mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
6b3beb05e5
- Refactoring of siege controller code - Replaced some usages of C struct SDL_Surface with proper c++ class IImage - Refactoring of rendering of battlefield objects (WIP)
769 lines
28 KiB
C++
769 lines
28 KiB
C++
/*
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* CBattleActionsController.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 "CBattleActionsController.h"
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#include "CBattleControlPanel.h"
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#include "CBattleStacksController.h"
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#include "CBattleInterface.h"
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#include "CBattleFieldController.h"
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#include "CBattleSiegeController.h"
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#include "CBattleInterfaceClasses.h"
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#include "../gui/CCursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CIntObject.h"
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#include "../windows/CCreatureWindow.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../../CCallback.h"
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#include "../../lib/CStack.h"
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#include "../../lib/battle/BattleAction.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/Problem.h"
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#include "../../lib/CGeneralTextHandler.h"
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static std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
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{
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if (dmgRange.first != dmgRange.second)
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return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
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else
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return (boost::format("%d") % dmgRange.first).str();
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}
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CBattleActionsController::CBattleActionsController(CBattleInterface * owner):
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owner(owner),
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creatureCasting(false),
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spellDestSelectMode(false),
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spellToCast(nullptr),
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sp(nullptr)
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{
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currentAction = PossiblePlayerBattleAction::INVALID;
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selectedAction = PossiblePlayerBattleAction::INVALID;
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}
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void CBattleActionsController::endCastingSpell()
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{
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if(spellDestSelectMode)
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{
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spellToCast.reset();
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sp = nullptr;
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spellDestSelectMode = false;
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CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
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if(owner->stacksController->getActiveStack())
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{
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possibleActions = getPossibleActionsForStack(owner->stacksController->getActiveStack()); //restore actions after they were cleared
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owner->myTurn = true;
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}
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}
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else
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{
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if(owner->stacksController->getActiveStack())
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{
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possibleActions = getPossibleActionsForStack(owner->stacksController->getActiveStack());
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GH.fakeMouseMove();
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}
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}
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}
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void CBattleActionsController::enterCreatureCastingMode()
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{
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//silently check for possible errors
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if (!owner->myTurn)
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return;
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if (owner->tacticsMode)
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return;
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//hero is casting a spell
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if (spellDestSelectMode)
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return;
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if (!owner->stacksController->getActiveStack())
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return;
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if (!owner->stacksController->activeStackSpellcaster())
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return;
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//random spellcaster
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if (owner->stacksController->activeStackSpellToCast() == SpellID::NONE)
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return;
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if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
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{
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const spells::Caster * caster = owner->stacksController->getActiveStack();
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const CSpell * spell = owner->stacksController->activeStackSpellToCast().toSpell();
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spells::Target target;
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target.emplace_back();
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spells::BattleCast cast(owner->curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
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auto m = spell->battleMechanics(&cast);
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spells::detail::ProblemImpl ignored;
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const bool isCastingPossible = m->canBeCastAt(target, ignored);
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if (isCastingPossible)
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{
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owner->myTurn = false;
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owner->giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, owner->stacksController->activeStackSpellToCast());
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owner->stacksController->setSelectedStack(nullptr);
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CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
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}
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}
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else
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{
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possibleActions = getPossibleActionsForStack(owner->stacksController->getActiveStack());
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auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
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{
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return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
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(x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
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(x != PossiblePlayerBattleAction::OBSTACLE);
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};
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vstd::erase_if(possibleActions, actionFilterPredicate);
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GH.fakeMouseMove();
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}
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}
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std::vector<PossiblePlayerBattleAction> CBattleActionsController::getPossibleActionsForStack(const CStack *stack)
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{
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BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
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data.creatureSpellToCast = owner->stacksController->activeStackSpellToCast();
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data.tacticsMode = owner->tacticsMode;
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auto allActions = owner->curInt->cb->getClientActionsForStack(stack, data);
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return std::vector<PossiblePlayerBattleAction>(allActions);
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}
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void CBattleActionsController::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
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{
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if(owner->tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
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auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
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{
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switch(item)
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{
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::ANY_LOCATION:
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case PossiblePlayerBattleAction::NO_LOCATION:
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case PossiblePlayerBattleAction::FREE_LOCATION:
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case PossiblePlayerBattleAction::OBSTACLE:
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if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
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return 1;
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else
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return 100;//bottom priority
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break;
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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return 2; break;
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case PossiblePlayerBattleAction::RISE_DEMONS:
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return 3; break;
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case PossiblePlayerBattleAction::SHOOT:
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return 4; break;
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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return 5; break;
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case PossiblePlayerBattleAction::ATTACK:
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return 6; break;
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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return 7; break;
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case PossiblePlayerBattleAction::MOVE_STACK:
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return 8; break;
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case PossiblePlayerBattleAction::CATAPULT:
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return 9; break;
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case PossiblePlayerBattleAction::HEAL:
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return 10; break;
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default:
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return 200; break;
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}
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};
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auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
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{
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return assignPriority(lhs) > assignPriority(rhs);
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};
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std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
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}
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void CBattleActionsController::castThisSpell(SpellID spellID)
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{
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spellToCast = std::make_shared<BattleAction>();
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spellToCast->actionType = EActionType::HERO_SPELL;
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spellToCast->actionSubtype = spellID; //spell number
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spellToCast->stackNumber = (owner->attackingHeroInstance->tempOwner == owner->curInt->playerID) ? -1 : -2;
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spellToCast->side = owner->defendingHeroInstance ? (owner->curInt->playerID == owner->defendingHeroInstance->tempOwner) : false;
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spellDestSelectMode = true;
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creatureCasting = false;
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//choosing possible targets
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const CGHeroInstance *castingHero = (owner->attackingHeroInstance->tempOwner == owner->curInt->playerID) ? owner->attackingHeroInstance : owner->defendingHeroInstance;
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assert(castingHero); // code below assumes non-null hero
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sp = spellID.toSpell();
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PossiblePlayerBattleAction spellSelMode = owner->curInt->cb->getCasterAction(sp, castingHero, spells::Mode::HERO);
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if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
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{
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spellToCast->aimToHex(BattleHex::INVALID);
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owner->curInt->cb->battleMakeAction(spellToCast.get());
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endCastingSpell();
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}
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else
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{
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possibleActions.clear();
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possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
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GH.fakeMouseMove();//update cursor
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}
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}
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void CBattleActionsController::handleHex(BattleHex myNumber, int eventType)
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{
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if (!owner->myTurn || !owner->battleActionsStarted) //we are not permit to do anything
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return;
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// This function handles mouse move over hexes and l-clicking on them.
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// First we decide what happens if player clicks on this hex and set appropriately
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// consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
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//
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// Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
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//used when hovering -> tooltip message and cursor to be set
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std::string consoleMsg;
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bool setCursor = true; //if we want to suppress setting cursor
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ECursor::ECursorTypes cursorType = ECursor::COMBAT;
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int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
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//used when l-clicking -> action to be called upon the click
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std::function<void()> realizeAction;
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//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
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const CStack * shere = owner->curInt->cb->battleGetStackByPos(myNumber, true);
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if(!shere)
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shere = owner->curInt->cb->battleGetStackByPos(myNumber, false);
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if(!owner->stacksController->getActiveStack())
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return;
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bool ourStack = false;
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if (shere)
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ourStack = shere->owner == owner->curInt->playerID;
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//stack may have changed, update selection border
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owner->stacksController->setHoveredStack(shere);
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localActions.clear();
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illegalActions.clear();
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reorderPossibleActionsPriority(owner->stacksController->getActiveStack(), shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
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const bool forcedAction = possibleActions.size() == 1;
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for (PossiblePlayerBattleAction action : possibleActions)
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{
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bool legalAction = false; //this action is legal and can be performed
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bool notLegal = false; //this action is not legal and should display message
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switch (action)
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{
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case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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if (shere && ourStack)
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::MOVE_TACTICS:
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case PossiblePlayerBattleAction::MOVE_STACK:
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{
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if (!(shere && shere->alive())) //we can walk on dead stacks
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{
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if(canStackMoveHere(owner->stacksController->getActiveStack(), myNumber))
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legalAction = true;
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}
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break;
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}
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case PossiblePlayerBattleAction::ATTACK:
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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{
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if(owner->curInt->cb->battleCanAttack(owner->stacksController->getActiveStack(), shere, myNumber))
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{
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if (owner->fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
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{
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owner->fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
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BattleHex attackFromHex = owner->fieldController->fromWhichHexAttack(myNumber);
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if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
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legalAction = true;
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}
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}
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}
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break;
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case PossiblePlayerBattleAction::SHOOT:
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if(owner->curInt->cb->battleCanShoot(owner->stacksController->getActiveStack(), myNumber))
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::ANY_LOCATION:
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if (myNumber > -1) //TODO: this should be checked for all actions
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{
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if(isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
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legalAction = true;
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}
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break;
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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if(shere && isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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{
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if(shere && ourStack && shere != owner->stacksController->getActiveStack() && shere->alive()) //only positive spells for other allied creatures
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{
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int spellID = owner->curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
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if(spellID > -1)
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{
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legalAction = true;
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}
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}
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}
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break;
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case PossiblePlayerBattleAction::OBSTACLE:
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if(isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::TELEPORT:
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{
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//todo: move to mechanics
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ui8 skill = 0;
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if (creatureCasting)
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skill = owner->stacksController->getActiveStack()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
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else
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skill = owner->getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
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//TODO: explicitely save power, skill
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if (owner->curInt->cb->battleCanTeleportTo(owner->stacksController->getSelectedStack(), myNumber, skill))
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legalAction = true;
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else
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notLegal = true;
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}
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break;
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case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
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if (shere && shere != owner->stacksController->getSelectedStack() && ourStack && shere->alive())
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legalAction = true;
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else
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notLegal = true;
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break;
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case PossiblePlayerBattleAction::FREE_LOCATION:
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legalAction = true;
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if(!isCastingPossibleHere(owner->stacksController->getActiveStack(), shere, myNumber))
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{
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legalAction = false;
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notLegal = true;
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}
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break;
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case PossiblePlayerBattleAction::CATAPULT:
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if (owner->siegeController && owner->siegeController->isAttackableByCatapult(myNumber))
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::HEAL:
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if (shere && ourStack && shere->canBeHealed())
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legalAction = true;
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break;
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case PossiblePlayerBattleAction::RISE_DEMONS:
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if (shere && ourStack && !shere->alive())
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{
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if (!(shere->hasBonusOfType(Bonus::UNDEAD)
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|| shere->hasBonusOfType(Bonus::NON_LIVING)
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|| shere->hasBonusOfType(Bonus::GARGOYLE)
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|| shere->summoned
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|| shere->isClone()
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|| shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
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))
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legalAction = true;
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}
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break;
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}
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if (legalAction)
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localActions.push_back (action);
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else if (notLegal || forcedAction)
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illegalActions.push_back (action);
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}
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illegalAction = PossiblePlayerBattleAction::INVALID; //clear it in first place
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if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
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currentAction = selectedAction;
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else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
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currentAction = localActions.front();
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else //no legal action possible
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{
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currentAction = PossiblePlayerBattleAction::INVALID; //don't allow to do anything
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if (vstd::contains(illegalActions, selectedAction))
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illegalAction = selectedAction;
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else if (illegalActions.size())
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illegalAction = illegalActions.front();
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else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
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{
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currentAction = PossiblePlayerBattleAction::CREATURE_INFO;
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}
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else
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illegalAction = PossiblePlayerBattleAction::INVALID; //we should never be here
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}
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bool isCastingPossible = false;
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bool secondaryTarget = false;
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if (currentAction > PossiblePlayerBattleAction::INVALID)
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{
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switch (currentAction) //display console message, realize selected action
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{
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case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
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realizeAction = [=](){ owner->stackActivated(shere); };
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break;
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case PossiblePlayerBattleAction::MOVE_TACTICS:
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case PossiblePlayerBattleAction::MOVE_STACK:
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if (owner->stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
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{
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cursorFrame = ECursor::COMBAT_FLY;
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consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % owner->stacksController->getActiveStack()->getName()).str(); //Fly %s here
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}
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else
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{
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cursorFrame = ECursor::COMBAT_MOVE;
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consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % owner->stacksController->getActiveStack()->getName()).str(); //Move %s here
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}
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realizeAction = [=]()
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{
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if(owner->stacksController->getActiveStack()->doubleWide())
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{
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std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->stacksController->getActiveStack());
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BattleHex shiftedDest = myNumber.cloneInDirection(owner->stacksController->getActiveStack()->destShiftDir(), false);
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if(vstd::contains(acc, myNumber))
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owner->giveCommand(EActionType::WALK, myNumber);
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else if(vstd::contains(acc, shiftedDest))
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owner->giveCommand(EActionType::WALK, shiftedDest);
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}
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else
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{
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owner->giveCommand(EActionType::WALK, myNumber);
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}
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};
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break;
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case PossiblePlayerBattleAction::ATTACK:
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
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{
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owner->fieldController->setBattleCursor(myNumber); //handle direction of cursor and attackable tile
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setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
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|
|
bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
|
|
|
|
realizeAction = [=]()
|
|
{
|
|
BattleHex attackFromHex = owner->fieldController->fromWhichHexAttack(myNumber);
|
|
if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
|
|
{
|
|
auto command = new BattleAction(BattleAction::makeMeleeAttack(owner->stacksController->getActiveStack(), myNumber, attackFromHex, returnAfterAttack));
|
|
owner->sendCommand(command, owner->stacksController->getActiveStack());
|
|
}
|
|
};
|
|
|
|
TDmgRange damage = owner->curInt->cb->battleEstimateDamage(owner->stacksController->getActiveStack(), shere);
|
|
std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
|
|
}
|
|
break;
|
|
case PossiblePlayerBattleAction::SHOOT:
|
|
{
|
|
if (owner->curInt->cb->battleHasShootingPenalty(owner->stacksController->getActiveStack(), myNumber))
|
|
cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
|
|
else
|
|
cursorFrame = ECursor::COMBAT_SHOOT;
|
|
|
|
realizeAction = [=](){owner->giveCommand(EActionType::SHOOT, myNumber);};
|
|
TDmgRange damage = owner->curInt->cb->battleEstimateDamage(owner->stacksController->getActiveStack(), shere);
|
|
std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
|
|
//printing - Shoot %s (%d shots left, %s damage)
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % owner->stacksController->getActiveStack()->shots.available() % estDmgText).str();
|
|
}
|
|
break;
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
sp = CGI->spellh->objects[creatureCasting ? owner->stacksController->activeStackSpellToCast() : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
|
|
switch (sp->id)
|
|
{
|
|
case SpellID::SACRIFICE:
|
|
case SpellID::TELEPORT:
|
|
owner->stacksController->setSelectedStack(shere); //remember first target
|
|
secondaryTarget = true;
|
|
break;
|
|
}
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::ANY_LOCATION:
|
|
sp = CGI->spellh->objects[creatureCasting ? owner->stacksController->activeStackSpellToCast() : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
|
|
sp = nullptr;
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
|
|
creatureCasting = true;
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::TELEPORT:
|
|
consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
|
|
cursorFrame = ECursor::COMBAT_TELEPORT;
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::OBSTACLE:
|
|
consoleMsg = CGI->generaltexth->allTexts[550];
|
|
//TODO: remove obstacle cursor
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::SACRIFICE:
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
|
|
cursorFrame = ECursor::COMBAT_SACRIFICE;
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::HEAL:
|
|
cursorFrame = ECursor::COMBAT_HEAL;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
|
|
realizeAction = [=](){ owner->giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
|
|
break;
|
|
case PossiblePlayerBattleAction::RISE_DEMONS:
|
|
cursorType = ECursor::SPELLBOOK;
|
|
realizeAction = [=]()
|
|
{
|
|
owner->giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
|
|
};
|
|
break;
|
|
case PossiblePlayerBattleAction::CATAPULT:
|
|
cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
|
|
realizeAction = [=](){ owner->giveCommand(EActionType::CATAPULT, myNumber); };
|
|
break;
|
|
case PossiblePlayerBattleAction::CREATURE_INFO:
|
|
{
|
|
cursorFrame = ECursor::COMBAT_QUERY;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
|
|
realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else //no possible valid action, display message
|
|
{
|
|
switch (illegalAction)
|
|
{
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
consoleMsg = CGI->generaltexth->allTexts[23];
|
|
break;
|
|
case PossiblePlayerBattleAction::TELEPORT:
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
|
|
break;
|
|
case PossiblePlayerBattleAction::SACRIFICE:
|
|
consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
|
|
break;
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
|
|
break;
|
|
default:
|
|
if (myNumber == -1)
|
|
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
|
|
else
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (isCastingPossible) //common part
|
|
{
|
|
switch (currentAction) //don't use that with teleport / sacrifice
|
|
{
|
|
case PossiblePlayerBattleAction::TELEPORT: //FIXME: more generic solution?
|
|
case PossiblePlayerBattleAction::SACRIFICE:
|
|
break;
|
|
default:
|
|
cursorType = ECursor::SPELLBOOK;
|
|
cursorFrame = 0;
|
|
if (consoleMsg.empty() && sp)
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
break;
|
|
}
|
|
|
|
realizeAction = [=]()
|
|
{
|
|
if(secondaryTarget) //select that target now
|
|
{
|
|
|
|
possibleActions.clear();
|
|
switch (sp->id.toEnum())
|
|
{
|
|
case SpellID::TELEPORT: //don't cast spell yet, only select target
|
|
spellToCast->aimToUnit(shere);
|
|
possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT);
|
|
break;
|
|
case SpellID::SACRIFICE:
|
|
spellToCast->aimToHex(myNumber);
|
|
possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (creatureCasting)
|
|
{
|
|
if (sp)
|
|
{
|
|
owner->giveCommand(EActionType::MONSTER_SPELL, myNumber, owner->stacksController->activeStackSpellToCast());
|
|
}
|
|
else //unknown random spell
|
|
{
|
|
owner->giveCommand(EActionType::MONSTER_SPELL, myNumber);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(sp);
|
|
switch (sp->id.toEnum())
|
|
{
|
|
case SpellID::SACRIFICE:
|
|
spellToCast->aimToUnit(shere);//victim
|
|
break;
|
|
default:
|
|
spellToCast->aimToHex(myNumber);
|
|
break;
|
|
}
|
|
owner->curInt->cb->battleMakeAction(spellToCast.get());
|
|
endCastingSpell();
|
|
}
|
|
owner->stacksController->setSelectedStack(nullptr);
|
|
}
|
|
};
|
|
}
|
|
|
|
{
|
|
if (eventType == CIntObject::MOVE)
|
|
{
|
|
if (setCursor)
|
|
CCS->curh->changeGraphic(cursorType, cursorFrame);
|
|
owner->controlPanel->console->write(consoleMsg);
|
|
}
|
|
if (eventType == CIntObject::LCLICK && realizeAction)
|
|
{
|
|
//opening creature window shouldn't affect myTurn...
|
|
if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget)
|
|
{
|
|
owner->myTurn = false; //tends to crash with empty calls
|
|
}
|
|
realizeAction();
|
|
if (!secondaryTarget) //do not replace teleport or sacrifice cursor
|
|
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
|
owner->controlPanel->console->clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool CBattleActionsController::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
|
|
{
|
|
creatureCasting = owner->stacksController->activeStackSpellcaster() && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
|
|
|
|
bool isCastingPossible = true;
|
|
|
|
int spellID = -1;
|
|
if (creatureCasting)
|
|
{
|
|
if (owner->stacksController->activeStackSpellToCast() != SpellID::NONE && (shere != sactive)) //can't cast on itself
|
|
spellID = owner->stacksController->activeStackSpellToCast(); //TODO: merge with SpellTocast?
|
|
}
|
|
else //hero casting
|
|
{
|
|
spellID = spellToCast->actionSubtype;
|
|
}
|
|
|
|
|
|
sp = nullptr;
|
|
if (spellID >= 0)
|
|
sp = CGI->spellh->objects[spellID];
|
|
|
|
if (sp)
|
|
{
|
|
const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(owner->curInt->cb->battleGetMyHero());
|
|
if (caster == nullptr)
|
|
{
|
|
isCastingPossible = false;//just in case
|
|
}
|
|
else
|
|
{
|
|
const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
|
|
|
|
spells::Target target;
|
|
target.emplace_back(myNumber);
|
|
|
|
spells::BattleCast cast(owner->curInt->cb.get(), caster, mode, sp);
|
|
|
|
auto m = sp->battleMechanics(&cast);
|
|
spells::detail::ProblemImpl problem; //todo: display problem in status bar
|
|
|
|
isCastingPossible = m->canBeCastAt(target, problem);
|
|
}
|
|
}
|
|
else
|
|
isCastingPossible = false;
|
|
if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
|
|
isCastingPossible = false;
|
|
|
|
return isCastingPossible;
|
|
}
|
|
|
|
bool CBattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber)
|
|
{
|
|
std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(stackToMove);
|
|
BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
|
|
|
|
if (vstd::contains(acc, myNumber))
|
|
return true;
|
|
else if (stackToMove->doubleWide() && vstd::contains(acc, shiftedDest))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void CBattleActionsController::activateStack()
|
|
{
|
|
const CStack * s = owner->stacksController->getActiveStack();
|
|
if(s)
|
|
possibleActions = getPossibleActionsForStack(s);
|
|
}
|
|
|
|
bool CBattleActionsController::spellcastingModeActive()
|
|
{
|
|
return spellDestSelectMode;
|
|
}
|
|
|
|
SpellID CBattleActionsController::selectedSpell()
|
|
{
|
|
if (!spellToCast)
|
|
return SpellID::NONE;
|
|
return SpellID(spellToCast->actionSubtype);
|
|
}
|