CBattleInterface.cpp 93 KB

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  1. #include "CBattleInterface.h"
  2. #include "CGameInfo.h"
  3. #include "hch/CLodHandler.h"
  4. #include "SDL_Extensions.h"
  5. #include "CAdvmapInterface.h"
  6. #include "AdventureMapButton.h"
  7. #include "hch/CObjectHandler.h"
  8. #include "hch/CHeroHandler.h"
  9. #include "hch/CDefHandler.h"
  10. #include "hch/CSpellHandler.h"
  11. #include "CMessage.h"
  12. #include "CCursorHandler.h"
  13. #include "CCallback.h"
  14. #include "CGameState.h"
  15. #include "hch/CGeneralTextHandler.h"
  16. #include "client/CCreatureAnimation.h"
  17. #include "client/Graphics.h"
  18. #include "client/CSpellWindow.h"
  19. #include "client/CConfigHandler.h"
  20. #include <queue>
  21. #include <sstream>
  22. #include "lib/CondSh.h"
  23. #include "lib/NetPacks.h"
  24. #include <boost/assign/list_of.hpp>
  25. #ifndef __GNUC__
  26. const double M_PI = 3.14159265358979323846;
  27. #else
  28. #define _USE_MATH_DEFINES
  29. #include <cmath>
  30. #endif
  31. /*
  32. * CBattleInterface.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. extern SDL_Surface * screen;
  41. extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
  42. extern SDL_Color zwykly;
  43. BattleSettings CBattleInterface::settings;
  44. struct CMP_stack2
  45. {
  46. inline bool operator ()(const CStack& a, const CStack& b)
  47. {
  48. return (a.Speed())>(b.Speed());
  49. }
  50. } cmpst2 ;
  51. CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect)
  52. : attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1),
  53. mouseHoveredStack(-1), previouslyHoveredHex(-1), spellDestSelectMode(false), spellToCast(NULL),
  54. attackingInfo(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL),
  55. showStackQueue(false), moveStarted(false)
  56. {
  57. pos = myRect;
  58. strongInterest = true;
  59. givenCommand = new CondSh<BattleAction *>(NULL);
  60. //initializing armies
  61. this->army1 = army1;
  62. this->army2 = army2;
  63. std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
  64. for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)
  65. {
  66. std::pair <int, int> coords = CBattleHex::getXYUnitAnim(b->second.position, b->second.owner == attackingHeroInstance->tempOwner, b->second.creature);
  67. creAnims[b->second.ID] = (new CCreatureAnimation(b->second.creature->animDefName));
  68. creAnims[b->second.ID]->setType(2);
  69. creAnims[b->second.ID]->pos = genRect(creAnims[b->second.ID]->fullHeight, creAnims[b->second.ID]->fullWidth, coords.first, coords.second);
  70. creDir[b->second.ID] = b->second.owner==attackingHeroInstance->tempOwner;
  71. }
  72. //preparing menu background and terrain
  73. std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];
  74. background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()] );
  75. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  76. graphics->blueToPlayersAdv(menu, hero1->tempOwner);
  77. //preparing graphics for displaying amounts of creatures
  78. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  79. CSDL_Ext::alphaTransform(amountNormal);
  80. for(int g=0; g<amountNormal->format->palette->ncolors; ++g)
  81. {
  82. if((amountNormal->format->palette->colors+g)->b != 132 &&
  83. (amountNormal->format->palette->colors+g)->g != 231 &&
  84. (amountNormal->format->palette->colors+g)->r != 255) //it's not yellow border
  85. {
  86. (amountNormal->format->palette->colors+g)->r = (float)((amountNormal->format->palette->colors+g)->r) * 0.54f;
  87. (amountNormal->format->palette->colors+g)->g = (float)((amountNormal->format->palette->colors+g)->g) * 0.19f;
  88. (amountNormal->format->palette->colors+g)->b = (float)((amountNormal->format->palette->colors+g)->b) * 0.93f;
  89. }
  90. }
  91. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  92. CSDL_Ext::alphaTransform(amountPositive);
  93. for(int g=0; g<amountPositive->format->palette->ncolors; ++g)
  94. {
  95. if((amountPositive->format->palette->colors+g)->b != 132 &&
  96. (amountPositive->format->palette->colors+g)->g != 231 &&
  97. (amountPositive->format->palette->colors+g)->r != 255) //it's not yellow border
  98. {
  99. (amountPositive->format->palette->colors+g)->r = (float)((amountPositive->format->palette->colors+g)->r) * 0.18f;
  100. (amountPositive->format->palette->colors+g)->g = (float)((amountPositive->format->palette->colors+g)->g) * 1.00f;
  101. (amountPositive->format->palette->colors+g)->b = (float)((amountPositive->format->palette->colors+g)->b) * 0.18f;
  102. }
  103. }
  104. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  105. CSDL_Ext::alphaTransform(amountNegative);
  106. for(int g=0; g<amountNegative->format->palette->ncolors; ++g)
  107. {
  108. if((amountNegative->format->palette->colors+g)->b != 132 &&
  109. (amountNegative->format->palette->colors+g)->g != 231 &&
  110. (amountNegative->format->palette->colors+g)->r != 255) //it's not yellow border
  111. {
  112. (amountNegative->format->palette->colors+g)->r = (float)((amountNegative->format->palette->colors+g)->r) * 1.00f;
  113. (amountNegative->format->palette->colors+g)->g = (float)((amountNegative->format->palette->colors+g)->g) * 0.18f;
  114. (amountNegative->format->palette->colors+g)->b = (float)((amountNegative->format->palette->colors+g)->b) * 0.18f;
  115. }
  116. }
  117. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  118. CSDL_Ext::alphaTransform(amountNegative);
  119. for(int g=0; g<amountNegative->format->palette->ncolors; ++g)
  120. {
  121. if((amountNegative->format->palette->colors+g)->b != 132 &&
  122. (amountNegative->format->palette->colors+g)->g != 231 &&
  123. (amountNegative->format->palette->colors+g)->r != 255) //it's not yellow border
  124. {
  125. (amountNegative->format->palette->colors+g)->r = (float)((amountNegative->format->palette->colors+g)->r) * 1.00f;
  126. (amountNegative->format->palette->colors+g)->g = (float)((amountNegative->format->palette->colors+g)->g) * 1.00f;
  127. (amountNegative->format->palette->colors+g)->b = (float)((amountNegative->format->palette->colors+g)->b) * 0.18f;
  128. }
  129. }
  130. ////blitting menu background and terrain
  131. blitAt(background, pos.x, pos.y);
  132. blitAt(menu, pos.x, 556 + pos.y);
  133. CSDL_Ext::update();
  134. //preparing buttons and console
  135. bOptions = new AdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3 + pos.x, 561 + pos.y, "icm003.def", SDLK_o);
  136. bSurrender = new AdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54 + pos.x, 561 + pos.y, "icm001.def", SDLK_s);
  137. bFlee = new AdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105 + pos.x, 561 + pos.y, "icm002.def", SDLK_r);
  138. bAutofight = new AdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157 + pos.x, 561 + pos.y, "icm004.def", SDLK_a);
  139. bSpell = new AdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645 + pos.x, 561 + pos.y, "icm005.def", SDLK_c);
  140. bWait = new AdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696 + pos.x, 561 + pos.y, "icm006.def", SDLK_w);
  141. bDefence = new AdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747 + pos.x, 561 + pos.y, "icm007.def", SDLK_d);
  142. bDefence->assignedKeys.insert(SDLK_SPACE);
  143. bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP);
  144. bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN);
  145. bConsoleDown->bitmapOffset = 2;
  146. console = new CBattleConsole();
  147. console->pos.x = 211 + pos.x;
  148. console->pos.y = 560 + pos.y;
  149. console->pos.w = 406;
  150. console->pos.h = 38;
  151. //loading hero animations
  152. if(hero1) // attacking hero
  153. {
  154. attackingHero = new CBattleHero(graphics->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner, hero1->tempOwner == LOCPLINT->playerID ? hero1 : NULL, this);
  155. attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40 + pos.x, pos.y);
  156. }
  157. else
  158. {
  159. attackingHero = NULL;
  160. }
  161. if(hero2) // defending hero
  162. {
  163. defendingHero = new CBattleHero(graphics->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner, hero2->tempOwner == LOCPLINT->playerID ? hero2 : NULL, this);
  164. defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690 + pos.x, pos.y);
  165. }
  166. else
  167. {
  168. defendingHero = NULL;
  169. }
  170. //preparing cells and hexes
  171. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  172. CSDL_Ext::alphaTransform(cellBorder);
  173. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  174. CSDL_Ext::alphaTransform(cellShade);
  175. for(int h=0; h<BFIELD_SIZE; ++h)
  176. {
  177. bfield[h].myNumber = h;
  178. int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);
  179. int y = 86 + 42 * (h/BFIELD_WIDTH);
  180. bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);
  181. bfield[h].accesible = true;
  182. bfield[h].myInterface = this;
  183. }
  184. //locking occupied positions on batlefield
  185. for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function
  186. {
  187. bfield[it->second.position].accesible = false;
  188. }
  189. //loading projectiles for units
  190. for(std::map<int, CStack>::iterator g = stacks.begin(); g != stacks.end(); ++g)
  191. {
  192. if(g->second.creature->isShooting() && CGI->creh->idToProjectile[g->second.creature->idNumber] != std::string())
  193. {
  194. idToProjectile[g->second.creature->idNumber] = CDefHandler::giveDef(CGI->creh->idToProjectile[g->second.creature->idNumber]);
  195. if(idToProjectile[g->second.creature->idNumber]->ourImages.size() > 2) //add symmetric images
  196. {
  197. for(int k = idToProjectile[g->second.creature->idNumber]->ourImages.size()-2; k > 1; --k)
  198. {
  199. Cimage ci;
  200. ci.bitmap = CSDL_Ext::rotate01(idToProjectile[g->second.creature->idNumber]->ourImages[k].bitmap);
  201. ci.groupNumber = 0;
  202. ci.imName = std::string();
  203. idToProjectile[g->second.creature->idNumber]->ourImages.push_back(ci);
  204. }
  205. }
  206. for(int s=0; s<idToProjectile[g->second.creature->idNumber]->ourImages.size(); ++s) //alpha transforming
  207. {
  208. CSDL_Ext::alphaTransform(idToProjectile[g->second.creature->idNumber]->ourImages[s].bitmap);
  209. }
  210. }
  211. }
  212. //preparing graphic with cell borders
  213. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  214. //copying palette
  215. for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  216. {
  217. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  218. }
  219. //palette copied
  220. for(int i=0; i<BFIELD_HEIGHT; ++i) //rows
  221. {
  222. for(int j=0; j<BFIELD_WIDTH-2; ++j) //columns
  223. {
  224. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  225. int y = 86 + 42 * i;
  226. for(int cellX = 0; cellX < cellBorder->w; ++cellX)
  227. {
  228. for(int cellY = 0; cellY < cellBorder->h; ++cellY)
  229. {
  230. if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  231. * ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
  232. }
  233. }
  234. }
  235. }
  236. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  237. //preparing obstacle defs
  238. std::vector<CObstacleInstance> obst = LOCPLINT->cb->battleGetAllObstacles();
  239. for(int t=0; t<obst.size(); ++t)
  240. {
  241. idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles[obst[t].ID].defName);
  242. for(int n=0; n<idToObstacle[obst[t].ID]->ourImages.size(); ++n)
  243. {
  244. SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));
  245. }
  246. }
  247. //initializing spellToEffect
  248. spellToEffect[17] = 1; //lightning bolt
  249. spellToEffect[18] = 10; //implosion
  250. spellToEffect[27] = 27; //shield
  251. spellToEffect[28] = 2; //air shield
  252. spellToEffect[35] = 41; //dispel
  253. spellToEffect[41] = 36; //bless
  254. spellToEffect[42] = 40; //curse
  255. spellToEffect[43] = 4; //bloodlust
  256. spellToEffect[45] = 56; //weakness
  257. spellToEffect[46] = 54; //stone skin
  258. spellToEffect[47] = 14; //disrupting ray
  259. spellToEffect[48] = 0; //prayer
  260. spellToEffect[49] = 20; //mirth
  261. spellToEffect[50] = 30; //sorrow
  262. spellToEffect[51] = 18; //fortune
  263. spellToEffect[52] = 48; //misfortune
  264. spellToEffect[53] = 31; //haste
  265. spellToEffect[54] = 19; //slow
  266. spellToEffect[56] = 17; //frenzy
  267. spellToEffect[61] = 42; //forgetfulness
  268. }
  269. CBattleInterface::~CBattleInterface()
  270. {
  271. SDL_FreeSurface(background);
  272. SDL_FreeSurface(menu);
  273. SDL_FreeSurface(amountNormal);
  274. SDL_FreeSurface(amountNegative);
  275. SDL_FreeSurface(amountPositive);
  276. SDL_FreeSurface(amountEffNeutral);
  277. SDL_FreeSurface(cellBorders);
  278. SDL_FreeSurface(backgroundWithHexes);
  279. delete bOptions;
  280. delete bSurrender;
  281. delete bFlee;
  282. delete bAutofight;
  283. delete bSpell;
  284. delete bWait;
  285. delete bDefence;
  286. delete bConsoleUp;
  287. delete bConsoleDown;
  288. delete console;
  289. delete givenCommand;
  290. delete attackingHero;
  291. delete defendingHero;
  292. SDL_FreeSurface(cellBorder);
  293. SDL_FreeSurface(cellShade);
  294. for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
  295. delete g->second;
  296. for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
  297. delete g->second;
  298. for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
  299. delete g->second;
  300. LOCPLINT->battleInt = NULL;
  301. }
  302. void CBattleInterface::setPrintCellBorders(bool set)
  303. {
  304. settings.printCellBorders = set;
  305. redrawBackgroundWithHexes(activeStack);
  306. }
  307. void CBattleInterface::setPrintStackRange(bool set)
  308. {
  309. settings.printStackRange = set;
  310. redrawBackgroundWithHexes(activeStack);
  311. }
  312. void CBattleInterface::setPrintMouseShadow(bool set)
  313. {
  314. settings.printMouseShadow = set;
  315. }
  316. void CBattleInterface::activate()
  317. {
  318. KeyInterested::activate();
  319. MotionInterested::activate();
  320. ClickableR::activate();
  321. subInt = NULL;
  322. bOptions->activate();
  323. bSurrender->activate();
  324. bFlee->activate();
  325. bAutofight->activate();
  326. bSpell->activate();
  327. bWait->activate();
  328. bDefence->activate();
  329. bConsoleUp->activate();
  330. bConsoleDown->activate();
  331. for(int b=0; b<BFIELD_SIZE; ++b)
  332. {
  333. bfield[b].activate();
  334. }
  335. if(attackingHero)
  336. attackingHero->activate();
  337. if(defendingHero)
  338. defendingHero->activate();
  339. LOCPLINT->cingconsole->activate();
  340. }
  341. void CBattleInterface::deactivate()
  342. {
  343. KeyInterested::deactivate();
  344. MotionInterested::deactivate();
  345. ClickableR::deactivate();
  346. bOptions->deactivate();
  347. bSurrender->deactivate();
  348. bFlee->deactivate();
  349. bAutofight->deactivate();
  350. bSpell->deactivate();
  351. bWait->deactivate();
  352. bDefence->deactivate();
  353. bConsoleUp->deactivate();
  354. bConsoleDown->deactivate();
  355. for(int b=0; b<BFIELD_SIZE; ++b)
  356. {
  357. bfield[b].deactivate();
  358. }
  359. if(attackingHero)
  360. attackingHero->deactivate();
  361. if(defendingHero)
  362. defendingHero->deactivate();
  363. LOCPLINT->cingconsole->deactivate();
  364. }
  365. void CBattleInterface::show(SDL_Surface * to)
  366. {
  367. std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks(); //used in a few places
  368. ++animCount;
  369. if(!to) //"evaluating" to
  370. to = screen;
  371. SDL_Rect buf;
  372. SDL_GetClipRect(to, &buf);
  373. SDL_SetClipRect(to, &pos);
  374. //printing background and hexes
  375. if(activeStack != -1 && creAnims[activeStack]->getType() != 0) //show everything with range
  376. {
  377. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  378. }
  379. else
  380. {
  381. //showing background
  382. blitAt(background, pos.x, pos.y, to);
  383. if(settings.printCellBorders)
  384. {
  385. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
  386. }
  387. }
  388. //printing hovered cell
  389. for(int b=0; b<BFIELD_SIZE; ++b)
  390. {
  391. if(bfield[b].strictHovered && bfield[b].hovered)
  392. {
  393. if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with
  394. if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with
  395. if(currentlyHoveredHex != b) //repair hover info
  396. {
  397. previouslyHoveredHex = currentlyHoveredHex;
  398. currentlyHoveredHex = b;
  399. }
  400. //print shade
  401. if(spellToCast) //when casting spell
  402. {
  403. //calculating spell schoold level
  404. const CSpell & spToCast = CGI->spellh->spells[spellToCast->additionalInfo];
  405. ui8 schoolLevel = 0;
  406. if( LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned )
  407. {
  408. if(attackingHeroInstance)
  409. schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);
  410. }
  411. else
  412. {
  413. if(defendingHeroInstance)
  414. schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
  415. }
  416. //obtaining range and printing it
  417. std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);
  418. for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex
  419. {
  420. if(settings.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16))
  421. {
  422. int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x;
  423. int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y;
  424. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
  425. }
  426. }
  427. }
  428. else if(settings.printMouseShadow) //when not casting spell
  429. {
  430. int x = 14 + ((b/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%BFIELD_WIDTH) + pos.x;
  431. int y = 86 + 42 * (b/BFIELD_WIDTH) + pos.y;
  432. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
  433. }
  434. }
  435. }
  436. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  437. //showing menu background and console
  438. blitAt(menu, pos.x, 556 + pos.y, to);
  439. console->show(to);
  440. //showing buttons
  441. bOptions->show(to);
  442. bSurrender->show(to);
  443. bFlee->show(to);
  444. bAutofight->show(to);
  445. bSpell->show(to);
  446. bWait->show(to);
  447. bDefence->show(to);
  448. bConsoleUp->show(to);
  449. bConsoleDown->show(to);
  450. //prevents blitting outside this window
  451. SDL_GetClipRect(to, &buf);
  452. SDL_SetClipRect(to, &pos);
  453. //showing obstacles
  454. std::vector<CObstacleInstance> obstacles = LOCPLINT->cb->battleGetAllObstacles();
  455. for(int b=0; b<obstacles.size(); ++b)
  456. {
  457. int x = ((obstacles[b].pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(obstacles[b].pos%BFIELD_WIDTH) + pos.x;
  458. int y = 86 + 42 * (obstacles[b].pos/BFIELD_WIDTH) + pos.y;
  459. std::vector<Cimage> &images = idToObstacle[obstacles[b].ID]->ourImages; //reference to animation of obstacle
  460. blitAt(images[((animCount+1)/(4/settings.animSpeed))%images.size()].bitmap, x, y, to);
  461. }
  462. //showing hero animations
  463. if(attackingHero)
  464. attackingHero->show(to);
  465. if(defendingHero)
  466. defendingHero->show(to);
  467. ////showing units //a lot of work...
  468. std::vector<int> stackAliveByHex[BFIELD_SIZE];
  469. //double loop because dead stacks should be printed first
  470. for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
  471. {
  472. if(j->second.alive())
  473. stackAliveByHex[j->second.position].push_back(j->second.ID);
  474. }
  475. std::vector<int> stackDeadByHex[BFIELD_SIZE];
  476. for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
  477. {
  478. if(!j->second.alive())
  479. stackDeadByHex[j->second.position].push_back(j->second.ID);
  480. }
  481. attackingShowHelper(); // handle attack animation
  482. for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks
  483. {
  484. for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
  485. {
  486. creAnims[stackDeadByHex[b][v]]->nextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x + pos.x, creAnims[stackDeadByHex[b][v]]->pos.y + pos.y, creDir[stackDeadByHex[b][v]], animCount, false); //increment always when moving, never if stack died
  487. }
  488. }
  489. for(int b=0; b<BFIELD_SIZE; ++b) //showing alive stacks
  490. {
  491. for(size_t v=0; v<stackAliveByHex[b].size(); ++v)
  492. {
  493. int curStackID = stackAliveByHex[b][v];
  494. const CStack &curStack = stacks[curStackID];
  495. int animType = creAnims[curStackID]->getType();
  496. bool incrementFrame = (animCount%(4/settings.animSpeed)==0) && animType!=5 && animType!=20 && animType!=3 && animType!=2;
  497. if(animType == 2)
  498. {
  499. if(standingFrame.find(curStackID)!=standingFrame.end())
  500. {
  501. incrementFrame = (animCount%(8/settings.animSpeed)==0);
  502. if(incrementFrame)
  503. {
  504. ++standingFrame[curStackID];
  505. if(standingFrame[curStackID] == creAnims[curStackID]->framesInGroup(2))
  506. {
  507. standingFrame.erase(standingFrame.find(curStackID));
  508. }
  509. }
  510. }
  511. else
  512. {
  513. if((rand()%50) == 0)
  514. {
  515. standingFrame.insert(std::make_pair(curStackID, 0));
  516. }
  517. }
  518. }
  519. creAnims[curStackID]->nextFrame(to, creAnims[curStackID]->pos.x + pos.x, creAnims[curStackID]->pos.y + pos.y, creDir[curStackID], animCount, incrementFrame, curStackID==activeStack, curStackID==mouseHoveredStack); //increment always when moving, never if stack died
  520. //printing amount
  521. if(curStack.amount > 0 //don't print if stack is not alive
  522. && (!LOCPLINT->curAction
  523. || (LOCPLINT->curAction->stackNumber != curStackID //don't print if stack is currently taking an action
  524. && (LOCPLINT->curAction->actionType != 6 || curStack.position != LOCPLINT->curAction->additionalInfo) //nor if it's an object of attack
  525. && (LOCPLINT->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action
  526. )
  527. )
  528. && !vstd::contains(curStack.abilities,SIEGE_WEAPON) //and not a war machine...
  529. )
  530. {
  531. int xAdd = curStack.attackerOwned ? 220 : 202;
  532. //blitting amoutn background box
  533. SDL_Surface *amountBG = NULL;
  534. if(curStack.effects.size() == 0)
  535. {
  536. amountBG = amountNormal;
  537. }
  538. else
  539. {
  540. int pos=0; //determining total positiveness of effects
  541. for(int c=0; c<curStack.effects.size(); ++c)
  542. {
  543. pos += CGI->spellh->spells[ curStack.effects[c].id ].positiveness;
  544. }
  545. if(pos > 0)
  546. {
  547. amountBG = amountPositive;
  548. }
  549. else if(pos < 0)
  550. {
  551. amountBG = amountNegative;
  552. }
  553. else
  554. {
  555. amountBG = amountEffNeutral;
  556. }
  557. }
  558. SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[curStackID]->pos.x + xAdd + pos.x, creAnims[curStackID]->pos.y + 260 + pos.y));
  559. //blitting amount
  560. std::stringstream ss;
  561. ss<<curStack.amount;
  562. CSDL_Ext::printAtMiddleWB(
  563. ss.str(),
  564. creAnims[curStackID]->pos.x + xAdd + 14 + pos.x,
  565. creAnims[curStackID]->pos.y + 260 + 4 + pos.y,
  566. GEOR13,
  567. 20,
  568. zwykly,
  569. to
  570. );
  571. }
  572. }
  573. }
  574. //units shown
  575. projectileShowHelper(to);//showing projectiles
  576. //showing spell effects
  577. if(battleEffects.size())
  578. {
  579. std::vector< std::list<SBattleEffect>::iterator > toErase;
  580. for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
  581. {
  582. SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
  583. SDL_BlitSurface(bitmapToBlit, NULL, to, &genRect(bitmapToBlit->h, bitmapToBlit->w, pos.x + it->x, pos.y + it->y));
  584. ++(it->frame);
  585. if(it->frame == it->maxFrame)
  586. {
  587. toErase.push_back(it);
  588. }
  589. }
  590. for(size_t b=0; b<toErase.size(); ++b)
  591. {
  592. delete toErase[b]->anim;
  593. battleEffects.erase(toErase[b]);
  594. }
  595. }
  596. //showing queue of stacks
  597. if(showStackQueue)
  598. {
  599. int xPos = screen->w/2 - ( stacks.size() * 37 )/2;
  600. int yPos = (screen->h - 600)/2 + 10;
  601. std::vector<CStack> stacksSorted;
  602. stacksSorted = LOCPLINT->cb->battleGetStackQueue();
  603. int startFrom = -1;
  604. for(size_t n=0; n<stacksSorted.size(); ++n)
  605. {
  606. if(stacksSorted[n].ID == activeStack)
  607. {
  608. startFrom = n;
  609. break;
  610. }
  611. }
  612. if(startFrom != -1)
  613. {
  614. for(size_t b=startFrom; b<stacksSorted.size()+startFrom; ++b)
  615. {
  616. SDL_BlitSurface(graphics->smallImgs[-2], NULL, to, &genRect(32, 32, xPos, yPos));
  617. //printing colored border
  618. for(int xFrom = xPos-1; xFrom<xPos+33; ++xFrom)
  619. {
  620. for(int yFrom = yPos-1; yFrom<yPos+33; ++yFrom)
  621. {
  622. if(xFrom == xPos-1 || xFrom == xPos+32 || yFrom == yPos-1 || yFrom == yPos+32)
  623. {
  624. SDL_Color pc;
  625. if(stacksSorted[b % stacksSorted.size()].owner != 255)
  626. {
  627. pc = graphics->playerColors[stacksSorted[b % stacksSorted.size()].owner];
  628. }
  629. else
  630. {
  631. pc = *graphics->neutralColor;
  632. }
  633. CSDL_Ext::SDL_PutPixelWithoutRefresh(to, xFrom, yFrom, pc.r, pc.g, pc.b);
  634. }
  635. }
  636. }
  637. //colored border printed
  638. SDL_BlitSurface(graphics->smallImgs[stacksSorted[b % stacksSorted.size()].creature->idNumber], NULL, to, &genRect(32, 32, xPos, yPos));
  639. xPos += 37;
  640. }
  641. }
  642. }
  643. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  644. //showing window with result of battle
  645. if(resWindow)
  646. {
  647. resWindow->show(to);
  648. }
  649. //showing in-gmae console
  650. LOCPLINT->cingconsole->show(to);
  651. //printing border around interface
  652. if(screen->w != 800 || screen->h !=600)
  653. CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
  654. }
  655. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  656. {
  657. if(key.keysym.sym == SDLK_q)
  658. {
  659. showStackQueue = key.state==SDL_PRESSED;
  660. }
  661. else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
  662. {
  663. endCastingSpell();
  664. }
  665. }
  666. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  667. {
  668. if(activeStack>=0 && !spellDestSelectMode)
  669. {
  670. mouseHoveredStack = -1;
  671. int myNumber = -1; //number of hovered tile
  672. for(int g=0; g<BFIELD_SIZE; ++g)
  673. {
  674. if(bfield[g].hovered && bfield[g].strictHovered)
  675. {
  676. myNumber = g;
  677. break;
  678. }
  679. }
  680. if(myNumber == -1)
  681. {
  682. CGI->curh->changeGraphic(1, 6);
  683. if(console->whoSetAlter == 0)
  684. {
  685. console->alterTxt = "";
  686. }
  687. }
  688. else
  689. {
  690. if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end())
  691. {
  692. CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber);
  693. CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
  694. if(shere)
  695. {
  696. if(shere->owner == LOCPLINT->playerID) //our stack
  697. {
  698. CGI->curh->changeGraphic(1,5);
  699. //setting console text
  700. char buf[500];
  701. sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str());
  702. console->alterTxt = buf;
  703. console->whoSetAlter = 0;
  704. mouseHoveredStack = shere->ID;
  705. if(creAnims[shere->ID]->getType() == 2 && creAnims[shere->ID]->framesInGroup(1) > 0)
  706. {
  707. creAnims[shere->ID]->playOnce(1);
  708. }
  709. }
  710. else if(LOCPLINT->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy
  711. {
  712. CGI->curh->changeGraphic(1,3);
  713. //setting console text
  714. char buf[500];
  715. sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, "?");
  716. console->alterTxt = buf;
  717. console->whoSetAlter = 0;
  718. }
  719. else if(isTileAttackable(myNumber)) //available enemy (melee attackable)
  720. {
  721. int fromHex = previouslyHoveredHex;
  722. if(fromHex!=-1 && fromHex%BFIELD_WIDTH!=0 && fromHex%BFIELD_WIDTH!=(BFIELD_WIDTH-1) && vstd::contains(shadedHexes, fromHex))
  723. {
  724. switch(BattleInfo::mutualPosition(fromHex, myNumber))
  725. {
  726. case 0:
  727. CGI->curh->changeGraphic(1,12);
  728. break;
  729. case 1:
  730. CGI->curh->changeGraphic(1,7);
  731. break;
  732. case 2:
  733. CGI->curh->changeGraphic(1,8);
  734. break;
  735. case 3:
  736. CGI->curh->changeGraphic(1,9);
  737. break;
  738. case 4:
  739. CGI->curh->changeGraphic(1,10);
  740. break;
  741. case 5:
  742. CGI->curh->changeGraphic(1,11);
  743. break;
  744. }
  745. }
  746. }
  747. else //unavailable enemy
  748. {
  749. CGI->curh->changeGraphic(1,0);
  750. console->alterTxt = "";
  751. console->whoSetAlter = 0;
  752. }
  753. }
  754. else //empty unavailable tile
  755. {
  756. CGI->curh->changeGraphic(1,0);
  757. console->alterTxt = "";
  758. console->whoSetAlter = 0;
  759. }
  760. }
  761. else //available tile
  762. {
  763. CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
  764. if(LOCPLINT->cb->battleGetStackByID(activeStack)->creature->isFlying())
  765. {
  766. CGI->curh->changeGraphic(1,2);
  767. //setting console text
  768. char buf[500];
  769. sprintf(buf, CGI->generaltexth->allTexts[295].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());
  770. console->alterTxt = buf;
  771. console->whoSetAlter = 0;
  772. }
  773. else
  774. {
  775. CGI->curh->changeGraphic(1,1);
  776. //setting console text
  777. char buf[500];
  778. sprintf(buf, CGI->generaltexth->allTexts[294].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());
  779. console->alterTxt = buf;
  780. console->whoSetAlter = 0;
  781. }
  782. }
  783. }
  784. }
  785. else if(spellDestSelectMode)
  786. {
  787. int myNumber = -1; //number of hovered tile
  788. for(int g=0; g<BFIELD_SIZE; ++g)
  789. {
  790. if(bfield[g].hovered && bfield[g].strictHovered)
  791. {
  792. myNumber = g;
  793. break;
  794. }
  795. }
  796. if(myNumber == -1)
  797. {
  798. CGI->curh->changeGraphic(1, 0);
  799. //setting console text
  800. console->alterTxt = CGI->generaltexth->allTexts[23];
  801. console->whoSetAlter = 0;
  802. }
  803. else
  804. {
  805. CStack * stackUnder = LOCPLINT->cb->battleGetStackByPos(myNumber);
  806. switch(spellSelMode)
  807. {
  808. case 0:
  809. CGI->curh->changeGraphic(3, 0);
  810. //setting console text
  811. char buf[500];
  812. sprintf(buf, CGI->generaltexth->allTexts[26].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str());
  813. console->alterTxt = buf;
  814. console->whoSetAlter = 0;
  815. break;
  816. case 1:
  817. if(stackUnder && LOCPLINT->playerID == stackUnder->owner )
  818. {
  819. CGI->curh->changeGraphic(3, 0);
  820. //setting console text
  821. char buf[500];
  822. std::string creName = stackUnder->amount > 1 ? stackUnder->creature->namePl : stackUnder->creature->nameSing;
  823. sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str(), creName.c_str());
  824. console->alterTxt = buf;
  825. console->whoSetAlter = 0;
  826. break;
  827. }
  828. else
  829. {
  830. CGI->curh->changeGraphic(1, 0);
  831. //setting console text
  832. console->alterTxt = CGI->generaltexth->allTexts[23];
  833. console->whoSetAlter = 0;
  834. }
  835. break;
  836. case 2:
  837. if(stackUnder && LOCPLINT->playerID != stackUnder->owner )
  838. {
  839. CGI->curh->changeGraphic(3, 0);
  840. //setting console text
  841. char buf[500];
  842. std::string creName = stackUnder->amount > 1 ? stackUnder->creature->namePl : stackUnder->creature->nameSing;
  843. sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str(), creName.c_str());
  844. console->alterTxt = buf;
  845. console->whoSetAlter = 0;
  846. }
  847. else
  848. {
  849. CGI->curh->changeGraphic(1, 0);
  850. //setting console text
  851. console->alterTxt = CGI->generaltexth->allTexts[23];
  852. console->whoSetAlter = 0;
  853. }
  854. break;
  855. case 3:
  856. if(stackUnder)
  857. {
  858. CGI->curh->changeGraphic(3, 0);
  859. //setting console text
  860. char buf[500];
  861. std::string creName = stackUnder->amount > 1 ? stackUnder->creature->namePl : stackUnder->creature->nameSing;
  862. sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str(), creName.c_str());
  863. console->alterTxt = buf;
  864. console->whoSetAlter = 0;
  865. }
  866. else
  867. {
  868. CGI->curh->changeGraphic(1, 0);
  869. //setting console text
  870. console->alterTxt = CGI->generaltexth->allTexts[23];
  871. console->whoSetAlter = 0;
  872. }
  873. break;
  874. case 4: //TODO: implement this case
  875. break;
  876. }
  877. }
  878. }
  879. }
  880. void CBattleInterface::clickRight(boost::logic::tribool down)
  881. {
  882. if(!down && spellDestSelectMode)
  883. {
  884. endCastingSpell();
  885. }
  886. }
  887. bool CBattleInterface::reverseCreature(int number, int hex, bool wideTrick)
  888. {
  889. if(creAnims[number]==NULL)
  890. return false; //there is no such creature
  891. creAnims[number]->setType(8);
  892. //int firstFrame = creAnims[number]->getFrame();
  893. //for(int g=0; creAnims[number]->getFrame() != creAnims[number]->framesInGroup(8) + firstFrame - 1; ++g)
  894. while(!creAnims[number]->onLastFrameInGroup())
  895. {
  896. show(screen);
  897. CSDL_Ext::update(screen);
  898. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  899. }
  900. creDir[number] = !creDir[number];
  901. CStack curs = *LOCPLINT->cb->battleGetStackByID(number);
  902. std::pair <int, int> coords = CBattleHex::getXYUnitAnim(hex, creDir[number], curs.creature);
  903. creAnims[number]->pos.x = coords.first;
  904. //creAnims[number]->pos.y = coords.second;
  905. if(wideTrick && curs.creature->isDoubleWide())
  906. {
  907. if(curs.attackerOwned)
  908. {
  909. if(!creDir[number])
  910. creAnims[number]->pos.x -= 44;
  911. }
  912. else
  913. {
  914. if(creDir[number])
  915. creAnims[number]->pos.x += 44;
  916. }
  917. }
  918. creAnims[number]->setType(7);
  919. //firstFrame = creAnims[number]->getFrame();
  920. //for(int g=0; creAnims[number]->getFrame() != creAnims[number]->framesInGroup(7) + firstFrame - 1; ++g)
  921. while(!creAnims[number]->onLastFrameInGroup())
  922. {
  923. show(screen);
  924. CSDL_Ext::update(screen);
  925. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  926. }
  927. creAnims[number]->setType(2);
  928. return true;
  929. }
  930. void CBattleInterface::handleStartMoving(int number)
  931. {
  932. for(int i=0; i<creAnims[number]->framesInGroup(20)*getAnimSpeedMultiplier()-1; ++i)
  933. {
  934. show(screen);
  935. CSDL_Ext::update(screen);
  936. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  937. if((animCount+1)%(4/settings.animSpeed)==0)
  938. creAnims[number]->incrementFrame();
  939. }
  940. }
  941. void CBattleInterface::bOptionsf()
  942. {
  943. CGI->curh->changeGraphic(0,0);
  944. deactivate();
  945. SDL_Rect temp_rect = genRect(431, 481, 160, 84);
  946. CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(temp_rect, this);
  947. optionsWin->activate();
  948. LOCPLINT->objsToBlit.push_back(optionsWin);
  949. }
  950. void CBattleInterface::bSurrenderf()
  951. {
  952. }
  953. void CBattleInterface::bFleef()
  954. {
  955. CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
  956. LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, 0, false);
  957. }
  958. void CBattleInterface::reallyFlee()
  959. {
  960. giveCommand(4,0,0);
  961. CGI->curh->changeGraphic(0, 0);
  962. }
  963. void CBattleInterface::bAutofightf()
  964. {
  965. }
  966. void CBattleInterface::bSpellf()
  967. {
  968. CGI->curh->changeGraphic(0,0);
  969. const CGHeroInstance * chi = NULL;
  970. if(attackingHeroInstance->tempOwner == LOCPLINT->playerID)
  971. chi = attackingHeroInstance;
  972. else
  973. chi = defendingHeroInstance;
  974. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi);
  975. LOCPLINT->pushInt(spellWindow);
  976. }
  977. void CBattleInterface::bWaitf()
  978. {
  979. giveCommand(8,0,activeStack);
  980. }
  981. void CBattleInterface::bDefencef()
  982. {
  983. giveCommand(3,0,activeStack);
  984. }
  985. void CBattleInterface::bConsoleUpf()
  986. {
  987. console->scrollUp();
  988. }
  989. void CBattleInterface::bConsoleDownf()
  990. {
  991. console->scrollDown();
  992. }
  993. void CBattleInterface::newStack(CStack stack)
  994. {
  995. creAnims[stack.ID] = new CCreatureAnimation(stack.creature->animDefName);
  996. creAnims[stack.ID]->setType(2);
  997. creDir[stack.ID] = stack.owner==attackingHeroInstance->tempOwner;
  998. }
  999. void CBattleInterface::stackRemoved(CStack stack)
  1000. {
  1001. delete creAnims[stack.ID];
  1002. creAnims.erase(stack.ID);
  1003. }
  1004. void CBattleInterface::stackActivated(int number)
  1005. {
  1006. //givenCommand = NULL;
  1007. activeStack = number;
  1008. myTurn = true;
  1009. redrawBackgroundWithHexes(number);
  1010. bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(number)->state,WAITING)); //block waiting button if stack has been already waiting
  1011. //block cast spell button if hero doesn't have a spellbook
  1012. if(attackingHeroInstance && attackingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)
  1013. {
  1014. if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked
  1015. bSpell->block(!attackingHeroInstance->getArt(17));
  1016. }
  1017. else if(defendingHeroInstance && defendingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)
  1018. {
  1019. if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked
  1020. bSpell->block(!defendingHeroInstance->getArt(17));
  1021. }
  1022. }
  1023. void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance)
  1024. {
  1025. bool startMoving = creAnims[number]->getType()==20;
  1026. //a few useful variables
  1027. int curStackPos = LOCPLINT->cb->battleGetPos(number);
  1028. int steps = creAnims[number]->framesInGroup(0)*getAnimSpeedMultiplier()-1;
  1029. int hexWbase = 44, hexHbase = 42;
  1030. bool twoTiles = LOCPLINT->cb->battleGetCreature(number).isDoubleWide();
  1031. CStack * movedStack = LOCPLINT->cb->battleGetStackByID(number);
  1032. std::pair<int, int> begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack->creature);
  1033. std::pair<int, int> endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack->creature);
  1034. if(startMoving) //animation of starting move; some units don't have this animation (ie. halberdier)
  1035. {
  1036. handleStartMoving(number);
  1037. }
  1038. if(moveStarted)
  1039. {
  1040. CGI->curh->hide();
  1041. creAnims[number]->setType(0);
  1042. moveStarted = false;
  1043. }
  1044. int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
  1045. float stepX=0.0, stepY=0.0; //how far stack is moved in one frame; calculated later
  1046. //reverse unit if necessary
  1047. if((begPosition.first > endPosition.first) && creDir[number] == true)
  1048. {
  1049. reverseCreature(number, curStackPos, twoTiles);
  1050. }
  1051. else if ((begPosition.first < endPosition.first) && creDir[number] == false)
  1052. {
  1053. reverseCreature(number, curStackPos, twoTiles);
  1054. }
  1055. if(creAnims[number]->getType() != 0)
  1056. {
  1057. creAnims[number]->setType(0);
  1058. }
  1059. //unit reversed
  1060. //step shift calculation
  1061. float posX = creAnims[number]->pos.x, posY = creAnims[number]->pos.y; // for precise calculations ;]
  1062. if(mutPos == -1 && movedStack->creature->isFlying())
  1063. {
  1064. steps *= distance;
  1065. stepX = (endPosition.first - (float)begPosition.first)/steps;
  1066. stepY = (endPosition.second - (float)begPosition.second)/steps;
  1067. }
  1068. else
  1069. {
  1070. switch(mutPos)
  1071. {
  1072. case 0:
  1073. stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
  1074. stepY = (-1.0)*((float)hexHbase)/((float)steps);
  1075. break;
  1076. case 1:
  1077. stepX = ((float)hexWbase)/(2.0f*steps);
  1078. stepY = (-1.0)*((float)hexHbase)/((float)steps);
  1079. break;
  1080. case 2:
  1081. stepX = ((float)hexWbase)/((float)steps);
  1082. stepY = 0.0;
  1083. break;
  1084. case 3:
  1085. stepX = ((float)hexWbase)/(2.0f*steps);
  1086. stepY = ((float)hexHbase)/((float)steps);
  1087. break;
  1088. case 4:
  1089. stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
  1090. stepY = ((float)hexHbase)/((float)steps);
  1091. break;
  1092. case 5:
  1093. stepX = (-1.0)*((float)hexWbase)/((float)steps);
  1094. stepY = 0.0;
  1095. break;
  1096. }
  1097. }
  1098. //step shifts calculated
  1099. //switch(mutPos) //reverse unit if necessary
  1100. //{
  1101. //case 0: case 4: case 5:
  1102. // if(creDir[number] == true)
  1103. // reverseCreature(number, curStackPos, twoTiles);
  1104. // break;
  1105. //case 1: case 2: case 3:
  1106. // if(creDir[number] == false)
  1107. // reverseCreature(number, curStackPos, twoTiles);
  1108. // break;
  1109. //}
  1110. //moving instructions
  1111. for(int i=0; i<steps; ++i)
  1112. {
  1113. posX += stepX;
  1114. creAnims[number]->pos.x = posX;
  1115. posY += stepY;
  1116. creAnims[number]->pos.y = posY;
  1117. show(screen);
  1118. CSDL_Ext::update(screen);
  1119. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  1120. }
  1121. //unit moved
  1122. if(endMoving) //animation of ending move
  1123. {
  1124. if(creAnims[number]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier)
  1125. {
  1126. creAnims[number]->setType(21);
  1127. //for(int i=0; i<creAnims[number]->framesInGroup(21)*getAnimSpeedMultiplier()-1; ++i)
  1128. while(!creAnims[number]->onLastFrameInGroup())
  1129. {
  1130. show(screen);
  1131. CSDL_Ext::update(screen);
  1132. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  1133. }
  1134. }
  1135. creAnims[number]->setType(2); //resetting to default
  1136. CGI->curh->show();
  1137. }
  1138. CStack curs = *LOCPLINT->cb->battleGetStackByID(number);
  1139. if(endMoving) //resetting to default
  1140. {
  1141. if(creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))
  1142. reverseCreature(number, destHex, twoTiles);
  1143. }
  1144. std::pair <int, int> coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], curs.creature);
  1145. creAnims[number]->pos.x = coords.first;
  1146. if(!endMoving && twoTiles && (curs.owner == attackingHeroInstance->tempOwner) && (creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))) //big attacker creature is reversed
  1147. creAnims[number]->pos.x -= 44;
  1148. else if(!endMoving && twoTiles && (curs.owner != attackingHeroInstance->tempOwner) && (creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))) //big defender creature is reversed
  1149. creAnims[number]->pos.x += 44;
  1150. creAnims[number]->pos.y = coords.second;
  1151. }
  1152. void CBattleInterface::stacksAreAttacked(std::vector<CBattleInterface::SStackAttackedInfo> attackedInfos)
  1153. {
  1154. //restoring default state of battleWindow by calling show func
  1155. while(true)
  1156. {
  1157. show(screen);
  1158. CSDL_Ext::update();
  1159. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  1160. //checking break conditions
  1161. bool break_loop = true;
  1162. for(size_t g=0; g<attackedInfos.size(); ++g)
  1163. {
  1164. if(creAnims[attackedInfos[g].ID]->getType() != 2)
  1165. {
  1166. break_loop = false;
  1167. }
  1168. if(attackingInfo && attackingInfo->IDby == attackedInfos[g].IDby)
  1169. {
  1170. break_loop = false;
  1171. }
  1172. }
  1173. if(break_loop) break;
  1174. }
  1175. if(attackedInfos.size() == 1 && attackedInfos[0].byShooting) //delay hit animation
  1176. {
  1177. CStack attacker = *LOCPLINT->cb->battleGetStackByID(attackedInfos[0].IDby);
  1178. while(true)
  1179. {
  1180. bool found = false;
  1181. for(std::list<SProjectileInfo>::const_iterator it = projectiles.begin(); it!=projectiles.end(); ++it)
  1182. {
  1183. if(it->creID == attacker.creature->idNumber)
  1184. {
  1185. found = true;
  1186. break;
  1187. }
  1188. }
  1189. if(!found)
  1190. break;
  1191. else
  1192. {
  1193. show(screen);
  1194. CSDL_Ext::update(screen);
  1195. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  1196. }
  1197. }
  1198. }
  1199. //initializing
  1200. int maxLen = 0;
  1201. for(size_t g=0; g<attackedInfos.size(); ++g)
  1202. {
  1203. if(attackedInfos[g].killed)
  1204. {
  1205. creAnims[attackedInfos[g].ID]->setType(5); //death
  1206. }
  1207. else
  1208. {
  1209. creAnims[attackedInfos[g].ID]->setType(3); //getting hit
  1210. }
  1211. }
  1212. //main showing loop
  1213. bool continueLoop = true;
  1214. while(continueLoop)
  1215. {
  1216. show(screen);
  1217. CSDL_Ext::update(screen);
  1218. SDL_Delay(5);
  1219. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  1220. for(size_t g=0; g<attackedInfos.size(); ++g)
  1221. {
  1222. if((animCount+1)%(4/settings.animSpeed)==0 && !creAnims[attackedInfos[g].ID]->onLastFrameInGroup())
  1223. {
  1224. creAnims[attackedInfos[g].ID]->incrementFrame();
  1225. }
  1226. if(creAnims[attackedInfos[g].ID]->onLastFrameInGroup() && creAnims[attackedInfos[g].ID]->getType() == 3)
  1227. creAnims[attackedInfos[g].ID]->setType(2);
  1228. }
  1229. bool isAnotherOne = false; //if true, there is a stack whose hit/death anim must be continued
  1230. for(size_t g=0; g<attackedInfos.size(); ++g)
  1231. {
  1232. if(!creAnims[attackedInfos[g].ID]->onLastFrameInGroup())
  1233. {
  1234. isAnotherOne = true;
  1235. break;
  1236. }
  1237. }
  1238. if(!isAnotherOne)
  1239. continueLoop = false;
  1240. }
  1241. //restoring animType
  1242. for(size_t g=0; g<attackedInfos.size(); ++g)
  1243. {
  1244. if(creAnims[attackedInfos[g].ID]->getType() == 3)
  1245. creAnims[attackedInfos[g].ID]->setType(2);
  1246. }
  1247. //printing info to console
  1248. for(size_t g=0; g<attackedInfos.size(); ++g)
  1249. {
  1250. if(attackedInfos[g].IDby!=-1)
  1251. printConsoleAttacked(attackedInfos[g].ID, attackedInfos[g].dmg, attackedInfos[g].amountKilled, attackedInfos[g].IDby);
  1252. }
  1253. }
  1254. void CBattleInterface::stackAttacking(int ID, int dest)
  1255. {
  1256. if(attackingInfo == NULL && creAnims[ID]->getType() == 20)
  1257. {
  1258. handleStartMoving(ID);
  1259. creAnims[ID]->setType(2);
  1260. }
  1261. while(attackingInfo != NULL || creAnims[ID]->getType()!=2)
  1262. {
  1263. show(screen);
  1264. CSDL_Ext::update(screen);
  1265. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  1266. }
  1267. CStack aStack = *LOCPLINT->cb->battleGetStackByID(ID); //attacking stack
  1268. int reversedShift = 0; //shift of attacking stack's position due to reversing
  1269. if(aStack.attackerOwned)
  1270. {
  1271. if(aStack.creature->isDoubleWide())
  1272. {
  1273. switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
  1274. {
  1275. case 0:
  1276. //reverseCreature(ID, aStack.position, true);
  1277. break;
  1278. case 1:
  1279. break;
  1280. case 2:
  1281. break;
  1282. case 3:
  1283. break;
  1284. case 4:
  1285. //reverseCreature(ID, aStack.position, true);
  1286. break;
  1287. case 5:
  1288. reverseCreature(ID, aStack.position, true);
  1289. break;
  1290. case -1:
  1291. if(BattleInfo::mutualPosition(aStack.position + (aStack.attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
  1292. {
  1293. reverseCreature(ID, aStack.position, true);
  1294. reversedShift = (aStack.attackerOwned ? -1 : 1);
  1295. }
  1296. break;
  1297. }
  1298. }
  1299. else //else for if(aStack.creature->isDoubleWide())
  1300. {
  1301. switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
  1302. {
  1303. case 0:
  1304. reverseCreature(ID, aStack.position, true);
  1305. break;
  1306. case 1:
  1307. break;
  1308. case 2:
  1309. break;
  1310. case 3:
  1311. break;
  1312. case 4:
  1313. reverseCreature(ID, aStack.position, true);
  1314. break;
  1315. case 5:
  1316. reverseCreature(ID, aStack.position, true);
  1317. break;
  1318. }
  1319. }
  1320. }
  1321. else //if(aStack.attackerOwned)
  1322. {
  1323. if(aStack.creature->isDoubleWide())
  1324. {
  1325. switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
  1326. {
  1327. case 0:
  1328. //reverseCreature(ID, aStack.position, true);
  1329. break;
  1330. case 1:
  1331. break;
  1332. case 2:
  1333. reverseCreature(ID, aStack.position, true);
  1334. break;
  1335. case 3:
  1336. break;
  1337. case 4:
  1338. //reverseCreature(ID, aStack.position, true);
  1339. break;
  1340. case 5:
  1341. //reverseCreature(ID, aStack.position, true);
  1342. break;
  1343. case -1:
  1344. if(BattleInfo::mutualPosition(aStack.position + (aStack.attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
  1345. {
  1346. reverseCreature(ID, aStack.position, true);
  1347. reversedShift = (aStack.attackerOwned ? -1 : 1);
  1348. }
  1349. break;
  1350. }
  1351. }
  1352. else //else for if(aStack.creature->isDoubleWide())
  1353. {
  1354. switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
  1355. {
  1356. case 0:
  1357. //reverseCreature(ID, aStack.position, true);
  1358. break;
  1359. case 1:
  1360. reverseCreature(ID, aStack.position, true);
  1361. break;
  1362. case 2:
  1363. reverseCreature(ID, aStack.position, true);
  1364. break;
  1365. case 3:
  1366. reverseCreature(ID, aStack.position, true);
  1367. break;
  1368. case 4:
  1369. //reverseCreature(ID, aStack.position, true);
  1370. break;
  1371. case 5:
  1372. //reverseCreature(ID, aStack.position, true);
  1373. break;
  1374. }
  1375. }
  1376. }
  1377. attackingInfo = new CAttHelper;
  1378. attackingInfo->dest = dest;
  1379. attackingInfo->frame = 0;
  1380. attackingInfo->hitCount = 0;
  1381. attackingInfo->ID = ID;
  1382. attackingInfo->IDby = LOCPLINT->cb->battleGetStackByPos(dest)->ID;
  1383. attackingInfo->reversing = false;
  1384. attackingInfo->posShiftDueToDist = reversedShift;
  1385. attackingInfo->shooting = false;
  1386. switch(BattleInfo::mutualPosition(aStack.position + reversedShift, dest)) //attack direction
  1387. {
  1388. case 0:
  1389. attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);
  1390. break;
  1391. case 1:
  1392. attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);
  1393. break;
  1394. case 2:
  1395. attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);
  1396. break;
  1397. case 3:
  1398. attackingInfo->maxframe = creAnims[ID]->framesInGroup(13);
  1399. break;
  1400. case 4:
  1401. attackingInfo->maxframe = creAnims[ID]->framesInGroup(13);
  1402. break;
  1403. case 5:
  1404. attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);
  1405. break;
  1406. default:
  1407. tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<aStack.position<<" reversed shift: "<<reversedShift<<std::endl;
  1408. }
  1409. }
  1410. void CBattleInterface::newRound(int number)
  1411. {
  1412. console->addText(CGI->generaltexth->allTexts[412]);
  1413. //unlock spellbook
  1414. bSpell->block(!LOCPLINT->cb->battleCanCastSpell());
  1415. }
  1416. void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional)
  1417. {
  1418. BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  1419. ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
  1420. ba->actionType = action;
  1421. ba->destinationTile = tile;
  1422. ba->stackNumber = stack;
  1423. ba->additionalInfo = additional;
  1424. givenCommand->setn(ba);
  1425. myTurn = false;
  1426. activeStack = -1;
  1427. }
  1428. bool CBattleInterface::isTileAttackable(const int & number) const
  1429. {
  1430. for(size_t b=0; b<shadedHexes.size(); ++b)
  1431. {
  1432. if(BattleInfo::mutualPosition(shadedHexes[b], number) != -1 || shadedHexes[b] == number)
  1433. return true;
  1434. }
  1435. return false;
  1436. }
  1437. void CBattleInterface::hexLclicked(int whichOne)
  1438. {
  1439. if((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack
  1440. {
  1441. if(!myTurn)
  1442. return; //we are not permit to do anything
  1443. if(spellDestSelectMode)
  1444. {
  1445. //checking destination
  1446. bool allowCasting = true;
  1447. switch(spellSelMode)
  1448. {
  1449. case 1:
  1450. if(!LOCPLINT->cb->battleGetStackByPos(whichOne) || LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(whichOne)->owner )
  1451. allowCasting = false;
  1452. break;
  1453. case 2:
  1454. if(!LOCPLINT->cb->battleGetStackByPos(whichOne) || LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(whichOne)->owner )
  1455. allowCasting = false;
  1456. break;
  1457. case 3:
  1458. if(!LOCPLINT->cb->battleGetStackByPos(whichOne))
  1459. allowCasting = false;
  1460. break;
  1461. case 4: //TODO: implement this case
  1462. break;
  1463. }
  1464. //destination checked
  1465. if(allowCasting)
  1466. {
  1467. spellToCast->destinationTile = whichOne;
  1468. LOCPLINT->cb->battleMakeAction(spellToCast);
  1469. endCastingSpell();
  1470. }
  1471. }
  1472. else
  1473. {
  1474. CStack* dest = LOCPLINT->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one
  1475. if(!dest || !dest->alive()) //no creature at that tile
  1476. {
  1477. if(std::find(shadedHexes.begin(),shadedHexes.end(),whichOne)!=shadedHexes.end())// and it's in our range
  1478. {
  1479. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  1480. if(LOCPLINT->cb->battleGetStackByID(activeStack)->creature->isDoubleWide())
  1481. {
  1482. std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
  1483. int shiftedDest = whichOne + (LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned ? 1 : -1);
  1484. if(vstd::contains(acc, whichOne))
  1485. giveCommand(2,whichOne,activeStack);
  1486. else if(vstd::contains(acc, shiftedDest))
  1487. giveCommand(2,shiftedDest,activeStack);
  1488. }
  1489. else
  1490. {
  1491. giveCommand(2,whichOne,activeStack);
  1492. }
  1493. }
  1494. }
  1495. else if(dest->owner != attackingHeroInstance->tempOwner
  1496. && LOCPLINT->cb->battleCanShoot(activeStack, whichOne) ) //shooting
  1497. {
  1498. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  1499. giveCommand(7,whichOne,activeStack);
  1500. }
  1501. else if(dest->owner != attackingHeroInstance->tempOwner) //attacking
  1502. {
  1503. switch(CGI->curh->number)
  1504. {
  1505. case 12: //from bottom right
  1506. {
  1507. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 );
  1508. if(vstd::contains(shadedHexes, destHex))
  1509. giveCommand(6,destHex,activeStack,whichOne);
  1510. else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
  1511. {
  1512. if(vstd::contains(shadedHexes, destHex+1))
  1513. giveCommand(6,destHex+1,activeStack,whichOne);
  1514. }
  1515. else //if we are defneder
  1516. {
  1517. if(vstd::contains(shadedHexes, destHex-1))
  1518. giveCommand(6,destHex-1,activeStack,whichOne);
  1519. }
  1520. break;
  1521. }
  1522. case 7: //from bottom left
  1523. {
  1524. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH );
  1525. if(vstd::contains(shadedHexes, destHex))
  1526. giveCommand(6,destHex,activeStack,whichOne);
  1527. else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
  1528. {
  1529. if(vstd::contains(shadedHexes, destHex+1))
  1530. giveCommand(6,destHex+1,activeStack,whichOne);
  1531. }
  1532. else //if we are defneder
  1533. {
  1534. if(vstd::contains(shadedHexes, destHex-1))
  1535. giveCommand(6,destHex-1,activeStack,whichOne);
  1536. }
  1537. break;
  1538. }
  1539. case 8: //from left
  1540. if(LOCPLINT->cb->battleGetStackByID(activeStack)->creature->isDoubleWide() && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  1541. {
  1542. std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
  1543. if(vstd::contains(acc, whichOne))
  1544. giveCommand(6,whichOne - 1,activeStack,whichOne);
  1545. else
  1546. giveCommand(6,whichOne - 2,activeStack,whichOne);
  1547. }
  1548. else
  1549. {
  1550. giveCommand(6,whichOne - 1,activeStack,whichOne);
  1551. }
  1552. break;
  1553. case 9: //from top left
  1554. {
  1555. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH );
  1556. if(vstd::contains(shadedHexes, destHex))
  1557. giveCommand(6,destHex,activeStack,whichOne);
  1558. else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
  1559. {
  1560. if(vstd::contains(shadedHexes, destHex+1))
  1561. giveCommand(6,destHex+1,activeStack,whichOne);
  1562. }
  1563. else //if we are defneder
  1564. {
  1565. if(vstd::contains(shadedHexes, destHex-1))
  1566. giveCommand(6,destHex-1,activeStack,whichOne);
  1567. }
  1568. break;
  1569. }
  1570. case 10: //from top right
  1571. {
  1572. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 );
  1573. if(vstd::contains(shadedHexes, destHex))
  1574. giveCommand(6,destHex,activeStack,whichOne);
  1575. else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
  1576. {
  1577. if(vstd::contains(shadedHexes, destHex+1))
  1578. giveCommand(6,destHex+1,activeStack,whichOne);
  1579. }
  1580. else //if we are defneder
  1581. {
  1582. if(vstd::contains(shadedHexes, destHex-1))
  1583. giveCommand(6,destHex-1,activeStack,whichOne);
  1584. }
  1585. break;
  1586. }
  1587. case 11: //from right
  1588. if(LOCPLINT->cb->battleGetStackByID(activeStack)->creature->isDoubleWide() && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  1589. {
  1590. std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
  1591. if(vstd::contains(acc, whichOne))
  1592. giveCommand(6,whichOne + 1,activeStack,whichOne);
  1593. else
  1594. giveCommand(6,whichOne + 2,activeStack,whichOne);
  1595. }
  1596. else
  1597. {
  1598. giveCommand(6,whichOne + 1,activeStack,whichOne);
  1599. }
  1600. break;
  1601. }
  1602. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  1603. }
  1604. }
  1605. }
  1606. }
  1607. void CBattleInterface::stackIsShooting(int ID, int dest)
  1608. {
  1609. if(attackingInfo != NULL)
  1610. {
  1611. return; //something went wrong
  1612. }
  1613. //projectile
  1614. float projectileAngle; //in radians; if positive, projectiles goes up
  1615. float straightAngle = 0.2f; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
  1616. int fromHex = LOCPLINT->cb->battleGetPos(ID);
  1617. projectileAngle = atan2(float(abs(dest - fromHex)/BFIELD_WIDTH), float(abs(dest - fromHex)%BFIELD_WIDTH));
  1618. if(fromHex < dest)
  1619. projectileAngle = -projectileAngle;
  1620. SProjectileInfo spi;
  1621. spi.creID = LOCPLINT->cb->battleGetStackByID(ID)->creature->idNumber;
  1622. spi.reverse = !LOCPLINT->cb->battleGetStackByID(ID)->attackerOwned;
  1623. spi.step = 0;
  1624. spi.frameNum = 0;
  1625. spi.spin = CGI->creh->idToProjectileSpin[spi.creID];
  1626. std::pair<int, int> xycoord = CBattleHex::getXYUnitAnim(LOCPLINT->cb->battleGetPos(ID), true, &LOCPLINT->cb->battleGetCreature(ID));
  1627. std::pair<int, int> destcoord = CBattleHex::getXYUnitAnim(dest, false, &LOCPLINT->cb->battleGetCreature(ID));
  1628. destcoord.first += 250; destcoord.second += 210; //TODO: find a better place to shoot
  1629. if(projectileAngle > straightAngle) //upper shot
  1630. {
  1631. spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).upperRightMissleOffsetX;
  1632. spi.y = xycoord.second + 100 - LOCPLINT->cb->battleGetCreature(ID).upperRightMissleOffsetY;
  1633. }
  1634. else if(projectileAngle < -straightAngle) //lower shot
  1635. {
  1636. spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).lowerRightMissleOffsetX;
  1637. spi.y = xycoord.second + 150 - LOCPLINT->cb->battleGetCreature(ID).lowerRightMissleOffsetY;
  1638. }
  1639. else //straight shot
  1640. {
  1641. spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).rightMissleOffsetX;
  1642. spi.y = xycoord.second + 125 - LOCPLINT->cb->battleGetCreature(ID).rightMissleOffsetY;
  1643. }
  1644. spi.lastStep = sqrt((float)((destcoord.first - spi.x)*(destcoord.first - spi.x) + (destcoord.second - spi.y) * (destcoord.second - spi.y))) / 40;
  1645. if(spi.lastStep == 0)
  1646. spi.lastStep = 1;
  1647. spi.dx = (destcoord.first - spi.x) / spi.lastStep;
  1648. spi.dy = (destcoord.second - spi.y) / spi.lastStep;
  1649. //set starting frame
  1650. if(spi.spin)
  1651. {
  1652. spi.frameNum = 0;
  1653. }
  1654. else
  1655. {
  1656. spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(idToProjectile[spi.creID]->ourImages.size()-1)))) * (idToProjectile[spi.creID]->ourImages.size()-1);
  1657. }
  1658. //set delay
  1659. spi.animStartDelay = CGI->creh->creatures[spi.creID].attackClimaxFrame;
  1660. projectiles.push_back(spi);
  1661. //attack aniamtion
  1662. attackingInfo = new CAttHelper;
  1663. attackingInfo->dest = dest;
  1664. attackingInfo->frame = 0;
  1665. attackingInfo->hitCount = 0;
  1666. attackingInfo->ID = ID;
  1667. attackingInfo->reversing = false;
  1668. attackingInfo->posShiftDueToDist = 0;
  1669. attackingInfo->shooting = true;
  1670. if(projectileAngle > straightAngle) //upper shot
  1671. attackingInfo->shootingGroup = 14;
  1672. else if(projectileAngle < -straightAngle) //lower shot
  1673. attackingInfo->shootingGroup = 16;
  1674. else //straight shot
  1675. attackingInfo->shootingGroup = 15;
  1676. attackingInfo->maxframe = creAnims[ID]->framesInGroup(attackingInfo->shootingGroup);
  1677. }
  1678. void CBattleInterface::battleFinished(const BattleResult& br)
  1679. {
  1680. CGI->curh->changeGraphic(0,0);
  1681. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  1682. resWindow = new CBattleReslutWindow(br, temp_rect, this);
  1683. LOCPLINT->pushInt(resWindow);
  1684. }
  1685. void CBattleInterface::spellCasted(SpellCasted * sc)
  1686. {
  1687. if(sc->side == !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  1688. bSpell->block(true);
  1689. std::vector< std::string > anims; //for magic arrow and ice bolt
  1690. switch(sc->id)
  1691. {
  1692. case 15: //magic arrow
  1693. {
  1694. //initialization of anims
  1695. 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");
  1696. }
  1697. case 16: //ice bolt
  1698. {
  1699. if(anims.size() == 0) //initialiaztion of anims
  1700. {
  1701. 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");
  1702. }
  1703. } //end of ice bolt only part
  1704. { //common ice bolt and magic arrow part
  1705. //initial variables
  1706. std::string animToDisplay;
  1707. std::pair<int, int> srccoord = sc->side ? std::make_pair(770, 60) : std::make_pair(30, 60);
  1708. std::pair<int, int> destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, LOCPLINT->cb->battleGetStackByPos(sc->tile)->creature); //position attacked by arrow
  1709. destcoord.first += 250; destcoord.second += 240;
  1710. //animation angle
  1711. float angle = atan2(float(destcoord.first - srccoord.first), float(destcoord.second - srccoord.second));
  1712. //choosing animation by angle
  1713. if(angle > 1.50)
  1714. animToDisplay = anims[0];
  1715. else if(angle > 1.20)
  1716. animToDisplay = anims[1];
  1717. else if(angle > 0.90)
  1718. animToDisplay = anims[2];
  1719. else if(angle > 0.60)
  1720. animToDisplay = anims[3];
  1721. else
  1722. animToDisplay = anims[4];
  1723. //displaying animation
  1724. int steps = sqrt((float)((destcoord.first - srccoord.first)*(destcoord.first - srccoord.first) + (destcoord.second - srccoord.second) * (destcoord.second - srccoord.second))) / 40;
  1725. if(steps <= 0)
  1726. steps = 1;
  1727. CDefHandler * animDef = CDefHandler::giveDef(animToDisplay);
  1728. int dx = (destcoord.first - srccoord.first - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.second - srccoord.second - animDef->ourImages[0].bitmap->h)/steps;
  1729. SDL_Rect buf;
  1730. SDL_GetClipRect(screen, &buf);
  1731. SDL_SetClipRect(screen, &pos); //setting rect we can blit to
  1732. for(int g=0; g<steps; ++g)
  1733. {
  1734. show(screen);
  1735. SDL_Rect & srcr = animDef->ourImages[g%animDef->ourImages.size()].bitmap->clip_rect;
  1736. SDL_Rect dstr = genRect(srcr.h, srcr.w, srccoord.first + g*dx, srccoord.second + g*dy);
  1737. SDL_BlitSurface(animDef->ourImages[g%animDef->ourImages.size()].bitmap, &srcr, screen, &dstr);
  1738. CSDL_Ext::update(screen);
  1739. SDL_framerateDelay(LOCPLINT->mainFPSmng);
  1740. }
  1741. SDL_SetClipRect(screen, &buf); //restoring previous clip rect
  1742. break; //for 15 and 16 cases
  1743. }
  1744. case 35: //dispel
  1745. displayEffect(spellToEffect[sc->id], sc->tile);
  1746. } //switch(sc->id)
  1747. }
  1748. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1749. {
  1750. for(std::set<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
  1751. {
  1752. displayEffect(spellToEffect[sse.effect.id], LOCPLINT->cb->battleGetStackByID(*ci)->position);
  1753. }
  1754. redrawBackgroundWithHexes(activeStack);
  1755. }
  1756. void CBattleInterface::castThisSpell(int spellID)
  1757. {
  1758. BattleAction * ba = new BattleAction;
  1759. ba->actionType = 1;
  1760. ba->additionalInfo = spellID; //spell number
  1761. ba->destinationTile = -1;
  1762. ba->stackNumber = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? -1 : -2;
  1763. ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
  1764. spellToCast = ba;
  1765. spellDestSelectMode = true;
  1766. //choosing possible tragets
  1767. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? attackingHeroInstance : attackingHeroInstance;
  1768. spellSelMode = 0;
  1769. if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  1770. {
  1771. switch(CGI->spellh->spells[spellID].positiveness)
  1772. {
  1773. case -1 :
  1774. spellSelMode = 2;
  1775. break;
  1776. case 0:
  1777. spellSelMode = 3;
  1778. break;
  1779. case 1:
  1780. spellSelMode = 1;
  1781. break;
  1782. }
  1783. }
  1784. if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
  1785. {
  1786. if(castingHero && castingHero->getSpellSecLevel(spellID) < 3)
  1787. {
  1788. switch(CGI->spellh->spells[spellID].positiveness)
  1789. {
  1790. case -1 :
  1791. spellSelMode = 2;
  1792. break;
  1793. case 0:
  1794. spellSelMode = 3;
  1795. break;
  1796. case 1:
  1797. spellSelMode = 1;
  1798. break;
  1799. }
  1800. }
  1801. else
  1802. {
  1803. spellSelMode = -1;
  1804. }
  1805. }
  1806. if(spellSelMode == -1) //user does not have to select location
  1807. {
  1808. spellToCast->destinationTile = -1;
  1809. LOCPLINT->cb->battleMakeAction(spellToCast);
  1810. delete spellToCast;
  1811. spellToCast = NULL;
  1812. spellDestSelectMode = false;
  1813. CGI->curh->changeGraphic(1, 6);
  1814. }
  1815. else
  1816. {
  1817. CGI->curh->changeGraphic(3, 0);
  1818. }
  1819. }
  1820. void CBattleInterface::displayEffect(ui32 effect, int destTile)
  1821. {
  1822. if(effect == 12) //armageddon
  1823. {
  1824. if(graphics->battleACToDef[effect].size() != 0)
  1825. {
  1826. CDefHandler * anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
  1827. for(int i=0; i * anim->width < pos.w ; ++i)
  1828. {
  1829. for(int j=0; j * anim->height < pos.h ; ++j)
  1830. {
  1831. SBattleEffect be;
  1832. be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
  1833. be.frame = 0;
  1834. be.maxFrame = be.anim->ourImages.size();
  1835. be.x = i * anim->width;
  1836. be.y = j * anim->height;
  1837. battleEffects.push_back(be);
  1838. }
  1839. }
  1840. }
  1841. }
  1842. else
  1843. {
  1844. if(graphics->battleACToDef[effect].size() != 0)
  1845. {
  1846. SBattleEffect be;
  1847. be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
  1848. be.frame = 0;
  1849. be.maxFrame = be.anim->ourImages.size();
  1850. be.x = 22 * ( ((destTile/BFIELD_WIDTH) + 1)%2 ) + 44 * (destTile % BFIELD_WIDTH) + 45;
  1851. be.y = 105 + 42 * (destTile/BFIELD_WIDTH);
  1852. if(effect != 1 && effect != 0)
  1853. {
  1854. be.x -= be.anim->ourImages[0].bitmap->w/2;
  1855. be.y -= be.anim->ourImages[0].bitmap->h/2;
  1856. }
  1857. else if(effect == 1)
  1858. {
  1859. be.x -= be.anim->ourImages[0].bitmap->w;
  1860. be.y -= be.anim->ourImages[0].bitmap->h;
  1861. }
  1862. else if (effect == 0)
  1863. {
  1864. be.x -= be.anim->ourImages[0].bitmap->w/2;
  1865. be.y -= be.anim->ourImages[0].bitmap->h;
  1866. }
  1867. battleEffects.push_back(be);
  1868. }
  1869. }
  1870. //battleEffects
  1871. }
  1872. void CBattleInterface::setAnimSpeed(int set)
  1873. {
  1874. settings.animSpeed = set;
  1875. }
  1876. int CBattleInterface::getAnimSpeed() const
  1877. {
  1878. return settings.animSpeed;
  1879. }
  1880. float CBattleInterface::getAnimSpeedMultiplier() const
  1881. {
  1882. switch(settings.animSpeed)
  1883. {
  1884. case 1:
  1885. return 3.5f;
  1886. case 2:
  1887. return 2.2f;
  1888. case 4:
  1889. return 1.0f;
  1890. default:
  1891. return 0.0f;
  1892. }
  1893. }
  1894. void CBattleInterface::endCastingSpell()
  1895. {
  1896. assert(spellDestSelectMode);
  1897. delete spellToCast;
  1898. spellToCast = NULL;
  1899. spellDestSelectMode = false;
  1900. CGI->curh->changeGraphic(1, 6);
  1901. }
  1902. void CBattleInterface::attackingShowHelper()
  1903. {
  1904. if(attackingInfo && !attackingInfo->reversing)
  1905. {
  1906. if(attackingInfo->frame == 0)
  1907. {
  1908. CStack aStack = *LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
  1909. if(attackingInfo->shooting)
  1910. {
  1911. creAnims[attackingInfo->ID]->setType(attackingInfo->shootingGroup);
  1912. }
  1913. else
  1914. {
  1915. if(aStack.creature->isDoubleWide())
  1916. {
  1917. switch(BattleInfo::mutualPosition(aStack.position+attackingInfo->posShiftDueToDist, attackingInfo->dest)) //attack direction
  1918. {
  1919. case 0:
  1920. creAnims[attackingInfo->ID]->setType(11);
  1921. break;
  1922. case 1:
  1923. creAnims[attackingInfo->ID]->setType(11);
  1924. break;
  1925. case 2:
  1926. creAnims[attackingInfo->ID]->setType(12);
  1927. break;
  1928. case 3:
  1929. creAnims[attackingInfo->ID]->setType(13);
  1930. break;
  1931. case 4:
  1932. creAnims[attackingInfo->ID]->setType(13);
  1933. break;
  1934. case 5:
  1935. creAnims[attackingInfo->ID]->setType(12);
  1936. break;
  1937. }
  1938. }
  1939. else //else for if(aStack.creature->isDoubleWide())
  1940. {
  1941. switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
  1942. {
  1943. case 0:
  1944. creAnims[attackingInfo->ID]->setType(11);
  1945. break;
  1946. case 1:
  1947. creAnims[attackingInfo->ID]->setType(11);
  1948. break;
  1949. case 2:
  1950. creAnims[attackingInfo->ID]->setType(12);
  1951. break;
  1952. case 3:
  1953. creAnims[attackingInfo->ID]->setType(13);
  1954. break;
  1955. case 4:
  1956. creAnims[attackingInfo->ID]->setType(13);
  1957. break;
  1958. case 5:
  1959. creAnims[attackingInfo->ID]->setType(12);
  1960. break;
  1961. }
  1962. }
  1963. }
  1964. }
  1965. else if(attackingInfo->frame == (attackingInfo->maxframe - 1))
  1966. {
  1967. attackingInfo->reversing = true;
  1968. CStack* aStackp = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
  1969. if(aStackp == NULL)
  1970. return;
  1971. CStack aStack = *aStackp;
  1972. if(aStack.attackerOwned)
  1973. {
  1974. if(aStack.creature->isDoubleWide())
  1975. {
  1976. switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
  1977. {
  1978. case 0:
  1979. //reverseCreature(ID, aStack.position, true);
  1980. break;
  1981. case 1:
  1982. break;
  1983. case 2:
  1984. break;
  1985. case 3:
  1986. break;
  1987. case 4:
  1988. //reverseCreature(ID, aStack.position, true);
  1989. break;
  1990. case 5:
  1991. reverseCreature(attackingInfo->ID, aStack.position, true);
  1992. break;
  1993. case -1:
  1994. if(attackingInfo->posShiftDueToDist) //if reversing stack will make its position adjacent to dest
  1995. {
  1996. reverseCreature(attackingInfo->ID, aStack.position, true);
  1997. }
  1998. break;
  1999. }
  2000. }
  2001. else //else for if(aStack.creature->isDoubleWide())
  2002. {
  2003. switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
  2004. {
  2005. case 0:
  2006. reverseCreature(attackingInfo->ID, aStack.position, true);
  2007. break;
  2008. case 1:
  2009. break;
  2010. case 2:
  2011. break;
  2012. case 3:
  2013. break;
  2014. case 4:
  2015. reverseCreature(attackingInfo->ID, aStack.position, true);
  2016. break;
  2017. case 5:
  2018. reverseCreature(attackingInfo->ID, aStack.position, true);
  2019. break;
  2020. }
  2021. }
  2022. }
  2023. else //if(aStack.attackerOwned)
  2024. {
  2025. if(aStack.creature->isDoubleWide())
  2026. {
  2027. switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
  2028. {
  2029. case 0:
  2030. //reverseCreature(ID, aStack.position, true);
  2031. break;
  2032. case 1:
  2033. break;
  2034. case 2:
  2035. reverseCreature(attackingInfo->ID, aStack.position, true);
  2036. break;
  2037. case 3:
  2038. break;
  2039. case 4:
  2040. //reverseCreature(ID, aStack.position, true);
  2041. break;
  2042. case 5:
  2043. //reverseCreature(ID, aStack.position, true);
  2044. break;
  2045. case -1:
  2046. if(attackingInfo->posShiftDueToDist) //if reversing stack will make its position adjacent to dest
  2047. {
  2048. reverseCreature(attackingInfo->ID, aStack.position, true);
  2049. }
  2050. break;
  2051. }
  2052. }
  2053. else //else for if(aStack.creature->isDoubleWide())
  2054. {
  2055. switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
  2056. {
  2057. case 0:
  2058. //reverseCreature(ID, aStack.position, true);
  2059. break;
  2060. case 1:
  2061. reverseCreature(attackingInfo->ID, aStack.position, true);
  2062. break;
  2063. case 2:
  2064. reverseCreature(attackingInfo->ID, aStack.position, true);
  2065. break;
  2066. case 3:
  2067. reverseCreature(attackingInfo->ID, aStack.position, true);
  2068. break;
  2069. case 4:
  2070. //reverseCreature(ID, aStack.position, true);
  2071. break;
  2072. case 5:
  2073. //reverseCreature(ID, aStack.position, true);
  2074. break;
  2075. }
  2076. }
  2077. }
  2078. attackingInfo->reversing = false;
  2079. creAnims[attackingInfo->ID]->setType(2);
  2080. delete attackingInfo;
  2081. attackingInfo = NULL;
  2082. }
  2083. if(attackingInfo)
  2084. {
  2085. attackingInfo->hitCount++;
  2086. if(attackingInfo->hitCount%(4/settings.animSpeed) == 0)
  2087. attackingInfo->frame++;
  2088. }
  2089. }
  2090. }
  2091. void CBattleInterface::redrawBackgroundWithHexes(int activeStack)
  2092. {
  2093. shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(activeStack, true);
  2094. //preparating background graphic with hexes and shaded hexes
  2095. blitAt(background, 0, 0, backgroundWithHexes);
  2096. if(settings.printCellBorders)
  2097. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
  2098. if(settings.printStackRange)
  2099. {
  2100. for(size_t m=0; m<shadedHexes.size(); ++m) //rows
  2101. {
  2102. int i = shadedHexes[m]/BFIELD_WIDTH; //row
  2103. int j = shadedHexes[m]%BFIELD_WIDTH-1; //column
  2104. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  2105. int y = 86 + 42 * i;
  2106. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, backgroundWithHexes, &genRect(cellShade->h, cellShade->w, x, y));
  2107. }
  2108. }
  2109. }
  2110. void CBattleInterface::printConsoleAttacked(int ID, int dmg, int killed, int IDby)
  2111. {
  2112. char tabh[200];
  2113. CStack attacker = *LOCPLINT->cb->battleGetStackByID(IDby);
  2114. CStack defender = *LOCPLINT->cb->battleGetStackByID(ID);
  2115. int end = sprintf(tabh, CGI->generaltexth->allTexts[attacker.amount > 1 ? 377 : 376].c_str(),
  2116. (attacker.amount > 1 ? attacker.creature->namePl.c_str() : attacker.creature->nameSing.c_str()),
  2117. dmg);
  2118. if(killed > 0)
  2119. {
  2120. if(killed > 1)
  2121. {
  2122. sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, defender.creature->namePl.c_str());
  2123. }
  2124. else //killed == 1
  2125. {
  2126. sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), defender.creature->nameSing.c_str());
  2127. }
  2128. }
  2129. console->addText(std::string(tabh));
  2130. }
  2131. void CBattleInterface::projectileShowHelper(SDL_Surface * to)
  2132. {
  2133. if(to == NULL)
  2134. to = screen;
  2135. std::list< std::list<SProjectileInfo>::iterator > toBeDeleted;
  2136. for(std::list<SProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)
  2137. {
  2138. if(it->animStartDelay>0)
  2139. {
  2140. --(it->animStartDelay);
  2141. continue;
  2142. }
  2143. SDL_Rect dst;
  2144. dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
  2145. dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
  2146. dst.x = it->x;
  2147. dst.y = it->y;
  2148. if(it->reverse)
  2149. {
  2150. SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
  2151. CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);
  2152. SDL_FreeSurface(rev);
  2153. }
  2154. else
  2155. {
  2156. CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);
  2157. }
  2158. //actualizing projectile
  2159. ++it->step;
  2160. if(it->step == it->lastStep)
  2161. {
  2162. toBeDeleted.insert(toBeDeleted.end(), it);
  2163. }
  2164. else
  2165. {
  2166. it->x += it->dx;
  2167. it->y += it->dy;
  2168. if(it->spin)
  2169. {
  2170. ++(it->frameNum);
  2171. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2172. }
  2173. }
  2174. }
  2175. for(std::list< std::list<SProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
  2176. {
  2177. projectiles.erase(*it);
  2178. }
  2179. }
  2180. void CBattleHero::show(SDL_Surface *to)
  2181. {
  2182. //animation of flag
  2183. if(flip)
  2184. {
  2185. CSDL_Ext::blit8bppAlphaTo24bpp(
  2186. flag->ourImages[flagAnim].bitmap,
  2187. NULL,
  2188. screen,
  2189. &genRect(
  2190. flag->ourImages[flagAnim].bitmap->h,
  2191. flag->ourImages[flagAnim].bitmap->w,
  2192. 62 + pos.x,
  2193. 39 + pos.y
  2194. )
  2195. );
  2196. }
  2197. else
  2198. {
  2199. CSDL_Ext::blit8bppAlphaTo24bpp(
  2200. flag->ourImages[flagAnim].bitmap,
  2201. NULL,
  2202. screen,
  2203. &genRect(
  2204. flag->ourImages[flagAnim].bitmap->h,
  2205. flag->ourImages[flagAnim].bitmap->w,
  2206. 71 + pos.x,
  2207. 39 + pos.y
  2208. )
  2209. );
  2210. }
  2211. ++flagAnimCount;
  2212. if(flagAnimCount%4==0)
  2213. {
  2214. ++flagAnim;
  2215. flagAnim %= flag->ourImages.size();
  2216. }
  2217. //animation of hero
  2218. int tick=-1;
  2219. for(int i=0; i<dh->ourImages.size(); ++i)
  2220. {
  2221. if(dh->ourImages[i].groupNumber==phase)
  2222. ++tick;
  2223. if(tick==image)
  2224. {
  2225. SDL_Rect posb = pos;
  2226. CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
  2227. if(phase != 4 || nextPhase != -1 || image < 4)
  2228. {
  2229. if(flagAnimCount%2==0)
  2230. {
  2231. ++image;
  2232. }
  2233. if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame
  2234. {
  2235. image = 0;
  2236. }
  2237. }
  2238. if(phase == 4 && nextPhase != -1 && image == 7)
  2239. {
  2240. phase = nextPhase;
  2241. nextPhase = -1;
  2242. image = 0;
  2243. }
  2244. break;
  2245. }
  2246. }
  2247. }
  2248. void CBattleHero::activate()
  2249. {
  2250. ClickableL::activate();
  2251. }
  2252. void CBattleHero::deactivate()
  2253. {
  2254. ClickableL::deactivate();
  2255. }
  2256. void CBattleHero::setPhase(int newPhase)
  2257. {
  2258. if(phase != 4)
  2259. {
  2260. phase = newPhase;
  2261. image = 0;
  2262. }
  2263. else
  2264. {
  2265. nextPhase = newPhase;
  2266. }
  2267. }
  2268. void CBattleHero::clickLeft(boost::logic::tribool down)
  2269. {
  2270. if(!down && myHero && LOCPLINT->cb->battleCanCastSpell()) //check conditions
  2271. {
  2272. for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
  2273. {
  2274. if(myOwner->bfield[it].hovered && myOwner->bfield[it].strictHovered)
  2275. return;
  2276. }
  2277. CGI->curh->changeGraphic(0,0);
  2278. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero);
  2279. LOCPLINT->pushInt(spellWindow);
  2280. }
  2281. }
  2282. CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0)
  2283. {
  2284. dh = CDefHandler::giveDef( defName );
  2285. for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
  2286. {
  2287. if(flip)
  2288. {
  2289. SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
  2290. SDL_FreeSurface(dh->ourImages[i].bitmap);
  2291. dh->ourImages[i].bitmap = hlp;
  2292. }
  2293. dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
  2294. }
  2295. dh->alphaTransformed = true;
  2296. if(flip)
  2297. flag = CDefHandler::giveDef("CMFLAGR.DEF");
  2298. else
  2299. flag = CDefHandler::giveDef("CMFLAGL.DEF");
  2300. //coloring flag and adding transparency
  2301. for(int i=0; i<flag->ourImages.size(); ++i)
  2302. {
  2303. flag->ourImages[i].bitmap = CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
  2304. graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);
  2305. }
  2306. }
  2307. CBattleHero::~CBattleHero()
  2308. {
  2309. delete dh;
  2310. delete flag;
  2311. }
  2312. std::pair<int, int> CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CCreature * creature)
  2313. {
  2314. std::pair<int, int> ret = std::make_pair(-500, -500); //returned value
  2315. ret.second = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y
  2316. //counting x
  2317. if(attacker)
  2318. {
  2319. ret.first = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
  2320. }
  2321. else
  2322. {
  2323. ret.first = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
  2324. }
  2325. //shifting position for double - hex creatures
  2326. if(creature && creature->isDoubleWide())
  2327. {
  2328. if(attacker)
  2329. {
  2330. ret.first -= 42;
  2331. }
  2332. else
  2333. {
  2334. ret.first += 42;
  2335. }
  2336. }
  2337. //returning
  2338. return ret;
  2339. }
  2340. void CBattleHex::activate()
  2341. {
  2342. Hoverable::activate();
  2343. MotionInterested::activate();
  2344. ClickableL::activate();
  2345. ClickableR::activate();
  2346. }
  2347. void CBattleHex::deactivate()
  2348. {
  2349. Hoverable::deactivate();
  2350. MotionInterested::deactivate();
  2351. ClickableL::deactivate();
  2352. ClickableR::deactivate();
  2353. }
  2354. void CBattleHex::hover(bool on)
  2355. {
  2356. hovered = on;
  2357. Hoverable::hover(on);
  2358. if(!on && setAlterText)
  2359. {
  2360. myInterface->console->alterTxt = std::string();
  2361. setAlterText = false;
  2362. }
  2363. }
  2364. CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL)
  2365. {
  2366. }
  2367. void CBattleHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  2368. {
  2369. if(myInterface->cellShade)
  2370. {
  2371. if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex
  2372. {
  2373. strictHovered = false;
  2374. }
  2375. else //hovered pixel is inside hex
  2376. {
  2377. strictHovered = true;
  2378. }
  2379. }
  2380. if(hovered && strictHovered) //print attacked creature to console
  2381. {
  2382. if(myInterface->console->alterTxt.size() == 0 && LOCPLINT->cb->battleGetStack(myNumber) != -1 &&
  2383. LOCPLINT->cb->battleGetStackByPos(myNumber)->owner != LOCPLINT->playerID &&
  2384. LOCPLINT->cb->battleGetStackByPos(myNumber)->alive())
  2385. {
  2386. char tabh[160];
  2387. CStack attackedStack = *LOCPLINT->cb->battleGetStackByPos(myNumber);
  2388. const std::string & attackedName = attackedStack.amount == 1 ? attackedStack.creature->nameSing : attackedStack.creature->namePl;
  2389. sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str());
  2390. myInterface->console->alterTxt = std::string(tabh);
  2391. setAlterText = true;
  2392. }
  2393. }
  2394. else if(setAlterText)
  2395. {
  2396. myInterface->console->alterTxt = std::string();
  2397. setAlterText = false;
  2398. }
  2399. }
  2400. void CBattleHex::clickLeft(boost::logic::tribool down)
  2401. {
  2402. if(!down && hovered && strictHovered) //we've been really clicked!
  2403. {
  2404. myInterface->hexLclicked(myNumber);
  2405. }
  2406. }
  2407. void CBattleHex::clickRight(boost::logic::tribool down)
  2408. {
  2409. int stID = LOCPLINT->cb->battleGetStack(myNumber); //id of stack being on this tile
  2410. if(hovered && strictHovered && stID!=-1)
  2411. {
  2412. CStack myst = *LOCPLINT->cb->battleGetStackByID(stID); //stack info
  2413. if(!myst.alive()) return;
  2414. StackState *pom = NULL;
  2415. if(down)
  2416. {
  2417. pom = new StackState();
  2418. const CGHeroInstance *h = myst.owner == myInterface->attackingHeroInstance->tempOwner ? myInterface->attackingHeroInstance : myInterface->defendingHeroInstance;
  2419. if(h)
  2420. {
  2421. pom->attackBonus = h->getPrimSkillLevel(0);
  2422. pom->defenseBonus = h->getPrimSkillLevel(1);
  2423. pom->luck = myst.Luck();
  2424. pom->morale = myst.Morale();
  2425. pom->speedBonus = myst.Speed() - myst.creature->speed;
  2426. }
  2427. pom->shotsLeft = myst.shots;
  2428. for(int vb=0; vb<myst.effects.size(); ++vb)
  2429. {
  2430. pom->effects.insert(myst.effects[vb].id);
  2431. }
  2432. pom->currentHealth = myst.firstHPleft;
  2433. LOCPLINT->pushInt(new CCreInfoWindow(myst.creature->idNumber,0,myst.amount,pom,0,0,NULL));
  2434. }
  2435. delete pom;
  2436. }
  2437. }
  2438. CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0)
  2439. {
  2440. }
  2441. CBattleConsole::~CBattleConsole()
  2442. {
  2443. texts.clear();
  2444. }
  2445. void CBattleConsole::show(SDL_Surface * to)
  2446. {
  2447. if(ingcAlter.size())
  2448. {
  2449. CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  2450. }
  2451. else if(alterTxt.size())
  2452. {
  2453. CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  2454. }
  2455. else if(texts.size())
  2456. {
  2457. if(texts.size()==1)
  2458. {
  2459. CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  2460. }
  2461. else
  2462. {
  2463. CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  2464. CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 26, GEOR13, 80, zwykly, to);
  2465. }
  2466. }
  2467. }
  2468. bool CBattleConsole::addText(const std::string & text)
  2469. {
  2470. if(text.size()>70)
  2471. return false; //text too long!
  2472. int firstInToken = 0;
  2473. for(int i=0; i<text.size(); ++i) //tokenize
  2474. {
  2475. if(text[i] == 10)
  2476. {
  2477. texts.push_back( text.substr(firstInToken, i-firstInToken) );
  2478. firstInToken = i+1;
  2479. }
  2480. }
  2481. texts.push_back( text.substr(firstInToken, text.size()) );
  2482. lastShown = texts.size()-1;
  2483. return true;
  2484. }
  2485. void CBattleConsole::eraseText(unsigned int pos)
  2486. {
  2487. if(pos < texts.size())
  2488. {
  2489. texts.erase(texts.begin() + pos);
  2490. if(lastShown == texts.size())
  2491. --lastShown;
  2492. }
  2493. }
  2494. void CBattleConsole::changeTextAt(const std::string & text, unsigned int pos)
  2495. {
  2496. if(pos >= texts.size()) //no such pos
  2497. return;
  2498. texts[pos] = text;
  2499. }
  2500. void CBattleConsole::scrollUp(unsigned int by)
  2501. {
  2502. if(lastShown > by)
  2503. lastShown -= by;
  2504. }
  2505. void CBattleConsole::scrollDown(unsigned int by)
  2506. {
  2507. if(lastShown + by < texts.size())
  2508. lastShown += by;
  2509. }
  2510. CBattleReslutWindow::CBattleReslutWindow(const BattleResult &br, const SDL_Rect & pos, const CBattleInterface * owner)
  2511. {
  2512. this->pos = pos;
  2513. background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);
  2514. graphics->blueToPlayersAdv(background, LOCPLINT->playerID);
  2515. SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);
  2516. SDL_FreeSurface(background);
  2517. background = pom;
  2518. exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleReslutWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);
  2519. if(br.winner==0) //attacker won
  2520. {
  2521. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 60, 122, GEOR13, zwykly, background);
  2522. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 410, 122, GEOR13, zwykly, background);
  2523. }
  2524. else //if(br.winner==1)
  2525. {
  2526. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 60, 122, GEOR13, zwykly, background);
  2527. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 410, 122, GEOR13, zwykly, background);
  2528. }
  2529. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 235, 299, GEOR16, tytulowy, background);
  2530. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 235, 329, GEOR16, zwykly, background);
  2531. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 235, 426, GEOR16, zwykly, background);
  2532. std::string attackerName, defenderName;
  2533. if(owner->attackingHeroInstance) //a hero attacked
  2534. {
  2535. SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &genRect(64, 58, 21, 38));
  2536. //setting attackerName
  2537. attackerName = owner->attackingHeroInstance->name;
  2538. }
  2539. else //a monster attacked
  2540. {
  2541. int bestMonsterID = -1;
  2542. int bestPower = 0;
  2543. for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army1->slots.begin(); it!=owner->army1->slots.end(); ++it)
  2544. {
  2545. if( CGI->creh->creatures[it->first].AIValue > bestPower)
  2546. {
  2547. bestPower = CGI->creh->creatures[it->first].AIValue;
  2548. bestMonsterID = it->first;
  2549. }
  2550. }
  2551. SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 21, 38));
  2552. //setting attackerName
  2553. attackerName = CGI->creh->creatures[bestMonsterID].namePl;
  2554. }
  2555. if(owner->defendingHeroInstance) //a hero defended
  2556. {
  2557. SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &genRect(64, 58, 391, 38));
  2558. //setting defenderName
  2559. defenderName = owner->defendingHeroInstance->name;
  2560. }
  2561. else //a monster defended
  2562. {
  2563. int bestMonsterID = -1;
  2564. int bestPower = 0;
  2565. for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army2->slots.begin(); it!=owner->army2->slots.end(); ++it)
  2566. {
  2567. if( CGI->creh->creatures[it->second.first].AIValue > bestPower)
  2568. {
  2569. bestPower = CGI->creh->creatures[it->second.first].AIValue;
  2570. bestMonsterID = it->second.first;
  2571. }
  2572. }
  2573. SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 391, 38));
  2574. //setting defenderName
  2575. defenderName = CGI->creh->creatures[bestMonsterID].namePl;
  2576. }
  2577. //printing attacker and defender's names
  2578. CSDL_Ext::printAtMiddle(attackerName, 156, 44, GEOR16, zwykly, background);
  2579. CSDL_Ext::printAtMiddle(defenderName, 314, 44, GEOR16, zwykly, background);
  2580. //printing casualities
  2581. for(int step = 0; step < 2; ++step)
  2582. {
  2583. if(br.casualties[step].size()==0)
  2584. {
  2585. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, GEOR16, zwykly, background);
  2586. }
  2587. else
  2588. {
  2589. int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture
  2590. int yPos = 344 + step*97;
  2591. for(std::set<std::pair<ui32,si32> >::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it)
  2592. {
  2593. blitAt(graphics->smallImgs[it->first], xPos, yPos, background);
  2594. std::stringstream amount;
  2595. amount<<it->second;
  2596. CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, GEOR13, zwykly, background);
  2597. xPos += 42;
  2598. }
  2599. }
  2600. }
  2601. //printing result description
  2602. bool weAreAttacker = (LOCPLINT->playerID == owner->attackingHeroInstance->tempOwner);
  2603. switch(br.result)
  2604. {
  2605. case 0: //normal victory
  2606. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  2607. {
  2608. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background);
  2609. }
  2610. else
  2611. {
  2612. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background);
  2613. }
  2614. break;
  2615. case 1: //flee
  2616. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  2617. {
  2618. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background);
  2619. }
  2620. else
  2621. {
  2622. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background);
  2623. }
  2624. break;
  2625. case 2: //surrender
  2626. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  2627. {
  2628. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background);
  2629. }
  2630. else
  2631. {
  2632. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background);
  2633. }
  2634. break;
  2635. }
  2636. }
  2637. CBattleReslutWindow::~CBattleReslutWindow()
  2638. {
  2639. SDL_FreeSurface(background);
  2640. }
  2641. void CBattleReslutWindow::activate()
  2642. {
  2643. LOCPLINT->showingDialog->set(true);
  2644. exit->activate();
  2645. }
  2646. void CBattleReslutWindow::deactivate()
  2647. {
  2648. exit->deactivate();
  2649. }
  2650. void CBattleReslutWindow::show(SDL_Surface *to)
  2651. {
  2652. //evaluating to
  2653. if(!to)
  2654. to = screen;
  2655. SDL_BlitSurface(background, NULL, to, &pos);
  2656. exit->show(to);
  2657. }
  2658. void CBattleReslutWindow::bExitf()
  2659. {
  2660. LOCPLINT->popInts(2); //first - we; second - battle interface
  2661. LOCPLINT->showingDialog->setn(false);
  2662. }
  2663. CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner)
  2664. {
  2665. pos = position;
  2666. background = BitmapHandler::loadBitmap("comopbck.bmp", true);
  2667. graphics->blueToPlayersAdv(background, LOCPLINT->playerID);
  2668. viewGrid = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintCellBorders, owner, true), boost::bind(&CBattleInterface::setPrintCellBorders, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[427].first)(3,CGI->generaltexth->zelp[427].first), CGI->generaltexth->zelp[427].second, false, "sysopchk.def", NULL, 185, 140, false);
  2669. viewGrid->select(owner->settings.printCellBorders);
  2670. movementShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintStackRange, owner, true), boost::bind(&CBattleInterface::setPrintStackRange, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[428].first)(3,CGI->generaltexth->zelp[428].first), CGI->generaltexth->zelp[428].second, false, "sysopchk.def", NULL, 185, 173, false);
  2671. movementShadow->select(owner->settings.printStackRange);
  2672. mouseShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintMouseShadow, owner, true), boost::bind(&CBattleInterface::setPrintMouseShadow, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[429].first)(3,CGI->generaltexth->zelp[429].first), CGI->generaltexth->zelp[429].second, false, "sysopchk.def", NULL, 185, 207, false);
  2673. mouseShadow->select(owner->settings.printMouseShadow);
  2674. animSpeeds = new CHighlightableButtonsGroup(0);
  2675. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def",188, 309, 1);
  2676. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def",252, 309, 2);
  2677. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",315, 309, 4);
  2678. animSpeeds->select(owner->getAnimSpeed(), 1);
  2679. animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1);
  2680. setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[392].first, CGI->generaltexth->zelp[392].second, boost::bind(&CBattleOptionsWindow::bDefaultf,this), 405, 443, "codefaul.def");
  2681. std::swap(setToDefault->imgs[0][0], setToDefault->imgs[0][1]);
  2682. exit = new AdventureMapButton (CGI->generaltexth->zelp[393].first, CGI->generaltexth->zelp[393].second, boost::bind(&CBattleOptionsWindow::bExitf,this), 516, 443, "soretrn.def",SDLK_RETURN);
  2683. std::swap(exit->imgs[0][0], exit->imgs[0][1]);
  2684. //printing texts to background
  2685. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[392], 240, 32, GEOR16, tytulowy, background); //window title
  2686. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[393], 122, 211, GEOR16, tytulowy, background); //animation speed
  2687. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[394], 122, 292, GEOR16, tytulowy, background); //music volume
  2688. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[395], 122, 358, GEOR16, tytulowy, background); //effects' volume
  2689. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[396], 353, 64, GEOR16, tytulowy, background); //auto - combat options
  2690. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[397], 353, 264, GEOR16, tytulowy, background); //creature info
  2691. //auto - combat options
  2692. CSDL_Ext::printAt(CGI->generaltexth->allTexts[398], 283, 87, GEOR16, zwykly, background); //creatures
  2693. CSDL_Ext::printAt(CGI->generaltexth->allTexts[399], 283, 117, GEOR16, zwykly, background); //spells
  2694. CSDL_Ext::printAt(CGI->generaltexth->allTexts[400], 283, 147, GEOR16, zwykly, background); //catapult
  2695. CSDL_Ext::printAt(CGI->generaltexth->allTexts[151], 283, 177, GEOR16, zwykly, background); //ballista
  2696. CSDL_Ext::printAt(CGI->generaltexth->allTexts[401], 283, 207, GEOR16, zwykly, background); //first aid tent
  2697. //creature info
  2698. CSDL_Ext::printAt(CGI->generaltexth->allTexts[402], 283, 286, GEOR16, zwykly, background); //all stats
  2699. CSDL_Ext::printAt(CGI->generaltexth->allTexts[403], 283, 316, GEOR16, zwykly, background); //spells only
  2700. //general options
  2701. CSDL_Ext::printAt(CGI->generaltexth->allTexts[404], 61, 58, GEOR16, zwykly, background); //hex grid
  2702. CSDL_Ext::printAt(CGI->generaltexth->allTexts[405], 61, 91, GEOR16, zwykly, background); //movement shadow
  2703. CSDL_Ext::printAt(CGI->generaltexth->allTexts[406], 61, 124, GEOR16, zwykly, background); //cursor shadow
  2704. CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 61, 157, GEOR16, zwykly, background); //spellbook animation
  2705. //texts printed
  2706. }
  2707. CBattleOptionsWindow::~CBattleOptionsWindow()
  2708. {
  2709. SDL_FreeSurface(background);
  2710. delete setToDefault;
  2711. delete exit;
  2712. delete viewGrid;
  2713. delete movementShadow;
  2714. delete animSpeeds;
  2715. delete mouseShadow;
  2716. }
  2717. void CBattleOptionsWindow::activate()
  2718. {
  2719. setToDefault->activate();
  2720. exit->activate();
  2721. viewGrid->activate();
  2722. movementShadow->activate();
  2723. animSpeeds->activate();
  2724. mouseShadow->activate();
  2725. }
  2726. void CBattleOptionsWindow::deactivate()
  2727. {
  2728. setToDefault->deactivate();
  2729. exit->deactivate();
  2730. viewGrid->deactivate();
  2731. movementShadow->deactivate();
  2732. animSpeeds->deactivate();
  2733. mouseShadow->deactivate();
  2734. }
  2735. void CBattleOptionsWindow::show(SDL_Surface *to)
  2736. {
  2737. if(!to) //"evaluating" to
  2738. to = screen;
  2739. SDL_BlitSurface(background, NULL, to, &pos);
  2740. setToDefault->show(to);
  2741. exit->show(to);
  2742. viewGrid->show(to);
  2743. movementShadow->show(to);
  2744. animSpeeds->show(to);
  2745. mouseShadow->show(to);
  2746. }
  2747. void CBattleOptionsWindow::bDefaultf()
  2748. {
  2749. }
  2750. void CBattleOptionsWindow::bExitf()
  2751. {
  2752. LOCPLINT->popIntTotally(this);
  2753. }