/* * BattleInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "BattleInterface.h" #include "BattleAnimationClasses.h" #include "BattleActionsController.h" #include "BattleInterfaceClasses.h" #include "CreatureAnimation.h" #include "BattleProjectileController.h" #include "BattleEffectsController.h" #include "BattleObstacleController.h" #include "BattleSiegeController.h" #include "BattleFieldController.h" #include "BattleWindow.h" #include "BattleStacksController.h" #include "BattleRenderer.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../gui/CursorHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/WindowHandler.h" #include "../media/IMusicPlayer.h" #include "../media/ISoundPlayer.h" #include "../windows/CTutorialWindow.h" #include "../render/Canvas.h" #include "../adventureMap/AdventureMapInterface.h" #include "../../CCallback.h" #include "../../lib/BattleFieldHandler.h" #include "../../lib/CStack.h" #include "../../lib/CConfigHandler.h" #include "../../lib/texts/CGeneralTextHandler.h" #include "../../lib/CHeroHandler.h" #include "../../lib/gameState/InfoAboutArmy.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/networkPacks/PacksForClientBattle.h" #include "../../lib/UnlockGuard.h" #include "../../lib/TerrainHandler.h" #include "../../lib/CThreadHelper.h" BattleInterface::BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr att, std::shared_ptr defen, std::shared_ptr spectatorInt) : attackingHeroInstance(hero1) , defendingHeroInstance(hero2) , attackerInt(att) , defenderInt(defen) , curInt(att) , battleID(battleID) , battleOpeningDelayActive(true) , round(0) { if(spectatorInt) { curInt = spectatorInt; } else if(!curInt) { //May happen when we are defending during network MP game -> attacker interface is just not present curInt = defenderInt; } //hot-seat -> check tactics for both players (defender may be local human) if(attackerInt && attackerInt->cb->getBattle(getBattleID())->battleGetTacticDist()) tacticianInterface = attackerInt; else if(defenderInt && defenderInt->cb->getBattle(getBattleID())->battleGetTacticDist()) tacticianInterface = defenderInt; //if we found interface of player with tactics, then enter tactics mode tacticsMode = static_cast(tacticianInterface); //initializing armies this->army1 = army1; this->army2 = army2; const CGTownInstance *town = getBattle()->battleGetDefendedTown(); if(town && town->hasFort()) siegeController.reset(new BattleSiegeController(*this, town)); windowObject = std::make_shared(*this); projectilesController.reset(new BattleProjectileController(*this)); stacksController.reset( new BattleStacksController(*this)); actionsController.reset( new BattleActionsController(*this)); effectsController.reset(new BattleEffectsController(*this)); obstacleController.reset(new BattleObstacleController(*this)); adventureInt->onAudioPaused(); ongoingAnimationsState.setBusy(); GH.windows().pushWindow(windowObject); windowObject->blockUI(true); windowObject->updateQueue(); playIntroSoundAndUnlockInterface(); } void BattleInterface::playIntroSoundAndUnlockInterface() { auto onIntroPlayed = [this]() { // Make sure that battle have not ended while intro was playing AND that a different one has not started if(LOCPLINT->battleInt.get() == this) onIntroSoundPlayed(); }; auto bfieldType = getBattle()->battleGetBattlefieldType(); const auto & battlefieldSound = bfieldType.getInfo()->musicFilename; std::vector battleIntroSounds = { soundBase::battle00, soundBase::battle01, soundBase::battle02, soundBase::battle03, soundBase::battle04, soundBase::battle05, soundBase::battle06, soundBase::battle07 }; int battleIntroSoundChannel = -1; if (!battlefieldSound.empty()) battleIntroSoundChannel = CCS->soundh->playSound(battlefieldSound); else battleIntroSoundChannel = CCS->soundh->playSoundFromSet(battleIntroSounds); if (battleIntroSoundChannel != -1) { CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed); if (settings["gameTweaks"]["skipBattleIntroMusic"].Bool()) openingEnd(); } else // failed to play sound { onIntroSoundPlayed(); } } bool BattleInterface::openingPlaying() const { return battleOpeningDelayActive; } void BattleInterface::onIntroSoundPlayed() { if (openingPlaying()) openingEnd(); auto bfieldType = getBattle()->battleGetBattlefieldType(); const auto & battlefieldMusic = bfieldType.getInfo()->musicFilename; if (!battlefieldMusic.empty()) CCS->musich->playMusic(battlefieldMusic, true, true); else CCS->musich->playMusicFromSet("battle", true, true); } void BattleInterface::openingEnd() { assert(openingPlaying()); if (!openingPlaying()) return; onAnimationsFinished(); if(tacticsMode) tacticNextStack(nullptr); activateStack(); battleOpeningDelayActive = false; CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_BATTLE); } BattleInterface::~BattleInterface() { CPlayerInterface::battleInt = nullptr; if (adventureInt) adventureInt->onAudioResumed(); awaitingEvents.clear(); onAnimationsFinished(); } void BattleInterface::redrawBattlefield() { fieldController->redrawBackgroundWithHexes(); GH.windows().totalRedraw(); } void BattleInterface::stackReset(const CStack * stack) { stacksController->stackReset(stack); } void BattleInterface::stackAdded(const CStack * stack) { stacksController->stackAdded(stack, false); } void BattleInterface::stackRemoved(uint32_t stackID) { stacksController->stackRemoved(stackID); fieldController->redrawBackgroundWithHexes(); windowObject->updateQueue(); } void BattleInterface::stackActivated(const CStack *stack) { stacksController->stackActivated(stack); } void BattleInterface::stackMoved(const CStack *stack, std::vector destHex, int distance, bool teleport) { if (teleport) stacksController->stackTeleported(stack, destHex, distance); else stacksController->stackMoved(stack, destHex, distance); } void BattleInterface::stacksAreAttacked(std::vector attackedInfos) { stacksController->stacksAreAttacked(attackedInfos); std::array killedBySide = {0, 0}; for(const StackAttackedInfo & attackedInfo : attackedInfos) { ui8 side = attackedInfo.defender->unitSide(); killedBySide.at(side) += attackedInfo.amountKilled; } for(ui8 side = 0; side < 2; side++) { if(killedBySide.at(side) > killedBySide.at(1-side)) setHeroAnimation(side, EHeroAnimType::DEFEAT); else if(killedBySide.at(side) < killedBySide.at(1-side)) setHeroAnimation(side, EHeroAnimType::VICTORY); } } void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo ) { stacksController->stackAttacking(attackInfo); } void BattleInterface::newRoundFirst() { waitForAnimations(); } void BattleInterface::newRound() { console->addText(CGI->generaltexth->allTexts[412]); round++; } void BattleInterface::giveCommand(EActionType action, BattleHex tile, SpellID spell) { const CStack * actor = nullptr; if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER) { actor = stacksController->getActiveStack(); } auto side = getBattle()->playerToSide(curInt->playerID); if(!side) { logGlobal->error("Player %s is not in battle", curInt->playerID.toString()); return; } BattleAction ba; ba.side = side.value(); ba.actionType = action; ba.aimToHex(tile); ba.spell = spell; sendCommand(ba, actor); } void BattleInterface::sendCommand(BattleAction command, const CStack * actor) { command.stackNumber = actor ? actor->unitId() : ((command.side == BattleSide::ATTACKER) ? -1 : -2); if(!tacticsMode) { logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero")); stacksController->setActiveStack(nullptr); curInt->cb->battleMakeUnitAction(battleID, command); } else { curInt->cb->battleMakeTacticAction(battleID, command); stacksController->setActiveStack(nullptr); //next stack will be activated when action ends } CCS->curh->set(Cursor::Combat::POINTER); } const CGHeroInstance * BattleInterface::getActiveHero() { const CStack *attacker = stacksController->getActiveStack(); if(!attacker) { return nullptr; } if(attacker->unitSide() == BattleSide::ATTACKER) { return attackingHeroInstance; } return defendingHeroInstance; } void BattleInterface::stackIsCatapulting(const CatapultAttack & ca) { if (siegeController) siegeController->stackIsCatapulting(ca); } void BattleInterface::gateStateChanged(const EGateState state) { if (siegeController) siegeController->gateStateChanged(state); } void BattleInterface::battleFinished(const BattleResult& br, QueryID queryID) { checkForAnimations(); stacksController->setActiveStack(nullptr); CCS->curh->set(Cursor::Map::POINTER); curInt->waitWhileDialog(); if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool()) { curInt->cb->selectionMade(0, queryID); windowObject->close(); return; } auto wnd = std::make_shared(br, *(this->curInt)); wnd->resultCallback = [=](ui32 selection) { curInt->cb->selectionMade(selection, queryID); }; GH.windows().pushWindow(wnd); curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897 CPlayerInterface::battleInt.reset(); } void BattleInterface::spellCast(const BattleSpellCast * sc) { // Do not deactivate anything in tactics mode // This is battlefield setup spells if(!tacticsMode) { windowObject->blockUI(true); // Disable current active stack duing the cast // Store the current activeStack to stackToActivate stacksController->deactivateStack(); } CCS->curh->set(Cursor::Combat::BLOCKED); const SpellID spellID = sc->spellID; if(!spellID.hasValue()) return; const CSpell * spell = spellID.toSpell(); auto targetedTile = sc->tile; const AudioPath & castSoundPath = spell->getCastSound(); if (!castSoundPath.empty()) { auto group = spell->animationInfo.projectile.empty() ? EAnimationEvents::HIT: EAnimationEvents::BEFORE_HIT;//FIXME: recheck whether this should be on projectile spawning addToAnimationStage(group, [=]() { CCS->soundh->playSound(castSoundPath); }); } if ( sc->activeCast ) { const CStack * casterStack = getBattle()->battleGetStackByID(sc->casterStack); if(casterStack != nullptr ) { addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() { stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell)); displaySpellCast(spell, casterStack->getPosition()); }); } else { auto hero = sc->side ? defendingHero : attackingHero; assert(hero); addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() { stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell)); }); } } addToAnimationStage(EAnimationEvents::HIT, [=](){ displaySpellHit(spell, targetedTile); }); //queuing affect animation for(auto & elem : sc->affectedCres) { auto stack = getBattle()->battleGetStackByID(elem, false); assert(stack); if(stack) { addToAnimationStage(EAnimationEvents::HIT, [=](){ displaySpellEffect(spell, stack->getPosition()); }); } } for(auto & elem : sc->reflectedCres) { auto stack = getBattle()->battleGetStackByID(elem, false); assert(stack); addToAnimationStage(EAnimationEvents::HIT, [=](){ effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition()); }); } if (!sc->resistedCres.empty()) { addToAnimationStage(EAnimationEvents::HIT, [=](){ CCS->soundh->playSound(AudioPath::builtin("MAGICRES")); }); } for(auto & elem : sc->resistedCres) { auto stack = getBattle()->battleGetStackByID(elem, false); assert(stack); addToAnimationStage(EAnimationEvents::HIT, [=](){ effectsController->displayEffect(EBattleEffect::RESISTANCE, stack->getPosition()); }); } //mana absorption if (sc->manaGained > 0) { Point leftHero = Point(15, 30); Point rightHero = Point(755, 30); bool side = sc->side; addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){ 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)); }); } // animations will be executed by spell effects } void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse) { if(stacksController->getActiveStack() != nullptr) fieldController->redrawBackgroundWithHexes(); } void BattleInterface::setHeroAnimation(ui8 side, EHeroAnimType phase) { if(side == BattleSide::ATTACKER) { if(attackingHero) attackingHero->setPhase(phase); } else { if(defendingHero) defendingHero->setPhase(phase); } } void BattleInterface::displayBattleLog(const std::vector & battleLog) { for(const auto & line : battleLog) { std::string formatted = line.toString(); boost::algorithm::trim(formatted); appendBattleLog(formatted); } } void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit) { for(const CSpell::TAnimation & animation : q) { if(animation.pause > 0) stacksController->addNewAnim(new DummyAnimation(*this, animation.pause)); if (!animation.effectName.empty()) { const CStack * destStack = getBattle()->battleGetStackByPos(destinationTile, false); if (destStack) stacksController->addNewAnim(new ColorTransformAnimation(*this, destStack, animation.effectName, spell )); } if(!animation.resourceName.empty()) { int flags = 0; if (isHit) flags |= EffectAnimation::FORCE_ON_TOP; if (animation.verticalPosition == VerticalPosition::BOTTOM) flags |= EffectAnimation::ALIGN_TO_BOTTOM; if (!destinationTile.isValid()) flags |= EffectAnimation::SCREEN_FILL; if (!destinationTile.isValid()) stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, flags)); else stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, destinationTile, flags)); } } } void BattleInterface::displaySpellCast(const CSpell * spell, BattleHex destinationTile) { if(spell) displaySpellAnimationQueue(spell, spell->animationInfo.cast, destinationTile, false); } void BattleInterface::displaySpellEffect(const CSpell * spell, BattleHex destinationTile) { if(spell) displaySpellAnimationQueue(spell, spell->animationInfo.affect, destinationTile, false); } void BattleInterface::displaySpellHit(const CSpell * spell, BattleHex destinationTile) { if(spell) displaySpellAnimationQueue(spell, spell->animationInfo.hit, destinationTile, true); } CPlayerInterface *BattleInterface::getCurrentPlayerInterface() const { return curInt.get(); } void BattleInterface::trySetActivePlayer( PlayerColor player ) { if ( attackerInt && attackerInt->playerID == player ) curInt = attackerInt; if ( defenderInt && defenderInt->playerID == player ) curInt = defenderInt; } void BattleInterface::activateStack() { stacksController->activateStack(); const CStack * s = stacksController->getActiveStack(); if(!s) return; windowObject->updateQueue(); windowObject->blockUI(false); fieldController->redrawBackgroundWithHexes(); actionsController->activateStack(); GH.fakeMouseMove(); } bool BattleInterface::makingTurn() const { return stacksController->getActiveStack() != nullptr; } BattleID BattleInterface::getBattleID() const { return battleID; } std::shared_ptr 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 = getBattle()->battleGetStackByID(action.stackNumber); // Activate stack from stackToActivate because this might have been temporary disabled, e.g., during spell cast activateStack(); stacksController->endAction(action); windowObject->updateQueue(); //stack ended movement in tactics phase -> select the next one if (tacticsMode) tacticNextStack(stack); //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed if(action.actionType == EActionType::HERO_SPELL) fieldController->redrawBackgroundWithHexes(); } void BattleInterface::appendBattleLog(const std::string & newEntry) { console->addText(newEntry); } void BattleInterface::startAction(const BattleAction & action) { if(action.actionType == EActionType::END_TACTIC_PHASE) { windowObject->tacticPhaseEnded(); return; } stacksController->startAction(action); if (!action.isUnitAction()) return; assert(getBattle()->battleGetStackByID(action.stackNumber)); windowObject->updateQueue(); effectsController->startAction(action); } void BattleInterface::tacticPhaseEnd() { stacksController->setActiveStack(nullptr); tacticsMode = false; auto side = tacticianInterface->cb->getBattle(battleID)->playerToSide(tacticianInterface->playerID); auto action = BattleAction::makeEndOFTacticPhase(*side); tacticianInterface->cb->battleMakeTacticAction(battleID, action); } static bool immobile(const CStack *s) { return s->getMovementRange() == 0; //should bound stacks be immobile? } void BattleInterface::tacticNextStack(const CStack * current) { if (!current) current = stacksController->getActiveStack(); //no switching stacks when the current one is moving checkForAnimations(); TStacks stacksOfMine = tacticianInterface->cb->getBattle(battleID)->battleGetStacks(CPlayerBattleCallback::ONLY_MINE); vstd::erase_if (stacksOfMine, &immobile); if (stacksOfMine.empty()) { tacticPhaseEnd(); return; } auto it = vstd::find(stacksOfMine, current); if (it != stacksOfMine.end() && ++it != stacksOfMine.end()) stackActivated(*it); else stackActivated(stacksOfMine.front()); } void BattleInterface::obstaclePlaced(const std::vector> oi) { obstacleController->obstaclePlaced(oi); } void BattleInterface::obstacleRemoved(const std::vector & obstacles) { obstacleController->obstacleRemoved(obstacles); } const CGHeroInstance *BattleInterface::currentHero() const { if (attackingHeroInstance && attackingHeroInstance->tempOwner == curInt->playerID) return attackingHeroInstance; if (defendingHeroInstance && defendingHeroInstance->tempOwner == curInt->playerID) return defendingHeroInstance; return nullptr; } InfoAboutHero BattleInterface::enemyHero() const { InfoAboutHero ret; if (attackingHeroInstance->tempOwner == curInt->playerID) curInt->cb->getHeroInfo(defendingHeroInstance, ret); else curInt->cb->getHeroInfo(attackingHeroInstance, ret); return ret; } void BattleInterface::requestAutofightingAIToTakeAction() { assert(curInt->isAutoFightOn); if(getBattle()->battleIsFinished()) { return; // battle finished with spellcast } if (tacticsMode) { // Always end tactics mode. Player interface is blocked currently, so it's not possible that // the AI can take any action except end tactics phase (AI actions won't be triggered) //TODO implement the possibility that the AI will be triggered for further actions //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface? tacticPhaseEnd(); stacksController->setActiveStack(nullptr); } else { const CStack* activeStack = stacksController->getActiveStack(); // If enemy is moving, activeStack can be null if (activeStack) { stacksController->setActiveStack(nullptr); // FIXME: unsafe // Run task in separate thread to avoid UI lock while AI is making turn (which might take some time) // HOWEVER this thread won't atttempt to lock game state, potentially leading to races boost::thread aiThread([localBattleID = battleID, localCurInt = curInt, activeStack]() { setThreadName("autofightingAI"); localCurInt->autofightingAI->activeStack(localBattleID, activeStack); }); aiThread.detach(); } } } void BattleInterface::castThisSpell(SpellID spellID) { actionsController->castThisSpell(spellID); } void BattleInterface::endNetwork() { ongoingAnimationsState.requestTermination(); } void BattleInterface::executeStagedAnimations() { EAnimationEvents earliestStage = EAnimationEvents::COUNT; for(const auto & event : awaitingEvents) earliestStage = std::min(earliestStage, event.event); if(earliestStage != EAnimationEvents::COUNT) executeAnimationStage(earliestStage); } void BattleInterface::executeAnimationStage(EAnimationEvents event) { decltype(awaitingEvents) executingEvents; for(auto it = awaitingEvents.begin(); it != awaitingEvents.end();) { if(it->event == event) { executingEvents.push_back(*it); it = awaitingEvents.erase(it); } else ++it; } for(const auto & event : executingEvents) event.action(); } void BattleInterface::onAnimationsStarted() { ongoingAnimationsState.setBusy(); } void BattleInterface::onAnimationsFinished() { ongoingAnimationsState.setFree(); } void BattleInterface::waitForAnimations() { { auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex); ongoingAnimationsState.waitWhileBusy(); } assert(!hasAnimations()); assert(awaitingEvents.empty()); if (!awaitingEvents.empty()) { logGlobal->error("Wait for animations finished but we still have awaiting events!"); awaitingEvents.clear(); } } bool BattleInterface::hasAnimations() { return ongoingAnimationsState.isBusy(); } void BattleInterface::checkForAnimations() { assert(!hasAnimations()); if(hasAnimations()) logGlobal->error("Unexpected animations state: expected all animations to be over, but some are still ongoing!"); waitForAnimations(); } void BattleInterface::addToAnimationStage(EAnimationEvents event, const AwaitingAnimationAction & action) { awaitingEvents.push_back({action, event}); } void BattleInterface::setBattleQueueVisibility(bool visible) { windowObject->hideQueue(); if(visible) windowObject->showQueue(); } void BattleInterface::setStickyHeroWindowsVisibility(bool visible) { windowObject->hideStickyHeroWindows(); if(visible) windowObject->showStickyHeroWindows(); } void BattleInterface::setStickyQuickSpellWindowVisibility(bool visible) { windowObject->hideStickyQuickSpellWindow(); if(visible) windowObject->showStickyQuickSpellWindow(); }