mirror of
https://github.com/vcmi/vcmi.git
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965 lines
26 KiB
C++
965 lines
26 KiB
C++
/*
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* BattleInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleInterface.h"
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#include "BattleAnimationClasses.h"
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#include "BattleActionsController.h"
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#include "BattleInterfaceClasses.h"
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#include "CreatureAnimation.h"
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#include "BattleProjectileController.h"
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#include "BattleEffectsController.h"
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#include "BattleObstacleController.h"
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#include "BattleSiegeController.h"
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#include "BattleFieldController.h"
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#include "BattleControlPanel.h"
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#include "BattleStacksController.h"
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#include "BattleRenderer.h"
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#include "../CGameInfo.h"
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#include "../CMessage.h"
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../gui/Canvas.h"
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#include "../gui/CCursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../windows/CAdvmapInterface.h"
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#include "../../CCallback.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/CondSh.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/UnlockGuard.h"
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CondSh<bool> BattleInterface::animsAreDisplayed(false);
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CondSh<BattleAction *> BattleInterface::givenCommand(nullptr);
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BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
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const CGHeroInstance *hero1, const CGHeroInstance *hero2,
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const SDL_Rect & myRect,
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std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
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: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
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attackerInt(att), defenderInt(defen), curInt(att),
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myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
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{
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OBJ_CONSTRUCTION;
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if(spectatorInt)
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{
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curInt = spectatorInt;
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}
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else if(!curInt)
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{
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//May happen when we are defending during network MP game -> attacker interface is just not present
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curInt = defenderInt;
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}
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animsAreDisplayed.setn(false);
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pos = myRect;
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strongInterest = true;
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givenCommand.setn(nullptr);
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//hot-seat -> check tactics for both players (defender may be local human)
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if(attackerInt && attackerInt->cb->battleGetTacticDist())
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tacticianInterface = attackerInt;
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else if(defenderInt && defenderInt->cb->battleGetTacticDist())
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tacticianInterface = defenderInt;
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//if we found interface of player with tactics, then enter tactics mode
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tacticsMode = static_cast<bool>(tacticianInterface);
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//create stack queue
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bool embedQueue;
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std::string queueSize = settings["battle"]["queueSize"].String();
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if(queueSize == "auto")
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embedQueue = screen->h < 700;
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else
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embedQueue = screen->h < 700 || queueSize == "small";
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queue = std::make_shared<StackQueue>(embedQueue, *this);
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if(!embedQueue)
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{
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if (settings["battle"]["showQueue"].Bool())
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pos.y += queue->pos.h / 2; //center whole window
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queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
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}
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CPlayerInterface::battleInt = this;
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//initializing armies
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this->army1 = army1;
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this->army2 = army2;
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const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
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if(town && town->hasFort())
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siegeController.reset(new BattleSiegeController(*this, town));
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controlPanel = std::make_shared<BattleControlPanel>(*this, Point(0, 556));
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projectilesController.reset(new BattleProjectileController(*this));
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fieldController.reset( new BattleFieldController(*this));
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stacksController.reset( new BattleStacksController(*this));
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actionsController.reset( new BattleActionsController(*this));
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effectsController.reset(new BattleEffectsController(*this));
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//loading hero animations
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if(hero1) // attacking hero
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{
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std::string battleImage;
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if(!hero1->type->battleImage.empty())
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{
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battleImage = hero1->type->battleImage;
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}
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else
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{
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if(hero1->sex)
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battleImage = hero1->type->heroClass->imageBattleFemale;
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else
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battleImage = hero1->type->heroClass->imageBattleMale;
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}
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attackingHero = std::make_shared<BattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, *this);
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auto img = attackingHero->animation->getImage(0, 0, true);
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if(img)
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attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
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}
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if(hero2) // defending hero
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{
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std::string battleImage;
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if(!hero2->type->battleImage.empty())
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{
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battleImage = hero2->type->battleImage;
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}
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else
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{
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if(hero2->sex)
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battleImage = hero2->type->heroClass->imageBattleFemale;
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else
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battleImage = hero2->type->heroClass->imageBattleMale;
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}
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defendingHero = std::make_shared<BattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, *this);
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auto img = defendingHero->animation->getImage(0, 0, true);
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if(img)
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defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
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}
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obstacleController.reset(new BattleObstacleController(*this));
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if(tacticsMode)
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tacticNextStack(nullptr);
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CCS->musich->stopMusic();
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battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
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auto onIntroPlayed = [&]()
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{
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if(LOCPLINT->battleInt)
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{
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CCS->musich->playMusicFromSet("battle", true, true);
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battleActionsStarted = true;
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activateStack();
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controlPanel->blockUI(settings["session"]["spectate"].Bool() || stacksController->getActiveStack() == nullptr);
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battleIntroSoundChannel = -1;
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}
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};
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CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
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addUsedEvents(RCLICK | MOVE | KEYBOARD);
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controlPanel->blockUI(true);
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queue->update();
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}
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BattleInterface::~BattleInterface()
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{
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CPlayerInterface::battleInt = nullptr;
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givenCommand.cond.notify_all(); //that two lines should make any stacksController->getActiveStack() waiting thread to finish
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if (active) //dirty fix for #485
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{
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deactivate();
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}
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if (adventureInt && adventureInt->selection)
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{
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//FIXME: this should be moved to adventureInt which should restore correct track based on selection/active player
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const auto & terrain = *(LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType);
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CCS->musich->playMusicFromSet("terrain", terrain.name, true, false);
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}
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animsAreDisplayed.setn(false);
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}
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void BattleInterface::setPrintCellBorders(bool set)
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{
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Settings cellBorders = settings.write["battle"]["cellBorders"];
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cellBorders->Bool() = set;
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fieldController->redrawBackgroundWithHexes();
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GH.totalRedraw();
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}
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void BattleInterface::setPrintStackRange(bool set)
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{
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Settings stackRange = settings.write["battle"]["stackRange"];
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stackRange->Bool() = set;
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fieldController->redrawBackgroundWithHexes();
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GH.totalRedraw();
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}
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void BattleInterface::setPrintMouseShadow(bool set)
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{
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Settings shadow = settings.write["battle"]["mouseShadow"];
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shadow->Bool() = set;
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}
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void BattleInterface::activate()
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{
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controlPanel->activate();
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if (curInt->isAutoFightOn)
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return;
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CIntObject::activate();
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if (attackingHero)
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attackingHero->activate();
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if (defendingHero)
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defendingHero->activate();
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fieldController->activate();
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if (settings["battle"]["showQueue"].Bool())
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queue->activate();
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LOCPLINT->cingconsole->activate();
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}
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void BattleInterface::deactivate()
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{
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controlPanel->deactivate();
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CIntObject::deactivate();
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fieldController->deactivate();
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if (attackingHero)
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attackingHero->deactivate();
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if (defendingHero)
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defendingHero->deactivate();
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if (settings["battle"]["showQueue"].Bool())
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queue->deactivate();
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LOCPLINT->cingconsole->deactivate();
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}
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void BattleInterface::keyPressed(const SDL_KeyboardEvent & key)
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{
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if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
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{
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if(settings["battle"]["showQueue"].Bool()) //hide queue
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hideQueue();
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else
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showQueue();
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}
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else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
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{
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actionsController->enterCreatureCastingMode();
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}
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else if(key.keysym.sym == SDLK_ESCAPE)
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{
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if(!battleActionsStarted)
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CCS->soundh->stopSound(battleIntroSoundChannel);
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else
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actionsController->endCastingSpell();
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}
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}
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void BattleInterface::mouseMoved(const SDL_MouseMotionEvent &event)
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{
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BattleHex selectedHex = fieldController->getHoveredHex();
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actionsController->handleHex(selectedHex, MOVE);
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controlPanel->mouseMoved(event);
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}
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void BattleInterface::clickRight(tribool down, bool previousState)
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{
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if (!down)
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{
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actionsController->endCastingSpell();
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}
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}
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void BattleInterface::stackReset(const CStack * stack)
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{
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stacksController->stackReset(stack);
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}
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void BattleInterface::stackAdded(const CStack * stack)
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{
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stacksController->stackAdded(stack);
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}
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void BattleInterface::stackRemoved(uint32_t stackID)
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{
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stacksController->stackRemoved(stackID);
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fieldController->redrawBackgroundWithHexes();
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queue->update();
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}
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void BattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
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{
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stacksController->stackActivated(stack);
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}
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void BattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
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{
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stacksController->stackMoved(stack, destHex, distance);
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}
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void BattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
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{
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stacksController->stacksAreAttacked(attackedInfos);
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std::array<int, 2> killedBySide = {0, 0};
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int targets = 0;
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for(const StackAttackedInfo & attackedInfo : attackedInfos)
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{
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++targets;
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ui8 side = attackedInfo.defender->side;
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killedBySide.at(side) += attackedInfo.amountKilled;
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}
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for(ui8 side = 0; side < 2; side++)
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{
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if(killedBySide.at(side) > killedBySide.at(1-side))
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setHeroAnimation(side, CCreatureAnim::HERO_DEFEAT);
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else if(killedBySide.at(side) < killedBySide.at(1-side))
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setHeroAnimation(side, CCreatureAnim::HERO_VICTORY);
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}
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}
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void BattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
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{
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stacksController->stackAttacking(attacker, dest, attacked, shooting);
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}
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void BattleInterface::newRoundFirst( int round )
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{
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waitForAnims();
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}
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void BattleInterface::newRound(int number)
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{
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controlPanel->console->addText(CGI->generaltexth->allTexts[412]);
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}
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void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
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{
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const CStack * actor = nullptr;
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if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
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{
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actor = stacksController->getActiveStack();
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}
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auto side = curInt->cb->playerToSide(curInt->playerID);
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if(!side)
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{
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logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
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return;
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}
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auto ba = new BattleAction(); //is deleted in CPlayerInterface::stacksController->getActiveStack()()
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ba->side = side.get();
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ba->actionType = action;
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ba->aimToHex(tile);
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ba->actionSubtype = additional;
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sendCommand(ba, actor);
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}
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void BattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
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{
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command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
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if(!tacticsMode)
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{
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logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
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myTurn = false;
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stacksController->setActiveStack(nullptr);
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givenCommand.setn(command);
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}
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else
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{
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curInt->cb->battleMakeTacticAction(command);
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vstd::clear_pointer(command);
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stacksController->setActiveStack(nullptr);
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//next stack will be activated when action ends
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}
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}
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const CGHeroInstance * BattleInterface::getActiveHero()
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{
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const CStack *attacker = stacksController->getActiveStack();
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if(!attacker)
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{
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return nullptr;
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}
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if(attacker->side == BattleSide::ATTACKER)
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{
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return attackingHeroInstance;
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}
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return defendingHeroInstance;
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}
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void BattleInterface::hexLclicked(int whichOne)
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{
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actionsController->handleHex(whichOne, LCLICK);
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}
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void BattleInterface::stackIsCatapulting(const CatapultAttack & ca)
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{
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if (siegeController)
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siegeController->stackIsCatapulting(ca);
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}
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void BattleInterface::gateStateChanged(const EGateState state)
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{
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if (siegeController)
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siegeController->gateStateChanged(state);
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}
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void BattleInterface::battleFinished(const BattleResult& br)
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{
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bresult = &br;
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{
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auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
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animsAreDisplayed.waitUntil(false);
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}
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stacksController->setActiveStack(nullptr);
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displayBattleFinished();
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}
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void BattleInterface::displayBattleFinished()
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{
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CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
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if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
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{
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close();
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return;
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}
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GH.pushInt(std::make_shared<BattleResultWindow>(*bresult, *(this->curInt)));
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curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
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CPlayerInterface::battleInt = nullptr;
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}
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void BattleInterface::spellCast(const BattleSpellCast * sc)
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{
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const SpellID spellID = sc->spellID;
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const CSpell * spell = spellID.toSpell();
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assert(spell);
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if(!spell)
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return;
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const std::string & castSoundPath = spell->getCastSound();
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if (!castSoundPath.empty())
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CCS->soundh->playSound(castSoundPath);
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if ( sc->activeCast )
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{
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const CStack * casterStack = curInt->cb->battleGetStackByID(sc->casterStack);
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if(casterStack != nullptr )
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{
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displaySpellCast(spellID, casterStack->getPosition());
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stacksController->addNewAnim(new CCastAnimation(*this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile), spell));
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}
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else
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if (sc->tile.isValid() && !spell->animationInfo.projectile.empty())
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{
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// this is spell cast by hero with valid destination & valid projectile -> play animation
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const CStack * target = curInt->cb->battleGetStackByPos(sc->tile);
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Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position
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Point destcoord = stacksController->getStackPositionAtHex(sc->tile, target); //position attacked by projectile
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destcoord += Point(250, 240); // FIXME: what are these constants?
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projectilesController->createSpellProjectile( nullptr, srccoord, destcoord, spell);
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projectilesController->emitStackProjectile( nullptr );
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// wait fo projectile to end
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stacksController->addNewAnim(new CWaitingProjectileAnimation(*this, nullptr));
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}
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}
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waitForAnims(); //wait for projectile animation
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displaySpellHit(spellID, sc->tile);
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//queuing affect animation
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for(auto & elem : sc->affectedCres)
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{
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auto stack = curInt->cb->battleGetStackByID(elem, false);
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if(stack)
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displaySpellEffect(spellID, stack->getPosition());
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}
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|
|
//queuing additional animation
|
|
for(auto & elem : sc->customEffects)
|
|
{
|
|
auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
|
|
if(stack)
|
|
effectsController->displayEffect(EBattleEffect::EBattleEffect(elem.effect), stack->getPosition());
|
|
}
|
|
|
|
waitForAnims();
|
|
//mana absorption
|
|
if (sc->manaGained > 0)
|
|
{
|
|
Point leftHero = Point(15, 30) + pos;
|
|
Point rightHero = Point(755, 30) + pos;
|
|
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
|
|
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
|
|
}
|
|
}
|
|
|
|
void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
|
|
{
|
|
if(stacksController->getActiveStack() != nullptr)
|
|
fieldController->redrawBackgroundWithHexes();
|
|
}
|
|
|
|
void BattleInterface::setHeroAnimation(ui8 side, int phase)
|
|
{
|
|
if(side == BattleSide::ATTACKER)
|
|
{
|
|
if(attackingHero)
|
|
attackingHero->setPhase(phase);
|
|
}
|
|
else
|
|
{
|
|
if(defendingHero)
|
|
defendingHero->setPhase(phase);
|
|
}
|
|
}
|
|
|
|
void BattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
|
|
{
|
|
for(const auto & line : battleLog)
|
|
{
|
|
std::string formatted = line.toString();
|
|
boost::algorithm::trim(formatted);
|
|
if(!controlPanel->console->addText(formatted))
|
|
logGlobal->warn("Too long battle log line");
|
|
}
|
|
}
|
|
|
|
void BattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit)
|
|
{
|
|
for(const CSpell::TAnimation & animation : q)
|
|
{
|
|
if(animation.pause > 0)
|
|
stacksController->addNewAnim(new CDummyAnimation(*this, animation.pause));
|
|
else
|
|
{
|
|
int flags = 0;
|
|
|
|
if (isHit)
|
|
flags |= CPointEffectAnimation::FORCE_ON_TOP;
|
|
|
|
if (animation.verticalPosition == VerticalPosition::BOTTOM)
|
|
flags |= CPointEffectAnimation::ALIGN_TO_BOTTOM;
|
|
|
|
if (!destinationTile.isValid())
|
|
flags |= CPointEffectAnimation::SCREEN_FILL;
|
|
|
|
if (!destinationTile.isValid())
|
|
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, animation.resourceName, flags));
|
|
else
|
|
stacksController->addNewAnim(new CPointEffectAnimation(*this, soundBase::invalid, animation.resourceName, destinationTile, flags));
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
|
|
{
|
|
const CSpell * spell = spellID.toSpell();
|
|
|
|
if(spell)
|
|
displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile, false);
|
|
}
|
|
|
|
void BattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
|
|
{
|
|
const CSpell *spell = spellID.toSpell();
|
|
|
|
if(spell)
|
|
displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile, false);
|
|
}
|
|
|
|
void BattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
|
|
{
|
|
const CSpell * spell = spellID.toSpell();
|
|
|
|
if(spell)
|
|
displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile, true);
|
|
}
|
|
|
|
void BattleInterface::setAnimSpeed(int set)
|
|
{
|
|
Settings speed = settings.write["battle"]["animationSpeed"];
|
|
speed->Float() = float(set) / 100;
|
|
}
|
|
|
|
int BattleInterface::getAnimSpeed() const
|
|
{
|
|
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
|
|
return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
|
|
|
|
return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
|
|
}
|
|
|
|
CPlayerInterface *BattleInterface::getCurrentPlayerInterface() const
|
|
{
|
|
return curInt.get();
|
|
}
|
|
|
|
void BattleInterface::trySetActivePlayer( PlayerColor player )
|
|
{
|
|
if ( attackerInt && attackerInt->playerID == player )
|
|
curInt = attackerInt;
|
|
|
|
if ( defenderInt && defenderInt->playerID == player )
|
|
curInt = defenderInt;
|
|
}
|
|
|
|
void BattleInterface::activateStack()
|
|
{
|
|
if(!battleActionsStarted)
|
|
return; //"show" function should re-call this function
|
|
|
|
stacksController->activateStack();
|
|
|
|
const CStack * s = stacksController->getActiveStack();
|
|
if(!s)
|
|
return;
|
|
|
|
myTurn = true;
|
|
queue->update();
|
|
fieldController->redrawBackgroundWithHexes();
|
|
actionsController->activateStack();
|
|
GH.fakeMouseMove();
|
|
}
|
|
|
|
void BattleInterface::endAction(const BattleAction* action)
|
|
{
|
|
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
|
|
|
|
if(action->actionType == EActionType::HERO_SPELL)
|
|
setHeroAnimation(action->side, CCreatureAnim::HERO_HOLDING);
|
|
|
|
stacksController->endAction(action);
|
|
|
|
queue->update();
|
|
|
|
if (tacticsMode) //stack ended movement in tactics phase -> select the next one
|
|
tacticNextStack(stack);
|
|
|
|
if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
|
|
fieldController->redrawBackgroundWithHexes();
|
|
|
|
// if (stacksController->getActiveStack() && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
|
|
// {
|
|
// logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating...");
|
|
// controlPanel->blockUI(false);
|
|
// }
|
|
// else
|
|
// {
|
|
// block UI if no active stack (e.g. enemy turn);
|
|
controlPanel->blockUI(stacksController->getActiveStack() == nullptr);
|
|
// }
|
|
}
|
|
|
|
void BattleInterface::hideQueue()
|
|
{
|
|
Settings showQueue = settings.write["battle"]["showQueue"];
|
|
showQueue->Bool() = false;
|
|
|
|
queue->deactivate();
|
|
|
|
if (!queue->embedded)
|
|
{
|
|
moveBy(Point(0, -queue->pos.h / 2));
|
|
GH.totalRedraw();
|
|
}
|
|
}
|
|
|
|
void BattleInterface::showQueue()
|
|
{
|
|
Settings showQueue = settings.write["battle"]["showQueue"];
|
|
showQueue->Bool() = true;
|
|
|
|
queue->activate();
|
|
|
|
if (!queue->embedded)
|
|
{
|
|
moveBy(Point(0, +queue->pos.h / 2));
|
|
GH.totalRedraw();
|
|
}
|
|
}
|
|
|
|
void BattleInterface::startAction(const BattleAction* action)
|
|
{
|
|
controlPanel->blockUI(true);
|
|
|
|
if(action->actionType == EActionType::END_TACTIC_PHASE)
|
|
{
|
|
controlPanel->tacticPhaseEnded();
|
|
return;
|
|
}
|
|
|
|
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
|
|
|
|
if (stack)
|
|
{
|
|
queue->update();
|
|
}
|
|
else
|
|
{
|
|
assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
|
|
}
|
|
|
|
stacksController->startAction(action);
|
|
|
|
redraw(); // redraw after deactivation, including proper handling of hovered hexes
|
|
|
|
if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
|
|
{
|
|
setHeroAnimation(action->side, CCreatureAnim::HERO_CAST_SPELL);
|
|
return;
|
|
}
|
|
|
|
if (!stack)
|
|
{
|
|
logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
|
|
return;
|
|
}
|
|
|
|
effectsController->startAction(action);
|
|
}
|
|
|
|
void BattleInterface::waitForAnims()
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
|
|
animsAreDisplayed.waitWhileTrue();
|
|
}
|
|
|
|
void BattleInterface::tacticPhaseEnd()
|
|
{
|
|
stacksController->setActiveStack(nullptr);
|
|
controlPanel->blockUI(true);
|
|
tacticsMode = false;
|
|
}
|
|
|
|
static bool immobile(const CStack *s)
|
|
{
|
|
return !s->Speed(0, true); //should bound stacks be immobile?
|
|
}
|
|
|
|
void BattleInterface::tacticNextStack(const CStack * current)
|
|
{
|
|
if (!current)
|
|
current = stacksController->getActiveStack();
|
|
|
|
//no switching stacks when the current one is moving
|
|
waitForAnims();
|
|
|
|
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
|
|
vstd::erase_if (stacksOfMine, &immobile);
|
|
if (stacksOfMine.empty())
|
|
{
|
|
tacticPhaseEnd();
|
|
return;
|
|
}
|
|
|
|
auto it = vstd::find(stacksOfMine, current);
|
|
if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
|
|
stackActivated(*it);
|
|
else
|
|
stackActivated(stacksOfMine.front());
|
|
|
|
}
|
|
|
|
void BattleInterface::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi)
|
|
{
|
|
obstacleController->obstaclePlaced(oi);
|
|
}
|
|
|
|
const CGHeroInstance *BattleInterface::currentHero() const
|
|
{
|
|
if (attackingHeroInstance && attackingHeroInstance->tempOwner == curInt->playerID)
|
|
return attackingHeroInstance;
|
|
|
|
if (defendingHeroInstance && defendingHeroInstance->tempOwner == curInt->playerID)
|
|
return defendingHeroInstance;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
InfoAboutHero BattleInterface::enemyHero() const
|
|
{
|
|
InfoAboutHero ret;
|
|
if (attackingHeroInstance->tempOwner == curInt->playerID)
|
|
curInt->cb->getHeroInfo(defendingHeroInstance, ret);
|
|
else
|
|
curInt->cb->getHeroInfo(attackingHeroInstance, ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void BattleInterface::requestAutofightingAIToTakeAction()
|
|
{
|
|
assert(curInt->isAutoFightOn);
|
|
|
|
boost::thread aiThread([&]()
|
|
{
|
|
auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(stacksController->getActiveStack()));
|
|
|
|
if(curInt->cb->battleIsFinished())
|
|
{
|
|
return; // battle finished with spellcast
|
|
}
|
|
|
|
if (curInt->isAutoFightOn)
|
|
{
|
|
if (tacticsMode)
|
|
{
|
|
// Always end tactics mode. Player interface is blocked currently, so it's not possible that
|
|
// the AI can take any action except end tactics phase (AI actions won't be triggered)
|
|
//TODO implement the possibility that the AI will be triggered for further actions
|
|
//TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
|
|
stacksController->setActiveStack(nullptr);
|
|
controlPanel->blockUI(true);
|
|
tacticsMode = false;
|
|
}
|
|
else
|
|
{
|
|
givenCommand.setn(ba.release());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
|
|
activateStack();
|
|
}
|
|
});
|
|
|
|
aiThread.detach();
|
|
}
|
|
|
|
void BattleInterface::showAll(SDL_Surface *to)
|
|
{
|
|
show(to);
|
|
}
|
|
|
|
void BattleInterface::show(SDL_Surface *to)
|
|
{
|
|
Canvas canvas(to);
|
|
assert(to);
|
|
|
|
SDL_Rect buf;
|
|
SDL_GetClipRect(to, &buf);
|
|
SDL_SetClipRect(to, &pos);
|
|
|
|
++animCount;
|
|
|
|
fieldController->renderBattlefield(canvas);
|
|
|
|
if(battleActionsStarted)
|
|
stacksController->updateBattleAnimations();
|
|
|
|
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
|
|
|
|
showInterface(to);
|
|
|
|
//activation of next stack, if any
|
|
//TODO: should be moved to the very start of this method?
|
|
//activateStack();
|
|
}
|
|
|
|
void BattleInterface::collectRenderableObjects(BattleRenderer & renderer)
|
|
{
|
|
if (attackingHero)
|
|
{
|
|
renderer.insert(EBattleFieldLayer::HEROES, BattleHex(0),[this](BattleRenderer::RendererRef canvas)
|
|
{
|
|
attackingHero->render(canvas);
|
|
});
|
|
}
|
|
if (defendingHero)
|
|
{
|
|
renderer.insert(EBattleFieldLayer::HEROES, BattleHex(GameConstants::BFIELD_WIDTH-1),[this](BattleRenderer::RendererRef canvas)
|
|
{
|
|
defendingHero->render(canvas);
|
|
});
|
|
}
|
|
}
|
|
|
|
void BattleInterface::showInterface(SDL_Surface * to)
|
|
{
|
|
//showing in-game console
|
|
LOCPLINT->cingconsole->show(to);
|
|
controlPanel->showAll(to);
|
|
|
|
Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
|
|
|
|
if (settings["battle"]["showQueue"].Bool())
|
|
{
|
|
if (!queue->embedded)
|
|
{
|
|
posWithQueue.y -= queue->pos.h;
|
|
posWithQueue.h += queue->pos.h;
|
|
}
|
|
|
|
queue->showAll(to);
|
|
}
|
|
|
|
//printing border around interface
|
|
if (screen->w != 800 || screen->h !=600)
|
|
{
|
|
CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
|
|
}
|
|
}
|
|
|
|
void BattleInterface::castThisSpell(SpellID spellID)
|
|
{
|
|
actionsController->castThisSpell(spellID);
|
|
}
|