CBattleInterface.cpp 122 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 "../lib/CGameState.h"
  15. #include "../hch/CGeneralTextHandler.h"
  16. #include "CCreatureAnimation.h"
  17. #include "Graphics.h"
  18. #include "CSpellWindow.h"
  19. #include "CConfigHandler.h"
  20. #include <queue>
  21. #include <sstream>
  22. #include "../lib/CondSh.h"
  23. #include "../lib/NetPacks.h"
  24. #include "CPlayerInterface.h"
  25. #include "../hch/CVideoHandler.h"
  26. #include "../hch/CTownHandler.h"
  27. #include <boost/assign/list_of.hpp>
  28. #include <boost/lexical_cast.hpp>
  29. #include <boost/algorithm/string/replace.hpp>
  30. #ifndef __GNUC__
  31. const double M_PI = 3.14159265358979323846;
  32. #else
  33. #define _USE_MATH_DEFINES
  34. #include <cmath>
  35. #endif
  36. /*
  37. * CBattleInterface.cpp, part of VCMI engine
  38. *
  39. * Authors: listed in file AUTHORS in main folder
  40. *
  41. * License: GNU General Public License v2.0 or later
  42. * Full text of license available in license.txt file, in main folder
  43. *
  44. */
  45. extern SDL_Surface * screen;
  46. extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
  47. extern SDL_Color zwykly;
  48. CondSh<bool> CBattleInterface::animsAreDisplayed;
  49. struct CMP_stack2
  50. {
  51. inline bool operator ()(const CStack& a, const CStack& b)
  52. {
  53. return (a.Speed())>(b.Speed());
  54. }
  55. } cmpst2 ;
  56. static void transformPalette(SDL_Surface * surf, float rCor, float gCor, float bCor)
  57. {
  58. SDL_Color * colorsToChange = surf->format->palette->colors;
  59. for(int g=0; g<surf->format->palette->ncolors; ++g)
  60. {
  61. if((colorsToChange+g)->b != 132 &&
  62. (colorsToChange+g)->g != 231 &&
  63. (colorsToChange+g)->r != 255) //it's not yellow border
  64. {
  65. (colorsToChange+g)->r = (float)((colorsToChange+g)->r) * rCor;
  66. (colorsToChange+g)->g = (float)((colorsToChange+g)->g) * gCor;
  67. (colorsToChange+g)->b = (float)((colorsToChange+g)->b) * bCor;
  68. }
  69. }
  70. }
  71. ////////////////////////Battle helpers
  72. //general anim
  73. void CBattleAnimation::endAnim()
  74. {
  75. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  76. {
  77. if(it->first == this)
  78. {
  79. it->first = NULL;
  80. }
  81. }
  82. }
  83. bool CBattleAnimation::isEarliest(bool perStackConcurrency)
  84. {
  85. int lowestMoveID = owner->animIDhelper + 5;
  86. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  87. {
  88. CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(it->first);
  89. CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
  90. if(perStackConcurrency && stAnim && thAnim && stAnim->stackID != thAnim->stackID)
  91. continue;
  92. CReverseAnim * revAnim = dynamic_cast<CReverseAnim *>(stAnim);
  93. if(revAnim && thAnim && stAnim && stAnim->stackID == thAnim->stackID && revAnim->priority)
  94. return false;
  95. if(it->first)
  96. amin(lowestMoveID, it->first->ID);
  97. }
  98. return ID == lowestMoveID;
  99. }
  100. CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
  101. : owner(_owner), ID(_owner->animIDhelper++)
  102. {}
  103. //effect animation
  104. bool CSpellEffectAnim::init()
  105. {
  106. if(!isEarliest(false))
  107. return false;
  108. if(effect == 12) //armageddon
  109. {
  110. if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
  111. {
  112. CDefHandler * anim;
  113. if(customAnim.size())
  114. anim = CDefHandler::giveDef(customAnim);
  115. else
  116. anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
  117. for(int i=0; i * anim->width < owner->pos.w ; ++i)
  118. {
  119. for(int j=0; j * anim->height < owner->pos.h ; ++j)
  120. {
  121. SBattleEffect be;
  122. be.effectID = ID;
  123. be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
  124. be.frame = 0;
  125. be.maxFrame = be.anim->ourImages.size();
  126. be.x = i * anim->width + owner->pos.x;
  127. be.y = j * anim->height + owner->pos.y;
  128. owner->battleEffects.push_back(be);
  129. }
  130. }
  131. }
  132. else //there is nothing to play
  133. {
  134. endAnim();
  135. return false;
  136. }
  137. }
  138. else // Effects targeted at a specific creature/hex.
  139. {
  140. if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
  141. {
  142. const CStack* destStack = LOCPLINT->cb->battleGetStackByPos(destTile, false);
  143. Rect &tilePos = owner->bfield[destTile].pos;
  144. SBattleEffect be;
  145. be.effectID = ID;
  146. if(customAnim.size())
  147. be.anim = CDefHandler::giveDef(customAnim);
  148. else
  149. be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
  150. be.frame = 0;
  151. be.maxFrame = be.anim->ourImages.size();
  152. if(effect == 1)
  153. be.maxFrame = 3;
  154. switch (effect)
  155. {
  156. case -1:
  157. be.x = x;
  158. be.y = y;
  159. break;
  160. case 0: // Prayer and Lightning Bolt.
  161. case 1:
  162. // Position effect with it's bottom center touching the bottom center of affected tile(s).
  163. be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
  164. be.y = tilePos.y + tilePos.h - be.anim->height;
  165. break;
  166. default:
  167. // Position effect with it's center touching the top center of affected tile(s).
  168. be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
  169. be.y = tilePos.y - be.anim->height/2;
  170. break;
  171. }
  172. // Correction for 2-hex creatures.
  173. if (destStack != NULL && destStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  174. be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2;
  175. owner->battleEffects.push_back(be);
  176. }
  177. else //there is nothing to play
  178. {
  179. endAnim();
  180. return false;
  181. }
  182. }
  183. //battleEffects
  184. return true;
  185. }
  186. void CSpellEffectAnim::nextFrame()
  187. {
  188. //notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
  189. for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
  190. {
  191. if(it->effectID == ID)
  192. {
  193. ++(it->frame);
  194. if(it->frame == it->maxFrame)
  195. {
  196. endAnim();
  197. break;
  198. }
  199. else
  200. {
  201. it->x += dx;
  202. it->y += dy;
  203. }
  204. }
  205. }
  206. }
  207. void CSpellEffectAnim::endAnim()
  208. {
  209. CBattleAnimation::endAnim();
  210. std::vector<std::list<SBattleEffect>::iterator> toDel;
  211. for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
  212. {
  213. if(it->effectID == ID)
  214. {
  215. toDel.push_back(it);
  216. }
  217. }
  218. for(int b=0; b<toDel.size(); ++b)
  219. {
  220. delete toDel[b]->anim;
  221. owner->battleEffects.erase(toDel[b]);
  222. }
  223. delete this;
  224. }
  225. CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, int _destTile, int _dx, int _dy)
  226. :CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), dx(_dx), dy(_dy)
  227. {
  228. }
  229. CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy)
  230. :CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy)
  231. {
  232. }
  233. //stack's aniamtion
  234. CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, int stack)
  235. : CBattleAnimation(_owner), stackID(stack)
  236. {
  237. }
  238. bool CBattleStackAnimation::isToReverseHlp(int hexFrom, int hexTo, bool curDir)
  239. {
  240. int fromMod = hexFrom % BFIELD_WIDTH;
  241. int fromDiv = hexFrom / BFIELD_WIDTH;
  242. int toMod = hexTo % BFIELD_WIDTH;
  243. if(curDir && fromMod < toMod)
  244. return false;
  245. else if(curDir && fromMod > toMod)
  246. return true;
  247. else if(curDir && fromMod == toMod)
  248. {
  249. return fromDiv % 2 == 0;
  250. }
  251. else if(!curDir && fromMod < toMod)
  252. return true;
  253. else if(!curDir && fromMod > toMod)
  254. return false;
  255. else if(!curDir && fromMod == toMod)
  256. {
  257. return fromDiv % 2 == 1;
  258. }
  259. tlog1 << "Catastrope in CBattleStackAnimation::isToReverse!" << std::endl;
  260. return false; //should never happen
  261. }
  262. bool CBattleStackAnimation::isToReverse(int hexFrom, int hexTo, bool curDir, bool toDoubleWide, bool toDir)
  263. {
  264. if(hexTo < 0) //turret
  265. return false;
  266. if(toDoubleWide)
  267. {
  268. return isToReverseHlp(hexFrom, hexTo, curDir) &&
  269. (toDir ? isToReverseHlp(hexFrom, hexTo-1, curDir) : isToReverseHlp(hexFrom, hexTo+1, curDir) );
  270. }
  271. else
  272. {
  273. return isToReverseHlp(hexFrom, hexTo, curDir);
  274. }
  275. }
  276. //revering animation
  277. bool CReverseAnim::init()
  278. {
  279. if(owner->creAnims[stackID] == NULL || owner->creAnims[stackID]->getType() == 5)
  280. {
  281. endAnim();
  282. return false; //there is no such creature
  283. }
  284. if(!priority && !isEarliest(false))
  285. return false;
  286. owner->creAnims[stackID]->setType(8);
  287. return true;
  288. }
  289. void CReverseAnim::nextFrame()
  290. {
  291. if(partOfAnim == 1) //first part of animation
  292. {
  293. if(owner->creAnims[stackID]->onLastFrameInGroup())
  294. {
  295. partOfAnim = 2;
  296. }
  297. }
  298. else if(partOfAnim == 2)
  299. {
  300. if(!secondPartSetup)
  301. {
  302. owner->creDir[stackID] = !owner->creDir[stackID];
  303. const CStack * curs = LOCPLINT->cb->battleGetStackByID(stackID, false);
  304. Point coords = CBattleHex::getXYUnitAnim(hex, owner->creDir[stackID], curs, owner);
  305. owner->creAnims[stackID]->pos.x = coords.x;
  306. //creAnims[stackID]->pos.y = coords.second;
  307. if(curs->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  308. {
  309. if(curs->attackerOwned)
  310. {
  311. if(!owner->creDir[stackID])
  312. owner->creAnims[stackID]->pos.x -= 44;
  313. }
  314. else
  315. {
  316. if(owner->creDir[stackID])
  317. owner->creAnims[stackID]->pos.x += 44;
  318. }
  319. }
  320. owner->creAnims[stackID]->setType(7);
  321. secondPartSetup = true;
  322. }
  323. if(owner->creAnims[stackID]->onLastFrameInGroup())
  324. {
  325. endAnim();
  326. }
  327. }
  328. }
  329. void CReverseAnim::endAnim()
  330. {
  331. CBattleAnimation::endAnim();
  332. if( LOCPLINT->cb->battleGetStackByID(stackID) )//don't do that if stack is dead
  333. owner->creAnims[stackID]->setType(2);
  334. delete this;
  335. }
  336. CReverseAnim::CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority)
  337. : CBattleStackAnimation(_owner, stack), partOfAnim(1), hex(dest), secondPartSetup(false), priority(_priority)
  338. {
  339. }
  340. //defence anim
  341. bool CDefenceAnim::init()
  342. {
  343. //checking initial conditions
  344. //if(owner->creAnims[stackID]->getType() != 2)
  345. //{
  346. // return false;
  347. //}
  348. if(IDby == -1 && owner->battleEffects.size() > 0)
  349. return false;
  350. int lowestMoveID = owner->animIDhelper + 5;
  351. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  352. {
  353. CDefenceAnim * defAnim = dynamic_cast<CDefenceAnim *>(it->first);
  354. if(defAnim && defAnim->stackID != stackID)
  355. continue;
  356. CBattleAttack * attAnim = dynamic_cast<CBattleAttack *>(it->first);
  357. if(attAnim && attAnim->stackID != stackID)
  358. continue;
  359. const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
  360. if(IDby != -1)
  361. {
  362. int attackerAnimType = owner->creAnims[IDby]->getType();
  363. if( attackerAnimType == 11 && attackerAnimType == 12 && attackerAnimType == 13 && owner->creAnims[IDby]->getFrame() < attacker->creature->attackClimaxFrame )
  364. return false;
  365. }
  366. CReverseAnim * animAsRev = dynamic_cast<CReverseAnim *>(it->first);
  367. if(animAsRev && animAsRev->priority)
  368. return false;
  369. if(it->first)
  370. amin(lowestMoveID, it->first->ID);
  371. }
  372. if(ID > lowestMoveID)
  373. return false;
  374. const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
  375. const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);
  376. //reverse unit if necessary
  377. if(attacker && isToReverse(attacked->position, attacker->position, owner->creDir[stackID], attacker->hasFeatureOfType(StackFeature::DOUBLE_WIDE), owner->creDir[IDby]))
  378. {
  379. owner->addNewAnim(new CReverseAnim(owner, stackID, attacked->position, true));
  380. return false;
  381. }
  382. //unit reversed
  383. if(byShooting) //delay hit animation
  384. {
  385. for(std::list<SProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
  386. {
  387. if(it->creID == attacker->creature->idNumber)
  388. {
  389. return false;
  390. }
  391. }
  392. }
  393. //initializing
  394. int maxLen = 0;
  395. if(killed)
  396. {
  397. CGI->soundh->playSound(battle_sound(attacked->creature, killed));
  398. owner->creAnims[stackID]->setType(5); //death
  399. }
  400. else
  401. {
  402. // TODO: this block doesn't seems correct if the unit is defending.
  403. CGI->soundh->playSound(battle_sound(attacked->creature, wince));
  404. owner->creAnims[stackID]->setType(3); //getting hit
  405. }
  406. return true; //initialized successfuly
  407. }
  408. void CDefenceAnim::nextFrame()
  409. {
  410. if(!killed && owner->creAnims[stackID]->getType() != 3)
  411. {
  412. owner->creAnims[stackID]->setType(3);
  413. }
  414. if(!owner->creAnims[stackID]->onLastFrameInGroup())
  415. {
  416. if( owner->creAnims[stackID]->getType() == 5 && (owner->animCount+1)%(4/LOCPLINT->sysOpts.animSpeed)==0
  417. && !owner->creAnims[stackID]->onLastFrameInGroup() )
  418. {
  419. owner->creAnims[stackID]->incrementFrame();
  420. }
  421. }
  422. else
  423. {
  424. endAnim();
  425. }
  426. }
  427. void CDefenceAnim::endAnim()
  428. {
  429. //restoring animType
  430. if(owner->creAnims[stackID]->getType() == 3)
  431. owner->creAnims[stackID]->setType(2);
  432. //printing info to console
  433. if(IDby!=-1)
  434. owner->printConsoleAttacked(stackID, dmg, amountKilled, IDby);
  435. const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
  436. const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);
  437. CBattleAnimation::endAnim();
  438. delete this;
  439. }
  440. CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner)
  441. : CBattleStackAnimation(_owner, _attackedInfo.ID), dmg(_attackedInfo.dmg),
  442. amountKilled(_attackedInfo.amountKilled), IDby(_attackedInfo.IDby), byShooting(_attackedInfo.byShooting),
  443. killed(_attackedInfo.killed)
  444. {
  445. }
  446. ////move anim
  447. bool CBattleStackMoved::init()
  448. {
  449. if( !isEarliest(false) )
  450. return false;
  451. //a few useful variables
  452. steps = owner->creAnims[stackID]->framesInGroup(0)*owner->getAnimSpeedMultiplier()-1;
  453. whichStep = 0;
  454. int hexWbase = 44, hexHbase = 42;
  455. const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);
  456. if(!movedStack || owner->creAnims[stackID]->getType() == 5)
  457. {
  458. endAnim();
  459. return false;
  460. }
  461. bool twoTiles = movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
  462. Point begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
  463. Point endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack, owner);
  464. int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
  465. //reverse unit if necessary
  466. if((begPosition.x > endPosition.x) && owner->creDir[stackID] == true)
  467. {
  468. owner->addNewAnim(new CReverseAnim(owner, stackID, curStackPos, true));
  469. return false;
  470. }
  471. else if ((begPosition.x < endPosition.x) && owner->creDir[stackID] == false)
  472. {
  473. owner->addNewAnim(new CReverseAnim(owner, stackID, curStackPos, true));
  474. return false;
  475. }
  476. if(owner->creAnims[stackID]->getType() != 0)
  477. {
  478. owner->creAnims[stackID]->setType(0);
  479. }
  480. //unit reversed
  481. if(owner->moveSh <= 0)
  482. owner->moveSh = CGI->soundh->playSound(battle_sound(movedStack->creature, move), -1);
  483. //step shift calculation
  484. posX = owner->creAnims[stackID]->pos.x, posY = owner->creAnims[stackID]->pos.y; // for precise calculations ;]
  485. if(mutPos == -1 && movedStack->hasFeatureOfType(StackFeature::FLYING))
  486. {
  487. steps *= distance;
  488. steps /= 2; //to make animation faster
  489. stepX = (endPosition.x - (float)begPosition.x)/steps;
  490. stepY = (endPosition.y - (float)begPosition.y)/steps;
  491. }
  492. else
  493. {
  494. switch(mutPos)
  495. {
  496. case 0:
  497. stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
  498. stepY = (-1.0)*((float)hexHbase)/((float)steps);
  499. break;
  500. case 1:
  501. stepX = ((float)hexWbase)/(2.0f*steps);
  502. stepY = (-1.0)*((float)hexHbase)/((float)steps);
  503. break;
  504. case 2:
  505. stepX = ((float)hexWbase)/((float)steps);
  506. stepY = 0.0;
  507. break;
  508. case 3:
  509. stepX = ((float)hexWbase)/(2.0f*steps);
  510. stepY = ((float)hexHbase)/((float)steps);
  511. break;
  512. case 4:
  513. stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
  514. stepY = ((float)hexHbase)/((float)steps);
  515. break;
  516. case 5:
  517. stepX = (-1.0)*((float)hexWbase)/((float)steps);
  518. stepY = 0.0;
  519. break;
  520. }
  521. }
  522. //step shifts calculated
  523. return true;
  524. }
  525. void CBattleStackMoved::nextFrame()
  526. {
  527. //moving instructions
  528. posX += stepX;
  529. owner->creAnims[stackID]->pos.x = posX;
  530. posY += stepY;
  531. owner->creAnims[stackID]->pos.y = posY;
  532. ++whichStep;
  533. if(whichStep == steps)
  534. {
  535. endAnim();
  536. }
  537. }
  538. void CBattleStackMoved::endAnim()
  539. {
  540. const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);
  541. CBattleAnimation::endAnim();
  542. if(movedStack)
  543. {
  544. bool twoTiles = movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
  545. if(endMoving)
  546. {
  547. owner->addNewAnim(new CBattleMoveEnd(owner, stackID, destHex));
  548. }
  549. Point coords = CBattleHex::getXYUnitAnim(destHex, owner->creDir[stackID], movedStack, owner);
  550. owner->creAnims[stackID]->pos = coords;
  551. if(!endMoving && twoTiles && bool(movedStack->attackerOwned) && (owner->creDir[stackID] != bool(movedStack->attackerOwned) )) //big attacker creature is reversed
  552. owner->creAnims[stackID]->pos.x -= 44;
  553. else if(!endMoving && twoTiles && (! bool(movedStack->attackerOwned) ) && (owner->creDir[stackID] != bool(movedStack->attackerOwned) )) //big defender creature is reversed
  554. owner->creAnims[stackID]->pos.x += 44;
  555. }
  556. if(owner->moveSh >= 0)
  557. {
  558. CGI->soundh->stopSound(owner->moveSh);
  559. owner->moveSh = -1;
  560. }
  561. delete this;
  562. }
  563. CBattleStackMoved::CBattleStackMoved(CBattleInterface * _owner, int _number, int _destHex, bool _endMoving, int _distance)
  564. : CBattleStackAnimation(_owner, _number), destHex(_destHex), endMoving(_endMoving), distance(_distance), stepX(0.0f), stepY(0.0f)
  565. {
  566. curStackPos = LOCPLINT->cb->battleGetPos(stackID);
  567. }
  568. //move started
  569. bool CBattleMoveStart::init()
  570. {
  571. if( !isEarliest(false) )
  572. return false;
  573. const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);
  574. if(!movedStack || owner->creAnims[stackID]->getType() == 5)
  575. {
  576. CBattleMoveStart::endAnim();
  577. return false;
  578. }
  579. CGI->soundh->playSound(battle_sound(movedStack->creature, startMoving));
  580. return true;
  581. }
  582. void CBattleMoveStart::nextFrame()
  583. {
  584. if(owner->creAnims[stackID]->onLastFrameInGroup())
  585. {
  586. endAnim();
  587. }
  588. else
  589. {
  590. if((owner->animCount+1)%(4/LOCPLINT->sysOpts.animSpeed)==0)
  591. owner->creAnims[stackID]->incrementFrame();
  592. }
  593. }
  594. void CBattleMoveStart::endAnim()
  595. {
  596. CBattleAnimation::endAnim();
  597. delete this;
  598. }
  599. CBattleMoveStart::CBattleMoveStart(CBattleInterface * _owner, int stack)
  600. : CBattleStackAnimation(_owner, stack)
  601. {
  602. }
  603. //move finished
  604. bool CBattleMoveEnd::init()
  605. {
  606. if( !isEarliest(true) )
  607. return false;
  608. const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);
  609. if(!movedStack || owner->creAnims[stackID]->framesInGroup(21) == 0 || owner->creAnims[stackID]->getType() == 5)
  610. {
  611. endAnim();
  612. return false;
  613. }
  614. CGI->soundh->playSound(battle_sound(movedStack->creature, endMoving));
  615. owner->creAnims[stackID]->setType(21);
  616. return true;
  617. }
  618. void CBattleMoveEnd::nextFrame()
  619. {
  620. if(owner->creAnims[stackID]->onLastFrameInGroup())
  621. {
  622. endAnim();
  623. }
  624. }
  625. void CBattleMoveEnd::endAnim()
  626. {
  627. CBattleAnimation::endAnim();
  628. if(owner->creAnims[stackID]->getType() != 5)
  629. owner->creAnims[stackID]->setType(2); //resetting to default
  630. CGI->curh->show();
  631. delete this;
  632. }
  633. CBattleMoveEnd::CBattleMoveEnd(CBattleInterface * _owner, int stack, int destTile)
  634. : CBattleStackAnimation(_owner, stack), destinationTile(destTile)
  635. {
  636. }
  637. //general attack anim
  638. void CBattleAttack::nextFrame()
  639. {
  640. if(owner->creAnims[stackID]->getType() != group)
  641. owner->creAnims[stackID]->setType(group);
  642. if(owner->creAnims[stackID]->onFirstFrameInGroup())
  643. {
  644. if(shooting)
  645. CGI->soundh->playSound(battle_sound(attackingStack->creature, shoot));
  646. else
  647. CGI->soundh->playSound(battle_sound(attackingStack->creature, attack));
  648. }
  649. else if(owner->creAnims[stackID]->onLastFrameInGroup())
  650. {
  651. owner->creAnims[stackID]->setType(2);
  652. endAnim();
  653. return; //execution of endAnim deletes this !!!
  654. }
  655. }
  656. bool CBattleAttack::checkInitialConditions()
  657. {
  658. return isEarliest(false);
  659. }
  660. CBattleAttack::CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest)
  661. : CBattleStackAnimation(_owner, _stackID), dest(_dest)
  662. {
  663. attackedStack = LOCPLINT->cb->battleGetStackByPos(_dest, false);
  664. attackingStack = LOCPLINT->cb->battleGetStackByID(_stackID, false);
  665. assert(attackedStack && "attackedStack is NULL in CBattleAttack::CBattleAttack !\n");
  666. assert(attackingStack && "attackingStack is NULL in CBattleAttack::CBattleAttack !\n");
  667. attackingStackPosBeforeReturn = attackingStack->position;
  668. }
  669. ////melee attack
  670. bool CMeleeAttack::init()
  671. {
  672. if( !CBattleAttack::checkInitialConditions() )
  673. return false;
  674. //if(owner->creAnims[stackID]->getType()!=2)
  675. //{
  676. // return false;
  677. //}
  678. if(!attackingStack || owner->creAnims[stackID]->getType() == 5)
  679. {
  680. endAnim();
  681. return false;
  682. }
  683. int reversedShift = 0; //shift of attacking stack's position due to reversing
  684. if(attackingStack->attackerOwned)
  685. {
  686. if(attackingStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && BattleInfo::mutualPosition(attackingStackPosBeforeReturn, dest) == -1)
  687. {
  688. if(BattleInfo::mutualPosition(attackingStackPosBeforeReturn + (attackingStack->attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
  689. {
  690. reversedShift = (attackingStack->attackerOwned ? -1 : 1);
  691. }
  692. }
  693. }
  694. else //if(astack->attackerOwned)
  695. {
  696. if(attackingStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && BattleInfo::mutualPosition(attackingStackPosBeforeReturn, dest) == -1)
  697. {
  698. if(BattleInfo::mutualPosition(attackingStackPosBeforeReturn + (attackingStack->attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
  699. {
  700. reversedShift = (attackingStack->attackerOwned ? -1 : 1);
  701. }
  702. }
  703. }
  704. //reversing stack if necessary
  705. if(isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stackID], attackedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), owner->creDir[attackedStack->ID]))
  706. {
  707. owner->addNewAnim(new CReverseAnim(owner, stackID, attackingStackPosBeforeReturn, true));
  708. return false;
  709. }
  710. //reversed
  711. IDby = attackedStack->ID;
  712. shooting = false;
  713. posShiftDueToDist = reversedShift;
  714. static const int mutPosToGroup[] = {11, 11, 12, 13, 13, 12};
  715. int mutPos = BattleInfo::mutualPosition(attackingStackPosBeforeReturn + reversedShift, dest);
  716. switch(mutPos) //attack direction
  717. {
  718. case 0: case 1: case 2: case 3: case 4: case 5:
  719. group = mutPosToGroup[mutPos];
  720. break;
  721. default:
  722. tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" reversed shift: "<<reversedShift<<std::endl;
  723. }
  724. return true;
  725. }
  726. void CMeleeAttack::nextFrame()
  727. {
  728. /*for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  729. {
  730. CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
  731. CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
  732. if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) )
  733. return;
  734. }*/
  735. CBattleAttack::nextFrame();
  736. }
  737. void CMeleeAttack::endAnim()
  738. {
  739. CBattleAnimation::endAnim();
  740. delete this;
  741. }
  742. CMeleeAttack::CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest)
  743. : CBattleAttack(_owner, attacker, _dest)
  744. {
  745. }
  746. //shooting anim
  747. bool CShootingAnim::init()
  748. {
  749. if( !CBattleAttack::checkInitialConditions() )
  750. return false;
  751. const CStack * shooter = attackingStack;
  752. if(!shooter || owner->creAnims[stackID]->getType() == 5)
  753. {
  754. endAnim();
  755. return false;
  756. }
  757. //projectile
  758. float projectileAngle; //in radians; if positive, projectiles goes up
  759. 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)
  760. int fromHex = shooter->position;
  761. projectileAngle = atan2(float(abs(dest - fromHex)/BFIELD_WIDTH), float(abs(dest - fromHex)%BFIELD_WIDTH));
  762. if(fromHex < dest)
  763. projectileAngle = -projectileAngle;
  764. SProjectileInfo spi;
  765. spi.creID = shooter->creature->idNumber;
  766. spi.reverse = !shooter->attackerOwned;
  767. spi.step = 0;
  768. spi.frameNum = 0;
  769. spi.spin = CGI->creh->idToProjectileSpin[spi.creID];
  770. Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
  771. Point destcoord;
  772. if(attackedStack)
  773. {
  774. destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner);
  775. }
  776. else //catapult attack
  777. {
  778. destcoord.x = -160 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH);
  779. destcoord.y = -139 + 42 * (dest/BFIELD_WIDTH);
  780. }
  781. destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
  782. if(projectileAngle > straightAngle) //upper shot
  783. {
  784. spi.x = xycoord.x + 200 + shooter->creature->upperRightMissleOffsetX;
  785. spi.y = xycoord.y + 100 - shooter->creature->upperRightMissleOffsetY;
  786. }
  787. else if(projectileAngle < -straightAngle) //lower shot
  788. {
  789. spi.x = xycoord.x + 200 + shooter->creature->lowerRightMissleOffsetX;
  790. spi.y = xycoord.y + 150 - shooter->creature->lowerRightMissleOffsetY;
  791. }
  792. else //straight shot
  793. {
  794. spi.x = xycoord.x + 200 + shooter->creature->rightMissleOffsetX;
  795. spi.y = xycoord.y + 125 - shooter->creature->rightMissleOffsetY;
  796. }
  797. spi.lastStep = sqrt((float)((destcoord.x - spi.x)*(destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / 40;
  798. if(spi.lastStep == 0)
  799. spi.lastStep = 1;
  800. spi.dx = (destcoord.x - spi.x) / spi.lastStep;
  801. spi.dy = (destcoord.y - spi.y) / spi.lastStep;
  802. //set starting frame
  803. if(spi.spin)
  804. {
  805. spi.frameNum = 0;
  806. }
  807. else
  808. {
  809. spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(owner->idToProjectile[spi.creID]->ourImages.size()-1)))) * (owner->idToProjectile[spi.creID]->ourImages.size()-1);
  810. }
  811. //set delay
  812. spi.animStartDelay = CGI->creh->creatures[spi.creID].attackClimaxFrame;
  813. owner->projectiles.push_back(spi);
  814. //attack aniamtion
  815. if(attackedStack)
  816. IDby = attackedStack->ID;
  817. else
  818. IDby = -1;
  819. posShiftDueToDist = 0;
  820. shooting = true;
  821. if(projectileAngle > straightAngle) //upper shot
  822. group = 14;
  823. else if(projectileAngle < -straightAngle) //lower shot
  824. group = 16;
  825. else //straight shot
  826. group = 15;
  827. return true;
  828. }
  829. void CShootingAnim::nextFrame()
  830. {
  831. for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  832. {
  833. CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
  834. CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
  835. if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID && anim2->priority ) )
  836. return;
  837. }
  838. CBattleAttack::nextFrame();
  839. }
  840. void CShootingAnim::endAnim()
  841. {
  842. CBattleAnimation::endAnim();
  843. delete this;
  844. }
  845. CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, bool _catapult, int _catapultDmg)
  846. : CBattleAttack(_owner, attacker, _dest), catapultDamage(_catapultDmg), catapult(_catapult)
  847. {
  848. if(catapult) //catapult attack
  849. {
  850. owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF",
  851. -130 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH),
  852. -50 + 42 * (dest/BFIELD_WIDTH) ));
  853. }
  854. }
  855. ////////////////////////
  856. void CBattleInterface::addNewAnim(CBattleAnimation * anim)
  857. {
  858. pendingAnims.push_back( std::make_pair(anim, false) );
  859. animsAreDisplayed.setn(true);
  860. }
  861. CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect)
  862. : attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), stackToActivate(-1),
  863. mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),
  864. spellToCast(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), animIDhelper(0),
  865. moveStarted(false), moveSh(-1), siegeH(NULL), bresult(NULL), queue(NULL)
  866. {
  867. ObjectConstruction h__l__p(this);
  868. animsAreDisplayed.setn(false);
  869. pos = myRect;
  870. strongInterest = true;
  871. givenCommand = new CondSh<BattleAction *>(NULL);
  872. //create stack queue
  873. bool embedQueue = screen->h < 700;
  874. queue = new CStackQueue(embedQueue);
  875. if(!embedQueue && LOCPLINT->sysOpts.showQueue)
  876. {
  877. pos.y += queue->pos.h / 2; //center whole window
  878. queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
  879. // queue->pos.x = pos.x;
  880. // queue->pos.y = pos.y - queue->pos.h;
  881. // pos.h += queue->pos.h;
  882. // center();
  883. }
  884. queue->update();
  885. //preparing siege info
  886. const CGTownInstance * town = LOCPLINT->cb->battleGetDefendedTown();
  887. if(town && town->hasFort())
  888. {
  889. siegeH = new SiegeHelper(town, this);
  890. }
  891. LOCPLINT->battleInt = this;
  892. //initializing armies
  893. this->army1 = army1;
  894. this->army2 = army2;
  895. std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
  896. for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)
  897. {
  898. newStack(b->second.ID);
  899. }
  900. //preparing menu background and terrain
  901. if(siegeH)
  902. {
  903. background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
  904. ui8 siegeLevel = LOCPLINT->cb->battleGetSiegeLevel();
  905. if(siegeLevel >= 2) //citadel or castle
  906. {
  907. //print moat/mlip
  908. SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
  909. * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
  910. std::pair<int, int> moatPos = CGI->heroh->wallPositions[siegeH->town->town->typeID][10],
  911. mlipPos = CGI->heroh->wallPositions[siegeH->town->town->typeID][11];
  912. if(moat) //eg. tower has no moat
  913. blitAt(moat, moatPos.first,moatPos.second, background);
  914. if(mlip) //eg. tower has no mlip
  915. blitAt(mlip, mlipPos.first, mlipPos.second, background);
  916. SDL_FreeSurface(moat);
  917. SDL_FreeSurface(mlip);
  918. }
  919. }
  920. else
  921. {
  922. std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];
  923. background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false );
  924. }
  925. //preparing menu background
  926. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  927. graphics->blueToPlayersAdv(menu, hero1->tempOwner);
  928. //preparing graphics for displaying amounts of creatures
  929. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  930. CSDL_Ext::alphaTransform(amountNormal);
  931. transformPalette(amountNormal, 0.59f, 0.19f, 0.93f);
  932. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  933. CSDL_Ext::alphaTransform(amountPositive);
  934. transformPalette(amountPositive, 0.18f, 1.00f, 0.18f);
  935. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  936. CSDL_Ext::alphaTransform(amountNegative);
  937. transformPalette(amountNegative, 1.00f, 0.18f, 0.18f);
  938. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  939. CSDL_Ext::alphaTransform(amountEffNeutral);
  940. transformPalette(amountEffNeutral, 1.00f, 1.00f, 0.18f);
  941. ////blitting menu background and terrain
  942. blitAt(background, pos.x, pos.y);
  943. blitAt(menu, pos.x, 556 + pos.y);
  944. CSDL_Ext::update();
  945. //preparing buttons and console
  946. 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);
  947. 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);
  948. 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);
  949. 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);
  950. 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);
  951. 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);
  952. 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);
  953. bDefence->assignedKeys.insert(SDLK_SPACE);
  954. bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP);
  955. bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN);
  956. bConsoleDown->bitmapOffset = 2;
  957. console = new CBattleConsole();
  958. console->pos.x = 211 + pos.x;
  959. console->pos.y = 560 + pos.y;
  960. console->pos.w = 406;
  961. console->pos.h = 38;
  962. //loading hero animations
  963. if(hero1) // attacking hero
  964. {
  965. attackingHero = new CBattleHero(graphics->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner, hero1->tempOwner == LOCPLINT->playerID ? hero1 : NULL, this);
  966. attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40 + pos.x, pos.y);
  967. }
  968. else
  969. {
  970. attackingHero = NULL;
  971. }
  972. if(hero2) // defending hero
  973. {
  974. defendingHero = new CBattleHero(graphics->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner, hero2->tempOwner == LOCPLINT->playerID ? hero2 : NULL, this);
  975. defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690 + pos.x, pos.y);
  976. }
  977. else
  978. {
  979. defendingHero = NULL;
  980. }
  981. //preparing cells and hexes
  982. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  983. CSDL_Ext::alphaTransform(cellBorder);
  984. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  985. CSDL_Ext::alphaTransform(cellShade);
  986. for(int h=0; h<BFIELD_SIZE; ++h)
  987. {
  988. bfield[h].myNumber = h;
  989. int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);
  990. int y = 86 + 42 * (h/BFIELD_WIDTH);
  991. bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);
  992. bfield[h].accessible = true;
  993. bfield[h].myInterface = this;
  994. }
  995. //locking occupied positions on batlefield
  996. for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function
  997. {
  998. if(it->second.position >= 0) //turrets have position < 0
  999. bfield[it->second.position].accessible = false;
  1000. }
  1001. //loading projectiles for units
  1002. for(std::map<int, CStack>::iterator g = stacks.begin(); g != stacks.end(); ++g)
  1003. {
  1004. int creID = (g->second.creature->idNumber == 149) ? CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] : g->second.creature->idNumber; //id of creature whose shots should be loaded
  1005. if(g->second.creature->isShooting() && CGI->creh->idToProjectile[creID] != std::string())
  1006. {
  1007. idToProjectile[g->second.creature->idNumber] = CDefHandler::giveDef(CGI->creh->idToProjectile[creID]);
  1008. if(idToProjectile[g->second.creature->idNumber]->ourImages.size() > 2) //add symmetric images
  1009. {
  1010. for(int k = idToProjectile[g->second.creature->idNumber]->ourImages.size()-2; k > 1; --k)
  1011. {
  1012. Cimage ci;
  1013. ci.bitmap = CSDL_Ext::rotate01(idToProjectile[g->second.creature->idNumber]->ourImages[k].bitmap);
  1014. ci.groupNumber = 0;
  1015. ci.imName = std::string();
  1016. idToProjectile[g->second.creature->idNumber]->ourImages.push_back(ci);
  1017. }
  1018. }
  1019. for(int s=0; s<idToProjectile[g->second.creature->idNumber]->ourImages.size(); ++s) //alpha transforming
  1020. {
  1021. CSDL_Ext::alphaTransform(idToProjectile[g->second.creature->idNumber]->ourImages[s].bitmap);
  1022. }
  1023. }
  1024. }
  1025. //preparing graphic with cell borders
  1026. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  1027. //copying palette
  1028. for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  1029. {
  1030. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  1031. }
  1032. //palette copied
  1033. for(int i=0; i<BFIELD_HEIGHT; ++i) //rows
  1034. {
  1035. for(int j=0; j<BFIELD_WIDTH-2; ++j) //columns
  1036. {
  1037. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  1038. int y = 86 + 42 * i;
  1039. for(int cellX = 0; cellX < cellBorder->w; ++cellX)
  1040. {
  1041. for(int cellY = 0; cellY < cellBorder->h; ++cellY)
  1042. {
  1043. if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  1044. * ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
  1045. }
  1046. }
  1047. }
  1048. }
  1049. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  1050. //preparing obstacle defs
  1051. std::vector<CObstacleInstance> obst = LOCPLINT->cb->battleGetAllObstacles();
  1052. for(int t=0; t<obst.size(); ++t)
  1053. {
  1054. idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles[obst[t].ID].defName);
  1055. for(int n=0; n<idToObstacle[obst[t].ID]->ourImages.size(); ++n)
  1056. {
  1057. SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));
  1058. }
  1059. }
  1060. for (int i = 0; i < ARRAY_COUNT(bfield); i++)
  1061. {
  1062. children.push_back(&bfield[i]);
  1063. }
  1064. }
  1065. CBattleInterface::~CBattleInterface()
  1066. {
  1067. SDL_FreeSurface(background);
  1068. SDL_FreeSurface(menu);
  1069. SDL_FreeSurface(amountNormal);
  1070. SDL_FreeSurface(amountNegative);
  1071. SDL_FreeSurface(amountPositive);
  1072. SDL_FreeSurface(amountEffNeutral);
  1073. SDL_FreeSurface(cellBorders);
  1074. SDL_FreeSurface(backgroundWithHexes);
  1075. delete bOptions;
  1076. delete bSurrender;
  1077. delete bFlee;
  1078. delete bAutofight;
  1079. delete bSpell;
  1080. delete bWait;
  1081. delete bDefence;
  1082. delete bConsoleUp;
  1083. delete bConsoleDown;
  1084. delete console;
  1085. delete givenCommand;
  1086. delete attackingHero;
  1087. delete defendingHero;
  1088. delete queue;
  1089. SDL_FreeSurface(cellBorder);
  1090. SDL_FreeSurface(cellShade);
  1091. for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
  1092. delete g->second;
  1093. for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
  1094. delete g->second;
  1095. for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
  1096. delete g->second;
  1097. delete siegeH;
  1098. LOCPLINT->battleInt = NULL;
  1099. }
  1100. void CBattleInterface::setPrintCellBorders(bool set)
  1101. {
  1102. LOCPLINT->sysOpts.printCellBorders = set;
  1103. LOCPLINT->sysOpts.settingsChanged();
  1104. redrawBackgroundWithHexes(activeStack);
  1105. GH.totalRedraw();
  1106. }
  1107. void CBattleInterface::setPrintStackRange(bool set)
  1108. {
  1109. LOCPLINT->sysOpts.printStackRange = set;
  1110. LOCPLINT->sysOpts.settingsChanged();
  1111. redrawBackgroundWithHexes(activeStack);
  1112. GH.totalRedraw();
  1113. }
  1114. void CBattleInterface::setPrintMouseShadow(bool set)
  1115. {
  1116. LOCPLINT->sysOpts.printMouseShadow = set;
  1117. LOCPLINT->sysOpts.settingsChanged();
  1118. }
  1119. void CBattleInterface::activate()
  1120. {
  1121. activateKeys();
  1122. activateMouseMove();
  1123. activateRClick();
  1124. bOptions->activate();
  1125. bSurrender->activate();
  1126. bFlee->activate();
  1127. bAutofight->activate();
  1128. bSpell->activate();
  1129. bWait->activate();
  1130. bDefence->activate();
  1131. bConsoleUp->activate();
  1132. bConsoleDown->activate();
  1133. for(int b=0; b<BFIELD_SIZE; ++b)
  1134. {
  1135. bfield[b].activate();
  1136. }
  1137. if(attackingHero)
  1138. attackingHero->activate();
  1139. if(defendingHero)
  1140. defendingHero->activate();
  1141. if(LOCPLINT->sysOpts.showQueue)
  1142. queue->activate();
  1143. LOCPLINT->cingconsole->activate();
  1144. }
  1145. void CBattleInterface::deactivate()
  1146. {
  1147. deactivateKeys();
  1148. deactivateMouseMove();
  1149. deactivateRClick();
  1150. bOptions->deactivate();
  1151. bSurrender->deactivate();
  1152. bFlee->deactivate();
  1153. bAutofight->deactivate();
  1154. bSpell->deactivate();
  1155. bWait->deactivate();
  1156. bDefence->deactivate();
  1157. bConsoleUp->deactivate();
  1158. bConsoleDown->deactivate();
  1159. for(int b=0; b<BFIELD_SIZE; ++b)
  1160. {
  1161. bfield[b].deactivate();
  1162. }
  1163. if(attackingHero)
  1164. attackingHero->deactivate();
  1165. if(defendingHero)
  1166. defendingHero->deactivate();
  1167. if(LOCPLINT->sysOpts.showQueue)
  1168. queue->deactivate();
  1169. LOCPLINT->cingconsole->deactivate();
  1170. }
  1171. void CBattleInterface::show(SDL_Surface * to)
  1172. {
  1173. std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks(); //used in a few places
  1174. ++animCount;
  1175. if(!to) //"evaluating" to
  1176. to = screen;
  1177. SDL_Rect buf;
  1178. SDL_GetClipRect(to, &buf);
  1179. SDL_SetClipRect(to, &pos);
  1180. //printing background and hexes
  1181. if(activeStack != -1 && creAnims[activeStack]->getType() != 0) //show everything with range
  1182. {
  1183. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  1184. }
  1185. else
  1186. {
  1187. //showing background
  1188. blitAt(background, pos.x, pos.y, to);
  1189. if(LOCPLINT->sysOpts.printCellBorders)
  1190. {
  1191. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
  1192. }
  1193. }
  1194. //printing hovered cell
  1195. for(int b=0; b<BFIELD_SIZE; ++b)
  1196. {
  1197. if(bfield[b].strictHovered && bfield[b].hovered)
  1198. {
  1199. if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with
  1200. if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with
  1201. if(currentlyHoveredHex != b) //repair hover info
  1202. {
  1203. previouslyHoveredHex = currentlyHoveredHex;
  1204. currentlyHoveredHex = b;
  1205. }
  1206. //print shade
  1207. if(spellToCast) //when casting spell
  1208. {
  1209. //calculating spell schoold level
  1210. const CSpell & spToCast = CGI->spellh->spells[spellToCast->additionalInfo];
  1211. ui8 schoolLevel = 0;
  1212. if( LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned )
  1213. {
  1214. if(attackingHeroInstance)
  1215. schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);
  1216. }
  1217. else
  1218. {
  1219. if(defendingHeroInstance)
  1220. schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
  1221. }
  1222. //obtaining range and printing it
  1223. std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);
  1224. for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex
  1225. {
  1226. if(LOCPLINT->sysOpts.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16))
  1227. {
  1228. int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x;
  1229. int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y;
  1230. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
  1231. }
  1232. }
  1233. }
  1234. else if(LOCPLINT->sysOpts.printMouseShadow) //when not casting spell
  1235. {
  1236. int x = 14 + ((b/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%BFIELD_WIDTH) + pos.x;
  1237. int y = 86 + 42 * (b/BFIELD_WIDTH) + pos.y;
  1238. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
  1239. }
  1240. }
  1241. }
  1242. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  1243. //showing buttons
  1244. bOptions->show(to);
  1245. bSurrender->show(to);
  1246. bFlee->show(to);
  1247. bAutofight->show(to);
  1248. bSpell->show(to);
  1249. bWait->show(to);
  1250. bDefence->show(to);
  1251. bConsoleUp->show(to);
  1252. bConsoleDown->show(to);
  1253. //prevents blitting outside this window
  1254. SDL_GetClipRect(to, &buf);
  1255. SDL_SetClipRect(to, &pos);
  1256. //preparing obstacles to be shown
  1257. std::vector<CObstacleInstance> obstacles = LOCPLINT->cb->battleGetAllObstacles();
  1258. std::multimap<int, int> hexToObstacle;
  1259. for(int b=0; b<obstacles.size(); ++b)
  1260. {
  1261. int position = CGI->heroh->obstacles[obstacles[b].ID].getMaxBlocked(obstacles[b].pos);
  1262. hexToObstacle.insert(std::make_pair(position, b));
  1263. }
  1264. ////showing units //a lot of work...
  1265. std::vector<int> stackAliveByHex[BFIELD_SIZE];
  1266. //double loop because dead stacks should be printed first
  1267. for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
  1268. {
  1269. if(creAnims[j->second.ID]->getType() != 5 && j->second.position >= 0) //don't show turrets here
  1270. stackAliveByHex[j->second.position].push_back(j->second.ID);
  1271. }
  1272. std::vector<int> stackDeadByHex[BFIELD_SIZE];
  1273. for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
  1274. {
  1275. if(creAnims[j->second.ID]->getType() == 5)
  1276. stackDeadByHex[j->second.position].push_back(j->second.ID);
  1277. }
  1278. //handle animations
  1279. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  1280. {
  1281. if(!it->first) //this animation should be deleted
  1282. continue;
  1283. if(!it->second)
  1284. {
  1285. it->second = it->first->init();
  1286. }
  1287. if(it->second && it->first)
  1288. it->first->nextFrame();
  1289. }
  1290. //delete anims
  1291. int preSize = pendingAnims.size();
  1292. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  1293. {
  1294. if(it->first == NULL)
  1295. {
  1296. pendingAnims.erase(it);
  1297. it = pendingAnims.begin();
  1298. break;
  1299. }
  1300. }
  1301. if(preSize > 0 && pendingAnims.size() == 0)
  1302. {
  1303. //action finished, restore the interface
  1304. if(!active)
  1305. activate();
  1306. //restoring good directions of stacks
  1307. for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
  1308. {
  1309. if(creDir[it->second.ID] != bool(it->second.attackerOwned) && it->second.alive())
  1310. {
  1311. addNewAnim(new CReverseAnim(this, it->second.ID, it->second.position, false));
  1312. }
  1313. }
  1314. //activation of next stack
  1315. if(pendingAnims.size() == 0 && stackToActivate != -1)
  1316. {
  1317. activateStack();
  1318. }
  1319. //anims ended
  1320. animsAreDisplayed.setn(false);
  1321. }
  1322. for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks
  1323. {
  1324. for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
  1325. {
  1326. creAnims[stackDeadByHex[b][v]]->nextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x, creAnims[stackDeadByHex[b][v]]->pos.y, creDir[stackDeadByHex[b][v]], animCount, false); //increment always when moving, never if stack died
  1327. }
  1328. }
  1329. std::vector<int> flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles
  1330. for(int b=0; b<BFIELD_SIZE; ++b) //showing alive stacks
  1331. {
  1332. for(size_t v=0; v<stackAliveByHex[b].size(); ++v)
  1333. {
  1334. int curStackID = stackAliveByHex[b][v];
  1335. if(!stacks[curStackID].hasFeatureOfType(StackFeature::FLYING) || creAnims[curStackID]->getType() != 0)
  1336. showAliveStack(curStackID, stacks, to);
  1337. else
  1338. flyingStacks.push_back(curStackID);
  1339. }
  1340. //showing obstacles
  1341. std::pair<std::multimap<int, int>::const_iterator, std::multimap<int, int>::const_iterator> obstRange =
  1342. hexToObstacle.equal_range(b);
  1343. for(std::multimap<int, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
  1344. {
  1345. CObstacleInstance & curOb = obstacles[it->second];
  1346. std::pair<si16, si16> shift = CGI->heroh->obstacles[curOb.ID].posShift;
  1347. int x = ((curOb.pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(curOb.pos%BFIELD_WIDTH) + pos.x + shift.first;
  1348. int y = 86 + 42 * (curOb.pos/BFIELD_WIDTH) + pos.y + shift.second;
  1349. std::vector<Cimage> &images = idToObstacle[curOb.ID]->ourImages; //reference to animation of obstacle
  1350. blitAt(images[((animCount+1)/(4/LOCPLINT->sysOpts.animSpeed))%images.size()].bitmap, x, y, to);
  1351. }
  1352. //showing wall pieces
  1353. showPieceOfWall(to, b, stacks);
  1354. }
  1355. for(int b=0; b<flyingStacks.size(); ++b) //showing flyign stacks
  1356. showAliveStack(flyingStacks[b], stacks, to);
  1357. //units shown
  1358. //showing hero animations
  1359. if(attackingHero)
  1360. attackingHero->show(to);
  1361. if(defendingHero)
  1362. defendingHero->show(to);
  1363. projectileShowHelper(to);//showing projectiles
  1364. //showing spell effects
  1365. if(battleEffects.size())
  1366. {
  1367. for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
  1368. {
  1369. SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
  1370. SDL_BlitSurface(bitmapToBlit, NULL, to, &genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y));
  1371. }
  1372. }
  1373. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  1374. //showing menu background and console
  1375. blitAt(menu, pos.x, 556 + pos.y, to);
  1376. console->show(to);
  1377. //showing window with result of battle
  1378. if(resWindow)
  1379. {
  1380. resWindow->show(to);
  1381. }
  1382. //showing in-game console
  1383. LOCPLINT->cingconsole->show(to);
  1384. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  1385. if(LOCPLINT->sysOpts.showQueue)
  1386. {
  1387. if(!queue->embedded)
  1388. {
  1389. posWithQueue.y -= queue->pos.h;
  1390. posWithQueue.h += queue->pos.h;
  1391. }
  1392. //showing queue
  1393. if(!bresult)
  1394. queue->showAll(to);
  1395. else
  1396. queue->blitBg(to); //blit only background, stacks are deleted
  1397. }
  1398. //printing border around interface
  1399. if(screen->w != 800 || screen->h !=600)
  1400. {
  1401. CMessage::drawBorder(LOCPLINT->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  1402. }
  1403. }
  1404. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  1405. {
  1406. if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
  1407. {
  1408. if(LOCPLINT->sysOpts.showQueue) //hide queue
  1409. hideQueue();
  1410. else
  1411. showQueue();
  1412. LOCPLINT->sysOpts.settingsChanged();
  1413. }
  1414. else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
  1415. {
  1416. endCastingSpell();
  1417. }
  1418. }
  1419. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  1420. {
  1421. if(activeStack>=0 && !spellDestSelectMode)
  1422. {
  1423. mouseHoveredStack = -1;
  1424. int myNumber = -1; //number of hovered tile
  1425. for(int g=0; g<BFIELD_SIZE; ++g)
  1426. {
  1427. if(bfield[g].hovered && bfield[g].strictHovered)
  1428. {
  1429. myNumber = g;
  1430. break;
  1431. }
  1432. }
  1433. if(myNumber == -1)
  1434. {
  1435. CGI->curh->changeGraphic(1, 6);
  1436. if(console->whoSetAlter == 0)
  1437. {
  1438. console->alterTxt = "";
  1439. }
  1440. }
  1441. else
  1442. {
  1443. if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end())
  1444. {
  1445. const CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber);
  1446. const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
  1447. if(shere)
  1448. {
  1449. if(shere->owner == LOCPLINT->playerID) //our stack
  1450. {
  1451. CGI->curh->changeGraphic(1,5);
  1452. //setting console text
  1453. char buf[500];
  1454. sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str());
  1455. console->alterTxt = buf;
  1456. console->whoSetAlter = 0;
  1457. mouseHoveredStack = shere->ID;
  1458. if(creAnims[shere->ID]->getType() == 2 && creAnims[shere->ID]->framesInGroup(1) > 0)
  1459. {
  1460. creAnims[shere->ID]->playOnce(1);
  1461. }
  1462. }
  1463. else if(LOCPLINT->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy
  1464. {
  1465. CGI->curh->changeGraphic(1,3);
  1466. //setting console text
  1467. char buf[500];
  1468. //calculating estimated dmg
  1469. std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);
  1470. std::ostringstream estDmg;
  1471. estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
  1472. //printing
  1473. sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, estDmg.str().c_str());
  1474. console->alterTxt = buf;
  1475. console->whoSetAlter = 0;
  1476. }
  1477. else if(isTileAttackable(myNumber)) //available enemy (melee attackable)
  1478. {
  1479. CCursorHandler *cursor = CGI->curh;
  1480. const CBattleHex &hoveredHex = bfield[myNumber];
  1481. const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
  1482. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
  1483. const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
  1484. const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2;
  1485. const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
  1486. const int zigzagCorrection = !((myNumber/BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
  1487. std::vector<int> sectorCursor; // From left to bottom left.
  1488. sectorCursor.push_back(8);
  1489. sectorCursor.push_back(9);
  1490. sectorCursor.push_back(10);
  1491. sectorCursor.push_back(11);
  1492. sectorCursor.push_back(12);
  1493. sectorCursor.push_back(7);
  1494. const bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
  1495. bool aboveAttackable = true, belowAttackable = true;
  1496. // Exclude directions which cannot be attacked from.
  1497. // Check to the left.
  1498. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - 1))
  1499. {
  1500. sectorCursor[0] = -1;
  1501. }
  1502. // Check top left, top right as well as above for 2-hex creatures.
  1503. if (myNumber/BFIELD_WIDTH == 0)
  1504. {
  1505. sectorCursor[1] = -1;
  1506. sectorCursor[2] = -1;
  1507. aboveAttackable = false;
  1508. }
  1509. else
  1510. {
  1511. if (doubleWide)
  1512. {
  1513. bool attackRow[4] = {true, true, true, true};
  1514. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 2 + zigzagCorrection))
  1515. attackRow[0] = false;
  1516. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
  1517. attackRow[1] = false;
  1518. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
  1519. attackRow[2] = false;
  1520. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + 1 + zigzagCorrection))
  1521. attackRow[3] = false;
  1522. if (!(attackRow[0] && attackRow[1]))
  1523. sectorCursor[1] = -1;
  1524. if (!(attackRow[1] && attackRow[2]))
  1525. aboveAttackable = false;
  1526. if (!(attackRow[2] && attackRow[3]))
  1527. sectorCursor[2] = -1;
  1528. }
  1529. else
  1530. {
  1531. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
  1532. sectorCursor[1] = -1;
  1533. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
  1534. sectorCursor[2] = -1;
  1535. }
  1536. }
  1537. // Check to the right.
  1538. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + 1))
  1539. {
  1540. sectorCursor[3] = -1;
  1541. }
  1542. // Check bottom right, bottom left as well as below for 2-hex creatures.
  1543. if (myNumber/BFIELD_WIDTH == BFIELD_HEIGHT - 1)
  1544. {
  1545. sectorCursor[4] = -1;
  1546. sectorCursor[5] = -1;
  1547. belowAttackable = false;
  1548. }
  1549. else
  1550. {
  1551. if (doubleWide)
  1552. {
  1553. bool attackRow[4] = {true, true, true, true};
  1554. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 2 + zigzagCorrection))
  1555. attackRow[0] = false;
  1556. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
  1557. attackRow[1] = false;
  1558. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
  1559. attackRow[2] = false;
  1560. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + 1 + zigzagCorrection))
  1561. attackRow[3] = false;
  1562. if (!(attackRow[0] && attackRow[1]))
  1563. sectorCursor[5] = -1;
  1564. if (!(attackRow[1] && attackRow[2]))
  1565. belowAttackable = false;
  1566. if (!(attackRow[2] && attackRow[3]))
  1567. sectorCursor[4] = -1;
  1568. }
  1569. else
  1570. {
  1571. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
  1572. sectorCursor[4] = -1;
  1573. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
  1574. sectorCursor[5] = -1;
  1575. }
  1576. }
  1577. // Determine index from sector.
  1578. int cursorIndex;
  1579. if (doubleWide)
  1580. {
  1581. sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
  1582. sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
  1583. if (sector < 1.5)
  1584. cursorIndex = sector;
  1585. else if (sector >= 1.5 && sector < 2.5)
  1586. cursorIndex = 2;
  1587. else if (sector >= 2.5 && sector < 4.5)
  1588. cursorIndex = (int) sector + 1;
  1589. else if (sector >= 4.5 && sector < 5.5)
  1590. cursorIndex = 6;
  1591. else
  1592. cursorIndex = (int) sector + 2;
  1593. }
  1594. else
  1595. {
  1596. cursorIndex = sector;
  1597. }
  1598. // Find the closest direction attackable, starting with the right one.
  1599. // FIXME: Is this really how the original H3 client does it?
  1600. int i = 0;
  1601. while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1)
  1602. i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
  1603. cursor->changeGraphic(1, sectorCursor[(cursorIndex + i)%sectorCursor.size()]);
  1604. //setting console info
  1605. char buf[500];
  1606. //calculating estimated dmg
  1607. std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);
  1608. std::ostringstream estDmg;
  1609. estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
  1610. //printing
  1611. sprintf(buf, CGI->generaltexth->allTexts[36].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), estDmg.str().c_str());
  1612. console->alterTxt = buf;
  1613. console->whoSetAlter = 0;
  1614. }
  1615. else //unavailable enemy
  1616. {
  1617. CGI->curh->changeGraphic(1,0);
  1618. console->alterTxt = "";
  1619. console->whoSetAlter = 0;
  1620. }
  1621. }
  1622. else if( sactive && sactive->hasFeatureOfType(StackFeature::CATAPULT) && isCatapultAttackable(myNumber) ) //catapulting
  1623. {
  1624. CGI->curh->changeGraphic(1,16);
  1625. console->alterTxt = "";
  1626. console->whoSetAlter = 0;
  1627. }
  1628. else //empty unavailable tile
  1629. {
  1630. CGI->curh->changeGraphic(1,0);
  1631. console->alterTxt = "";
  1632. console->whoSetAlter = 0;
  1633. }
  1634. }
  1635. else //available tile
  1636. {
  1637. //setting console text and cursor
  1638. const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
  1639. if(sactive) //there can be a moment when stack is dead ut next is not yet activated
  1640. {
  1641. char buf[500];
  1642. if(sactive->hasFeatureOfType(StackFeature::FLYING))
  1643. {
  1644. CGI->curh->changeGraphic(1,2);
  1645. sprintf(buf, CGI->generaltexth->allTexts[295].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());
  1646. }
  1647. else
  1648. {
  1649. CGI->curh->changeGraphic(1,1);
  1650. sprintf(buf, CGI->generaltexth->allTexts[294].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());
  1651. }
  1652. console->alterTxt = buf;
  1653. console->whoSetAlter = 0;
  1654. }
  1655. }
  1656. }
  1657. }
  1658. else if(spellDestSelectMode)
  1659. {
  1660. int myNumber = -1; //number of hovered tile
  1661. for(int g=0; g<BFIELD_SIZE; ++g)
  1662. {
  1663. if(bfield[g].hovered && bfield[g].strictHovered)
  1664. {
  1665. myNumber = g;
  1666. break;
  1667. }
  1668. }
  1669. if(myNumber == -1)
  1670. {
  1671. CGI->curh->changeGraphic(1, 0);
  1672. //setting console text
  1673. console->alterTxt = CGI->generaltexth->allTexts[23];
  1674. console->whoSetAlter = 0;
  1675. }
  1676. else
  1677. {
  1678. //get dead stack if we cast resurrection or animate dead
  1679. const CStack * stackUnder = LOCPLINT->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39);
  1680. if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasFeatureOfType(StackFeature::UNDEAD)) //animate dead can be cast only on undead creatures
  1681. stackUnder = NULL;
  1682. bool whichCase; //for cases 1, 2 and 3
  1683. switch(spellSelMode)
  1684. {
  1685. case 1:
  1686. whichCase = stackUnder && LOCPLINT->playerID == stackUnder->owner;
  1687. break;
  1688. case 2:
  1689. whichCase = stackUnder && LOCPLINT->playerID != stackUnder->owner;
  1690. break;
  1691. case 3:
  1692. whichCase = stackUnder;
  1693. break;
  1694. }
  1695. switch(spellSelMode)
  1696. {
  1697. case 0:
  1698. CGI->curh->changeGraphic(3, 0);
  1699. //setting console text
  1700. char buf[500];
  1701. sprintf(buf, CGI->generaltexth->allTexts[26].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str());
  1702. console->alterTxt = buf;
  1703. console->whoSetAlter = 0;
  1704. break;
  1705. case 1: case 2: case 3:
  1706. if( whichCase )
  1707. {
  1708. CGI->curh->changeGraphic(3, 0);
  1709. //setting console text
  1710. char buf[500];
  1711. std::string creName = stackUnder->amount > 1 ? stackUnder->creature->namePl : stackUnder->creature->nameSing;
  1712. sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str(), creName.c_str());
  1713. console->alterTxt = buf;
  1714. console->whoSetAlter = 0;
  1715. break;
  1716. }
  1717. else
  1718. {
  1719. CGI->curh->changeGraphic(1, 0);
  1720. //setting console text
  1721. console->alterTxt = CGI->generaltexth->allTexts[23];
  1722. console->whoSetAlter = 0;
  1723. }
  1724. break;
  1725. case 4: //TODO: implement this case
  1726. if( blockedByObstacle(myNumber) )
  1727. {
  1728. CGI->curh->changeGraphic(3, 0);
  1729. }
  1730. else
  1731. {
  1732. CGI->curh->changeGraphic(1, 0);
  1733. }
  1734. break;
  1735. }
  1736. }
  1737. }
  1738. }
  1739. void CBattleInterface::clickRight(tribool down, bool previousState)
  1740. {
  1741. if(!down && spellDestSelectMode)
  1742. {
  1743. endCastingSpell();
  1744. }
  1745. }
  1746. void CBattleInterface::bOptionsf()
  1747. {
  1748. if(spellDestSelectMode) //we are casting a spell
  1749. return;
  1750. CGI->curh->changeGraphic(0,0);
  1751. SDL_Rect temp_rect = genRect(431, 481, 160, 84);
  1752. CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(temp_rect, this);
  1753. GH.pushInt(optionsWin);
  1754. }
  1755. void CBattleInterface::bSurrenderf()
  1756. {
  1757. if(spellDestSelectMode) //we are casting a spell
  1758. return;
  1759. }
  1760. void CBattleInterface::bFleef()
  1761. {
  1762. if(spellDestSelectMode) //we are casting a spell
  1763. return;
  1764. if( LOCPLINT->cb->battleCanFlee() )
  1765. {
  1766. CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
  1767. LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, 0, false);
  1768. }
  1769. else
  1770. {
  1771. std::vector<SComponent*> comps;
  1772. std::string heroName;
  1773. //calculating fleeing hero's name
  1774. if(attackingHeroInstance)
  1775. if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor())
  1776. heroName = attackingHeroInstance->name;
  1777. if(defendingHeroInstance)
  1778. if(defendingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor())
  1779. heroName = defendingHeroInstance->name;
  1780. //calculating text
  1781. char buffer[1000];
  1782. sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str());
  1783. //printing message
  1784. LOCPLINT->showInfoDialog(std::string(buffer), comps);
  1785. }
  1786. }
  1787. void CBattleInterface::reallyFlee()
  1788. {
  1789. giveCommand(4,0,0);
  1790. CGI->curh->changeGraphic(0, 0);
  1791. }
  1792. void CBattleInterface::bAutofightf()
  1793. {
  1794. if(spellDestSelectMode) //we are casting a spell
  1795. return;
  1796. }
  1797. void CBattleInterface::bSpellf()
  1798. {
  1799. if(spellDestSelectMode) //we are casting a spell
  1800. return;
  1801. CGI->curh->changeGraphic(0,0);
  1802. const CGHeroInstance * chi = NULL;
  1803. if(attackingHeroInstance->tempOwner == LOCPLINT->playerID)
  1804. chi = attackingHeroInstance;
  1805. else
  1806. chi = defendingHeroInstance;
  1807. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi);
  1808. GH.pushInt(spellWindow);
  1809. }
  1810. void CBattleInterface::bWaitf()
  1811. {
  1812. if(spellDestSelectMode) //we are casting a spell
  1813. return;
  1814. if(activeStack != -1)
  1815. giveCommand(8,0,activeStack);
  1816. }
  1817. void CBattleInterface::bDefencef()
  1818. {
  1819. if(spellDestSelectMode) //we are casting a spell
  1820. return;
  1821. if(activeStack != -1)
  1822. giveCommand(3,0,activeStack);
  1823. }
  1824. void CBattleInterface::bConsoleUpf()
  1825. {
  1826. if(spellDestSelectMode) //we are casting a spell
  1827. return;
  1828. console->scrollUp();
  1829. }
  1830. void CBattleInterface::bConsoleDownf()
  1831. {
  1832. if(spellDestSelectMode) //we are casting a spell
  1833. return;
  1834. console->scrollDown();
  1835. }
  1836. void CBattleInterface::newStack(int stackID)
  1837. {
  1838. const CStack * newStack = LOCPLINT->cb->battleGetStackByID(stackID);
  1839. Point coords = CBattleHex::getXYUnitAnim(newStack->position, newStack->owner == attackingHeroInstance->tempOwner, newStack, this);;
  1840. if(newStack->position < 0) //turret
  1841. {
  1842. const CCreature & turretCreature = CGI->creh->creatures[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ];
  1843. creAnims[stackID] = new CCreatureAnimation(turretCreature.animDefName);
  1844. }
  1845. else
  1846. {
  1847. creAnims[stackID] = new CCreatureAnimation(newStack->creature->animDefName);
  1848. }
  1849. creAnims[stackID]->setType(2);
  1850. creAnims[stackID]->pos = Rect(coords.x, coords.y, creAnims[newStack->ID]->fullWidth, creAnims[newStack->ID]->fullHeight);
  1851. creDir[stackID] = newStack->attackerOwned;
  1852. }
  1853. void CBattleInterface::stackRemoved(int stackID)
  1854. {
  1855. delete creAnims[stackID];
  1856. creAnims.erase(stackID);
  1857. creDir.erase(stackID);
  1858. }
  1859. void CBattleInterface::stackActivated(int number)
  1860. {
  1861. //givenCommand = NULL;
  1862. stackToActivate = number;
  1863. if(pendingAnims.size() == 0)
  1864. activateStack();
  1865. }
  1866. void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance)
  1867. {
  1868. addNewAnim(new CBattleStackMoved(this, number, destHex, endMoving, distance));
  1869. }
  1870. void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos)
  1871. {
  1872. for(int h = 0; h < attackedInfos.size(); ++h)
  1873. {
  1874. addNewAnim(new CDefenceAnim(attackedInfos[h], this));
  1875. }
  1876. }
  1877. void CBattleInterface::stackAttacking(int ID, int dest)
  1878. {
  1879. addNewAnim(new CMeleeAttack(this, ID, dest));
  1880. }
  1881. void CBattleInterface::newRound(int number)
  1882. {
  1883. console->addText(CGI->generaltexth->allTexts[412]);
  1884. //unlock spellbook
  1885. bSpell->block(!LOCPLINT->cb->battleCanCastSpell());
  1886. //handle regeneration
  1887. std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
  1888. for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
  1889. {
  1890. if( it->second.hasFeatureOfType(StackFeature::HP_REGENERATION) && it->second.alive() )
  1891. displayEffect(74, it->second.position);
  1892. if( it->second.hasFeatureOfType(StackFeature::FULL_HP_REGENERATION, 0) && it->second.alive() )
  1893. displayEffect(4, it->second.position);
  1894. if( it->second.hasFeatureOfType(StackFeature::FULL_HP_REGENERATION, 1) && it->second.alive() )
  1895. displayEffect(74, it->second.position);
  1896. }
  1897. }
  1898. void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional)
  1899. {
  1900. if(!LOCPLINT->cb->battleGetStackByID(stack) && action != 1 && action != 4 && action != 5)
  1901. {
  1902. return;
  1903. }
  1904. BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  1905. ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
  1906. ba->actionType = action;
  1907. ba->destinationTile = tile;
  1908. ba->stackNumber = stack;
  1909. ba->additionalInfo = additional;
  1910. //some basic validations
  1911. switch(action)
  1912. {
  1913. case 6:
  1914. assert(LOCPLINT->cb->battleGetStackByPos(additional)); //stack to attack must exist
  1915. case 2: case 7: case 9:
  1916. assert(tile < BFIELD_SIZE);
  1917. break;
  1918. }
  1919. myTurn = false;
  1920. activeStack = -1;
  1921. givenCommand->setn(ba);
  1922. }
  1923. bool CBattleInterface::isTileAttackable(const int & number) const
  1924. {
  1925. for(size_t b=0; b<shadedHexes.size(); ++b)
  1926. {
  1927. if(BattleInfo::mutualPosition(shadedHexes[b], number) != -1 || shadedHexes[b] == number)
  1928. return true;
  1929. }
  1930. return false;
  1931. }
  1932. bool CBattleInterface::blockedByObstacle(int hex) const
  1933. {
  1934. std::vector<CObstacleInstance> obstacles = LOCPLINT->cb->battleGetAllObstacles();
  1935. std::set<int> coveredHexes;
  1936. for(int b = 0; b < obstacles.size(); ++b)
  1937. {
  1938. std::vector<int> blocked = CGI->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
  1939. for(int w = 0; w < blocked.size(); ++w)
  1940. coveredHexes.insert(blocked[w]);
  1941. }
  1942. return vstd::contains(coveredHexes, hex);
  1943. }
  1944. bool CBattleInterface::isCatapultAttackable(int hex) const
  1945. {
  1946. if(!siegeH)
  1947. return false;
  1948. int wallUnder = LOCPLINT->cb->battleGetWallUnderHex(hex);
  1949. if(wallUnder == -1)
  1950. return false;
  1951. return LOCPLINT->cb->battleGetWallState(wallUnder) < 3;
  1952. }
  1953. void CBattleInterface::hexLclicked(int whichOne)
  1954. {
  1955. const CStack * actSt = LOCPLINT->cb->battleGetStackByID(activeStack);
  1956. if( ((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack
  1957. || (actSt->hasFeatureOfType(StackFeature::CATAPULT) && !spellDestSelectMode )
  1958. )
  1959. {
  1960. if(!myTurn)
  1961. return; //we are not permit to do anything
  1962. if(spellDestSelectMode)
  1963. {
  1964. //checking destination
  1965. bool allowCasting = true;
  1966. bool onlyAlive = spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  1967. switch(spellSelMode)
  1968. {
  1969. case 1:
  1970. if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )
  1971. allowCasting = false;
  1972. break;
  1973. case 2:
  1974. if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )
  1975. allowCasting = false;
  1976. break;
  1977. case 3:
  1978. if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive))
  1979. allowCasting = false;
  1980. break;
  1981. case 4:
  1982. if(!blockedByObstacle(whichOne))
  1983. allowCasting = false;
  1984. break;
  1985. }
  1986. //destination checked
  1987. if(allowCasting)
  1988. {
  1989. spellToCast->destinationTile = whichOne;
  1990. LOCPLINT->cb->battleMakeAction(spellToCast);
  1991. endCastingSpell();
  1992. }
  1993. }
  1994. else //we don't cast any spell
  1995. {
  1996. const CStack* dest = LOCPLINT->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one
  1997. if(!dest || !dest->alive()) //no creature at that tile
  1998. {
  1999. const CStack * sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
  2000. if(std::find(shadedHexes.begin(),shadedHexes.end(),whichOne)!=shadedHexes.end())// and it's in our range
  2001. {
  2002. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2003. if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  2004. {
  2005. std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
  2006. int shiftedDest = whichOne + (LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned ? 1 : -1);
  2007. if(vstd::contains(acc, whichOne))
  2008. giveCommand(2,whichOne,activeStack);
  2009. else if(vstd::contains(acc, shiftedDest))
  2010. giveCommand(2,shiftedDest,activeStack);
  2011. }
  2012. else
  2013. {
  2014. giveCommand(2,whichOne,activeStack);
  2015. }
  2016. }
  2017. else if(sactive->hasFeatureOfType(StackFeature::CATAPULT) && isCatapultAttackable(whichOne)) //attacking (catapult)
  2018. {
  2019. giveCommand(9,whichOne,activeStack);
  2020. }
  2021. }
  2022. else if(dest->owner != attackingHeroInstance->tempOwner
  2023. && LOCPLINT->cb->battleCanShoot(activeStack, whichOne) ) //shooting
  2024. {
  2025. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2026. giveCommand(7,whichOne,activeStack);
  2027. }
  2028. else if(dest->owner != attackingHeroInstance->tempOwner) //attacking
  2029. {
  2030. const CStack * actStack = LOCPLINT->cb->battleGetStackByID(activeStack);
  2031. int attackFromHex = -1; //hex from which we will attack chosen stack
  2032. switch(CGI->curh->number)
  2033. {
  2034. case 12: //from bottom right
  2035. {
  2036. bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
  2037. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 ) + doubleWide;
  2038. if(vstd::contains(shadedHexes, destHex))
  2039. attackFromHex = destHex;
  2040. else if(actStack->attackerOwned) //if we are attacker
  2041. {
  2042. if(vstd::contains(shadedHexes, destHex+1))
  2043. attackFromHex = destHex+1;
  2044. }
  2045. else //if we are defender
  2046. {
  2047. if(vstd::contains(shadedHexes, destHex-1))
  2048. attackFromHex = destHex-1;
  2049. }
  2050. break;
  2051. }
  2052. case 7: //from bottom left
  2053. {
  2054. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH );
  2055. if(vstd::contains(shadedHexes, destHex))
  2056. attackFromHex = destHex;
  2057. else if(actStack->attackerOwned) //if we are attacker
  2058. {
  2059. if(vstd::contains(shadedHexes, destHex+1))
  2060. attackFromHex = destHex+1;
  2061. }
  2062. else //if we are defender
  2063. {
  2064. if(vstd::contains(shadedHexes, destHex-1))
  2065. attackFromHex = destHex-1;
  2066. }
  2067. break;
  2068. }
  2069. case 8: //from left
  2070. {
  2071. if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2072. {
  2073. std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
  2074. if(vstd::contains(acc, whichOne))
  2075. attackFromHex = whichOne - 1;
  2076. else
  2077. attackFromHex = whichOne - 2;
  2078. }
  2079. else
  2080. {
  2081. attackFromHex = whichOne - 1;
  2082. }
  2083. break;
  2084. }
  2085. case 9: //from top left
  2086. {
  2087. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH );
  2088. if(vstd::contains(shadedHexes, destHex))
  2089. attackFromHex = destHex;
  2090. else if(actStack->attackerOwned) //if we are attacker
  2091. {
  2092. if(vstd::contains(shadedHexes, destHex+1))
  2093. attackFromHex = destHex+1;
  2094. }
  2095. else //if we are defender
  2096. {
  2097. if(vstd::contains(shadedHexes, destHex-1))
  2098. attackFromHex = destHex-1;
  2099. }
  2100. break;
  2101. }
  2102. case 10: //from top right
  2103. {
  2104. bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
  2105. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ) + doubleWide;
  2106. if(vstd::contains(shadedHexes, destHex))
  2107. attackFromHex = destHex;
  2108. else if(actStack->attackerOwned) //if we are attacker
  2109. {
  2110. if(vstd::contains(shadedHexes, destHex+1))
  2111. attackFromHex = destHex+1;
  2112. }
  2113. else //if we are defender
  2114. {
  2115. if(vstd::contains(shadedHexes, destHex-1))
  2116. attackFromHex = destHex-1;
  2117. }
  2118. break;
  2119. }
  2120. case 11: //from right
  2121. {
  2122. if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2123. {
  2124. std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
  2125. if(vstd::contains(acc, whichOne))
  2126. attackFromHex = whichOne + 1;
  2127. else
  2128. attackFromHex = whichOne + 2;
  2129. }
  2130. else
  2131. {
  2132. attackFromHex = whichOne + 1;
  2133. }
  2134. break;
  2135. }
  2136. case 13: //from bottom
  2137. {
  2138. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 );
  2139. if(vstd::contains(shadedHexes, destHex))
  2140. attackFromHex = destHex;
  2141. else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
  2142. {
  2143. if(vstd::contains(shadedHexes, destHex+1))
  2144. attackFromHex = destHex+1;
  2145. }
  2146. else //if we are defender
  2147. {
  2148. if(vstd::contains(shadedHexes, destHex-1))
  2149. attackFromHex = destHex-1;
  2150. }
  2151. break;
  2152. }
  2153. case 14: //from top
  2154. {
  2155. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 );
  2156. if(vstd::contains(shadedHexes, destHex))
  2157. attackFromHex = destHex;
  2158. else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
  2159. {
  2160. if(vstd::contains(shadedHexes, destHex+1))
  2161. attackFromHex = destHex+1;
  2162. }
  2163. else //if we are defender
  2164. {
  2165. if(vstd::contains(shadedHexes, destHex-1))
  2166. attackFromHex = destHex-1;
  2167. }
  2168. break;
  2169. }
  2170. }
  2171. if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  2172. {
  2173. giveCommand(6, attackFromHex, activeStack, whichOne);
  2174. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2175. }
  2176. }
  2177. }
  2178. }
  2179. }
  2180. void CBattleInterface::stackIsShooting(int ID, int dest)
  2181. {
  2182. addNewAnim(new CShootingAnim(this, ID, dest));
  2183. }
  2184. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  2185. {
  2186. for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
  2187. {
  2188. addNewAnim(new CShootingAnim(this, ca.attacker, it->first.second, true, it->second));
  2189. SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
  2190. siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
  2191. siegeH->getSiegeName(it->first.first + 2, LOCPLINT->cb->battleGetWallState(it->first.first)) );
  2192. }
  2193. }
  2194. void CBattleInterface::battleFinished(const BattleResult& br)
  2195. {
  2196. bresult = &br;
  2197. LOCPLINT->pim->unlock();
  2198. animsAreDisplayed.waitUntil(false);
  2199. LOCPLINT->pim->lock();
  2200. displayBattleFinished();
  2201. }
  2202. void CBattleInterface::displayBattleFinished()
  2203. {
  2204. CGI->curh->changeGraphic(0,0);
  2205. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  2206. CGI->musich->stopMusic();
  2207. resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
  2208. GH.pushInt(resWindow);
  2209. }
  2210. void CBattleInterface::spellCast(SpellCast * sc)
  2211. {
  2212. CSpell &spell = CGI->spellh->spells[sc->id];
  2213. if(sc->side == !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2214. bSpell->block(true);
  2215. std::vector< std::string > anims; //for magic arrow and ice bolt
  2216. if (spell.soundID != soundBase::invalid)
  2217. CGI->soundh->playSound(spell.soundID);
  2218. switch(sc->id)
  2219. {
  2220. case 15: //magic arrow
  2221. {
  2222. //initialization of anims
  2223. 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");
  2224. }
  2225. case 16: //ice bolt
  2226. {
  2227. if(anims.size() == 0) //initialization of anims
  2228. {
  2229. 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");
  2230. }
  2231. } //end of ice bolt only part
  2232. { //common ice bolt and magic arrow part
  2233. //initial variables
  2234. std::string animToDisplay;
  2235. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
  2236. Point destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, LOCPLINT->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
  2237. destcoord.x += 250; destcoord.y += 240;
  2238. //animation angle
  2239. float angle = atan2(float(destcoord.x - srccoord.x), float(destcoord.y - srccoord.y));
  2240. //choosing animation by angle
  2241. if(angle > 1.50)
  2242. animToDisplay = anims[0];
  2243. else if(angle > 1.20)
  2244. animToDisplay = anims[1];
  2245. else if(angle > 0.90)
  2246. animToDisplay = anims[2];
  2247. else if(angle > 0.60)
  2248. animToDisplay = anims[3];
  2249. else
  2250. animToDisplay = anims[4];
  2251. //displaying animation
  2252. CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
  2253. int steps = sqrt((float)((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40;
  2254. if(steps <= 0)
  2255. steps = 1;
  2256. int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
  2257. delete animDef;
  2258. addNewAnim(new CSpellEffectAnim(this, animToDisplay, srccoord.x, srccoord.y, dx, dy));
  2259. break; //for 15 and 16 cases
  2260. }
  2261. case 17: //lightning bolt
  2262. displayEffect(1, sc->tile);
  2263. displayEffect(spell.mainEffectAnim, sc->tile);
  2264. break;
  2265. case 35: //dispel
  2266. case 37: //cure
  2267. case 38: //resurrection
  2268. case 39: //animate dead
  2269. for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
  2270. {
  2271. displayEffect(spell.mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*it, false)->position);
  2272. }
  2273. break;
  2274. } //switch(sc->id)
  2275. //support for resistance
  2276. for(int j=0; j<sc->resisted.size(); ++j)
  2277. {
  2278. int tile = LOCPLINT->cb->battleGetStackByID(sc->resisted[j])->position;
  2279. displayEffect(78, tile);
  2280. }
  2281. //displaying message in console
  2282. if(sc->affectedCres.size() == 1)
  2283. {
  2284. std::string text = CGI->generaltexth->allTexts[195];
  2285. boost::algorithm::replace_first(text, "%s", LOCPLINT->cb->battleGetFightingHero(sc->side)->name);
  2286. boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id].name);
  2287. boost::algorithm::replace_first(text, "%s", LOCPLINT->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->creature->namePl );
  2288. console->addText(text);
  2289. }
  2290. else
  2291. {
  2292. std::string text = CGI->generaltexth->allTexts[196];
  2293. boost::algorithm::replace_first(text, "%s", LOCPLINT->cb->battleGetFightingHero(sc->side)->name);
  2294. boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id].name);
  2295. console->addText(text);
  2296. }
  2297. if(sc->dmgToDisplay != 0)
  2298. {
  2299. std::string dmgInfo = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1);
  2300. boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
  2301. console->addText(dmgInfo);
  2302. }
  2303. }
  2304. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  2305. {
  2306. for(std::set<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
  2307. {
  2308. displayEffect(CGI->spellh->spells[sse.effect.id].mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*ci)->position);
  2309. }
  2310. redrawBackgroundWithHexes(activeStack);
  2311. }
  2312. void CBattleInterface::castThisSpell(int spellID)
  2313. {
  2314. BattleAction * ba = new BattleAction;
  2315. ba->actionType = 1;
  2316. ba->additionalInfo = spellID; //spell number
  2317. ba->destinationTile = -1;
  2318. ba->stackNumber = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? -1 : -2;
  2319. ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
  2320. spellToCast = ba;
  2321. spellDestSelectMode = true;
  2322. //choosing possible tragets
  2323. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? attackingHeroInstance : attackingHeroInstance;
  2324. spellSelMode = 0;
  2325. if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  2326. {
  2327. switch(CGI->spellh->spells[spellID].positiveness)
  2328. {
  2329. case -1 :
  2330. spellSelMode = 2;
  2331. break;
  2332. case 0:
  2333. spellSelMode = 3;
  2334. break;
  2335. case 1:
  2336. spellSelMode = 1;
  2337. break;
  2338. }
  2339. }
  2340. if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_1") != std::string::npos ||
  2341. CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
  2342. {
  2343. if(castingHero && castingHero->getSpellSecLevel(spellID) < 3)
  2344. {
  2345. switch(CGI->spellh->spells[spellID].positiveness)
  2346. {
  2347. case -1 :
  2348. spellSelMode = 2;
  2349. break;
  2350. case 0:
  2351. spellSelMode = 3;
  2352. break;
  2353. case 1:
  2354. spellSelMode = 1;
  2355. break;
  2356. }
  2357. }
  2358. else
  2359. {
  2360. spellSelMode = -1;
  2361. }
  2362. }
  2363. if(CGI->spellh->spells[spellID].attributes.find("OBSTACLE_TARGET") != std::string::npos) //spell to be cast on an obstacle
  2364. {
  2365. spellSelMode = 4;
  2366. }
  2367. if(spellSelMode == -1) //user does not have to select location
  2368. {
  2369. spellToCast->destinationTile = -1;
  2370. LOCPLINT->cb->battleMakeAction(spellToCast);
  2371. delete spellToCast;
  2372. spellToCast = NULL;
  2373. spellDestSelectMode = false;
  2374. CGI->curh->changeGraphic(1, 6);
  2375. }
  2376. else
  2377. {
  2378. CGI->curh->changeGraphic(3, 0);
  2379. }
  2380. }
  2381. void CBattleInterface::displayEffect(ui32 effect, int destTile)
  2382. {
  2383. addNewAnim(new CSpellEffectAnim(this, effect, destTile));
  2384. }
  2385. void CBattleInterface::setAnimSpeed(int set)
  2386. {
  2387. LOCPLINT->sysOpts.animSpeed = set;
  2388. LOCPLINT->sysOpts.settingsChanged();
  2389. }
  2390. int CBattleInterface::getAnimSpeed() const
  2391. {
  2392. return LOCPLINT->sysOpts.animSpeed;
  2393. LOCPLINT->sysOpts.settingsChanged();
  2394. }
  2395. void CBattleInterface::activateStack()
  2396. {
  2397. activeStack = stackToActivate;
  2398. stackToActivate = -1;
  2399. myTurn = true;
  2400. queue->update();
  2401. redrawBackgroundWithHexes(activeStack);
  2402. bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(activeStack)->state,WAITING)); //block waiting button if stack has been already waiting
  2403. //block cast spell button if hero doesn't have a spellbook
  2404. if(attackingHeroInstance && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2405. {
  2406. if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked
  2407. bSpell->block(!attackingHeroInstance->getArt(17));
  2408. }
  2409. else if(defendingHeroInstance && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2410. {
  2411. if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked
  2412. bSpell->block(!defendingHeroInstance->getArt(17));
  2413. }
  2414. GH.fakeMouseMove();
  2415. if(!pendingAnims.size() && !active)
  2416. activate();
  2417. }
  2418. float CBattleInterface::getAnimSpeedMultiplier() const
  2419. {
  2420. switch(LOCPLINT->sysOpts.animSpeed)
  2421. {
  2422. case 1:
  2423. return 3.5f;
  2424. case 2:
  2425. return 2.2f;
  2426. case 4:
  2427. return 1.0f;
  2428. default:
  2429. return 0.0f;
  2430. }
  2431. }
  2432. void CBattleInterface::endCastingSpell()
  2433. {
  2434. assert(spellDestSelectMode);
  2435. delete spellToCast;
  2436. spellToCast = NULL;
  2437. spellDestSelectMode = false;
  2438. CGI->curh->changeGraphic(1, 6);
  2439. }
  2440. void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stacks, SDL_Surface * to)
  2441. {
  2442. if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
  2443. return;
  2444. const CStack &curStack = stacks.find(ID)->second;
  2445. int animType = creAnims[ID]->getType();
  2446. int affectingSpeed = LOCPLINT->sysOpts.animSpeed;
  2447. if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
  2448. affectingSpeed = 2;
  2449. bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
  2450. if(animType == 2)
  2451. {
  2452. if(standingFrame.find(ID)!=standingFrame.end())
  2453. {
  2454. incrementFrame = (animCount%(8/affectingSpeed)==0);
  2455. if(incrementFrame)
  2456. {
  2457. ++standingFrame[ID];
  2458. if(standingFrame[ID] == creAnims[ID]->framesInGroup(2))
  2459. {
  2460. standingFrame.erase(standingFrame.find(ID));
  2461. }
  2462. }
  2463. }
  2464. else
  2465. {
  2466. if((rand()%50) == 0)
  2467. {
  2468. standingFrame.insert(std::make_pair(ID, 0));
  2469. }
  2470. }
  2471. }
  2472. creAnims[ID]->nextFrame(to, creAnims[ID]->pos.x, creAnims[ID]->pos.y, creDir[ID], animCount, incrementFrame, ID==activeStack, ID==mouseHoveredStack); //increment always when moving, never if stack died
  2473. //printing amount
  2474. if(curStack.amount > 0 //don't print if stack is not alive
  2475. && (!LOCPLINT->curAction
  2476. || (LOCPLINT->curAction->stackNumber != ID //don't print if stack is currently taking an action
  2477. && (LOCPLINT->curAction->actionType != 6 || curStack.position != LOCPLINT->curAction->additionalInfo) //nor if it's an object of attack
  2478. && (LOCPLINT->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action
  2479. )
  2480. )
  2481. && !curStack.hasFeatureOfType(StackFeature::SIEGE_WEAPON) //and not a war machine...
  2482. )
  2483. {
  2484. int xAdd = curStack.attackerOwned ? 220 : 202;
  2485. //blitting amoutn background box
  2486. SDL_Surface *amountBG = NULL;
  2487. if(curStack.effects.size() == 0)
  2488. {
  2489. amountBG = amountNormal;
  2490. }
  2491. else
  2492. {
  2493. int pos=0; //determining total positiveness of effects
  2494. for(int c=0; c<curStack.effects.size(); ++c)
  2495. {
  2496. pos += CGI->spellh->spells[ curStack.effects[c].id ].positiveness;
  2497. }
  2498. if(pos > 0)
  2499. {
  2500. amountBG = amountPositive;
  2501. }
  2502. else if(pos < 0)
  2503. {
  2504. amountBG = amountNegative;
  2505. }
  2506. else
  2507. {
  2508. amountBG = amountEffNeutral;
  2509. }
  2510. }
  2511. SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + 260));
  2512. //blitting amount
  2513. CSDL_Ext::printAtMiddle(
  2514. makeNumberShort(curStack.amount),
  2515. creAnims[ID]->pos.x + xAdd + 15,
  2516. creAnims[ID]->pos.y + 260 + 5,
  2517. FONT_TINY,
  2518. zwykly,
  2519. to
  2520. );
  2521. }
  2522. }
  2523. void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::map<int, CStack> & stacks)
  2524. {
  2525. if(!siegeH)
  2526. return;
  2527. static const std::map<int, int> hexToPart = boost::assign::map_list_of(12, 8)(16, 1)(29, 7)(50, 2)(62, 12)(78, 6)(112, 10)(147, 5)(165, 11)(182, 3)(186, 0);
  2528. //additionally print bottom wall
  2529. if(hex == 182)
  2530. {
  2531. siegeH->printPartOfWall(to, 4);
  2532. }
  2533. std::map<int, int>::const_iterator it = hexToPart.find(hex);
  2534. if(it != hexToPart.end())
  2535. {
  2536. siegeH->printPartOfWall(to, it->second);
  2537. //print creature in turret
  2538. int posToSeek = -1;
  2539. switch(it->second)
  2540. {
  2541. case 3: //bottom turret
  2542. posToSeek = -3;
  2543. break;
  2544. case 8: //upper turret
  2545. posToSeek = -4;
  2546. break;
  2547. case 2: //keep
  2548. posToSeek = -2;
  2549. break;
  2550. }
  2551. if(posToSeek != -1)
  2552. {
  2553. int ID = -1;
  2554. for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
  2555. {
  2556. if(it->second.position == posToSeek)
  2557. {
  2558. ID = it->second.ID;
  2559. break;
  2560. }
  2561. }
  2562. if(ID != -1)
  2563. {
  2564. showAliveStack(ID, stacks, to);
  2565. //blitting creature cover
  2566. switch(posToSeek)
  2567. {
  2568. case -3: //bottom turret
  2569. siegeH->printPartOfWall(to, 16);
  2570. break;
  2571. case -4: //upper turret
  2572. siegeH->printPartOfWall(to, 17);
  2573. break;
  2574. case -2: //keep
  2575. siegeH->printPartOfWall(to, 15);
  2576. break;
  2577. }
  2578. }
  2579. }
  2580. }
  2581. }
  2582. void CBattleInterface::redrawBackgroundWithHexes(int activeStack)
  2583. {
  2584. shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(activeStack, true);
  2585. //preparating background graphic with hexes and shaded hexes
  2586. blitAt(background, 0, 0, backgroundWithHexes);
  2587. if(LOCPLINT->sysOpts.printCellBorders)
  2588. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
  2589. if(LOCPLINT->sysOpts.printStackRange)
  2590. {
  2591. for(size_t m=0; m<shadedHexes.size(); ++m) //rows
  2592. {
  2593. int i = shadedHexes[m]/BFIELD_WIDTH; //row
  2594. int j = shadedHexes[m]%BFIELD_WIDTH-1; //column
  2595. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  2596. int y = 86 + 42 * i;
  2597. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, backgroundWithHexes, &genRect(cellShade->h, cellShade->w, x, y));
  2598. }
  2599. }
  2600. }
  2601. void CBattleInterface::printConsoleAttacked(int ID, int dmg, int killed, int IDby)
  2602. {
  2603. char tabh[200];
  2604. const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
  2605. const CStack * defender = LOCPLINT->cb->battleGetStackByID(ID, false);
  2606. int end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->amount > 1 ? 377 : 376].c_str(),
  2607. (attacker->amount > 1 ? attacker->creature->namePl.c_str() : attacker->creature->nameSing.c_str()),
  2608. dmg);
  2609. if(killed > 0)
  2610. {
  2611. if(killed > 1)
  2612. {
  2613. sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, defender->creature->namePl.c_str());
  2614. }
  2615. else //killed == 1
  2616. {
  2617. sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), defender->creature->nameSing.c_str());
  2618. }
  2619. }
  2620. console->addText(std::string(tabh));
  2621. }
  2622. void CBattleInterface::projectileShowHelper(SDL_Surface * to)
  2623. {
  2624. if(to == NULL)
  2625. to = screen;
  2626. std::list< std::list<SProjectileInfo>::iterator > toBeDeleted;
  2627. for(std::list<SProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)
  2628. {
  2629. if(it->animStartDelay>0)
  2630. {
  2631. --(it->animStartDelay);
  2632. continue;
  2633. }
  2634. SDL_Rect dst;
  2635. dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
  2636. dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
  2637. dst.x = it->x;
  2638. dst.y = it->y;
  2639. if(it->reverse)
  2640. {
  2641. SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
  2642. CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);
  2643. SDL_FreeSurface(rev);
  2644. }
  2645. else
  2646. {
  2647. CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);
  2648. }
  2649. //actualizing projectile
  2650. ++it->step;
  2651. if(it->step == it->lastStep)
  2652. {
  2653. toBeDeleted.insert(toBeDeleted.end(), it);
  2654. }
  2655. else
  2656. {
  2657. it->x += it->dx;
  2658. it->y += it->dy;
  2659. if(it->spin)
  2660. {
  2661. ++(it->frameNum);
  2662. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2663. }
  2664. }
  2665. }
  2666. for(std::list< std::list<SProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
  2667. {
  2668. projectiles.erase(*it);
  2669. }
  2670. }
  2671. void CBattleInterface::endAction(const BattleAction* action)
  2672. {
  2673. //if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
  2674. // {
  2675. // activate();
  2676. // }
  2677. if(action->actionType == 1)
  2678. {
  2679. if(action->side)
  2680. defendingHero->setPhase(0);
  2681. else
  2682. attackingHero->setPhase(0);
  2683. }
  2684. if(action->actionType == 2 && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
  2685. {
  2686. pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, action->stackNumber, action->destinationTile), false));
  2687. }
  2688. if(action->actionType == 9) //catapult
  2689. {
  2690. }
  2691. }
  2692. void CBattleInterface::hideQueue()
  2693. {
  2694. LOCPLINT->sysOpts.showQueue = false;
  2695. queue->deactivate();
  2696. if(!queue->embedded)
  2697. {
  2698. moveBy(Point(0, -queue->pos.h / 2));
  2699. GH.totalRedraw();
  2700. }
  2701. }
  2702. void CBattleInterface::showQueue()
  2703. {
  2704. LOCPLINT->sysOpts.showQueue = true;
  2705. queue->activate();
  2706. if(!queue->embedded)
  2707. {
  2708. moveBy(Point(0, +queue->pos.h / 2));
  2709. GH.totalRedraw();
  2710. }
  2711. }
  2712. void CBattleInterface::startAction(const BattleAction* action)
  2713. {
  2714. const CStack *stack = LOCPLINT->cb->battleGetStackByID(action->stackNumber);
  2715. if(stack)
  2716. {
  2717. queue->update();
  2718. }
  2719. else
  2720. {
  2721. assert(action->actionType == 1); //only cast spell is valid action without acting stack number
  2722. }
  2723. if(action->actionType == 2
  2724. || (action->actionType == 6 && action->destinationTile != stack->position))
  2725. {
  2726. moveStarted = true;
  2727. if(creAnims[action->stackNumber]->framesInGroup(20))
  2728. {
  2729. pendingAnims.push_back(std::make_pair(new CBattleMoveStart(this, action->stackNumber), false));
  2730. }
  2731. }
  2732. if(active)
  2733. deactivate();
  2734. char txt[400];
  2735. if(action->actionType == 1)
  2736. {
  2737. if(action->side)
  2738. defendingHero->setPhase(4);
  2739. else
  2740. attackingHero->setPhase(4);
  2741. return;
  2742. }
  2743. if(!stack)
  2744. {
  2745. tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber<<std::endl;
  2746. return;
  2747. }
  2748. int txtid = 0;
  2749. switch(action->actionType)
  2750. {
  2751. case 3: //defend
  2752. txtid = 120;
  2753. break;
  2754. case 8: //wait
  2755. txtid = 136;
  2756. break;
  2757. case 11: //bad morale
  2758. txtid = -34; //negative -> no separate singular/plural form
  2759. displayEffect(30,stack->position);
  2760. break;
  2761. }
  2762. if(txtid > 0 && stack->amount != 1)
  2763. txtid++; //move to plural text
  2764. else if(txtid < 0)
  2765. txtid = -txtid;
  2766. if(txtid)
  2767. {
  2768. sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->amount != 1) ? stack->creature->namePl.c_str() : stack->creature->nameSing.c_str(), 0);
  2769. console->addText(txt);
  2770. }
  2771. }
  2772. void CBattleHero::show(SDL_Surface *to)
  2773. {
  2774. //animation of flag
  2775. if(flip)
  2776. {
  2777. CSDL_Ext::blit8bppAlphaTo24bpp(
  2778. flag->ourImages[flagAnim].bitmap,
  2779. NULL,
  2780. screen,
  2781. &genRect(
  2782. flag->ourImages[flagAnim].bitmap->h,
  2783. flag->ourImages[flagAnim].bitmap->w,
  2784. 62 + pos.x,
  2785. 39 + pos.y
  2786. )
  2787. );
  2788. }
  2789. else
  2790. {
  2791. CSDL_Ext::blit8bppAlphaTo24bpp(
  2792. flag->ourImages[flagAnim].bitmap,
  2793. NULL,
  2794. screen,
  2795. &genRect(
  2796. flag->ourImages[flagAnim].bitmap->h,
  2797. flag->ourImages[flagAnim].bitmap->w,
  2798. 71 + pos.x,
  2799. 39 + pos.y
  2800. )
  2801. );
  2802. }
  2803. ++flagAnimCount;
  2804. if(flagAnimCount%4==0)
  2805. {
  2806. ++flagAnim;
  2807. flagAnim %= flag->ourImages.size();
  2808. }
  2809. //animation of hero
  2810. int tick=-1;
  2811. for(int i=0; i<dh->ourImages.size(); ++i)
  2812. {
  2813. if(dh->ourImages[i].groupNumber==phase)
  2814. ++tick;
  2815. if(tick==image)
  2816. {
  2817. SDL_Rect posb = pos;
  2818. CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
  2819. if(phase != 4 || nextPhase != -1 || image < 4)
  2820. {
  2821. if(flagAnimCount%2==0)
  2822. {
  2823. ++image;
  2824. }
  2825. if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame
  2826. {
  2827. image = 0;
  2828. }
  2829. }
  2830. if(phase == 4 && nextPhase != -1 && image == 7)
  2831. {
  2832. phase = nextPhase;
  2833. nextPhase = -1;
  2834. image = 0;
  2835. }
  2836. break;
  2837. }
  2838. }
  2839. }
  2840. void CBattleHero::activate()
  2841. {
  2842. activateLClick();
  2843. }
  2844. void CBattleHero::deactivate()
  2845. {
  2846. deactivateLClick();
  2847. }
  2848. void CBattleHero::setPhase(int newPhase)
  2849. {
  2850. if(phase != 4)
  2851. {
  2852. phase = newPhase;
  2853. image = 0;
  2854. }
  2855. else
  2856. {
  2857. nextPhase = newPhase;
  2858. }
  2859. }
  2860. void CBattleHero::clickLeft(tribool down, bool previousState)
  2861. {
  2862. if(myOwner->spellDestSelectMode) //we are casting a spell
  2863. return;
  2864. if(!down && myHero && LOCPLINT->cb->battleCanCastSpell()) //check conditions
  2865. {
  2866. for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
  2867. {
  2868. if(myOwner->bfield[it].hovered && myOwner->bfield[it].strictHovered)
  2869. return;
  2870. }
  2871. CGI->curh->changeGraphic(0,0);
  2872. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero);
  2873. GH.pushInt(spellWindow);
  2874. }
  2875. }
  2876. 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), flagAnimCount(0)
  2877. {
  2878. dh = CDefHandler::giveDef( defName );
  2879. for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
  2880. {
  2881. if(flip)
  2882. {
  2883. SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
  2884. SDL_FreeSurface(dh->ourImages[i].bitmap);
  2885. dh->ourImages[i].bitmap = hlp;
  2886. }
  2887. CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
  2888. }
  2889. dh->alphaTransformed = true;
  2890. if(flip)
  2891. flag = CDefHandler::giveDef("CMFLAGR.DEF");
  2892. else
  2893. flag = CDefHandler::giveDef("CMFLAGL.DEF");
  2894. //coloring flag and adding transparency
  2895. for(int i=0; i<flag->ourImages.size(); ++i)
  2896. {
  2897. CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
  2898. graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);
  2899. }
  2900. }
  2901. CBattleHero::~CBattleHero()
  2902. {
  2903. delete dh;
  2904. delete flag;
  2905. }
  2906. Point CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack, const CBattleInterface * cbi)
  2907. {
  2908. Point ret(-500, -500); //returned value
  2909. if(stack->position < 0) //creatures in turrets
  2910. {
  2911. const CCreature & turretCreature = CGI->creh->creatures[ CGI->creh->factionToTurretCreature[cbi->siegeH->town->town->typeID] ];
  2912. int xShift = turretCreature.isDoubleWide() ? 44 : 0;
  2913. switch(stack->position)
  2914. {
  2915. case -2: //keep
  2916. ret = Point(505 + xShift, -66);
  2917. break;
  2918. case -3: //lower turret
  2919. ret = Point(368 + xShift, 304);
  2920. break;
  2921. case -4: //upper turret
  2922. ret = Point(339 + xShift, -192);
  2923. break;
  2924. }
  2925. }
  2926. else
  2927. {
  2928. ret.y = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y
  2929. //counting x
  2930. if(attacker)
  2931. {
  2932. ret.x = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
  2933. }
  2934. else
  2935. {
  2936. ret.x = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
  2937. }
  2938. //shifting position for double - hex creatures
  2939. if(stack && stack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  2940. {
  2941. if(attacker)
  2942. {
  2943. ret.x -= 42;
  2944. }
  2945. else
  2946. {
  2947. ret.x += 42;
  2948. }
  2949. }
  2950. }
  2951. //returning
  2952. return ret + LOCPLINT->battleInt->pos;
  2953. }
  2954. void CBattleHex::activate()
  2955. {
  2956. activateHover();
  2957. activateMouseMove();
  2958. activateLClick();
  2959. activateRClick();
  2960. }
  2961. void CBattleHex::deactivate()
  2962. {
  2963. deactivateHover();
  2964. deactivateMouseMove();
  2965. deactivateLClick();
  2966. deactivateRClick();
  2967. }
  2968. void CBattleHex::hover(bool on)
  2969. {
  2970. hovered = on;
  2971. //Hoverable::hover(on);
  2972. if(!on && setAlterText)
  2973. {
  2974. myInterface->console->alterTxt = std::string();
  2975. setAlterText = false;
  2976. }
  2977. }
  2978. CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accessible(true), hovered(false), strictHovered(false), myInterface(NULL)
  2979. {
  2980. }
  2981. void CBattleHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  2982. {
  2983. if(myInterface->cellShade)
  2984. {
  2985. if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex
  2986. {
  2987. strictHovered = false;
  2988. }
  2989. else //hovered pixel is inside hex
  2990. {
  2991. strictHovered = true;
  2992. }
  2993. }
  2994. if(hovered && strictHovered) //print attacked creature to console
  2995. {
  2996. if(myInterface->console->alterTxt.size() == 0 && LOCPLINT->cb->battleGetStack(myNumber) != -1 &&
  2997. LOCPLINT->cb->battleGetStackByPos(myNumber)->owner != LOCPLINT->playerID &&
  2998. LOCPLINT->cb->battleGetStackByPos(myNumber)->alive())
  2999. {
  3000. char tabh[160];
  3001. const CStack * attackedStack = LOCPLINT->cb->battleGetStackByPos(myNumber);
  3002. const std::string & attackedName = attackedStack->amount == 1 ? attackedStack->creature->nameSing : attackedStack->creature->namePl;
  3003. sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str());
  3004. myInterface->console->alterTxt = std::string(tabh);
  3005. setAlterText = true;
  3006. }
  3007. }
  3008. else if(setAlterText)
  3009. {
  3010. myInterface->console->alterTxt = std::string();
  3011. setAlterText = false;
  3012. }
  3013. }
  3014. void CBattleHex::clickLeft(tribool down, bool previousState)
  3015. {
  3016. if(!down && hovered && strictHovered) //we've been really clicked!
  3017. {
  3018. myInterface->hexLclicked(myNumber);
  3019. }
  3020. }
  3021. void CBattleHex::clickRight(tribool down, bool previousState)
  3022. {
  3023. int stID = LOCPLINT->cb->battleGetStack(myNumber); //id of stack being on this tile
  3024. if(hovered && strictHovered && stID!=-1)
  3025. {
  3026. const CStack & myst = *LOCPLINT->cb->battleGetStackByID(stID); //stack info
  3027. if(!myst.alive()) return;
  3028. StackState *pom = NULL;
  3029. if(down)
  3030. {
  3031. pom = new StackState();
  3032. const CGHeroInstance *h = myst.owner == myInterface->attackingHeroInstance->tempOwner ? myInterface->attackingHeroInstance : myInterface->defendingHeroInstance;
  3033. pom->attackBonus = myst.Attack() - myst.creature->attack;
  3034. pom->defenseBonus = myst.Defense() - myst.creature->defence;
  3035. pom->luck = myst.Luck();
  3036. pom->morale = myst.Morale();
  3037. pom->speedBonus = myst.Speed() - myst.creature->speed;
  3038. pom->healthBonus = myst.MaxHealth() - myst.creature->hitPoints;
  3039. if(myst.hasFeatureOfType(StackFeature::SIEGE_WEAPON))
  3040. pom->dmgMultiplier = h->getPrimSkillLevel(0) + 1;
  3041. else
  3042. pom->dmgMultiplier = 1;
  3043. pom->shotsLeft = myst.shots;
  3044. for(int vb=0; vb<myst.effects.size(); ++vb)
  3045. {
  3046. pom->effects.insert(myst.effects[vb].id);
  3047. }
  3048. pom->currentHealth = myst.firstHPleft;
  3049. GH.pushInt(new CCreInfoWindow(myst.creature->idNumber, 0, myst.amount, pom, 0, 0, NULL));
  3050. }
  3051. delete pom;
  3052. }
  3053. }
  3054. CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0)
  3055. {
  3056. }
  3057. CBattleConsole::~CBattleConsole()
  3058. {
  3059. texts.clear();
  3060. }
  3061. void CBattleConsole::show(SDL_Surface * to)
  3062. {
  3063. if(ingcAlter.size())
  3064. {
  3065. CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  3066. }
  3067. else if(alterTxt.size())
  3068. {
  3069. CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  3070. }
  3071. else if(texts.size())
  3072. {
  3073. if(texts.size()==1)
  3074. {
  3075. CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  3076. }
  3077. else
  3078. {
  3079. CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  3080. CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 26, GEOR13, 80, zwykly, to);
  3081. }
  3082. }
  3083. }
  3084. bool CBattleConsole::addText(const std::string & text)
  3085. {
  3086. if(text.size()>70)
  3087. return false; //text too long!
  3088. int firstInToken = 0;
  3089. for(int i=0; i<text.size(); ++i) //tokenize
  3090. {
  3091. if(text[i] == 10)
  3092. {
  3093. texts.push_back( text.substr(firstInToken, i-firstInToken) );
  3094. firstInToken = i+1;
  3095. }
  3096. }
  3097. texts.push_back( text.substr(firstInToken, text.size()) );
  3098. lastShown = texts.size()-1;
  3099. return true;
  3100. }
  3101. void CBattleConsole::eraseText(unsigned int pos)
  3102. {
  3103. if(pos < texts.size())
  3104. {
  3105. texts.erase(texts.begin() + pos);
  3106. if(lastShown == texts.size())
  3107. --lastShown;
  3108. }
  3109. }
  3110. void CBattleConsole::changeTextAt(const std::string & text, unsigned int pos)
  3111. {
  3112. if(pos >= texts.size()) //no such pos
  3113. return;
  3114. texts[pos] = text;
  3115. }
  3116. void CBattleConsole::scrollUp(unsigned int by)
  3117. {
  3118. if(lastShown > by)
  3119. lastShown -= by;
  3120. }
  3121. void CBattleConsole::scrollDown(unsigned int by)
  3122. {
  3123. if(lastShown + by < texts.size())
  3124. lastShown += by;
  3125. }
  3126. CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect & pos, const CBattleInterface * owner)
  3127. {
  3128. this->pos = pos;
  3129. background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);
  3130. graphics->blueToPlayersAdv(background, LOCPLINT->playerID);
  3131. SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);
  3132. SDL_FreeSurface(background);
  3133. background = pom;
  3134. exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);
  3135. if(br.winner==0) //attacker won
  3136. {
  3137. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 60, 122, GEOR13, zwykly, background);
  3138. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 410, 122, GEOR13, zwykly, background);
  3139. }
  3140. else //if(br.winner==1)
  3141. {
  3142. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 60, 122, GEOR13, zwykly, background);
  3143. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 410, 122, GEOR13, zwykly, background);
  3144. }
  3145. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 235, 299, GEOR16, tytulowy, background);
  3146. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 235, 329, GEOR16, zwykly, background);
  3147. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 235, 426, GEOR16, zwykly, background);
  3148. std::string attackerName, defenderName;
  3149. if(owner->attackingHeroInstance) //a hero attacked
  3150. {
  3151. SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &genRect(64, 58, 21, 38));
  3152. //setting attackerName
  3153. attackerName = owner->attackingHeroInstance->name;
  3154. }
  3155. else //a monster attacked
  3156. {
  3157. int bestMonsterID = -1;
  3158. int bestPower = 0;
  3159. for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army1->slots.begin(); it!=owner->army1->slots.end(); ++it)
  3160. {
  3161. if( CGI->creh->creatures[it->first].AIValue > bestPower)
  3162. {
  3163. bestPower = CGI->creh->creatures[it->first].AIValue;
  3164. bestMonsterID = it->first;
  3165. }
  3166. }
  3167. SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 21, 38));
  3168. //setting attackerName
  3169. attackerName = CGI->creh->creatures[bestMonsterID].namePl;
  3170. }
  3171. if(owner->defendingHeroInstance) //a hero defended
  3172. {
  3173. SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &genRect(64, 58, 391, 38));
  3174. //setting defenderName
  3175. defenderName = owner->defendingHeroInstance->name;
  3176. }
  3177. else //a monster defended
  3178. {
  3179. int bestMonsterID = -1;
  3180. int bestPower = 0;
  3181. for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army2->slots.begin(); it!=owner->army2->slots.end(); ++it)
  3182. {
  3183. if( CGI->creh->creatures[it->second.first].AIValue > bestPower)
  3184. {
  3185. bestPower = CGI->creh->creatures[it->second.first].AIValue;
  3186. bestMonsterID = it->second.first;
  3187. }
  3188. }
  3189. SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 391, 38));
  3190. //setting defenderName
  3191. defenderName = CGI->creh->creatures[bestMonsterID].namePl;
  3192. }
  3193. //printing attacker and defender's names
  3194. CSDL_Ext::printAtMiddle(attackerName, 156, 44, GEOR16, zwykly, background);
  3195. CSDL_Ext::printAtMiddle(defenderName, 314, 44, GEOR16, zwykly, background);
  3196. //printing casualities
  3197. for(int step = 0; step < 2; ++step)
  3198. {
  3199. if(br.casualties[step].size()==0)
  3200. {
  3201. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, GEOR16, zwykly, background);
  3202. }
  3203. else
  3204. {
  3205. int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture
  3206. int yPos = 344 + step*97;
  3207. for(std::map<ui32,si32>::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it)
  3208. {
  3209. blitAt(graphics->smallImgs[it->first], xPos, yPos, background);
  3210. std::ostringstream amount;
  3211. amount<<it->second;
  3212. CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, GEOR13, zwykly, background);
  3213. xPos += 42;
  3214. }
  3215. }
  3216. }
  3217. //printing result description
  3218. bool weAreAttacker = (LOCPLINT->playerID == owner->attackingHeroInstance->tempOwner);
  3219. switch(br.result)
  3220. {
  3221. case 0: //normal victory
  3222. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  3223. {
  3224. CGI->musich->playMusic(musicBase::winBattle);
  3225. #ifdef _WIN32
  3226. CGI->videoh->open(VIDEO_WIN);
  3227. #else
  3228. CGI->videoh->open(VIDEO_WIN, true);
  3229. #endif
  3230. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background);
  3231. }
  3232. else
  3233. {
  3234. CGI->musich->playMusic(musicBase::loseCombat);
  3235. CGI->videoh->open(VIDEO_LOSE_BATTLE_START);
  3236. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background);
  3237. }
  3238. break;
  3239. case 1: //flee
  3240. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  3241. {
  3242. CGI->musich->playMusic(musicBase::winBattle);
  3243. #ifdef _WIN32
  3244. CGI->videoh->open(VIDEO_WIN);
  3245. #else
  3246. CGI->videoh->open(VIDEO_WIN, true);
  3247. #endif
  3248. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background);
  3249. }
  3250. else
  3251. {
  3252. CGI->musich->playMusic(musicBase::retreatBattle);
  3253. CGI->videoh->open(VIDEO_RETREAT_START);
  3254. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background);
  3255. }
  3256. break;
  3257. case 2: //surrender
  3258. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  3259. {
  3260. CGI->musich->playMusic(musicBase::winBattle);
  3261. #ifdef _WIN32
  3262. CGI->videoh->open(VIDEO_WIN);
  3263. #else
  3264. CGI->videoh->open(VIDEO_WIN, true);
  3265. #endif
  3266. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background);
  3267. }
  3268. else
  3269. {
  3270. CGI->musich->playMusic(musicBase::surrenderBattle);
  3271. CGI->videoh->open(VIDEO_SURRENDER);
  3272. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background);
  3273. }
  3274. break;
  3275. }
  3276. }
  3277. CBattleResultWindow::~CBattleResultWindow()
  3278. {
  3279. SDL_FreeSurface(background);
  3280. }
  3281. void CBattleResultWindow::activate()
  3282. {
  3283. LOCPLINT->showingDialog->set(true);
  3284. exit->activate();
  3285. }
  3286. void CBattleResultWindow::deactivate()
  3287. {
  3288. exit->deactivate();
  3289. }
  3290. void CBattleResultWindow::show(SDL_Surface *to)
  3291. {
  3292. //evaluating to
  3293. if(!to)
  3294. to = screen;
  3295. CGI->videoh->update(107, 70, background, false, true);
  3296. SDL_BlitSurface(background, NULL, to, &pos);
  3297. exit->show(to);
  3298. }
  3299. void CBattleResultWindow::bExitf()
  3300. {
  3301. GH.popInts(2); //first - we; second - battle interface
  3302. LOCPLINT->showingDialog->setn(false);
  3303. CGI->videoh->close();
  3304. }
  3305. CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner)
  3306. {
  3307. pos = position;
  3308. background = BitmapHandler::loadBitmap("comopbck.bmp", true);
  3309. graphics->blueToPlayersAdv(background, LOCPLINT->playerID);
  3310. 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);
  3311. viewGrid->select(LOCPLINT->sysOpts.printCellBorders);
  3312. 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);
  3313. movementShadow->select(LOCPLINT->sysOpts.printStackRange);
  3314. 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);
  3315. mouseShadow->select(LOCPLINT->sysOpts.printMouseShadow);
  3316. animSpeeds = new CHighlightableButtonsGroup(0);
  3317. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def",188, 309, 1);
  3318. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def",252, 309, 2);
  3319. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",315, 309, 4);
  3320. animSpeeds->select(owner->getAnimSpeed(), 1);
  3321. animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1);
  3322. setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[392].first, CGI->generaltexth->zelp[392].second, boost::bind(&CBattleOptionsWindow::bDefaultf,this), 405, 443, "codefaul.def");
  3323. std::swap(setToDefault->imgs[0][0], setToDefault->imgs[0][1]);
  3324. exit = new AdventureMapButton (CGI->generaltexth->zelp[393].first, CGI->generaltexth->zelp[393].second, boost::bind(&CBattleOptionsWindow::bExitf,this), 516, 443, "soretrn.def",SDLK_RETURN);
  3325. std::swap(exit->imgs[0][0], exit->imgs[0][1]);
  3326. //printing texts to background
  3327. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[392], 240, 32, GEOR16, tytulowy, background); //window title
  3328. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[393], 122, 211, GEOR16, tytulowy, background); //animation speed
  3329. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[394], 122, 292, GEOR16, tytulowy, background); //music volume
  3330. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[395], 122, 358, GEOR16, tytulowy, background); //effects' volume
  3331. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[396], 353, 64, GEOR16, tytulowy, background); //auto - combat options
  3332. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[397], 353, 264, GEOR16, tytulowy, background); //creature info
  3333. //auto - combat options
  3334. CSDL_Ext::printAt(CGI->generaltexth->allTexts[398], 283, 87, GEOR16, zwykly, background); //creatures
  3335. CSDL_Ext::printAt(CGI->generaltexth->allTexts[399], 283, 117, GEOR16, zwykly, background); //spells
  3336. CSDL_Ext::printAt(CGI->generaltexth->allTexts[400], 283, 147, GEOR16, zwykly, background); //catapult
  3337. CSDL_Ext::printAt(CGI->generaltexth->allTexts[151], 283, 177, GEOR16, zwykly, background); //ballista
  3338. CSDL_Ext::printAt(CGI->generaltexth->allTexts[401], 283, 207, GEOR16, zwykly, background); //first aid tent
  3339. //creature info
  3340. CSDL_Ext::printAt(CGI->generaltexth->allTexts[402], 283, 286, GEOR16, zwykly, background); //all stats
  3341. CSDL_Ext::printAt(CGI->generaltexth->allTexts[403], 283, 316, GEOR16, zwykly, background); //spells only
  3342. //general options
  3343. CSDL_Ext::printAt(CGI->generaltexth->allTexts[404], 61, 58, GEOR16, zwykly, background); //hex grid
  3344. CSDL_Ext::printAt(CGI->generaltexth->allTexts[405], 61, 91, GEOR16, zwykly, background); //movement shadow
  3345. CSDL_Ext::printAt(CGI->generaltexth->allTexts[406], 61, 124, GEOR16, zwykly, background); //cursor shadow
  3346. CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 61, 157, GEOR16, zwykly, background); //spellbook animation
  3347. //texts printed
  3348. }
  3349. CBattleOptionsWindow::~CBattleOptionsWindow()
  3350. {
  3351. SDL_FreeSurface(background);
  3352. delete setToDefault;
  3353. delete exit;
  3354. delete viewGrid;
  3355. delete movementShadow;
  3356. delete animSpeeds;
  3357. delete mouseShadow;
  3358. }
  3359. void CBattleOptionsWindow::activate()
  3360. {
  3361. setToDefault->activate();
  3362. exit->activate();
  3363. viewGrid->activate();
  3364. movementShadow->activate();
  3365. animSpeeds->activate();
  3366. mouseShadow->activate();
  3367. }
  3368. void CBattleOptionsWindow::deactivate()
  3369. {
  3370. setToDefault->deactivate();
  3371. exit->deactivate();
  3372. viewGrid->deactivate();
  3373. movementShadow->deactivate();
  3374. animSpeeds->deactivate();
  3375. mouseShadow->deactivate();
  3376. }
  3377. void CBattleOptionsWindow::show(SDL_Surface *to)
  3378. {
  3379. if(!to) //"evaluating" to
  3380. to = screen;
  3381. SDL_BlitSurface(background, NULL, to, &pos);
  3382. setToDefault->show(to);
  3383. exit->show(to);
  3384. viewGrid->show(to);
  3385. movementShadow->show(to);
  3386. animSpeeds->show(to);
  3387. mouseShadow->show(to);
  3388. }
  3389. void CBattleOptionsWindow::bDefaultf()
  3390. {
  3391. }
  3392. void CBattleOptionsWindow::bExitf()
  3393. {
  3394. GH.popIntTotally(this);
  3395. }
  3396. std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
  3397. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
  3398. : town(siegeTown), owner(_owner)
  3399. {
  3400. for(int g=0; g<ARRAY_COUNT(walls); ++g)
  3401. {
  3402. walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
  3403. }
  3404. }
  3405. CBattleInterface::SiegeHelper::~SiegeHelper()
  3406. {
  3407. for(int g=0; g<ARRAY_COUNT(walls); ++g)
  3408. {
  3409. SDL_FreeSurface(walls[g]);
  3410. }
  3411. }
  3412. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
  3413. {
  3414. if(what == 2 || what == 3 || what == 8)
  3415. {
  3416. if(additInfo == 3) additInfo = 2;
  3417. }
  3418. char buf[100];
  3419. SDL_itoa(additInfo, buf, 10);
  3420. std::string addit(buf);
  3421. switch(what)
  3422. {
  3423. case 0: //background
  3424. return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
  3425. case 1: //background wall
  3426. {
  3427. switch(town->town->typeID)
  3428. {
  3429. case 5: case 4: case 1: case 6:
  3430. return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
  3431. case 0: case 2: case 3: case 7: case 8:
  3432. return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";
  3433. default:
  3434. return "";
  3435. }
  3436. }
  3437. case 2: //keep
  3438. return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";
  3439. case 3: //bottom tower
  3440. return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP";
  3441. case 4: //bottom wall
  3442. return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP";
  3443. case 5: //below gate
  3444. return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP";
  3445. case 6: //over gate
  3446. return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP";
  3447. case 7: //upper wall
  3448. return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP";
  3449. case 8: //upper tower
  3450. return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP";
  3451. case 9: //gate
  3452. return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP";
  3453. case 10: //gate arch
  3454. return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP";
  3455. case 11: //bottom static wall
  3456. return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP";
  3457. case 12: //upper static wall
  3458. return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP";
  3459. case 13: //moat
  3460. return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP";
  3461. case 14: //mlip
  3462. return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP";
  3463. case 15: //keep creature cover
  3464. return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP";
  3465. case 16: //bottom turret creature cover
  3466. return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP";
  3467. case 17: //upper turret creature cover
  3468. return "SG" + townTypeInfixes[town->town->typeID] + "TW2C.BMP";
  3469. default:
  3470. return "";
  3471. }
  3472. }
  3473. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
  3474. {
  3475. Point pos = Point(-1, -1);
  3476. switch(what)
  3477. {
  3478. case 1: //background wall
  3479. pos = Point(owner->pos.w + owner->pos.x - walls[1]->w, 55 + owner->pos.y);
  3480. break;
  3481. case 2: //keep
  3482. pos = Point(owner->pos.w + owner->pos.x - walls[2]->w, 154 + owner->pos.y);
  3483. break;
  3484. case 3: //bottom tower
  3485. case 4: //bottom wall
  3486. case 5: //below gate
  3487. case 6: //over gate
  3488. case 7: //upper wall
  3489. case 8: //upper tower
  3490. case 9: //gate
  3491. case 10: //gate arch
  3492. case 11: //bottom static wall
  3493. case 12: //upper static wall
  3494. pos.x = CGI->heroh->wallPositions[town->town->typeID][what - 3].first + owner->pos.x;
  3495. pos.y = CGI->heroh->wallPositions[town->town->typeID][what - 3].second + owner->pos.y;
  3496. break;
  3497. case 15: //keep creature cover
  3498. pos = Point(owner->pos.w + owner->pos.x - walls[2]->w, 154 + owner->pos.y);
  3499. break;
  3500. case 16: //bottom turret creature cover
  3501. pos.x = CGI->heroh->wallPositions[town->town->typeID][0].first + owner->pos.x;
  3502. pos.y = CGI->heroh->wallPositions[town->town->typeID][0].second + owner->pos.y;
  3503. break;
  3504. case 17: //upper turret creature cover
  3505. pos.x = CGI->heroh->wallPositions[town->town->typeID][5].first + owner->pos.x;
  3506. pos.y = CGI->heroh->wallPositions[town->town->typeID][5].second + owner->pos.y;
  3507. break;
  3508. };
  3509. if(pos.x != -1)
  3510. {
  3511. blitAt(walls[what], pos.x, pos.y, to);
  3512. }
  3513. }
  3514. void CStackQueue::update()
  3515. {
  3516. stacksSorted.clear();
  3517. LOCPLINT->cb->getStackQueue(stacksSorted, QUEUE_SIZE);
  3518. for (int i = 0; i < QUEUE_SIZE ; i++)
  3519. {
  3520. stackBoxes[i]->setStack(stacksSorted[i]);
  3521. }
  3522. }
  3523. CStackQueue::CStackQueue(bool Embedded)
  3524. :embedded(Embedded)
  3525. {
  3526. OBJ_CONSTRUCTION_CAPTURING_ALL;
  3527. if(embedded)
  3528. {
  3529. box = NULL;
  3530. bg = NULL;
  3531. pos.w = QUEUE_SIZE * 37;
  3532. pos.h = 32; //height of small creature img
  3533. pos.x = screen->w/2 - pos.w/2;
  3534. pos.y = (screen->h - 600)/2 + 10;
  3535. }
  3536. else
  3537. {
  3538. box = BitmapHandler::loadBitmap("CHRROP.pcx");
  3539. bg = BitmapHandler::loadBitmap("DIBOXPI.pcx");
  3540. pos.w = 600;
  3541. pos.h = bg->h;
  3542. }
  3543. stackBoxes.resize(QUEUE_SIZE);
  3544. for (int i = 0; i < QUEUE_SIZE; i++)
  3545. {
  3546. stackBoxes[i] = new StackBox(box);
  3547. stackBoxes[i]->pos.x += 6 + (embedded ? 37 : 79)*i;
  3548. }
  3549. }
  3550. CStackQueue::~CStackQueue()
  3551. {
  3552. SDL_FreeSurface(box);
  3553. }
  3554. void CStackQueue::showAll( SDL_Surface *to )
  3555. {
  3556. blitBg(to);
  3557. CIntObject::showAll(to);
  3558. }
  3559. void CStackQueue::blitBg( SDL_Surface * to )
  3560. {
  3561. if(bg)
  3562. {
  3563. for (int w = 0; w < pos.w; w += bg->w)
  3564. {
  3565. blitAtLoc(bg, w, 0, to);
  3566. }
  3567. }
  3568. }
  3569. void CStackQueue::StackBox::showAll( SDL_Surface *to )
  3570. {
  3571. assert(my);
  3572. if(bg)
  3573. {
  3574. graphics->blueToPlayersAdv(bg, my->owner);
  3575. //SDL_UpdateRect(bg, 0, 0, 0, 0);
  3576. CSDL_Ext::blit8bppAlphaTo24bpp(bg, NULL, to, &genRect(bg->h, bg->w, pos.x, pos.y));
  3577. //blitAt(bg, pos, to);
  3578. blitAt(graphics->bigImgs[my->creature->idNumber], pos.x +9, pos.y + 1, to);
  3579. printAtMiddleLoc(makeNumberShort(my->amount), pos.w/2, pos.h - 12, FONT_MEDIUM, zwykly, to);
  3580. }
  3581. else
  3582. {
  3583. blitAt(graphics->smallImgs[-2], pos, to);
  3584. blitAt(graphics->smallImgs[my->creature->idNumber], pos, to);
  3585. const SDL_Color &ownerColor = (my->owner == 255 ? *graphics->neutralColor : graphics->playerColors[my->owner]);
  3586. CSDL_Ext::drawBorder(to, pos, int3(ownerColor.r, ownerColor.g, ownerColor.b));
  3587. printAtMiddleLoc(makeNumberShort(my->amount), pos.w/2, pos.h - 8, FONT_TINY, zwykly, to);
  3588. }
  3589. }
  3590. void CStackQueue::StackBox::setStack( const CStack *nStack )
  3591. {
  3592. my = nStack;
  3593. }
  3594. CStackQueue::StackBox::StackBox(SDL_Surface *BG)
  3595. :bg(BG), my(NULL)
  3596. {
  3597. if(bg)
  3598. {
  3599. pos.w = bg->w;
  3600. pos.h = bg->h;
  3601. }
  3602. else
  3603. {
  3604. pos.w = pos.h = 32;
  3605. }
  3606. pos.y += 2;
  3607. }
  3608. CStackQueue::StackBox::~StackBox()
  3609. {
  3610. }
  3611. void CStackQueue::StackBox::hover( bool on )
  3612. {
  3613. }