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@@ -16,6 +16,7 @@
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#include "CBattleProjectileController.h"
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#include "CBattleObstacleController.h"
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#include "CBattleSiegeController.h"
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+#include "CBattleFieldController.h"
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#include "../CBitmapHandler.h"
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#include "../CGameInfo.h"
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@@ -107,9 +108,9 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
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const CGHeroInstance *hero1, const CGHeroInstance *hero2,
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const SDL_Rect & myRect,
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std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
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- : background(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
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- activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
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- currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
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+ : attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
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+ activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr),
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+ stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
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creatureSpellToCast(-1),
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attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
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myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
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@@ -180,19 +181,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
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}
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//preparing menu background and terrain
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- if(!siegeController)
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- {
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- auto bfieldType = curInt->cb->battleGetBattlefieldType();
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-
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- if(bfieldType == BattleField::NONE)
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- {
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- logGlobal->error("Invalid battlefield returned for current battle");
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- }
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- else
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- {
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- background = BitmapHandler::loadBitmap(bfieldType.getInfo()->graphics, false);
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- }
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- }
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+ fieldController.reset( new CBattleFieldController(this));
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//preparing graphics for displaying amounts of creatures
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amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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@@ -289,58 +278,8 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
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defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
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}
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-
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- //preparing cells and hexes
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- cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
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- CSDL_Ext::alphaTransform(cellBorder);
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- cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
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- CSDL_Ext::alphaTransform(cellShade);
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- for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
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- {
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- auto hex = std::make_shared<CClickableHex>();
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- hex->myNumber = h;
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- hex->pos = hexPosition(h);
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- hex->accessible = true;
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- hex->myInterface = this;
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- bfield.push_back(hex);
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- }
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- //locking occupied positions on batlefield
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- for(const CStack * s : stacks) //stacks gained at top of this function
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- if(s->initialPosition >= 0) //turrets have position < 0
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- bfield[s->getPosition()]->accessible = false;
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-
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- //preparing graphic with cell borders
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- cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
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- //copying palette
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- for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
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- {
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- cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
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- }
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- //palette copied
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- for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
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- {
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- for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
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- {
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- int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
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- int y = 86 + 42 *i;
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- for (int cellX = 0; cellX < cellBorder->w; ++cellX)
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- {
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- for (int cellY = 0; cellY < cellBorder->h; ++cellY)
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- {
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- if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
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- * ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
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- }
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- }
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- }
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- }
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-
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- backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
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-
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obstacleController.reset(new CBattleObstacleController(this));
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- for(auto hex : bfield)
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- addChild(hex.get());
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-
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if(tacticsMode)
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bTacticNextStack();
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@@ -374,18 +313,11 @@ CBattleInterface::~CBattleInterface()
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{
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deactivate();
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}
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- SDL_FreeSurface(background);
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SDL_FreeSurface(menu);
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SDL_FreeSurface(amountNormal);
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SDL_FreeSurface(amountNegative);
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SDL_FreeSurface(amountPositive);
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SDL_FreeSurface(amountEffNeutral);
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- SDL_FreeSurface(cellBorders);
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- SDL_FreeSurface(backgroundWithHexes);
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-
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-
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- SDL_FreeSurface(cellBorder);
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- SDL_FreeSurface(cellShade);
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//TODO: play AI tracks if battle was during AI turn
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//if (!curInt->makingTurn)
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@@ -404,7 +336,7 @@ void CBattleInterface::setPrintCellBorders(bool set)
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Settings cellBorders = settings.write["battle"]["cellBorders"];
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cellBorders->Bool() = set;
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- redrawBackgroundWithHexes(activeStack);
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+ fieldController->redrawBackgroundWithHexes(activeStack);
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GH.totalRedraw();
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}
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@@ -413,7 +345,7 @@ void CBattleInterface::setPrintStackRange(bool set)
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Settings stackRange = settings.write["battle"]["stackRange"];
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stackRange->Bool() = set;
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- redrawBackgroundWithHexes(activeStack);
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+ fieldController->redrawBackgroundWithHexes(activeStack);
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GH.totalRedraw();
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}
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@@ -445,8 +377,7 @@ void CBattleInterface::activate()
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if (defendingHero)
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defendingHero->activate();
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- for (auto hex : bfield)
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- hex->activate();
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+ fieldController->activate();
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if (settings["battle"]["showQueue"].Bool())
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queue->activate();
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@@ -477,8 +408,7 @@ void CBattleInterface::deactivate()
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bWait->deactivate();
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bDefence->deactivate();
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- for (auto hex : bfield)
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- hex->deactivate();
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+ fieldController->deactivate();
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if (attackingHero)
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attackingHero->deactivate();
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@@ -525,185 +455,9 @@ void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
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}
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void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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{
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- auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](std::shared_ptr<CClickableHex> hex)
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- {
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- return hex->hovered && hex->strictHovered;
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- });
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+ BattleHex selectedHex = fieldController->getHoveredHex();
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- handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
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-}
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-
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-void CBattleInterface::setBattleCursor(const int myNumber)
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-{
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- const CClickableHex & hoveredHex = *bfield[myNumber];
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- CCursorHandler *cursor = CCS->curh;
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-
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- const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
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- const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2.0;
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- const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2.0;
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- const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
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- const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
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- const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
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-
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- std::vector<int> sectorCursor; // From left to bottom left.
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- sectorCursor.push_back(8);
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- sectorCursor.push_back(9);
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- sectorCursor.push_back(10);
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- sectorCursor.push_back(11);
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- sectorCursor.push_back(12);
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- sectorCursor.push_back(7);
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-
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- const bool doubleWide = activeStack->doubleWide();
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- bool aboveAttackable = true, belowAttackable = true;
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-
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- // Exclude directions which cannot be attacked from.
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- // Check to the left.
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- if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
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- {
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- sectorCursor[0] = -1;
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- }
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- // Check top left, top right as well as above for 2-hex creatures.
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- if (myNumber/GameConstants::BFIELD_WIDTH == 0)
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- {
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- sectorCursor[1] = -1;
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- sectorCursor[2] = -1;
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- aboveAttackable = false;
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- }
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- else
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- {
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- if (doubleWide)
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- {
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- bool attackRow[4] = {true, true, true, true};
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-
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- if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
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- attackRow[0] = false;
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- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
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- attackRow[1] = false;
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- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
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- attackRow[2] = false;
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- if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
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- attackRow[3] = false;
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-
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- if (!(attackRow[0] && attackRow[1]))
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- sectorCursor[1] = -1;
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- if (!(attackRow[1] && attackRow[2]))
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- aboveAttackable = false;
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- if (!(attackRow[2] && attackRow[3]))
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- sectorCursor[2] = -1;
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- }
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- else
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- {
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- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
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- sectorCursor[1] = -1;
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- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
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- sectorCursor[2] = -1;
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- }
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- }
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- // Check to the right.
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- if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
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- {
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- sectorCursor[3] = -1;
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- }
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- // Check bottom right, bottom left as well as below for 2-hex creatures.
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- if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
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- {
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- sectorCursor[4] = -1;
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- sectorCursor[5] = -1;
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- belowAttackable = false;
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- }
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- else
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- {
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- if (doubleWide)
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- {
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- bool attackRow[4] = {true, true, true, true};
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-
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- if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
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- attackRow[0] = false;
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- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
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- attackRow[1] = false;
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- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
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- attackRow[2] = false;
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- if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
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- attackRow[3] = false;
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-
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- if (!(attackRow[0] && attackRow[1]))
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- sectorCursor[5] = -1;
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- if (!(attackRow[1] && attackRow[2]))
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- belowAttackable = false;
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- if (!(attackRow[2] && attackRow[3]))
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- sectorCursor[4] = -1;
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- }
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- else
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- {
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- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
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- sectorCursor[4] = -1;
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- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
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- sectorCursor[5] = -1;
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- }
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- }
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-
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- // Determine index from sector.
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- int cursorIndex;
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- if (doubleWide)
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- {
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- sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
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- sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
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-
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- if (sector < 1.5)
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- cursorIndex = static_cast<int>(sector);
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- else if (sector >= 1.5 && sector < 2.5)
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- cursorIndex = 2;
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- else if (sector >= 2.5 && sector < 4.5)
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- cursorIndex = (int) sector + 1;
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- else if (sector >= 4.5 && sector < 5.5)
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- cursorIndex = 6;
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- else
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- cursorIndex = (int) sector + 2;
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- }
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- else
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- {
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- cursorIndex = static_cast<int>(sector);
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- }
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-
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- // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
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- if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
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- {
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- logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
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- attackingHex = -1;
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- return;
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- }
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-
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- // Find the closest direction attackable, starting with the right one.
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- // FIXME: Is this really how the original H3 client does it?
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- int i = 0;
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- while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
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- i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
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- int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
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- cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
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- switch (index)
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- {
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- case 0:
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- attackingHex = myNumber - 1; //left
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- break;
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- case 1:
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- attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
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- break;
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- case 2:
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- attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
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- break;
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- case 3:
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- attackingHex = myNumber + 1; //right
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- break;
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- case 4:
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- attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
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- break;
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- case 5:
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- attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
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- break;
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- }
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- BattleHex hex(attackingHex);
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- if (!hex.isValid())
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- attackingHex = -1;
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+ handleHex(selectedHex, MOVE);
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}
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void CBattleInterface::clickRight(tribool down, bool previousState)
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@@ -949,7 +703,7 @@ void CBattleInterface::stackRemoved(uint32_t stackID)
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//todo: ensure that ghost stack animation has fadeout effect
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- redrawBackgroundWithHexes(activeStack);
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+ fieldController->redrawBackgroundWithHexes(activeStack);
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queue->update();
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}
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@@ -1077,17 +831,6 @@ void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor
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}
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}
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-bool CBattleInterface::isTileAttackable(const BattleHex & number) const
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-{
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- for (auto & elem : occupyableHexes)
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- {
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- if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
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- return true;
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- }
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- return false;
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-}
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-
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-
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const CGHeroInstance * CBattleInterface::getActiveHero()
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{
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const CStack *attacker = activeStack;
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@@ -1254,7 +997,7 @@ void CBattleInterface::spellCast(const BattleSpellCast * sc)
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void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
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{
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if(activeStack != nullptr)
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- redrawBackgroundWithHexes(activeStack);
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+ fieldController->redrawBackgroundWithHexes(activeStack);
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}
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void CBattleInterface::setHeroAnimation(ui8 side, int phase)
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@@ -1491,7 +1234,7 @@ void CBattleInterface::activateStack()
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return;
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queue->update();
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- redrawBackgroundWithHexes(activeStack);
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+ fieldController->redrawBackgroundWithHexes(activeStack);
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//set casting flag to true if creature can use it to not check it every time
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const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER)),
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@@ -1691,7 +1434,7 @@ void CBattleInterface::endAction(const BattleAction* action)
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bTacticNextStack(stack);
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if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
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- redrawBackgroundWithHexes(activeStack);
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+ fieldController->redrawBackgroundWithHexes(activeStack);
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if (activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
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{
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@@ -1989,10 +1732,10 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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{
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if(curInt->cb->battleCanAttack(activeStack, shere, myNumber))
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{
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- if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
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+ if (fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
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{
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- setBattleCursor(myNumber); // temporary - needed for following function :(
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- BattleHex attackFromHex = fromWhichHexAttack(myNumber);
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+ fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
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+ BattleHex attackFromHex = 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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@@ -2154,14 +1897,14 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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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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- setBattleCursor(myNumber); //handle direction of cursor and attackable tile
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+ 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;
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realizeAction = [=]()
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{
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- BattleHex attackFromHex = fromWhichHexAttack(myNumber);
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+ BattleHex attackFromHex = fieldController->fromWhichHexAttack(myNumber);
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if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
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{
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auto command = new BattleAction(BattleAction::makeMeleeAttack(activeStack, myNumber, attackFromHex, returnAfterAttack));
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@@ -2426,163 +2169,6 @@ bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack
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return isCastingPossible;
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}
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-BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
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-{
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- //TODO far too much repeating code
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- BattleHex destHex;
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- switch(CCS->curh->frame)
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- {
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- case 12: //from bottom right
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- {
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|
- bool doubleWide = activeStack->doubleWide();
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- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
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- (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
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- if(vstd::contains(occupyableHexes, destHex))
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- return destHex;
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|
- else if(activeStack->side == BattleSide::ATTACKER)
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|
- {
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|
- if (vstd::contains(occupyableHexes, destHex+1))
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|
- return destHex+1;
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|
|
- }
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|
- else //if we are defender
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|
- {
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|
- if(vstd::contains(occupyableHexes, destHex-1))
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|
- return destHex-1;
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|
|
- }
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|
|
- break;
|
|
|
- }
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|
|
- case 7: //from bottom left
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|
- {
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|
|
- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
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|
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- if (vstd::contains(occupyableHexes, destHex))
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|
- return destHex;
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- else if(activeStack->side == BattleSide::ATTACKER)
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|
- {
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|
|
- if(vstd::contains(occupyableHexes, destHex+1))
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|
- return destHex+1;
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|
|
- }
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|
|
- else //we are defender
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|
|
- {
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|
|
- if(vstd::contains(occupyableHexes, destHex-1))
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|
|
- return destHex-1;
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|
|
- }
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|
|
- break;
|
|
|
- }
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|
|
- case 8: //from left
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|
- {
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|
|
- if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER)
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|
|
- {
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|
|
- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
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|
|
- if (vstd::contains(acc, myNumber))
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|
|
- return myNumber - 1;
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|
- else
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|
|
- return myNumber - 2;
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|
|
- }
|
|
|
- else
|
|
|
- {
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|
|
- return myNumber - 1;
|
|
|
- }
|
|
|
- break;
|
|
|
- }
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|
- case 9: //from top left
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|
- {
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|
|
- destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
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|
|
- if(vstd::contains(occupyableHexes, destHex))
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|
|
- return destHex;
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|
|
- else if(activeStack->side == BattleSide::ATTACKER)
|
|
|
- {
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|
|
- if(vstd::contains(occupyableHexes, destHex+1))
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|
|
- return destHex+1;
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|
|
- }
|
|
|
- else //if we are defender
|
|
|
- {
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|
|
- if(vstd::contains(occupyableHexes, destHex-1))
|
|
|
- return destHex-1;
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- case 10: //from top right
|
|
|
- {
|
|
|
- bool doubleWide = activeStack->doubleWide();
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|
|
- destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
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|
|
- (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
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|
|
- if(vstd::contains(occupyableHexes, destHex))
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|
|
- return destHex;
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|
|
- else if(activeStack->side == BattleSide::ATTACKER)
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|
|
- {
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|
|
- if(vstd::contains(occupyableHexes, destHex+1))
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|
|
- return destHex+1;
|
|
|
- }
|
|
|
- else //if we are defender
|
|
|
- {
|
|
|
- if(vstd::contains(occupyableHexes, destHex-1))
|
|
|
- return destHex-1;
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- case 11: //from right
|
|
|
- {
|
|
|
- if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER)
|
|
|
- {
|
|
|
- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
|
|
|
- if(vstd::contains(acc, myNumber))
|
|
|
- return myNumber + 1;
|
|
|
- else
|
|
|
- return myNumber + 2;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- return myNumber + 1;
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- case 13: //from bottom
|
|
|
- {
|
|
|
- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
|
|
|
- if(vstd::contains(occupyableHexes, destHex))
|
|
|
- return destHex;
|
|
|
- else if(activeStack->side == BattleSide::ATTACKER)
|
|
|
- {
|
|
|
- if(vstd::contains(occupyableHexes, destHex+1))
|
|
|
- return destHex+1;
|
|
|
- }
|
|
|
- else //if we are defender
|
|
|
- {
|
|
|
- if(vstd::contains(occupyableHexes, destHex-1))
|
|
|
- return destHex-1;
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- case 14: //from top
|
|
|
- {
|
|
|
- destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
|
|
|
- if (vstd::contains(occupyableHexes, destHex))
|
|
|
- return destHex;
|
|
|
- else if(activeStack->side == BattleSide::ATTACKER)
|
|
|
- {
|
|
|
- if(vstd::contains(occupyableHexes, destHex+1))
|
|
|
- return destHex+1;
|
|
|
- }
|
|
|
- else //if we are defender
|
|
|
- {
|
|
|
- if(vstd::contains(occupyableHexes, destHex-1))
|
|
|
- return destHex-1;
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return -1;
|
|
|
-}
|
|
|
-
|
|
|
-Rect CBattleInterface::hexPosition(BattleHex hex) const
|
|
|
-{
|
|
|
- int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
|
|
|
- int y = 86 + 42 *hex.getY() + pos.y;
|
|
|
- int w = cellShade->w;
|
|
|
- int h = cellShade->h;
|
|
|
- return Rect(x, y, w, h);
|
|
|
-}
|
|
|
-
|
|
|
void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
|
|
|
{
|
|
|
obstacleController->obstaclePlaced(oi);
|
|
|
@@ -2662,7 +2248,20 @@ void CBattleInterface::show(SDL_Surface *to)
|
|
|
|
|
|
++animCount;
|
|
|
|
|
|
- showBackground(to);
|
|
|
+ if (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
|
|
|
+ {
|
|
|
+ // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
|
|
|
+ fieldController->showBackgroundImageWithHexes(to);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ fieldController->showBackgroundImage(to);
|
|
|
+ obstacleController->showAbsoluteObstacles(to);
|
|
|
+ if ( siegeController )
|
|
|
+ siegeController->showAbsoluteObstacles(to);
|
|
|
+ }
|
|
|
+ fieldController->showHighlightedHexes(to);
|
|
|
+
|
|
|
showBattlefieldObjects(to);
|
|
|
projectilesController->showProjectiles(to);
|
|
|
|
|
|
@@ -2684,126 +2283,6 @@ void CBattleInterface::show(SDL_Surface *to)
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-void CBattleInterface::showBackground(SDL_Surface *to)
|
|
|
-{
|
|
|
- if (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
|
|
|
- {
|
|
|
- // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
|
|
|
- blitAt(backgroundWithHexes, pos.x, pos.y, to);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- showBackgroundImage(to);
|
|
|
- obstacleController->showAbsoluteObstacles(to);
|
|
|
- if ( siegeController )
|
|
|
- siegeController->showAbsoluteObstacles(to);
|
|
|
- }
|
|
|
- showHighlightedHexes(to);
|
|
|
-}
|
|
|
-
|
|
|
-void CBattleInterface::showBackgroundImage(SDL_Surface *to)
|
|
|
-{
|
|
|
- blitAt(background, pos.x, pos.y, to);
|
|
|
- if (settings["battle"]["cellBorders"].Bool())
|
|
|
- {
|
|
|
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void CBattleInterface::showHighlightedHexes(SDL_Surface *to)
|
|
|
-{
|
|
|
- bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
|
|
|
- if(activeStack && settings["battle"]["stackRange"].Bool())
|
|
|
- {
|
|
|
- std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
|
|
|
- for(BattleHex hex : set)
|
|
|
- if(hex != currentlyHoveredHex)
|
|
|
- showHighlightedHex(to, hex);
|
|
|
-
|
|
|
- // display the movement shadow of the stack at b (i.e. stack under mouse)
|
|
|
- const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
|
|
|
- if(shere && shere != activeStack && shere->alive())
|
|
|
- {
|
|
|
- std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
|
|
|
- for(BattleHex hex : v)
|
|
|
- {
|
|
|
- if(hex != currentlyHoveredHex)
|
|
|
- showHighlightedHex(to, hex);
|
|
|
- else if(!settings["battle"]["mouseShadow"].Bool())
|
|
|
- delayedBlit = true; //blit at the end of method to avoid graphic artifacts
|
|
|
- else
|
|
|
- showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
|
|
|
- {
|
|
|
- if(bfield[b]->strictHovered && bfield[b]->hovered)
|
|
|
- {
|
|
|
- if(previouslyHoveredHex == -1)
|
|
|
- previouslyHoveredHex = b; //something to start with
|
|
|
- if(currentlyHoveredHex == -1)
|
|
|
- currentlyHoveredHex = b; //something to start with
|
|
|
-
|
|
|
- if(currentlyHoveredHex != b) //repair hover info
|
|
|
- {
|
|
|
- previouslyHoveredHex = currentlyHoveredHex;
|
|
|
- currentlyHoveredHex = b;
|
|
|
- }
|
|
|
- if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
|
|
|
- {
|
|
|
- const spells::Caster *caster = nullptr;
|
|
|
- const CSpell *spell = nullptr;
|
|
|
-
|
|
|
- spells::Mode mode = spells::Mode::HERO;
|
|
|
-
|
|
|
- if(spellToCast)//hero casts spell
|
|
|
- {
|
|
|
- spell = SpellID(spellToCast->actionSubtype).toSpell();
|
|
|
- caster = getActiveHero();
|
|
|
- }
|
|
|
- else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting)//stack casts spell
|
|
|
- {
|
|
|
- spell = SpellID(creatureSpellToCast).toSpell();
|
|
|
- caster = activeStack;
|
|
|
- mode = spells::Mode::CREATURE_ACTIVE;
|
|
|
- }
|
|
|
-
|
|
|
- if(caster && spell) //when casting spell
|
|
|
- {
|
|
|
- // printing shaded hex(es)
|
|
|
- spells::BattleCast event(curInt->cb.get(), caster, mode, spell);
|
|
|
- auto shaded = spell->battleMechanics(&event)->rangeInHexes(currentlyHoveredHex);
|
|
|
-
|
|
|
- for(BattleHex shadedHex : shaded)
|
|
|
- {
|
|
|
- if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
|
|
|
- showHighlightedHex(to, shadedHex, true);
|
|
|
- }
|
|
|
- }
|
|
|
- else if(active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
|
|
|
- {
|
|
|
- if(currentlyHoveredHex.getX() != 0
|
|
|
- && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
|
|
|
- showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void CBattleInterface::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder)
|
|
|
-{
|
|
|
- int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + pos.x;
|
|
|
- int y = 86 + 42 *hex.getY() + pos.y;
|
|
|
- SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
|
|
|
- CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
|
|
|
- if(!darkBorder && settings["battle"]["cellBorders"].Bool())
|
|
|
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
|
|
|
-}
|
|
|
-
|
|
|
void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
|
|
|
{
|
|
|
auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
|
|
|
@@ -2915,7 +2394,7 @@ void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack
|
|
|
const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
|
|
|
const BattleHex nextPos = stack->getPosition() + sideShift;
|
|
|
const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
|
|
|
- const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
|
|
|
+ const bool moveInside = !edge && !fieldController->stackCountOutsideHex(nextPos);
|
|
|
int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
|
|
|
(stack->doubleWide() ? 44 : 0) * sideShift +
|
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(moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
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@@ -3120,44 +2599,3 @@ void CBattleInterface::updateBattleAnimations()
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animsAreDisplayed.setn(false);
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}
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}
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-
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-void CBattleInterface::redrawBackgroundWithHexes(const CStack *activeStack)
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-{
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- attackableHexes.clear();
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- if (activeStack)
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- occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
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-
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- auto fillStackCountOutsideHexes = [&]()
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- {
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- auto accessibility = curInt->cb->getAccesibility();
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-
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- for(int i = 0; i < accessibility.size(); i++)
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- stackCountOutsideHexes.at(i) = (accessibility[i] == EAccessibility::ACCESSIBLE);
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- };
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-
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- fillStackCountOutsideHexes();
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-
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- //prepare background graphic with hexes and shaded hexes
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- blitAt(background, 0, 0, backgroundWithHexes);
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-
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- obstacleController->redrawBackgroundWithHexes();
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-
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- if (settings["battle"]["stackRange"].Bool())
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- {
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- std::vector<BattleHex> hexesToShade = occupyableHexes;
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- hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
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- for (BattleHex hex : hexesToShade)
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- {
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- int i = hex.getY(); //row
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- int j = hex.getX()-1; //column
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- int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
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- int y = 86 + 42 *i;
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- SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
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- CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
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- }
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- }
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-
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- if(settings["battle"]["cellBorders"].Bool())
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- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
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-}
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-
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