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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/battle/BattleInterface.cpp
Ivan Savenko 49a6d056d9 Changes for BattleInterface classes according to code review:
- added documentation comments for classes, members and methods
- added const specifier to methods where applicable
- renamed some methods with more clear name
- removed some commented-out or unused code
2022-12-11 23:16:23 +02:00

965 lines
26 KiB
C++

/*
* 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 "BattleControlPanel.h"
#include "BattleStacksController.h"
#include "BattleRenderer.h"
#include "../CGameInfo.h"
#include "../CMessage.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../gui/Canvas.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../windows/CAdvmapInterface.h"
#include "../../CCallback.h"
#include "../../lib/CStack.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/CondSh.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/NetPacks.h"
#include "../../lib/UnlockGuard.h"
CondSh<bool> BattleInterface::animsAreDisplayed(false);
CondSh<BattleAction *> BattleInterface::givenCommand(nullptr);
BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
const CGHeroInstance *hero1, const CGHeroInstance *hero2,
const SDL_Rect & myRect,
std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
attackerInt(att), defenderInt(defen), curInt(att),
myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
{
OBJ_CONSTRUCTION;
projectilesController.reset(new BattleProjectileController(this));
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;
}
animsAreDisplayed.setn(false);
pos = myRect;
strongInterest = true;
givenCommand.setn(nullptr);
//hot-seat -> check tactics for both players (defender may be local human)
if(attackerInt && attackerInt->cb->battleGetTacticDist())
tacticianInterface = attackerInt;
else if(defenderInt && defenderInt->cb->battleGetTacticDist())
tacticianInterface = defenderInt;
//if we found interface of player with tactics, then enter tactics mode
tacticsMode = static_cast<bool>(tacticianInterface);
//create stack queue
bool embedQueue;
std::string queueSize = settings["battle"]["queueSize"].String();
if(queueSize == "auto")
embedQueue = screen->h < 700;
else
embedQueue = screen->h < 700 || queueSize == "small";
queue = std::make_shared<StackQueue>(embedQueue, this);
if(!embedQueue)
{
if (settings["battle"]["showQueue"].Bool())
pos.y += queue->pos.h / 2; //center whole window
queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
}
//preparing siege info
const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
if(town && town->hasFort())
siegeController.reset(new BattleSiegeController(this, town));
CPlayerInterface::battleInt = this;
//initializing armies
this->army1 = army1;
this->army2 = army2;
controlPanel = std::make_shared<BattleControlPanel>(this, Point(0, 556));
//preparing menu background and terrain
fieldController.reset( new BattleFieldController(this));
stacksController.reset( new BattleStacksController(this));
actionsController.reset( new BattleActionsController(this));
effectsController.reset(new BattleEffectsController(this));
//loading hero animations
if(hero1) // attacking hero
{
std::string battleImage;
if(!hero1->type->battleImage.empty())
{
battleImage = hero1->type->battleImage;
}
else
{
if(hero1->sex)
battleImage = hero1->type->heroClass->imageBattleFemale;
else
battleImage = hero1->type->heroClass->imageBattleMale;
}
attackingHero = std::make_shared<BattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
auto img = attackingHero->animation->getImage(0, 0, true);
if(img)
attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
}
if(hero2) // defending hero
{
std::string battleImage;
if(!hero2->type->battleImage.empty())
{
battleImage = hero2->type->battleImage;
}
else
{
if(hero2->sex)
battleImage = hero2->type->heroClass->imageBattleFemale;
else
battleImage = hero2->type->heroClass->imageBattleMale;
}
defendingHero = std::make_shared<BattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
auto img = defendingHero->animation->getImage(0, 0, true);
if(img)
defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
}
obstacleController.reset(new BattleObstacleController(this));
if(tacticsMode)
tacticNextStack(nullptr);
CCS->musich->stopMusic();
battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
auto onIntroPlayed = [&]()
{
if(LOCPLINT->battleInt)
{
CCS->musich->playMusicFromSet("battle", true, true);
battleActionsStarted = true;
activateStack();
controlPanel->blockUI(settings["session"]["spectate"].Bool() || stacksController->getActiveStack() == nullptr);
battleIntroSoundChannel = -1;
}
};
CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
addUsedEvents(RCLICK | MOVE | KEYBOARD);
controlPanel->blockUI(true);
queue->update();
}
BattleInterface::~BattleInterface()
{
CPlayerInterface::battleInt = nullptr;
givenCommand.cond.notify_all(); //that two lines should make any stacksController->getActiveStack() waiting thread to finish
if (active) //dirty fix for #485
{
deactivate();
}
if (adventureInt && adventureInt->selection)
{
//FIXME: this should be moved to adventureInt which should restore correct track based on selection/active player
const auto & terrain = *(LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType);
CCS->musich->playMusicFromSet("terrain", terrain.name, true, false);
}
animsAreDisplayed.setn(false);
}
void BattleInterface::setPrintCellBorders(bool set)
{
Settings cellBorders = settings.write["battle"]["cellBorders"];
cellBorders->Bool() = set;
fieldController->redrawBackgroundWithHexes();
GH.totalRedraw();
}
void BattleInterface::setPrintStackRange(bool set)
{
Settings stackRange = settings.write["battle"]["stackRange"];
stackRange->Bool() = set;
fieldController->redrawBackgroundWithHexes();
GH.totalRedraw();
}
void BattleInterface::setPrintMouseShadow(bool set)
{
Settings shadow = settings.write["battle"]["mouseShadow"];
shadow->Bool() = set;
}
void BattleInterface::activate()
{
controlPanel->activate();
if (curInt->isAutoFightOn)
return;
CIntObject::activate();
if (attackingHero)
attackingHero->activate();
if (defendingHero)
defendingHero->activate();
fieldController->activate();
if (settings["battle"]["showQueue"].Bool())
queue->activate();
LOCPLINT->cingconsole->activate();
}
void BattleInterface::deactivate()
{
controlPanel->deactivate();
CIntObject::deactivate();
fieldController->deactivate();
if (attackingHero)
attackingHero->deactivate();
if (defendingHero)
defendingHero->deactivate();
if (settings["battle"]["showQueue"].Bool())
queue->deactivate();
LOCPLINT->cingconsole->deactivate();
}
void BattleInterface::keyPressed(const SDL_KeyboardEvent & key)
{
if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
{
if(settings["battle"]["showQueue"].Bool()) //hide queue
hideQueue();
else
showQueue();
}
else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
{
actionsController->enterCreatureCastingMode();
}
else if(key.keysym.sym == SDLK_ESCAPE)
{
if(!battleActionsStarted)
CCS->soundh->stopSound(battleIntroSoundChannel);
else
actionsController->endCastingSpell();
}
}
void BattleInterface::mouseMoved(const SDL_MouseMotionEvent &event)
{
BattleHex selectedHex = fieldController->getHoveredHex();
actionsController->handleHex(selectedHex, MOVE);
controlPanel->mouseMoved(event);
}
void BattleInterface::clickRight(tribool down, bool previousState)
{
if (!down)
{
actionsController->endCastingSpell();
}
}
void BattleInterface::stackReset(const CStack * stack)
{
stacksController->stackReset(stack);
}
void BattleInterface::stackAdded(const CStack * stack)
{
stacksController->stackAdded(stack);
}
void BattleInterface::stackRemoved(uint32_t stackID)
{
stacksController->stackRemoved(stackID);
fieldController->redrawBackgroundWithHexes();
queue->update();
}
void BattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
{
stacksController->stackActivated(stack);
}
void BattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
{
stacksController->stackMoved(stack, destHex, distance);
}
void BattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
{
stacksController->stacksAreAttacked(attackedInfos);
std::array<int, 2> killedBySide = {0, 0};
int targets = 0;
for(const StackAttackedInfo & attackedInfo : attackedInfos)
{
++targets;
ui8 side = attackedInfo.defender->side;
killedBySide.at(side) += attackedInfo.amountKilled;
}
for(ui8 side = 0; side < 2; side++)
{
if(killedBySide.at(side) > killedBySide.at(1-side))
setHeroAnimation(side, CCreatureAnim::HERO_DEFEAT);
else if(killedBySide.at(side) < killedBySide.at(1-side))
setHeroAnimation(side, CCreatureAnim::HERO_VICTORY);
}
}
void BattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
{
stacksController->stackAttacking(attacker, dest, attacked, shooting);
}
void BattleInterface::newRoundFirst( int round )
{
waitForAnims();
}
void BattleInterface::newRound(int number)
{
controlPanel->console->addText(CGI->generaltexth->allTexts[412]);
}
void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
{
const CStack * actor = nullptr;
if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
{
actor = stacksController->getActiveStack();
}
auto side = curInt->cb->playerToSide(curInt->playerID);
if(!side)
{
logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
return;
}
auto ba = new BattleAction(); //is deleted in CPlayerInterface::stacksController->getActiveStack()()
ba->side = side.get();
ba->actionType = action;
ba->aimToHex(tile);
ba->actionSubtype = additional;
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"));
myTurn = false;
stacksController->setActiveStack(nullptr);
givenCommand.setn(command);
}
else
{
curInt->cb->battleMakeTacticAction(command);
vstd::clear_pointer(command);
stacksController->setActiveStack(nullptr);
//next stack will be activated when action ends
}
}
const CGHeroInstance * BattleInterface::getActiveHero()
{
const CStack *attacker = stacksController->getActiveStack();
if(!attacker)
{
return nullptr;
}
if(attacker->side == BattleSide::ATTACKER)
{
return attackingHeroInstance;
}
return defendingHeroInstance;
}
void BattleInterface::hexLclicked(int whichOne)
{
actionsController->handleHex(whichOne, LCLICK);
}
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)
{
bresult = &br;
{
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
animsAreDisplayed.waitUntil(false);
}
stacksController->setActiveStack(nullptr);
displayBattleFinished();
}
void BattleInterface::displayBattleFinished()
{
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
{
close();
return;
}
GH.pushInt(std::make_shared<BattleResultWindow>(*bresult, *(this->curInt)));
curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
CPlayerInterface::battleInt = nullptr;
}
void BattleInterface::spellCast(const BattleSpellCast * sc)
{
const SpellID spellID = sc->spellID;
const CSpell * spell = spellID.toSpell();
assert(spell);
if(!spell)
return;
const std::string & castSoundPath = spell->getCastSound();
if (!castSoundPath.empty())
CCS->soundh->playSound(castSoundPath);
if ( sc->activeCast )
{
const CStack * casterStack = curInt->cb->battleGetStackByID(sc->casterStack);
if(casterStack != nullptr )
{
displaySpellCast(spellID, casterStack->getPosition());
stacksController->addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile), spell));
}
else
if (sc->tile.isValid() && !spell->animationInfo.projectile.empty())
{
// this is spell cast by hero with valid destination & valid projectile -> play animation
const CStack * target = curInt->cb->battleGetStackByPos(sc->tile);
Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position
Point destcoord = stacksController->getStackPositionAtHex(sc->tile, target); //position attacked by projectile
destcoord += Point(250, 240); // FIXME: what are these constants?
projectilesController->createSpellProjectile( nullptr, srccoord, destcoord, spell);
projectilesController->emitStackProjectile( nullptr );
// wait fo projectile to end
stacksController->addNewAnim(new CWaitingProjectileAnimation(this, nullptr));
}
}
waitForAnims(); //wait for projectile animation
displaySpellHit(spellID, sc->tile);
//queuing affect animation
for(auto & elem : sc->affectedCres)
{
auto stack = curInt->cb->battleGetStackByID(elem, false);
if(stack)
displaySpellEffect(spellID, stack->getPosition());
}
//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->tempOwner == curInt->playerID)
return attackingHeroInstance;
else
return defendingHeroInstance;
}
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::RendererPtr canvas)
{
attackingHero->render(canvas);
});
}
if (defendingHero)
{
renderer.insert(EBattleFieldLayer::HEROES, BattleHex(GameConstants::BFIELD_WIDTH-1),[this](BattleRenderer::RendererPtr 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);
}