/* * CBattleInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CBattleInterface.h" #include "CBattleAnimations.h" #include "CBattleInterfaceClasses.h" #include "CCreatureAnimation.h" #include "../CBitmapHandler.h" #include "../CDefHandler.h" #include "../CGameInfo.h" #include "../CMessage.h" #include "../CMT.h" #include "../CMusicHandler.h" #include "../CPlayerInterface.h" #include "../CVideoHandler.h" #include "../Graphics.h" #include "../gui/CCursorHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/SDL_Extensions.h" #include "../windows/CAdvmapInterface.h" #include "../windows/CCreatureWindow.h" #include "../windows/CSpellWindow.h" #include "../../CCallback.h" #include "../../lib/CStack.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/CHeroHandler.h" #include "../../lib/CondSh.h" #include "../../lib/CRandomGenerator.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/CTownHandler.h" #include "../../lib/CGameState.h" #include "../../lib/mapping/CMap.h" #include "../../lib/NetPacks.h" #include "../../lib/UnlockGuard.h" CondSh CBattleInterface::animsAreDisplayed(false); CondSh CBattleInterface::givenCommand(nullptr); static void onAnimationFinished(const CStack * stack, CCreatureAnimation * anim) { if(anim->isIdle()) { const CCreature * creature = stack->getCreature(); if(anim->framesInGroup(CCreatureAnim::MOUSEON) > 0) { if(CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets * 10) anim->playOnce(CCreatureAnim::MOUSEON); else anim->setType(CCreatureAnim::HOLDING); } else { anim->setType(CCreatureAnim::HOLDING); } } // always reset callback anim->onAnimationReset += std::bind(&onAnimationFinished, stack, anim); } static void transformPalette(SDL_Surface * surf, double rCor, double gCor, double bCor) { SDL_Color * colorsToChange = surf->format->palette->colors; for(int g = 0; g < surf->format->palette->ncolors; ++g) { if((colorsToChange + g)->b != 132 && (colorsToChange + g)->g != 231 && (colorsToChange + g)->r != 255) //it's not yellow border { (colorsToChange + g)->r = static_cast((colorsToChange + g)->r) * rCor; (colorsToChange + g)->g = static_cast((colorsToChange + g)->g) * gCor; (colorsToChange + g)->b = static_cast((colorsToChange + g)->b) * bCor; } } } void CBattleInterface::addNewAnim(CBattleAnimation * anim) { pendingAnims.push_back(std::make_pair(anim, false)); animsAreDisplayed.setn(true); } CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, const SDL_Rect & myRect, std::shared_ptr att, std::shared_ptr defen, std::shared_ptr spectatorInt) : background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1), currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr), creatureSpellToCast(-1), siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr) { OBJ_CONSTRUCTION; if(spectatorInt) curInt = spectatorInt; else if(!curInt) { //May happen when we are defending during network MP game -> attacker interface is just not present curInt = defenderInt; } animsAreDisplayed.setn(false); pos = myRect; strongInterest = true; givenCommand.setn(nullptr); //hot-seat -> check tactics for both players (defender may be local human) if(attackerInt && attackerInt->cb->battleGetTacticDist()) tacticianInterface = attackerInt; else if(defenderInt && defenderInt->cb->battleGetTacticDist()) tacticianInterface = defenderInt; //if we found interface of player with tactics, then enter tactics mode tacticsMode = static_cast(tacticianInterface); //create stack queue bool embedQueue = screen->h < 700; queue = new CStackQueue(embedQueue, this); if(!embedQueue) { if(settings["battle"]["showQueue"].Bool()) pos.y += queue->pos.h / 2; //center whole window queue->moveTo(Point(pos.x, pos.y - queue->pos.h)); // queue->pos.x = pos.x; // queue->pos.y = pos.y - queue->pos.h; // pos.h += queue->pos.h; // center(); } queue->update(); //preparing siege info const CGTownInstance * town = curInt->cb->battleGetDefendedTown(); if(town && town->hasFort()) { siegeH = new SiegeHelper(town, this); } curInt->battleInt = this; //initializing armies this->army1 = army1; this->army2 = army2; std::vector stacks = curInt->cb->battleGetAllStacks(true); for(const CStack * s : stacks) { newStack(s); } //preparing menu background and terrain if(siegeH) { background = BitmapHandler::loadBitmap(siegeH->getSiegeName(0), false); ui8 siegeLevel = curInt->cb->battleGetSiegeLevel(); if(siegeLevel >= 2) //citadel or castle { //print moat/mlip SDL_Surface * moat = BitmapHandler::loadBitmap(siegeH->getSiegeName(13)), * mlip = BitmapHandler::loadBitmap(siegeH->getSiegeName(14)); auto & info = siegeH->town->town->clientInfo; Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y); Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y); if(moat) //eg. tower has no moat blitAt(moat, moatPos.x, moatPos.y, background); if(mlip) //eg. tower has no mlip blitAt(mlip, mlipPos.x, mlipPos.y, background); SDL_FreeSurface(moat); SDL_FreeSurface(mlip); } } else { auto bfieldType = (int)curInt->cb->battleGetBattlefieldType(); if(graphics->battleBacks.size() <= bfieldType || bfieldType < 0) logGlobal->errorStream() << bfieldType << " is not valid battlefield type index!"; else if(graphics->battleBacks[bfieldType].empty()) logGlobal->errorStream() << bfieldType << " battlefield type does not have any backgrounds!"; else { const std::string bgName = *RandomGeneratorUtil::nextItem(graphics->battleBacks[bfieldType], CRandomGenerator::getDefault()); background = BitmapHandler::loadBitmap(bgName, false); } } //preparing menu background //graphics->blueToPlayersAdv(menu, hero1->tempOwner); //preparing graphics for displaying amounts of creatures amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountNormal); transformPalette(amountNormal, 0.59, 0.19, 0.93); amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountPositive); transformPalette(amountPositive, 0.18, 1.00, 0.18); amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountNegative); transformPalette(amountNegative, 1.00, 0.18, 0.18); amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountEffNeutral); transformPalette(amountEffNeutral, 1.00, 1.00, 0.18); ////blitting menu background and terrain // blitAt(background, pos.x, pos.y); // blitAt(menu, pos.x, 556 + pos.y); //preparing buttons and console bOptions = new CButton(Point(3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf, this), SDLK_o); bSurrender = new CButton(Point(54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf, this), SDLK_s); bFlee = new CButton(Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef, this), SDLK_r); bAutofight = new CButton(Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf, this), SDLK_a); bSpell = new CButton(Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf, this), SDLK_c); bWait = new CButton(Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf, this), SDLK_w); bDefence = new CButton(Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef, this), SDLK_d); bDefence->assignedKeys.insert(SDLK_SPACE); bConsoleUp = new CButton(Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf, this), SDLK_UP); bConsoleDown = new CButton(Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf, this), SDLK_DOWN); bConsoleDown->setImageOrder(2, 3, 4, 5); console = new CBattleConsole(); console->pos.x += 211; console->pos.y += 560; console->pos.w = 406; console->pos.h = 38; if(tacticsMode) { btactNext = new CButton(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE); btactEnd = new CButton(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN); menu = BitmapHandler::loadBitmap("COPLACBR.BMP"); } else { menu = BitmapHandler::loadBitmap("CBAR.BMP"); btactEnd = btactNext = nullptr; } graphics->blueToPlayersAdv(menu, curInt->playerID); //loading hero animations if(hero1) // attacking hero { std::string battleImage; if(hero1->sex) battleImage = hero1->type->heroClass->imageBattleFemale; else battleImage = hero1->type->heroClass->imageBattleMale; attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this); attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19); } else { attackingHero = nullptr; } if(hero2) // defending hero { std::string battleImage; if(hero2->sex) battleImage = hero2->type->heroClass->imageBattleFemale; else battleImage = hero2->type->heroClass->imageBattleMale; defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this); defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19); } else { defendingHero = nullptr; } //preparing cells and hexes cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP"); CSDL_Ext::alphaTransform(cellBorder); cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP"); CSDL_Ext::alphaTransform(cellShade); for(int h = 0; h < GameConstants::BFIELD_SIZE; ++h) { auto hex = new CClickableHex(); hex->myNumber = h; hex->pos = hexPosition(h); hex->accessible = true; hex->myInterface = this; bfield.push_back(hex); } //locking occupied positions on batlefield for(const CStack * s : stacks) //stacks gained at top of this function if(s->position >= 0) //turrets have position < 0 bfield[s->position]->accessible = false; //preparing graphic with cell borders cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder); //copying palette for(int g = 0; g < cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256 { cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g]; } //palette copied for(int i = 0; i < GameConstants::BFIELD_HEIGHT; ++i) //rows { for(int j = 0; j < GameConstants::BFIELD_WIDTH - 2; ++j) //columns { int x = 58 + (i % 2 == 0 ? 22 : 0) + 44 * j; int y = 86 + 42 * i; for(int cellX = 0; cellX < cellBorder->w; ++cellX) { for(int cellY = 0; cellY < cellBorder->h; ++cellY) { if(y + cellY < cellBorders->h && x + cellX < cellBorders->w) *((Uint8 *)cellBorders->pixels + (y + cellY) * cellBorders->pitch + (x + cellX)) |= *((Uint8 *)cellBorder->pixels + cellY * cellBorder->pitch + cellX); } } } } backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen); //preparing obstacle defs auto obst = curInt->cb->battleGetAllObstacles(); for(auto & elem : obst) { const int ID = elem->ID; if(elem->obstacleType == CObstacleInstance::USUAL) { idToObstacle[ID] = CDefHandler::giveDef(elem->getInfo().defName); for(auto & _n : idToObstacle[ID]->ourImages) { CSDL_Ext::setDefaultColorKey(_n.bitmap); } } else if(elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) { idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(elem->getInfo().defName); } } quicksand = CDefHandler::giveDef("C17SPE1.DEF"); landMine = CDefHandler::giveDef("C09SPF1.DEF"); fireWall = CDefHandler::giveDef("C07SPF61"); bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF"); bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF"); smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF"); smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF"); for(auto hex : bfield) addChild(hex); if(tacticsMode) bTacticNextStack(); CCS->musich->stopMusic(); int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds); auto onIntroPlayed = []() { if(LOCPLINT->battleInt) CCS->musich->playMusicFromSet("battle", true); }; CCS->soundh->setCallback(channel, onIntroPlayed); memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues currentAction = INVALID; selectedAction = INVALID; addUsedEvents(RCLICK | MOVE | KEYBOARD); blockUI(settings["session"]["spectate"].Bool()); } CBattleInterface::~CBattleInterface() { curInt->battleInt = nullptr; givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish if(active) //dirty fix for #485 { deactivate(); } SDL_FreeSurface(background); SDL_FreeSurface(menu); SDL_FreeSurface(amountNormal); SDL_FreeSurface(amountNegative); SDL_FreeSurface(amountPositive); SDL_FreeSurface(amountEffNeutral); SDL_FreeSurface(cellBorders); SDL_FreeSurface(backgroundWithHexes); delete bOptions; delete bSurrender; delete bFlee; delete bAutofight; delete bSpell; delete bWait; delete bDefence; for(auto hex : bfield) delete hex; delete bConsoleUp; delete bConsoleDown; delete console; delete attackingHero; delete defendingHero; delete queue; SDL_FreeSurface(cellBorder); SDL_FreeSurface(cellShade); for(auto & elem : creAnims) delete elem.second; for(auto & elem : idToProjectile) delete elem.second; for(auto & elem : idToObstacle) delete elem.second; delete quicksand; delete landMine; delete fireWall; delete smallForceField[0]; delete smallForceField[1]; delete bigForceField[0]; delete bigForceField[1]; delete siegeH; //TODO: play AI tracks if battle was during AI turn //if (!curInt->makingTurn) //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1); if(adventureInt && adventureInt->selection) { int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType; CCS->musich->playMusicFromSet("terrain", terrain, true); } animsAreDisplayed.setn(false); } void CBattleInterface::setPrintCellBorders(bool set) { Settings cellBorders = settings.write["battle"]["cellBorders"]; cellBorders->Bool() = set; redrawBackgroundWithHexes(activeStack); GH.totalRedraw(); } void CBattleInterface::setPrintStackRange(bool set) { Settings stackRange = settings.write["battle"]["stackRange"]; stackRange->Bool() = set; redrawBackgroundWithHexes(activeStack); GH.totalRedraw(); } void CBattleInterface::setPrintMouseShadow(bool set) { Settings shadow = settings.write["battle"]["mouseShadow"]; shadow->Bool() = set; } void CBattleInterface::activate() { if(curInt->isAutoFightOn) { bAutofight->activate(); return; } CIntObject::activate(); bOptions->activate(); bSurrender->activate(); bFlee->activate(); bAutofight->activate(); bSpell->activate(); bWait->activate(); bDefence->activate(); for(auto hex : bfield) hex->activate(); if(attackingHero) attackingHero->activate(); if(defendingHero) defendingHero->activate(); if(settings["battle"]["showQueue"].Bool()) queue->activate(); if(tacticsMode) { btactNext->activate(); btactEnd->activate(); } else { bConsoleUp->activate(); bConsoleDown->activate(); } LOCPLINT->cingconsole->activate(); } void CBattleInterface::deactivate() { CIntObject::deactivate(); bOptions->deactivate(); bSurrender->deactivate(); bFlee->deactivate(); bAutofight->deactivate(); bSpell->deactivate(); bWait->deactivate(); bDefence->deactivate(); for(auto hex : bfield) hex->deactivate(); if(attackingHero) attackingHero->deactivate(); if(defendingHero) defendingHero->deactivate(); if(settings["battle"]["showQueue"].Bool()) queue->deactivate(); if(tacticsMode) { btactNext->deactivate(); btactEnd->deactivate(); } else { bConsoleUp->deactivate(); bConsoleDown->deactivate(); } LOCPLINT->cingconsole->deactivate(); } void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key) { if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED) { if(settings["battle"]["showQueue"].Bool()) //hide queue hideQueue(); else showQueue(); } else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED) { enterCreatureCastingMode(); } else if(key.keysym.sym == SDLK_ESCAPE) { endCastingSpell(); } } void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent & sEvent) { auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex * hex) { return hex->hovered && hex->strictHovered; }); handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE); } void CBattleInterface::setBattleCursor(const int myNumber) { const CClickableHex & hoveredHex = *bfield[myNumber]; CCursorHandler * cursor = CCS->curh; const double subdividingAngle = 2.0 * M_PI / 6.0; // Divide a hex into six sectors. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w / 2; const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h / 2; const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle / 2; //TODO: refactor this nightmare const double sector = fmod(cursorHexAngle / subdividingAngle, 6.0); const int zigzagCorrection = !((myNumber / GameConstants::BFIELD_WIDTH) % 2); // Off-by-one correction needed to deal with the odd battlefield rows. std::vector sectorCursor; // From left to bottom left. sectorCursor.push_back(8); sectorCursor.push_back(9); sectorCursor.push_back(10); sectorCursor.push_back(11); sectorCursor.push_back(12); sectorCursor.push_back(7); const bool doubleWide = activeStack->doubleWide(); bool aboveAttackable = true, belowAttackable = true; // Exclude directions which cannot be attacked from. // Check to the left. if(myNumber % GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1)) { sectorCursor[0] = -1; } // Check top left, top right as well as above for 2-hex creatures. if(myNumber / GameConstants::BFIELD_WIDTH == 0) { sectorCursor[1] = -1; sectorCursor[2] = -1; aboveAttackable = false; } else { if(doubleWide) { bool attackRow[4] = {true, true, true, true}; if(myNumber % GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection)) attackRow[0] = false; if(!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection)) attackRow[1] = false; if(!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection)) attackRow[2] = false; if(myNumber % GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection)) attackRow[3] = false; if(!(attackRow[0] && attackRow[1])) sectorCursor[1] = -1; if(!(attackRow[1] && attackRow[2])) aboveAttackable = false; if(!(attackRow[2] && attackRow[3])) sectorCursor[2] = -1; } else { if(!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection)) sectorCursor[1] = -1; if(!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection)) sectorCursor[2] = -1; } } // Check to the right. if(myNumber % GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1)) { sectorCursor[3] = -1; } // Check bottom right, bottom left as well as below for 2-hex creatures. if(myNumber / GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1) { sectorCursor[4] = -1; sectorCursor[5] = -1; belowAttackable = false; } else { if(doubleWide) { bool attackRow[4] = {true, true, true, true}; if(myNumber % GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection)) attackRow[0] = false; if(!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection)) attackRow[1] = false; if(!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection)) attackRow[2] = false; if(myNumber % GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection)) attackRow[3] = false; if(!(attackRow[0] && attackRow[1])) sectorCursor[5] = -1; if(!(attackRow[1] && attackRow[2])) belowAttackable = false; if(!(attackRow[2] && attackRow[3])) sectorCursor[4] = -1; } else { if(!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection)) sectorCursor[4] = -1; if(!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection)) sectorCursor[5] = -1; } } // Determine index from sector. int cursorIndex; if(doubleWide) { sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1); sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1); if(sector < 1.5) cursorIndex = sector; else if(sector >= 1.5 && sector < 2.5) cursorIndex = 2; else if(sector >= 2.5 && sector < 4.5) cursorIndex = (int)sector + 1; else if(sector >= 4.5 && sector < 5.5) cursorIndex = 6; else cursorIndex = (int)sector + 2; } else { cursorIndex = sector; } // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016] if(!vstd::contains_if(sectorCursor, [](int sc) { return sc != -1; })) { logGlobal->errorStream() << "Error: for hex " << myNumber << " cannot find a hex to attack from!"; attackingHex = -1; return; } // Find the closest direction attackable, starting with the right one. // FIXME: Is this really how the original H3 client does it? int i = 0; while(sectorCursor[(cursorIndex + i) % sectorCursor.size()] == -1) //Why hast thou forsaken me? i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc.. int index = (cursorIndex + i) % sectorCursor.size(); //hopefully we get elements from sectorCursor cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]); switch(index) { case 0: attackingHex = myNumber - 1; //left break; case 1: attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left break; case 2: attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right break; case 3: attackingHex = myNumber + 1; //right break; case 4: attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right break; case 5: attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left break; } BattleHex hex(attackingHex); if(!hex.isValid()) attackingHex = -1; } void CBattleInterface::clickRight(tribool down, bool previousState) { if(!down) { endCastingSpell(); } } void CBattleInterface::bOptionsf() { if(spellDestSelectMode) //we are casting a spell return; CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); Rect tempRect = genRect(431, 481, 160, 84); tempRect += pos.topLeft(); auto optionsWin = new CBattleOptionsWindow(tempRect, this); GH.pushInt(optionsWin); } void CBattleInterface::bSurrenderf() { if(spellDestSelectMode) //we are casting a spell return; int cost = curInt->cb->battleGetSurrenderCost(); if(cost >= 0) { std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name; if(enemyHeroName.empty()) enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled? std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold." curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, 0, false); } } void CBattleInterface::bFleef() { if(spellDestSelectMode) //we are casting a spell return; if(curInt->cb->battleCanFlee()) { CFunctionList ony = std::bind(&CBattleInterface::reallyFlee, this); curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat? } else { std::vector comps; std::string heroName; //calculating fleeing hero's name if(attackingHeroInstance) if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) heroName = attackingHeroInstance->name; if(defendingHeroInstance) if(defendingHeroInstance->tempOwner == curInt->cb->getMyColor()) heroName = defendingHeroInstance->name; //calculating text auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat! //printing message curInt->showInfoDialog(boost::to_string(txt), comps); } } void CBattleInterface::reallyFlee() { giveCommand(Battle::RETREAT, 0, 0); CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); } void CBattleInterface::reallySurrender() { if(curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost()) { curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold! } else { giveCommand(Battle::SURRENDER, 0, 0); CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); } } void CBattleInterface::bAutofightf() { if(spellDestSelectMode) //we are casting a spell return; //Stop auto-fight mode if(curInt->isAutoFightOn) { assert(curInt->autofightingAI); curInt->isAutoFightOn = false; logGlobal->traceStream() << "Stopping the autofight..."; } else { curInt->isAutoFightOn = true; blockUI(true); auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String()); ai->init(curInt->cb); ai->battleStart(army1, army2, int3(0, 0, 0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide()); curInt->autofightingAI = ai; curInt->cb->registerBattleInterface(ai); requestAutofightingAIToTakeAction(); } } void CBattleInterface::bSpellf() { if(spellDestSelectMode) //we are casting a spell return; if(!myTurn) return; auto myHero = currentHero(); if(!myHero) return; CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); ESpellCastProblem::ESpellCastProblem spellCastProblem = curInt->cb->battleCanCastSpell(myHero, ECastingMode::HERO_CASTING); if(spellCastProblem == ESpellCastProblem::OK) { GH.pushInt(new CSpellWindow(myHero, curInt.get())); } else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED) { //TODO: move to spell mechanics, add more information to spell cast problem //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC)); if(!blockingBonus) return; if(blockingBonus->source == Bonus::ARTIFACT) { const int artID = blockingBonus->sid; //If we have artifact, put name of our hero. Otherwise assume it's the enemy. //TODO check who *really* is source of bonus std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name; //%s wields the %s, an ancient artifact which creates a p dead to all magic. LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683]) % heroName % CGI->arth->artifacts[artID]->Name())); } } } void CBattleInterface::bWaitf() { if(spellDestSelectMode) //we are casting a spell return; if(activeStack != nullptr) giveCommand(Battle::WAIT, 0, activeStack->ID); } void CBattleInterface::bDefencef() { if(spellDestSelectMode) //we are casting a spell return; if(activeStack != nullptr) giveCommand(Battle::DEFEND, 0, activeStack->ID); } void CBattleInterface::bConsoleUpf() { if(spellDestSelectMode) //we are casting a spell return; console->scrollUp(); } void CBattleInterface::bConsoleDownf() { if(spellDestSelectMode) //we are casting a spell return; console->scrollDown(); } void CBattleInterface::newStack(const CStack * stack) { creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position Point coords = CClickableHex::getXYUnitAnim(stack->position, stack, this); if(stack->position < 0) //turret { const CCreature * turretCreature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter]; creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature); // Turret positions are read out of the config/wall_pos.txt int posID = 0; switch(stack->position) { case -2: // keep creature posID = 18; break; case -3: // bottom creature posID = 19; break; case -4: // upper creature posID = 20; break; } if(posID != 0) { coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x; coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y; } creAnims[stack->ID]->pos.h = 225; } else { creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature()); creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]); creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight(); } creAnims[stack->ID]->pos.x = coords.x; creAnims[stack->ID]->pos.y = coords.y; creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth(); creAnims[stack->ID]->setType(CCreatureAnim::HOLDING); //loading projectiles for units if(stack->getCreature()->isShooting()) { initStackProjectile(stack); } } void CBattleInterface::initStackProjectile(const CStack * stack) { CDefHandler * & projectile = idToProjectile[stack->getCreature()->idNumber]; const CCreature * creature; //creature whose shots should be loaded if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS) creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter]; else creature = stack->getCreature(); projectile = CDefHandler::giveDef(creature->animation.projectileImageName); for(auto & elem : projectile->ourImages) //alpha transforming { CSDL_Ext::alphaTransform(elem.bitmap); } } void CBattleInterface::stackRemoved(int stackID) { if(activeStack != nullptr) { if(activeStack->ID == stackID) { BattleAction * action = new BattleAction(); action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false; action->actionType = Battle::CANCEL; action->stackNumber = activeStack->ID; givenCommand.setn(action); setActiveStack(nullptr); } } //todo: ensure that ghost stack animation has fadeout effect redrawBackgroundWithHexes(activeStack); queue->update(); } void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities { stackToActivate = stack; waitForAnims(); if(stackToActivate) //during waiting stack may have gotten activated through show activateStack(); } void CBattleInterface::stackMoved(const CStack * stack, std::vector destHex, int distance) { addNewAnim(new CMovementAnimation(this, stack, destHex, distance)); waitForAnims(); } void CBattleInterface::stacksAreAttacked(std::vector attackedInfos) { for(auto & attackedInfo : attackedInfos) { //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes addNewAnim(new CDefenceAnimation(attackedInfo, this)); if(attackedInfo.rebirth) { displayEffect(50, attackedInfo.defender->position); //TODO: play reverse death animation CCS->soundh->playSound(soundBase::RESURECT); } } waitForAnims(); int targets = 0, killed = 0, damage = 0; for(auto & attackedInfo : attackedInfos) { ++targets; killed += attackedInfo.amountKilled; damage += attackedInfo.dmg; } for(auto & attackedInfo : attackedInfos) { if(attackedInfo.rebirth) creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING); if(attackedInfo.cloneKilled) stackRemoved(attackedInfo.defender->ID); } if(targets > 1) printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish else printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false); } void CBattleInterface::stackAttacking(const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting) { if(shooting) { addNewAnim(new CShootingAnimation(this, attacker, dest, attacked)); } else { addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked)); } //waitForAnims(); } void CBattleInterface::newRoundFirst(int round) { waitForAnims(); } void CBattleInterface::newRound(int number) { console->addText(CGI->generaltexth->allTexts[412]); } void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected) { const CStack * stack = curInt->cb->battleGetStackByID(stackID); if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER) { return; } if(stack && stack != activeStack) logGlobal->warnStream() << "Warning: giving an order to a non-active stack?"; auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack() ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false; ba->actionType = action; ba->destinationTile = tile; ba->stackNumber = stackID; ba->additionalInfo = additional; ba->selectedStack = selected; //some basic validations switch(action) { case Battle::WALK_AND_ATTACK: assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist case Battle::WALK: case Battle::SHOOT: case Battle::CATAPULT: assert(tile < GameConstants::BFIELD_SIZE); break; } if(!tacticsMode) { logGlobal->traceStream() << "Setting command for " << (stack ? stack->nodeName() : "hero"); myTurn = false; setActiveStack(nullptr); givenCommand.setn(ba); } else { curInt->cb->battleMakeTacticAction(ba); vstd::clear_pointer(ba); setActiveStack(nullptr); //next stack will be activated when action ends } } bool CBattleInterface::isTileAttackable(const BattleHex & number) const { for(auto & elem : occupyableHexes) { if(BattleHex::mutualPosition(elem, number) != -1 || elem == number) return true; } return false; } bool CBattleInterface::isCatapultAttackable(BattleHex hex) const { if(!siegeH || tacticsMode) return false; auto wallPart = curInt->cb->battleHexToWallPart(hex); if(!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false; auto state = curInt->cb->battleGetWallState(static_cast(wallPart)); return state != EWallState::DESTROYED && state != EWallState::NONE; } const CGHeroInstance * CBattleInterface::getActiveHero() { const CStack * attacker = activeStack; if(!attacker) { return nullptr; } if(attacker->side == BattleSide::ATTACKER) { return attackingHeroInstance; } return defendingHeroInstance; } void CBattleInterface::hexLclicked(int whichOne) { handleHex(whichOne, LCLICK); } void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca) { if(ca.attacker != -1) { const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker); for(auto attackInfo : ca.attackedParts) { addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt)); } } else { //no attacker stack, assume spell-related (earthquake) - only hit animation for(auto attackInfo : ca.attackedParts) { Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120); addNewAnim(new CSpellEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y)); } } waitForAnims(); for(auto attackInfo : ca.attackedParts) { int wallId = attackInfo.attackedPart + 2; //gate state changing handled separately if(wallId == SiegeHelper::GATE) continue; SDL_FreeSurface(siegeH->walls[wallId]); siegeH->walls[wallId] = BitmapHandler::loadBitmap( siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart))); } } void CBattleInterface::battleFinished(const BattleResult & br) { bresult = &br; { auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim); animsAreDisplayed.waitUntil(false); } setActiveStack(nullptr); displayBattleFinished(); } void CBattleInterface::displayBattleFinished() { CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool()) { GH.popIntTotally(this); return; } SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800) / 2 + 165, (screen->h - 600) / 2 + 19); resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt); GH.pushInt(resWindow); curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897 } void CBattleInterface::spellCast(const BattleSpellCast * sc) { const SpellID spellID(sc->id); const CSpell & spell = *spellID.toSpell(); const std::string & castSoundPath = spell.getCastSound(); if(!castSoundPath.empty()) CCS->soundh->playSound(castSoundPath); Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default { const auto casterStackID = sc->casterStack; if(casterStackID > 0) { const CStack * casterStack = curInt->cb->battleGetStackByID(casterStackID); if(casterStack != nullptr) { srccoord = CClickableHex::getXYUnitAnim(casterStack->position, casterStack, this); srccoord.x += 250; srccoord.y += 240; } } } //todo: play custom cast animation displaySpellCast(spellID, BattleHex::INVALID); //playing projectile animation if(sc->tile.isValid()) { Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile destcoord.x += 250; destcoord.y += 240; //animation angle double angle = atan2(static_cast(destcoord.x - srccoord.x), static_cast(destcoord.y - srccoord.y)); bool Vflip = (angle < 0); if(Vflip) angle = -angle; std::string animToDisplay = spell.animationInfo.selectProjectile(angle); if(!animToDisplay.empty()) { //displaying animation CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay); double diffX = (destcoord.x - srccoord.x) * (destcoord.x - srccoord.x); double diffY = (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y); double distance = sqrt(diffX + diffY); int steps = distance / AnimationControls::getSpellEffectSpeed() + 1; int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w) / steps; int dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h) / steps; delete animDef; addNewAnim(new CSpellEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip)); } } waitForAnims(); displaySpellHit(spellID, sc->tile); //queuing affect animation for(auto & elem : sc->affectedCres) { BattleHex position = curInt->cb->battleGetStackByID(elem, false)->position; displaySpellEffect(spellID, position); } //queuing additional animation for(auto & elem : sc->customEffects) { BattleHex position = curInt->cb->battleGetStackByID(elem.stack, false)->position; displayEffect(elem.effect, position); } //displaying message in console for(const auto & line : sc->battleLog) if(!console->addText(line.toString())) logGlobal->warn("Too long battle log line"); waitForAnims(); //mana absorption if(sc->manaGained > 0) { Point leftHero = Point(15, 30) + pos; Point rightHero = Point(755, 30) + pos; addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false)); addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false)); } } void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse) { for(const MetaString & line : sse.battleLog) console->addText(line.toString()); if(activeStack != nullptr) redrawBackgroundWithHexes(activeStack); } CBattleInterface::PossibleActions CBattleInterface::getCasterAction(const CSpell * spell, const ISpellCaster * caster, ECastingMode::ECastingMode mode) const { PossibleActions spellSelMode = ANY_LOCATION; const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode); if(ti.massive || ti.type == CSpell::NO_TARGET) spellSelMode = NO_LOCATION; else if(ti.type == CSpell::LOCATION && ti.clearAffected) spellSelMode = FREE_LOCATION; else if(ti.type == CSpell::CREATURE) spellSelMode = AIMED_SPELL_CREATURE; else if(ti.type == CSpell::OBSTACLE) spellSelMode = OBSTACLE; return spellSelMode; } void CBattleInterface::castThisSpell(SpellID spellID) { auto ba = new BattleAction(); ba->actionType = Battle::HERO_SPELL; ba->additionalInfo = spellID; //spell number ba->destinationTile = -1; ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2; ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false; spellToCast = ba; spellDestSelectMode = true; creatureCasting = false; //choosing possible targets const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance; assert(castingHero); // code below assumes non-null hero sp = spellID.toSpell(); PossibleActions spellSelMode = getCasterAction(sp, castingHero, ECastingMode::HERO_CASTING); if(spellSelMode == NO_LOCATION) //user does not have to select location { spellToCast->destinationTile = -1; curInt->cb->battleMakeAction(spellToCast); endCastingSpell(); } else { possibleActions.clear(); possibleActions.push_back(spellSelMode); //only this one action can be performed at the moment GH.fakeMouseMove(); //update cursor } } void CBattleInterface::displayEffect(ui32 effect, int destTile) { addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false)); } void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile) { if(animation.pause > 0) { addNewAnim(new CDummyAnimation(this, animation.pause)); } else { addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM)); } } void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile) { const CSpell * spell = spellID.toSpell(); if(spell == nullptr) return; for(const CSpell::TAnimation & animation : spell->animationInfo.cast) { displaySpellAnimation(animation, destinationTile); } } void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile) { const CSpell * spell = spellID.toSpell(); if(spell == nullptr) return; for(const CSpell::TAnimation & animation : spell->animationInfo.affect) { displaySpellAnimation(animation, destinationTile); } } void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile) { const CSpell * spell = spellID.toSpell(); if(spell == nullptr) return; for(const CSpell::TAnimation & animation : spell->animationInfo.hit) { displaySpellAnimation(animation, destinationTile); } } void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte) { const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID); //don't show animation when no HP is regenerated switch(bte.effect) { case Bonus::HP_REGENERATION: displayEffect(74, stack->position); CCS->soundh->playSound(soundBase::REGENER); break; case Bonus::MANA_DRAIN: displayEffect(77, stack->position); CCS->soundh->playSound(soundBase::MANADRAI); break; case Bonus::POISON: displayEffect(67, stack->position); CCS->soundh->playSound(soundBase::POISON); break; case Bonus::FEAR: displayEffect(15, stack->position); CCS->soundh->playSound(soundBase::FEAR); break; case Bonus::MORALE: { std::string hlp = CGI->generaltexth->allTexts[33]; boost::algorithm::replace_first(hlp, "%s", (stack->getName())); displayEffect(20, stack->position); CCS->soundh->playSound(soundBase::GOODMRLE); console->addText(hlp); break; } default: return; } //waitForAnims(); //fixme: freezes game :? } void CBattleInterface::setAnimSpeed(int set) { Settings speed = settings.write["battle"]["animationSpeed"]; speed->Float() = float(set) / 100; } int CBattleInterface::getAnimSpeed() const { if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull()) return vstd::round(settings["session"]["spectate-battle-speed"].Float() * 100); return vstd::round(settings["battle"]["animationSpeed"].Float() * 100); } CPlayerInterface * CBattleInterface::getCurrentPlayerInterface() const { return curInt.get(); } void CBattleInterface::setActiveStack(const CStack * stack) { if(activeStack) // update UI creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder()); activeStack = stack; if(activeStack) // update UI creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder()); blockUI(activeStack == nullptr); } void CBattleInterface::setHoveredStack(const CStack * stack) { if(mouseHoveredStack) creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder()); // stack must be alive and not active (which uses gold border instead) if(stack && stack->alive() && stack != activeStack) { mouseHoveredStack = stack; if(mouseHoveredStack) { creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder()); if(creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0) creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON); } } else mouseHoveredStack = nullptr; } void CBattleInterface::activateStack() { myTurn = true; if(!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt; setActiveStack(stackToActivate); stackToActivate = nullptr; const CStack * s = activeStack; queue->update(); redrawBackgroundWithHexes(activeStack); //set casting flag to true if creature can use it to not check it every time const auto spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)), randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER)); if(s->canCast() && (spellcaster || randomSpellcaster)) { stackCanCastSpell = true; if(randomSpellcaster) creatureSpellToCast = -1; //spell will be set later on cast else creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move //TODO: what if creature can cast BOTH random genie spell and aimed spell? //TODO: faerie dragon type spell should be selected by server } else { stackCanCastSpell = false; creatureSpellToCast = -1; } getPossibleActionsForStack(s, false); GH.fakeMouseMove(); } void CBattleInterface::endCastingSpell() { if(spellDestSelectMode) { vstd::clear_pointer(spellToCast); sp = nullptr; spellDestSelectMode = false; CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); if(activeStack) { getPossibleActionsForStack(activeStack, false); //restore actions after they were cleared myTurn = true; } } else { if(activeStack) { getPossibleActionsForStack(activeStack, false); GH.fakeMouseMove(); } } } void CBattleInterface::enterCreatureCastingMode() { //silently check for possible errors if(!myTurn) return; if(tacticsMode) return; //hero is casting a spell if(spellDestSelectMode) return; if(!activeStack) return; if(!stackCanCastSpell) return; //random spellcaster if(creatureSpellToCast == -1) return; if(vstd::contains(possibleActions, NO_LOCATION)) { const ISpellCaster * caster = activeStack; const CSpell * spell = SpellID(creatureSpellToCast).toSpell(); const bool isCastingPossible = (spell->canBeCastAt(curInt->cb.get(), ECastingMode::CREATURE_ACTIVE_CASTING, caster, BattleHex::INVALID) == ESpellCastProblem::OK); if(isCastingPossible) { myTurn = false; giveCommand(Battle::MONSTER_SPELL, BattleHex::INVALID, activeStack->ID, creatureSpellToCast); selectedStack = nullptr; CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); } } else { getPossibleActionsForStack(activeStack, true); GH.fakeMouseMove(); } } void CBattleInterface::getPossibleActionsForStack(const CStack * stack, const bool forceCast) { possibleActions.clear(); if(tacticsMode) { possibleActions.push_back(MOVE_TACTICS); possibleActions.push_back(CHOOSE_TACTICS_STACK); } else { PossibleActions notPriority = INVALID; //first action will be prioritized over later ones if(stack->canCast()) //TODO: check for battlefield effects that prevent casting? { if(stack->hasBonusOfType(Bonus::SPELLCASTER)) { if(creatureSpellToCast != -1) { const CSpell * spell = SpellID(creatureSpellToCast).toSpell(); PossibleActions act = getCasterAction(spell, stack, ECastingMode::CREATURE_ACTIVE_CASTING); if(forceCast) { //forced action to be only one possible possibleActions.push_back(act); return; } else //if cast is not forced, cast action will have lowest priority notPriority = act; } } if(stack->hasBonusOfType(Bonus::RANDOM_SPELLCASTER)) possibleActions.push_back(RANDOM_GENIE_SPELL); if(stack->hasBonusOfType(Bonus::DAEMON_SUMMONING)) possibleActions.push_back(RISE_DEMONS); } if(stack->canShoot()) possibleActions.push_back(SHOOT); if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)) possibleActions.push_back(ATTACK_AND_RETURN); possibleActions.push_back(ATTACK); //all active stacks can attack possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere if(stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks possibleActions.push_back(MOVE_STACK); //all active stacks can attack if(siegeH && stack->hasBonusOfType(Bonus::CATAPULT)) //TODO: check shots possibleActions.push_back(CATAPULT); if(stack->hasBonusOfType(Bonus::HEALER)) possibleActions.push_back(HEAL); if(notPriority != INVALID) possibleActions.push_back(notPriority); } } void CBattleInterface::printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple) { std::string formattedText; if(attacker) //ignore if stacks were killed by spell { MetaString text; attacker->addText(text, MetaString::GENERAL_TXT, 376); attacker->addNameReplacement(text); text.addReplacement(dmg); formattedText = text.toString(); } if(killed > 0) { if(attacker) formattedText.append(" "); boost::format txt; if(killed > 1) { txt = boost::format(CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish } else //killed == 1 { txt = boost::format(CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes } std::string trimmed = boost::to_string(txt); boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying formattedText.append(trimmed); } console->addText(formattedText); } void CBattleInterface::endAction(const BattleAction * action) { const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber); if(action->actionType == Battle::HERO_SPELL) { if(action->side) defendingHero->setPhase(0); else attackingHero->setPhase(0); } if(stack && action->actionType == Battle::WALK && !creAnims[action->stackNumber]->isIdle()) //walk or walk & attack { pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false)); } //check if we should reverse stacks //for some strange reason, it's not enough TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY); for(const CStack * s : stacks) { if(s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive() && creAnims[s->ID]->isIdle()) { addNewAnim(new CReverseAnimation(this, s, s->position, false)); } } queue->update(); if(tacticsMode) //stack ended movement in tactics phase -> select the next one bTacticNextStack(stack); if(action->actionType == Battle::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed redrawBackgroundWithHexes(activeStack); if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active) { logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating..."; blockUI(false); } else { // block UI if no active stack (e.g. enemy turn); blockUI(activeStack == nullptr); } } void CBattleInterface::hideQueue() { Settings showQueue = settings.write["battle"]["showQueue"]; showQueue->Bool() = false; queue->deactivate(); if(!queue->embedded) { moveBy(Point(0, -queue->pos.h / 2)); GH.totalRedraw(); } } void CBattleInterface::showQueue() { Settings showQueue = settings.write["battle"]["showQueue"]; showQueue->Bool() = true; queue->activate(); if(!queue->embedded) { moveBy(Point(0, +queue->pos.h / 2)); GH.totalRedraw(); } } void CBattleInterface::blockUI(bool on) { bool canCastSpells = false; auto hero = curInt->cb->battleGetMyHero(); if(hero) { ESpellCastProblem::ESpellCastProblem spellcastingProblem = curInt->cb->battleCanCastSpell(hero, ECastingMode::HERO_CASTING); //if magic is blocked, we leave button active, so the message can be displayed after button click canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED; } bool canWait = activeStack ? !activeStack->waited() : false; bOptions->block(on); bFlee->block(on || !curInt->cb->battleCanFlee()); bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0); // block only if during enemy turn and auto-fight is off // othervice - crash on accessing non-exisiting active stack bAutofight->block(!curInt->isAutoFightOn && !activeStack); if(tacticsMode && btactEnd && btactNext) { btactNext->block(on); btactEnd->block(on); } else { bConsoleUp->block(on); bConsoleDown->block(on); } bSpell->block(on || tacticsMode || !canCastSpells); bWait->block(on || tacticsMode || !canWait); bDefence->block(on || tacticsMode); } void CBattleInterface::startAction(const BattleAction * action) { //setActiveStack(nullptr); setHoveredStack(nullptr); blockUI(true); if(action->actionType == Battle::END_TACTIC_PHASE) { SDL_FreeSurface(menu); menu = BitmapHandler::loadBitmap("CBAR.bmp"); graphics->blueToPlayersAdv(menu, curInt->playerID); return; } const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber); if(stack) { queue->update(); } else { assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number } if(action->actionType == Battle::WALK || (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position)) { assert(stack); moveStarted = true; if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START)) { pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false)); } } redraw(); // redraw after deactivation, including proper handling of hovered hexes if(action->actionType == Battle::HERO_SPELL) //when hero casts spell { if(action->side) defendingHero->setPhase(4); else attackingHero->setPhase(4); return; } if(!stack) { logGlobal->errorStream() << "Something wrong with stackNumber in actionStarted. Stack number: " << action->stackNumber; return; } int txtid = 0; switch(action->actionType) { case Battle::WAIT: txtid = 136; break; case Battle::BAD_MORALE: txtid = -34; //negative -> no separate singular/plural form displayEffect(30, stack->position); CCS->soundh->playSound(soundBase::BADMRLE); break; } if(txtid != 0) console->addText(stack->formatGeneralMessage(txtid)); //displaying special abilities switch(action->actionType) { case Battle::STACK_HEAL: displayEffect(74, action->destinationTile); CCS->soundh->playSound(soundBase::REGENER); break; } } void CBattleInterface::waitForAnims() { auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim); animsAreDisplayed.waitWhileTrue(); } void CBattleInterface::bEndTacticPhase() { setActiveStack(nullptr); blockUI(true); tacticsMode = false; } static bool immobile(const CStack * s) { return !s->Speed(0, true); //should bound stacks be immobile? } void CBattleInterface::bTacticNextStack(const CStack * current) { if(!current) current = activeStack; //no switching stacks when the current one is moving waitForAnims(); TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE); vstd::erase_if(stacksOfMine, &immobile); if(stacksOfMine.empty()) { bEndTacticPhase(); return; } auto it = vstd::find(stacksOfMine, current); if(it != stacksOfMine.end() && ++it != stacksOfMine.end()) stackActivated(*it); else stackActivated(stacksOfMine.front()); } std::string formatDmgRange(std::pair dmgRange) { if(dmgRange.first != dmgRange.second) return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str(); else return (boost::format("%d") % dmgRange.first).str(); } bool CBattleInterface::canStackMoveHere(const CStack * activeStack, BattleHex myNumber) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack, false); BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false); if(vstd::contains(acc, myNumber)) return true; else if(activeStack->doubleWide() && vstd::contains(acc, shiftedDest)) return true; else return false; } void CBattleInterface::handleHex(BattleHex myNumber, int eventType) { if(!myTurn) //we are not permit to do anything return; // This function handles mouse move over hexes and l-clicking on them. // First we decide what happens if player clicks on this hex and set appropriately // consoleMsg, cursorFrame/Type and prepare lambda realizeAction. // // Then, depending whether it was hover/click we either call the action or set tooltip/cursor. //used when hovering -> tooltip message and cursor to be set std::string consoleMsg; bool setCursor = true; //if we want to suppress setting cursor ECursor::ECursorTypes cursorType = ECursor::COMBAT; int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used? //used when l-clicking -> action to be called upon the click std::function realizeAction; const CStack * const sactive = activeStack; //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks. const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true); if(!shere) shere = curInt->cb->battleGetStackByPos(myNumber, false); if(!sactive) return; bool ourStack = false; if(shere) ourStack = shere->owner == curInt->playerID; //stack changed, update selection border if(shere != mouseHoveredStack) { setHoveredStack(shere); } localActions.clear(); illegalActions.clear(); const bool forcedAction = possibleActions.size() == 1; for(PossibleActions action : possibleActions) { bool legalAction = false; //this action is legal and can be performed bool notLegal = false; //this action is not legal and should display message switch(action) { case CHOOSE_TACTICS_STACK: if(shere && ourStack) legalAction = true; break; case MOVE_TACTICS: case MOVE_STACK: { if(!(shere && shere->alive())) //we can walk on dead stacks { if(canStackMoveHere(sactive, myNumber)) legalAction = true; } break; } case ATTACK: case WALK_AND_ATTACK: case ATTACK_AND_RETURN: { if(curInt->cb->battleCanAttack(sactive, shere, myNumber)) { if(isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack? { setBattleCursor(myNumber); // temporary - needed for following function :( BattleHex attackFromHex = fromWhichHexAttack(myNumber); if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308) legalAction = true; } } } break; case SHOOT: if(curInt->cb->battleCanShoot(activeStack, myNumber)) legalAction = true; break; case ANY_LOCATION: if(myNumber > -1) //TODO: this should be checked for all actions { if(isCastingPossibleHere(sactive, shere, myNumber)) legalAction = true; } break; case AIMED_SPELL_CREATURE: if(shere && isCastingPossibleHere(sactive, shere, myNumber)) legalAction = true; break; case RANDOM_GENIE_SPELL: { if(shere && ourStack && shere != sactive) //only positive spells for other allied creatures { int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE); if(spellID > -1) { legalAction = true; } } } break; case OBSTACLE: if(isCastingPossibleHere(sactive, shere, myNumber)) legalAction = true; break; case TELEPORT: { //todo: move to mechanics ui8 skill = 0; if(creatureCasting) skill = sactive->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell()); else skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell()); //TODO: explicitely save power, skill if(curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill)) legalAction = true; else notLegal = true; } break; case SACRIFICE: //choose our living stack to sacrifice if(shere && shere != selectedStack && ourStack && shere->alive()) legalAction = true; else notLegal = true; break; case FREE_LOCATION: legalAction = true; if(!isCastingPossibleHere(sactive, shere, myNumber)) { legalAction = false; notLegal = true; } break; case CATAPULT: if(isCatapultAttackable(myNumber)) legalAction = true; break; case HEAL: if(shere && ourStack && shere->canBeHealed()) legalAction = true; break; case RISE_DEMONS: if(shere && ourStack && !shere->alive()) { if(!(shere->hasBonusOfType(Bonus::UNDEAD) || shere->hasBonusOfType(Bonus::NON_LIVING) || vstd::contains(shere->state, EBattleStackState::SUMMONED) || shere->isClone() || shere->hasBonusOfType(Bonus::SIEGE_WEAPON) )) legalAction = true; } break; } if(legalAction) localActions.push_back(action); else if(notLegal || forcedAction) illegalActions.push_back(action); } illegalAction = INVALID; //clear it in first place if(vstd::contains(localActions, selectedAction)) //try to use last selected action by default currentAction = selectedAction; else if(localActions.size()) //if not possible, select first available action (they are sorted by suggested priority) currentAction = localActions.front(); else //no legal action possible { currentAction = INVALID; //don't allow to do anything if(vstd::contains(illegalActions, selectedAction)) illegalAction = selectedAction; else if(illegalActions.size()) illegalAction = illegalActions.front(); else if(shere && ourStack && shere->alive()) //last possibility - display info about our creature { currentAction = CREATURE_INFO; } else illegalAction = INVALID; //we should never be here } bool isCastingPossible = false; bool secondaryTarget = false; if(currentAction > INVALID) { switch(currentAction) //display console message, realize selected action { case CHOOSE_TACTICS_STACK: consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s realizeAction = [=](){ stackActivated(shere); }; break; case MOVE_TACTICS: case MOVE_STACK: if(activeStack->hasBonusOfType(Bonus::FLYING)) { cursorFrame = ECursor::COMBAT_FLY; consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here } else { cursorFrame = ECursor::COMBAT_MOVE; consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here } realizeAction = [=]() { if(activeStack->doubleWide()) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack, false); BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false); if(vstd::contains(acc, myNumber)) giveCommand(Battle::WALK, myNumber, activeStack->ID); else if(vstd::contains(acc, shiftedDest)) giveCommand(Battle::WALK, shiftedDest, activeStack->ID); } else { giveCommand(Battle::WALK, myNumber, activeStack->ID); } }; break; case ATTACK: case WALK_AND_ATTACK: case ATTACK_AND_RETURN: //TODO: allow to disable return { setBattleCursor(myNumber); //handle direction of cursor and attackable tile setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean? realizeAction = [=]() { BattleHex attackFromHex = fromWhichHexAttack(myNumber); if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308) { giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber); } }; std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(CRandomGenerator::getDefault(), sactive, shere)); //calculating estimated dmg consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage) } break; case SHOOT: { if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber)) cursorFrame = ECursor::COMBAT_SHOOT_PENALTY; else cursorFrame = ECursor::COMBAT_SHOOT; realizeAction = [=](){giveCommand(Battle::SHOOT, myNumber, activeStack->ID);}; std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(CRandomGenerator::getDefault(), sactive, shere)); //calculating estimated dmg //printing - Shoot %s (%d shots left, %s damage) consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots.available() % estDmgText).str(); } break; case AIMED_SPELL_CREATURE: sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s switch(sp->id) { case SpellID::SACRIFICE: case SpellID::TELEPORT: selectedStack = shere; //remember first target secondaryTarget = true; break; } isCastingPossible = true; break; case ANY_LOCATION: sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s isCastingPossible = true; break; case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell sp = nullptr; consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on % creatureCasting = true; isCastingPossible = true; break; case TELEPORT: consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here cursorFrame = ECursor::COMBAT_TELEPORT; isCastingPossible = true; break; case OBSTACLE: consoleMsg = CGI->generaltexth->allTexts[550]; //TODO: remove obstacle cursor isCastingPossible = true; break; case SACRIFICE: consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s cursorFrame = ECursor::COMBAT_SACRIFICE; spellToCast->selectedStack = shere->ID; //sacrificed creature is selected isCastingPossible = true; break; case FREE_LOCATION: consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s isCastingPossible = true; break; case HEAL: cursorFrame = ECursor::COMBAT_HEAL; consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s realizeAction = [=](){ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing break; case RISE_DEMONS: cursorType = ECursor::SPELLBOOK; realizeAction = [=]() { giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); }; break; case CATAPULT: cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT; realizeAction = [=](){ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); }; break; case CREATURE_INFO: { cursorFrame = ECursor::COMBAT_QUERY; consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str(); realizeAction = [=](){ GH.pushInt(new CStackWindow(shere, false)); }; break; } } } else //no possible valid action, display message { switch(illegalAction) { case AIMED_SPELL_CREATURE: case RANDOM_GENIE_SPELL: cursorFrame = ECursor::COMBAT_BLOCKED; consoleMsg = CGI->generaltexth->allTexts[23]; break; case TELEPORT: cursorFrame = ECursor::COMBAT_BLOCKED; consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination break; case SACRIFICE: consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice break; case FREE_LOCATION: cursorFrame = ECursor::COMBAT_BLOCKED; consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here break; default: if(myNumber == -1) CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc. else cursorFrame = ECursor::COMBAT_BLOCKED; break; } } if(isCastingPossible) //common part { switch(currentAction) //don't use that with teleport / sacrifice { case TELEPORT: //FIXME: more generic solution? case SACRIFICE: break; default: cursorType = ECursor::SPELLBOOK; cursorFrame = 0; if(consoleMsg.empty() && sp) consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s break; } realizeAction = [=]() { if(secondaryTarget) //select that target now { possibleActions.clear(); switch(sp->id.toEnum()) { case SpellID::TELEPORT: //don't cast spell yet, only select target possibleActions.push_back(TELEPORT); spellToCast->selectedStack = selectedStack->ID; break; case SpellID::SACRIFICE: possibleActions.push_back(SACRIFICE); break; } } else { if(creatureCasting) { if(sp) { giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast); } else //unknown random spell { giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE)); } } else { assert(sp); switch(sp->id.toEnum()) { case SpellID::SACRIFICE: spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected break; default: spellToCast->destinationTile = myNumber; break; } curInt->cb->battleMakeAction(spellToCast); endCastingSpell(); } selectedStack = nullptr; } }; } //helper lambda that appropriately realizes action / sets cursor and tooltip auto realizeThingsToDo = [&]() { if(eventType == MOVE) { if(setCursor) CCS->curh->changeGraphic(cursorType, cursorFrame); this->console->alterText(consoleMsg); this->console->whoSetAlter = 0; } if(eventType == LCLICK && realizeAction) { //opening creature window shouldn't affect myTurn... if((currentAction != CREATURE_INFO) && !secondaryTarget) { myTurn = false; //tends to crash with empty calls } realizeAction(); if(!secondaryTarget) //do not replace teleport or sacrifice cursor CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); this->console->alterText(""); } }; realizeThingsToDo(); } bool CBattleInterface::isCastingPossibleHere(const CStack * sactive, const CStack * shere, BattleHex myNumber) { creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells bool isCastingPossible = true; int spellID = -1; if(creatureCasting) { if(creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself spellID = creatureSpellToCast; //TODO: merge with SpellTocast? } else //hero casting spellID = spellToCast->additionalInfo; sp = nullptr; if(spellID >= 0) sp = CGI->spellh->objects[spellID]; if(sp) { const ISpellCaster * caster = creatureCasting ? static_cast(sactive) : static_cast(curInt->cb->battleGetMyHero()); if(caster == nullptr) { isCastingPossible = false; //just in case } else { const ECastingMode::ECastingMode mode = creatureCasting ? ECastingMode::CREATURE_ACTIVE_CASTING : ECastingMode::HERO_CASTING; isCastingPossible = (sp->canBeCastAt(curInt->cb.get(), mode, caster, myNumber) == ESpellCastProblem::OK); } } else isCastingPossible = false; if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column) isCastingPossible = false; return isCastingPossible; } BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber) { //TODO far too much repeating code BattleHex destHex = -1; switch(CCS->curh->frame) { case 12: //from bottom right { bool doubleWide = activeStack->doubleWide(); destHex = myNumber + ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH + 1) + (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0); 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 7: //from bottom left { destHex = myNumber + ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH - 1 : GameConstants::BFIELD_WIDTH); if(vstd::contains(occupyableHexes, destHex)) return destHex; else if(activeStack->side == BattleSide::ATTACKER) { if(vstd::contains(occupyableHexes, destHex + 1)) return destHex + 1; } else //we are defender { if(vstd::contains(occupyableHexes, destHex - 1)) return destHex - 1; } break; } case 8: //from left { if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack, false); if(vstd::contains(acc, myNumber)) return myNumber - 1; else return myNumber - 2; } else { return myNumber - 1; } break; } case 9: //from top left { destHex = myNumber - ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH); 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 10: //from top right { bool doubleWide = activeStack->doubleWide(); destHex = myNumber - ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH - 1) + (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0); 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 11: //from right { if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack, false); 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) { //so when multiple obstacles are added, they show up one after another waitForAnims(); int effectID = -1; soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning std::string defname; switch(oi.obstacleType) { case CObstacleInstance::QUICKSAND: effectID = 55; sound = soundBase::QUIKSAND; break; case CObstacleInstance::LAND_MINE: effectID = 47; sound = soundBase::LANDMINE; break; case CObstacleInstance::FORCE_FIELD: { auto & spellObstacle = dynamic_cast(oi); if(spellObstacle.casterSide) { if(oi.getAffectedTiles().size() < 3) defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing else defname = "C15SPE6.DEF"; } else { if(oi.getAffectedTiles().size() < 3) defname = "C15SPE0.DEF"; else defname = "C15SPE9.DEF"; } } sound = soundBase::FORCEFLD; break; case CObstacleInstance::FIRE_WALL: if(oi.getAffectedTiles().size() < 3) effectID = 43; //small fire wall appearing else effectID = 44; //and the big one sound = soundBase::fireWall; break; default: logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType; return; } if(effectID >= 0 && graphics->battleACToDef[effectID].empty()) { logGlobal->errorStream() << "Cannot find def for effect type " << effectID; return; } if(defname.empty() && effectID >= 0) defname = graphics->battleACToDef[effectID].front(); assert(!defname.empty()); //we assume here that effect graphics have the same size as the usual obstacle image // -> if we know how to blit obstacle, let's blit the effect in the same place Point whereTo = getObstaclePosition(getObstacleImage(oi), oi); addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y)); //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad //CCS->soundh->playSound(sound); } void CBattleInterface::gateStateChanged(const EGateState state) { auto oldState = curInt->cb->battleGetGateState(); bool playSound = false; int stateId = EWallState::NONE; switch(state) { case EGateState::CLOSED: if(oldState != EGateState::BLOCKED) playSound = true; break; case EGateState::BLOCKED: if(oldState != EGateState::CLOSED) playSound = true; break; case EGateState::OPENED: playSound = true; stateId = EWallState::DAMAGED; break; case EGateState::DESTROYED: stateId = EWallState::DESTROYED; break; } if(oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED) SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]); if(stateId != EWallState::NONE) siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId)); if(playSound) CCS->soundh->playSound(soundBase::DRAWBRG); } const CGHeroInstance * CBattleInterface::currentHero() const { if(attackingHeroInstance->tempOwner == curInt->playerID) return attackingHeroInstance; else return defendingHeroInstance; } InfoAboutHero CBattleInterface::enemyHero() const { InfoAboutHero ret; if(attackingHeroInstance->tempOwner == curInt->playerID) curInt->cb->getHeroInfo(defendingHeroInstance, ret); else curInt->cb->getHeroInfo(attackingHeroInstance, ret); return ret; } void CBattleInterface::requestAutofightingAIToTakeAction() { assert(curInt->isAutoFightOn); boost::thread aiThread([&]() { auto ba = make_unique(curInt->autofightingAI->activeStack(activeStack)); 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? setActiveStack(nullptr); blockUI(true); tacticsMode = false; } else { givenCommand.setn(ba.release()); } } else { boost::unique_lock un(*CPlayerInterface::pim); activateStack(); } }); aiThread.detach(); } CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner) : owner(_owner), town(siegeTown) { for(int g = 0; g < ARRAY_COUNT(walls); ++g) { if(g != SiegeHelper::GATE) walls[g] = BitmapHandler::loadBitmap(getSiegeName(g)); } } CBattleInterface::SiegeHelper::~SiegeHelper() { auto gateState = owner->curInt->cb->battleGetGateState(); for(int g = 0; g < ARRAY_COUNT(walls); ++g) { if(g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED)) SDL_FreeSurface(walls[g]); } } std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const { return getSiegeName(what, EWallState::INTACT); } std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const { auto getImageIndex = [&]() -> int { switch(state) { case EWallState::INTACT: return 1; case EWallState::DAMAGED: return 2; case EWallState::DESTROYED: if(what == 2 || what == 3 || what == 8) // towers don't have separate image here return 2; else return 3; } return 1; }; const std::string & prefix = town->town->clientInfo.siegePrefix; std::string addit = boost::lexical_cast(getImageIndex()); switch(what) { case SiegeHelper::BACKGROUND: return prefix + "BACK.BMP"; case SiegeHelper::BACKGROUND_WALL: { switch(town->town->faction->index) { case ETownType::RAMPART: case ETownType::NECROPOLIS: case ETownType::DUNGEON: case ETownType::STRONGHOLD: return prefix + "TPW1.BMP"; default: return prefix + "TPWL.BMP"; } } case SiegeHelper::KEEP: return prefix + "MAN" + addit + ".BMP"; case SiegeHelper::BOTTOM_TOWER: return prefix + "TW1" + addit + ".BMP"; case SiegeHelper::BOTTOM_WALL: return prefix + "WA1" + addit + ".BMP"; case SiegeHelper::WALL_BELLOW_GATE: return prefix + "WA3" + addit + ".BMP"; case SiegeHelper::WALL_OVER_GATE: return prefix + "WA4" + addit + ".BMP"; case SiegeHelper::UPPER_WALL: return prefix + "WA6" + addit + ".BMP"; case SiegeHelper::UPPER_TOWER: return prefix + "TW2" + addit + ".BMP"; case SiegeHelper::GATE: return prefix + "DRW" + addit + ".BMP"; case SiegeHelper::GATE_ARCH: return prefix + "ARCH.BMP"; case SiegeHelper::BOTTOM_STATIC_WALL: return prefix + "WA2.BMP"; case SiegeHelper::UPPER_STATIC_WALL: return prefix + "WA5.BMP"; case SiegeHelper::MOAT: return prefix + "MOAT.BMP"; case SiegeHelper::BACKGROUND_MOAT: return prefix + "MLIP.BMP"; case SiegeHelper::KEEP_BATTLEMENT: return prefix + "MANC.BMP"; case SiegeHelper::BOTTOM_BATTLEMENT: return prefix + "TW1C.BMP"; case SiegeHelper::UPPER_BATTLEMENT: return prefix + "TW2C.BMP"; default: return ""; } } void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what) { Point pos = Point(-1, -1); auto & ci = town->town->clientInfo; if(vstd::iswithin(what, 1, 17)) { pos.x = ci.siegePositions[what].x + owner->pos.x; pos.y = ci.siegePositions[what].y + owner->pos.y; } if(town->town->faction->index == ETownType::TOWER && (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT)) return; // no moat in Tower. TODO: remove hardcode somehow? if(pos.x != -1) { //gate have no displayed bitmap when drawbridge is raised if(what == SiegeHelper::GATE) { auto gateState = owner->curInt->cb->battleGetGateState(); if(gateState != EGateState::OPENED && gateState != EGateState::DESTROYED) return; } blitAt(walls[what], pos.x, pos.y, to); } } CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest) { facA = 0.005; // seems to be constant // system of 2 linear equations, solutions of which are missing coefficients // for quadratic equation a*x*x + b*x + c double eq[2][3] = { { static_cast(from.x), 1.0, from.y - facA * from.x * from.x }, { static_cast(dest.x), 1.0, dest.y - facA * dest.x * dest.x } }; // solve system via determinants double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1]; double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1]; double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2]; facB = detB / det; facC = detC / det; // make sure that parabola is correct e.g. passes through from and dest assert(fabs(calculateY(from.x) - from.y) < 1.0); assert(fabs(calculateY(dest.x) - dest.y) < 1.0); } double CatapultProjectileInfo::calculateY(double x) { return facA * pow(x, 2.0) + facB * x + facC; } void CBattleInterface::showAll(SDL_Surface * to) { show(to); } void CBattleInterface::show(SDL_Surface * to) { assert(to); SDL_Rect buf; SDL_GetClipRect(to, &buf); SDL_SetClipRect(to, &pos); ++animCount; showBackground(to); showBattlefieldObjects(to); showProjectiles(to); updateBattleAnimations(); SDL_SetClipRect(to, &buf); //restoring previous clip_rect showInterface(to); //activation of next stack if(pendingAnims.empty() && stackToActivate != nullptr) { activateStack(); //we may have changed active interface (another side in hot-seat), // so we can't continue drawing with old setting. show(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); 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::showAbsoluteObstacles(SDL_Surface * to) { //Blit absolute obstacles for(auto & oi : curInt->cb->battleGetAllObstacles()) if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to); if(siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL)) siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT); } 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 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 v = curInt->cb->battleGetAvailableHexes(shere, true); 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 ISpellCaster * caster = nullptr; const CSpell * spell = nullptr; if(spellToCast) //hero casts spell { spell = SpellID(spellToCast->additionalInfo).toSpell(); caster = getActiveHero(); } else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting) //stack casts spell { spell = SpellID(creatureSpellToCast).toSpell(); caster = activeStack; } if(caster && spell) //when casting spell { //calculating spell school level ui8 schoolLevel = caster->getSpellSchoolLevel(spell); // printing shaded hex(es) auto shaded = spell->rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide()); 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::showProjectiles(SDL_Surface * to) { assert(to); std::list::iterator> toBeDeleted; for(auto it = projectiles.begin(); it != projectiles.end(); ++it) { // Check if projectile is already visible (shooter animation did the shot) if(!it->shotDone) { // frame we're waiting for is reached OR animation has already finished if(creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay || creAnims[it->stackID]->isShooting() == false) { //at this point projectile should become visible creAnims[it->stackID]->pause(); // pause animation it->shotDone = true; } else continue; // wait... } SDL_Surface * image = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap; SDL_Rect dst; dst.h = image->h; dst.w = image->w; dst.x = it->x - dst.w / 2; dst.y = it->y - dst.h / 2; if(it->reverse) { SDL_Surface * rev = CSDL_Ext::verticalFlip(image); CSDL_Ext::blit8bppAlphaTo24bpp(rev, nullptr, to, &dst); SDL_FreeSurface(rev); } else { CSDL_Ext::blit8bppAlphaTo24bpp(image, nullptr, to, &dst); } // Update projectile ++it->step; if(it->step == it->lastStep) { toBeDeleted.insert(toBeDeleted.end(), it); } else { if(it->catapultInfo) { // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c it->x += it->dx; it->y = it->catapultInfo->calculateY(it->x); ++(it->frameNum); it->frameNum %= idToProjectile[it->creID]->ourImages.size(); } else { // Normal projectile, just add the calculated "deltas" to the x and y positions. it->x += it->dx; it->y += it->dy; } } } for(auto & elem : toBeDeleted) { // resume animation creAnims[elem->stackID]->play(); projectiles.erase(elem); } } void CBattleInterface::showBattlefieldObjects(SDL_Surface * to) { auto showHexEntry = [&](BattleObjectsByHex::HexData & hex) { showPiecesOfWall(to, hex.walls); showObstacles(to, hex.obstacles); showAliveStacks(to, hex.alive); showBattleEffects(to, hex.effects); }; BattleObjectsByHex objects = sortObjectsByHex(); // dead stacks should be blit first showStacks(to, objects.beforeAll.dead); for(auto & data : objects.hex) showStacks(to, data.dead); showStacks(to, objects.afterAll.dead); // display objects that must be blit before anything else (e.g. topmost walls) showHexEntry(objects.beforeAll); // show heroes after "beforeAll" - e.g. topmost wall in siege if(attackingHero) attackingHero->show(to); if(defendingHero) defendingHero->show(to); // actual blit of most of objects, hex by hex // NOTE: row-by-row blitting may be a better approach for(auto & data : objects.hex) showHexEntry(data); // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects showHexEntry(objects.afterAll); } void CBattleInterface::showAliveStacks(SDL_Surface * to, std::vector stacks) { auto isAmountBoxVisible = [&](const CStack * stack) -> bool { if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature return false; if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures" return false; for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation { auto hitAnimation = dynamic_cast(anim.first); if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration return false; } if(curInt->curAction) { if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc) { if(curInt->curAction->actionType == Battle::WALK || curInt->curAction->actionType == Battle::SHOOT) //hide when stack walks or shoots return false; else if(curInt->curAction->actionType == Battle::WALK_AND_ATTACK && curInt->curAction->destinationTile != stack->position) //when attacking, hide until walk phase finished return false; } if(curInt->curAction->actionType == Battle::SHOOT && curInt->curAction->destinationTile == stack->position) //hide if we are ranged attack target return false; } return true; }; auto getEffectsPositivness = [&](const std::vector & activeSpells) -> int { int pos = 0; for(const auto & spellId : activeSpells) { pos += CGI->spellh->objects.at(spellId)->positiveness; } return pos; }; auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface * { if(positivness > 0) return amountPositive; if(positivness < 0) return amountNegative; return amountEffNeutral; }; showStacks(to, stacks); // Actual display of all stacks for(auto & stack : stacks) { assert(stack); //printing amount if(isAmountBoxVisible(stack)) { const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1; const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1; const BattleHex nextPos = stack->position + sideShift; const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1); const bool moveInside = !edge && !stackCountOutsideHexes[nextPos]; int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) + (stack->doubleWide() ? 44 : 0) * sideShift + (moveInside ? amountNormal->w + 10 : 0) * reverseSideShift; int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15); //blitting amount background box SDL_Surface * amountBG = amountNormal; std::vector activeSpells = stack->activeSpells(); if(!activeSpells.empty()) amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells)); SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd); SDL_BlitSurface(amountBG, nullptr, to, &temp_rect); //blitting amount Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w / 2, creAnims[stack->ID]->pos.y + yAdd + amountNormal->h / 2); graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos); } } } void CBattleInterface::showStacks(SDL_Surface * to, std::vector stacks) { for(const CStack * stack : stacks) { creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000); } } void CBattleInterface::showObstacles(SDL_Surface * to, std::vector> & obstacles) { for(auto & obstacle : obstacles) { SDL_Surface * toBlit = getObstacleImage(*obstacle); Point p = getObstaclePosition(toBlit, *obstacle); blitAt(toBlit, p.x, p.y, to); } } void CBattleInterface::showBattleEffects(SDL_Surface * to, const std::vector & battleEffects) { for(auto & elem : battleEffects) { int currentFrame = floor(elem->currentFrame); currentFrame %= elem->anim->ourImages.size(); SDL_Surface * bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap; SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y); SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect); } } void CBattleInterface::showInterface(SDL_Surface * to) { blitAt(menu, pos.x, 556 + pos.y, to); if(tacticsMode) { btactNext->showAll(to); btactEnd->showAll(to); } else { console->showAll(to); bConsoleUp->showAll(to); bConsoleDown->showAll(to); } //showing buttons bOptions->showAll(to); bSurrender->showAll(to); bFlee->showAll(to); bAutofight->showAll(to); bSpell->showAll(to); bWait->showAll(to); bDefence->showAll(to); //showing in-game console LOCPLINT->cingconsole->show(to); Rect posWithQueue = Rect(pos.x, pos.y, 800, 600); if(settings["battle"]["showQueue"].Bool()) { if(!queue->embedded) { posWithQueue.y -= queue->pos.h; posWithQueue.h += queue->pos.h; } //showing queue if(!bresult) queue->showAll(to); else queue->blitBg(to); } //printing border around interface if(screen->w != 800 || screen->h != 600) { CMessage::drawBorder(curInt->playerID, to, posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x - 14, posWithQueue.y - 15); } } BattleObjectsByHex CBattleInterface::sortObjectsByHex() { auto getCurrentPosition = [&](const CStack * stack) -> BattleHex { for(auto & anim : pendingAnims) { // certainly ugly workaround but fixes quite annoying bug // stack position will be updated only *after* movement is finished // before this - stack is always at its initial position. Thus we need to find // its current position. Which can be found only in this class if(CMovementAnimation * move = dynamic_cast(anim.first)) { if(move->stack == stack) return move->nextHex; } } return stack->position; }; BattleObjectsByHex sorted; auto stacks = curInt->cb->battleGetStacksIf([](const CStack * s) { return !s->isTurret(); }); // Sort creatures for(auto & stack : stacks) { if(creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks continue; if(stack->position < 0) // turret shooters are handled separately continue; //FIXME: hack to ignore ghost stacks if((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost()) ; //ignore else if(!creAnims[stack->ID]->isDead()) { if(!creAnims[stack->ID]->isMoving()) sorted.hex[stack->position].alive.push_back(stack); else { // flying creature - just blit them over everyone else if(stack->hasBonusOfType(Bonus::FLYING)) sorted.afterAll.alive.push_back(stack); else //try to find current location sorted.hex[getCurrentPosition(stack)].alive.push_back(stack); } } else sorted.hex[stack->position].dead.push_back(stack); } // Sort battle effects (spells) for(auto & battleEffect : battleEffects) { if(battleEffect.position.isValid()) sorted.hex[battleEffect.position].effects.push_back(&battleEffect); else sorted.afterAll.effects.push_back(&battleEffect); } // Sort obstacles { std::map> backgroundObstacles; for(auto & obstacle : curInt->cb->battleGetAllObstacles()) { if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE && obstacle->obstacleType != CObstacleInstance::MOAT) { backgroundObstacles[obstacle->pos] = obstacle; } } for(auto & op : backgroundObstacles) { sorted.beforeAll.obstacles.push_back(op.second); } } // Sort wall parts if(siegeH) { sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL); sorted.hex[135].walls.push_back(SiegeHelper::KEEP); sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER); sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL); sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE); sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE); sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL); sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER); sorted.hex[94].walls.push_back(SiegeHelper::GATE); sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH); sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL); sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL); if(siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL)) { sorted.beforeAll.walls.push_back(SiegeHelper::MOAT); //sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT); } if(siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE)) { sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT); sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT); } } return sorted; } void CBattleInterface::updateBattleAnimations() { //handle animations for(auto & elem : pendingAnims) { if(!elem.first) //this animation should be deleted continue; if(!elem.second) { elem.second = elem.first->init(); } if(elem.second && elem.first) elem.first->nextFrame(); } //delete anims int preSize = pendingAnims.size(); for(auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it) { if(it->first == nullptr) { pendingAnims.erase(it); it = pendingAnims.begin(); break; } } if(preSize > 0 && pendingAnims.empty()) { //anims ended blockUI(activeStack == nullptr); animsAreDisplayed.setn(false); } } SDL_Surface * CBattleInterface::getObstacleImage(const CObstacleInstance & oi) { int frameIndex = (animCount + 1) * 25 / getAnimSpeed(); switch(oi.obstacleType) { case CObstacleInstance::USUAL: return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap; case CObstacleInstance::ABSOLUTE_OBSTACLE: return idToAbsoluteObstacle.find(oi.ID)->second; case CObstacleInstance::QUICKSAND: return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap; case CObstacleInstance::LAND_MINE: return vstd::circularAt(landMine->ourImages, frameIndex).bitmap; case CObstacleInstance::FIRE_WALL: return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap; case CObstacleInstance::FORCE_FIELD: { auto & forceField = dynamic_cast(oi); if(forceField.getAffectedTiles().size() > 2) return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap; else return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap; } case CObstacleInstance::MOAT: //moat is blitted by SiegeHelper, this shouldn't be called default: assert(0); return nullptr; } } Point CBattleInterface::getObstaclePosition(SDL_Surface * image, const CObstacleInstance & obstacle) { int offset = image->h % 42; if(obstacle.obstacleType == CObstacleInstance::USUAL) { if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63 offset -= 42; } else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND) { offset -= 42; } Rect r = hexPosition(obstacle.pos); r.y += 42 - image->h + offset; return r.topLeft(); } void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack) { attackableHexes.clear(); if(activeStack) occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes); curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes); //prepare background graphic with hexes and shaded hexes blitAt(background, 0, 0, backgroundWithHexes); //draw absolute obstacles (cliffs and so on) for(auto & oi : curInt->cb->battleGetAllObstacles()) { if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE /* || oi.obstacleType == CObstacleInstance::MOAT*/) blitAt(getObstacleImage(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes); } if(settings["battle"]["stackRange"].Bool()) { std::vector hexesToShade = occupyableHexes; hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end()); for(BattleHex hex : hexesToShade) { int i = hex.getY(); //row int j = hex.getX() - 1; //column int x = 58 + (i % 2 == 0 ? 22 : 0) + 44 * j; int y = 86 + 42 * i; SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y); CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect); } } if(settings["battle"]["cellBorders"].Bool()) CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr); } void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector pieces) { if(!siegeH) return; for(auto piece : pieces) { if(piece < 15) // not a tower - just print siegeH->printPartOfWall(to, piece); else // tower. find if tower is built and not destroyed - stack is present { // PieceID StackID // 15 = keep, -2 // 16 = lower, -3 // 17 = upper, -4 // tower. check if tower is alive - stack is found int stackPos = 13 - piece; const CStack * turret = nullptr; for(auto & stack : curInt->cb->battleGetAllStacks(true)) { if(stack->position == stackPos) { turret = stack; break; } } if(turret) { std::vector stackList(1, turret); showStacks(to, stackList); siegeH->printPartOfWall(to, piece); } } } }