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- #include "StdInc.h"
- #include "CBattleInterface.h"
- #include "../CGameInfo.h"
- #include "../UIFramework/SDL_Extensions.h"
- #include "../CAdvmapInterface.h"
- #include "../CAnimation.h"
- #include "../../lib/CObjectHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../CDefHandler.h"
- #include "../../lib/CSpellHandler.h"
- #include "../CMusicHandler.h"
- #include "../CMessage.h"
- #include "../../CCallback.h"
- #include "../../lib/BattleState.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "CCreatureAnimation.h"
- #include "../Graphics.h"
- #include "../CSpellWindow.h"
- #include "../CConfigHandler.h"
- #include "../../lib/CondSh.h"
- #include "../../lib/NetPacks.h"
- #include "../CPlayerInterface.h"
- #include "../CCreatureWindow.h"
- #include "../CVideoHandler.h"
- #include "../../lib/CTownHandler.h"
- #include "../../lib/map.h"
- #include "CBattleAnimations.h"
- #include "CBattleInterfaceClasses.h"
- #include "../UIFramework/CCursorHandler.h"
- #include "../UIFramework/CGuiHandler.h"
- #ifndef __GNUC__
- const double M_PI = 3.14159265358979323846;
- #else
- #define _USE_MATH_DEFINES
- #include <cmath>
- #endif
- #include "../../lib/UnlockGuard.h"
- using namespace boost::assign;
- const time_t CBattleInterface::HOVER_ANIM_DELTA = 1;
- /*
- * 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
- *
- */
- extern SDL_Surface * screen;
- CondSh<bool> CBattleInterface::animsAreDisplayed;
- struct CMP_stack2
- {
- inline bool operator ()(const CStack& a, const CStack& b)
- {
- return (a.Speed())>(b.Speed());
- }
- } cmpst2 ;
- 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<double>((colorsToChange+g)->r) * rCor;
- (colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) * gCor;
- (colorsToChange+g)->b = static_cast<double>((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, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
- : queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
- activeStack(NULL), stackToActivate(NULL), selectedStack(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
- currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(NULL), sp(NULL),
- siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
- givenCommand(NULL), myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
- {
- OBJ_CONSTRUCTION;
- if(!curInt) curInt = LOCPLINT; //may happen when we are defending during network MP game
- animsAreDisplayed.setn(false);
- pos = myRect;
- strongInterest = true;
- givenCommand = new CondSh<BattleAction *>(NULL);
- if(attackerInt && attackerInt->cb->battleGetTacticDist()) //hotseat -> check tactics for both players (defender may be local human)
- tacticianInterface = attackerInt;
- else if(defenderInt && defenderInt->cb->battleGetTacticDist())
- tacticianInterface = defenderInt;
- tacticsMode = tacticianInterface; //if we found interface of player with tactics, then enter tactics mode
- //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<const CStack*> stacks = curInt->cb->battleGetAllStacks();
- BOOST_FOREACH(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) );
- Point moatPos = graphics->wallPositions[siegeH->town->town->typeID][12],
- mlipPos = graphics->wallPositions[siegeH->town->town->typeID][13];
- 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
- {
- std::vector< std::string > & backref = graphics->battleBacks[ curInt->cb->battleGetBattlefieldType() ];
- background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], 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 CAdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3, 561, "icm003.def", SDLK_o);
- bSurrender = new CAdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54, 561, "icm001.def", SDLK_s);
- bFlee = new CAdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105, 561, "icm002.def", SDLK_r);
- bFlee->block(!curInt->cb->battleCanFlee());
- bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
- bAutofight = new CAdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157, 561, "icm004.def", SDLK_a);
- bSpell = new CAdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645, 561, "icm005.def", SDLK_c);
- bSpell->block(true);
- bWait = new CAdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696, 561, "icm006.def", SDLK_w);
- bDefence = new CAdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747, 561, "icm007.def", SDLK_d);
- bDefence->assignedKeys.insert(SDLK_SPACE);
- bConsoleUp = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624, 561, "ComSlide.def", SDLK_UP);
- bConsoleDown = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624, 580, "ComSlide.def", SDLK_DOWN);
- bConsoleDown->setOffset(2);
- console = new CBattleConsole();
- console->pos.x += 211;
- console->pos.y += 560;
- console->pos.w = 406;
- console->pos.h = 38;
- if(tacticsMode)
- {
- btactNext = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this, (CStack*)NULL), 213, 560, "icm011.def", SDLK_SPACE);
- btactEnd = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419, 560, "icm012.def", SDLK_RETURN);
- bDefence->block(true);
- bWait->block(true);
- menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
- }
- else
- {
- menu = BitmapHandler::loadBitmap("CBAR.BMP");
- btactEnd = btactNext = NULL;
- }
- graphics->blueToPlayersAdv(menu, curInt->playerID);
- //loading hero animations
- if(hero1) // attacking hero
- {
- int type = hero1->type->heroType;
- if ( type % 2 ) type--;
- if ( hero1->sex ) type++;
- attackingHero = new CBattleHero(graphics->battleHeroes[type], false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : NULL, this);
- attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
- }
- else
- {
- attackingHero = NULL;
- }
- if(hero2) // defending hero
- {
- int type = hero2->type->heroType;
- if ( type % 2 ) type--;
- if ( hero2->sex ) type++;
- defendingHero = new CBattleHero(graphics->battleHeroes[type ], true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : NULL, this);
- defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
- }
- else
- {
- defendingHero = NULL;
- }
- //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)
- {
- CClickableHex *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
- BOOST_FOREACH(const CStack *s, stacks) //stacks gained at top of this function
- if(s->position >= 0) //turrets have position < 0
- bfield[s->position]->accessible = false;
- //loading projectiles for units
- BOOST_FOREACH(const CStack *s, stacks)
- {
- int creID = (s->getCreature()->idNumber == 149) ? CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] : s->getCreature()->idNumber; //id of creature whose shots should be loaded
- if(s->getCreature()->isShooting() && vstd::contains(CGI->creh->idToProjectile, creID))
- {
- CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
- projectile = CDefHandler::giveDef(CGI->creh->idToProjectile[creID]);
- if(projectile->ourImages.size() > 2) //add symmetric images
- {
- for(int k = projectile->ourImages.size()-2; k > 1; --k)
- {
- Cimage ci;
- ci.bitmap = CSDL_Ext::rotate01(projectile->ourImages[k].bitmap);
- ci.groupNumber = 0;
- ci.imName = std::string();
- projectile->ourImages.push_back(ci);
- }
- }
- for(size_t s = 0; s < projectile->ourImages.size(); ++s) //alpha transforming
- {
- CSDL_Ext::alphaTransform(projectile->ourImages[s].bitmap);
- }
- }
- }
- //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(size_t t = 0; t < obst.size(); ++t)
- {
- const int ID = obst[t]->ID;
- if(obst[t]->obstacleType == CObstacleInstance::USUAL)
- {
- idToObstacle[ID] = CDefHandler::giveDef(obst[t]->getInfo().defName);
- for(size_t n = 0; n < idToObstacle[ID]->ourImages.size(); ++n)
- {
- SDL_SetColorKey(idToObstacle[ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[ID]->ourImages[n].bitmap->format,0,255,255));
- }
- }
- else if(obst[t]->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
- {
- idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(obst[t]->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");
- BOOST_FOREACH(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);
- }
- CBattleInterface::~CBattleInterface()
- {
- curInt->battleInt = NULL;
- 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;
- BOOST_FOREACH(auto hex, bfield)
- delete hex;
- delete bConsoleUp;
- delete bConsoleDown;
- delete console;
- delete givenCommand;
- delete attackingHero;
- delete defendingHero;
- delete queue;
- SDL_FreeSurface(cellBorder);
- SDL_FreeSurface(cellShade);
- for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
- delete g->second;
- for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
- delete g->second;
- for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
- delete g->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);
- }
- }
- 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()
- {
- CIntObject::activate();
- bOptions->activate();
- bSurrender->activate();
- bFlee->activate();
- bAutofight->activate();
- bSpell->activate();
- bWait->activate();
- bDefence->activate();
- BOOST_FOREACH(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();
- BOOST_FOREACH(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::showAll(SDL_Surface * to)
- {
- show(to);
- }
- void CBattleInterface::show(SDL_Surface * to)
- {
- std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(); //used in a few places
- ++animCount;
- if(!to) //"evaluating" to
- to = screen;
- SDL_Rect buf;
- SDL_GetClipRect(to, &buf);
- SDL_SetClipRect(to, &pos);
- //printing background and hexes
- if(activeStack != NULL && creAnims[activeStack->ID]->getType() != 0) //show everything with range
- {
- blitAt(backgroundWithHexes, pos.x, pos.y, to);
- }
- else
- {
- //showing background
- blitAt(background, pos.x, pos.y, to);
- if(settings["battle"]["cellBorders"].Bool())
- {
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
- }
- //Blit absolute obstacles
- BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
- if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
- blitAt(imageOfObstacle(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
- }
- //printing hovered cell
- 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;
- }
- //print shade
- if(spellToCast) //when casting spell
- {
- //calculating spell school level
- const CSpell & spToCast = *CGI->spellh->spells[spellToCast->additionalInfo];
- ui8 schoolLevel = 0;
- if (activeStack->attackerOwned)
- {
- if(attackingHeroInstance)
- schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);
- }
- else
- {
- if (defendingHeroInstance)
- schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
- }
- //obtaining range and printing it
- auto shaded = spToCast.rangeInHexes(b, schoolLevel, curInt->cb->battleGetMySide());
- BOOST_FOREACH(auto shadedHex, shaded) //for spells with range greater then one hex
- {
- if(settings["battle"]["mouseShadow"].Bool() && (shadedHex % GameConstants::BFIELD_WIDTH != 0) && (shadedHex % GameConstants::BFIELD_WIDTH != 16))
- {
- int x = 14 + ((shadedHex/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(shadedHex%GameConstants::BFIELD_WIDTH) + pos.x;
- int y = 86 + 42 * (shadedHex/GameConstants::BFIELD_WIDTH) + pos.y;
- SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
- }
- }
- }
- else if(settings["battle"]["mouseShadow"].Bool()) //when not casting spell
- {//TODO: do not check it every frame
- if (activeStack) //highlight all attackable hexes
- {
- std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
- BOOST_FOREACH(BattleHex hex, set)
- {
- int x = 14 + ((hex/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(hex%GameConstants::BFIELD_WIDTH) + pos.x;
- int y = 86 + 42 * (hex/GameConstants::BFIELD_WIDTH) + pos.y;
- SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
- }
- }
- //patch by ench0: show enemy stack movement shadow
- // activeStack == NULL means it is opponent's turn...
- if(activeStack && settings["battle"]["stackRange"].Bool())
- {
- // display the movement shadow of the stack at b (i.e. stack under mouse)
- const CStack * const shere = curInt->cb->battleGetStackByPos(b, false);
- if (shere && shere != activeStack && shere->alive())
- {
- std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
- BOOST_FOREACH (BattleHex hex, v)
- {
- int x = 14 + ((hex / GameConstants::BFIELD_WIDTH ) % 2 == 0 ? 22 : 0) + 44 * (hex % GameConstants::BFIELD_WIDTH) + pos.x;
- int y = 86 + 42 * (hex / GameConstants::BFIELD_WIDTH) + pos.y;
- SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, NULL, to, &temp_rect);
- }
- }
- }
- //always highlight pointed hex
- int x = 14 + ((b/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%GameConstants::BFIELD_WIDTH) + pos.x;
- int y = 86 + 42 * (b/GameConstants::BFIELD_WIDTH) + pos.y;
- SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
- }
- }
- }
- SDL_SetClipRect(to, &buf); //restoring previous clip_rect
- //prevents blitting outside this window
- SDL_GetClipRect(to, &buf);
- SDL_SetClipRect(to, &pos);
- //preparing obstacles to be shown
- auto obstacles = curInt->cb->battleGetAllObstacles();
- std::multimap<BattleHex, int> hexToObstacle;
- for(size_t b = 0; b < obstacles.size(); ++b)
- {
- const auto &oi = obstacles[b];
- if(oi->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE && oi->obstacleType != CObstacleInstance::MOAT)
- {
- //BattleHex position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos);
- hexToObstacle.insert(std::make_pair(oi->pos, b));
- }
- }
- ////showing units //a lot of work...
- std::vector<const CStack *> stackAliveByHex[GameConstants::BFIELD_SIZE];
- //double loop because dead stacks should be printed first
- for (size_t i = 0; i < stacks.size(); i++)
- {
- const CStack *s = stacks[i];
- if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
- continue;
- if(creAnims[s->ID]->getType() != 5 && s->position >= 0) //don't show turrets here
- stackAliveByHex[s->position].push_back(s);
- }
- std::vector<const CStack *> stackDeadByHex[GameConstants::BFIELD_SIZE];
- for (size_t i = 0; i < stacks.size(); i++)
- {
- const CStack *s = stacks[i];
- if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
- continue;
- if(creAnims[s->ID]->getType() == 5)
- stackDeadByHex[s->position].push_back(s);
- }
- //handle animations
- for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
- {
- if(!it->first) //this animation should be deleted
- continue;
- if(!it->second)
- {
- it->second = it->first->init();
- }
- if(it->second && it->first)
- it->first->nextFrame();
- }
- //delete anims
- int preSize = pendingAnims.size();
- for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
- {
- if(it->first == NULL)
- {
- pendingAnims.erase(it);
- it = pendingAnims.begin();
- break;
- }
- }
- if(preSize > 0 && pendingAnims.size() == 0)
- {
- //action finished, restore the interface
- if(!active)
- activate();
- bool changedStack = false;
- //activation of next stack
- if(pendingAnims.size() == 0 && stackToActivate != NULL)
- {
- activateStack();
- changedStack = true;
- }
- //anims ended
- animsAreDisplayed.setn(false);
- if(changedStack)
- {
- //we may have changed active interface (another side in hot-seat),
- // so we can't continue drawing with old setting. So we call ourselves again and end.
- SDL_SetClipRect(to, &buf); //restoring previous clip_rect
- show(to);
- return;
- }
- }
- for(int b=0; b<GameConstants::BFIELD_SIZE; ++b) //showing dead stacks
- {
- for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
- {
- creAnims[stackDeadByHex[b][v]->ID]->nextFrame(to, creAnims[stackDeadByHex[b][v]->ID]->pos.x, creAnims[stackDeadByHex[b][v]->ID]->pos.y, creDir[stackDeadByHex[b][v]->ID], animCount, false); //increment always when moving, never if stack died
- }
- }
- std::vector<const CStack *> flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles
- if (!siegeH)
- {
- for(int b = 0; b < GameConstants::BFIELD_SIZE; ++b) //showing alive stacks
- {
- showObstacles(&hexToObstacle, obstacles, b, to);
- showAliveStacks(stackAliveByHex, b, &flyingStacks, to);
- }
- }
- // Siege drawing
- else
- {
- for (int i = 0; i < 4; i++)
- {
- // xMin, xMax => go from hex x pos to hex x pos
- // yMin, yMax => go from hex y pos to hex y pos
- // xMove => 0: left side, 1: right side
- // xMoveDir => 0: decrement, 1: increment, alters every second hex line either xMin or xMax depending on xMove
- int xMin, xMax, yMin, yMax, xMove, xMoveDir = 0;
- switch (i)
- {
- // display units shown at the upper left side
- case 0:
- xMin = 0;
- yMin = 0;
- xMax = 11;
- yMax = 4;
- xMove = 1;
- break;
- // display wall/units shown at the upper wall area/right upper side
- case 1:
- xMin = 12;
- yMin = 0;
- xMax = 16;
- yMax = 4;
- xMove = 0;
- break;
- // display units shown at the lower wall area/right lower side
- case 2:
- xMin = 10;
- yMin = 5;
- xMax = 16;
- yMax = 10;
- xMove = 0;
- xMoveDir = 1;
- break;
- // display units shown at the left lower side
- case 3:
- xMin = 0;
- yMin = 5;
- xMax = 9;
- yMax = 10;
- xMove = 1;
- xMoveDir = 1;
- break;
- }
- int runNum = 0;
- for (int j = yMin; j <= yMax; j++)
- {
- if (runNum > 0)
- {
- if (xMin == xMax)
- xMax = xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin;
- else if (xMove == 1)
- xMax = ((runNum % 2) == 0) ? (xMax + (xMoveDir == 0 ? -1 : 1)) : xMax;
- else if (xMove == 0)
- xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin;
- }
- for (int k = xMin; k <= xMax; k++)
- {
- int hex = j * 17 + k;
- showObstacles(&hexToObstacle, obstacles, hex, to);
- showAliveStacks(stackAliveByHex, hex, &flyingStacks, to);
- showPieceOfWall(to, hex, stacks);
- }
- ++runNum;
- }
- }
- }
- for(size_t b = 0; b < flyingStacks.size(); ++b) //showing flying stacks
- showAliveStack(flyingStacks[b], to);
- //units shown
- // Show projectiles
- projectileShowHelper(to);
- //showing spell effects
- if(battleEffects.size())
- {
- for(std::list<BattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
- {
- SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
- SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y);
- SDL_BlitSurface(bitmapToBlit, NULL, to, &temp_rect);
- }
- }
- SDL_SetClipRect(to, &buf); //restoring previous clip_rect
- //showing menu background and console
- 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);
- }
- }
- void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to)
- {
- //showing hero animations
- if (hex == 0)
- if(attackingHero)
- attackingHero->show(to);
- if (hex == 16)
- if(defendingHero)
- defendingHero->show(to);
- for(size_t v = 0; v < aliveStacks[hex].size(); ++v)
- {
- const CStack *s = aliveStacks[hex][v];
- if(!s->hasBonusOfType(Bonus::FLYING) || creAnims[s->ID]->getType() != 0)
- showAliveStack(s, to);
- else
- flyingStacks->push_back(s);
- }
- }
- void CBattleInterface::showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<shared_ptr<const CObstacleInstance> > &obstacles, int hex, SDL_Surface *to)
- {
- std::pair<std::multimap<BattleHex, int>::const_iterator, std::multimap<BattleHex, int>::const_iterator> obstRange =
- hexToObstacle->equal_range(hex);
- for(std::multimap<BattleHex, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
- {
- const CObstacleInstance & curOb = *obstacles[it->second];
- SDL_Surface *toBlit = imageOfObstacle(curOb);
- Point p = whereToBlitObstacleImage(toBlit, curOb);
- blitAt(toBlit, p.x, p.y, to);
- }
- }
- 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_ESCAPE && spellDestSelectMode)
- {
- 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<int> 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;
- }
- // 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(1, 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:
- break;
- attackingHex = myNumber + 1; //right
- case 4:
- break;
- attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
- 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 && spellDestSelectMode)
- {
- endCastingSpell();
- }
- }
- void CBattleInterface::bOptionsf()
- {
- if(spellDestSelectMode) //we are casting a spell
- return;
- CCS->curh->changeGraphic(0,0);
- Rect tempRect = genRect(431, 481, 160, 84);
- tempRect += pos.topLeft();
- CBattleOptionsWindow * 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)
- {
- const CGHeroInstance *opponent = curInt->cb->battleGetFightingHero(1);
- std::string enemyHeroName = opponent ? opponent->name : "#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, boost::bind(&CBattleInterface::reallySurrender,this), 0, false);
- }
- }
- void CBattleInterface::bFleef()
- {
- if(spellDestSelectMode) //we are casting a spell
- return;
- if( curInt->cb->battleCanFlee() )
- {
- CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
- curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat?
- }
- else
- {
- std::vector<CComponent*> 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
- char buffer[1000];
- sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str()); //The Shackles of War are present. %s can not retreat!
- //printing message
- curInt->showInfoDialog(std::string(buffer), comps);
- }
- }
- void CBattleInterface::reallyFlee()
- {
- giveCommand(BattleAction::RETREAT,0,0);
- CCS->curh->changeGraphic(0, 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(BattleAction::SURRENDER,0,0);
- CCS->curh->changeGraphic(0, 0);
- }
- }
- void CBattleInterface::bAutofightf()
- {
- if(spellDestSelectMode) //we are casting a spell
- return;
- }
- void CBattleInterface::bSpellf()
- {
- if(spellDestSelectMode) //we are casting a spell
- return;
- CCS->curh->changeGraphic(0,0);
- if(!myTurn)
- return;
- auto myHero = currentHero();
- ESpellCastProblem::ESpellCastProblem spellCastProblem;
- if (curInt->cb->battleCanCastSpell(&spellCastProblem))
- {
- CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), myHero, curInt);
- GH.pushInt(spellWindow);
- }
- else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
- {
- //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
- auto blockingBonus = currentHero()->getBonus(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 != NULL)
- giveCommand(8,0,activeStack->ID);
- }
- void CBattleInterface::bDefencef()
- {
- if(spellDestSelectMode) //we are casting a spell
- return;
- if(activeStack != NULL)
- giveCommand(3,0,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)
- {
- Point coords = CClickableHex::getXYUnitAnim(stack->position, stack->owner == attackingHeroInstance->tempOwner, stack, this);
- if(stack->position < 0) //turret
- {
- const CCreature & turretCreature = *CGI->creh->creatures[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ];
- creAnims[stack->ID] = new CCreatureAnimation(turretCreature.animDefName);
- // 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 = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].x + this->pos.x;
- coords.y = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].y + this->pos.y;
- }
- }
- else
- {
- creAnims[stack->ID] = new CCreatureAnimation(stack->getCreature()->animDefName);
- }
- creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
- creAnims[stack->ID]->pos = Rect(coords.x, coords.y, creAnims[stack->ID]->fullWidth, creAnims[stack->ID]->fullHeight);
- creDir[stack->ID] = stack->attackerOwned;
-
- }
- void CBattleInterface::stackRemoved(int stackID)
- {
- delete creAnims[stackID];
- creAnims.erase(stackID);
- creDir.erase(stackID);
- queue->update();
- }
- void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
- {
- //givenCommand = NULL;
- stackToActivate = stack;
- waitForAnims();
- //if(pendingAnims.size() == 0)
- if(stackToActivate) //during waiting stack may have gotten activated through show
- activateStack();
- }
- void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance)
- {
- addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
- waitForAnims();
- }
- void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
- {
- for (size_t h = 0; h < attackedInfos.size(); ++h)
- {
- if (!attackedInfos[h].cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
- addNewAnim(new CDefenceAnimation(attackedInfos[h], this));
- if (attackedInfos[h].rebirth)
- {
- displayEffect(50, attackedInfos[h].defender->position); //TODO: play reverse death animation
- CCS->soundh->playSound(soundBase::RESURECT);
- }
- }
- waitForAnims();
- int targets = 0, killed = 0, damage = 0;
- for(size_t h = 0; h < attackedInfos.size(); ++h)
- {
- ++targets;
- killed += attackedInfos[h].amountKilled;
- damage += attackedInfos[h].dmg;
- }
- if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
- return;
- 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);
- for(size_t h = 0; h < attackedInfos.size(); ++h)
- {
- if (attackedInfos[h].rebirth)
- creAnims[attackedInfos[h].defender->ID]->setType(CCreatureAnim::HOLDING);
- if (attackedInfos[h].cloneKilled)
- stackRemoved(attackedInfos[h].defender->ID);
- }
- }
- 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 )
- {
- //handle regeneration
- std::vector<const CStack*> stacks = curInt->cb->battleGetStacks(); //gets only alive stacks
- // BOOST_FOREACH(const CStack *s, stacks)
- // {
- // }
- waitForAnims();
- }
- void CBattleInterface::newRound(int number)
- {
- console->addText(CGI->generaltexth->allTexts[412]);
- //unlock spellbook
- //bSpell->block(!curInt->cb->battleCanCastSpell());
- //don't unlock spellbook - this should be done when we have axctive creature
- }
- void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
- {
- const CStack *stack = curInt->cb->battleGetStackByID(stackID);
- if(!stack && action != BattleAction::HERO_SPELL && action != BattleAction::RETREAT && action != BattleAction::SURRENDER)
- {
- return;
- }
- if(stack && stack != activeStack)
- tlog3 << "Warning: giving an order to a non-active stack?\n";
- BattleAction * 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 BattleAction::WALK_AND_ATTACK:
- assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
- case BattleAction::WALK:
- case BattleAction::SHOOT:
- case BattleAction::CATAPULT:
- assert(tile < GameConstants::BFIELD_SIZE);
- break;
- }
- if(!tacticsMode)
- {
- tlog5 << "Setting command for " << (stack ? stack->nodeName() : "hero") << std::endl;
- myTurn = false;
- activeStack = NULL;
- givenCommand->setn(ba);
- }
- else
- {
- curInt->cb->battleMakeTacticAction(ba);
- vstd::clear_pointer(ba);
- activeStack = NULL;
- //next stack will be activated when action ends
- }
- }
- bool CBattleInterface::isTileAttackable(const BattleHex & number) const
- {
- for(size_t b=0; b<occupyableHexes.size(); ++b)
- {
- if(BattleHex::mutualPosition(occupyableHexes[b], number) != -1 || occupyableHexes[b] == number)
- return true;
- }
- return false;
- }
- bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
- {
- if(!siegeH || tacticsMode)
- return false;
- int wallUnder = curInt->cb->battleHexToWallPart(hex);
- if(wallUnder < 0) //invalid or indestructible
- return false;
- return curInt->cb->battleGetWallState(wallUnder) < EWallState::DESTROYED;
- }
- const CGHeroInstance * CBattleInterface::getActiveHero()
- {
- const CStack * attacker = activeStack;
- if (!attacker)
- {
- return NULL;
- }
- if (attacker->attackerOwned)
- {
- return attackingHeroInstance;
- }
- return defendingHeroInstance;
- }
- void CBattleInterface::hexLclicked(int whichOne)
- {
- handleHex(whichOne, LCLICK);
- }
- void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
- {
- for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
- {
- const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
- addNewAnim(new CShootingAnimation(this, stack, it->first.second, NULL, true, it->second));
- SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
- siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
- siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) );
- }
- waitForAnims();
- }
- void CBattleInterface::battleFinished(const BattleResult& br)
- {
- bresult = &br;
- {
- auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
- animsAreDisplayed.waitUntil(false);
- }
- displayBattleFinished();
- activeStack = NULL;
- }
- void CBattleInterface::displayBattleFinished()
- {
- CCS->curh->changeGraphic(0,0);
- SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
- resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
- GH.pushInt(resWindow);
- }
- void CBattleInterface::spellCast( const BattleSpellCast * sc )
- {
- const CSpell &spell = *CGI->spellh->spells[sc->id];
- //spell opening battle is cast when no stack is active
- if(sc->castedByHero && ( activeStack == NULL || sc->side == !activeStack->attackerOwned) )
- bSpell->block(true);
- std::vector< std::string > anims; //for magic arrow and ice bolt
- if (vstd::contains(CCS->soundh->spellSounds, &spell))
- CCS->soundh->playSound(CCS->soundh->spellSounds[&spell]);
- switch(sc->id)
- {
- case Spells::MAGIC_ARROW:
- {
- //initialization of anims
- anims.push_back("C20SPX0.DEF"); anims.push_back("C20SPX1.DEF"); anims.push_back("C20SPX2.DEF"); anims.push_back("C20SPX3.DEF"); anims.push_back("C20SPX4.DEF");
- }
- case Spells::ICE_BOLT:
- {
- if(anims.size() == 0) //initialization of anims
- {
- anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");
- }
- } //end of ice bolt only part
- { //common ice bolt and magic arrow part
- //initial variables
- std::string animToDisplay;
- Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
- Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, !sc->side, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
- destcoord.x += 250; destcoord.y += 240;
- //animation angle
- double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
- bool Vflip = false;
- if (angle < 0)
- {
- Vflip = true;
- angle = -angle;
- }
- //choosing animation by angle
- if(angle > 1.50)
- animToDisplay = anims[0];
- else if(angle > 1.20)
- animToDisplay = anims[1];
- else if(angle > 0.90)
- animToDisplay = anims[2];
- else if(angle > 0.60)
- animToDisplay = anims[3];
- else
- animToDisplay = anims[4];
- //displaying animation
- CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
- int steps = sqrt(static_cast<double>((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40;
- if(steps <= 0)
- steps = 1;
- int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, 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));
- break; //for 15 and 16 cases
- }
- case Spells::LIGHTNING_BOLT:
- case Spells::TITANS_LIGHTNING_BOLT:
- case Spells::THUNDERBOLT:
- case Spells::CHAIN_LIGHTNING: //TODO: zigzag effect
- for (auto it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it) //in case we have multiple targets
- {
- displayEffect(1, curInt->cb->battleGetStackByID(*it, false)->position);
- displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
- }
- break;
- case Spells::DISPEL:
- case Spells::CURE:
- case Spells::RESURRECTION:
- case Spells::ANIMATE_DEAD:
- case Spells::DISPEL_HELPFUL_SPELLS:
- case Spells::SACRIFICE: //TODO: animation upon killed stack
- for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
- {
- displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
- }
- break;
- case Spells::SUMMON_FIRE_ELEMENTAL:
- case Spells::SUMMON_EARTH_ELEMENTAL:
- case Spells::SUMMON_WATER_ELEMENTAL:
- case Spells::SUMMON_AIR_ELEMENTAL:
- case Spells::CLONE:
- case Spells::REMOVE_OBSTACLE:
- addNewAnim(new CDummyAnimation(this, 2)); //interface won't return until animation is played. TODO: make it smarter?
- break;
- } //switch(sc->id)
- //support for resistance
- for(size_t j = 0; j < sc->resisted.size(); ++j)
- {
- int tile = curInt->cb->battleGetStackByID(sc->resisted[j])->position;
- displayEffect(78, tile);
- }
- //displaying message in console
- bool customSpell = false;
- bool plural = false; //add singular / plural form of creature text if this is true
- int textID = 0;
- if(sc->affectedCres.size() == 1)
- {
- std::string text = CGI->generaltexth->allTexts[195];
- if(sc->castedByHero)
- {
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name);
- boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //spell name
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); //target
- }
- else
- {
- switch(sc->id)
- {
- case Spells::STONE_GAZE:
- customSpell = true;
- plural = true;
- textID = 558;
- break;
- case Spells::POISON:
- customSpell = true;
- plural = true;
- textID = 561;
- break;
- case Spells::BIND:
- customSpell = true;
- text = CGI->generaltexth->allTexts[560];
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
- break; //Roots and vines bind the %s to the ground!
- case Spells::DISEASE:
- customSpell = true;
- plural = true;
- textID = 553;
- break;
- case Spells::PARALYZE:
- customSpell = true;
- plural = true;
- textID = 563;
- break;
- case Spells::AGE:
- {
- customSpell = true;
- if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
- {
- text = CGI->generaltexth->allTexts[552];
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
- }
- else
- {
- text = CGI->generaltexth->allTexts[551];
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
- }
- //The %s shrivel with age, and lose %d hit points."
- TBonusListPtr bl = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getBonuses(Selector::type(Bonus::STACK_HEALTH));
- bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, 75));
- boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bl->totalValue()/2));
- }
- break;
- case Spells::THUNDERBOLT:
- text = CGI->generaltexth->allTexts[367];
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
- console->addText(text);
- text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
- boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards
- console->addText(text);
- customSpell = true;
- text = ""; //yeah, it's a terrible mess
- break;
- case Spells::DISPEL_HELPFUL_SPELLS:
- text = CGI->generaltexth->allTexts[555];
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
- customSpell = true;
- break;
- case Spells::DEATH_STARE:
- customSpell = true;
- if (sc->dmgToDisplay)
- {
- if (sc->dmgToDisplay > 1)
- {
- text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.
- boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
- }
- else
- {
- text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
- }
- boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
- }
- else
- text = "";
- break;
- default:
- text = CGI->generaltexth->allTexts[565]; //The %s casts %s
- boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
- }
- if (plural)
- {
- if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
- {
- text = CGI->generaltexth->allTexts[textID + 1];
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
- }
- else
- {
- text = CGI->generaltexth->allTexts[textID];
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
- }
- }
- }
- if (!customSpell && !sc->dmgToDisplay)
- boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
- if (text.size())
- console->addText(text);
- }
- else
- {
- std::string text = CGI->generaltexth->allTexts[196];
- if(sc->castedByHero)
- {
- boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name);
- }
- else if(sc->attackerType < CGI->creh->creatures.size())
- {
- boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster
- }
- else
- {
- //TODO artifacts that cast spell; scripts some day
- boost::algorithm::replace_first(text, "%s", "Something");
- }
- boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name);
- console->addText(text);
- }
- if(sc->dmgToDisplay && !customSpell)
- {
- std::string dmgInfo = CGI->generaltexth->allTexts[376];
- boost::algorithm::replace_first(dmgInfo, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
- boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
- console->addText(dmgInfo); //todo: casualties (?)
- }
- waitForAnims();
- //mana absorption
- if (sc->manaGained)
- {
- 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)
- {
- int effID = sse.effect.back().sid;
- if(effID != -1) //can be -1 for defensive stance effect
- {
- for(std::vector<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
- {
- displayEffect(CGI->spellh->spells[effID]->mainEffectAnim, curInt->cb->battleGetStackByID(*ci)->position);
- }
- }
- else if (sse.stacks.size() == 1 && sse.effect.size() == 2)
- {
- const Bonus & bns = sse.effect.front();
- if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
- {
- //defensive stance
- const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
- int txtid = 120;
- if(stack->count != 1)
- txtid++; //move to plural text
- char txt[4000];
- BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
- defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance
- int val = stack->Defense() - defenseBonuses.totalValue();
- sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), val);
- console->addText(txt);
- }
- }
- if (activeStack != NULL) //it can be -1 when a creature casts effect
- {
- redrawBackgroundWithHexes(activeStack);
- }
- }
- void CBattleInterface::castThisSpell(int spellID)
- {
- BattleAction * ba = new BattleAction;
- ba->actionType = BattleAction::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;
- //choosing possible tragets
- const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
- sp = CGI->spellh->spells[spellID];
- spellSelMode = ANY_LOCATION;
- if(sp->getTargetType() == CSpell::CREATURE)
- {
- spellSelMode = selectionTypeByPositiveness(*sp);
- }
- if(sp->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
- {
- if(castingHero && castingHero->getSpellSchoolLevel(sp) < 3)
- spellSelMode = selectionTypeByPositiveness(*sp);
- else
- spellSelMode = NO_LOCATION;
- }
- if(sp->getTargetType() == CSpell::OBSTACLE)
- {
- spellSelMode = OBSTACLE;
- } //FIXME: Remove Obstacle has range X, unfortunatelly :(
- else if(sp->range[ castingHero->getSpellSchoolLevel(sp) ] == "X") //spell has no range
- {
- spellSelMode = NO_LOCATION;
- }
- if(sp->range[ castingHero->getSpellSchoolLevel(sp) ].size() > 1) //spell has many-hex range
- {
- spellSelMode = ANY_LOCATION;
- }
- if(spellID == Spells::FIRE_WALL || spellID == Spells::FORCE_FIELD)
- {
- spellSelMode = FREE_LOCATION;
- }
- 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));
- }
- 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);
- console->addText(hlp);
- break;
- }
- default:
- return;
- }
- //waitForAnims(); //fixme: freezes game :?
- }
- void CBattleInterface::setAnimSpeed(int set)
- {
- Settings speed = settings.write["battle"]["animationSpeed"];
- speed->Float() = set;
- }
- int CBattleInterface::getAnimSpeed() const
- {
- return settings["battle"]["animationSpeed"].Float();
- }
- void CBattleInterface::activateStack()
- {
- activeStack = stackToActivate;
- stackToActivate = NULL;
- const CStack *s = activeStack;
- myTurn = true;
- if(attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
- curInt = attackerInt->playerID == s->owner ? attackerInt : defenderInt;
- queue->update();
- redrawBackgroundWithHexes(activeStack);
- bWait->block(vstd::contains(s->state, EBattleStackState::WAITING)); //block waiting button if stack has been already waiting
- //block cast spell button if hero doesn't have a spellbook
- ESpellCastProblem::ESpellCastProblem spellcastingProblem;
- bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
- bSpell->block(!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED); //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
- bSurrender->block((curInt == attackerInt ? defendingHeroInstance : attackingHeroInstance) == NULL);
- bFlee->block(!curInt->cb->battleCanFlee());
- bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
- //set casting flag to true if creature can use it to not check it every time
- const Bonus *spellcaster = s->getBonus(Selector::type(Bonus::SPELLCASTER)),
- *randomSpellcaster = s->getBonus(Selector::type(Bonus::RANDOM_SPELLCASTER));
- if (s->casts && (spellcaster || randomSpellcaster))
- {
- stackCanCastSpell = true;
- if(randomSpellcaster)
- creatureSpellToCast = -1;
- else
- creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
- }
- else
- {
- stackCanCastSpell = false;
- creatureSpellToCast = -1;
- }
- getPossibleActionsForStack (s);
- if(!pendingAnims.size() && !active)
- activate();
- GH.fakeMouseMove();
- }
- double CBattleInterface::getAnimSpeedMultiplier() const
- {
- switch(getAnimSpeed())
- {
- case 1:
- return 3.5;
- case 2:
- return 2.2;
- case 4:
- return 1.0;
- default:
- return 0.0;
- }
- }
- void CBattleInterface::endCastingSpell()
- {
- assert(spellDestSelectMode);
- delete spellToCast;
- spellToCast = NULL;
- sp = NULL;
- spellDestSelectMode = false;
- CCS->curh->changeGraphic(1, 6);
- if (activeStack)
- {
- getPossibleActionsForStack (activeStack); //restore actions after they were cleared
- myTurn = true;
- }
- }
- void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
- {
- possibleActions.clear();
- if (tacticsMode)
- {
- possibleActions += MOVE_TACTICS, CHOOSE_TACTICS_STACK;
- }
- else
- {
- //first action will be prioritized over later ones
- if (stack->casts) //TODO: check for battlefield effects that prevent casting?
- {
- if (stack->hasBonusOfType (Bonus::SPELLCASTER))
- {
- //TODO: poll possible spells
- const CSpell * spell;
- BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
- BOOST_FOREACH (Bonus * spellBonus, spellBonuses)
- {
- spell = CGI->spellh->spells[spellBonus->subtype];
- if (spell->isRisingSpell())
- {
- possibleActions.push_back (RISING_SPELL);
- }
- //possibleActions.push_back (NO_LOCATION);
- //possibleActions.push_back (ANY_LOCATION);
- //TODO: allow stacks cast aimed spells
- //possibleActions.push_back (OTHER_SPELL);
- else
- {
- switch (spellBonus->subtype)
- {
- case Spells::REMOVE_OBSTACLE:
- possibleActions.push_back (OBSTACLE);
- break;
- default:
- possibleActions.push_back (selectionTypeByPositiveness (*spell));
- break;
- }
- }
- }
- std::sort(possibleActions.begin(), possibleActions.end());
- auto it = std::unique (possibleActions.begin(), possibleActions.end());
- possibleActions.erase (it, possibleActions.end());
- }
- 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->shots && stack->hasBonusOfType (Bonus::SHOOTER))
- 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);
- }
- }
- void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
- {
- int ID = stack->ID;
- if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
- return;
- const CCreature *creature = stack->getCreature();
- SDL_Rect unitRect = {creAnims[ID]->pos.x, creAnims[ID]->pos.y, uint16_t(creAnims[ID]->fullWidth), uint16_t(creAnims[ID]->fullHeight)};
- int animType = creAnims[ID]->getType();
- int affectingSpeed = getAnimSpeed();
- if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
- affectingSpeed = 2;
- bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
- if (creature->idNumber == 149)
- {
- // a turret creature has a limited height, so cut it at a certain position; turret creature has no standing anim
- unitRect.h = graphics->wallPositions[siegeH->town->town->typeID][20].y;
- }
- else
- {
- // standing animation
- if(animType == 2)
- {
- if(standingFrame.find(ID)!=standingFrame.end())
- {
- incrementFrame = (animCount%(8/affectingSpeed)==0);
- if(incrementFrame)
- {
- ++standingFrame[ID];
- if(standingFrame[ID] == creAnims[ID]->framesInGroup(CCreatureAnim::HOLDING))
- {
- standingFrame.erase(standingFrame.find(ID));
- }
- }
- }
- else
- {
- if((rand()%50) == 0)
- {
- standingFrame.insert(std::make_pair(ID, 0));
- }
- }
- }
- }
- // As long as the projectile of the shooter-stack is flying incrementFrame should be false
- //bool shootingFinished = true;
- for (std::list<ProjectileInfo>::iterator it = projectiles.begin(); it != projectiles.end(); ++it)
- {
- if (it->stackID == ID)
- {
- //shootingFinished = false;
- if (it->animStartDelay == 0)
- incrementFrame = false;
- }
- }
- // Increment always when moving, never if stack died
- creAnims[ID]->nextFrame(to, unitRect.x, unitRect.y, creDir[ID], animCount, incrementFrame, activeStack && ID==activeStack->ID, ID==mouseHoveredStack, &unitRect);
- //printing amount
- if(stack->count > 0 //don't print if stack is not alive
- && (!curInt->curAction
- || (curInt->curAction->stackNumber != ID //don't print if stack is currently taking an action
- && (curInt->curAction->actionType != BattleAction::WALK_AND_ATTACK || stack->position != curInt->curAction->additionalInfo) //nor if it's an object of attack
- && (curInt->curAction->destinationTile != stack->position) //nor if it's on destination tile for current action
- )
- )
- && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON) //and not a war machine...
- )
- {
- const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
- const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
- const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
- int xAdd = (stack->attackerOwned ? 220 : 202) +
- (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
- (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
- int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
- //blitting amount background box
- SDL_Surface *amountBG = NULL;
- TBonusListPtr spellEffects = stack->getSpellBonuses();
- if(!spellEffects->size())
- {
- amountBG = amountNormal;
- }
- else
- {
- int pos=0; //determining total positiveness of effects
- std::vector<si32> spellIds = stack->activeSpells();
- for(std::vector<si32>::const_iterator it = spellIds.begin(); it != spellIds.end(); it++)
- {
- pos += CGI->spellh->spells[ *it ]->positiveness;
- }
- if(pos > 0)
- {
- amountBG = amountPositive;
- }
- else if(pos < 0)
- {
- amountBG = amountNegative;
- }
- else
- {
- amountBG = amountEffNeutral;
- }
- }
- SDL_Rect temp_rect = genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + yAdd);
- SDL_BlitSurface(amountBG, NULL, to, &temp_rect);
- //blitting amount
- CSDL_Ext::printAtMiddle(
- makeNumberShort(stack->count),
- creAnims[ID]->pos.x + xAdd + 15,
- creAnims[ID]->pos.y + yAdd + 5,
- FONT_TINY,
- Colors::Cornsilk,
- to
- );
- }
- }
- void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks)
- {
- if(!siegeH)
- return;
- #ifdef CPP11_USE_INITIALIZERS_LIST
- //note - std::list<int> must be specified to avoid type deduction by gcc (may not work in other compilers)
- static const std::map<int, std::list<int> > hexToPart = {
- {12, std::list<int>{8, 1, 7}}, {45, std::list<int>{12, 6}},
- {101, std::list<int>{10}}, {118, std::list<int>{2}},
- {165, std::list<int>{11}}, {186, std::list<int>{3}}};
- #else
- using namespace boost::assign;
- static const std::map<int, std::list<int> > hexToPart = map_list_of<int, std::list<int> >(12, list_of<int>(8)(1)(7))(45, list_of<int>(12)(6))
- (101, list_of<int>(10))(118, list_of<int>(2))(165, list_of<int>(11))(186, list_of<int>(3));
- #endif
- std::map<int, std::list<int> >::const_iterator it = hexToPart.find(hex);
- if(it != hexToPart.end())
- {
- BOOST_FOREACH(int wallNum, it->second)
- {
- siegeH->printPartOfWall(to, wallNum);
- //print creature in turret
- int posToSeek = -1;
- switch(wallNum)
- {
- case 3: //bottom turret
- posToSeek = -3;
- break;
- case 8: //upper turret
- posToSeek = -4;
- break;
- case 2: //keep
- posToSeek = -2;
- break;
- }
- if(posToSeek != -1)
- {
- const CStack *turret = NULL;
- BOOST_FOREACH(const CStack *s, stacks)
- {
- if(s->position == posToSeek)
- {
- turret = s;
- break;
- }
- }
- if(turret)
- {
- showAliveStack(turret, to);
- //blitting creature cover
- switch(posToSeek)
- {
- case -3: //bottom turret
- siegeH->printPartOfWall(to, 16);
- break;
- case -4: //upper turret
- siegeH->printPartOfWall(to, 17);
- break;
- case -2: //keep
- siegeH->printPartOfWall(to, 15);
- break;
- }
- }
- }
- }
- }
- // Damaged wall below gate have to be drawn earlier than a non-damaged wall below gate.
- if ((hex == 112 && curInt->cb->battleGetWallState(3) == 3) || (hex == 147 && curInt->cb->battleGetWallState(3) != 3))
- siegeH->printPartOfWall(to, 5);
- // Damaged bottom wall have to be drawn earlier than a non-damaged bottom wall.
- if ((hex == 165 && curInt->cb->battleGetWallState(4) == 3) || (hex == 185 && curInt->cb->battleGetWallState(4) != 3))
- siegeH->printPartOfWall(to, 4);
- }
- void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
- {
- attackableHexes.clear();
- if (activeStack)
- occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
- curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
- //preparating background graphic with hexes and shaded hexes
- blitAt(background, 0, 0, backgroundWithHexes);
- //draw absolute obstacles (cliffs and so on)
- BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
- {
- if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
- blitAt(imageOfObstacle(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
- }
- if(settings["battle"]["cellBorders"].Bool())
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
- if(settings["battle"]["stackRange"].Bool())
- {
- std::vector<BattleHex> hexesToShade = occupyableHexes;
- hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
- BOOST_FOREACH(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, NULL, backgroundWithHexes, &temp_rect);
- }
- }
- }
- void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
- {
- char tabh[200] = {0};
- int end = 0;
- if (attacker) //ignore if stacks were killed by spell
- {
- end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376].c_str(),
- (attacker->count > 1 ? attacker->getCreature()->namePl.c_str() : attacker->getCreature()->nameSing.c_str()), dmg);
- }
- if(killed > 0)
- {
- if(killed > 1)
- {
- sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed,
- multiple ? CGI->generaltexth->allTexts[43].c_str() : defender->getCreature()->namePl.c_str()); // creatures perish
- }
- else //killed == 1
- {
- sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(),
- multiple ? CGI->generaltexth->allTexts[42].c_str() : defender->getCreature()->nameSing.c_str()); // creature perishes
- }
- }
- console->addText(std::string(tabh));
- }
- void CBattleInterface::projectileShowHelper(SDL_Surface * to)
- {
- if(to == NULL)
- to = screen;
- std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
- for(std::list<ProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)
- {
- // Creature have to be in a shooting anim and the anim start delay must be over.
- // Otherwise abort to start moving the projectile.
- if (it->animStartDelay > 0)
- {
- if(it->animStartDelay == creAnims[it->stackID]->getAnimationFrame() + 1
- && creAnims[it->stackID]->getType() >= 14 && creAnims[it->stackID]->getType() <= 16)
- it->animStartDelay = 0;
- else
- continue;
- }
- SDL_Rect dst;
- dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
- dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
- dst.x = it->x;
- dst.y = it->y;
- // The equation below calculates the center pos of the canon, but we need the top left pos
- // of it for drawing
- if (it->catapultInfo)
- {
- dst.x -= 17.;
- dst.y -= 10.;
- }
- if(it->reverse)
- {
- SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
- CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);
- SDL_FreeSurface(rev);
- }
- else
- {
- CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, 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 - this->pos.x) + this->pos.y;
- }
- else
- {
- // Normal projectile, just add the calculated "deltas" to the x and y positions.
- it->x += it->dx;
- it->y += it->dy;
- }
- if(it->spin)
- {
- ++(it->frameNum);
- it->frameNum %= idToProjectile[it->creID]->ourImages.size();
- }
- }
- }
- for(std::list< std::list<ProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
- {
- projectiles.erase(*it);
- }
- }
- void CBattleInterface::endAction(const BattleAction* action)
- {
- const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
- //if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
- // {
- // activate();
- // }
- if(action->actionType == BattleAction::HERO_SPELL)
- {
- if(action->side)
- defendingHero->setPhase(0);
- else
- attackingHero->setPhase(0);
- }
- if(stack && action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
- {
- pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
- }
- if(action->actionType == BattleAction::CATAPULT) //catapult
- {
- }
- //check if we should reverse stacks
- //for some strange reason, it's not enough
- // std::set<const CStack *> stacks;
- // stacks.insert(LOCPLINT->cb->battleGetStackByID(action->stackNumber));
- // stacks.insert(LOCPLINT->cb->battleGetStackByPos(action->destinationTile));
- TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
- BOOST_FOREACH(const CStack *s, stacks)
- {
- if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive())
- {
- 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 == BattleAction::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
- redrawBackgroundWithHexes(activeStack);
- }
- 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::startAction(const BattleAction* action)
- {
- if(action->actionType == BattleAction::END_TACTIC_PHASE)
- {
- SDL_FreeSurface(menu);
- menu = BitmapHandler::loadBitmap("CBAR.bmp");
- graphics->blueToPlayersAdv(menu, curInt->playerID);
- bDefence->block(false);
- bWait->block(false);
- if(active)
- {
- if(btactEnd && btactNext) //if the other side had tactics, there are no buttons
- {
- btactEnd->deactivate();
- btactNext->deactivate();
- bConsoleDown->activate();
- bConsoleUp->activate();
- }
- }
- redraw();
- return;
- }
- const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
- if(stack)
- {
- queue->update();
- }
- else
- {
- assert(action->actionType == BattleAction::HERO_SPELL); //only cast spell is valid action without acting stack number
- }
- if(action->actionType == BattleAction::WALK
- || (action->actionType == BattleAction::WALK_AND_ATTACK && action->destinationTile != stack->position))
- {
- moveStarted = true;
- if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
- {
- const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
- pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
- }
- }
- if(active)
- deactivate();
- char txt[400];
- if (action->actionType == BattleAction::HERO_SPELL) //when hero casts spell
- {
- if(action->side)
- defendingHero->setPhase(4);
- else
- attackingHero->setPhase(4);
- return;
- }
- if(!stack)
- {
- tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber<<std::endl;
- return;
- }
- int txtid = 0;
- switch(action->actionType)
- {
- case BattleAction::WAIT:
- txtid = 136;
- break;
- case BattleAction::BAD_MORALE:
- txtid = -34; //negative -> no separate singular/plural form
- displayEffect(30,stack->position);
- break;
- }
- if(txtid > 0 && stack->count != 1)
- txtid++; //move to plural text
- else if(txtid < 0)
- txtid = -txtid;
- if(txtid)
- {
- sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), 0);
- console->addText(txt);
- }
- //displaying special abilities
- switch (action->actionType)
- {
- case BattleAction::STACK_HEAL:
- displayEffect(74, action->destinationTile);
- CCS->soundh->playSound(soundBase::REGENER);
- break;
- }
- }
- void CBattleInterface::waitForAnims()
- {
- auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
- animsAreDisplayed.waitWhileTrue();
- }
- void CBattleInterface::bEndTacticPhase()
- {
- activeStack = NULL;
- btactEnd->block(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 /*= NULL*/)
- {
- if(!current)
- current = activeStack;
- //no switching stacks when the current one is moving
- waitForAnims();
- TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
- stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
- TStacks::iterator it = vstd::find(stacksOfMine, current);
- if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
- stackActivated(*it);
- else
- stackActivated(stacksOfMine.front());
- }
- CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
- {
- switch(spell.positiveness)
- {
- case CSpell::NEGATIVE :
- return HOSTILE_CREATURE_SPELL;
- case CSpell::NEUTRAL:
- return ANY_CREATURE;
- case CSpell::POSITIVE:
- return FRIENDLY_CREATURE_SPELL;
- }
- assert(0);
- return NO_LOCATION; //should never happen
- }
- std::string formatDmgRange(std::pair<ui32, ui32> 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<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);
- int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
- 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
- int cursorType = ECursor::COMBAT, cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
-
- //used when l-clicking -> action to be called upon the click
- std::function<void()> realizeAction;
- //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)
- {
- myTurn = false; //tends to crash with empty calls
- }
- realizeAction();
- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
- this->console->alterText("");
- }
- };
- 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;
-
- //TODO: handle
- bool noStackIsHovered = true; //will cause removing a blue glow
-
- localActions.clear();
- illegalActions.clear();
- BOOST_FOREACH (PossibleActions action, possibleActions)
- {
- bool legalAction = false; //this action is legal and can't 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 (shere && !ourStack && shere->alive())
- {
- if (isTileAttackable(myNumber))
- {
- 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
- {
- creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
- legalAction = true;
- }
- break;
- case HOSTILE_CREATURE_SPELL:
- if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
- legalAction = true;
- break;
- case FRIENDLY_CREATURE_SPELL:
- if (shere && shere->alive() && ourStack && isCastingPossibleHere (sactive, shere, myNumber))
- legalAction = true;
- break;
- case RISING_SPELL:
- if (shere && shere->canBeHealed() && ourStack && isCastingPossibleHere (sactive, shere, myNumber)) //TODO: at least one stack has to be raised by resurrection / animate dead
- legalAction = true;
- break;
- case RANDOM_GENIE_SPELL:
- {
- if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
- {
- int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
- if (spellID > -1)
- {
- legalAction = true;
- }
- }
- }
- break;
- case OBSTACLE:
- if (isCastingPossibleHere (sactive, shere, myNumber))
- legalAction = true;
- break;
- case TELEPORT:
- {
- ui8 skill = 0;
- if (creatureCasting)
- skill = sactive->valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, Spells::TELEPORT));
- else
- skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->spells[spellToCast->additionalInfo]);
- //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:
- {
- ui8 side = curInt->cb->battleGetMySide();
- auto hero = curInt->cb->battleGetFightingHero(side);
- assert(!creatureCasting); //we assume hero casts this spell
- assert(hero);
- legalAction = true;
- bool hexesOutsideBattlefield = false;
- auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
- BOOST_FOREACH(BattleHex hex, tilesThatMustBeClear)
- {
- if(curInt->cb->battleGetStackByPos(hex) || !!curInt->cb->battleGetObstacleOnPos(hex, false)
- || !hex.isAvailable())
- {
- legalAction = false;
- notLegal = true;
- }
- }
- if(hexesOutsideBattlefield)
- {
- 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())
- legalAction = true;
- break;
- }
- if (legalAction)
- localActions.push_back (action);
- else if (notLegal)
- 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 avaliable action 9they 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<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
- int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
- if(vstd::contains(acc, myNumber))
- giveCommand (BattleAction::WALK ,myNumber, activeStack->ID);
- else if(vstd::contains(acc, shiftedDest))
- giveCommand (BattleAction::WALK, shiftedDest, activeStack->ID);
- }
- else
- {
- giveCommand (BattleAction::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(BattleAction::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
- }
- };
- std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(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(BattleAction::SHOOT, myNumber, activeStack->ID);};
- std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
- //printing - Shoot %s (%d shots left, %s damage)
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
- }
- break;
- case HOSTILE_CREATURE_SPELL:
- case FRIENDLY_CREATURE_SPELL:
- case RISING_SPELL:
- sp = CGI->spellh->spells[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 Spells::SACRIFICE:
- case Spells::TELEPORT:
- selectedStack = shere; //remember firts target
- secondaryTarget = true;
- break;
- }
- isCastingPossible = true;
- break;
- case ANY_LOCATION:
- sp = CGI->spellh->spells[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 avaliable as random spell
- sp = NULL;
- 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
- isCastingPossible = true;
- break;
- case OBSTACLE:
- consoleMsg = CGI->generaltexth->allTexts[550];
- isCastingPossible = true;
- break;
- case SACRIFICE:
- cursorFrame = ECursor::COMBAT_SACRIFICE;
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
- spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
- isCastingPossible = true;
- break;
- case FREE_LOCATION:
- //cursorFrame = ECursor::SPELLBOOK;
- 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(BattleAction::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
- break;
- case RISE_DEMONS:
- cursorType = ECursor::SPELLBOOK;
- realizeAction = [=]{ giveCommand(BattleAction::DAEMON_SUMMONING, myNumber, activeStack->ID); };
- break;
- case CATAPULT:
- cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
- realizeAction = [=]{ giveCommand(BattleAction::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(createCreWindow(shere, true)); };
-
- //setting console text
- const time_t curTime = time(NULL);
- CCreatureAnimation *hoveredStackAnim = creAnims[shere->ID];
- if (shere->ID != mouseHoveredStack
- && curTime > lastMouseHoveredStackAnimationTime + HOVER_ANIM_DELTA
- && hoveredStackAnim->getType() == CCreatureAnim::HOLDING
- && hoveredStackAnim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
- {
- hoveredStackAnim->playOnce(CCreatureAnim::MOUSEON);
- lastMouseHoveredStackAnimationTime = curTime;
- }
- noStackIsHovered = false;
- mouseHoveredStack = shere->ID;
- }
- break;
- }
- }
- else //no possible valid action, display message
- {
- switch (illegalAction)
- {
- case HOSTILE_CREATURE_SPELL:
- case FRIENDLY_CREATURE_SPELL:
- case RISING_SPELL:
- case RANDOM_GENIE_SPELL:
- cursorFrame = ECursor::COMBAT_BLOCKED;
- consoleMsg = CGI->generaltexth->allTexts[23];
- break;
- case TELEPORT:
- 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
- {
- cursorType = ECursor::SPELLBOOK;
- cursorFrame = 0;
- if(consoleMsg.empty() && sp)
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
-
- realizeAction = [=]
- {
- if (secondaryTarget) //select that target now
- {
- possibleActions.clear();
- switch (sp->id)
- {
- case Spells::TELEPORT: //don't cast spell yet, only select target
- possibleActions.push_back (TELEPORT);
- spellToCast->selectedStack = selectedStack->ID;
- break;
- case Spells::SACRIFICE:
- possibleActions.push_back (SACRIFICE);
- break;
- }
- }
- else
- {
- if(creatureCasting)
- {
- if (sp)
- {
- giveCommand(BattleAction::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
- }
- else //unknown random spell
- {
- giveCommand(BattleAction::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
- }
- }
- else
- {
- assert (sp);
- switch (sp->id)
- {
- case Spells::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 = NULL;
- }
- };
- }
- realizeThingsToDo();
- if(noStackIsHovered)
- mouseHoveredStack = -1;
- }
- 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 = NULL;
- if (spellID >= 0)
- sp = CGI->spellh->spells[spellID];
- if (sp)
- {
- if (creatureCasting)
- isCastingPossible = (curInt->cb->battleCanCreatureCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
- else
- isCastingPossible = (curInt->cb->battleCanCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
- }
- 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->number)
- {
- case 12: //from bottom right
- {
- bool doubleWide = activeStack->doubleWide();
- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
- (activeStack->attackerOwned && doubleWide ? 1 : 0);
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(activeStack->attackerOwned) //if we are 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->attackerOwned) //if we are 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 8: //from left
- {
- if(activeStack->doubleWide() && !activeStack->attackerOwned)
- {
- std::vector<BattleHex> 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->attackerOwned) //if we are 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->attackerOwned && doubleWide ? 1 : 0);
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(activeStack->attackerOwned) //if we are 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->attackerOwned)
- {
- std::vector<BattleHex> 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(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are 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(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are 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);
- }
- SDL_Surface * CBattleInterface::imageOfObstacle(const CObstacleInstance &oi) const
- {
- int frameIndex = (animCount+1) / (40/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<const SpellCreatedObstacle &>(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;
- }
- }
- 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 = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
- 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<const SpellCreatedObstacle&>(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:
- tlog1 << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType << std::endl;
- return;
- }
- if(graphics->battleACToDef[effectID].empty())
- {
- tlog1 << "Cannot find def for effect type " << effectID << std::endl;
- 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 = whereToBlitObstacleImage(imageOfObstacle(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);
- }
- Point CBattleInterface::whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const
- {
- 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();
- }
- 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;
- }
- std::string CBattleInterface::SiegeHelper::townTypeInfixes[GameConstants::F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
- CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
- : owner(_owner), town(siegeTown)
- {
- for(int g = 0; g < ARRAY_COUNT(walls); ++g)
- {
- walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
- }
- }
- CBattleInterface::SiegeHelper::~SiegeHelper()
- {
- for(int g = 0; g < ARRAY_COUNT(walls); ++g)
- {
- SDL_FreeSurface(walls[g]);
- }
- }
- std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
- {
- if(what == 2 || what == 3 || what == 8)
- {
- if(additInfo == 3) additInfo = 2;
- }
- char buf[100];
- SDL_itoa(additInfo, buf, 10);
- std::string addit(buf);
- switch(what)
- {
- case 0: //background
- return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
- case 1: //background wall
- {
- switch(town->town->typeID)
- {
- case 5: case 4: case 1: case 6:
- return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
- case 0: case 2: case 3: case 7: case 8:
- return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";
- default:
- return "";
- }
- }
- case 2: //keep
- return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";
- case 3: //bottom tower
- return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP";
- case 4: //bottom wall
- return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP";
- case 5: //below gate
- return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP";
- case 6: //over gate
- return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP";
- case 7: //upper wall
- return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP";
- case 8: //upper tower
- return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP";
- case 9: //gate
- return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP";
- case 10: //gate arch
- return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP";
- case 11: //bottom static wall
- return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP";
- case 12: //upper static wall
- return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP";
- case 13: //moat
- return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP";
- case 14: //mlip
- return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP";
- case 15: //keep creature cover
- return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP";
- case 16: //bottom turret creature cover
- return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP";
- case 17: //upper turret creature cover
- return "SG" + townTypeInfixes[town->town->typeID] + "TW2C.BMP";
- default:
- return "";
- }
- }
- /// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
- /// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
- /// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
- /// Positions are loaded from the config file: /config/wall_pos.txt
- void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
- {
- Point pos = Point(-1, -1);
- if (what >= 1 && what <= 17)
- {
- pos.x = graphics->wallPositions[town->town->typeID][what - 1].x + owner->pos.x;
- pos.y = graphics->wallPositions[town->town->typeID][what - 1].y + owner->pos.y;
- }
- if(pos.x != -1)
- {
- blitAt(walls[what], pos.x, pos.y, to);
- }
- }
- double CatapultProjectileInfo::calculateY(double x)
- {
- return (facA * pow(10., -3.)) * pow(x, 2.0) + facB * x + facC;
- }
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