntryToSet(const std::string & set, const std::string & musicURI)
void CMusicHandler::addEntryToSet(const std::string & set, const AudioPath & musicURI)
{
musicsSet[set].push_back(musicURI);
}
@ -421,7 +421,7 @@ void CMusicHandler::release()
CAudioBase::release();
}
void CMusicHandler::playMusic(const std::string & musicURI, bool loop, bool fromStart)
void CMusicHandler::playMusic(const AudioPath & musicURI, bool loop, bool fromStart)
{
boost::mutex::scoped_lock guard(mutex);
@ -451,7 +451,7 @@ void CMusicHandler::playMusicFromSet(const std::string & whichSet, bool loop, bo
return;
// in this mode - play random track from set
queueNext(this, whichSet, "", loop, fromStart);
queueNext(this, whichSet, AudioPath(), loop, fromStart);
}
void CMusicHandler::queueNext(std::unique_ptr<MusicEntry> queued)
@ -468,7 +468,7 @@ void CMusicHandler::queueNext(std::unique_ptr<MusicEntry> queued)
}
}
void CMusicHandler::queueNext(CMusicHandler *owner, const std::string & setName, const std::string & musicURI, bool looped, bool fromStart)
void CMusicHandler::queueNext(CMusicHandler *owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart)
{
queueNext(std::make_unique<MusicEntry>(owner, setName, musicURI, looped, fromStart));
}
@ -523,7 +523,7 @@ void CMusicHandler::musicFinishedCallback()
});
}
MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped, bool fromStart):
MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart):
owner(owner),
music(nullptr),
playing(false),
@ -552,39 +552,43 @@ MusicEntry::~MusicEntry()
Mix_HaltMusic();
}
logGlobal->trace("Del-ing music file %s", currentName);
logGlobal->trace("Del-ing music file %s", currentName.getOriginalName());
if (music)
Mix_FreeMusic(music);
}
void MusicEntry::load(std::string musicURI)
void MusicEntry::load(const AudioPath & musicURI)
{
if (music)
{
logGlobal->trace("Del-ing music file %s", currentName);
logGlobal->trace("Del-ing music file %s", currentName.getOriginalName());
Mix_FreeMusic(music);
music = nullptr;
}
currentName = musicURI;
if (CResourceHandler::get()->existsResource(musicURI))
currentName = musicURI;
else
currentName = musicURI.addPrefix("MUSIC/");
music = nullptr;
logGlobal->trace("Loading music file %s", musicURI);
logGlobal->trace("Loading music file %s", currentName.getOriginalName());
try
{
auto musicFile = MakeSDLRWops(CResourceHandler::get()->load(ResourceID(std::move(musicURI), EResType::SOUND)));
auto musicFile = MakeSDLRWops(CResourceHandler::get()->load(currentName));
music = Mix_LoadMUS_RW(musicFile, SDL_TRUE);
}
catch(std::exception &e)
{
logGlobal->error("Failed to load music. setName=%s\tmusicURI=%s", setName, musicURI);
logGlobal->error("Failed to load music. setName=%s\tmusicURI=%s", setName, currentName.getOriginalName());
logGlobal->error("Exception: %s", e.what());
}
if(!music)
{
logGlobal->warn("Warning: Cannot open %s: %s", currentName, Mix_GetError());
logGlobal->warn("Warning: Cannot open %s: %s", currentName.getOriginalName(), Mix_GetError());
return;
}
}
@ -601,7 +605,7 @@ bool MusicEntry::play()
load(*iter);
}
logGlobal->trace("Playing music file %s", currentName);
logGlobal->trace("Playing music file %s", currentName.getOriginalName());
if (!fromStart && owner->trackPositions.count(currentName) > 0 && owner->trackPositions[currentName] > 0)
{
@ -646,7 +650,7 @@ bool MusicEntry::stop(int fade_ms)
assert(startTime != uint32_t(-1));
float playDuration = (endTime - startTime + startPosition) / 1000.f;
owner->trackPositions[currentName] = playDuration;
logGlobal->trace("Stopping music file %s at %f", currentName, playDuration);
logGlobal->trace("Stopping music file %s at %f", currentName.getOriginalName(), playDuration);
Mix_FadeOutMusic(fade_ms);
return true;
@ -664,7 +668,7 @@ bool MusicEntry::isSet(std::string set)
return !setName.empty() && set == setName;
}
bool MusicEntry::isTrack(std::string track)
bool MusicEntry::isTrack(const AudioPath & track)
{
return setName.empty() && track == currentName;
}

View File

@ -35,15 +35,14 @@ public:
class CSoundHandler: public CAudioBase
{
private:
//soundBase::soundID getSoundID(const std::string &fileName);
//update volume on configuration change
SettingsListener listener;
void onVolumeChange(const JsonNode &volumeNode);
using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
std::map<std::string, CachedChunk> soundChunks;
std::map<AudioPath, CachedChunk> soundChunks;
Mix_Chunk *GetSoundChunk(std::string &sound, bool cache);
Mix_Chunk *GetSoundChunk(const AudioPath & sound, bool cache);
/// have entry for every currently active channel
/// vector will be empty if callback was not set
@ -54,12 +53,12 @@ private:
boost::mutex mutexCallbacks;
int ambientDistToVolume(int distance) const;
void ambientStopSound(std::string soundId);
void ambientStopSound(const AudioPath & soundId);
void updateChannelVolume(int channel);
const JsonNode ambientConfig;
std::map<std::string, int> ambientChannels;
std::map<AudioPath, int> ambientChannels;
std::map<int, int> channelVolumes;
void initCallback(int channel, const std::function<void()> & function);
@ -76,7 +75,7 @@ public:
// Sounds
int playSound(soundBase::soundID soundID, int repeats=0);
int playSound(std::string sound, int repeats=0, bool cache=false);
int playSound(const AudioPath & sound, int repeats=0, bool cache=false);
int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
void stopSound(int handler);
@ -84,16 +83,13 @@ public:
void soundFinishedCallback(int channel);
int ambientGetRange() const;
void ambientUpdateChannels(std::map<std::string, int> currentSounds);
void ambientUpdateChannels(std::map<AudioPath, int> currentSounds);
void ambientStopAllChannels();
// Sets
std::vector<soundBase::soundID> battleIntroSounds;
};
// Helper //now it looks somewhat useless
#define battle_sound(creature,what_sound) creature->sounds.what_sound
class CMusicHandler;
//Class for handling one music file
@ -109,16 +105,16 @@ class MusicEntry
uint32_t startPosition;
//if not null - set from which music will be randomly selected
std::string setName;
std::string currentName;
AudioPath currentName;
void load(std::string musicURI);
void load(const AudioPath & musicURI);
public:
MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped, bool fromStart);
MusicEntry(CMusicHandler *owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart);
~MusicEntry();
bool isSet(std::string setName);
bool isTrack(std::string trackName);
bool isTrack(const AudioPath & trackName);
bool isPlaying();
bool play();
@ -135,20 +131,20 @@ private:
std::unique_ptr<MusicEntry> current;
std::unique_ptr<MusicEntry> next;
void queueNext(CMusicHandler *owner, const std::string & setName, const std::string & musicURI, bool looped, bool fromStart);
void queueNext(CMusicHandler *owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart);
void queueNext(std::unique_ptr<MusicEntry> queued);
void musicFinishedCallback();
/// map <set name> -> <list of URI's to tracks belonging to the said set>
std::map<std::string, std::vector<std::string>> musicsSet;
std::map<std::string, std::vector<AudioPath>> musicsSet;
/// stored position, in seconds at which music player should resume playing this track
std::map<std::string, float> trackPositions;
std::map<AudioPath, float> trackPositions;
public:
CMusicHandler();
/// add entry with URI musicURI in set. Track will have ID musicID
void addEntryToSet(const std::string & set, const std::string & musicURI);
void addEntryToSet(const std::string & set, const AudioPath & musicURI);
void init() override;
void loadTerrainMusicThemes();
@ -156,7 +152,7 @@ public:
void setVolume(ui32 percent) override;
/// play track by URI, if loop = true music will be looped
void playMusic(const std::string & musicURI, bool loop, bool fromStart);
void playMusic(const AudioPath & musicURI, bool loop, bool fromStart);
/// play random track from this set
void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart);
/// play random track from set (musicSet, entryID)

View File

@ -125,7 +125,7 @@ struct HeroObjectRetriever
CPlayerInterface::CPlayerInterface(PlayerColor Player):
localState(std::make_unique<PlayerLocalState>(*this))
{
logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
GH.defActionsDef = 0;
@ -147,7 +147,7 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player):
CPlayerInterface::~CPlayerInterface()
{
logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
delete showingDialog;
delete cingconsole;
if (LOCPLINT == this)
@ -658,7 +658,7 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
}
}
void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
// when battle starts, game will send battleStart pack *before* movement confirmation
// and since network thread wait for battle intro to play, movement confirmation will only happen after intro
@ -670,7 +670,7 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
waitForAllDialogs();
}
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
@ -685,7 +685,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
isAutoFightOn = true;
cb->registerBattleInterface(autofightingAI);
}
@ -697,7 +697,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
BATTLE_EVENT_POSSIBLE_RETURN;
}
void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -708,7 +708,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
{
case UnitChanges::EOperation::RESET_STATE:
{
const CStack * stack = cb->battleGetStackByID(info.id );
const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
if(!stack)
{
@ -723,7 +723,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
break;
case UnitChanges::EOperation::ADD:
{
const CStack * unit = cb->battleGetStackByID(info.id);
const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
if(!unit)
{
logGlobal->error("Invalid unit ID %d", info.id);
@ -739,7 +739,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
}
}
void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -751,7 +751,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
{
if(change.operation == BattleChanges::EOperation::ADD)
{
auto instance = cb->battleGetObstacleByID(change.id);
auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
if(instance)
newObstacles.push_back(instance);
else
@ -770,7 +770,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
battleInt->fieldController->redrawBackgroundWithHexes();
}
void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -778,15 +778,15 @@ void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
battleInt->stackIsCatapulting(ca);
}
void CPlayerInterface::battleNewRound(int round) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void CPlayerInterface::battleNewRound(const BattleID & battleID) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->newRound(round);
battleInt->newRound();
}
void CPlayerInterface::actionStarted(const BattleAction &action)
void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -794,7 +794,7 @@ void CPlayerInterface::actionStarted(const BattleAction &action)
battleInt->startAction(action);
}
void CPlayerInterface::actionFinished(const BattleAction &action)
void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -802,17 +802,17 @@ void CPlayerInterface::actionFinished(const BattleAction &action)
battleInt->endAction(action);
}
void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
{
EVENT_HANDLER_CALLED_BY_CLIENT;
logGlobal->trace("Awaiting command for %s", stack->nodeName());
assert(!cb->battleIsFinished());
if (cb->battleIsFinished())
assert(!cb->getBattle(battleID)->battleIsFinished());
if (cb->getBattle(battleID)->battleIsFinished())
{
logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
return ;
}
@ -823,7 +823,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
//FIXME: we want client rendering to proceed while AI is making actions
// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
auto unlockPim = vstd::makeUnlockGuard(*pim);
autofightingAI->activeStack(stack);
autofightingAI->activeStack(battleID, stack);
return;
}
@ -835,7 +835,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
if(!battleInt)
{
// probably battle is finished already
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
}
{
@ -845,7 +845,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
}
}
void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(isAutoFightOn || autofightingAI)
@ -880,7 +880,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
battleInt->battleFinished(*br, queryID);
}
void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -888,28 +888,28 @@ void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
battleInt->displayBattleLog(lines);
}
void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->stackMoved(stack, dest, distance, teleport);
}
void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->spellCast(sc);
}
void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->battleStacksEffectsSet(sse);
}
void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -923,7 +923,7 @@ void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
}
}
void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -931,8 +931,8 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
std::vector<StackAttackedInfo> arg;
for(auto & elem : bsa)
{
const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
assert(defender);
@ -955,13 +955,13 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
}
battleInt->stacksAreAttacked(arg);
}
void CPlayerInterface::battleAttack(const BattleAttack * ba)
void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
StackAttackInfo info;
info.attacker = cb->battleGetStackByID(ba->stackAttacking);
info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
info.defender = nullptr;
info.indirectAttack = ba->shot();
info.lucky = ba->lucky();
@ -979,11 +979,11 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
if(!elem.isSecondary())
{
assert(info.defender == nullptr);
info.defender = cb->battleGetStackByID(elem.stackAttacked);
info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
}
else
{
info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
}
}
assert(info.defender != nullptr);
@ -992,7 +992,7 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
battleInt->stackAttacking(info);
}
void CPlayerInterface::battleGateStateChanged(const EGateState state)
void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -1000,7 +1000,7 @@ void CPlayerInterface::battleGateStateChanged(const EGateState state)
battleInt->gateStateChanged(state);
}
void CPlayerInterface::yourTacticPhase(int distance)
void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
}
@ -1112,11 +1112,11 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
for (auto & component : components)
intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
if (cancel)
{
pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
}
int charperline = 35;
@ -1288,7 +1288,7 @@ void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHer
* into a combinational one on an artifact screen. Does not require the combination of
* artifacts to be legal.
*/
void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
{
std::string text = artifact->getDescriptionTranslated();
text += "\n\n";
@ -1657,7 +1657,7 @@ void CPlayerInterface::viewWorldMap()
adventureInt->openWorldView();
}
void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
@ -1667,8 +1667,7 @@ void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellI
if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
localState->erasePath(caster);
const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
auto castSoundPath = spell->getCastSound();
auto castSoundPath = spellID.toSpell()->getCastSound();
if(!castSoundPath.empty())
CCS->soundh->playSound(castSoundPath);
}
@ -1705,12 +1704,12 @@ void CPlayerInterface::tryDigging(const CGHeroInstance * h)
showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
}
void CPlayerInterface::battleNewRoundFirst( int round )
void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->newRoundFirst(round);
battleInt->newRoundFirst();
}
void CPlayerInterface::stopMovement()
@ -1992,22 +1991,22 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
elem.coord = h->convertFromVisitablePos(elem.coord);
int soundChannel = -1;
std::string soundName;
AudioPath soundName;
auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> AudioPath
{
if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
return "";
return {};
if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
return "";
return {};
if (moveType == EPathNodeAction::BLOCKING_VISIT)
return "";
return {};
// flying movement sound
if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
return "HORSE10.wav";
return AudioPath::builtin("HORSE10.wav");
auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
@ -2073,7 +2072,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
{
// Start a new sound for the hero movement or let the existing one carry on.
std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
AudioPath newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
if(newSoundName != soundName)
{
@ -2126,7 +2125,7 @@ void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectP
adventureInt->openWorldView(objectPositions, showTerrain );
}
std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
{
return std::nullopt;
}

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@ -128,7 +128,7 @@ protected: // Call-ins from server, should not be called directly, but only via
void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) override;
void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) override;
void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) override;
void advmapSpellCast(const CGHeroInstance * caster, int spellID) override; //called when a hero casts a spell
void advmapSpellCast(const CGHeroInstance * caster, SpellID spellID) override; //called when a hero casts a spell
void tileHidden(const std::unordered_set<int3> &pos) override; //called when given tiles become hidden under fog of war
void tileRevealed(const std::unordered_set<int3> &pos) override; //called when fog of war disappears from given tiles
void newObject(const CGObjectInstance * obj) override;
@ -152,27 +152,27 @@ protected: // Call-ins from server, should not be called directly, but only via
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
//for battles
void actionFinished(const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
void actionStarted(const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
void activeStack(const CStack * stack) override; //called when it's turn of that stack
void battleAttack(const BattleAttack *ba) override; //stack performs attack
void battleEnd(const BattleResult *br, QueryID queryID) override; //end of battle
void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleLogMessage(const std::vector<MetaString> & lines) override;
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
void battleSpellCast(const BattleSpellCast *sc) override;
void battleStacksEffectsSet(const SetStackEffect & sse) override; //called when a specific effect is set to stacks
void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
void battleGateStateChanged(const EGateState state) override;
void yourTacticPhase(int distance) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
void actionFinished(const BattleID & battleID, const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
void actionStarted(const BattleID & battleID, const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //stack performs attack
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override; //end of battle
void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines) override;
void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override; //called when a specific effect is set to stacks
void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte) override; //various one-shot effect
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
void battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
void battleGateStateChanged(const BattleID & battleID, const EGateState state) override;
void yourTacticPhase(const BattleID & battleID, int distance) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
public: // public interface for use by client via LOCPLINT access
@ -185,7 +185,7 @@ public: // public interface for use by client via LOCPLINT access
void showShipyardDialog(const IShipyard *obj) override; //obj may be town or shipyard;
void showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2);
void showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes);
void showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes);
void waitWhileDialog(bool unlockPim = true);
void waitForAllDialogs(bool unlockPim = true);
void openTownWindow(const CGTownInstance * town); //shows townscreen

View File

@ -748,7 +748,7 @@ void CServerHandler::debugStartTest(std::string filename, bool save)
if(save)
{
resetStateForLobby(StartInfo::LOAD_GAME);
mapInfo->saveInit(ResourceID(filename, EResType::SAVEGAME));
mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
screenType = ESelectionScreen::loadGame;
}
else

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@ -70,30 +70,32 @@ CVideoPlayer::CVideoPlayer()
, doLoop(false)
{}
bool CVideoPlayer::open(std::string fname, bool scale)
bool CVideoPlayer::open(const VideoPath & fname, bool scale)
{
return open(fname, true, false);
}
// loop = to loop through the video
// useOverlay = directly write to the screen.
bool CVideoPlayer::open(std::string fname, bool loop, bool useOverlay, bool scale)
bool CVideoPlayer::open(const VideoPath & videoToOpen, bool loop, bool useOverlay, bool scale)
{
close();
this->fname = fname;
doLoop = loop;
frameTime = 0;
ResourceID resource(std::string("Video/") + fname, EResType::VIDEO);
if (CResourceHandler::get()->existsResource(videoToOpen))
fname = videoToOpen;
else
fname = videoToOpen.addPrefix("VIDEO/");
if (!CResourceHandler::get()->existsResource(resource))
if (!CResourceHandler::get()->existsResource(fname))
{
logGlobal->error("Error: video %s was not found", resource.getName());
logGlobal->error("Error: video %s was not found", fname.getName());
return false;
}
data = CResourceHandler::get()->load(resource);
data = CResourceHandler::get()->load(fname);
static const int BUFFER_SIZE = 4096;
@ -382,7 +384,8 @@ void CVideoPlayer::update( int x, int y, SDL_Surface *dst, bool forceRedraw, boo
void CVideoPlayer::close()
{
fname.clear();
fname = VideoPath();
if (sws)
{
sws_freeContext(sws);
@ -467,7 +470,7 @@ bool CVideoPlayer::playVideo(int x, int y, bool stopOnKey)
return true;
}
bool CVideoPlayer::openAndPlayVideo(std::string name, int x, int y, bool stopOnKey, bool scale)
bool CVideoPlayer::openAndPlayVideo(const VideoPath & name, int x, int y, bool stopOnKey, bool scale)
{
open(name, false, true, scale);
bool ret = playVideo(x, y, stopOnKey);

View File

@ -10,6 +10,7 @@
#pragma once
#include "../lib/Rect.h"
#include "../lib/filesystem/ResourcePath.h"
struct SDL_Surface;
struct SDL_Texture;
@ -17,7 +18,7 @@ struct SDL_Texture;
class IVideoPlayer
{
public:
virtual bool open(std::string name, bool scale = false)=0; //true - succes
virtual bool open(const VideoPath & name, bool scale = false)=0; //true - succes
virtual void close()=0;
virtual bool nextFrame()=0;
virtual void show(int x, int y, SDL_Surface *dst, bool update = true)=0;
@ -30,10 +31,10 @@ public:
class IMainVideoPlayer : public IVideoPlayer
{
public:
std::string fname; //name of current video file (empty if idle)
VideoPath fname; //name of current video file (empty if idle)
virtual void update(int x, int y, SDL_Surface *dst, bool forceRedraw, bool update = true){}
virtual bool openAndPlayVideo(std::string name, int x, int y, bool stopOnKey = false, bool scale = false)
virtual bool openAndPlayVideo(const VideoPath & name, int x, int y, bool stopOnKey = false, bool scale = false)
{
return false;
}
@ -49,7 +50,7 @@ public:
bool nextFrame() override {return false;};
void close() override {};
bool wait() override {return false;};
bool open(std::string name, bool scale = false) override {return false;};
bool open(const VideoPath & name, bool scale = false) override {return false;};
};
#ifndef DISABLE_VIDEO
@ -85,14 +86,14 @@ class CVideoPlayer : public IMainVideoPlayer
bool doLoop; // loop through video
bool playVideo(int x, int y, bool stopOnKey);
bool open(std::string fname, bool loop, bool useOverlay = false, bool scale = false);
bool open(const VideoPath & fname, bool loop, bool useOverlay = false, bool scale = false);
public:
CVideoPlayer();
~CVideoPlayer();
bool init();
bool open(std::string fname, bool scale = false) override;
bool open(const VideoPath & fname, bool scale = false) override;
void close() override;
bool nextFrame() override; // display next frame
@ -101,7 +102,7 @@ public:
void update(int x, int y, SDL_Surface *dst, bool forceRedraw, bool update = true) override; //moves to next frame if appropriate, and blits it or blits only if redraw parameter is set true
// Opens video, calls playVideo, closes video; returns playVideo result (if whole video has been played)
bool openAndPlayVideo(std::string name, int x, int y, bool stopOnKey = false, bool scale = false) override;
bool openAndPlayVideo(const VideoPath & name, int x, int y, bool stopOnKey = false, bool scale = false) override;
//TODO:
bool wait() override {return false;};

View File

@ -122,9 +122,9 @@ events::EventBus * CPlayerEnvironment::eventBus() const
return cl->eventBus();//always get actual value
}
const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle() const
const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
{
return mainCallback.get();
return mainCallback->getBattle(battleID).get();
}
const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
@ -153,9 +153,9 @@ const Services * CClient::services() const
return VLC; //todo: this should be CGI
}
const CClient::BattleCb * CClient::battle() const
const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
{
return this;
return nullptr; //todo?
}
const CClient::GameCb * CClient::game() const
@ -222,7 +222,7 @@ void CClient::loadGame(CGameState * initializedGameState)
// try to deserialize client data including sleepingHeroes
try
{
boost::filesystem::path clientSaveName = *CResourceHandler::get()->getResourceName(ResourceID(CSH->si->mapname, EResType::CLIENT_SAVEGAME));
boost::filesystem::path clientSaveName = *CResourceHandler::get()->getResourceName(ResourcePath(CSH->si->mapname, EResType::CLIENT_SAVEGAME));
if(clientSaveName.empty())
throw std::runtime_error("Cannot open client part of " + CSH->si->mapname);
@ -345,7 +345,7 @@ void CClient::serialize(BinaryDeserializer & h, const int version)
void CClient::save(const std::string & fname)
{
if(gs->curB)
if(!gs->currentBattles.empty())
{
logNetwork->error("Game cannot be saved during battle!");
return;
@ -408,7 +408,7 @@ void CClient::initPlayerEnvironments()
bool hasHumanPlayer = false;
for(auto & color : allPlayers)
{
logNetwork->info("Preparing environment for player %s", color.getStr());
logNetwork->info("Preparing environment for player %s", color.toString());
playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));
if(!hasHumanPlayer && gs->players[color].isHuman())
@ -439,7 +439,7 @@ void CClient::initPlayerInterfaces()
if(!vstd::contains(playerint, color))
{
logNetwork->info("Preparing interface for player %s", color.getStr());
logNetwork->info("Preparing interface for player %s", color.toString());
if(playerInfo.second.isControlledByAI())
{
bool alliedToHuman = false;
@ -448,12 +448,12 @@ void CClient::initPlayerInterfaces()
alliedToHuman = true;
auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
logNetwork->info("Player %s will be lead by %s", color.getStr(), AiToGive);
logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
}
else
{
logNetwork->info("Player %s will be lead by human", color.getStr());
logNetwork->info("Player %s will be lead by human", color.toString());
installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
}
}
@ -503,7 +503,7 @@ void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInte
playerint[color] = gameInterface;
logGlobal->trace("\tInitializing the interface for player %s", color.getStr());
logGlobal->trace("\tInitializing the interface for player %s", color.toString());
auto cb = std::make_shared<CCallback>(gs, color, this);
battleCallbacks[color] = cb;
gameInterface->initGameInterface(playerEnvironments.at(color), cb);
@ -519,7 +519,7 @@ void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> ba
if(needCallback)
{
logGlobal->trace("\tInitializing the battle interface for player %s", color.getStr());
logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
auto cbc = std::make_shared<CBattleCallback>(color, this);
battleCallbacks[color] = cbc;
battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
@ -565,14 +565,12 @@ int CClient::sendRequest(const CPackForServer * request, PlayerColor player)
void CClient::battleStarted(const BattleInfo * info)
{
setBattle(info);
for(auto & battleCb : battleCallbacks)
{
if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
|| !battleCb.first.isValidPlayer())
{
battleCb.second->setBattle(info);
battleCb.second->onBattleStarted(info);
}
}
@ -583,7 +581,7 @@ void CClient::battleStarted(const BattleInfo * info)
auto callBattleStart = [&](PlayerColor color, ui8 side)
{
if(vstd::contains(battleints, color))
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
};
callBattleStart(leftSide.color, 0);
@ -601,11 +599,11 @@ void CClient::battleStarted(const BattleInfo * info)
//Remove player interfaces for auto battle (quickCombat option)
if(att && att->isAutoFightOn)
{
if (att->cb->battleGetTacticDist())
if (att->cb->getBattle(info->battleID)->battleGetTacticDist())
{
auto side = att->cb->playerToSide(att->playerID);
auto side = att->cb->getBattle(info->battleID)->playerToSide(att->playerID);
auto action = BattleAction::makeEndOFTacticPhase(*side);
att->cb->battleMakeTacticAction(action);
att->cb->battleMakeTacticAction(info->battleID, action);
}
att.reset();
@ -617,15 +615,15 @@ void CClient::battleStarted(const BattleInfo * info)
if(att || def)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
}
else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
{
//TODO: This certainly need improvement
auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
spectratorInt->cb->setBattle(info);
spectratorInt->cb->onBattleStarted(info);
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
}
}
@ -634,24 +632,21 @@ void CClient::battleStarted(const BattleInfo * info)
auto tacticianColor = info->sides[info->tacticsSide].color;
if (vstd::contains(battleints, tacticianColor))
battleints[tacticianColor]->yourTacticPhase(info->tacticDistance);
battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
}
}
void CClient::battleFinished()
void CClient::battleFinished(const BattleID & battleID)
{
for(auto & side : gs->curB->sides)
for(auto & side : gs->getBattle(battleID)->sides)
if(battleCallbacks.count(side.color))
battleCallbacks[side.color]->setBattle(nullptr);
battleCallbacks[side.color]->onBattleEnded(battleID);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
setBattle(nullptr);
gs->curB.dellNull();
battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
}
void CClient::startPlayerBattleAction(PlayerColor color)
void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
{
assert(vstd::contains(battleints, color));
@ -661,7 +656,7 @@ void CClient::startPlayerBattleAction(PlayerColor color)
auto unlock = vstd::makeUnlockGuardIf(*CPlayerInterface::pim, !battleints[color]->human);
assert(vstd::contains(battleints, color));
battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
battleints[color]->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
}
}
@ -698,11 +693,6 @@ scripting::Pool * CClient::getGlobalContextPool() const
{
return clientScripts.get();
}
scripting::Pool * CClient::getContextPool() const
{
return clientScripts.get();
}
#endif
void CClient::reinitScripting()

View File

@ -13,7 +13,6 @@
#include <vcmi/Environment.h>
#include "../lib/IGameCallback.h"
#include "../lib/battle/CBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -25,6 +24,7 @@ class CGameInterface;
class BinaryDeserializer;
class BinarySerializer;
class BattleAction;
class BattleInfo;
template<typename T> class CApplier;
@ -105,12 +105,12 @@ public:
const Services * services() const override;
vstd::CLoggerBase * logger() const override;
events::EventBus * eventBus() const override;
const BattleCb * battle() const override;
const BattleCb * battle(const BattleID & battle) const override;
const GameCb * game() const override;
};
/// Class which handles client - server logic
class CClient : public IGameCallback, public CBattleInfoCallback, public Environment
class CClient : public IGameCallback, public Environment
{
public:
std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
@ -124,7 +124,7 @@ public:
~CClient();
const Services * services() const override;
const BattleCb * battle() const override;
const BattleCb * battle(const BattleID & battle) const override;
const GameCb * game() const override;
vstd::CLoggerBase * logger() const override;
events::EventBus * eventBus() const override;
@ -151,8 +151,8 @@ public:
int sendRequest(const CPackForServer * request, PlayerColor player); //returns ID given to that request
void battleStarted(const BattleInfo * info);
void battleFinished();
void startPlayerBattleAction(PlayerColor color);
void battleFinished(const BattleID & battleID);
void startPlayerBattleAction(const BattleID & battleID, PlayerColor color);
void invalidatePaths();
std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
@ -220,7 +220,6 @@ public:
#if SCRIPTING_ENABLED
scripting::Pool * getGlobalContextPool() const override;
scripting::Pool * getContextPool() const override;
#endif
private:

View File

@ -17,6 +17,7 @@
#include "CServerHandler.h"
#include "gui/CGuiHandler.h"
#include "gui/WindowHandler.h"
#include "render/IRenderHandler.h"
#include "../lib/NetPacks.h"
#include "ClientNetPackVisitors.h"
#include "../lib/CConfigHandler.h"
@ -97,7 +98,7 @@ void ClientCommandManager::handleGoSoloCommand()
if(elem.second.human)
{
auto AiToGive = CSH->client->aiNameForPlayer(*CSH->client->getPlayerSettings(elem.first), false, false);
printCommandMessage("Player " + elem.first.getStr() + " will be lead by " + AiToGive, ELogLevel::INFO);
printCommandMessage("Player " + elem.first.toString() + " will be lead by " + AiToGive, ELogLevel::INFO);
CSH->client->installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), elem.first);
}
}
@ -182,12 +183,12 @@ void ClientCommandManager::handleNotDialogCommand()
void ClientCommandManager::handleConvertTextCommand()
{
logGlobal->info("Searching for available maps");
std::unordered_set<ResourceID> mapList = CResourceHandler::get()->getFilteredFiles([&](const ResourceID & ident)
std::unordered_set<ResourcePath> mapList = CResourceHandler::get()->getFilteredFiles([&](const ResourcePath & ident)
{
return ident.getType() == EResType::MAP;
});
std::unordered_set<ResourceID> campaignList = CResourceHandler::get()->getFilteredFiles([&](const ResourceID & ident)
std::unordered_set<ResourcePath> campaignList = CResourceHandler::get()->getFilteredFiles([&](const ResourcePath & ident)
{
return ident.getType() == EResType::CAMPAIGN;
});
@ -292,7 +293,7 @@ void ClientCommandManager::handleGetTextCommand()
VCMIDirs::get().userExtractedPath();
auto list =
CResourceHandler::get()->getFilteredFiles([](const ResourceID & ident)
CResourceHandler::get()->getFilteredFiles([](const ResourcePath & ident)
{
return ident.getType() == EResType::TEXT && boost::algorithm::starts_with(ident.getName(), "DATA/");
});
@ -317,7 +318,7 @@ void ClientCommandManager::handleDef2bmpCommand(std::istringstream& singleWordBu
{
std::string URI;
singleWordBuffer >> URI;
std::unique_ptr<CAnimation> anim = std::make_unique<CAnimation>(URI);
auto anim = GH.renderHandler().loadAnimation(AnimationPath::builtin(URI));
anim->preload();
anim->exportBitmaps(VCMIDirs::get().userExtractedPath());
}
@ -327,11 +328,11 @@ void ClientCommandManager::handleExtractCommand(std::istringstream& singleWordBu
std::string URI;
singleWordBuffer >> URI;
if(CResourceHandler::get()->existsResource(ResourceID(URI)))
if(CResourceHandler::get()->existsResource(ResourcePath(URI)))
{
const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / URI;
auto data = CResourceHandler::get()->load(ResourceID(URI))->readAll();
auto data = CResourceHandler::get()->load(ResourcePath(URI))->readAll();
boost::filesystem::create_directories(outPath.parent_path());
std::ofstream outFile(outPath.c_str(), std::ofstream::binary);

View File

@ -95,18 +95,18 @@ void callAllInterfaces(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
template<typename T, typename ... Args, typename ... Args2>
void callBattleInterfaceIfPresentForBothSides(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
void callBattleInterfaceIfPresentForBothSides(CClient & cl, const BattleID & battleID, void (T::*ptr)(Args...), Args2 && ...args)
{
assert(cl.gameState()->curB);
assert(cl.gameState()->getBattle(battleID));
if (!cl.gameState()->curB)
if (!cl.gameState()->getBattle(battleID))
{
logGlobal->error("Attempt to call battle interface without ongoing battle!");
return;
}
callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);
callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);
callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->sides[0].color, ptr, std::forward<Args2>(args)...);
callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->sides[1].color, ptr, std::forward<Args2>(args)...);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)
{
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);
@ -306,14 +306,13 @@ void ApplyClientNetPackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
}
};
ArtifactLocation srcLoc(pack.srcArtHolder, pack.artsPack0.front().srcPos);
ArtifactLocation dstLoc(pack.dstArtHolder, pack.artsPack0.front().dstPos);
auto srcOwner = std::get<ConstTransitivePtr<CGHeroInstance>>(pack.srcArtHolder)->tempOwner;
auto dstOwner = std::get<ConstTransitivePtr<CGHeroInstance>>(pack.dstArtHolder)->tempOwner;
// Begin a session of bulk movement of arts. It is not necessary but useful for the client optimization.
callInterfaceIfPresent(cl, srcLoc.owningPlayer(), &IGameEventsReceiver::bulkArtMovementStart, pack.artsPack0.size() + pack.artsPack1.size());
if (srcLoc.owningPlayer() != dstLoc.owningPlayer())
callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::bulkArtMovementStart, pack.artsPack0.size() + pack.artsPack1.size());
callInterfaceIfPresent(cl, srcOwner, &IGameEventsReceiver::bulkArtMovementStart, pack.artsPack0.size() + pack.artsPack1.size());
if(srcOwner != dstOwner)
callInterfaceIfPresent(cl, dstOwner, &IGameEventsReceiver::bulkArtMovementStart, pack.artsPack0.size() + pack.artsPack1.size());
applyMove(pack.artsPack0);
if(pack.swap)
@ -715,11 +714,11 @@ void ApplyClientNetPackVisitor::visitMapObjectSelectDialog(MapObjectSelectDialog
void ApplyFirstClientNetPackVisitor::visitBattleStart(BattleStart & pack)
{
// Cannot use the usual code because curB is not set yet
callOnlyThatBattleInterface(cl, pack.info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
callOnlyThatBattleInterface(cl, pack.info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
callOnlyThatBattleInterface(cl, pack.info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
callOnlyThatBattleInterface(cl, pack.info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
}
@ -730,12 +729,12 @@ void ApplyClientNetPackVisitor::visitBattleStart(BattleStart & pack)
void ApplyFirstClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRoundFirst, pack.round);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRoundFirst, pack.battleID);
}
void ApplyClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRound, pack.round);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRound, pack.battleID);
}
void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
@ -743,56 +742,56 @@ void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack &
if(!pack.askPlayerInterface)
return;
const CStack *activated = gs.curB->battleGetStackByID(pack.stack);
const CStack *activated = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack);
PlayerColor playerToCall; //pack.player that will move activated stack
if (activated->hasBonusOfType(BonusType::HYPNOTIZED))
{
playerToCall = (gs.curB->sides[0].color == activated->unitOwner()
? gs.curB->sides[1].color
: gs.curB->sides[0].color);
playerToCall = (gs.getBattle(pack.battleID)->sides[0].color == activated->unitOwner()
? gs.getBattle(pack.battleID)->sides[1].color
: gs.getBattle(pack.battleID)->sides[0].color);
}
else
{
playerToCall = activated->unitOwner();
}
cl.startPlayerBattleAction(playerToCall);
cl.startPlayerBattleAction(pack.battleID, playerToCall);
}
void ApplyClientNetPackVisitor::visitBattleLogMessage(BattleLogMessage & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleLogMessage, pack.lines);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleLogMessage, pack.battleID, pack.lines);
}
void ApplyClientNetPackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, pack);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleTriggerEffect, pack.battleID, pack);
}
void ApplyFirstClientNetPackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleGateStateChanged, pack.state);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleGateStateChanged, pack.battleID, pack.state);
}
void ApplyFirstClientNetPackVisitor::visitBattleResult(BattleResult & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack, pack.queryID);
cl.battleFinished();
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleEnd, pack.battleID, &pack, pack.queryID);
cl.battleFinished(pack.battleID);
}
void ApplyFirstClientNetPackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
{
const CStack * movedStack = gs.curB->battleGetStackByID(pack.stack);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, pack.tilesToMove, pack.distance, pack.teleporting);
const CStack * movedStack = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStackMoved, pack.battleID, movedStack, pack.tilesToMove, pack.distance, pack.teleporting);
}
void ApplyFirstClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, &pack);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleAttack, pack.battleID, &pack);
// battleStacksAttacked should be excuted before BattleAttack.applyGs() to play animation before damaging unit
// so this has to be here instead of ApplyClientNetPackVisitor::visitBattleAttack()
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, pack.bsa, pack.shot());
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.bsa, pack.shot());
}
void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
@ -802,23 +801,23 @@ void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
void ApplyFirstClientNetPackVisitor::visitStartAction(StartAction & pack)
{
cl.currentBattleAction = std::make_unique<BattleAction>(pack.ba);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionStarted, pack.ba);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionStarted, pack.battleID, pack.ba);
}
void ApplyClientNetPackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleSpellCast, &pack);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleSpellCast, pack.battleID, &pack);
}
void ApplyClientNetPackVisitor::visitSetStackEffect(SetStackEffect & pack)
{
//informing about effects
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksEffectsSet, pack);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksEffectsSet, pack.battleID, pack);
}
void ApplyClientNetPackVisitor::visitStacksInjured(StacksInjured & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, pack.stacks, false);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.stacks, false);
}
void ApplyClientNetPackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
@ -830,24 +829,24 @@ void ApplyClientNetPackVisitor::visitBattleResultsApplied(BattleResultsApplied &
void ApplyClientNetPackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, pack.changedStacks);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleUnitsChanged, pack.battleID, pack.changedStacks);
}
void ApplyClientNetPackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
{
//inform interfaces about removed obstacles
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesChanged, pack.changes);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleObstaclesChanged, pack.battleID, pack.changes);
}
void ApplyClientNetPackVisitor::visitCatapultAttack(CatapultAttack & pack)
{
//inform interfaces about catapult attack
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleCatapultAttacked, pack);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleCatapultAttacked, pack.battleID, pack);
}
void ApplyClientNetPackVisitor::visitEndAction(EndAction & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl.currentBattleAction);
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionFinished, pack.battleID, *cl.currentBattleAction);
cl.currentBattleAction.reset();
}
@ -875,7 +874,7 @@ void ApplyClientNetPackVisitor::visitPlayerBlocked(PlayerBlocked & pack)
void ApplyClientNetPackVisitor::visitYourTurn(YourTurn & pack)
{
logNetwork->debug("Server gives turn to %s", pack.player.getStr());
logNetwork->debug("Server gives turn to %s", pack.player.toString());
callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, pack.player);
callOnlyThatInterface(cl, pack.player, &CGameInterface::yourTurn, pack.queryID);
@ -883,12 +882,12 @@ void ApplyClientNetPackVisitor::visitYourTurn(YourTurn & pack)
void ApplyClientNetPackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
{
logNetwork->debug("Server sets turn timer {turn: %d, base: %d, battle: %d, creature: %d} for %s", pack.turnTimer.turnTimer, pack.turnTimer.baseTimer, pack.turnTimer.battleTimer, pack.turnTimer.creatureTimer, pack.player.getStr());
logNetwork->debug("Server sets turn timer {turn: %d, base: %d, battle: %d, creature: %d} for %s", pack.turnTimer.turnTimer, pack.turnTimer.baseTimer, pack.turnTimer.battleTimer, pack.turnTimer.creatureTimer, pack.player.toString());
}
void ApplyClientNetPackVisitor::visitPlayerMessageClient(PlayerMessageClient & pack)
{
logNetwork->debug("pack.player %s sends a message: %s", pack.player.getStr(), pack.text);
logNetwork->debug("pack.player %s sends a message: %s", pack.player.toString(), pack.text);
std::ostringstream str;
if(pack.player.isSpectator())

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@ -153,15 +153,34 @@ void AdventureMapInterface::deactivate()
void AdventureMapInterface::showAll(Canvas & to)
{
CIntObject::showAll(to);
dim(to);
LOCPLINT->cingconsole->show(to);
}
void AdventureMapInterface::show(Canvas & to)
{
CIntObject::show(to);
dim(to);
LOCPLINT->cingconsole->show(to);
}
void AdventureMapInterface::dim(Canvas & to)
{
for (auto window : GH.windows().findWindows<IShowActivatable>())
{
std::shared_ptr<AdventureMapInterface> casted = std::dynamic_pointer_cast<AdventureMapInterface>(window);
if (!casted && !window->isPopupWindow())
{
int backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y);
ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
if(backgroundDimLevel > 0)
to.drawColor(targetRect, colorToFill);
return;
}
}
}
void AdventureMapInterface::tick(uint32_t msPassed)
{
handleMapScrollingUpdate(msPassed);

View File

@ -89,6 +89,9 @@ private:
/// casts current spell at specified location
void performSpellcasting(const int3 & castTarget);
/// dim interface if some windows opened
void dim(Canvas & to);
protected:
/// CIntObject interface implementation

View File

@ -22,6 +22,7 @@
#include "../mapView/MapView.h"
#include "../render/CAnimation.h"
#include "../render/IImage.h"
#include "../render/IRenderHandler.h"
#include "../widgets/Buttons.h"
#include "../widgets/Images.h"
#include "../widgets/TextControls.h"
@ -30,7 +31,7 @@
#include "../PlayerLocalState.h"
#include "../../lib/constants/StringConstants.h"
#include "../../lib/filesystem/ResourceID.h"
#include "../../lib/filesystem/ResourcePath.h"
AdventureMapWidget::AdventureMapWidget( std::shared_ptr<AdventureMapShortcuts> shortcuts )
: shortcuts(shortcuts)
@ -56,13 +57,10 @@ AdventureMapWidget::AdventureMapWidget( std::shared_ptr<AdventureMapShortcuts> s
for (const auto & entry : shortcuts->getShortcuts())
addShortcut(entry.shortcut, entry.callback);
const JsonNode config(ResourceID("config/widgets/adventureMap.json"));
const JsonNode config(JsonPath::builtin("config/widgets/adventureMap.json"));
for(const auto & entry : config["options"]["imagesPlayerColored"].Vector())
{
ResourceID resourceName(entry.String(), EResType::IMAGE);
playerColorerImages.push_back(resourceName.getName());
}
playerColorerImages.push_back(ImagePath::fromJson(entry));
build(config);
addUsedEvents(KEYBOARD);
@ -127,24 +125,24 @@ Rect AdventureMapWidget::readArea(const JsonNode & source, const Rect & bounding
return Rect(topLeft + boundingBox.topLeft(), dimensions);
}
std::shared_ptr<IImage> AdventureMapWidget::loadImage(const std::string & name)
std::shared_ptr<IImage> AdventureMapWidget::loadImage(const JsonNode & name)
{
ResourceID resource(name, EResType::IMAGE);
ImagePath resource = ImagePath::fromJson(name);
if(images.count(resource.getName()) == 0)
images[resource.getName()] = IImage::createFromFile(resource.getName());
if(images.count(resource) == 0)
images[resource] = GH.renderHandler().loadImage(resource);
return images[resource.getName()];
return images[resource];
}
std::shared_ptr<CAnimation> AdventureMapWidget::loadAnimation(const std::string & name)
std::shared_ptr<CAnimation> AdventureMapWidget::loadAnimation(const JsonNode & name)
{
ResourceID resource(name, EResType::ANIMATION);
AnimationPath resource = AnimationPath::fromJson(name);
if(animations.count(resource.getName()) == 0)
animations[resource.getName()] = std::make_shared<CAnimation>(resource.getName());
if(animations.count(resource) == 0)
animations[resource] = GH.renderHandler().loadAnimation(resource);
return animations[resource.getName()];
return animations[resource];
}
std::shared_ptr<CIntObject> AdventureMapWidget::buildInfobox(const JsonNode & input)
@ -158,15 +156,14 @@ std::shared_ptr<CIntObject> AdventureMapWidget::buildMapImage(const JsonNode & i
{
Rect targetArea = readTargetArea(input["area"]);
Rect sourceArea = readSourceArea(input["sourceArea"], input["area"]);
std::string image = input["image"].String();
return std::make_shared<CFilledTexture>(loadImage(image), targetArea, sourceArea);
return std::make_shared<CFilledTexture>(loadImage(input["image"]), targetArea, sourceArea);
}
std::shared_ptr<CIntObject> AdventureMapWidget::buildMapButton(const JsonNode & input)
{
auto position = readTargetArea(input["area"]);
auto image = input["image"].String();
auto image = AnimationPath::fromJson(input["image"]);
auto help = readHintText(input["help"]);
bool playerColored = input["playerColored"].Bool();
@ -259,9 +256,8 @@ std::shared_ptr<CIntObject> AdventureMapWidget::buildMapIcon(const JsonNode & in
Rect area = readTargetArea(input["area"]);
size_t index = input["index"].Integer();
size_t perPlayer = input["perPlayer"].Integer();
std::string image = input["image"].String();
return std::make_shared<CAdventureMapIcon>(area.topLeft(), loadAnimation(image), index, perPlayer);
return std::make_shared<CAdventureMapIcon>(area.topLeft(), loadAnimation(input["image"]), index, perPlayer);
}
std::shared_ptr<CIntObject> AdventureMapWidget::buildMapTownList(const JsonNode & input)
@ -298,7 +294,7 @@ std::shared_ptr<CIntObject> AdventureMapWidget::buildMinimap(const JsonNode & in
std::shared_ptr<CIntObject> AdventureMapWidget::buildResourceDateBar(const JsonNode & input)
{
Rect area = readTargetArea(input["area"]);
std::string image = input["image"].String();
auto image = ImagePath::fromJson(input["image"]);
auto result = std::make_shared<CResDataBar>(image, area.topLeft());
@ -320,7 +316,7 @@ std::shared_ptr<CIntObject> AdventureMapWidget::buildResourceDateBar(const JsonN
std::shared_ptr<CIntObject> AdventureMapWidget::buildStatusBar(const JsonNode & input)
{
Rect area = readTargetArea(input["area"]);
std::string image = input["image"].String();
auto image = ImagePath::fromJson(input["image"]);
auto background = std::make_shared<CFilledTexture>(image, area);
@ -330,7 +326,7 @@ std::shared_ptr<CIntObject> AdventureMapWidget::buildStatusBar(const JsonNode &
std::shared_ptr<CIntObject> AdventureMapWidget::buildTexturePlayerColored(const JsonNode & input)
{
logGlobal->debug("Building widget CFilledTexture");
auto image = input["image"].String();
auto image = ImagePath::fromJson(input["image"]);
Rect area = readTargetArea(input["area"]);
return std::make_shared<FilledTexturePlayerColored>(image, area);
}

View File

@ -29,11 +29,11 @@ class AdventureMapWidget : public InterfaceObjectConfigurable
std::vector<Rect> subwidgetSizes;
/// list of images on which player-colored palette will be applied
std::vector<std::string> playerColorerImages;
std::vector<ImagePath> playerColorerImages;
/// list of named images shared between widgets
std::map<std::string, std::shared_ptr<IImage>> images;
std::map<std::string, std::shared_ptr<CAnimation>> animations;
std::map<ImagePath, std::shared_ptr<IImage>> images;
std::map<AnimationPath, std::shared_ptr<CAnimation>> animations;
/// Widgets that require access from adventure map
std::shared_ptr<CHeroList> heroList;
@ -48,8 +48,8 @@ class AdventureMapWidget : public InterfaceObjectConfigurable
Rect readSourceArea(const JsonNode & source, const JsonNode & sourceCommon);
Rect readArea(const JsonNode & source, const Rect & boundingBox);
std::shared_ptr<IImage> loadImage(const std::string & name);
std::shared_ptr<CAnimation> loadAnimation(const std::string & name);
std::shared_ptr<IImage> loadImage(const JsonNode & name);
std::shared_ptr<CAnimation> loadAnimation(const JsonNode & name);
std::shared_ptr<CIntObject> buildInfobox(const JsonNode & input);
std::shared_ptr<CIntObject> buildMapImage(const JsonNode & input);

View File

@ -25,22 +25,22 @@
#include "../../lib/StartInfo.h"
AdventureOptions::AdventureOptions()
: CWindowObject(PLAYER_COLORED, "ADVOPTS")
: CWindowObject(PLAYER_COLORED, ImagePath::builtin("ADVOPTS"))
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
viewWorld = std::make_shared<CButton>(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&](){ close(); }, EShortcut::ADVENTURE_VIEW_WORLD);
viewWorld = std::make_shared<CButton>(Point(24, 23), AnimationPath::builtin("ADVVIEW.DEF"), CButton::tooltip(), [&](){ close(); }, EShortcut::ADVENTURE_VIEW_WORLD);
viewWorld->addCallback( [] { LOCPLINT->viewWorldMap(); });
exit = std::make_shared<CButton>(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&AdventureOptions::close, this), EShortcut::GLOBAL_RETURN);
exit = std::make_shared<CButton>(Point(204, 313), AnimationPath::builtin("IOK6432.DEF"), CButton::tooltip(), std::bind(&AdventureOptions::close, this), EShortcut::GLOBAL_RETURN);
scenInfo = std::make_shared<CButton>(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&](){ close(); }, EShortcut::ADVENTURE_VIEW_SCENARIO);
scenInfo = std::make_shared<CButton>(Point(24, 198), AnimationPath::builtin("ADVINFO.DEF"), CButton::tooltip(), [&](){ close(); }, EShortcut::ADVENTURE_VIEW_SCENARIO);
scenInfo->addCallback(AdventureOptions::showScenarioInfo);
puzzle = std::make_shared<CButton>(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&](){ close(); }, EShortcut::ADVENTURE_VIEW_PUZZLE);
puzzle = std::make_shared<CButton>(Point(24, 81), AnimationPath::builtin("ADVPUZ.DEF"), CButton::tooltip(), [&](){ close(); }, EShortcut::ADVENTURE_VIEW_PUZZLE);
puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
dig = std::make_shared<CButton>(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&](){ close(); }, EShortcut::ADVENTURE_DIG_GRAIL);
dig = std::make_shared<CButton>(Point(24, 139), AnimationPath::builtin("ADVDIG.DEF"), CButton::tooltip(), [&](){ close(); }, EShortcut::ADVENTURE_DIG_GRAIL);
if(const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero())
dig->addCallback(std::bind(&CPlayerInterface::tryDigging, LOCPLINT, h));
else

View File

@ -105,7 +105,7 @@ void CInGameConsole::print(const std::string & txt)
}
GH.windows().totalRedraw(); // FIXME: ingame console has no parent widget set
CCS->soundh->playSound("CHAT");
CCS->soundh->playSound(AudioPath::builtin("CHAT"));
}
bool CInGameConsole::captureThisKey(EShortcut key)

View File

@ -51,7 +51,7 @@ CInfoBar::EmptyVisibleInfo::EmptyVisibleInfo()
CInfoBar::VisibleHeroInfo::VisibleHeroInfo(const CGHeroInstance * hero)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>("ADSTATHR");
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATHR"));
if(settings["gameTweaks"]["infoBarCreatureManagement"].Bool())
heroTooltip = std::make_shared<CInteractableHeroTooltip>(Point(0,0), hero);
@ -62,7 +62,7 @@ CInfoBar::VisibleHeroInfo::VisibleHeroInfo(const CGHeroInstance * hero)
CInfoBar::VisibleTownInfo::VisibleTownInfo(const CGTownInstance * town)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>("ADSTATCS");
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATCS"));
if(settings["gameTweaks"]["infoBarCreatureManagement"].Bool())
townTooltip = std::make_shared<CInteractableTownTooltip>(Point(0,0), town);
@ -88,36 +88,36 @@ CInfoBar::VisibleDateInfo::VisibleDateInfo()
forceRefresh.push_back(label);
}
std::string CInfoBar::VisibleDateInfo::getNewDayName()
AnimationPath CInfoBar::VisibleDateInfo::getNewDayName()
{
if(LOCPLINT->cb->getDate(Date::DAY) == 1)
return "NEWDAY";
return AnimationPath::builtin("NEWDAY");
if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1)
return "NEWDAY";
return AnimationPath::builtin("NEWDAY");
switch(LOCPLINT->cb->getDate(Date::WEEK))
{
case 1:
return "NEWWEEK1";
return AnimationPath::builtin("NEWWEEK1");
case 2:
return "NEWWEEK2";
return AnimationPath::builtin("NEWWEEK2");
case 3:
return "NEWWEEK3";
return AnimationPath::builtin("NEWWEEK3");
case 4:
return "NEWWEEK4";
return AnimationPath::builtin("NEWWEEK4");
default:
return "";
return AnimationPath();
}
}
CInfoBar::VisibleEnemyTurnInfo::VisibleEnemyTurnInfo(PlayerColor player)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>("ADSTATNX");
banner = std::make_shared<CAnimImage>("CREST58", player.getNum(), 0, 20, 51);
sand = std::make_shared<CShowableAnim>(99, 51, "HOURSAND", 0, 100); // H3 uses around 100 ms per frame
glass = std::make_shared<CShowableAnim>(99, 51, "HOURGLAS", CShowableAnim::PLAY_ONCE, 1000); // H3 scales this nicely for AI turn duration, don't have anything like that in vcmi
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATNX"));
banner = std::make_shared<CAnimImage>(AnimationPath::builtin("CREST58"), player.getNum(), 0, 20, 51);
sand = std::make_shared<CShowableAnim>(99, 51, AnimationPath::builtin("HOURSAND"), 0, 100); // H3 uses around 100 ms per frame
glass = std::make_shared<CShowableAnim>(99, 51, AnimationPath::builtin("HOURGLAS"), CShowableAnim::PLAY_ONCE, 1000); // H3 scales this nicely for AI turn duration, don't have anything like that in vcmi
}
CInfoBar::VisibleGameStatusInfo::VisibleGameStatusInfo()
@ -148,14 +148,14 @@ CInfoBar::VisibleGameStatusInfo::VisibleGameStatusInfo()
}
//generate widgets
background = std::make_shared<CPicture>("ADSTATIN");
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATIN"));
allyLabel = std::make_shared<CLabel>(10, 106, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":");
enemyLabel = std::make_shared<CLabel>(10, 136, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":");
int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4;
for(PlayerColor & player : allies)
{
auto image = std::make_shared<CAnimImage>("ITGFLAGS", player.getNum(), 0, posx, 102);
auto image = std::make_shared<CAnimImage>(AnimationPath::builtin("ITGFLAGS"), player.getNum(), 0, posx, 102);
posx += image->pos.w;
flags.push_back(image);
}
@ -163,14 +163,14 @@ CInfoBar::VisibleGameStatusInfo::VisibleGameStatusInfo()
posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4;
for(PlayerColor & player : enemies)
{
auto image = std::make_shared<CAnimImage>("ITGFLAGS", player.getNum(), 0, posx, 132);
auto image = std::make_shared<CAnimImage>(AnimationPath::builtin("ITGFLAGS"), player.getNum(), 0, posx, 132);
posx += image->pos.w;
flags.push_back(image);
}
for(size_t i=0; i<halls.size(); i++)
{
hallIcons.push_back(std::make_shared<CAnimImage>("itmtl", i, 0, 6 + 42 * (int)i , 11));
hallIcons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("itmtl"), i, 0, 6 + 42 * (int)i , 11));
if(halls[i])
hallLabels.push_back(std::make_shared<CLabel>( 26 + 42 * (int)i, 64, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(halls[i])));
}
@ -180,7 +180,7 @@ CInfoBar::VisibleComponentInfo::VisibleComponentInfo(const std::vector<Component
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>("ADSTATOT", 1, 0);
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATOT"), 1, 0);
auto fullRect = Rect(CInfoBar::offset, CInfoBar::offset, data_width - 2 * CInfoBar::offset, data_height - 2 * CInfoBar::offset);
auto textRect = fullRect;
auto imageRect = fullRect;

View File

@ -11,6 +11,7 @@
#include "../gui/CIntObject.h"
#include "CConfigHandler.h"
#include "../../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -86,7 +87,7 @@ private:
std::shared_ptr<CShowableAnim> animation;
std::shared_ptr<CLabel> label;
std::string getNewDayName();
AnimationPath getNewDayName();
public:
VisibleDateInfo();
};

View File

@ -206,9 +206,9 @@ void CList::selectPrev()
CHeroList::CEmptyHeroItem::CEmptyHeroItem()
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
movement = std::make_shared<CAnimImage>("IMOBIL", 0, 0, 0, 1);
portrait = std::make_shared<CPicture>("HPSXXX", movement->pos.w + 1, 0);
mana = std::make_shared<CAnimImage>("IMANA", 0, 0, movement->pos.w + portrait->pos.w + 2, 1 );
movement = std::make_shared<CAnimImage>(AnimationPath::builtin("IMOBIL"), 0, 0, 0, 1);
portrait = std::make_shared<CPicture>(ImagePath::builtin("HPSXXX"), movement->pos.w + 1, 0);
mana = std::make_shared<CAnimImage>(AnimationPath::builtin("IMANA"), 0, 0, movement->pos.w + portrait->pos.w + 2, 1 );
pos.w = mana->pos.w + mana->pos.x - pos.x;
pos.h = std::max(std::max<int>(movement->pos.h + 1, mana->pos.h + 1), portrait->pos.h);
@ -219,9 +219,9 @@ CHeroList::CHeroItem::CHeroItem(CHeroList *parent, const CGHeroInstance * Hero)
hero(Hero)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
movement = std::make_shared<CAnimImage>("IMOBIL", 0, 0, 0, 1);
portrait = std::make_shared<CAnimImage>("PortraitsSmall", hero->portrait, 0, movement->pos.w + 1);
mana = std::make_shared<CAnimImage>("IMANA", 0, 0, movement->pos.w + portrait->pos.w + 2, 1);
movement = std::make_shared<CAnimImage>(AnimationPath::builtin("IMOBIL"), 0, 0, 0, 1);
portrait = std::make_shared<CAnimImage>(AnimationPath::builtin("PortraitsSmall"), hero->portrait, 0, movement->pos.w + 1);
mana = std::make_shared<CAnimImage>(AnimationPath::builtin("IMANA"), 0, 0, movement->pos.w + portrait->pos.w + 2, 1);
pos.w = mana->pos.w + mana->pos.x - pos.x;
pos.h = std::max(std::max<int>(movement->pos.h + 1, mana->pos.h + 1), portrait->pos.h);
@ -238,7 +238,7 @@ void CHeroList::CHeroItem::update()
std::shared_ptr<CIntObject> CHeroList::CHeroItem::genSelection()
{
return std::make_shared<CPicture>("HPSYYY", movement->pos.w + 1, 0);
return std::make_shared<CPicture>(ImagePath::builtin("HPSYYY"), movement->pos.w + 1, 0);
}
void CHeroList::CHeroItem::select(bool on)
@ -319,7 +319,7 @@ std::shared_ptr<CIntObject> CTownList::createItem(size_t index)
{
if (LOCPLINT->localState->getOwnedTowns().size() > index)
return std::make_shared<CTownItem>(this, LOCPLINT->localState->getOwnedTown(index));
return std::make_shared<CAnimImage>("ITPA", 0);
return std::make_shared<CAnimImage>(AnimationPath::builtin("ITPA"), 0);
}
CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):
@ -327,14 +327,14 @@ CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):
town(Town)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
picture = std::make_shared<CAnimImage>("ITPA", 0);
picture = std::make_shared<CAnimImage>(AnimationPath::builtin("ITPA"), 0);
pos = picture->pos;
update();
}
std::shared_ptr<CIntObject> CTownList::CTownItem::genSelection()
{
return std::make_shared<CAnimImage>("ITPA", 1);
return std::make_shared<CAnimImage>(AnimationPath::builtin("ITPA"), 1);
}
void CTownList::CTownItem::update()

View File

@ -94,7 +94,7 @@ CMinimap::CMinimap(const Rect & position)
pos.w = position.w;
pos.h = position.h;
aiShield = std::make_shared<CPicture>("AIShield");
aiShield = std::make_shared<CPicture>(ImagePath::builtin("AIShield"));
aiShield->disable();
}

View File

@ -24,7 +24,7 @@
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/ResourceSet.h"
CResDataBar::CResDataBar(const std::string & imageName, const Point & position)
CResDataBar::CResDataBar(const ImagePath & imageName, const Point & position)
{
pos.x += position.x;
pos.y += position.y;
@ -37,7 +37,7 @@ CResDataBar::CResDataBar(const std::string & imageName, const Point & position)
pos.h = background->pos.h;
}
CResDataBar::CResDataBar(const std::string & defname, int x, int y, int offx, int offy, int resdist, int datedist):
CResDataBar::CResDataBar(const ImagePath & defname, int x, int y, int offx, int offy, int resdist, int datedist):
CResDataBar(defname, Point(x,y))
{
for (int i = 0; i < 7 ; i++)

View File

@ -10,6 +10,7 @@
#pragma once
#include "../gui/CIntObject.h"
#include "../../lib/filesystem/ResourcePath.h"
/// Resources bar which shows information about how many gold, crystals,... you have
/// Current date is displayed too
@ -25,10 +26,10 @@ class CResDataBar : public CIntObject
public:
/// For dynamically-sized UI windows, e.g. adventure map interface
CResDataBar(const std::string & imageName, const Point & position);
CResDataBar(const ImagePath & imageName, const Point & position);
/// For fixed-size UI windows, e.g. CastleInterface
CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
CResDataBar(const ImagePath & defname, int x, int y, int offx, int offy, int resdist, int datedist);
void setDatePosition(const Point & position);
void setResourcePosition(const GameResID & resource, const Point & position);

View File

@ -123,9 +123,9 @@ void MapAudioPlayer::removeObject(const CGObjectInstance * obj)
vstd::erase(objects[z][x][y], obj->id);
}
std::vector<std::string> MapAudioPlayer::getAmbientSounds(const int3 & tile)
std::vector<AudioPath> MapAudioPlayer::getAmbientSounds(const int3 & tile)
{
std::vector<std::string> result;
std::vector<AudioPath> result;
for(auto & objectID : objects[tile.z][tile.x][tile.y])
{
@ -140,15 +140,15 @@ std::vector<std::string> MapAudioPlayer::getAmbientSounds(const int3 & tile)
}
if(CGI->mh->getMap()->isCoastalTile(tile))
result.emplace_back("LOOPOCEA");
result.emplace_back(AudioPath::builtin("LOOPOCEA"));
return result;
}
void MapAudioPlayer::updateAmbientSounds()
{
std::map<std::string, int> currentSounds;
auto updateSounds = [&](const std::string& soundId, int distance) -> void
std::map<AudioPath, int> currentSounds;
auto updateSounds = [&](const AudioPath& soundId, int distance) -> void
{
if(vstd::contains(currentSounds, soundId))
currentSounds[soundId] = std::min(currentSounds[soundId], distance);

View File

@ -10,6 +10,7 @@
#pragma once
#include "../mapView/IMapRendererObserver.h"
#include "../../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class ObjectInstanceID;
@ -29,7 +30,7 @@ class MapAudioPlayer : public IMapObjectObserver
void addObject(const CGObjectInstance * obj);
void removeObject(const CGObjectInstance * obj);
std::vector<std::string> getAmbientSounds(const int3 & tile);
std::vector<AudioPath> getAmbientSounds(const int3 & tile);
void updateAmbientSounds();
void updateMusic();
void update();

View File

@ -25,7 +25,7 @@
#include "../../CCallback.h"
#include "../../lib/CStack.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/filesystem/ResourceID.h"
#include "../../lib/filesystem/ResourcePath.h"
TurnTimerWidget::DrawRect::DrawRect(const Rect & r, const ColorRGBA & c):
CIntObject(), rect(r), color(c)
@ -47,7 +47,7 @@ TurnTimerWidget::TurnTimerWidget():
recActions &= ~DEACTIVATE;
const JsonNode config(ResourceID("config/widgets/turnTimer.json"));
const JsonNode config(JsonPath::builtin("config/widgets/turnTimer.json"));
build(config);
@ -77,7 +77,7 @@ void TurnTimerWidget::setTime(PlayerColor player, int time)
&& newTime != turnTime
&& notifications.count(newTime))
{
CCS->soundh->playSound(variables["notificationSound"].String());
CCS->soundh->playSound(AudioPath::fromJson(variables["notificationSound"]));
}
turnTime = newTime;

View File

@ -171,7 +171,7 @@ void BattleActionsController::enterCreatureCastingMode()
spells::Target target;
target.emplace_back();
spells::BattleCast cast(owner.curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
spells::BattleCast cast(owner.getBattle().get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
auto m = spell->battleMechanics(&cast);
spells::detail::ProblemImpl ignored;
@ -207,7 +207,7 @@ std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActi
data.creatureSpellsToCast.push_back(spell->id);
data.tacticsMode = owner.tacticsMode;
auto allActions = owner.curInt->cb->getClientActionsForStack(stack, data);
auto allActions = owner.getBattle()->getClientActionsForStack(stack, data);
allActions.push_back(PossiblePlayerBattleAction::HERO_INFO);
allActions.push_back(PossiblePlayerBattleAction::CREATURE_INFO);
@ -231,7 +231,7 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
case PossiblePlayerBattleAction::OBSTACLE:
if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && targetStack != nullptr)
{
PlayerColor stackOwner = owner.curInt->cb->battleGetOwner(targetStack);
PlayerColor stackOwner = owner.getBattle()->battleGetOwner(targetStack);
bool enemyTargetingPositiveSpellcast = item.spell().toSpell()->isPositive() && stackOwner != LOCPLINT->playerID;
bool friendTargetingNegativeSpellcast = item.spell().toSpell()->isNegative() && stackOwner == LOCPLINT->playerID;
@ -300,12 +300,12 @@ void BattleActionsController::castThisSpell(SpellID spellID)
//choosing possible targets
const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
assert(castingHero); // code below assumes non-null hero
PossiblePlayerBattleAction spellSelMode = owner.curInt->cb->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
PossiblePlayerBattleAction spellSelMode = owner.getBattle()->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
if (spellSelMode.get() == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
{
heroSpellToCast->aimToHex(BattleHex::INVALID);
owner.curInt->cb->battleMakeSpellAction(*heroSpellToCast);
owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
endCastingSpell();
}
else
@ -353,10 +353,10 @@ const CSpell * BattleActionsController::getCurrentSpell(BattleHex hoveredHex)
const CStack * BattleActionsController::getStackForHex(BattleHex hoveredHex)
{
const CStack * shere = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
const CStack * shere = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
if(shere)
return shere;
return owner.curInt->cb->battleGetStackByPos(hoveredHex, false);
return owner.getBattle()->battleGetStackByPos(hoveredHex, false);
}
void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action, BattleHex targetHex)
@ -400,7 +400,7 @@ void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action,
}
case PossiblePlayerBattleAction::SHOOT:
if (owner.curInt->cb->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
if (owner.getBattle()->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
CCS->curh->set(Cursor::Combat::SHOOT_PENALTY);
else
CCS->curh->set(Cursor::Combat::SHOOT);
@ -482,7 +482,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
{
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
@ -493,7 +493,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
{
const auto * shooter = owner.stacksController->getActiveStack();
DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
@ -593,7 +593,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
case PossiblePlayerBattleAction::ATTACK:
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
if(owner.curInt->cb->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, targetHex))
if(owner.getBattle()->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, targetHex))
{
if (owner.fieldController->isTileAttackable(targetHex)) // move isTileAttackable to be part of battleCanAttack?
return true;
@ -601,7 +601,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
return false;
case PossiblePlayerBattleAction::SHOOT:
return owner.curInt->cb->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
return owner.getBattle()->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
case PossiblePlayerBattleAction::NO_LOCATION:
return false;
@ -615,7 +615,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
if(targetStack && targetStackOwned && targetStack != owner.stacksController->getActiveStack() && targetStack->alive()) //only positive spells for other allied creatures
{
int spellID = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), targetStack, CBattleInfoCallback::RANDOM_GENIE);
int spellID = owner.getBattle()->battleGetRandomStackSpell(CRandomGenerator::getDefault(), targetStack, CBattleInfoCallback::RANDOM_GENIE);
return spellID > -1;
}
return false;
@ -658,7 +658,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
{
if(owner.stacksController->getActiveStack()->doubleWide())
{
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
BattleHex shiftedDest = targetHex.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
if(vstd::contains(acc, targetHex))
owner.giveCommand(EActionType::WALK, targetHex);
@ -770,7 +770,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
heroSpellToCast->aimToHex(targetHex);
break;
}
owner.curInt->cb->battleMakeSpellAction(*heroSpellToCast);
owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
endCastingSpell();
}
selectedStack = nullptr;
@ -886,7 +886,7 @@ void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterS
{
// faerie dragon can cast only one, randomly selected spell until their next move
//TODO: faerie dragon type spell should be selected by server
const auto * spellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), casterStack, CBattleInfoCallback::RANDOM_AIMED).toSpell();
const auto * spellToCast = owner.getBattle()->battleGetRandomStackSpell(CRandomGenerator::getDefault(), casterStack, CBattleInfoCallback::RANDOM_AIMED).toSpell();
if (spellToCast)
creatureSpells.push_back(spellToCast);
@ -933,7 +933,7 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
target.emplace_back(targetStack);
target.emplace_back(targetHex);
spells::BattleCast cast(owner.curInt->cb.get(), caster, mode, currentSpell);
spells::BattleCast cast(owner.getBattle().get(), caster, mode, currentSpell);
auto m = currentSpell->battleMechanics(&cast);
spells::detail::ProblemImpl problem; //todo: display problem in status bar
@ -943,7 +943,7 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber) const
{
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(stackToMove, false);
std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(stackToMove, false);
BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
if (vstd::contains(acc, myNumber))
@ -1006,7 +1006,7 @@ void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
return;
}
auto selectedStack = owner.curInt->cb->battleGetStackByPos(clickedHex, true);
auto selectedStack = owner.getBattle()->battleGetStackByPos(clickedHex, true);
if (selectedStack != nullptr)
GH.windows().createAndPushWindow<CStackWindow>(selectedStack, true);

View File

@ -24,6 +24,7 @@
#include "../CPlayerInterface.h"
#include "../gui/CursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../render/IRenderHandler.h"
#include "../../CCallback.h"
#include "../../lib/CStack.h"
@ -114,7 +115,7 @@ void StackActionAnimation::setGroup( ECreatureAnimType group )
currGroup = group;
}
void StackActionAnimation::setSound( std::string sound )
void StackActionAnimation::setSound( const AudioPath & sound )
{
this->sound = sound;
}
@ -179,7 +180,7 @@ HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
: StackActionAnimation(owner, stack)
{
setGroup(ECreatureAnimType::HITTED);
setSound(battle_sound(stack->unitType(), wince));
setSound(stack->unitType()->sounds.wince);
logAnim->debug("Created HittedAnimation for %s", stack->getName());
}
@ -187,14 +188,14 @@ DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack
: StackActionAnimation(owner, stack)
{
setGroup(ECreatureAnimType::DEFENCE);
setSound(battle_sound(stack->unitType(), defend));
setSound(stack->unitType()->sounds.defend);
logAnim->debug("Created DefenceAnimation for %s", stack->getName());
}
DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged):
StackActionAnimation(owner, stack)
{
setSound(battle_sound(stack->unitType(), killed));
setSound(stack->unitType()->sounds.killed);
if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
setGroup(ECreatureAnimType::DEATH_RANGED);
@ -315,7 +316,7 @@ MeleeAttackAnimation::MeleeAttackAnimation(BattleInterface & owner, const CStack
: AttackAnimation(owner, attacker, _dest, _attacked)
{
logAnim->debug("Created MeleeAttackAnimation for %s", attacker->getName());
setSound(battle_sound(getCreature(), attack));
setSound(getCreature()->sounds.attack);
setGroup(selectGroup(multiAttack));
}
@ -356,7 +357,7 @@ bool MovementAnimation::init()
if (moveSoundHander == -1)
{
moveSoundHander = CCS->soundh->playSound(battle_sound(stack->unitType(), move), -1);
moveSoundHander = CCS->soundh->playSound(stack->unitType()->sounds.move, -1);
}
Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
@ -453,7 +454,7 @@ bool MovementEndAnimation::init()
logAnim->debug("CMovementEndAnimation::init: stack %s", stack->getName());
myAnim->pos.moveTo(owner.stacksController->getStackPositionAtHex(nextHex, stack));
CCS->soundh->playSound(battle_sound(stack->unitType(), endMoving));
CCS->soundh->playSound(stack->unitType()->sounds.endMoving);
if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_END))
{
@ -494,7 +495,7 @@ bool MovementStartAnimation::init()
}
logAnim->debug("CMovementStartAnimation::init: stack %s", stack->getName());
CCS->soundh->playSound(battle_sound(stack->unitType(), startMoving));
CCS->soundh->playSound(stack->unitType()->sounds.startMoving);
if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_START))
{
@ -632,7 +633,7 @@ RangedAttackAnimation::RangedAttackAnimation(BattleInterface & owner_, const CSt
: AttackAnimation(owner_, attacker, dest_, defender),
projectileEmitted(false)
{
setSound(battle_sound(getCreature(), shoot));
setSound(getCreature()->sounds.shoot);
}
bool RangedAttackAnimation::init()
@ -806,8 +807,8 @@ void CatapultAnimation::tick(uint32_t msPassed)
explosionEmitted = true;
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225) - Point(126, 105);
std::string soundFilename = (catapultDamage > 0) ? "WALLHIT" : "WALLMISS";
std::string effectFilename = (catapultDamage > 0) ? "SGEXPL" : "CSGRCK";
auto soundFilename = AudioPath::builtin((catapultDamage > 0) ? "WALLHIT" : "WALLMISS");
AnimationPath effectFilename = AnimationPath::builtin((catapultDamage > 0) ? "SGEXPL" : "CSGRCK");
CCS->soundh->playSound( soundFilename );
owner.stacksController->addNewAnim( new EffectAnimation(owner, effectFilename, shotTarget));
@ -879,42 +880,42 @@ uint32_t CastAnimation::getAttackClimaxFrame() const
return maxFrames / 2;
}
EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, int effects, bool reversed):
EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, int effects, bool reversed):
BattleAnimation(owner),
animation(std::make_shared<CAnimation>(animationName)),
animation(GH.renderHandler().loadAnimation(animationName)),
effectFlags(effects),
effectFinished(false),
reversed(reversed)
{
logAnim->debug("CPointEffectAnimation::init: effect %s", animationName);
logAnim->debug("CPointEffectAnimation::init: effect %s", animationName.getName());
}
EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects, bool reversed):
EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector<BattleHex> hex, int effects, bool reversed):
EffectAnimation(owner, animationName, effects, reversed)
{
battlehexes = hex;
}
EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex, int effects, bool reversed):
EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, BattleHex hex, int effects, bool reversed):
EffectAnimation(owner, animationName, effects, reversed)
{
assert(hex.isValid());
battlehexes.push_back(hex);
}
EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos, int effects, bool reversed):
EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector<Point> pos, int effects, bool reversed):
EffectAnimation(owner, animationName, effects, reversed)
{
positions = pos;
}
EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, int effects, bool reversed):
EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos, int effects, bool reversed):
EffectAnimation(owner, animationName, effects, reversed)
{
positions.push_back(pos);
}
EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects, bool reversed):
EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos, BattleHex hex, int effects, bool reversed):
EffectAnimation(owner, animationName, effects, reversed)
{
assert(hex.isValid());
@ -970,7 +971,7 @@ bool EffectAnimation::init()
}
else
{
const auto * destStack = owner.getCurrentPlayerInterface()->cb->battleGetUnitByPos(battlehexes[i], false);
const auto * destStack = owner.getBattle()->battleGetUnitByPos(battlehexes[i], false);
Rect tilePos = owner.fieldController->hexPositionLocal(battlehexes[i]);
be.pos.x = tilePos.x + tilePos.w/2 - first->width()/2;

View File

@ -10,6 +10,7 @@
#pragma once
#include "../../lib/battle/BattleHex.h"
#include "../../lib/filesystem/ResourcePath.h"
#include "BattleConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -68,11 +69,11 @@ class StackActionAnimation : public BattleStackAnimation
{
ECreatureAnimType nextGroup;
ECreatureAnimType currGroup;
std::string sound;
AudioPath sound;
public:
void setNextGroup( ECreatureAnimType group );
void setGroup( ECreatureAnimType group );
void setSound( std::string sound );
void setSound( const AudioPath & sound );
ECreatureAnimType getGroup() const;
@ -334,17 +335,17 @@ public:
};
/// Create animation with screen-wide effect
EffectAnimation(BattleInterface & owner, std::string animationName, int effects = 0, bool reversed = false);
EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, int effects = 0, bool reversed = false);
/// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset
EffectAnimation(BattleInterface & owner, std::string animationName, Point pos , int effects = 0, bool reversed = false);
EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos , int effects = 0, bool reversed = false);
EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos , int effects = 0, bool reversed = false);
EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector<Point> pos , int effects = 0, bool reversed = false);
/// Create animation positioned at certain hex(es)
EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex , int effects = 0, bool reversed = false);
EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects = 0, bool reversed = false);
EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, BattleHex hex , int effects = 0, bool reversed = false);
EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector<BattleHex> hex, int effects = 0, bool reversed = false);
EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects = 0, bool reversed = false);
EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos, BattleHex hex, int effects = 0, bool reversed = false);
~EffectAnimation();
bool init() override;

View File

@ -27,7 +27,7 @@
#include "../../CCallback.h"
#include "../../lib/battle/BattleAction.h"
#include "../../lib/filesystem/ResourceID.h"
#include "../../lib/filesystem/ResourcePath.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CStack.h"
#include "../../lib/IGameEventsReceiver.h"
@ -41,14 +41,14 @@ BattleEffectsController::BattleEffectsController(BattleInterface & owner):
void BattleEffectsController::displayEffect(EBattleEffect effect, const BattleHex & destTile)
{
displayEffect(effect, "", destTile);
displayEffect(effect, AudioPath(), destTile);
}
void BattleEffectsController::displayEffect(EBattleEffect effect, std::string soundFile, const BattleHex & destTile)
void BattleEffectsController::displayEffect(EBattleEffect effect, const AudioPath & soundFile, const BattleHex & destTile)
{
size_t effectID = static_cast<size_t>(effect);
std::string customAnim = graphics->battleACToDef[effectID][0];
AnimationPath customAnim = AnimationPath::builtinTODO(graphics->battleACToDef[effectID][0]);
CCS->soundh->playSound( soundFile );
@ -59,7 +59,7 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
{
owner.checkForAnimations();
const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
const CStack * stack = owner.getBattle()->battleGetStackByID(bte.stackID);
if(!stack)
{
logGlobal->error("Invalid stack ID %d", bte.stackID);
@ -69,22 +69,22 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
switch(static_cast<BonusType>(bte.effect))
{
case BonusType::HP_REGENERATION:
displayEffect(EBattleEffect::REGENERATION, "REGENER", stack->getPosition());
displayEffect(EBattleEffect::REGENERATION, AudioPath::builtin("REGENER"), stack->getPosition());
break;
case BonusType::MANA_DRAIN:
displayEffect(EBattleEffect::MANA_DRAIN, "MANADRAI", stack->getPosition());
displayEffect(EBattleEffect::MANA_DRAIN, AudioPath::builtin("MANADRAI"), stack->getPosition());
break;
case BonusType::POISON:
displayEffect(EBattleEffect::POISON, "POISON", stack->getPosition());
displayEffect(EBattleEffect::POISON, AudioPath::builtin("POISON"), stack->getPosition());
break;
case BonusType::FEAR:
displayEffect(EBattleEffect::FEAR, "FEAR", stack->getPosition());
displayEffect(EBattleEffect::FEAR, AudioPath::builtin("FEAR"), stack->getPosition());
break;
case BonusType::MORALE:
{
std::string hlp = CGI->generaltexth->allTexts[33];
boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
displayEffect(EBattleEffect::GOOD_MORALE, "GOODMRLE", stack->getPosition());
displayEffect(EBattleEffect::GOOD_MORALE, AudioPath::builtin("GOODMRLE"), stack->getPosition());
owner.appendBattleLog(hlp);
break;
}
@ -98,7 +98,7 @@ void BattleEffectsController::startAction(const BattleAction & action)
{
owner.checkForAnimations();
const CStack *stack = owner.curInt->cb->battleGetStackByID(action.stackNumber);
const CStack *stack = owner.getBattle()->battleGetStackByID(action.stackNumber);
switch(action.actionType)
{
@ -107,7 +107,7 @@ void BattleEffectsController::startAction(const BattleAction & action)
break;
case EActionType::BAD_MORALE:
owner.appendBattleLog(stack->formatGeneralMessage(-34));
displayEffect(EBattleEffect::BAD_MORALE, "BADMRLE", stack->getPosition());
displayEffect(EBattleEffect::BAD_MORALE, AudioPath::builtin("BADMRLE"), stack->getPosition());
break;
}
@ -132,7 +132,7 @@ void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer
void BattleEffectsController::loadColorMuxers()
{
const JsonNode config(ResourceID("config/battleEffects.json"));
const JsonNode config(JsonPath::builtin("config/battleEffects.json"));
for(auto & muxer : config["colorMuxers"].Struct())
{

View File

@ -11,6 +11,7 @@
#include "../../lib/battle/BattleHex.h"
#include "../../lib/Point.h"
#include "../../lib/filesystem/ResourcePath.h"
#include "BattleConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -64,7 +65,7 @@ public:
//displays custom effect on the battlefield
void displayEffect(EBattleEffect effect, const BattleHex & destTile);
void displayEffect(EBattleEffect effect, std::string soundFile, const BattleHex & destTile);
void displayEffect(EBattleEffect effect, const AudioPath & soundFile, const BattleHex & destTile);
void battleTriggerEffect(const BattleTriggerEffect & bte);

View File

@ -26,6 +26,7 @@
#include "../render/Canvas.h"
#include "../render/IImage.h"
#include "../renderSDL/SDL_Extensions.h"
#include "../render/IRenderHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CursorHandler.h"
#include "../adventureMap/CInGameConsole.h"
@ -120,20 +121,20 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
//preparing cells and hexes
cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
cellShade = IImage::createFromFile("CCELLSHD.BMP");
cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
cellBorder = GH.renderHandler().loadImage(ImagePath::builtin("CCELLGRD.BMP"), EImageBlitMode::COLORKEY);
cellShade = GH.renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"));
cellUnitMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
cellUnitMaxMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMaxMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
attackCursors = GH.renderHandler().loadAnimation(AnimationPath::builtin("CRCOMBAT"));
attackCursors->preload();
initializeHexEdgeMaskToFrameIndex();
rangedFullDamageLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
rangedFullDamageLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsGreen.json"));
rangedFullDamageLimitImages->preload();
shootingRangeLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsRed.json");
shootingRangeLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsRed.json"));
shootingRangeLimitImages->preload();
flipRangeLimitImagesIntoPositions(rangedFullDamageLimitImages);
@ -141,17 +142,17 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
if(!owner.siegeController)
{
auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
auto bfieldType = owner.getBattle()->battleGetBattlefieldType();
if(bfieldType == BattleField::NONE)
logGlobal->error("Invalid battlefield returned for current battle");
else
background = IImage::createFromFile(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
background = GH.renderHandler().loadImage(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
}
else
{
std::string backgroundName = owner.siegeController->getBattleBackgroundName();
background = IImage::createFromFile(backgroundName, EImageBlitMode::OPAQUE);
auto backgroundName = owner.siegeController->getBattleBackgroundName();
background = GH.renderHandler().loadImage(backgroundName, EImageBlitMode::OPAQUE);
}
pos.w = background->width();
@ -284,7 +285,7 @@ void BattleFieldController::redrawBackgroundWithHexes()
const CStack *activeStack = owner.stacksController->getActiveStack();
std::vector<BattleHex> attackableHexes;
if(activeStack)
occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
occupiableHexes = owner.getBattle()->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
// prepare background graphic with hexes and shaded hexes
backgroundWithHexes->draw(background, Point(0,0));
@ -339,7 +340,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
auto hoveredHex = getHoveredHex();
std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
std::set<BattleHex> set = owner.getBattle()->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
for(BattleHex hex : set)
result.insert(hex);
@ -359,10 +360,10 @@ std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
auto hoveredHex = getHoveredHex();
// add possible movement hexes for stack under mouse
const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
const CStack * const hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
if(hoveredStack)
{
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
std::vector<BattleHex> v = owner.getBattle()->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
for(BattleHex hex : v)
result.insert(hex);
}
@ -387,7 +388,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
if(caster && spell) //when casting spell
{
// printing shaded hex(es)
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
for(BattleHex shadedHex : shadedHexes)
@ -407,10 +408,10 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget(
if(!stack)
return {};
std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
std::vector<BattleHex> availableHexes = owner.getBattle()->battleGetAvailableHexes(stack, false, false, nullptr);
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
auto hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
if(owner.getBattle()->battleCanAttack(stack, hoveredStack, hoveredHex))
{
if(isTileAttackable(hoveredHex))
{
@ -670,7 +671,7 @@ BattleHex BattleFieldController::getHoveredHex()
const CStack* BattleFieldController::getHoveredStack()
{
auto hoveredHex = getHoveredHex();
const CStack* hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
const CStack* hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
return hoveredStack;
}
@ -856,7 +857,7 @@ bool BattleFieldController::isTileAttackable(const BattleHex & number) const
void BattleFieldController::updateAccessibleHexes()
{
auto accessibility = owner.curInt->cb->getAccesibility();
auto accessibility = owner.getBattle()->getAccesibility();
for(int i = 0; i < accessibility.size(); i++)
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));

View File

@ -45,7 +45,7 @@
#include "../../lib/TerrainHandler.h"
#include "../../lib/CThreadHelper.h"
BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
BattleInterface::BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2,
const CGHeroInstance *hero1, const CGHeroInstance *hero2,
std::shared_ptr<CPlayerInterface> att,
std::shared_ptr<CPlayerInterface> defen,
@ -55,6 +55,7 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
, attackerInt(att)
, defenderInt(defen)
, curInt(att)
, battleID(battleID)
, battleOpeningDelayActive(true)
{
if(spectatorInt)
@ -68,9 +69,9 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
}
//hot-seat -> check tactics for both players (defender may be local human)
if(attackerInt && attackerInt->cb->battleGetTacticDist())
if(attackerInt && attackerInt->cb->getBattle(getBattleID())->battleGetTacticDist())
tacticianInterface = attackerInt;
else if(defenderInt && defenderInt->cb->battleGetTacticDist())
else if(defenderInt && defenderInt->cb->getBattle(getBattleID())->battleGetTacticDist())
tacticianInterface = defenderInt;
//if we found interface of player with tactics, then enter tactics mode
@ -80,7 +81,7 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
this->army1 = army1;
this->army2 = army2;
const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
const CGTownInstance *town = getBattle()->battleGetDefendedTown();
if(town && town->hasFort())
siegeController.reset(new BattleSiegeController(*this, town));
@ -223,12 +224,12 @@ void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
stacksController->stackAttacking(attackInfo);
}
void BattleInterface::newRoundFirst( int round )
void BattleInterface::newRoundFirst()
{
waitForAnimations();
}
void BattleInterface::newRound(int number)
void BattleInterface::newRound()
{
console->addText(CGI->generaltexth->allTexts[412]);
}
@ -241,10 +242,10 @@ void BattleInterface::giveCommand(EActionType action, BattleHex tile, SpellID sp
actor = stacksController->getActiveStack();
}
auto side = curInt->cb->playerToSide(curInt->playerID);
auto side = getBattle()->playerToSide(curInt->playerID);
if(!side)
{
logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
logGlobal->error("Player %s is not in battle", curInt->playerID.toString());
return;
}
@ -265,11 +266,11 @@ void BattleInterface::sendCommand(BattleAction command, const CStack * actor)
{
logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
stacksController->setActiveStack(nullptr);
curInt->cb->battleMakeUnitAction(command);
curInt->cb->battleMakeUnitAction(battleID, command);
}
else
{
curInt->cb->battleMakeTacticAction(command);
curInt->cb->battleMakeTacticAction(battleID, command);
stacksController->setActiveStack(nullptr);
//next stack will be activated when action ends
}
@ -353,7 +354,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
if(!spell)
return;
const std::string & castSoundPath = spell->getCastSound();
const AudioPath & castSoundPath = spell->getCastSound();
if (!castSoundPath.empty())
{
@ -368,13 +369,13 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
if ( sc->activeCast )
{
const CStack * casterStack = curInt->cb->battleGetStackByID(sc->casterStack);
const CStack * casterStack = getBattle()->battleGetStackByID(sc->casterStack);
if(casterStack != nullptr )
{
addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
{
stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
displaySpellCast(spell, casterStack->getPosition());
});
}
@ -385,7 +386,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
{
stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
});
}
}
@ -397,7 +398,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
//queuing affect animation
for(auto & elem : sc->affectedCres)
{
auto stack = curInt->cb->battleGetStackByID(elem, false);
auto stack = getBattle()->battleGetStackByID(elem, false);
assert(stack);
if(stack)
{
@ -409,7 +410,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
for(auto & elem : sc->reflectedCres)
{
auto stack = curInt->cb->battleGetStackByID(elem, false);
auto stack = getBattle()->battleGetStackByID(elem, false);
assert(stack);
addToAnimationStage(EAnimationEvents::HIT, [=](){
effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition());
@ -419,13 +420,13 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
if (!sc->resistedCres.empty())
{
addToAnimationStage(EAnimationEvents::HIT, [=](){
CCS->soundh->playSound("MAGICRES");
CCS->soundh->playSound(AudioPath::builtin("MAGICRES"));
});
}
for(auto & elem : sc->resistedCres)
{
auto stack = curInt->cb->battleGetStackByID(elem, false);
auto stack = getBattle()->battleGetStackByID(elem, false);
assert(stack);
addToAnimationStage(EAnimationEvents::HIT, [=](){
effectsController->displayEffect(EBattleEffect::RESISTANCE, stack->getPosition());
@ -440,8 +441,8 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
bool side = sc->side;
addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side ? "SP07_A.DEF" : "SP07_B.DEF"), leftHero));
stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side ? "SP07_B.DEF" : "SP07_A.DEF"), rightHero));
});
}
@ -487,7 +488,7 @@ void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, const CSp
if (!animation.effectName.empty())
{
const CStack * destStack = getCurrentPlayerInterface()->cb->battleGetStackByPos(destinationTile, false);
const CStack * destStack = getBattle()->battleGetStackByPos(destinationTile, false);
if (destStack)
stacksController->addNewAnim(new ColorTransformAnimation(*this, destStack, animation.effectName, spell ));
@ -566,12 +567,22 @@ bool BattleInterface::makingTurn() const
return stacksController->getActiveStack() != nullptr;
}
BattleID BattleInterface::getBattleID() const
{
return battleID;
}
std::shared_ptr<CPlayerBattleCallback> BattleInterface::getBattle() const
{
return curInt->cb->getBattle(battleID);
}
void BattleInterface::endAction(const BattleAction &action)
{
// it is possible that tactics mode ended while opening music is still playing
waitForAnimations();
const CStack *stack = curInt->cb->battleGetStackByID(action.stackNumber);
const CStack *stack = getBattle()->battleGetStackByID(action.stackNumber);
// Activate stack from stackToActivate because this might have been temporary disabled, e.g., during spell cast
activateStack();
@ -606,7 +617,7 @@ void BattleInterface::startAction(const BattleAction & action)
if (!action.isUnitAction())
return;
assert(curInt->cb->battleGetStackByID(action.stackNumber));
assert(getBattle()->battleGetStackByID(action.stackNumber));
windowObject->updateQueue();
effectsController->startAction(action);
}
@ -616,10 +627,10 @@ void BattleInterface::tacticPhaseEnd()
stacksController->setActiveStack(nullptr);
tacticsMode = false;
auto side = tacticianInterface->cb->playerToSide(tacticianInterface->playerID);
auto side = tacticianInterface->cb->getBattle(battleID)->playerToSide(tacticianInterface->playerID);
auto action = BattleAction::makeEndOFTacticPhase(*side);
tacticianInterface->cb->battleMakeTacticAction(action);
tacticianInterface->cb->battleMakeTacticAction(battleID, action);
}
static bool immobile(const CStack *s)
@ -635,7 +646,7 @@ void BattleInterface::tacticNextStack(const CStack * current)
//no switching stacks when the current one is moving
checkForAnimations();
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
TStacks stacksOfMine = tacticianInterface->cb->getBattle(battleID)->battleGetStacks(CPlayerBattleCallback::ONLY_MINE);
vstd::erase_if (stacksOfMine, &immobile);
if (stacksOfMine.empty())
{
@ -687,7 +698,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
{
assert(curInt->isAutoFightOn);
if(curInt->cb->battleIsFinished())
if(getBattle()->battleIsFinished())
{
return; // battle finished with spellcast
}
@ -716,7 +727,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
boost::thread aiThread([this, activeStack]()
{
setThreadName("autofightingAI");
curInt->autofightingAI->activeStack(activeStack);
curInt->autofightingAI->activeStack(battleID, activeStack);
});
aiThread.detach();
}

View File

@ -30,6 +30,7 @@ struct BattleTriggerEffect;
struct BattleHex;
struct InfoAboutHero;
class ObstacleChanges;
class CPlayerBattleCallback;
VCMI_LIB_NAMESPACE_END
@ -115,6 +116,9 @@ class BattleInterface
/// if set to true, battle is still starting and waiting for intro sound to end / key press from player
bool battleOpeningDelayActive;
/// ID of ongoing battle
BattleID battleID;
void playIntroSoundAndUnlockInterface();
void onIntroSoundPlayed();
public:
@ -149,7 +153,10 @@ public:
bool makingTurn() const;
BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
BattleID getBattleID() const;
std::shared_ptr<CPlayerBattleCallback> getBattle() const;
BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
~BattleInterface();
void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
@ -196,8 +203,8 @@ public:
void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport); //stack with id number moved to destHex
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
void newRoundFirst( int round );
void newRound(int number); //caled when round is ended; number is the number of round
void newRoundFirst();
void newRound(); //caled when round is ended;
void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell

View File

@ -37,6 +37,7 @@
#include "../windows/CMessage.h"
#include "../windows/CSpellWindow.h"
#include "../render/CAnimation.h"
#include "../render/IRenderHandler.h"
#include "../adventureMap/CInGameConsole.h"
#include "../../CCallback.h"
@ -289,7 +290,7 @@ void BattleHero::heroLeftClicked()
if(!hero || !owner.makingTurn())
return;
if(owner.getCurrentPlayerInterface()->cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
if(owner.getBattle()->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
{
CCS->curh->set(Cursor::Map::POINTER);
GH.windows().createAndPushWindow<CSpellWindow>(hero, owner.getCurrentPlayerInterface());
@ -342,7 +343,7 @@ BattleHero::BattleHero(const BattleInterface & owner, const CGHeroInstance * her
currentFrame(0.f),
flagCurrentFrame(0.f)
{
std::string animationPath;
AnimationPath animationPath;
if(!hero->type->battleImage.empty())
animationPath = hero->type->battleImage;
@ -352,7 +353,7 @@ BattleHero::BattleHero(const BattleInterface & owner, const CGHeroInstance * her
else
animationPath = hero->type->heroClass->imageBattleMale;
animation = std::make_shared<CAnimation>(animationPath);
animation = GH.renderHandler().loadAnimation(animationPath);
animation->preload();
pos.w = 64;
@ -364,9 +365,9 @@ BattleHero::BattleHero(const BattleInterface & owner, const CGHeroInstance * her
animation->verticalFlip();
if(defender)
flagAnimation = std::make_shared<CAnimation>("CMFLAGR");
flagAnimation = GH.renderHandler().loadAnimation(AnimationPath::builtin("CMFLAGR"));
else
flagAnimation = std::make_shared<CAnimation>("CMFLAGL");
flagAnimation = GH.renderHandler().loadAnimation(AnimationPath::builtin("CMFLAGL"));
flagAnimation->preload();
flagAnimation->playerColored(hero->tempOwner);
@ -386,7 +387,7 @@ HeroInfoBasicPanel::HeroInfoBasicPanel(const InfoAboutHero & hero, Point * posit
if(initializeBackground)
{
background = std::make_shared<CPicture>("CHRPOP");
background = std::make_shared<CPicture>(ImagePath::builtin("CHRPOP"));
background->getSurface()->setBlitMode(EImageBlitMode::OPAQUE);
background->colorize(hero.owner);
}
@ -406,7 +407,7 @@ void HeroInfoBasicPanel::initializeData(const InfoAboutHero & hero)
auto currentSpellPoints = hero.details->mana;
auto maxSpellPoints = hero.details->manaLimit;
icons.push_back(std::make_shared<CAnimImage>("PortraitsLarge", hero.portrait, 0, 10, 6));
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("PortraitsLarge"), hero.portrait, 0, 10, 6));
//primary stats
labels.push_back(std::make_shared<CLabel>(9, 75, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[380] + ":"));
@ -423,8 +424,8 @@ void HeroInfoBasicPanel::initializeData(const InfoAboutHero & hero)
labels.push_back(std::make_shared<CLabel>(9, 131, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[384] + ":"));
labels.push_back(std::make_shared<CLabel>(9, 143, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[385] + ":"));
icons.push_back(std::make_shared<CAnimImage>("IMRL22", morale + 3, 0, 47, 131));
icons.push_back(std::make_shared<CAnimImage>("ILCK22", luck + 3, 0, 47, 143));
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("IMRL22"), morale + 3, 0, 47, 131));
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("ILCK22"), luck + 3, 0, 47, 143));
//spell points
labels.push_back(std::make_shared<CLabel>(39, 174, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[387]));
@ -446,7 +447,7 @@ void HeroInfoBasicPanel::show(Canvas & to)
}
HeroInfoWindow::HeroInfoWindow(const InfoAboutHero & hero, Point * position)
: CWindowObject(RCLICK_POPUP | SHADOW_DISABLED, "CHRPOP")
: CWindowObject(RCLICK_POPUP | SHADOW_DISABLED, ImagePath::builtin("CHRPOP"))
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
if (position != nullptr)
@ -462,16 +463,16 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>("CPRESULT");
background = std::make_shared<CPicture>(ImagePath::builtin("CPRESULT"));
background->colorize(owner.playerID);
pos = center(background->pos);
exit = std::make_shared<CButton>(Point(384, 505), "iok6432.def", std::make_pair("", ""), [&](){ bExitf();}, EShortcut::GLOBAL_ACCEPT);
exit = std::make_shared<CButton>(Point(384, 505), AnimationPath::builtin("iok6432.def"), std::make_pair("", ""), [&](){ bExitf();}, EShortcut::GLOBAL_ACCEPT);
exit->setBorderColor(Colors::METALLIC_GOLD);
if(allowReplay)
{
repeat = std::make_shared<CButton>(Point(24, 505), "icn6432.def", std::make_pair("", ""), [&](){ bRepeatf();}, EShortcut::GLOBAL_CANCEL);
repeat = std::make_shared<CButton>(Point(24, 505), AnimationPath::builtin("icn6432.def"), std::make_pair("", ""), [&](){ bRepeatf();}, EShortcut::GLOBAL_CANCEL);
repeat->setBorderColor(Colors::METALLIC_GOLD);
labels.push_back(std::make_shared<CLabel>(232, 520, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->translate("vcmi.battleResultsWindow.applyResultsLabel")));
}
@ -502,17 +503,17 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
for(int i = 0; i < 2; i++)
{
auto heroInfo = owner.cb->battleGetHeroInfo(i);
auto heroInfo = owner.cb->getBattle(br.battleID)->battleGetHeroInfo(i);
const int xs[] = {21, 392};
if(heroInfo.portrait >= 0) //attacking hero
{
icons.push_back(std::make_shared<CAnimImage>("PortraitsLarge", heroInfo.portrait, 0, xs[i], 38));
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("PortraitsLarge"), heroInfo.portrait, 0, xs[i], 38));
sideNames[i] = heroInfo.name;
}
else
{
auto stacks = owner.cb->battleGetAllStacks();
auto stacks = owner.cb->getBattle(br.battleID)->battleGetAllStacks();
vstd::erase_if(stacks, [i](const CStack * stack) //erase stack of other side and not coming from garrison
{
return stack->unitSide() != i || !stack->base;
@ -525,7 +526,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
if(best != stacks.end()) //should be always but to be safe...
{
icons.push_back(std::make_shared<CAnimImage>("TWCRPORT", (*best)->unitType()->getIconIndex(), 0, xs[i], 38));
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("TWCRPORT"), (*best)->unitType()->getIconIndex(), 0, xs[i], 38));
sideNames[i] = (*best)->unitType()->getNamePluralTranslated();
}
}
@ -552,7 +553,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
if (creature->getId() == CreatureID::ARROW_TOWERS )
continue; // do not show destroyed towers in battle results
icons.push_back(std::make_shared<CAnimImage>("CPRSMALL", creature->getIconIndex(), 0, xPos, yPos));
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("CPRSMALL"), creature->getIconIndex(), 0, xPos, yPos));
std::ostringstream amount;
amount<<elem.second;
labels.push_back(std::make_shared<CLabel>(xPos + 16, yPos + 42, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, amount.str()));
@ -561,7 +562,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
}
}
//printing result description
bool weAreAttacker = !(owner.cb->battleGetMySide());
bool weAreAttacker = !(owner.cb->getBattle(br.battleID)->battleGetMySide());
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
int text = 304;
@ -580,11 +581,11 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
break;
}
CCS->musich->playMusic("Music/Win Battle", false, true);
CCS->videoh->open("WIN3.BIK");
CCS->musich->playMusic(AudioPath::builtin("Music/Win Battle"), false, true);
CCS->videoh->open(VideoPath::builtin("WIN3.BIK"));
std::string str = CGI->generaltexth->allTexts[text];
const CGHeroInstance * ourHero = owner.cb->battleGetMyHero();
const CGHeroInstance * ourHero = owner.cb->getBattle(br.battleID)->battleGetMyHero();
if (ourHero)
{
str += CGI->generaltexth->allTexts[305];
@ -597,20 +598,20 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
else // we lose
{
int text = 311;
std::string musicName = "Music/LoseCombat";
std::string videoName = "LBSTART.BIK";
AudioPath musicName = AudioPath::builtin("Music/LoseCombat");
VideoPath videoName = VideoPath::builtin("LBSTART.BIK");
switch(br.result)
{
case EBattleResult::NORMAL:
break;
case EBattleResult::ESCAPE:
musicName = "Music/Retreat Battle";
videoName = "RTSTART.BIK";
musicName = AudioPath::builtin("Music/Retreat Battle");
videoName = VideoPath::builtin("RTSTART.BIK");
text = 310;
break;
case EBattleResult::SURRENDER:
musicName = "Music/Surrender Battle";
videoName = "SURRENDER.BIK";
musicName = AudioPath::builtin("Music/Surrender Battle");
videoName = VideoPath::builtin("SURRENDER.BIK");
text = 309;
break;
default:
@ -676,8 +677,8 @@ StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
pos.x += parent->pos.w/2 - pos.w/2;
pos.y += 10;
icons = std::make_shared<CAnimation>("CPRSMALL");
stateIcons = std::make_shared<CAnimation>("VCMI/BATTLEQUEUE/STATESSMALL");
icons = GH.renderHandler().loadAnimation(AnimationPath::builtin("CPRSMALL"));
stateIcons = GH.renderHandler().loadAnimation(AnimationPath::builtin("VCMI/BATTLEQUEUE/STATESSMALL"));
}
else
{
@ -686,12 +687,12 @@ StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
pos.x += 0;
pos.y -= pos.h;
background = std::make_shared<CFilledTexture>("DIBOXBCK", Rect(0, 0, pos.w, pos.h));
background = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK"), Rect(0, 0, pos.w, pos.h));
icons = std::make_shared<CAnimation>("TWCRPORT");
stateIcons = std::make_shared<CAnimation>("VCMI/BATTLEQUEUE/STATESSMALL");
icons = GH.renderHandler().loadAnimation(AnimationPath::builtin("TWCRPORT"));
stateIcons = GH.renderHandler().loadAnimation(AnimationPath::builtin("VCMI/BATTLEQUEUE/STATESSMALL"));
//TODO: where use big icons?
//stateIcons = std::make_shared<CAnimation>("VCMI/BATTLEQUEUE/STATESBIG");
//stateIcons = GH.renderHandler().loadAnimation("VCMI/BATTLEQUEUE/STATESBIG");
}
stateIcons->preload();
@ -714,7 +715,7 @@ void StackQueue::update()
{
std::vector<battle::Units> queueData;
owner.getCurrentPlayerInterface()->cb->battleGetTurnOrder(queueData, stackBoxes.size(), 0);
owner.getBattle()->battleGetTurnOrder(queueData, stackBoxes.size(), 0);
size_t boxIndex = 0;
@ -750,7 +751,7 @@ StackQueue::StackBox::StackBox(StackQueue * owner):
CIntObject(SHOW_POPUP | HOVER), owner(owner)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>(owner->embedded ? "StackQueueSmall" : "StackQueueLarge");
background = std::make_shared<CPicture>(ImagePath::builtin(owner->embedded ? "StackQueueSmall" : "StackQueueLarge"));
pos.w = background->pos.w;
pos.h = background->pos.h;

View File

@ -22,6 +22,7 @@
#include "../CPlayerInterface.h"
#include "../gui/CGuiHandler.h"
#include "../render/Canvas.h"
#include "../render/IRenderHandler.h"
#include "../../CCallback.h"
#include "../../lib/battle/CObstacleInstance.h"
@ -31,7 +32,7 @@ BattleObstacleController::BattleObstacleController(BattleInterface & owner):
owner(owner),
timePassed(0.f)
{
auto obst = owner.curInt->cb->battleGetAllObstacles();
auto obst = owner.getBattle()->battleGetAllObstacles();
for(auto & elem : obst)
{
if ( elem->obstacleType == CObstacleInstance::MOAT )
@ -42,21 +43,21 @@ BattleObstacleController::BattleObstacleController(BattleInterface & owner):
void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
{
std::string animationName = oi.getAnimation();
AnimationPath animationName = oi.getAnimation();
if (animationsCache.count(animationName) == 0)
{
if (oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
// obstacle uses single bitmap image for animations
auto animation = std::make_shared<CAnimation>();
animation->setCustom(animationName, 0, 0);
auto animation = GH.renderHandler().createAnimation();
animation->setCustom(animationName.getName(), 0, 0);
animationsCache[animationName] = animation;
animation->preload();
}
else
{
auto animation = std::make_shared<CAnimation>(animationName);
auto animation = GH.renderHandler().loadAnimation(animationName);
animationsCache[animationName] = animation;
animation->preload();
}
@ -76,7 +77,7 @@ void BattleObstacleController::obstacleRemoved(const std::vector<ObstacleChanges
continue;
}
auto animation = std::make_shared<CAnimation>(obstacle["appearAnimation"].String());
auto animation = GH.renderHandler().loadAnimation(AnimationPath::fromJson(obstacle["appearAnimation"]));
animation->preload();
auto first = animation->getImage(0, 0);
@ -87,7 +88,7 @@ void BattleObstacleController::obstacleRemoved(const std::vector<ObstacleChanges
// -> if we know how to blit obstacle, let's blit the effect in the same place
Point whereTo = getObstaclePosition(first, obstacle);
//AFAIK, in H3 there is no sound of obstacle removal
owner.stacksController->addNewAnim(new EffectAnimation(owner, obstacle["appearAnimation"].String(), whereTo, obstacle["position"].Integer(), 0, true));
owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::fromJson(obstacle["appearAnimation"]), whereTo, obstacle["position"].Integer(), 0, true));
obstacleAnimations.erase(oi.id);
//so when multiple obstacles are removed, they show up one after another
@ -99,12 +100,12 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
{
for(const auto & oi : obstacles)
{
auto side = owner.curInt->cb->playerToSide(owner.curInt->playerID);
auto side = owner.getBattle()->playerToSide(owner.curInt->playerID);
if(!oi->visibleForSide(side.value(), owner.curInt->cb->battleHasNativeStack(side.value())))
if(!oi->visibleForSide(side.value(), owner.getBattle()->battleHasNativeStack(side.value())))
continue;
auto animation = std::make_shared<CAnimation>(oi->getAppearAnimation());
auto animation = GH.renderHandler().loadAnimation(oi->getAppearAnimation());
animation->preload();
auto first = animation->getImage(0, 0);
@ -127,7 +128,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
{
//Blit absolute obstacles
for(auto & obstacle : owner.curInt->cb->battleGetAllObstacles())
for(auto & obstacle : owner.getBattle()->battleGetAllObstacles())
{
if(obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
@ -153,7 +154,7 @@ void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
void BattleObstacleController::collectRenderableObjects(BattleRenderer & renderer)
{
for (auto obstacle : owner.curInt->cb->battleGetAllObstacles())
for (auto obstacle : owner.getBattle()->battleGetAllObstacles())
{
if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
continue;

View File

@ -9,6 +9,8 @@
*/
#pragma once
#include "../../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
struct BattleHex;
@ -35,7 +37,7 @@ class BattleObstacleController
float timePassed;
/// cached animations of all obstacles in current battle
std::map<std::string, std::shared_ptr<CAnimation>> animationsCache;
std::map<AnimationPath, std::shared_ptr<CAnimation>> animationsCache;
/// list of all obstacles that are currently being rendered
std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;

View File

@ -16,6 +16,7 @@
#include "CreatureAnimation.h"
#include "../render/Canvas.h"
#include "../render/IRenderHandler.h"
#include "../gui/CGuiHandler.h"
#include "../CGameInfo.h"
@ -188,9 +189,9 @@ void BattleProjectileController::initStackProjectile(const CStack * stack)
projectilesCache[creature.animation.projectileImageName] = createProjectileImage(creature.animation.projectileImageName);
}
std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(const std::string & path )
std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(const AnimationPath & path )
{
std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(path);
std::shared_ptr<CAnimation> projectile = GH.renderHandler().loadAnimation(path);
projectile->preload();
if(projectile->size(1) != 0)
@ -204,7 +205,7 @@ 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;
AnimationPath imageName = creature.animation.projectileImageName;
if (!projectilesCache.count(imageName))
initStackProjectile(stack);
@ -361,7 +362,7 @@ void BattleProjectileController::createProjectile(const CStack * shooter, Point
void BattleProjectileController::createSpellProjectile(const CStack * shooter, Point from, Point dest, const CSpell * spell)
{
double projectileAngle = std::abs(atan2(dest.x - from.x, dest.y - from.y));
std::string animToDisplay = spell->animationInfo.selectProjectile(projectileAngle);
AnimationPath animToDisplay = spell->animationInfo.selectProjectile(projectileAngle);
assert(!animToDisplay.empty());

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@ -11,6 +11,7 @@
#include "../../lib/CCreatureHandler.h"
#include "../../lib/Point.h"
#include "../../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -83,13 +84,13 @@ class BattleProjectileController
BattleInterface & owner;
/// all projectiles loaded during current battle
std::map<std::string, std::shared_ptr<CAnimation>> projectilesCache;
std::map<AnimationPath, std::shared_ptr<CAnimation>> projectilesCache;
/// projectiles currently flying on battlefield
std::vector<std::shared_ptr<ProjectileBase>> projectiles;
std::shared_ptr<CAnimation> getProjectileImage(const CStack * stack);
std::shared_ptr<CAnimation> createProjectileImage(const std::string & path );
std::shared_ptr<CAnimation> createProjectileImage(const AnimationPath & path );
void initStackProjectile(const CStack * stack);
bool stackUsesRayProjectile(const CStack * stack) const;

View File

@ -20,15 +20,17 @@
#include "../CMusicHandler.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CGuiHandler.h"
#include "../render/Canvas.h"
#include "../render/IImage.h"
#include "../render/IRenderHandler.h"
#include "../../CCallback.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CStack.h"
#include "../../lib/mapObjects/CGTownInstance.h"
std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
{
auto getImageIndex = [&]() -> int
{
@ -68,44 +70,44 @@ std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisua
auto faction = town->town->faction->getIndex();
if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD)
return prefix + "TPW1.BMP";
return ImagePath::builtinTODO(prefix + "TPW1.BMP");
else
return prefix + "TPWL.BMP";
return ImagePath::builtinTODO(prefix + "TPWL.BMP");
}
case EWallVisual::KEEP:
return prefix + "MAN" + addit + ".BMP";
return ImagePath::builtinTODO(prefix + "MAN" + addit + ".BMP");
case EWallVisual::BOTTOM_TOWER:
return prefix + "TW1" + addit + ".BMP";
return ImagePath::builtinTODO(prefix + "TW1" + addit + ".BMP");
case EWallVisual::BOTTOM_WALL:
return prefix + "WA1" + addit + ".BMP";
return ImagePath::builtinTODO(prefix + "WA1" + addit + ".BMP");
case EWallVisual::WALL_BELLOW_GATE:
return prefix + "WA3" + addit + ".BMP";
return ImagePath::builtinTODO(prefix + "WA3" + addit + ".BMP");
case EWallVisual::WALL_OVER_GATE:
return prefix + "WA4" + addit + ".BMP";
return ImagePath::builtinTODO(prefix + "WA4" + addit + ".BMP");
case EWallVisual::UPPER_WALL:
return prefix + "WA6" + addit + ".BMP";
return ImagePath::builtinTODO(prefix + "WA6" + addit + ".BMP");
case EWallVisual::UPPER_TOWER:
return prefix + "TW2" + addit + ".BMP";
return ImagePath::builtinTODO(prefix + "TW2" + addit + ".BMP");
case EWallVisual::GATE:
return prefix + "DRW" + addit + ".BMP";
return ImagePath::builtinTODO(prefix + "DRW" + addit + ".BMP");
case EWallVisual::GATE_ARCH:
return prefix + "ARCH.BMP";
return ImagePath::builtinTODO(prefix + "ARCH.BMP");
case EWallVisual::BOTTOM_STATIC_WALL:
return prefix + "WA2.BMP";
return ImagePath::builtinTODO(prefix + "WA2.BMP");
case EWallVisual::UPPER_STATIC_WALL:
return prefix + "WA5.BMP";
return ImagePath::builtinTODO(prefix + "WA5.BMP");
case EWallVisual::MOAT:
return prefix + "MOAT.BMP";
return ImagePath::builtinTODO(prefix + "MOAT.BMP");
case EWallVisual::MOAT_BANK:
return prefix + "MLIP.BMP";
return ImagePath::builtinTODO(prefix + "MLIP.BMP");
case EWallVisual::KEEP_BATTLEMENT:
return prefix + "MANC.BMP";
return ImagePath::builtinTODO(prefix + "MANC.BMP");
case EWallVisual::BOTTOM_BATTLEMENT:
return prefix + "TW1C.BMP";
return ImagePath::builtinTODO(prefix + "TW1C.BMP");
case EWallVisual::UPPER_BATTLEMENT:
return prefix + "TW2C.BMP";
return ImagePath::builtinTODO(prefix + "TW2C.BMP");
default:
return "";
return ImagePath();
}
}
@ -118,10 +120,10 @@ void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVis
canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
}
std::string BattleSiegeController::getBattleBackgroundName() const
ImagePath BattleSiegeController::getBattleBackgroundName() const
{
const std::string & prefix = town->town->clientInfo.siegePrefix;
return prefix + "BACK.BMP";
return ImagePath::builtinTODO(prefix + "BACK.BMP");
}
bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
@ -133,9 +135,9 @@ bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what)
{
case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.curInt->cb->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
default: return true;
}
}
@ -180,7 +182,7 @@ BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTo
if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
continue;
wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED));
wallPieceImages[g] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED));
}
}
@ -220,7 +222,7 @@ Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) con
void BattleSiegeController::gateStateChanged(const EGateState state)
{
auto oldState = owner.curInt->cb->battleGetGateState();
auto oldState = owner.getBattle()->battleGetGateState();
bool playSound = false;
auto stateId = EWallState::NONE;
switch(state)
@ -246,7 +248,7 @@ void BattleSiegeController::gateStateChanged(const EGateState state)
wallPieceImages[EWallVisual::GATE] = nullptr;
if (stateId != EWallState::NONE)
wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE, stateId));
wallPieceImages[EWallVisual::GATE] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::GATE, stateId));
if (playSound)
CCS->soundh->playSound(soundBase::DRAWBRG);
@ -275,7 +277,7 @@ 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.getBattle()->battleGetAllStacks(true))
{
if ( stack->initialPosition == getTurretBattleHex(wallPiece))
return stack;
@ -318,15 +320,15 @@ bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
if (owner.tacticsMode)
return false;
auto wallPart = owner.curInt->cb->battleHexToWallPart(hex);
return owner.curInt->cb->isWallPartAttackable(wallPart);
auto wallPart = owner.getBattle()->battleHexToWallPart(hex);
return owner.getBattle()->isWallPartAttackable(wallPart);
}
void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
{
if (ca.attacker != -1)
{
const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
const CStack *stack = owner.getBattle()->battleGetStackByID(ca.attacker);
for (auto attackInfo : ca.attackedParts)
{
owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
@ -340,8 +342,8 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
for (auto attackInfo : ca.attackedParts)
positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
CCS->soundh->playSound( "WALLHIT" );
owner.stacksController->addNewAnim(new EffectAnimation(owner, "SGEXPL.DEF", positions));
CCS->soundh->playSound( AudioPath::builtin("WALLHIT") );
owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::builtin("SGEXPL.DEF"), positions));
}
owner.waitForAnimations();
@ -353,9 +355,9 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
if (wallId == EWallVisual::GATE)
continue;
auto wallState = EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
auto wallState = EWallState(owner.getBattle()->battleGetWallState(attackInfo.attackedPart));
wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
wallPieceImages[wallId] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
}
}

View File

@ -11,6 +11,7 @@
#include "../../lib/GameConstants.h"
#include "../../lib/battle/BattleHex.h"
#include "../../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -76,7 +77,7 @@ class BattleSiegeController
std::array<std::shared_ptr<IImage>, EWallVisual::WALL_LAST + 1> wallPieceImages;
/// return URI for image for a wall piece
std::string getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const;
ImagePath getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const;
/// returns BattleHex to which chosen wall piece is bound
BattleHex getWallPiecePosition(EWallVisual::EWallVisual what) const;
@ -102,7 +103,7 @@ public:
/// queries from other battle controllers
bool isAttackableByCatapult(BattleHex hex) const;
std::string getBattleBackgroundName() const;
ImagePath getBattleBackgroundName() const;
const CCreature *getTurretCreature() const;
Point getTurretCreaturePosition( BattleHex position ) const;

View File

@ -28,6 +28,7 @@
#include "../gui/CGuiHandler.h"
#include "../render/Colors.h"
#include "../render/Canvas.h"
#include "../render/IRenderHandler.h"
#include "../../CCallback.h"
#include "../../lib/spells/ISpellMechanics.h"
@ -76,10 +77,10 @@ BattleStacksController::BattleStacksController(BattleInterface & owner):
animIDhelper(0)
{
//preparing graphics for displaying amounts of creatures
amountNormal = IImage::createFromFile("CMNUMWIN.BMP", EImageBlitMode::COLORKEY);
amountPositive = IImage::createFromFile("CMNUMWIN.BMP", EImageBlitMode::COLORKEY);
amountNegative = IImage::createFromFile("CMNUMWIN.BMP", EImageBlitMode::COLORKEY);
amountEffNeutral = IImage::createFromFile("CMNUMWIN.BMP", EImageBlitMode::COLORKEY);
amountNormal = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
amountPositive = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
amountNegative = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
amountEffNeutral = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
static const auto shifterNormal = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.6f, 0.2f, 1.0f );
static const auto shifterPositive = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.2f, 1.0f, 0.2f );
@ -94,7 +95,7 @@ BattleStacksController::BattleStacksController(BattleInterface & owner):
amountNegative->adjustPalette(shifterNegative, ignoredMask);
amountEffNeutral->adjustPalette(shifterNeutral, ignoredMask);
std::vector<const CStack*> stacks = owner.curInt->cb->battleGetAllStacks(true);
std::vector<const CStack*> stacks = owner.getBattle()->battleGetAllStacks(true);
for(const CStack * s : stacks)
{
stackAdded(s, true);
@ -126,7 +127,7 @@ BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
{
auto stacks = owner.curInt->cb->battleGetAllStacks(false);
auto stacks = owner.getBattle()->battleGetAllStacks(false);
for (auto stack : stacks)
{
@ -359,7 +360,7 @@ void BattleStacksController::initializeBattleAnimations()
void BattleStacksController::tickFrameBattleAnimations(uint32_t msPassed)
{
for (auto stack : owner.curInt->cb->battleGetAllStacks(true))
for (auto stack : owner.getBattle()->battleGetAllStacks(true))
{
if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
continue;
@ -462,7 +463,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
addNewAnim(new HittedAnimation(owner, attackedInfo.defender));
if (attackedInfo.fireShield)
owner.effectsController->displayEffect(EBattleEffect::FIRE_SHIELD, "FIRESHIE", attackedInfo.attacker->getPosition());
owner.effectsController->displayEffect(EBattleEffect::FIRE_SHIELD, AudioPath::builtin("FIRESHIE"), attackedInfo.attacker->getPosition());
if (attackedInfo.spellEffect != SpellID::NONE)
{
@ -481,7 +482,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
if (attackedInfo.rebirth)
{
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, "RESURECT", attackedInfo.defender->getPosition());
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, AudioPath::builtin("RESURECT"), attackedInfo.defender->getPosition());
addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender));
});
}
@ -552,9 +553,7 @@ void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleH
bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
{
bool mustReverse = owner.curInt->cb->isToReverse(
attacker,
defender);
bool mustReverse = owner.getBattle()->isToReverse(attacker, defender);
if (attacker->unitSide() == BattleSide::ATTACKER)
return !mustReverse;
@ -594,7 +593,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
{
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
owner.appendBattleLog(info.attacker->formatGeneralMessage(-45));
owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, "GOODLUCK", attacker->getPosition());
owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, AudioPath::builtin("GOODLUCK"), attacker->getPosition());
});
}
@ -602,7 +601,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
{
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
owner.appendBattleLog(info.attacker->formatGeneralMessage(-44));
owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, "BADLUCK", attacker->getPosition());
owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, AudioPath::builtin("BADLUCK"), attacker->getPosition());
});
}
@ -610,7 +609,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
{
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
owner.appendBattleLog(info.attacker->formatGeneralMessage(365));
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, "DEATHBLO", defender->getPosition());
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, AudioPath::builtin("DEATHBLO"), defender->getPosition());
});
for(auto elem : info.secondaryDefender)
@ -645,7 +644,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
{
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=]()
{
owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, "DRAINLIF", attacker->getPosition());
owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, AudioPath::builtin("DRAINLIF"), attacker->getPosition());
});
}
@ -670,7 +669,7 @@ void BattleStacksController::endAction(const BattleAction & action)
owner.checkForAnimations();
//check if we should reverse stacks
TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
TStacks stacks = owner.getBattle()->battleGetStacks(CPlayerBattleCallback::MINE_AND_ENEMY);
for (const CStack *s : stacks)
{
@ -847,7 +846,7 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
if(hoveredQueueUnitId.has_value())
{
return { owner.curInt->cb->battleGetStackByID(hoveredQueueUnitId.value(), true) };
return { owner.getBattle()->battleGetStackByID(hoveredQueueUnitId.value(), true) };
}
auto hoveredHex = owner.fieldController->getHoveredHex();
@ -867,14 +866,14 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
spells::Target target;
target.emplace_back(hoveredHex);
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
auto mechanics = spell->battleMechanics(&event);
return mechanics->getAffectedStacks(target);
}
if(hoveredHex.isValid())
{
const CStack * const stack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
const CStack * const stack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
if (stack)
return {stack};

View File

@ -29,6 +29,7 @@
#include "../windows/CMessage.h"
#include "../render/CAnimation.h"
#include "../render/Canvas.h"
#include "../render/IRenderHandler.h"
#include "../adventureMap/CInGameConsole.h"
#include "../../CCallback.h"
@ -37,7 +38,7 @@
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/CStack.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/filesystem/ResourceID.h"
#include "../../lib/filesystem/ResourcePath.h"
#include "../windows/settings/SettingsMainWindow.h"
BattleWindow::BattleWindow(BattleInterface & owner):
@ -51,7 +52,7 @@ BattleWindow::BattleWindow(BattleInterface & owner):
REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
const JsonNode config(ResourceID("config/widgets/BattleWindow2.json"));
const JsonNode config(JsonPath::builtin("config/widgets/BattleWindow2.json"));
addShortcut(EShortcut::GLOBAL_OPTIONS, std::bind(&BattleWindow::bOptionsf, this));
addShortcut(EShortcut::BATTLE_SURRENDER, std::bind(&BattleWindow::bSurrenderf, this));
@ -367,10 +368,10 @@ void BattleWindow::bSurrenderf()
if (owner.actionsController->spellcastingModeActive())
return;
int cost = owner.curInt->cb->battleGetSurrenderCost();
int cost = owner.getBattle()->battleGetSurrenderCost();
if(cost >= 0)
{
std::string enemyHeroName = owner.curInt->cb->battleGetEnemyHero().name;
std::string enemyHeroName = owner.getBattle()->battleGetEnemyHero().name;
if(enemyHeroName.empty())
{
logGlobal->warn("Surrender performed without enemy hero, should not happen!");
@ -387,7 +388,7 @@ void BattleWindow::bFleef()
if (owner.actionsController->spellcastingModeActive())
return;
if ( owner.curInt->cb->battleCanFlee() )
if ( owner.getBattle()->battleCanFlee() )
{
CFunctionList<void()> ony = std::bind(&BattleWindow::reallyFlee,this);
owner.curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
@ -398,10 +399,10 @@ void BattleWindow::bFleef()
std::string heroName;
//calculating fleeing hero's name
if (owner.attackingHeroInstance)
if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
heroName = owner.attackingHeroInstance->getNameTranslated();
if (owner.defendingHeroInstance)
if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
heroName = owner.defendingHeroInstance->getNameTranslated();
//calculating text
auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
@ -419,7 +420,7 @@ void BattleWindow::reallyFlee()
void BattleWindow::reallySurrender()
{
if (owner.curInt->cb->getResourceAmount(EGameResID::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
if (owner.curInt->cb->getResourceAmount(EGameResID::GOLD) < owner.getBattle()->battleGetSurrenderCost())
{
owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
}
@ -436,23 +437,23 @@ void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
if(!w)
return;
std::string iconName = variables["actionIconDefault"].String();
AnimationPath iconName = AnimationPath::fromJson(variables["actionIconDefault"]);
switch(action.get())
{
case PossiblePlayerBattleAction::ATTACK:
iconName = variables["actionIconAttack"].String();
iconName = AnimationPath::fromJson(variables["actionIconAttack"]);
break;
case PossiblePlayerBattleAction::SHOOT:
iconName = variables["actionIconShoot"].String();
iconName = AnimationPath::fromJson(variables["actionIconShoot"]);
break;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
iconName = variables["actionIconSpell"].String();
iconName = AnimationPath::fromJson(variables["actionIconSpell"]);
break;
case PossiblePlayerBattleAction::ANY_LOCATION:
iconName = variables["actionIconSpell"].String();
iconName = AnimationPath::fromJson(variables["actionIconSpell"]);
break;
//TODO: figure out purpose of this icon
@ -461,15 +462,15 @@ void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
//break;
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
iconName = variables["actionIconReturn"].String();
iconName = AnimationPath::fromJson(variables["actionIconReturn"]);
break;
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
iconName = variables["actionIconNoReturn"].String();
iconName = AnimationPath::fromJson(variables["actionIconNoReturn"]);
break;
}
auto anim = std::make_shared<CAnimation>(iconName);
auto anim = GH.renderHandler().loadAnimation(iconName);
w->setImage(anim);
w->redraw();
}
@ -509,7 +510,7 @@ void BattleWindow::bAutofightf()
autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
ai->initBattleInterface(owner.curInt->env, owner.curInt->cb, autocombatPreferences);
ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide(), false);
ai->battleStart(owner.getBattleID(), owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.getBattle()->battleGetMySide(), false);
owner.curInt->autofightingAI = ai;
owner.curInt->cb->registerBattleInterface(ai);
@ -531,7 +532,7 @@ void BattleWindow::bSpellf()
CCS->curh->set(Cursor::Map::POINTER);
ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
ESpellCastProblem spellCastProblem = owner.getBattle()->battleCanCastSpell(myHero, spells::Mode::HERO);
if(spellCastProblem == ESpellCastProblem::OK)
{
@ -633,11 +634,11 @@ void BattleWindow::bTacticPhaseEnd()
void BattleWindow::blockUI(bool on)
{
bool canCastSpells = false;
auto hero = owner.curInt->cb->battleGetMyHero();
auto hero = owner.getBattle()->battleGetMyHero();
if(hero)
{
ESpellCastProblem spellcastingProblem = owner.curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
ESpellCastProblem spellcastingProblem = owner.getBattle()->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;
@ -646,8 +647,8 @@ void BattleWindow::blockUI(bool on)
bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
setShortcutBlocked(EShortcut::GLOBAL_OPTIONS, on);
setShortcutBlocked(EShortcut::BATTLE_RETREAT, on || !owner.curInt->cb->battleCanFlee());
setShortcutBlocked(EShortcut::BATTLE_SURRENDER, on || owner.curInt->cb->battleGetSurrenderCost() < 0);
setShortcutBlocked(EShortcut::BATTLE_RETREAT, on || !owner.getBattle()->battleCanFlee());
setShortcutBlocked(EShortcut::BATTLE_SURRENDER, on || owner.getBattle()->battleGetSurrenderCost() < 0);
setShortcutBlocked(EShortcut::BATTLE_CAST_SPELL, on || owner.tacticsMode || !canCastSpells);
setShortcutBlocked(EShortcut::BATTLE_WAIT, on || owner.tacticsMode || !canWait);
setShortcutBlocked(EShortcut::BATTLE_DEFEND, on || owner.tacticsMode);

View File

@ -13,8 +13,10 @@
#include "../../lib/CConfigHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../gui/CGuiHandler.h"
#include "../render/Canvas.h"
#include "../render/ColorFilter.h"
#include "../render/IRenderHandler.h"
static const ColorRGBA creatureBlueBorder = { 0, 255, 255, 255 };
static const ColorRGBA creatureGoldBorder = { 255, 255, 0, 255 };
@ -185,7 +187,7 @@ void CreatureAnimation::setType(ECreatureAnimType type)
speed = speedController(this, type);
}
CreatureAnimation::CreatureAnimation(const std::string & name_, TSpeedController controller)
CreatureAnimation::CreatureAnimation(const AnimationPath & name_, TSpeedController controller)
: name(name_),
speed(0.1f),
shadowAlpha(128),
@ -196,8 +198,8 @@ CreatureAnimation::CreatureAnimation(const std::string & name_, TSpeedController
speedController(controller),
once(false)
{
forward = std::make_shared<CAnimation>(name_);
reverse = std::make_shared<CAnimation>(name_);
forward = GH.renderHandler().loadAnimation(name_);
reverse = GH.renderHandler().loadAnimation(name_);
//todo: optimize
forward->preload();

View File

@ -70,7 +70,7 @@ public:
using TSpeedController = std::function<float(CreatureAnimation *, ECreatureAnimType)>;
private:
std::string name;
AnimationPath name;
/// animation for rendering stack in default orientation - facing right
std::shared_ptr<CAnimation> forward;
@ -122,7 +122,7 @@ public:
/// name - path to .def file, relative to SPRITES/ directory
/// controller - function that will return for how long *each* frame
/// in specified group of animation should be played, measured in seconds
CreatureAnimation(const std::string & name_, TSpeedController speedController);
CreatureAnimation(const AnimationPath & name_, TSpeedController speedController);
/// sets type of animation and resets framecount
void setType(ECreatureAnimType type);

View File

@ -25,6 +25,7 @@
#include "../render/IFont.h"
#include "../render/EFont.h"
#include "../renderSDL/ScreenHandler.h"
#include "../renderSDL/RenderHandler.h"
#include "../CMT.h"
#include "../CPlayerInterface.h"
#include "../battle/BattleInterface.h"
@ -75,6 +76,7 @@ void CGuiHandler::init()
eventDispatcherInstance = std::make_unique<EventDispatcher>();
windowHandlerInstance = std::make_unique<WindowHandler>();
screenHandlerInstance = std::make_unique<ScreenHandler>();
renderHandlerInstance = std::make_unique<RenderHandler>();
shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
}
@ -206,6 +208,11 @@ IScreenHandler & CGuiHandler::screenHandler()
return *screenHandlerInstance;
}
IRenderHandler & CGuiHandler::renderHandler()
{
return *renderHandlerInstance;
}
EventDispatcher & CGuiHandler::events()
{
return *eventDispatcherInstance;

View File

@ -22,6 +22,7 @@ class IStatusBar;
class CIntObject;
class IUpdateable;
class IShowActivatable;
class IRenderHandler;
class IScreenHandler;
class WindowHandler;
class EventDispatcher;
@ -41,6 +42,7 @@ private:
std::unique_ptr<WindowHandler> windowHandlerInstance;
std::unique_ptr<IScreenHandler> screenHandlerInstance;
std::unique_ptr<IRenderHandler> renderHandlerInstance;
std::unique_ptr<FramerateManager> framerateManagerInstance;
std::unique_ptr<EventDispatcher> eventDispatcherInstance;
std::unique_ptr<InputHandler> inputHandlerInstance;
@ -67,7 +69,7 @@ public:
void stopTextInput();
IScreenHandler & screenHandler();
IRenderHandler & renderHandler();
WindowHandler & windows();
/// Returns currently active status bar. Guaranteed to be non-null

View File

@ -17,6 +17,7 @@
#include "../renderSDL/CursorHardware.h"
#include "../render/CAnimation.h"
#include "../render/IImage.h"
#include "../render/IRenderHandler.h"
#include "../../lib/CConfigHandler.h"
@ -46,10 +47,10 @@ CursorHandler::CursorHandler()
cursors =
{
std::make_unique<CAnimation>("CRADVNTR"),
std::make_unique<CAnimation>("CRCOMBAT"),
std::make_unique<CAnimation>("CRDEFLT"),
std::make_unique<CAnimation>("CRSPELL")
GH.renderHandler().loadAnimation(AnimationPath::builtin("CRADVNTR")),
GH.renderHandler().loadAnimation(AnimationPath::builtin("CRCOMBAT")),
GH.renderHandler().loadAnimation(AnimationPath::builtin("CRDEFLT")),
GH.renderHandler().loadAnimation(AnimationPath::builtin("CRSPELL"))
};
for (auto & cursor : cursors)
@ -100,11 +101,11 @@ void CursorHandler::dragAndDropCursor(std::shared_ptr<IImage> image)
cursor->setImage(getCurrentImage(), getPivotOffset());
}
void CursorHandler::dragAndDropCursor (std::string path, size_t index)
void CursorHandler::dragAndDropCursor (const AnimationPath & path, size_t index)
{
CAnimation anim(path);
anim.load(index);
dragAndDropCursor(anim.getImage(index));
auto anim = GH.renderHandler().loadAnimation(path);
anim->load(index);
dragAndDropCursor(anim->getImage(index));
}
void CursorHandler::cursorMove(const int & x, const int & y)

View File

@ -10,6 +10,7 @@
#pragma once
#include "../../lib/Point.h"
#include "../../lib/filesystem/ResourcePath.h"
class ICursor;
class IImage;
@ -113,7 +114,7 @@ class CursorHandler final
{
std::shared_ptr<IImage> dndObject; //if set, overrides currentCursor
std::array<std::unique_ptr<CAnimation>, 4> cursors;
std::array<std::shared_ptr<CAnimation>, 4> cursors;
bool showing;
@ -143,7 +144,7 @@ public:
/// @param image Image to replace cursor with or nullptr to use the normal cursor.
void dragAndDropCursor(std::shared_ptr<IImage> image);
void dragAndDropCursor(std::string path, size_t index);
void dragAndDropCursor(const AnimationPath & path, size_t index);
/// Changes cursor to specified index
void set(Cursor::Default index);

View File

@ -31,7 +31,7 @@
#include "../../lib//constants/StringConstants.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/filesystem/ResourceID.h"
#include "../../lib/filesystem/ResourcePath.h"
InterfaceObjectConfigurable::InterfaceObjectConfigurable(const JsonNode & config, int used, Point offset):
InterfaceObjectConfigurable(used, offset)
@ -110,7 +110,7 @@ void InterfaceObjectConfigurable::build(const JsonNode &config)
{
if (!config["library"].isNull())
{
const JsonNode library(ResourceID(config["library"].String()));
const JsonNode library(JsonPath::fromJson(config["library"]));
loadCustomBuilders(library);
}
@ -238,7 +238,7 @@ PlayerColor InterfaceObjectConfigurable::readPlayerColor(const JsonNode & config
{
logGlobal->debug("Reading PlayerColor");
if(!config.isNull() && config.isString())
return PlayerColor(vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, config.String()));
return PlayerColor::decode(config.String());
logGlobal->debug("Unknown PlayerColor attribute");
return PlayerColor::CANNOT_DETERMINE;
@ -305,7 +305,7 @@ EShortcut InterfaceObjectConfigurable::readHotkey(const JsonNode & config) const
std::shared_ptr<CPicture> InterfaceObjectConfigurable::buildPicture(const JsonNode & config) const
{
logGlobal->debug("Building widget CPicture");
auto image = config["image"].String();
auto image = ImagePath::fromJson(config["image"]);
auto position = readPosition(config["position"]);
auto pic = std::make_shared<CPicture>(image, position.x, position.y);
if(!config["visible"].isNull())
@ -369,7 +369,7 @@ std::shared_ptr<CToggleButton> InterfaceObjectConfigurable::buildToggleButton(co
{
logGlobal->debug("Building widget CToggleButton");
auto position = readPosition(config["position"]);
auto image = config["image"].String();
auto image = AnimationPath::fromJson(config["image"]);
auto help = readHintText(config["help"]);
auto button = std::make_shared<CToggleButton>(position, image, help);
if(!config["items"].isNull())
@ -395,7 +395,7 @@ std::shared_ptr<CButton> InterfaceObjectConfigurable::buildButton(const JsonNode
{
logGlobal->debug("Building widget CButton");
auto position = readPosition(config["position"]);
auto image = config["image"].String();
auto image = AnimationPath::fromJson(config["image"]);
auto help = readHintText(config["help"]);
auto button = std::make_shared<CButton>(position, image, help);
if(!config["items"].isNull())
@ -522,7 +522,7 @@ std::shared_ptr<CAnimImage> InterfaceObjectConfigurable::buildImage(const JsonNo
{
logGlobal->debug("Building widget CAnimImage");
auto position = readPosition(config["position"]);
auto image = config["image"].String();
auto image = AnimationPath::fromJson(config["image"]);
int group = config["group"].isNull() ? 0 : config["group"].Integer();
int frame = config["frame"].isNull() ? 0 : config["frame"].Integer();
return std::make_shared<CAnimImage>(image, frame, group, position.x, position.y);
@ -531,7 +531,7 @@ std::shared_ptr<CAnimImage> InterfaceObjectConfigurable::buildImage(const JsonNo
std::shared_ptr<CFilledTexture> InterfaceObjectConfigurable::buildTexture(const JsonNode & config) const
{
logGlobal->debug("Building widget CFilledTexture");
auto image = config["image"].String();
auto image = ImagePath::fromJson(config["image"]);
auto rect = readRect(config["rect"]);
auto playerColor = readPlayerColor(config["color"]);
if(playerColor.isValidPlayer())
@ -546,7 +546,7 @@ std::shared_ptr<ComboBox> InterfaceObjectConfigurable::buildComboBox(const JsonN
{
logGlobal->debug("Building widget ComboBox");
auto position = readPosition(config["position"]);
auto image = config["image"].String();
auto image = AnimationPath::fromJson(config["image"]);
auto help = readHintText(config["help"]);
auto result = std::make_shared<ComboBox>(position, image, help, config["dropDown"]);
if(!config["items"].isNull())
@ -573,7 +573,7 @@ std::shared_ptr<CTextInput> InterfaceObjectConfigurable::buildTextInput(const Js
logGlobal->debug("Building widget CTextInput");
auto rect = readRect(config["rect"]);
auto offset = readPosition(config["backgroundOffset"]);
auto bgName = config["background"].String();
auto bgName = ImagePath::fromJson(config["background"]);
auto result = std::make_shared<CTextInput>(rect, offset, bgName, 0);
if(!config["alignment"].isNull())
result->alignment = readTextAlignment(config["alignment"]);
@ -664,7 +664,7 @@ std::shared_ptr<CShowableAnim> InterfaceObjectConfigurable::buildAnimation(const
{
logGlobal->debug("Building widget CShowableAnim");
auto position = readPosition(config["position"]);
auto image = config["image"].String();
auto image = AnimationPath::fromJson(config["image"]);
ui8 flags = 0;
if(!config["repeat"].Bool())
flags |= CShowableAnim::EFlags::PLAY_ONCE;

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