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, int _attackedID)
  661. : CBattleStackAnimation(_owner, _stackID), dest(_dest)
  662. {
  663. attackedStack = LOCPLINT->cb->battleGetStackByID(_attackedID, false);
  664. attackingStack = LOCPLINT->cb->battleGetStackByID(_stackID, false);
  665. assert(attackingStack && "attackingStack is NULL in CBattleAttack::CBattleAttack !\n");
  666. if(attackingStack->creature->idNumber != 145) //catapult is allowed to attack not-creature
  667. {
  668. assert(attackedStack && "attackedStack is NULL in CBattleAttack::CBattleAttack !\n");
  669. }
  670. else //catapult can attack walls only
  671. {
  672. assert(LOCPLINT->cb->battleGetWallUnderHex(_dest) >= 0);
  673. }
  674. attackingStackPosBeforeReturn = attackingStack->position;
  675. }
  676. ////melee attack
  677. bool CMeleeAttack::init()
  678. {
  679. if( !CBattleAttack::checkInitialConditions() )
  680. return false;
  681. //if(owner->creAnims[stackID]->getType()!=2)
  682. //{
  683. // return false;
  684. //}
  685. if(!attackingStack || owner->creAnims[stackID]->getType() == 5)
  686. {
  687. endAnim();
  688. return false;
  689. }
  690. int reversedShift = 0; //shift of attacking stack's position due to reversing
  691. if(attackingStack->attackerOwned)
  692. {
  693. if(attackingStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && BattleInfo::mutualPosition(attackingStackPosBeforeReturn, dest) == -1)
  694. {
  695. if(BattleInfo::mutualPosition(attackingStackPosBeforeReturn + (attackingStack->attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
  696. {
  697. reversedShift = (attackingStack->attackerOwned ? -1 : 1);
  698. }
  699. }
  700. }
  701. else //if(astack->attackerOwned)
  702. {
  703. if(attackingStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && BattleInfo::mutualPosition(attackingStackPosBeforeReturn, dest) == -1)
  704. {
  705. if(BattleInfo::mutualPosition(attackingStackPosBeforeReturn + (attackingStack->attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
  706. {
  707. reversedShift = (attackingStack->attackerOwned ? -1 : 1);
  708. }
  709. }
  710. }
  711. //reversing stack if necessary
  712. if(isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stackID], attackedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), owner->creDir[attackedStack->ID]))
  713. {
  714. owner->addNewAnim(new CReverseAnim(owner, stackID, attackingStackPosBeforeReturn, true));
  715. return false;
  716. }
  717. //reversed
  718. IDby = attackedStack->ID;
  719. shooting = false;
  720. posShiftDueToDist = reversedShift;
  721. static const int mutPosToGroup[] = {11, 11, 12, 13, 13, 12};
  722. int mutPos = BattleInfo::mutualPosition(attackingStackPosBeforeReturn + reversedShift, dest);
  723. switch(mutPos) //attack direction
  724. {
  725. case 0: case 1: case 2: case 3: case 4: case 5:
  726. group = mutPosToGroup[mutPos];
  727. break;
  728. default:
  729. tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" reversed shift: "<<reversedShift<<std::endl;
  730. }
  731. return true;
  732. }
  733. void CMeleeAttack::nextFrame()
  734. {
  735. /*for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  736. {
  737. CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
  738. CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
  739. if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) )
  740. return;
  741. }*/
  742. CBattleAttack::nextFrame();
  743. }
  744. void CMeleeAttack::endAnim()
  745. {
  746. CBattleAnimation::endAnim();
  747. delete this;
  748. }
  749. CMeleeAttack::CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest, int _attackedID)
  750. : CBattleAttack(_owner, attacker, _dest, _attackedID)
  751. {
  752. }
  753. //shooting anim
  754. bool CShootingAnim::init()
  755. {
  756. if( !CBattleAttack::checkInitialConditions() )
  757. return false;
  758. const CStack * shooter = attackingStack;
  759. if(!shooter || owner->creAnims[stackID]->getType() == 5)
  760. {
  761. endAnim();
  762. return false;
  763. }
  764. //projectile
  765. float projectileAngle; //in radians; if positive, projectiles goes up
  766. 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)
  767. int fromHex = shooter->position;
  768. projectileAngle = atan2(float(abs(dest - fromHex)/BFIELD_WIDTH), float(abs(dest - fromHex)%BFIELD_WIDTH));
  769. if(fromHex < dest)
  770. projectileAngle = -projectileAngle;
  771. SProjectileInfo spi;
  772. spi.creID = shooter->creature->idNumber;
  773. spi.reverse = !shooter->attackerOwned;
  774. spi.step = 0;
  775. spi.frameNum = 0;
  776. spi.spin = CGI->creh->idToProjectileSpin[spi.creID];
  777. Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
  778. Point destcoord;
  779. if(attackedStack)
  780. {
  781. destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner);
  782. }
  783. else //catapult attack
  784. {
  785. destcoord.x = -160 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH);
  786. destcoord.y = -139 + 42 * (dest/BFIELD_WIDTH);
  787. }
  788. destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
  789. if(projectileAngle > straightAngle) //upper shot
  790. {
  791. spi.x = xycoord.x + 200 + shooter->creature->upperRightMissleOffsetX;
  792. spi.y = xycoord.y + 100 - shooter->creature->upperRightMissleOffsetY;
  793. }
  794. else if(projectileAngle < -straightAngle) //lower shot
  795. {
  796. spi.x = xycoord.x + 200 + shooter->creature->lowerRightMissleOffsetX;
  797. spi.y = xycoord.y + 150 - shooter->creature->lowerRightMissleOffsetY;
  798. }
  799. else //straight shot
  800. {
  801. spi.x = xycoord.x + 200 + shooter->creature->rightMissleOffsetX;
  802. spi.y = xycoord.y + 125 - shooter->creature->rightMissleOffsetY;
  803. }
  804. spi.lastStep = sqrt((float)((destcoord.x - spi.x)*(destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / 40;
  805. if(spi.lastStep == 0)
  806. spi.lastStep = 1;
  807. spi.dx = (destcoord.x - spi.x) / spi.lastStep;
  808. spi.dy = (destcoord.y - spi.y) / spi.lastStep;
  809. //set starting frame
  810. if(spi.spin)
  811. {
  812. spi.frameNum = 0;
  813. }
  814. else
  815. {
  816. 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);
  817. }
  818. //set delay
  819. spi.animStartDelay = CGI->creh->creatures[spi.creID].attackClimaxFrame;
  820. owner->projectiles.push_back(spi);
  821. //attack aniamtion
  822. if(attackedStack)
  823. IDby = attackedStack->ID;
  824. else
  825. IDby = -1;
  826. posShiftDueToDist = 0;
  827. shooting = true;
  828. if(projectileAngle > straightAngle) //upper shot
  829. group = 14;
  830. else if(projectileAngle < -straightAngle) //lower shot
  831. group = 16;
  832. else //straight shot
  833. group = 15;
  834. return true;
  835. }
  836. void CShootingAnim::nextFrame()
  837. {
  838. for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  839. {
  840. CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
  841. CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
  842. if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID && anim2->priority ) )
  843. return;
  844. }
  845. CBattleAttack::nextFrame();
  846. }
  847. void CShootingAnim::endAnim()
  848. {
  849. CBattleAnimation::endAnim();
  850. delete this;
  851. }
  852. CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, int _attackedID, bool _catapult, int _catapultDmg)
  853. : CBattleAttack(_owner, attacker, _dest, _attackedID), catapultDamage(_catapultDmg), catapult(_catapult)
  854. {
  855. if(catapult) //catapult attack
  856. {
  857. owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF",
  858. -130 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH) + owner->pos.x,
  859. -50 + 42 * (dest/BFIELD_WIDTH) + owner->pos.y ));
  860. }
  861. }
  862. ////////////////////////
  863. void CBattleInterface::addNewAnim(CBattleAnimation * anim)
  864. {
  865. pendingAnims.push_back( std::make_pair(anim, false) );
  866. animsAreDisplayed.setn(true);
  867. }
  868. CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect)
  869. : attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), stackToActivate(-1),
  870. mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),
  871. spellToCast(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), animIDhelper(0),
  872. moveStarted(false), moveSh(-1), siegeH(NULL), bresult(NULL), queue(NULL)
  873. {
  874. ObjectConstruction h__l__p(this);
  875. animsAreDisplayed.setn(false);
  876. pos = myRect;
  877. strongInterest = true;
  878. givenCommand = new CondSh<BattleAction *>(NULL);
  879. //create stack queue
  880. bool embedQueue = screen->h < 700;
  881. queue = new CStackQueue(embedQueue);
  882. if(!embedQueue && LOCPLINT->sysOpts.showQueue)
  883. {
  884. pos.y += queue->pos.h / 2; //center whole window
  885. queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
  886. // queue->pos.x = pos.x;
  887. // queue->pos.y = pos.y - queue->pos.h;
  888. // pos.h += queue->pos.h;
  889. // center();
  890. }
  891. queue->update();
  892. //preparing siege info
  893. const CGTownInstance * town = LOCPLINT->cb->battleGetDefendedTown();
  894. if(town && town->hasFort())
  895. {
  896. siegeH = new SiegeHelper(town, this);
  897. }
  898. LOCPLINT->battleInt = this;
  899. //initializing armies
  900. this->army1 = army1;
  901. this->army2 = army2;
  902. std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
  903. for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)
  904. {
  905. newStack(b->second.ID);
  906. }
  907. //preparing menu background and terrain
  908. if(siegeH)
  909. {
  910. background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
  911. ui8 siegeLevel = LOCPLINT->cb->battleGetSiegeLevel();
  912. if(siegeLevel >= 2) //citadel or castle
  913. {
  914. //print moat/mlip
  915. SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
  916. * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
  917. std::pair<int, int> moatPos = CGI->heroh->wallPositions[siegeH->town->town->typeID][10],
  918. mlipPos = CGI->heroh->wallPositions[siegeH->town->town->typeID][11];
  919. if(moat) //eg. tower has no moat
  920. blitAt(moat, moatPos.first,moatPos.second, background);
  921. if(mlip) //eg. tower has no mlip
  922. blitAt(mlip, mlipPos.first, mlipPos.second, background);
  923. SDL_FreeSurface(moat);
  924. SDL_FreeSurface(mlip);
  925. }
  926. }
  927. else
  928. {
  929. std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];
  930. background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false );
  931. }
  932. //preparing menu background
  933. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  934. graphics->blueToPlayersAdv(menu, hero1->tempOwner);
  935. //preparing graphics for displaying amounts of creatures
  936. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  937. CSDL_Ext::alphaTransform(amountNormal);
  938. transformPalette(amountNormal, 0.59f, 0.19f, 0.93f);
  939. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  940. CSDL_Ext::alphaTransform(amountPositive);
  941. transformPalette(amountPositive, 0.18f, 1.00f, 0.18f);
  942. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  943. CSDL_Ext::alphaTransform(amountNegative);
  944. transformPalette(amountNegative, 1.00f, 0.18f, 0.18f);
  945. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  946. CSDL_Ext::alphaTransform(amountEffNeutral);
  947. transformPalette(amountEffNeutral, 1.00f, 1.00f, 0.18f);
  948. ////blitting menu background and terrain
  949. blitAt(background, pos.x, pos.y);
  950. blitAt(menu, pos.x, 556 + pos.y);
  951. CSDL_Ext::update();
  952. //preparing buttons and console
  953. 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);
  954. 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);
  955. 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);
  956. 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);
  957. 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);
  958. 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);
  959. 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);
  960. bDefence->assignedKeys.insert(SDLK_SPACE);
  961. bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP);
  962. bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN);
  963. bConsoleDown->bitmapOffset = 2;
  964. console = new CBattleConsole();
  965. console->pos.x = 211 + pos.x;
  966. console->pos.y = 560 + pos.y;
  967. console->pos.w = 406;
  968. console->pos.h = 38;
  969. //loading hero animations
  970. if(hero1) // attacking hero
  971. {
  972. attackingHero = new CBattleHero(graphics->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner, hero1->tempOwner == LOCPLINT->playerID ? hero1 : NULL, this);
  973. attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40 + pos.x, pos.y);
  974. }
  975. else
  976. {
  977. attackingHero = NULL;
  978. }
  979. if(hero2) // defending hero
  980. {
  981. defendingHero = new CBattleHero(graphics->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner, hero2->tempOwner == LOCPLINT->playerID ? hero2 : NULL, this);
  982. defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690 + pos.x, pos.y);
  983. }
  984. else
  985. {
  986. defendingHero = NULL;
  987. }
  988. //preparing cells and hexes
  989. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  990. CSDL_Ext::alphaTransform(cellBorder);
  991. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  992. CSDL_Ext::alphaTransform(cellShade);
  993. for(int h=0; h<BFIELD_SIZE; ++h)
  994. {
  995. bfield[h].myNumber = h;
  996. int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);
  997. int y = 86 + 42 * (h/BFIELD_WIDTH);
  998. bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);
  999. bfield[h].accessible = true;
  1000. bfield[h].myInterface = this;
  1001. }
  1002. //locking occupied positions on batlefield
  1003. for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function
  1004. {
  1005. if(it->second.position >= 0) //turrets have position < 0
  1006. bfield[it->second.position].accessible = false;
  1007. }
  1008. //loading projectiles for units
  1009. for(std::map<int, CStack>::iterator g = stacks.begin(); g != stacks.end(); ++g)
  1010. {
  1011. 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
  1012. if(g->second.creature->isShooting() && CGI->creh->idToProjectile[creID] != std::string())
  1013. {
  1014. idToProjectile[g->second.creature->idNumber] = CDefHandler::giveDef(CGI->creh->idToProjectile[creID]);
  1015. if(idToProjectile[g->second.creature->idNumber]->ourImages.size() > 2) //add symmetric images
  1016. {
  1017. for(int k = idToProjectile[g->second.creature->idNumber]->ourImages.size()-2; k > 1; --k)
  1018. {
  1019. Cimage ci;
  1020. ci.bitmap = CSDL_Ext::rotate01(idToProjectile[g->second.creature->idNumber]->ourImages[k].bitmap);
  1021. ci.groupNumber = 0;
  1022. ci.imName = std::string();
  1023. idToProjectile[g->second.creature->idNumber]->ourImages.push_back(ci);
  1024. }
  1025. }
  1026. for(int s=0; s<idToProjectile[g->second.creature->idNumber]->ourImages.size(); ++s) //alpha transforming
  1027. {
  1028. CSDL_Ext::alphaTransform(idToProjectile[g->second.creature->idNumber]->ourImages[s].bitmap);
  1029. }
  1030. }
  1031. }
  1032. //preparing graphic with cell borders
  1033. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  1034. //copying palette
  1035. for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  1036. {
  1037. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  1038. }
  1039. //palette copied
  1040. for(int i=0; i<BFIELD_HEIGHT; ++i) //rows
  1041. {
  1042. for(int j=0; j<BFIELD_WIDTH-2; ++j) //columns
  1043. {
  1044. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  1045. int y = 86 + 42 * i;
  1046. for(int cellX = 0; cellX < cellBorder->w; ++cellX)
  1047. {
  1048. for(int cellY = 0; cellY < cellBorder->h; ++cellY)
  1049. {
  1050. if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  1051. * ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
  1052. }
  1053. }
  1054. }
  1055. }
  1056. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  1057. //preparing obstacle defs
  1058. std::vector<CObstacleInstance> obst = LOCPLINT->cb->battleGetAllObstacles();
  1059. for(int t=0; t<obst.size(); ++t)
  1060. {
  1061. idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles[obst[t].ID].defName);
  1062. for(int n=0; n<idToObstacle[obst[t].ID]->ourImages.size(); ++n)
  1063. {
  1064. SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));
  1065. }
  1066. }
  1067. for (int i = 0; i < ARRAY_COUNT(bfield); i++)
  1068. {
  1069. children.push_back(&bfield[i]);
  1070. }
  1071. }
  1072. CBattleInterface::~CBattleInterface()
  1073. {
  1074. SDL_FreeSurface(background);
  1075. SDL_FreeSurface(menu);
  1076. SDL_FreeSurface(amountNormal);
  1077. SDL_FreeSurface(amountNegative);
  1078. SDL_FreeSurface(amountPositive);
  1079. SDL_FreeSurface(amountEffNeutral);
  1080. SDL_FreeSurface(cellBorders);
  1081. SDL_FreeSurface(backgroundWithHexes);
  1082. delete bOptions;
  1083. delete bSurrender;
  1084. delete bFlee;
  1085. delete bAutofight;
  1086. delete bSpell;
  1087. delete bWait;
  1088. delete bDefence;
  1089. delete bConsoleUp;
  1090. delete bConsoleDown;
  1091. delete console;
  1092. delete givenCommand;
  1093. delete attackingHero;
  1094. delete defendingHero;
  1095. delete queue;
  1096. SDL_FreeSurface(cellBorder);
  1097. SDL_FreeSurface(cellShade);
  1098. for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
  1099. delete g->second;
  1100. for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
  1101. delete g->second;
  1102. for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
  1103. delete g->second;
  1104. delete siegeH;
  1105. LOCPLINT->battleInt = NULL;
  1106. }
  1107. void CBattleInterface::setPrintCellBorders(bool set)
  1108. {
  1109. LOCPLINT->sysOpts.printCellBorders = set;
  1110. LOCPLINT->sysOpts.settingsChanged();
  1111. redrawBackgroundWithHexes(activeStack);
  1112. GH.totalRedraw();
  1113. }
  1114. void CBattleInterface::setPrintStackRange(bool set)
  1115. {
  1116. LOCPLINT->sysOpts.printStackRange = set;
  1117. LOCPLINT->sysOpts.settingsChanged();
  1118. redrawBackgroundWithHexes(activeStack);
  1119. GH.totalRedraw();
  1120. }
  1121. void CBattleInterface::setPrintMouseShadow(bool set)
  1122. {
  1123. LOCPLINT->sysOpts.printMouseShadow = set;
  1124. LOCPLINT->sysOpts.settingsChanged();
  1125. }
  1126. void CBattleInterface::activate()
  1127. {
  1128. activateKeys();
  1129. activateMouseMove();
  1130. activateRClick();
  1131. bOptions->activate();
  1132. bSurrender->activate();
  1133. bFlee->activate();
  1134. bAutofight->activate();
  1135. bSpell->activate();
  1136. bWait->activate();
  1137. bDefence->activate();
  1138. bConsoleUp->activate();
  1139. bConsoleDown->activate();
  1140. for(int b=0; b<BFIELD_SIZE; ++b)
  1141. {
  1142. bfield[b].activate();
  1143. }
  1144. if(attackingHero)
  1145. attackingHero->activate();
  1146. if(defendingHero)
  1147. defendingHero->activate();
  1148. if(LOCPLINT->sysOpts.showQueue)
  1149. queue->activate();
  1150. LOCPLINT->cingconsole->activate();
  1151. }
  1152. void CBattleInterface::deactivate()
  1153. {
  1154. deactivateKeys();
  1155. deactivateMouseMove();
  1156. deactivateRClick();
  1157. bOptions->deactivate();
  1158. bSurrender->deactivate();
  1159. bFlee->deactivate();
  1160. bAutofight->deactivate();
  1161. bSpell->deactivate();
  1162. bWait->deactivate();
  1163. bDefence->deactivate();
  1164. bConsoleUp->deactivate();
  1165. bConsoleDown->deactivate();
  1166. for(int b=0; b<BFIELD_SIZE; ++b)
  1167. {
  1168. bfield[b].deactivate();
  1169. }
  1170. if(attackingHero)
  1171. attackingHero->deactivate();
  1172. if(defendingHero)
  1173. defendingHero->deactivate();
  1174. if(LOCPLINT->sysOpts.showQueue)
  1175. queue->deactivate();
  1176. LOCPLINT->cingconsole->deactivate();
  1177. }
  1178. void CBattleInterface::show(SDL_Surface * to)
  1179. {
  1180. std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks(); //used in a few places
  1181. ++animCount;
  1182. if(!to) //"evaluating" to
  1183. to = screen;
  1184. SDL_Rect buf;
  1185. SDL_GetClipRect(to, &buf);
  1186. SDL_SetClipRect(to, &pos);
  1187. //printing background and hexes
  1188. if(activeStack != -1 && creAnims[activeStack]->getType() != 0) //show everything with range
  1189. {
  1190. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  1191. }
  1192. else
  1193. {
  1194. //showing background
  1195. blitAt(background, pos.x, pos.y, to);
  1196. if(LOCPLINT->sysOpts.printCellBorders)
  1197. {
  1198. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
  1199. }
  1200. }
  1201. //printing hovered cell
  1202. for(int b=0; b<BFIELD_SIZE; ++b)
  1203. {
  1204. if(bfield[b].strictHovered && bfield[b].hovered)
  1205. {
  1206. if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with
  1207. if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with
  1208. if(currentlyHoveredHex != b) //repair hover info
  1209. {
  1210. previouslyHoveredHex = currentlyHoveredHex;
  1211. currentlyHoveredHex = b;
  1212. }
  1213. //print shade
  1214. if(spellToCast) //when casting spell
  1215. {
  1216. //calculating spell schoold level
  1217. const CSpell & spToCast = CGI->spellh->spells[spellToCast->additionalInfo];
  1218. ui8 schoolLevel = 0;
  1219. if( LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned )
  1220. {
  1221. if(attackingHeroInstance)
  1222. schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);
  1223. }
  1224. else
  1225. {
  1226. if(defendingHeroInstance)
  1227. schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
  1228. }
  1229. //obtaining range and printing it
  1230. std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);
  1231. for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex
  1232. {
  1233. if(LOCPLINT->sysOpts.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16))
  1234. {
  1235. int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x;
  1236. int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y;
  1237. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
  1238. }
  1239. }
  1240. }
  1241. else if(LOCPLINT->sysOpts.printMouseShadow) //when not casting spell
  1242. {
  1243. int x = 14 + ((b/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%BFIELD_WIDTH) + pos.x;
  1244. int y = 86 + 42 * (b/BFIELD_WIDTH) + pos.y;
  1245. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
  1246. }
  1247. }
  1248. }
  1249. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  1250. //prevents blitting outside this window
  1251. SDL_GetClipRect(to, &buf);
  1252. SDL_SetClipRect(to, &pos);
  1253. //preparing obstacles to be shown
  1254. std::vector<CObstacleInstance> obstacles = LOCPLINT->cb->battleGetAllObstacles();
  1255. std::multimap<int, int> hexToObstacle;
  1256. for(int b=0; b<obstacles.size(); ++b)
  1257. {
  1258. int position = CGI->heroh->obstacles[obstacles[b].ID].getMaxBlocked(obstacles[b].pos);
  1259. hexToObstacle.insert(std::make_pair(position, b));
  1260. }
  1261. ////showing units //a lot of work...
  1262. std::vector<int> stackAliveByHex[BFIELD_SIZE];
  1263. //double loop because dead stacks should be printed first
  1264. for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
  1265. {
  1266. if(creAnims[j->second.ID]->getType() != 5 && j->second.position >= 0) //don't show turrets here
  1267. stackAliveByHex[j->second.position].push_back(j->second.ID);
  1268. }
  1269. std::vector<int> stackDeadByHex[BFIELD_SIZE];
  1270. for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
  1271. {
  1272. if(creAnims[j->second.ID]->getType() == 5)
  1273. stackDeadByHex[j->second.position].push_back(j->second.ID);
  1274. }
  1275. //handle animations
  1276. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  1277. {
  1278. if(!it->first) //this animation should be deleted
  1279. continue;
  1280. if(!it->second)
  1281. {
  1282. it->second = it->first->init();
  1283. }
  1284. if(it->second && it->first)
  1285. it->first->nextFrame();
  1286. }
  1287. //delete anims
  1288. int preSize = pendingAnims.size();
  1289. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  1290. {
  1291. if(it->first == NULL)
  1292. {
  1293. pendingAnims.erase(it);
  1294. it = pendingAnims.begin();
  1295. break;
  1296. }
  1297. }
  1298. if(preSize > 0 && pendingAnims.size() == 0)
  1299. {
  1300. //action finished, restore the interface
  1301. if(!active)
  1302. activate();
  1303. //restoring good directions of stacks
  1304. for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
  1305. {
  1306. if(creDir[it->second.ID] != bool(it->second.attackerOwned) && it->second.alive())
  1307. {
  1308. addNewAnim(new CReverseAnim(this, it->second.ID, it->second.position, false));
  1309. }
  1310. }
  1311. //activation of next stack
  1312. if(pendingAnims.size() == 0 && stackToActivate != -1)
  1313. {
  1314. activateStack();
  1315. }
  1316. //anims ended
  1317. animsAreDisplayed.setn(false);
  1318. }
  1319. for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks
  1320. {
  1321. for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
  1322. {
  1323. 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
  1324. }
  1325. }
  1326. std::vector<int> flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles
  1327. for(int b=0; b<BFIELD_SIZE; ++b) //showing alive stacks
  1328. {
  1329. for(size_t v=0; v<stackAliveByHex[b].size(); ++v)
  1330. {
  1331. int curStackID = stackAliveByHex[b][v];
  1332. if(!stacks[curStackID].hasFeatureOfType(StackFeature::FLYING) || creAnims[curStackID]->getType() != 0)
  1333. showAliveStack(curStackID, stacks, to);
  1334. else
  1335. flyingStacks.push_back(curStackID);
  1336. }
  1337. //showing obstacles
  1338. std::pair<std::multimap<int, int>::const_iterator, std::multimap<int, int>::const_iterator> obstRange =
  1339. hexToObstacle.equal_range(b);
  1340. for(std::multimap<int, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
  1341. {
  1342. CObstacleInstance & curOb = obstacles[it->second];
  1343. std::pair<si16, si16> shift = CGI->heroh->obstacles[curOb.ID].posShift;
  1344. int x = ((curOb.pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(curOb.pos%BFIELD_WIDTH) + pos.x + shift.first;
  1345. int y = 86 + 42 * (curOb.pos/BFIELD_WIDTH) + pos.y + shift.second;
  1346. std::vector<Cimage> &images = idToObstacle[curOb.ID]->ourImages; //reference to animation of obstacle
  1347. blitAt(images[((animCount+1)/(4/LOCPLINT->sysOpts.animSpeed))%images.size()].bitmap, x, y, to);
  1348. }
  1349. //showing wall pieces
  1350. showPieceOfWall(to, b, stacks);
  1351. }
  1352. for(int b=0; b<flyingStacks.size(); ++b) //showing flyign stacks
  1353. showAliveStack(flyingStacks[b], stacks, to);
  1354. //units shown
  1355. //showing hero animations
  1356. if(attackingHero)
  1357. attackingHero->show(to);
  1358. if(defendingHero)
  1359. defendingHero->show(to);
  1360. projectileShowHelper(to);//showing projectiles
  1361. //showing spell effects
  1362. if(battleEffects.size())
  1363. {
  1364. for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
  1365. {
  1366. SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
  1367. SDL_BlitSurface(bitmapToBlit, NULL, to, &genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y));
  1368. }
  1369. }
  1370. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  1371. //showing menu background and console
  1372. blitAt(menu, pos.x, 556 + pos.y, to);
  1373. console->show(to);
  1374. //showing buttons
  1375. bOptions->show(to);
  1376. bSurrender->show(to);
  1377. bFlee->show(to);
  1378. bAutofight->show(to);
  1379. bSpell->show(to);
  1380. bWait->show(to);
  1381. bDefence->show(to);
  1382. bConsoleUp->show(to);
  1383. bConsoleDown->show(to);
  1384. //showing window with result of battle
  1385. if(resWindow)
  1386. {
  1387. resWindow->show(to);
  1388. }
  1389. //showing in-game console
  1390. LOCPLINT->cingconsole->show(to);
  1391. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  1392. if(LOCPLINT->sysOpts.showQueue)
  1393. {
  1394. if(!queue->embedded)
  1395. {
  1396. posWithQueue.y -= queue->pos.h;
  1397. posWithQueue.h += queue->pos.h;
  1398. }
  1399. //showing queue
  1400. if(!bresult)
  1401. queue->showAll(to);
  1402. else
  1403. queue->blitBg(to); //blit only background, stacks are deleted
  1404. }
  1405. //printing border around interface
  1406. if(screen->w != 800 || screen->h !=600)
  1407. {
  1408. CMessage::drawBorder(LOCPLINT->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  1409. }
  1410. }
  1411. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  1412. {
  1413. if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
  1414. {
  1415. if(LOCPLINT->sysOpts.showQueue) //hide queue
  1416. hideQueue();
  1417. else
  1418. showQueue();
  1419. LOCPLINT->sysOpts.settingsChanged();
  1420. }
  1421. else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
  1422. {
  1423. endCastingSpell();
  1424. }
  1425. }
  1426. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  1427. {
  1428. if(activeStack>=0 && !spellDestSelectMode)
  1429. {
  1430. mouseHoveredStack = -1;
  1431. int myNumber = -1; //number of hovered tile
  1432. for(int g=0; g<BFIELD_SIZE; ++g)
  1433. {
  1434. if(bfield[g].hovered && bfield[g].strictHovered)
  1435. {
  1436. myNumber = g;
  1437. break;
  1438. }
  1439. }
  1440. if(myNumber == -1)
  1441. {
  1442. CGI->curh->changeGraphic(1, 6);
  1443. if(console->whoSetAlter == 0)
  1444. {
  1445. console->alterTxt = "";
  1446. }
  1447. }
  1448. else
  1449. {
  1450. if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end())
  1451. {
  1452. const CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber);
  1453. const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
  1454. if(shere)
  1455. {
  1456. if(shere->owner == LOCPLINT->playerID) //our stack
  1457. {
  1458. CGI->curh->changeGraphic(1,5);
  1459. //setting console text
  1460. char buf[500];
  1461. sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str());
  1462. console->alterTxt = buf;
  1463. console->whoSetAlter = 0;
  1464. mouseHoveredStack = shere->ID;
  1465. if(creAnims[shere->ID]->getType() == 2 && creAnims[shere->ID]->framesInGroup(1) > 0)
  1466. {
  1467. creAnims[shere->ID]->playOnce(1);
  1468. }
  1469. }
  1470. else if(LOCPLINT->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy
  1471. {
  1472. CGI->curh->changeGraphic(1,3);
  1473. //setting console text
  1474. char buf[500];
  1475. //calculating estimated dmg
  1476. std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);
  1477. std::ostringstream estDmg;
  1478. estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
  1479. //printing
  1480. 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());
  1481. console->alterTxt = buf;
  1482. console->whoSetAlter = 0;
  1483. }
  1484. else if(isTileAttackable(myNumber)) //available enemy (melee attackable)
  1485. {
  1486. CCursorHandler *cursor = CGI->curh;
  1487. const CBattleHex &hoveredHex = bfield[myNumber];
  1488. const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
  1489. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
  1490. const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
  1491. const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2;
  1492. const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
  1493. const int zigzagCorrection = !((myNumber/BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
  1494. std::vector<int> sectorCursor; // From left to bottom left.
  1495. sectorCursor.push_back(8);
  1496. sectorCursor.push_back(9);
  1497. sectorCursor.push_back(10);
  1498. sectorCursor.push_back(11);
  1499. sectorCursor.push_back(12);
  1500. sectorCursor.push_back(7);
  1501. const bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
  1502. bool aboveAttackable = true, belowAttackable = true;
  1503. // Exclude directions which cannot be attacked from.
  1504. // Check to the left.
  1505. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - 1))
  1506. {
  1507. sectorCursor[0] = -1;
  1508. }
  1509. // Check top left, top right as well as above for 2-hex creatures.
  1510. if (myNumber/BFIELD_WIDTH == 0)
  1511. {
  1512. sectorCursor[1] = -1;
  1513. sectorCursor[2] = -1;
  1514. aboveAttackable = false;
  1515. }
  1516. else
  1517. {
  1518. if (doubleWide)
  1519. {
  1520. bool attackRow[4] = {true, true, true, true};
  1521. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 2 + zigzagCorrection))
  1522. attackRow[0] = false;
  1523. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
  1524. attackRow[1] = false;
  1525. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
  1526. attackRow[2] = false;
  1527. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + 1 + zigzagCorrection))
  1528. attackRow[3] = false;
  1529. if (!(attackRow[0] && attackRow[1]))
  1530. sectorCursor[1] = -1;
  1531. if (!(attackRow[1] && attackRow[2]))
  1532. aboveAttackable = false;
  1533. if (!(attackRow[2] && attackRow[3]))
  1534. sectorCursor[2] = -1;
  1535. }
  1536. else
  1537. {
  1538. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
  1539. sectorCursor[1] = -1;
  1540. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
  1541. sectorCursor[2] = -1;
  1542. }
  1543. }
  1544. // Check to the right.
  1545. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + 1))
  1546. {
  1547. sectorCursor[3] = -1;
  1548. }
  1549. // Check bottom right, bottom left as well as below for 2-hex creatures.
  1550. if (myNumber/BFIELD_WIDTH == BFIELD_HEIGHT - 1)
  1551. {
  1552. sectorCursor[4] = -1;
  1553. sectorCursor[5] = -1;
  1554. belowAttackable = false;
  1555. }
  1556. else
  1557. {
  1558. if (doubleWide)
  1559. {
  1560. bool attackRow[4] = {true, true, true, true};
  1561. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 2 + zigzagCorrection))
  1562. attackRow[0] = false;
  1563. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
  1564. attackRow[1] = false;
  1565. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
  1566. attackRow[2] = false;
  1567. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + 1 + zigzagCorrection))
  1568. attackRow[3] = false;
  1569. if (!(attackRow[0] && attackRow[1]))
  1570. sectorCursor[5] = -1;
  1571. if (!(attackRow[1] && attackRow[2]))
  1572. belowAttackable = false;
  1573. if (!(attackRow[2] && attackRow[3]))
  1574. sectorCursor[4] = -1;
  1575. }
  1576. else
  1577. {
  1578. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
  1579. sectorCursor[4] = -1;
  1580. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
  1581. sectorCursor[5] = -1;
  1582. }
  1583. }
  1584. // Determine index from sector.
  1585. int cursorIndex;
  1586. if (doubleWide)
  1587. {
  1588. sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
  1589. sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
  1590. if (sector < 1.5)
  1591. cursorIndex = sector;
  1592. else if (sector >= 1.5 && sector < 2.5)
  1593. cursorIndex = 2;
  1594. else if (sector >= 2.5 && sector < 4.5)
  1595. cursorIndex = (int) sector + 1;
  1596. else if (sector >= 4.5 && sector < 5.5)
  1597. cursorIndex = 6;
  1598. else
  1599. cursorIndex = (int) sector + 2;
  1600. }
  1601. else
  1602. {
  1603. cursorIndex = sector;
  1604. }
  1605. // Find the closest direction attackable, starting with the right one.
  1606. // FIXME: Is this really how the original H3 client does it?
  1607. int i = 0;
  1608. while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1)
  1609. i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
  1610. cursor->changeGraphic(1, sectorCursor[(cursorIndex + i)%sectorCursor.size()]);
  1611. //setting console info
  1612. char buf[500];
  1613. //calculating estimated dmg
  1614. std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);
  1615. std::ostringstream estDmg;
  1616. estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
  1617. //printing
  1618. 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());
  1619. console->alterTxt = buf;
  1620. console->whoSetAlter = 0;
  1621. }
  1622. else //unavailable enemy
  1623. {
  1624. CGI->curh->changeGraphic(1,0);
  1625. console->alterTxt = "";
  1626. console->whoSetAlter = 0;
  1627. }
  1628. }
  1629. else if( sactive && sactive->hasFeatureOfType(StackFeature::CATAPULT) && isCatapultAttackable(myNumber) ) //catapulting
  1630. {
  1631. CGI->curh->changeGraphic(1,16);
  1632. console->alterTxt = "";
  1633. console->whoSetAlter = 0;
  1634. }
  1635. else //empty unavailable tile
  1636. {
  1637. CGI->curh->changeGraphic(1,0);
  1638. console->alterTxt = "";
  1639. console->whoSetAlter = 0;
  1640. }
  1641. }
  1642. else //available tile
  1643. {
  1644. //setting console text and cursor
  1645. const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
  1646. if(sactive) //there can be a moment when stack is dead ut next is not yet activated
  1647. {
  1648. char buf[500];
  1649. if(sactive->hasFeatureOfType(StackFeature::FLYING))
  1650. {
  1651. CGI->curh->changeGraphic(1,2);
  1652. sprintf(buf, CGI->generaltexth->allTexts[295].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());
  1653. }
  1654. else
  1655. {
  1656. CGI->curh->changeGraphic(1,1);
  1657. sprintf(buf, CGI->generaltexth->allTexts[294].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());
  1658. }
  1659. console->alterTxt = buf;
  1660. console->whoSetAlter = 0;
  1661. }
  1662. }
  1663. }
  1664. }
  1665. else if(spellDestSelectMode)
  1666. {
  1667. int myNumber = -1; //number of hovered tile
  1668. for(int g=0; g<BFIELD_SIZE; ++g)
  1669. {
  1670. if(bfield[g].hovered && bfield[g].strictHovered)
  1671. {
  1672. myNumber = g;
  1673. break;
  1674. }
  1675. }
  1676. if(myNumber == -1)
  1677. {
  1678. CGI->curh->changeGraphic(1, 0);
  1679. //setting console text
  1680. console->alterTxt = CGI->generaltexth->allTexts[23];
  1681. console->whoSetAlter = 0;
  1682. }
  1683. else
  1684. {
  1685. //get dead stack if we cast resurrection or animate dead
  1686. const CStack * stackUnder = LOCPLINT->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39);
  1687. if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasFeatureOfType(StackFeature::UNDEAD)) //animate dead can be cast only on undead creatures
  1688. stackUnder = NULL;
  1689. bool whichCase; //for cases 1, 2 and 3
  1690. switch(spellSelMode)
  1691. {
  1692. case 1:
  1693. whichCase = stackUnder && LOCPLINT->playerID == stackUnder->owner;
  1694. break;
  1695. case 2:
  1696. whichCase = stackUnder && LOCPLINT->playerID != stackUnder->owner;
  1697. break;
  1698. case 3:
  1699. whichCase = stackUnder;
  1700. break;
  1701. }
  1702. switch(spellSelMode)
  1703. {
  1704. case 0:
  1705. CGI->curh->changeGraphic(3, 0);
  1706. //setting console text
  1707. char buf[500];
  1708. sprintf(buf, CGI->generaltexth->allTexts[26].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str());
  1709. console->alterTxt = buf;
  1710. console->whoSetAlter = 0;
  1711. break;
  1712. case 1: case 2: case 3:
  1713. if( whichCase )
  1714. {
  1715. CGI->curh->changeGraphic(3, 0);
  1716. //setting console text
  1717. char buf[500];
  1718. std::string creName = stackUnder->amount > 1 ? stackUnder->creature->namePl : stackUnder->creature->nameSing;
  1719. sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str(), creName.c_str());
  1720. console->alterTxt = buf;
  1721. console->whoSetAlter = 0;
  1722. break;
  1723. }
  1724. else
  1725. {
  1726. CGI->curh->changeGraphic(1, 0);
  1727. //setting console text
  1728. console->alterTxt = CGI->generaltexth->allTexts[23];
  1729. console->whoSetAlter = 0;
  1730. }
  1731. break;
  1732. case 4: //TODO: implement this case
  1733. if( blockedByObstacle(myNumber) )
  1734. {
  1735. CGI->curh->changeGraphic(3, 0);
  1736. }
  1737. else
  1738. {
  1739. CGI->curh->changeGraphic(1, 0);
  1740. }
  1741. break;
  1742. }
  1743. }
  1744. }
  1745. }
  1746. void CBattleInterface::clickRight(tribool down, bool previousState)
  1747. {
  1748. if(!down && spellDestSelectMode)
  1749. {
  1750. endCastingSpell();
  1751. }
  1752. }
  1753. void CBattleInterface::bOptionsf()
  1754. {
  1755. if(spellDestSelectMode) //we are casting a spell
  1756. return;
  1757. CGI->curh->changeGraphic(0,0);
  1758. SDL_Rect temp_rect = genRect(431, 481, 160, 84);
  1759. CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(temp_rect, this);
  1760. GH.pushInt(optionsWin);
  1761. }
  1762. void CBattleInterface::bSurrenderf()
  1763. {
  1764. if(spellDestSelectMode) //we are casting a spell
  1765. return;
  1766. }
  1767. void CBattleInterface::bFleef()
  1768. {
  1769. if(spellDestSelectMode) //we are casting a spell
  1770. return;
  1771. if( LOCPLINT->cb->battleCanFlee() )
  1772. {
  1773. CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
  1774. LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, 0, false);
  1775. }
  1776. else
  1777. {
  1778. std::vector<SComponent*> comps;
  1779. std::string heroName;
  1780. //calculating fleeing hero's name
  1781. if(attackingHeroInstance)
  1782. if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor())
  1783. heroName = attackingHeroInstance->name;
  1784. if(defendingHeroInstance)
  1785. if(defendingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor())
  1786. heroName = defendingHeroInstance->name;
  1787. //calculating text
  1788. char buffer[1000];
  1789. sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str());
  1790. //printing message
  1791. LOCPLINT->showInfoDialog(std::string(buffer), comps);
  1792. }
  1793. }
  1794. void CBattleInterface::reallyFlee()
  1795. {
  1796. giveCommand(4,0,0);
  1797. CGI->curh->changeGraphic(0, 0);
  1798. }
  1799. void CBattleInterface::bAutofightf()
  1800. {
  1801. if(spellDestSelectMode) //we are casting a spell
  1802. return;
  1803. }
  1804. void CBattleInterface::bSpellf()
  1805. {
  1806. if(spellDestSelectMode) //we are casting a spell
  1807. return;
  1808. CGI->curh->changeGraphic(0,0);
  1809. const CGHeroInstance * chi = NULL;
  1810. if(attackingHeroInstance->tempOwner == LOCPLINT->playerID)
  1811. chi = attackingHeroInstance;
  1812. else
  1813. chi = defendingHeroInstance;
  1814. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi);
  1815. GH.pushInt(spellWindow);
  1816. }
  1817. void CBattleInterface::bWaitf()
  1818. {
  1819. if(spellDestSelectMode) //we are casting a spell
  1820. return;
  1821. if(activeStack != -1)
  1822. giveCommand(8,0,activeStack);
  1823. }
  1824. void CBattleInterface::bDefencef()
  1825. {
  1826. if(spellDestSelectMode) //we are casting a spell
  1827. return;
  1828. if(activeStack != -1)
  1829. giveCommand(3,0,activeStack);
  1830. }
  1831. void CBattleInterface::bConsoleUpf()
  1832. {
  1833. if(spellDestSelectMode) //we are casting a spell
  1834. return;
  1835. console->scrollUp();
  1836. }
  1837. void CBattleInterface::bConsoleDownf()
  1838. {
  1839. if(spellDestSelectMode) //we are casting a spell
  1840. return;
  1841. console->scrollDown();
  1842. }
  1843. void CBattleInterface::newStack(int stackID)
  1844. {
  1845. const CStack * newStack = LOCPLINT->cb->battleGetStackByID(stackID);
  1846. Point coords = CBattleHex::getXYUnitAnim(newStack->position, newStack->owner == attackingHeroInstance->tempOwner, newStack, this);;
  1847. if(newStack->position < 0) //turret
  1848. {
  1849. const CCreature & turretCreature = CGI->creh->creatures[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ];
  1850. creAnims[stackID] = new CCreatureAnimation(turretCreature.animDefName);
  1851. }
  1852. else
  1853. {
  1854. creAnims[stackID] = new CCreatureAnimation(newStack->creature->animDefName);
  1855. }
  1856. creAnims[stackID]->setType(2);
  1857. creAnims[stackID]->pos = Rect(coords.x, coords.y, creAnims[newStack->ID]->fullWidth, creAnims[newStack->ID]->fullHeight);
  1858. creDir[stackID] = newStack->attackerOwned;
  1859. }
  1860. void CBattleInterface::stackRemoved(int stackID)
  1861. {
  1862. delete creAnims[stackID];
  1863. creAnims.erase(stackID);
  1864. creDir.erase(stackID);
  1865. }
  1866. void CBattleInterface::stackActivated(int number)
  1867. {
  1868. //givenCommand = NULL;
  1869. stackToActivate = number;
  1870. if(pendingAnims.size() == 0)
  1871. activateStack();
  1872. }
  1873. void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance)
  1874. {
  1875. addNewAnim(new CBattleStackMoved(this, number, destHex, endMoving, distance));
  1876. }
  1877. void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos)
  1878. {
  1879. for(int h = 0; h < attackedInfos.size(); ++h)
  1880. {
  1881. addNewAnim(new CDefenceAnim(attackedInfos[h], this));
  1882. }
  1883. }
  1884. void CBattleInterface::stackAttacking(int ID, int dest, int attackedID)
  1885. {
  1886. addNewAnim(new CMeleeAttack(this, ID, dest, attackedID));
  1887. }
  1888. void CBattleInterface::newRound(int number)
  1889. {
  1890. console->addText(CGI->generaltexth->allTexts[412]);
  1891. //unlock spellbook
  1892. bSpell->block(!LOCPLINT->cb->battleCanCastSpell());
  1893. //handle regeneration
  1894. std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
  1895. for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
  1896. {
  1897. if( it->second.hasFeatureOfType(StackFeature::HP_REGENERATION) && it->second.alive() )
  1898. displayEffect(74, it->second.position);
  1899. if( it->second.hasFeatureOfType(StackFeature::FULL_HP_REGENERATION, 0) && it->second.alive() )
  1900. displayEffect(4, it->second.position);
  1901. if( it->second.hasFeatureOfType(StackFeature::FULL_HP_REGENERATION, 1) && it->second.alive() )
  1902. displayEffect(74, it->second.position);
  1903. }
  1904. }
  1905. void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional)
  1906. {
  1907. if(!LOCPLINT->cb->battleGetStackByID(stack) && action != 1 && action != 4 && action != 5)
  1908. {
  1909. return;
  1910. }
  1911. BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  1912. ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
  1913. ba->actionType = action;
  1914. ba->destinationTile = tile;
  1915. ba->stackNumber = stack;
  1916. ba->additionalInfo = additional;
  1917. //some basic validations
  1918. switch(action)
  1919. {
  1920. case 6:
  1921. assert(LOCPLINT->cb->battleGetStackByPos(additional)); //stack to attack must exist
  1922. case 2: case 7: case 9:
  1923. assert(tile < BFIELD_SIZE);
  1924. break;
  1925. }
  1926. myTurn = false;
  1927. activeStack = -1;
  1928. givenCommand->setn(ba);
  1929. }
  1930. bool CBattleInterface::isTileAttackable(const int & number) const
  1931. {
  1932. for(size_t b=0; b<shadedHexes.size(); ++b)
  1933. {
  1934. if(BattleInfo::mutualPosition(shadedHexes[b], number) != -1 || shadedHexes[b] == number)
  1935. return true;
  1936. }
  1937. return false;
  1938. }
  1939. bool CBattleInterface::blockedByObstacle(int hex) const
  1940. {
  1941. std::vector<CObstacleInstance> obstacles = LOCPLINT->cb->battleGetAllObstacles();
  1942. std::set<int> coveredHexes;
  1943. for(int b = 0; b < obstacles.size(); ++b)
  1944. {
  1945. std::vector<int> blocked = CGI->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
  1946. for(int w = 0; w < blocked.size(); ++w)
  1947. coveredHexes.insert(blocked[w]);
  1948. }
  1949. return vstd::contains(coveredHexes, hex);
  1950. }
  1951. bool CBattleInterface::isCatapultAttackable(int hex) const
  1952. {
  1953. if(!siegeH)
  1954. return false;
  1955. int wallUnder = LOCPLINT->cb->battleGetWallUnderHex(hex);
  1956. if(wallUnder == -1)
  1957. return false;
  1958. return LOCPLINT->cb->battleGetWallState(wallUnder) < 3;
  1959. }
  1960. void CBattleInterface::hexLclicked(int whichOne)
  1961. {
  1962. const CStack * actSt = LOCPLINT->cb->battleGetStackByID(activeStack);
  1963. if( ((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack
  1964. || (actSt->hasFeatureOfType(StackFeature::CATAPULT) && !spellDestSelectMode )
  1965. )
  1966. {
  1967. if(!myTurn)
  1968. return; //we are not permit to do anything
  1969. if(spellDestSelectMode)
  1970. {
  1971. //checking destination
  1972. bool allowCasting = true;
  1973. bool onlyAlive = spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  1974. switch(spellSelMode)
  1975. {
  1976. case 1:
  1977. if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )
  1978. allowCasting = false;
  1979. break;
  1980. case 2:
  1981. if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )
  1982. allowCasting = false;
  1983. break;
  1984. case 3:
  1985. if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive))
  1986. allowCasting = false;
  1987. break;
  1988. case 4:
  1989. if(!blockedByObstacle(whichOne))
  1990. allowCasting = false;
  1991. break;
  1992. }
  1993. //destination checked
  1994. if(allowCasting)
  1995. {
  1996. spellToCast->destinationTile = whichOne;
  1997. LOCPLINT->cb->battleMakeAction(spellToCast);
  1998. endCastingSpell();
  1999. }
  2000. }
  2001. else //we don't cast any spell
  2002. {
  2003. const CStack* dest = LOCPLINT->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one
  2004. if(!dest || !dest->alive()) //no creature at that tile
  2005. {
  2006. const CStack * sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
  2007. if(std::find(shadedHexes.begin(),shadedHexes.end(),whichOne)!=shadedHexes.end())// and it's in our range
  2008. {
  2009. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2010. if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  2011. {
  2012. std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
  2013. int shiftedDest = whichOne + (LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned ? 1 : -1);
  2014. if(vstd::contains(acc, whichOne))
  2015. giveCommand(2,whichOne,activeStack);
  2016. else if(vstd::contains(acc, shiftedDest))
  2017. giveCommand(2,shiftedDest,activeStack);
  2018. }
  2019. else
  2020. {
  2021. giveCommand(2,whichOne,activeStack);
  2022. }
  2023. }
  2024. else if(sactive->hasFeatureOfType(StackFeature::CATAPULT) && isCatapultAttackable(whichOne)) //attacking (catapult)
  2025. {
  2026. giveCommand(9,whichOne,activeStack);
  2027. }
  2028. }
  2029. else if(dest->owner != attackingHeroInstance->tempOwner
  2030. && LOCPLINT->cb->battleCanShoot(activeStack, whichOne) ) //shooting
  2031. {
  2032. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2033. giveCommand(7,whichOne,activeStack);
  2034. }
  2035. else if(dest->owner != attackingHeroInstance->tempOwner) //attacking
  2036. {
  2037. const CStack * actStack = LOCPLINT->cb->battleGetStackByID(activeStack);
  2038. int attackFromHex = -1; //hex from which we will attack chosen stack
  2039. switch(CGI->curh->number)
  2040. {
  2041. case 12: //from bottom right
  2042. {
  2043. bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
  2044. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 ) + doubleWide;
  2045. if(vstd::contains(shadedHexes, destHex))
  2046. attackFromHex = destHex;
  2047. else if(actStack->attackerOwned) //if we are attacker
  2048. {
  2049. if(vstd::contains(shadedHexes, destHex+1))
  2050. attackFromHex = destHex+1;
  2051. }
  2052. else //if we are defender
  2053. {
  2054. if(vstd::contains(shadedHexes, destHex-1))
  2055. attackFromHex = destHex-1;
  2056. }
  2057. break;
  2058. }
  2059. case 7: //from bottom left
  2060. {
  2061. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH );
  2062. if(vstd::contains(shadedHexes, destHex))
  2063. attackFromHex = destHex;
  2064. else if(actStack->attackerOwned) //if we are attacker
  2065. {
  2066. if(vstd::contains(shadedHexes, destHex+1))
  2067. attackFromHex = destHex+1;
  2068. }
  2069. else //if we are defender
  2070. {
  2071. if(vstd::contains(shadedHexes, destHex-1))
  2072. attackFromHex = destHex-1;
  2073. }
  2074. break;
  2075. }
  2076. case 8: //from left
  2077. {
  2078. if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2079. {
  2080. std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
  2081. if(vstd::contains(acc, whichOne))
  2082. attackFromHex = whichOne - 1;
  2083. else
  2084. attackFromHex = whichOne - 2;
  2085. }
  2086. else
  2087. {
  2088. attackFromHex = whichOne - 1;
  2089. }
  2090. break;
  2091. }
  2092. case 9: //from top left
  2093. {
  2094. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH );
  2095. if(vstd::contains(shadedHexes, destHex))
  2096. attackFromHex = destHex;
  2097. else if(actStack->attackerOwned) //if we are attacker
  2098. {
  2099. if(vstd::contains(shadedHexes, destHex+1))
  2100. attackFromHex = destHex+1;
  2101. }
  2102. else //if we are defender
  2103. {
  2104. if(vstd::contains(shadedHexes, destHex-1))
  2105. attackFromHex = destHex-1;
  2106. }
  2107. break;
  2108. }
  2109. case 10: //from top right
  2110. {
  2111. bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
  2112. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ) + doubleWide;
  2113. if(vstd::contains(shadedHexes, destHex))
  2114. attackFromHex = destHex;
  2115. else if(actStack->attackerOwned) //if we are attacker
  2116. {
  2117. if(vstd::contains(shadedHexes, destHex+1))
  2118. attackFromHex = destHex+1;
  2119. }
  2120. else //if we are defender
  2121. {
  2122. if(vstd::contains(shadedHexes, destHex-1))
  2123. attackFromHex = destHex-1;
  2124. }
  2125. break;
  2126. }
  2127. case 11: //from right
  2128. {
  2129. if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2130. {
  2131. std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
  2132. if(vstd::contains(acc, whichOne))
  2133. attackFromHex = whichOne + 1;
  2134. else
  2135. attackFromHex = whichOne + 2;
  2136. }
  2137. else
  2138. {
  2139. attackFromHex = whichOne + 1;
  2140. }
  2141. break;
  2142. }
  2143. case 13: //from bottom
  2144. {
  2145. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 );
  2146. if(vstd::contains(shadedHexes, destHex))
  2147. attackFromHex = destHex;
  2148. else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
  2149. {
  2150. if(vstd::contains(shadedHexes, destHex+1))
  2151. attackFromHex = destHex+1;
  2152. }
  2153. else //if we are defender
  2154. {
  2155. if(vstd::contains(shadedHexes, destHex-1))
  2156. attackFromHex = destHex-1;
  2157. }
  2158. break;
  2159. }
  2160. case 14: //from top
  2161. {
  2162. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 );
  2163. if(vstd::contains(shadedHexes, destHex))
  2164. attackFromHex = destHex;
  2165. else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
  2166. {
  2167. if(vstd::contains(shadedHexes, destHex+1))
  2168. attackFromHex = destHex+1;
  2169. }
  2170. else //if we are defender
  2171. {
  2172. if(vstd::contains(shadedHexes, destHex-1))
  2173. attackFromHex = destHex-1;
  2174. }
  2175. break;
  2176. }
  2177. }
  2178. if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  2179. {
  2180. giveCommand(6, attackFromHex, activeStack, whichOne);
  2181. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2182. }
  2183. }
  2184. }
  2185. }
  2186. }
  2187. void CBattleInterface::stackIsShooting(int ID, int dest, int attackedID)
  2188. {
  2189. addNewAnim(new CShootingAnim(this, ID, dest, attackedID));
  2190. }
  2191. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  2192. {
  2193. for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
  2194. {
  2195. addNewAnim(new CShootingAnim(this, ca.attacker, it->first.second, -1, true, it->second));
  2196. SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
  2197. siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
  2198. siegeH->getSiegeName(it->first.first + 2, LOCPLINT->cb->battleGetWallState(it->first.first)) );
  2199. }
  2200. }
  2201. void CBattleInterface::battleFinished(const BattleResult& br)
  2202. {
  2203. bresult = &br;
  2204. LOCPLINT->pim->unlock();
  2205. animsAreDisplayed.waitUntil(false);
  2206. LOCPLINT->pim->lock();
  2207. displayBattleFinished();
  2208. }
  2209. void CBattleInterface::displayBattleFinished()
  2210. {
  2211. CGI->curh->changeGraphic(0,0);
  2212. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  2213. CGI->musich->stopMusic();
  2214. resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
  2215. GH.pushInt(resWindow);
  2216. }
  2217. void CBattleInterface::spellCast(SpellCast * sc)
  2218. {
  2219. CSpell &spell = CGI->spellh->spells[sc->id];
  2220. if(sc->side == !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2221. bSpell->block(true);
  2222. std::vector< std::string > anims; //for magic arrow and ice bolt
  2223. if (spell.soundID != soundBase::invalid)
  2224. CGI->soundh->playSound(spell.soundID);
  2225. switch(sc->id)
  2226. {
  2227. case 15: //magic arrow
  2228. {
  2229. //initialization of anims
  2230. 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");
  2231. }
  2232. case 16: //ice bolt
  2233. {
  2234. if(anims.size() == 0) //initialization of anims
  2235. {
  2236. 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");
  2237. }
  2238. } //end of ice bolt only part
  2239. { //common ice bolt and magic arrow part
  2240. //initial variables
  2241. std::string animToDisplay;
  2242. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
  2243. Point destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, LOCPLINT->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
  2244. destcoord.x += 250; destcoord.y += 240;
  2245. //animation angle
  2246. float angle = atan2(float(destcoord.x - srccoord.x), float(destcoord.y - srccoord.y));
  2247. //choosing animation by angle
  2248. if(angle > 1.50)
  2249. animToDisplay = anims[0];
  2250. else if(angle > 1.20)
  2251. animToDisplay = anims[1];
  2252. else if(angle > 0.90)
  2253. animToDisplay = anims[2];
  2254. else if(angle > 0.60)
  2255. animToDisplay = anims[3];
  2256. else
  2257. animToDisplay = anims[4];
  2258. //displaying animation
  2259. CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
  2260. int steps = sqrt((float)((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40;
  2261. if(steps <= 0)
  2262. steps = 1;
  2263. int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
  2264. delete animDef;
  2265. addNewAnim(new CSpellEffectAnim(this, animToDisplay, srccoord.x, srccoord.y, dx, dy));
  2266. break; //for 15 and 16 cases
  2267. }
  2268. case 17: //lightning bolt
  2269. displayEffect(1, sc->tile);
  2270. displayEffect(spell.mainEffectAnim, sc->tile);
  2271. break;
  2272. case 35: //dispel
  2273. case 37: //cure
  2274. case 38: //resurrection
  2275. case 39: //animate dead
  2276. for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
  2277. {
  2278. displayEffect(spell.mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*it, false)->position);
  2279. }
  2280. break;
  2281. } //switch(sc->id)
  2282. //support for resistance
  2283. for(int j=0; j<sc->resisted.size(); ++j)
  2284. {
  2285. int tile = LOCPLINT->cb->battleGetStackByID(sc->resisted[j])->position;
  2286. displayEffect(78, tile);
  2287. }
  2288. //displaying message in console
  2289. if(sc->affectedCres.size() == 1)
  2290. {
  2291. std::string text = CGI->generaltexth->allTexts[195];
  2292. boost::algorithm::replace_first(text, "%s", LOCPLINT->cb->battleGetFightingHero(sc->side)->name);
  2293. boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id].name);
  2294. boost::algorithm::replace_first(text, "%s", LOCPLINT->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->creature->namePl );
  2295. console->addText(text);
  2296. }
  2297. else
  2298. {
  2299. std::string text = CGI->generaltexth->allTexts[196];
  2300. boost::algorithm::replace_first(text, "%s", LOCPLINT->cb->battleGetFightingHero(sc->side)->name);
  2301. boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id].name);
  2302. console->addText(text);
  2303. }
  2304. if(sc->dmgToDisplay != 0)
  2305. {
  2306. std::string dmgInfo = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1);
  2307. boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
  2308. console->addText(dmgInfo);
  2309. }
  2310. }
  2311. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  2312. {
  2313. for(std::set<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
  2314. {
  2315. displayEffect(CGI->spellh->spells[sse.effect.id].mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*ci)->position);
  2316. }
  2317. redrawBackgroundWithHexes(activeStack);
  2318. }
  2319. void CBattleInterface::castThisSpell(int spellID)
  2320. {
  2321. BattleAction * ba = new BattleAction;
  2322. ba->actionType = 1;
  2323. ba->additionalInfo = spellID; //spell number
  2324. ba->destinationTile = -1;
  2325. ba->stackNumber = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? -1 : -2;
  2326. ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
  2327. spellToCast = ba;
  2328. spellDestSelectMode = true;
  2329. //choosing possible tragets
  2330. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? attackingHeroInstance : attackingHeroInstance;
  2331. spellSelMode = 0;
  2332. if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  2333. {
  2334. switch(CGI->spellh->spells[spellID].positiveness)
  2335. {
  2336. case -1 :
  2337. spellSelMode = 2;
  2338. break;
  2339. case 0:
  2340. spellSelMode = 3;
  2341. break;
  2342. case 1:
  2343. spellSelMode = 1;
  2344. break;
  2345. }
  2346. }
  2347. if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_1") != std::string::npos ||
  2348. CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
  2349. {
  2350. if(castingHero && castingHero->getSpellSecLevel(spellID) < 3)
  2351. {
  2352. switch(CGI->spellh->spells[spellID].positiveness)
  2353. {
  2354. case -1 :
  2355. spellSelMode = 2;
  2356. break;
  2357. case 0:
  2358. spellSelMode = 3;
  2359. break;
  2360. case 1:
  2361. spellSelMode = 1;
  2362. break;
  2363. }
  2364. }
  2365. else
  2366. {
  2367. spellSelMode = -1;
  2368. }
  2369. }
  2370. if(CGI->spellh->spells[spellID].attributes.find("OBSTACLE_TARGET") != std::string::npos) //spell to be cast on an obstacle
  2371. {
  2372. spellSelMode = 4;
  2373. }
  2374. if(spellSelMode == -1) //user does not have to select location
  2375. {
  2376. spellToCast->destinationTile = -1;
  2377. LOCPLINT->cb->battleMakeAction(spellToCast);
  2378. delete spellToCast;
  2379. spellToCast = NULL;
  2380. spellDestSelectMode = false;
  2381. CGI->curh->changeGraphic(1, 6);
  2382. }
  2383. else
  2384. {
  2385. CGI->curh->changeGraphic(3, 0);
  2386. }
  2387. }
  2388. void CBattleInterface::displayEffect(ui32 effect, int destTile)
  2389. {
  2390. addNewAnim(new CSpellEffectAnim(this, effect, destTile));
  2391. }
  2392. void CBattleInterface::setAnimSpeed(int set)
  2393. {
  2394. LOCPLINT->sysOpts.animSpeed = set;
  2395. LOCPLINT->sysOpts.settingsChanged();
  2396. }
  2397. int CBattleInterface::getAnimSpeed() const
  2398. {
  2399. return LOCPLINT->sysOpts.animSpeed;
  2400. LOCPLINT->sysOpts.settingsChanged();
  2401. }
  2402. void CBattleInterface::activateStack()
  2403. {
  2404. activeStack = stackToActivate;
  2405. stackToActivate = -1;
  2406. myTurn = true;
  2407. queue->update();
  2408. redrawBackgroundWithHexes(activeStack);
  2409. bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(activeStack)->state,WAITING)); //block waiting button if stack has been already waiting
  2410. //block cast spell button if hero doesn't have a spellbook
  2411. if(attackingHeroInstance && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2412. {
  2413. if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked
  2414. bSpell->block(!attackingHeroInstance->getArt(17));
  2415. }
  2416. else if(defendingHeroInstance && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
  2417. {
  2418. if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked
  2419. bSpell->block(!defendingHeroInstance->getArt(17));
  2420. }
  2421. GH.fakeMouseMove();
  2422. if(!pendingAnims.size() && !active)
  2423. activate();
  2424. }
  2425. float CBattleInterface::getAnimSpeedMultiplier() const
  2426. {
  2427. switch(LOCPLINT->sysOpts.animSpeed)
  2428. {
  2429. case 1:
  2430. return 3.5f;
  2431. case 2:
  2432. return 2.2f;
  2433. case 4:
  2434. return 1.0f;
  2435. default:
  2436. return 0.0f;
  2437. }
  2438. }
  2439. void CBattleInterface::endCastingSpell()
  2440. {
  2441. assert(spellDestSelectMode);
  2442. delete spellToCast;
  2443. spellToCast = NULL;
  2444. spellDestSelectMode = false;
  2445. CGI->curh->changeGraphic(1, 6);
  2446. }
  2447. void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stacks, SDL_Surface * to)
  2448. {
  2449. if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
  2450. return;
  2451. const CStack &curStack = stacks.find(ID)->second;
  2452. int animType = creAnims[ID]->getType();
  2453. int affectingSpeed = LOCPLINT->sysOpts.animSpeed;
  2454. if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
  2455. affectingSpeed = 2;
  2456. bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
  2457. if(animType == 2)
  2458. {
  2459. if(standingFrame.find(ID)!=standingFrame.end())
  2460. {
  2461. incrementFrame = (animCount%(8/affectingSpeed)==0);
  2462. if(incrementFrame)
  2463. {
  2464. ++standingFrame[ID];
  2465. if(standingFrame[ID] == creAnims[ID]->framesInGroup(2))
  2466. {
  2467. standingFrame.erase(standingFrame.find(ID));
  2468. }
  2469. }
  2470. }
  2471. else
  2472. {
  2473. if((rand()%50) == 0)
  2474. {
  2475. standingFrame.insert(std::make_pair(ID, 0));
  2476. }
  2477. }
  2478. }
  2479. 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
  2480. //printing amount
  2481. if(curStack.amount > 0 //don't print if stack is not alive
  2482. && (!LOCPLINT->curAction
  2483. || (LOCPLINT->curAction->stackNumber != ID //don't print if stack is currently taking an action
  2484. && (LOCPLINT->curAction->actionType != 6 || curStack.position != LOCPLINT->curAction->additionalInfo) //nor if it's an object of attack
  2485. && (LOCPLINT->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action
  2486. )
  2487. )
  2488. && !curStack.hasFeatureOfType(StackFeature::SIEGE_WEAPON) //and not a war machine...
  2489. )
  2490. {
  2491. int xAdd = curStack.attackerOwned ? 220 : 202;
  2492. //blitting amoutn background box
  2493. SDL_Surface *amountBG = NULL;
  2494. if(curStack.effects.size() == 0)
  2495. {
  2496. amountBG = amountNormal;
  2497. }
  2498. else
  2499. {
  2500. int pos=0; //determining total positiveness of effects
  2501. for(int c=0; c<curStack.effects.size(); ++c)
  2502. {
  2503. pos += CGI->spellh->spells[ curStack.effects[c].id ].positiveness;
  2504. }
  2505. if(pos > 0)
  2506. {
  2507. amountBG = amountPositive;
  2508. }
  2509. else if(pos < 0)
  2510. {
  2511. amountBG = amountNegative;
  2512. }
  2513. else
  2514. {
  2515. amountBG = amountEffNeutral;
  2516. }
  2517. }
  2518. SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + 260));
  2519. //blitting amount
  2520. CSDL_Ext::printAtMiddle(
  2521. makeNumberShort(curStack.amount),
  2522. creAnims[ID]->pos.x + xAdd + 15,
  2523. creAnims[ID]->pos.y + 260 + 5,
  2524. FONT_TINY,
  2525. zwykly,
  2526. to
  2527. );
  2528. }
  2529. }
  2530. void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::map<int, CStack> & stacks)
  2531. {
  2532. if(!siegeH)
  2533. return;
  2534. 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);
  2535. //additionally print bottom wall
  2536. if(hex == 182)
  2537. {
  2538. siegeH->printPartOfWall(to, 4);
  2539. }
  2540. std::map<int, int>::const_iterator it = hexToPart.find(hex);
  2541. if(it != hexToPart.end())
  2542. {
  2543. siegeH->printPartOfWall(to, it->second);
  2544. //print creature in turret
  2545. int posToSeek = -1;
  2546. switch(it->second)
  2547. {
  2548. case 3: //bottom turret
  2549. posToSeek = -3;
  2550. break;
  2551. case 8: //upper turret
  2552. posToSeek = -4;
  2553. break;
  2554. case 2: //keep
  2555. posToSeek = -2;
  2556. break;
  2557. }
  2558. if(posToSeek != -1)
  2559. {
  2560. int ID = -1;
  2561. for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
  2562. {
  2563. if(it->second.position == posToSeek)
  2564. {
  2565. ID = it->second.ID;
  2566. break;
  2567. }
  2568. }
  2569. if(ID != -1)
  2570. {
  2571. showAliveStack(ID, stacks, to);
  2572. //blitting creature cover
  2573. switch(posToSeek)
  2574. {
  2575. case -3: //bottom turret
  2576. siegeH->printPartOfWall(to, 16);
  2577. break;
  2578. case -4: //upper turret
  2579. siegeH->printPartOfWall(to, 17);
  2580. break;
  2581. case -2: //keep
  2582. siegeH->printPartOfWall(to, 15);
  2583. break;
  2584. }
  2585. }
  2586. }
  2587. }
  2588. }
  2589. void CBattleInterface::redrawBackgroundWithHexes(int activeStack)
  2590. {
  2591. shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(activeStack, true);
  2592. //preparating background graphic with hexes and shaded hexes
  2593. blitAt(background, 0, 0, backgroundWithHexes);
  2594. if(LOCPLINT->sysOpts.printCellBorders)
  2595. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
  2596. if(LOCPLINT->sysOpts.printStackRange)
  2597. {
  2598. for(size_t m=0; m<shadedHexes.size(); ++m) //rows
  2599. {
  2600. int i = shadedHexes[m]/BFIELD_WIDTH; //row
  2601. int j = shadedHexes[m]%BFIELD_WIDTH-1; //column
  2602. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  2603. int y = 86 + 42 * i;
  2604. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, backgroundWithHexes, &genRect(cellShade->h, cellShade->w, x, y));
  2605. }
  2606. }
  2607. }
  2608. void CBattleInterface::printConsoleAttacked(int ID, int dmg, int killed, int IDby)
  2609. {
  2610. char tabh[200];
  2611. const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
  2612. const CStack * defender = LOCPLINT->cb->battleGetStackByID(ID, false);
  2613. int end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->amount > 1 ? 377 : 376].c_str(),
  2614. (attacker->amount > 1 ? attacker->creature->namePl.c_str() : attacker->creature->nameSing.c_str()),
  2615. dmg);
  2616. if(killed > 0)
  2617. {
  2618. if(killed > 1)
  2619. {
  2620. sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, defender->creature->namePl.c_str());
  2621. }
  2622. else //killed == 1
  2623. {
  2624. sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), defender->creature->nameSing.c_str());
  2625. }
  2626. }
  2627. console->addText(std::string(tabh));
  2628. }
  2629. void CBattleInterface::projectileShowHelper(SDL_Surface * to)
  2630. {
  2631. if(to == NULL)
  2632. to = screen;
  2633. std::list< std::list<SProjectileInfo>::iterator > toBeDeleted;
  2634. for(std::list<SProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)
  2635. {
  2636. if(it->animStartDelay>0)
  2637. {
  2638. --(it->animStartDelay);
  2639. continue;
  2640. }
  2641. SDL_Rect dst;
  2642. dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
  2643. dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
  2644. dst.x = it->x;
  2645. dst.y = it->y;
  2646. if(it->reverse)
  2647. {
  2648. SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
  2649. CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);
  2650. SDL_FreeSurface(rev);
  2651. }
  2652. else
  2653. {
  2654. CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);
  2655. }
  2656. //actualizing projectile
  2657. ++it->step;
  2658. if(it->step == it->lastStep)
  2659. {
  2660. toBeDeleted.insert(toBeDeleted.end(), it);
  2661. }
  2662. else
  2663. {
  2664. it->x += it->dx;
  2665. it->y += it->dy;
  2666. if(it->spin)
  2667. {
  2668. ++(it->frameNum);
  2669. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2670. }
  2671. }
  2672. }
  2673. for(std::list< std::list<SProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
  2674. {
  2675. projectiles.erase(*it);
  2676. }
  2677. }
  2678. void CBattleInterface::endAction(const BattleAction* action)
  2679. {
  2680. //if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
  2681. // {
  2682. // activate();
  2683. // }
  2684. if(action->actionType == 1)
  2685. {
  2686. if(action->side)
  2687. defendingHero->setPhase(0);
  2688. else
  2689. attackingHero->setPhase(0);
  2690. }
  2691. if(action->actionType == 2 && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
  2692. {
  2693. pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, action->stackNumber, action->destinationTile), false));
  2694. }
  2695. if(action->actionType == 9) //catapult
  2696. {
  2697. }
  2698. }
  2699. void CBattleInterface::hideQueue()
  2700. {
  2701. LOCPLINT->sysOpts.showQueue = false;
  2702. queue->deactivate();
  2703. if(!queue->embedded)
  2704. {
  2705. moveBy(Point(0, -queue->pos.h / 2));
  2706. GH.totalRedraw();
  2707. }
  2708. }
  2709. void CBattleInterface::showQueue()
  2710. {
  2711. LOCPLINT->sysOpts.showQueue = true;
  2712. queue->activate();
  2713. if(!queue->embedded)
  2714. {
  2715. moveBy(Point(0, +queue->pos.h / 2));
  2716. GH.totalRedraw();
  2717. }
  2718. }
  2719. void CBattleInterface::startAction(const BattleAction* action)
  2720. {
  2721. const CStack *stack = LOCPLINT->cb->battleGetStackByID(action->stackNumber);
  2722. if(stack)
  2723. {
  2724. queue->update();
  2725. }
  2726. else
  2727. {
  2728. assert(action->actionType == 1); //only cast spell is valid action without acting stack number
  2729. }
  2730. if(action->actionType == 2
  2731. || (action->actionType == 6 && action->destinationTile != stack->position))
  2732. {
  2733. moveStarted = true;
  2734. if(creAnims[action->stackNumber]->framesInGroup(20))
  2735. {
  2736. pendingAnims.push_back(std::make_pair(new CBattleMoveStart(this, action->stackNumber), false));
  2737. }
  2738. }
  2739. if(active)
  2740. deactivate();
  2741. char txt[400];
  2742. if(action->actionType == 1)
  2743. {
  2744. if(action->side)
  2745. defendingHero->setPhase(4);
  2746. else
  2747. attackingHero->setPhase(4);
  2748. return;
  2749. }
  2750. if(!stack)
  2751. {
  2752. tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber<<std::endl;
  2753. return;
  2754. }
  2755. int txtid = 0;
  2756. switch(action->actionType)
  2757. {
  2758. case 3: //defend
  2759. txtid = 120;
  2760. break;
  2761. case 8: //wait
  2762. txtid = 136;
  2763. break;
  2764. case 11: //bad morale
  2765. txtid = -34; //negative -> no separate singular/plural form
  2766. displayEffect(30,stack->position);
  2767. break;
  2768. }
  2769. if(txtid > 0 && stack->amount != 1)
  2770. txtid++; //move to plural text
  2771. else if(txtid < 0)
  2772. txtid = -txtid;
  2773. if(txtid)
  2774. {
  2775. sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->amount != 1) ? stack->creature->namePl.c_str() : stack->creature->nameSing.c_str(), 0);
  2776. console->addText(txt);
  2777. }
  2778. }
  2779. void CBattleHero::show(SDL_Surface *to)
  2780. {
  2781. //animation of flag
  2782. if(flip)
  2783. {
  2784. CSDL_Ext::blit8bppAlphaTo24bpp(
  2785. flag->ourImages[flagAnim].bitmap,
  2786. NULL,
  2787. screen,
  2788. &genRect(
  2789. flag->ourImages[flagAnim].bitmap->h,
  2790. flag->ourImages[flagAnim].bitmap->w,
  2791. 62 + pos.x,
  2792. 39 + pos.y
  2793. )
  2794. );
  2795. }
  2796. else
  2797. {
  2798. CSDL_Ext::blit8bppAlphaTo24bpp(
  2799. flag->ourImages[flagAnim].bitmap,
  2800. NULL,
  2801. screen,
  2802. &genRect(
  2803. flag->ourImages[flagAnim].bitmap->h,
  2804. flag->ourImages[flagAnim].bitmap->w,
  2805. 71 + pos.x,
  2806. 39 + pos.y
  2807. )
  2808. );
  2809. }
  2810. ++flagAnimCount;
  2811. if(flagAnimCount%4==0)
  2812. {
  2813. ++flagAnim;
  2814. flagAnim %= flag->ourImages.size();
  2815. }
  2816. //animation of hero
  2817. int tick=-1;
  2818. for(int i=0; i<dh->ourImages.size(); ++i)
  2819. {
  2820. if(dh->ourImages[i].groupNumber==phase)
  2821. ++tick;
  2822. if(tick==image)
  2823. {
  2824. SDL_Rect posb = pos;
  2825. CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
  2826. if(phase != 4 || nextPhase != -1 || image < 4)
  2827. {
  2828. if(flagAnimCount%2==0)
  2829. {
  2830. ++image;
  2831. }
  2832. if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame
  2833. {
  2834. image = 0;
  2835. }
  2836. }
  2837. if(phase == 4 && nextPhase != -1 && image == 7)
  2838. {
  2839. phase = nextPhase;
  2840. nextPhase = -1;
  2841. image = 0;
  2842. }
  2843. break;
  2844. }
  2845. }
  2846. }
  2847. void CBattleHero::activate()
  2848. {
  2849. activateLClick();
  2850. }
  2851. void CBattleHero::deactivate()
  2852. {
  2853. deactivateLClick();
  2854. }
  2855. void CBattleHero::setPhase(int newPhase)
  2856. {
  2857. if(phase != 4)
  2858. {
  2859. phase = newPhase;
  2860. image = 0;
  2861. }
  2862. else
  2863. {
  2864. nextPhase = newPhase;
  2865. }
  2866. }
  2867. void CBattleHero::clickLeft(tribool down, bool previousState)
  2868. {
  2869. if(myOwner->spellDestSelectMode) //we are casting a spell
  2870. return;
  2871. if(!down && myHero && LOCPLINT->cb->battleCanCastSpell()) //check conditions
  2872. {
  2873. for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
  2874. {
  2875. if(myOwner->bfield[it].hovered && myOwner->bfield[it].strictHovered)
  2876. return;
  2877. }
  2878. CGI->curh->changeGraphic(0,0);
  2879. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero);
  2880. GH.pushInt(spellWindow);
  2881. }
  2882. }
  2883. 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)
  2884. {
  2885. dh = CDefHandler::giveDef( defName );
  2886. for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
  2887. {
  2888. if(flip)
  2889. {
  2890. SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
  2891. SDL_FreeSurface(dh->ourImages[i].bitmap);
  2892. dh->ourImages[i].bitmap = hlp;
  2893. }
  2894. CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
  2895. }
  2896. dh->alphaTransformed = true;
  2897. if(flip)
  2898. flag = CDefHandler::giveDef("CMFLAGR.DEF");
  2899. else
  2900. flag = CDefHandler::giveDef("CMFLAGL.DEF");
  2901. //coloring flag and adding transparency
  2902. for(int i=0; i<flag->ourImages.size(); ++i)
  2903. {
  2904. CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
  2905. graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);
  2906. }
  2907. }
  2908. CBattleHero::~CBattleHero()
  2909. {
  2910. delete dh;
  2911. delete flag;
  2912. }
  2913. Point CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack, const CBattleInterface * cbi)
  2914. {
  2915. Point ret(-500, -500); //returned value
  2916. if(stack->position < 0) //creatures in turrets
  2917. {
  2918. const CCreature & turretCreature = CGI->creh->creatures[ CGI->creh->factionToTurretCreature[cbi->siegeH->town->town->typeID] ];
  2919. int xShift = turretCreature.isDoubleWide() ? 44 : 0;
  2920. switch(stack->position)
  2921. {
  2922. case -2: //keep
  2923. ret = Point(505 + xShift, -66);
  2924. break;
  2925. case -3: //lower turret
  2926. ret = Point(368 + xShift, 304);
  2927. break;
  2928. case -4: //upper turret
  2929. ret = Point(339 + xShift, -192);
  2930. break;
  2931. }
  2932. }
  2933. else
  2934. {
  2935. ret.y = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y
  2936. //counting x
  2937. if(attacker)
  2938. {
  2939. ret.x = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
  2940. }
  2941. else
  2942. {
  2943. ret.x = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
  2944. }
  2945. //shifting position for double - hex creatures
  2946. if(stack && stack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
  2947. {
  2948. if(attacker)
  2949. {
  2950. ret.x -= 42;
  2951. }
  2952. else
  2953. {
  2954. ret.x += 42;
  2955. }
  2956. }
  2957. }
  2958. //returning
  2959. return ret + LOCPLINT->battleInt->pos;
  2960. }
  2961. void CBattleHex::activate()
  2962. {
  2963. activateHover();
  2964. activateMouseMove();
  2965. activateLClick();
  2966. activateRClick();
  2967. }
  2968. void CBattleHex::deactivate()
  2969. {
  2970. deactivateHover();
  2971. deactivateMouseMove();
  2972. deactivateLClick();
  2973. deactivateRClick();
  2974. }
  2975. void CBattleHex::hover(bool on)
  2976. {
  2977. hovered = on;
  2978. //Hoverable::hover(on);
  2979. if(!on && setAlterText)
  2980. {
  2981. myInterface->console->alterTxt = std::string();
  2982. setAlterText = false;
  2983. }
  2984. }
  2985. CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accessible(true), hovered(false), strictHovered(false), myInterface(NULL)
  2986. {
  2987. }
  2988. void CBattleHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  2989. {
  2990. if(myInterface->cellShade)
  2991. {
  2992. if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex
  2993. {
  2994. strictHovered = false;
  2995. }
  2996. else //hovered pixel is inside hex
  2997. {
  2998. strictHovered = true;
  2999. }
  3000. }
  3001. if(hovered && strictHovered) //print attacked creature to console
  3002. {
  3003. if(myInterface->console->alterTxt.size() == 0 && LOCPLINT->cb->battleGetStack(myNumber) != -1 &&
  3004. LOCPLINT->cb->battleGetStackByPos(myNumber)->owner != LOCPLINT->playerID &&
  3005. LOCPLINT->cb->battleGetStackByPos(myNumber)->alive())
  3006. {
  3007. char tabh[160];
  3008. const CStack * attackedStack = LOCPLINT->cb->battleGetStackByPos(myNumber);
  3009. const std::string & attackedName = attackedStack->amount == 1 ? attackedStack->creature->nameSing : attackedStack->creature->namePl;
  3010. sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str());
  3011. myInterface->console->alterTxt = std::string(tabh);
  3012. setAlterText = true;
  3013. }
  3014. }
  3015. else if(setAlterText)
  3016. {
  3017. myInterface->console->alterTxt = std::string();
  3018. setAlterText = false;
  3019. }
  3020. }
  3021. void CBattleHex::clickLeft(tribool down, bool previousState)
  3022. {
  3023. if(!down && hovered && strictHovered) //we've been really clicked!
  3024. {
  3025. myInterface->hexLclicked(myNumber);
  3026. }
  3027. }
  3028. void CBattleHex::clickRight(tribool down, bool previousState)
  3029. {
  3030. int stID = LOCPLINT->cb->battleGetStack(myNumber); //id of stack being on this tile
  3031. if(hovered && strictHovered && stID!=-1)
  3032. {
  3033. const CStack & myst = *LOCPLINT->cb->battleGetStackByID(stID); //stack info
  3034. if(!myst.alive()) return;
  3035. StackState *pom = NULL;
  3036. if(down)
  3037. {
  3038. pom = new StackState();
  3039. const CGHeroInstance *h = myst.owner == myInterface->attackingHeroInstance->tempOwner ? myInterface->attackingHeroInstance : myInterface->defendingHeroInstance;
  3040. pom->attackBonus = myst.Attack() - myst.creature->attack;
  3041. pom->defenseBonus = myst.Defense() - myst.creature->defence;
  3042. pom->luck = myst.Luck();
  3043. pom->morale = myst.Morale();
  3044. pom->speedBonus = myst.Speed() - myst.creature->speed;
  3045. pom->healthBonus = myst.MaxHealth() - myst.creature->hitPoints;
  3046. if(myst.hasFeatureOfType(StackFeature::SIEGE_WEAPON))
  3047. pom->dmgMultiplier = h->getPrimSkillLevel(0) + 1;
  3048. else
  3049. pom->dmgMultiplier = 1;
  3050. pom->shotsLeft = myst.shots;
  3051. for(int vb=0; vb<myst.effects.size(); ++vb)
  3052. {
  3053. pom->effects.insert(myst.effects[vb].id);
  3054. }
  3055. pom->currentHealth = myst.firstHPleft;
  3056. GH.pushInt(new CCreInfoWindow(myst.creature->idNumber, 0, myst.amount, pom, 0, 0, NULL));
  3057. }
  3058. delete pom;
  3059. }
  3060. }
  3061. CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0)
  3062. {
  3063. }
  3064. CBattleConsole::~CBattleConsole()
  3065. {
  3066. texts.clear();
  3067. }
  3068. void CBattleConsole::show(SDL_Surface * to)
  3069. {
  3070. if(ingcAlter.size())
  3071. {
  3072. CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  3073. }
  3074. else if(alterTxt.size())
  3075. {
  3076. CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  3077. }
  3078. else if(texts.size())
  3079. {
  3080. if(texts.size()==1)
  3081. {
  3082. CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  3083. }
  3084. else
  3085. {
  3086. CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
  3087. CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 26, GEOR13, 80, zwykly, to);
  3088. }
  3089. }
  3090. }
  3091. bool CBattleConsole::addText(const std::string & text)
  3092. {
  3093. if(text.size()>70)
  3094. return false; //text too long!
  3095. int firstInToken = 0;
  3096. for(int i=0; i<text.size(); ++i) //tokenize
  3097. {
  3098. if(text[i] == 10)
  3099. {
  3100. texts.push_back( text.substr(firstInToken, i-firstInToken) );
  3101. firstInToken = i+1;
  3102. }
  3103. }
  3104. texts.push_back( text.substr(firstInToken, text.size()) );
  3105. lastShown = texts.size()-1;
  3106. return true;
  3107. }
  3108. void CBattleConsole::eraseText(unsigned int pos)
  3109. {
  3110. if(pos < texts.size())
  3111. {
  3112. texts.erase(texts.begin() + pos);
  3113. if(lastShown == texts.size())
  3114. --lastShown;
  3115. }
  3116. }
  3117. void CBattleConsole::changeTextAt(const std::string & text, unsigned int pos)
  3118. {
  3119. if(pos >= texts.size()) //no such pos
  3120. return;
  3121. texts[pos] = text;
  3122. }
  3123. void CBattleConsole::scrollUp(unsigned int by)
  3124. {
  3125. if(lastShown > by)
  3126. lastShown -= by;
  3127. }
  3128. void CBattleConsole::scrollDown(unsigned int by)
  3129. {
  3130. if(lastShown + by < texts.size())
  3131. lastShown += by;
  3132. }
  3133. CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect & pos, const CBattleInterface * owner)
  3134. {
  3135. this->pos = pos;
  3136. background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);
  3137. graphics->blueToPlayersAdv(background, LOCPLINT->playerID);
  3138. SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);
  3139. SDL_FreeSurface(background);
  3140. background = pom;
  3141. exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);
  3142. if(br.winner==0) //attacker won
  3143. {
  3144. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 60, 122, GEOR13, zwykly, background);
  3145. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 410, 122, GEOR13, zwykly, background);
  3146. }
  3147. else //if(br.winner==1)
  3148. {
  3149. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 60, 122, GEOR13, zwykly, background);
  3150. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 410, 122, GEOR13, zwykly, background);
  3151. }
  3152. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 235, 299, GEOR16, tytulowy, background);
  3153. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 235, 329, GEOR16, zwykly, background);
  3154. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 235, 426, GEOR16, zwykly, background);
  3155. std::string attackerName, defenderName;
  3156. if(owner->attackingHeroInstance) //a hero attacked
  3157. {
  3158. SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &genRect(64, 58, 21, 38));
  3159. //setting attackerName
  3160. attackerName = owner->attackingHeroInstance->name;
  3161. }
  3162. else //a monster attacked
  3163. {
  3164. int bestMonsterID = -1;
  3165. int bestPower = 0;
  3166. for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army1->slots.begin(); it!=owner->army1->slots.end(); ++it)
  3167. {
  3168. if( CGI->creh->creatures[it->first].AIValue > bestPower)
  3169. {
  3170. bestPower = CGI->creh->creatures[it->first].AIValue;
  3171. bestMonsterID = it->first;
  3172. }
  3173. }
  3174. SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 21, 38));
  3175. //setting attackerName
  3176. attackerName = CGI->creh->creatures[bestMonsterID].namePl;
  3177. }
  3178. if(owner->defendingHeroInstance) //a hero defended
  3179. {
  3180. SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &genRect(64, 58, 391, 38));
  3181. //setting defenderName
  3182. defenderName = owner->defendingHeroInstance->name;
  3183. }
  3184. else //a monster defended
  3185. {
  3186. int bestMonsterID = -1;
  3187. int bestPower = 0;
  3188. for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army2->slots.begin(); it!=owner->army2->slots.end(); ++it)
  3189. {
  3190. if( CGI->creh->creatures[it->second.first].AIValue > bestPower)
  3191. {
  3192. bestPower = CGI->creh->creatures[it->second.first].AIValue;
  3193. bestMonsterID = it->second.first;
  3194. }
  3195. }
  3196. SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 391, 38));
  3197. //setting defenderName
  3198. defenderName = CGI->creh->creatures[bestMonsterID].namePl;
  3199. }
  3200. //printing attacker and defender's names
  3201. CSDL_Ext::printAtMiddle(attackerName, 156, 44, GEOR16, zwykly, background);
  3202. CSDL_Ext::printAtMiddle(defenderName, 314, 44, GEOR16, zwykly, background);
  3203. //printing casualities
  3204. for(int step = 0; step < 2; ++step)
  3205. {
  3206. if(br.casualties[step].size()==0)
  3207. {
  3208. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, GEOR16, zwykly, background);
  3209. }
  3210. else
  3211. {
  3212. int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture
  3213. int yPos = 344 + step*97;
  3214. for(std::map<ui32,si32>::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it)
  3215. {
  3216. blitAt(graphics->smallImgs[it->first], xPos, yPos, background);
  3217. std::ostringstream amount;
  3218. amount<<it->second;
  3219. CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, GEOR13, zwykly, background);
  3220. xPos += 42;
  3221. }
  3222. }
  3223. }
  3224. //printing result description
  3225. bool weAreAttacker = (LOCPLINT->playerID == owner->attackingHeroInstance->tempOwner);
  3226. switch(br.result)
  3227. {
  3228. case 0: //normal victory
  3229. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  3230. {
  3231. CGI->musich->playMusic(musicBase::winBattle);
  3232. #ifdef _WIN32
  3233. CGI->videoh->open(VIDEO_WIN);
  3234. #else
  3235. CGI->videoh->open(VIDEO_WIN, true);
  3236. #endif
  3237. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background);
  3238. }
  3239. else
  3240. {
  3241. CGI->musich->playMusic(musicBase::loseCombat);
  3242. CGI->videoh->open(VIDEO_LOSE_BATTLE_START);
  3243. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background);
  3244. }
  3245. break;
  3246. case 1: //flee
  3247. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  3248. {
  3249. CGI->musich->playMusic(musicBase::winBattle);
  3250. #ifdef _WIN32
  3251. CGI->videoh->open(VIDEO_WIN);
  3252. #else
  3253. CGI->videoh->open(VIDEO_WIN, true);
  3254. #endif
  3255. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background);
  3256. }
  3257. else
  3258. {
  3259. CGI->musich->playMusic(musicBase::retreatBattle);
  3260. CGI->videoh->open(VIDEO_RETREAT_START);
  3261. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background);
  3262. }
  3263. break;
  3264. case 2: //surrender
  3265. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  3266. {
  3267. CGI->musich->playMusic(musicBase::winBattle);
  3268. #ifdef _WIN32
  3269. CGI->videoh->open(VIDEO_WIN);
  3270. #else
  3271. CGI->videoh->open(VIDEO_WIN, true);
  3272. #endif
  3273. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background);
  3274. }
  3275. else
  3276. {
  3277. CGI->musich->playMusic(musicBase::surrenderBattle);
  3278. CGI->videoh->open(VIDEO_SURRENDER);
  3279. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background);
  3280. }
  3281. break;
  3282. }
  3283. }
  3284. CBattleResultWindow::~CBattleResultWindow()
  3285. {
  3286. SDL_FreeSurface(background);
  3287. }
  3288. void CBattleResultWindow::activate()
  3289. {
  3290. LOCPLINT->showingDialog->set(true);
  3291. exit->activate();
  3292. }
  3293. void CBattleResultWindow::deactivate()
  3294. {
  3295. exit->deactivate();
  3296. }
  3297. void CBattleResultWindow::show(SDL_Surface *to)
  3298. {
  3299. //evaluating to
  3300. if(!to)
  3301. to = screen;
  3302. CGI->videoh->update(107, 70, background, false, true);
  3303. SDL_BlitSurface(background, NULL, to, &pos);
  3304. exit->show(to);
  3305. }
  3306. void CBattleResultWindow::bExitf()
  3307. {
  3308. GH.popInts(2); //first - we; second - battle interface
  3309. LOCPLINT->showingDialog->setn(false);
  3310. CGI->videoh->close();
  3311. }
  3312. CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner)
  3313. {
  3314. pos = position;
  3315. background = BitmapHandler::loadBitmap("comopbck.bmp", true);
  3316. graphics->blueToPlayersAdv(background, LOCPLINT->playerID);
  3317. 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);
  3318. viewGrid->select(LOCPLINT->sysOpts.printCellBorders);
  3319. 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);
  3320. movementShadow->select(LOCPLINT->sysOpts.printStackRange);
  3321. 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);
  3322. mouseShadow->select(LOCPLINT->sysOpts.printMouseShadow);
  3323. animSpeeds = new CHighlightableButtonsGroup(0);
  3324. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def",188, 309, 1);
  3325. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def",252, 309, 2);
  3326. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",315, 309, 4);
  3327. animSpeeds->select(owner->getAnimSpeed(), 1);
  3328. animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1);
  3329. setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[392].first, CGI->generaltexth->zelp[392].second, boost::bind(&CBattleOptionsWindow::bDefaultf,this), 405, 443, "codefaul.def");
  3330. std::swap(setToDefault->imgs[0][0], setToDefault->imgs[0][1]);
  3331. exit = new AdventureMapButton (CGI->generaltexth->zelp[393].first, CGI->generaltexth->zelp[393].second, boost::bind(&CBattleOptionsWindow::bExitf,this), 516, 443, "soretrn.def",SDLK_RETURN);
  3332. std::swap(exit->imgs[0][0], exit->imgs[0][1]);
  3333. //printing texts to background
  3334. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[392], 240, 32, GEOR16, tytulowy, background); //window title
  3335. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[393], 122, 211, GEOR16, tytulowy, background); //animation speed
  3336. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[394], 122, 292, GEOR16, tytulowy, background); //music volume
  3337. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[395], 122, 358, GEOR16, tytulowy, background); //effects' volume
  3338. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[396], 353, 64, GEOR16, tytulowy, background); //auto - combat options
  3339. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[397], 353, 264, GEOR16, tytulowy, background); //creature info
  3340. //auto - combat options
  3341. CSDL_Ext::printAt(CGI->generaltexth->allTexts[398], 283, 87, GEOR16, zwykly, background); //creatures
  3342. CSDL_Ext::printAt(CGI->generaltexth->allTexts[399], 283, 117, GEOR16, zwykly, background); //spells
  3343. CSDL_Ext::printAt(CGI->generaltexth->allTexts[400], 283, 147, GEOR16, zwykly, background); //catapult
  3344. CSDL_Ext::printAt(CGI->generaltexth->allTexts[151], 283, 177, GEOR16, zwykly, background); //ballista
  3345. CSDL_Ext::printAt(CGI->generaltexth->allTexts[401], 283, 207, GEOR16, zwykly, background); //first aid tent
  3346. //creature info
  3347. CSDL_Ext::printAt(CGI->generaltexth->allTexts[402], 283, 286, GEOR16, zwykly, background); //all stats
  3348. CSDL_Ext::printAt(CGI->generaltexth->allTexts[403], 283, 316, GEOR16, zwykly, background); //spells only
  3349. //general options
  3350. CSDL_Ext::printAt(CGI->generaltexth->allTexts[404], 61, 58, GEOR16, zwykly, background); //hex grid
  3351. CSDL_Ext::printAt(CGI->generaltexth->allTexts[405], 61, 91, GEOR16, zwykly, background); //movement shadow
  3352. CSDL_Ext::printAt(CGI->generaltexth->allTexts[406], 61, 124, GEOR16, zwykly, background); //cursor shadow
  3353. CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 61, 157, GEOR16, zwykly, background); //spellbook animation
  3354. //texts printed
  3355. }
  3356. CBattleOptionsWindow::~CBattleOptionsWindow()
  3357. {
  3358. SDL_FreeSurface(background);
  3359. delete setToDefault;
  3360. delete exit;
  3361. delete viewGrid;
  3362. delete movementShadow;
  3363. delete animSpeeds;
  3364. delete mouseShadow;
  3365. }
  3366. void CBattleOptionsWindow::activate()
  3367. {
  3368. setToDefault->activate();
  3369. exit->activate();
  3370. viewGrid->activate();
  3371. movementShadow->activate();
  3372. animSpeeds->activate();
  3373. mouseShadow->activate();
  3374. }
  3375. void CBattleOptionsWindow::deactivate()
  3376. {
  3377. setToDefault->deactivate();
  3378. exit->deactivate();
  3379. viewGrid->deactivate();
  3380. movementShadow->deactivate();
  3381. animSpeeds->deactivate();
  3382. mouseShadow->deactivate();
  3383. }
  3384. void CBattleOptionsWindow::show(SDL_Surface *to)
  3385. {
  3386. if(!to) //"evaluating" to
  3387. to = screen;
  3388. SDL_BlitSurface(background, NULL, to, &pos);
  3389. setToDefault->show(to);
  3390. exit->show(to);
  3391. viewGrid->show(to);
  3392. movementShadow->show(to);
  3393. animSpeeds->show(to);
  3394. mouseShadow->show(to);
  3395. }
  3396. void CBattleOptionsWindow::bDefaultf()
  3397. {
  3398. }
  3399. void CBattleOptionsWindow::bExitf()
  3400. {
  3401. GH.popIntTotally(this);
  3402. }
  3403. std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
  3404. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
  3405. : town(siegeTown), owner(_owner)
  3406. {
  3407. for(int g=0; g<ARRAY_COUNT(walls); ++g)
  3408. {
  3409. walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
  3410. }
  3411. }
  3412. CBattleInterface::SiegeHelper::~SiegeHelper()
  3413. {
  3414. for(int g=0; g<ARRAY_COUNT(walls); ++g)
  3415. {
  3416. SDL_FreeSurface(walls[g]);
  3417. }
  3418. }
  3419. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
  3420. {
  3421. if(what == 2 || what == 3 || what == 8)
  3422. {
  3423. if(additInfo == 3) additInfo = 2;
  3424. }
  3425. char buf[100];
  3426. SDL_itoa(additInfo, buf, 10);
  3427. std::string addit(buf);
  3428. switch(what)
  3429. {
  3430. case 0: //background
  3431. return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
  3432. case 1: //background wall
  3433. {
  3434. switch(town->town->typeID)
  3435. {
  3436. case 5: case 4: case 1: case 6:
  3437. return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
  3438. case 0: case 2: case 3: case 7: case 8:
  3439. return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";
  3440. default:
  3441. return "";
  3442. }
  3443. }
  3444. case 2: //keep
  3445. return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";
  3446. case 3: //bottom tower
  3447. return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP";
  3448. case 4: //bottom wall
  3449. return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP";
  3450. case 5: //below gate
  3451. return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP";
  3452. case 6: //over gate
  3453. return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP";
  3454. case 7: //upper wall
  3455. return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP";
  3456. case 8: //upper tower
  3457. return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP";
  3458. case 9: //gate
  3459. return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP";
  3460. case 10: //gate arch
  3461. return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP";
  3462. case 11: //bottom static wall
  3463. return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP";
  3464. case 12: //upper static wall
  3465. return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP";
  3466. case 13: //moat
  3467. return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP";
  3468. case 14: //mlip
  3469. return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP";
  3470. case 15: //keep creature cover
  3471. return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP";
  3472. case 16: //bottom turret creature cover
  3473. return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP";
  3474. case 17: //upper turret creature cover
  3475. return "SG" + townTypeInfixes[town->town->typeID] + "TW2C.BMP";
  3476. default:
  3477. return "";
  3478. }
  3479. }
  3480. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
  3481. {
  3482. Point pos = Point(-1, -1);
  3483. switch(what)
  3484. {
  3485. case 1: //background wall
  3486. pos = Point(owner->pos.w + owner->pos.x - walls[1]->w, 55 + owner->pos.y);
  3487. break;
  3488. case 2: //keep
  3489. pos = Point(owner->pos.w + owner->pos.x - walls[2]->w, 154 + owner->pos.y);
  3490. break;
  3491. case 3: //bottom tower
  3492. case 4: //bottom wall
  3493. case 5: //below gate
  3494. case 6: //over gate
  3495. case 7: //upper wall
  3496. case 8: //upper tower
  3497. case 9: //gate
  3498. case 10: //gate arch
  3499. case 11: //bottom static wall
  3500. case 12: //upper static wall
  3501. pos.x = CGI->heroh->wallPositions[town->town->typeID][what - 3].first + owner->pos.x;
  3502. pos.y = CGI->heroh->wallPositions[town->town->typeID][what - 3].second + owner->pos.y;
  3503. break;
  3504. case 15: //keep creature cover
  3505. pos = Point(owner->pos.w + owner->pos.x - walls[2]->w, 154 + owner->pos.y);
  3506. break;
  3507. case 16: //bottom turret creature cover
  3508. pos.x = CGI->heroh->wallPositions[town->town->typeID][0].first + owner->pos.x;
  3509. pos.y = CGI->heroh->wallPositions[town->town->typeID][0].second + owner->pos.y;
  3510. break;
  3511. case 17: //upper turret creature cover
  3512. pos.x = CGI->heroh->wallPositions[town->town->typeID][5].first + owner->pos.x;
  3513. pos.y = CGI->heroh->wallPositions[town->town->typeID][5].second + owner->pos.y;
  3514. break;
  3515. };
  3516. if(pos.x != -1)
  3517. {
  3518. blitAt(walls[what], pos.x, pos.y, to);
  3519. }
  3520. }
  3521. void CStackQueue::update()
  3522. {
  3523. stacksSorted.clear();
  3524. LOCPLINT->cb->getStackQueue(stacksSorted, QUEUE_SIZE);
  3525. for (int i = 0; i < QUEUE_SIZE ; i++)
  3526. {
  3527. stackBoxes[i]->setStack(stacksSorted[i]);
  3528. }
  3529. }
  3530. CStackQueue::CStackQueue(bool Embedded)
  3531. :embedded(Embedded)
  3532. {
  3533. OBJ_CONSTRUCTION_CAPTURING_ALL;
  3534. if(embedded)
  3535. {
  3536. box = NULL;
  3537. bg = NULL;
  3538. pos.w = QUEUE_SIZE * 37;
  3539. pos.h = 32; //height of small creature img
  3540. pos.x = screen->w/2 - pos.w/2;
  3541. pos.y = (screen->h - 600)/2 + 10;
  3542. }
  3543. else
  3544. {
  3545. box = BitmapHandler::loadBitmap("CHRROP.pcx");
  3546. bg = BitmapHandler::loadBitmap("DIBOXPI.pcx");
  3547. pos.w = 600;
  3548. pos.h = bg->h;
  3549. }
  3550. stackBoxes.resize(QUEUE_SIZE);
  3551. for (int i = 0; i < QUEUE_SIZE; i++)
  3552. {
  3553. stackBoxes[i] = new StackBox(box);
  3554. stackBoxes[i]->pos.x += 6 + (embedded ? 37 : 79)*i;
  3555. }
  3556. }
  3557. CStackQueue::~CStackQueue()
  3558. {
  3559. SDL_FreeSurface(box);
  3560. }
  3561. void CStackQueue::showAll( SDL_Surface *to )
  3562. {
  3563. blitBg(to);
  3564. CIntObject::showAll(to);
  3565. }
  3566. void CStackQueue::blitBg( SDL_Surface * to )
  3567. {
  3568. if(bg)
  3569. {
  3570. for (int w = 0; w < pos.w; w += bg->w)
  3571. {
  3572. blitAtLoc(bg, w, 0, to);
  3573. }
  3574. }
  3575. }
  3576. void CStackQueue::StackBox::showAll( SDL_Surface *to )
  3577. {
  3578. assert(my);
  3579. if(bg)
  3580. {
  3581. graphics->blueToPlayersAdv(bg, my->owner);
  3582. //SDL_UpdateRect(bg, 0, 0, 0, 0);
  3583. CSDL_Ext::blit8bppAlphaTo24bpp(bg, NULL, to, &genRect(bg->h, bg->w, pos.x, pos.y));
  3584. //blitAt(bg, pos, to);
  3585. blitAt(graphics->bigImgs[my->creature->idNumber], pos.x +9, pos.y + 1, to);
  3586. printAtMiddleLoc(makeNumberShort(my->amount), pos.w/2, pos.h - 12, FONT_MEDIUM, zwykly, to);
  3587. }
  3588. else
  3589. {
  3590. blitAt(graphics->smallImgs[-2], pos, to);
  3591. blitAt(graphics->smallImgs[my->creature->idNumber], pos, to);
  3592. const SDL_Color &ownerColor = (my->owner == 255 ? *graphics->neutralColor : graphics->playerColors[my->owner]);
  3593. CSDL_Ext::drawBorder(to, pos, int3(ownerColor.r, ownerColor.g, ownerColor.b));
  3594. printAtMiddleLoc(makeNumberShort(my->amount), pos.w/2, pos.h - 8, FONT_TINY, zwykly, to);
  3595. }
  3596. }
  3597. void CStackQueue::StackBox::setStack( const CStack *nStack )
  3598. {
  3599. my = nStack;
  3600. }
  3601. CStackQueue::StackBox::StackBox(SDL_Surface *BG)
  3602. :bg(BG), my(NULL)
  3603. {
  3604. if(bg)
  3605. {
  3606. pos.w = bg->w;
  3607. pos.h = bg->h;
  3608. }
  3609. else
  3610. {
  3611. pos.w = pos.h = 32;
  3612. }
  3613. pos.y += 2;
  3614. }
  3615. CStackQueue::StackBox::~StackBox()
  3616. {
  3617. }
  3618. void CStackQueue::StackBox::hover( bool on )
  3619. {
  3620. }