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752 lines
21 KiB
C++
752 lines
21 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 "BattleWindow.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 "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../render/Canvas.h"
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#include "../adventureMap/CAdvMapInt.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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#include "../../lib/TerrainHandler.h"
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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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std::shared_ptr<CPlayerInterface> att,
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std::shared_ptr<CPlayerInterface> defen,
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std::shared_ptr<CPlayerInterface> spectatorInt)
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: attackingHeroInstance(hero1)
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, defendingHeroInstance(hero2)
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, attackerInt(att)
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, defenderInt(defen)
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, curInt(att)
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, moveSoundHander(-1)
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{
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for ( auto & event : animationEvents)
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event.setn(false);
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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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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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//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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windowObject = std::make_shared<BattleWindow>(*this);
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projectilesController.reset(new BattleProjectileController(*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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obstacleController.reset(new BattleObstacleController(*this));
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adventureInt->onAudioPaused();
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setAnimationCondition(EAnimationEvents::OPENING, true);
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GH.pushInt(windowObject);
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windowObject->blockUI(true);
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windowObject->updateQueue();
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playIntroSoundAndUnlockInterface();
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}
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void BattleInterface::playIntroSoundAndUnlockInterface()
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{
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if(settings["gameTweaks"]["skipBattleIntroMusic"].Bool())
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{
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onIntroSoundPlayed();
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return;
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}
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auto onIntroPlayed = [this]()
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{
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if(LOCPLINT->battleInt)
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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onIntroSoundPlayed();
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}
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};
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battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
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if (battleIntroSoundChannel != -1)
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CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
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else
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onIntroSoundPlayed();
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}
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void BattleInterface::onIntroSoundPlayed()
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{
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setAnimationCondition(EAnimationEvents::OPENING, false);
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CCS->musich->playMusicFromSet("battle", true, true);
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if(tacticsMode)
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tacticNextStack(nullptr);
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activateStack();
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battleIntroSoundChannel = -1;
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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 (adventureInt)
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adventureInt->onAudioResumed();
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// may happen if user decided to close game while in battle
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if (getAnimationCondition(EAnimationEvents::ACTION) == true)
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logGlobal->error("Shutting down BattleInterface during animation playback!");
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setAnimationCondition(EAnimationEvents::ACTION, false);
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}
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void BattleInterface::redrawBattlefield()
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{
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fieldController->redrawBackgroundWithHexes();
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GH.totalRedraw();
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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, false);
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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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windowObject->updateQueue();
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}
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void BattleInterface::stackActivated(const CStack *stack)
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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, bool teleport)
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{
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if (teleport)
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stacksController->stackTeleported(stack, destHex, distance);
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else
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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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for(const StackAttackedInfo & attackedInfo : attackedInfos)
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{
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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, EHeroAnimType::DEFEAT);
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else if(killedBySide.at(side) < killedBySide.at(1-side))
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setHeroAnimation(side, EHeroAnimType::VICTORY);
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}
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}
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void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
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{
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stacksController->stackAttacking(attackInfo);
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}
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void BattleInterface::newRoundFirst( int round )
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{
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waitForAnimationCondition(EAnimationEvents::OPENING, false);
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}
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void BattleInterface::newRound(int number)
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{
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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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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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CCS->curh->set(Cursor::Combat::POINTER);
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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::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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assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
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waitForAnimationCondition(EAnimationEvents::ACTION, false);
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stacksController->setActiveStack(nullptr);
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CCS->curh->set(Cursor::Map::POINTER);
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curInt->waitWhileDialog();
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if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
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{
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windowObject->close();
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return;
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}
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GH.pushInt(std::make_shared<BattleResultWindow>(br, *(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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windowObject->blockUI(true);
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const SpellID spellID = sc->spellID;
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const CSpell * spell = spellID.toSpell();
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auto targetedTile = sc->tile;
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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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{
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auto group = spell->animationInfo.projectile.empty() ?
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EAnimationEvents::HIT:
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EAnimationEvents::BEFORE_HIT;//FIXME: recheck whether this should be on projectile spawning
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executeOnAnimationCondition(group, true, [=]() {
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CCS->soundh->playSound(castSoundPath);
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});
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}
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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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executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
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{
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stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
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displaySpellCast(spell, casterStack->getPosition());
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});
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}
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else
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{
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auto hero = sc->side ? defendingHero : attackingHero;
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assert(hero);
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executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
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{
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stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
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});
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}
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}
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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displaySpellHit(spell, targetedTile);
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});
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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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assert(stack);
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if(stack)
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{
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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displaySpellEffect(spell, stack->getPosition());
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});
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}
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}
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for(auto & elem : sc->reflectedCres)
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{
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auto stack = curInt->cb->battleGetStackByID(elem, false);
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assert(stack);
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition());
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});
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}
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if (!sc->resistedCres.empty())
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{
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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CCS->soundh->playSound("MAGICRES");
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});
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}
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for(auto & elem : sc->resistedCres)
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{
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auto stack = curInt->cb->battleGetStackByID(elem, false);
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assert(stack);
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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effectsController->displayEffect(EBattleEffect::RESISTANCE, stack->getPosition());
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});
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}
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//mana absorption
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if (sc->manaGained > 0)
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{
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Point leftHero = Point(15, 30);
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Point rightHero = Point(755, 30);
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bool side = sc->side;
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executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
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stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
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stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
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});
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}
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}
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void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
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{
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if(stacksController->getActiveStack() != nullptr)
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fieldController->redrawBackgroundWithHexes();
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}
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void BattleInterface::setHeroAnimation(ui8 side, EHeroAnimType phase)
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{
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if(side == BattleSide::ATTACKER)
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{
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if(attackingHero)
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attackingHero->setPhase(phase);
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}
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else
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{
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if(defendingHero)
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defendingHero->setPhase(phase);
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}
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}
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void BattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
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{
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for(const auto & line : battleLog)
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{
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std::string formatted = line.toString();
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boost::algorithm::trim(formatted);
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appendBattleLog(formatted);
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}
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}
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void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit)
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{
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for(const CSpell::TAnimation & animation : q)
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{
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if(animation.pause > 0)
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stacksController->addNewAnim(new DummyAnimation(*this, animation.pause));
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if (!animation.effectName.empty())
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{
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const CStack * destStack = getCurrentPlayerInterface()->cb->battleGetStackByPos(destinationTile, false);
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if (destStack)
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stacksController->addNewAnim(new ColorTransformAnimation(*this, destStack, animation.effectName, spell ));
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}
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if(!animation.resourceName.empty())
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{
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int flags = 0;
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if (isHit)
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flags |= EffectAnimation::FORCE_ON_TOP;
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if (animation.verticalPosition == VerticalPosition::BOTTOM)
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flags |= EffectAnimation::ALIGN_TO_BOTTOM;
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if (!destinationTile.isValid())
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flags |= EffectAnimation::SCREEN_FILL;
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if (!destinationTile.isValid())
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stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, flags));
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else
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stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, destinationTile, flags));
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}
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}
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}
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void BattleInterface::displaySpellCast(const CSpell * spell, BattleHex destinationTile)
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{
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if(spell)
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displaySpellAnimationQueue(spell, spell->animationInfo.cast, destinationTile, false);
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}
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void BattleInterface::displaySpellEffect(const CSpell * spell, BattleHex destinationTile)
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{
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if(spell)
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displaySpellAnimationQueue(spell, spell->animationInfo.affect, destinationTile, false);
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}
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void BattleInterface::displaySpellHit(const CSpell * spell, BattleHex destinationTile)
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{
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if(spell)
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displaySpellAnimationQueue(spell, spell->animationInfo.hit, destinationTile, true);
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}
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CPlayerInterface *BattleInterface::getCurrentPlayerInterface() const
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{
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return curInt.get();
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}
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void BattleInterface::trySetActivePlayer( PlayerColor player )
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{
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if ( attackerInt && attackerInt->playerID == player )
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curInt = attackerInt;
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if ( defenderInt && defenderInt->playerID == player )
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curInt = defenderInt;
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}
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void BattleInterface::activateStack()
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{
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stacksController->activateStack();
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const CStack * s = stacksController->getActiveStack();
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if(!s)
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return;
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windowObject->updateQueue();
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windowObject->blockUI(false);
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fieldController->redrawBackgroundWithHexes();
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actionsController->activateStack();
|
|
GH.fakeMouseMove();
|
|
}
|
|
|
|
bool BattleInterface::makingTurn() const
|
|
{
|
|
return stacksController->getActiveStack() != nullptr;
|
|
}
|
|
|
|
void BattleInterface::endAction(const BattleAction* action)
|
|
{
|
|
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
|
|
|
|
stacksController->endAction(action);
|
|
windowObject->updateQueue();
|
|
|
|
//stack ended movement in tactics phase -> select the next one
|
|
if (tacticsMode)
|
|
tacticNextStack(stack);
|
|
|
|
//we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
|
|
if(action->actionType == EActionType::HERO_SPELL)
|
|
fieldController->redrawBackgroundWithHexes();
|
|
}
|
|
|
|
void BattleInterface::appendBattleLog(const std::string & newEntry)
|
|
{
|
|
console->addText(newEntry);
|
|
}
|
|
|
|
void BattleInterface::startAction(const BattleAction* action)
|
|
{
|
|
if(action->actionType == EActionType::END_TACTIC_PHASE)
|
|
{
|
|
windowObject->tacticPhaseEnded();
|
|
return;
|
|
}
|
|
|
|
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
|
|
|
|
if (stack)
|
|
{
|
|
windowObject->updateQueue();
|
|
}
|
|
else
|
|
{
|
|
assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
|
|
}
|
|
|
|
stacksController->startAction(action);
|
|
|
|
if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
|
|
return;
|
|
|
|
if (!stack)
|
|
{
|
|
logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
|
|
return;
|
|
}
|
|
|
|
effectsController->startAction(action);
|
|
}
|
|
|
|
void BattleInterface::tacticPhaseEnd()
|
|
{
|
|
stacksController->setActiveStack(nullptr);
|
|
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
|
|
assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
|
|
waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
|
|
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 = std::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);
|
|
tacticsMode = false;
|
|
}
|
|
else
|
|
{
|
|
givenCommand.setn(ba.release());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
|
|
activateStack();
|
|
}
|
|
});
|
|
|
|
aiThread.detach();
|
|
}
|
|
|
|
void BattleInterface::castThisSpell(SpellID spellID)
|
|
{
|
|
actionsController->castThisSpell(spellID);
|
|
}
|
|
|
|
void BattleInterface::setAnimationCondition( EAnimationEvents event, bool state)
|
|
{
|
|
logAnim->debug("setAnimationCondition: %d -> %s", static_cast<int>(event), state ? "ON" : "OFF");
|
|
|
|
size_t index = static_cast<size_t>(event);
|
|
animationEvents[index].setn(state);
|
|
|
|
decltype(awaitingEvents) executingEvents;
|
|
|
|
for (auto it = awaitingEvents.begin(); it != awaitingEvents.end();)
|
|
{
|
|
if (it->event == event && it->eventState == state)
|
|
{
|
|
executingEvents.push_back(*it);
|
|
it = awaitingEvents.erase(it);
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
|
|
for (auto const & event : executingEvents)
|
|
event.action();
|
|
}
|
|
|
|
bool BattleInterface::getAnimationCondition( EAnimationEvents event)
|
|
{
|
|
size_t index = static_cast<size_t>(event);
|
|
return animationEvents[index].get();
|
|
}
|
|
|
|
void BattleInterface::waitForAnimationCondition( EAnimationEvents event, bool state)
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
|
|
size_t index = static_cast<size_t>(event);
|
|
animationEvents[index].waitUntil(state);
|
|
}
|
|
|
|
void BattleInterface::executeOnAnimationCondition( EAnimationEvents event, bool state, const AwaitingAnimationAction & action)
|
|
{
|
|
awaitingEvents.push_back({action, event, state});
|
|
}
|
|
|
|
void BattleInterface::setBattleQueueVisibility(bool visible)
|
|
{
|
|
windowObject->hideQueue();
|
|
if(visible)
|
|
windowObject->showQueue();
|
|
}
|